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> Chummer Character Generator
Nebular
post Nov 9 2011, 06:29 PM
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QUOTE (Fyndhal @ Nov 9 2011, 01:23 PM) *
Hey, Nebular! I just updated Chummer here at work and when I try to launch it, I get an error saying:

"Default Language Missing!

Could not load default language file!"

Any ideas?

Sounds like it's been a long time since you've updated then. A massive change was made to support multiple languages and if your last version didn't know about the then upcoming change, it had no idea how to handle the language files. The easiest way is to just grab the whole thing again and unzip to whever your currently have Chummer. All of your settings will remain intact.
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Fyndhal
post Nov 9 2011, 06:47 PM
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QUOTE (Nebular @ Nov 9 2011, 01:29 PM) *
Sounds like it's been a long time since you've updated then. A massive change was made to support multiple languages and if your last version didn't know about the then upcoming change, it had no idea how to handle the language files. The easiest way is to just grab the whole thing again and unzip to whever your currently have Chummer. All of your settings will remain intact.


Yeah, I generally do all my DR work at home, but the server was down here at work, so...

Anyway, updated and working. Thanks!
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KeyMasterOfGozer
post Nov 9 2011, 06:55 PM
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QUOTE (Nebular @ Nov 9 2011, 11:15 AM) *
They're already there. <weaponbonusdamage /> exists if the Weapon's DV is modified, and <weaponbonusap /> exists if the AP is modified.

One of us is misunderstanding. I'm not sure it isn't me. (IMG:style_emoticons/default/smile.gif)

If I understand correctly, <weaponbonusdamage /> shows only for the aummunition that is "Loaded", not every type of ammunition that is in your gear. For instance, I might have a clip of gel rounds and a clip of armor piercing rounds, and I will use one or the other by changing the clip in the middle of the 'run based on what I need for that time. As I can tell, the sheet only can have information for 1 ammo type, only the one that was "loaded" before I print my sheet and go to my gaming session.

I would rather be able to list all types of ammo I have in my gear, each with quantity, location, AP, and damage mods.
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Nebular
post Nov 9 2011, 07:24 PM
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QUOTE (KeyMasterOfGozer @ Nov 9 2011, 12:55 PM) *
One of us is misunderstanding. I'm not sure it isn't me. (IMG:style_emoticons/default/smile.gif)

If I understand correctly, <weaponbonusdamage /> shows only for the aummunition that is "Loaded", not every type of ammunition that is in your gear. For instance, I might have a clip of gel rounds and a clip of armor piercing rounds, and I will use one or the other by changing the clip in the middle of the 'run based on what I need for that time. As I can tell, the sheet only can have information for 1 ammo type, only the one that was "loaded" before I print my sheet and go to my gaming session.

I would rather be able to list all types of ammo I have in my gear, each with quantity, location, AP, and damage mods.

<weaponbonusdamage /> shows for all Gear items that affect a Weapon's DV. They node exists within <gear /> not within <weapon />.

You should be able to list all of the Ammo types for a given weapon using what's available right now. Just display all /gears/gear where category = "Ammunition" and extra = (Weapon Category). All of the information you need (quantity, cost, location, sourc, page, damage, and ap modifiers) should be in there.
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deurk
post Nov 9 2011, 08:11 PM
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QUOTE (Nebular @ Nov 9 2011, 07:24 PM) *
<weaponbonusdamage /> shows for all Gear items that affect a Weapon's DV. They node exists within <gear /> not within <weapon />.

You should be able to list all of the Ammo types for a given weapon using what's available right now. Just display all /gears/gear where category = "Ammunition" and extra = (Weapon Category). All of the information you need (quantity, cost, location, sourc, page, damage, and ap modifiers) should be in there.

*thumbs-up*
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KeyMasterOfGozer
post Nov 9 2011, 09:25 PM
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QUOTE (Nebular @ Nov 9 2011, 03:24 PM) *
<weaponbonusdamage /> shows for all Gear items that affect a Weapon's DV. They node exists within <gear /> not within <weapon />.

You should be able to list all of the Ammo types for a given weapon using what's available right now. Just display all /gears/gear where category = "Ammunition" and extra = (Weapon Category). All of the information you need (quantity, cost, location, sourc, page, damage, and ap modifiers) should be in there.

AH! Isee now, it was not in the XML I was using as a reference, but I refreshed from the current Chummer and now it is there. PErfect! Thank you!
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deurk
post Nov 9 2011, 10:22 PM
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Happened when I switch from troll in creation mode to minotaur:
[ Spoiler ]
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deurk
post Nov 9 2011, 10:39 PM
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Now that alias and name has been swapped, could you default a new savefile as alias.chum?
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Nebular
post Nov 9 2011, 10:55 PM
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QUOTE (deurk @ Nov 9 2011, 04:22 PM) *
Happened when I switch from troll in creation mode to minotaur:

I can't seem to reproduce this. Is this a brand new character with nothing on them yet (Cyberware, Qualities, etc.), a new character with things attached (in which case I'd need to know what), or with a saved character? Would you be able to email me a copy of the character that does this? (nebular@shaw.ca)
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deurk
post Nov 9 2011, 10:57 PM
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QUOTE (Nebular @ Nov 9 2011, 10:55 PM) *
I can't seem to reproduce this. Is this a brand new character with nothing on them yet (Cyberware, Qualities, etc.), a new character with things attached (in which case I'd need to know what), or with a saved character? Would you be able to email me a copy of the character that does this? (nebular@shaw.ca)

Sent.
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Nebular
post Nov 9 2011, 11:05 PM
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Looks like this is a bit of an older character where MAG and RES were always 0 if they were not enabled, and converting the Metatype didn't like it. (IMG:style_emoticons/default/smile.gif) Fixed in the next update which should be along shortly unless you have anything else you plan to break! (IMG:style_emoticons/default/wink.gif)
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deurk
post Nov 9 2011, 11:06 PM
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QUOTE (Nebular @ Nov 9 2011, 11:05 PM) *
Looks like this is a bit of an older character where MAG and RES were always 0 if they were not enabled, and converting the Metatype didn't like it. (IMG:style_emoticons/default/smile.gif) Fixed in the next update which should be along shortly unless you have anything else you plan to break! (IMG:style_emoticons/default/wink.gif)

It's a char I created an hour ago using latest version. But no, I'm OK, not breaking anything (IMG:style_emoticons/default/wink.gif)

EDIT: I'l just make sure to requote everything that has not made it through and not being answered!
(I know, you hate me now (IMG:style_emoticons/default/frown.gif) )
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Nebular
post Nov 9 2011, 11:07 PM
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Huh, weird. Didn't think they saved as 0 any more. Oh well. Works now!
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deurk
post Nov 9 2011, 11:09 PM
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Oh! One more for the road!
Is there any way to have the option to display ALL categories for gear, weapons, vehicles and so forth? At the moment you have to pick one or use the search box. I'd like to see all the options that are offered to me (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post Nov 9 2011, 11:18 PM
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Unless there are any big ugly crashes that are revealed in the next 24 hours or so, this will likely be the last update until November 21 (roughly) as I'll be on vacation and taking a mental break from the whole doing development at work all day and doing development all night on this. (IMG:style_emoticons/default/biggrin.gif)
Build 246
  • Weapon reloading methods are now read from the translation file
  • Weapon Accessories now show their mount points when selected
  • Weapon Mods now show their mod slots when selected
  • selecting a Weapon Accessory or Weapon Mod now updates the Range information to match the Weapon it's attached to
  • loading a character with a Commlink Operating System Upgrade attached to a Commlink Operating System no longer throws an error
  • Commlinks now check for Operating System Upgrades within their Commlink Operating Systems in addition to within the Commlink itself
  • added <currentammo /> to the Weapon information in the printout XML which gives the name of the Ammo currently loaded in the Weapon
  • Skills affected by Incompetent are now correctly marked as not allowing Defaulting
  • Quality type is now translated in the printout XML
  • Contact type is now translated in the printout XML
  • Weapon RC now always displays as a whole number (no brackets) since it always shows the Weapon's RC based on the currently installed plugins (the brackets just made things more confusing)
  • XML indenting/formatting is preserved when adding a custom Cyberware Suite or PACKS Kit to an existing custom file
  • FIRE! and Reload buttons and Ammo selection list are now only enabled when an appropriate Weapon is selected
  • Vehicle Weapons now show their Dice Pool (Targeting Autosofts must be given a value that matches the Weapon's Category, otherwise it assumes that the highest-rated Targeting Autosoft should be used)
  • Increased Cylinder Weapon Mod now properly changes the Weapon's Ammo to 8(cy)
  • added Hollow Cyberlimb and Hollow Cybertorso to the Post-Mortem Modifications Category in Gear
  • Save As now uses the character's Alias instead of their Name
  • fixed an issue where converting the Metatype of an older character would throw an error if their MAG or RES were set to 0
New Strings
  • String_Or
  • String_AmmoBreakAction
  • String_AmmoBelt
  • String_AmmoBox
  • String_AmmoClip
  • String_AmmoCylinder
  • String_AmmoDrum
  • String_AmmoEnergy
  • String_AmmoExternalSource
  • String_AmmoMagazine
  • String_AmmoMuzzleLoad
  • String_AmmoSpecial
  • String_Contact
  • String_Enemy
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Nebular
post Nov 9 2011, 11:19 PM
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QUOTE (deurk @ Nov 9 2011, 05:09 PM) *
Oh! One more for the road!
Is there any way to have the option to display ALL categories for gear, weapons, vehicles and so forth? At the moment you have to pick one or use the search box. I'd like to see all the options that are offered to me (IMG:style_emoticons/default/biggrin.gif)

I'll add it to the list. It's not quite as quick and easy as it might sound. (IMG:style_emoticons/default/smile.gif)
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deurk
post Nov 9 2011, 11:20 PM
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QUOTE (Nebular @ Nov 9 2011, 11:19 PM) *
I'll add it to the list. It's not quite as quick and easy as it might sound. (IMG:style_emoticons/default/smile.gif)

I bet it's not, thanks for noting it down.
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deurk
post Nov 9 2011, 11:21 PM
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QUOTE (Nebular @ Nov 9 2011, 11:18 PM) *
Unless there are any big ugly crashes that are revealed in the next 24 hours or so, this will likely be the last update until November 21 (roughly) as I'll be on vacation and taking a mental break from the whole doing development at work all day and doing development all night on this. (IMG:style_emoticons/default/biggrin.gif)

Enjoy your vacation, rest well during your well deserved break. Come back freshened and anew, we'll keep tabs for you (IMG:style_emoticons/default/wink.gif)
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ShadowWalker
post Nov 9 2011, 11:23 PM
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I just noticed the following on page 334 of SR4A.

QUOTE
Each sensor package also has a Capacity rating; the total Capacity rating of the individual sensors may not exceed the package’s Capacity rating.


Does this mean the capacity of individual sensors takes up that space or is it just a limit on the capacity of individual items own capacity? Either way it works I'm pretty sure Chummer doesn't do either of these.

Also from page 334 of SR4A. The sensors attribute for vehicles and drones should be calculated in the following manner.

QUOTE
The Sensor package rating should be used for most situations and is equal to the average rating of all the sensors in a package (rounded up). Sensors that do not possess ratings are treated as if they had a rating equal to the package’s rating for this purpose only
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Nebular
post Nov 9 2011, 11:28 PM
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QUOTE (ShadowWalker @ Nov 9 2011, 05:23 PM) *
I just noticed the following on page 334 of SR4A.

Does this mean the capacity of individual sensors takes up that space or is it just a limit on the capacity of individual items own capacity? Either way it works I'm pretty sure Chummer doesn't do either of these.

This is just like everything else with a Capacity. The Sensor Package itself (for example the Large Drone Sensor) has a Capacity of how many items it holds ((IMG:style_emoticons/default/cool.gif) . The individual sensors it refers to are the plugins like cameras and microphones which consume Capacity (square bracket items like [5]). Chummer currently handles this on Vehicles, though it appears in the Slots section (since it's just using the Vehicle info area).

The average Sensor Rating thing is on my list. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Nov 9 2011, 11:30 PM
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QUOTE (deurk @ Nov 9 2011, 05:21 PM) *
Enjoy your vacation, rest well during your well deserved break. Come back freshened and anew, we'll keep tabs for you (IMG:style_emoticons/default/wink.gif)

I'm still here 'til tomorrow to at least check up on things. No guarantees after that. (IMG:style_emoticons/default/smile.gif)
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deurk
post Nov 9 2011, 11:34 PM
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Just got noticed that all the version of the HK MX30 versions are filed in the same category. Shouldn't each one be in a different category?

Also, should Covert Ops have copy protection and other options by default and available? Or is it subject to some restrictions?
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deurk
post Nov 9 2011, 11:43 PM
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Also, when closing multiple character sheets with unsaved modifications, warning popup asking for saving or discarding changes does not mention which character it's talking about, would be nice to know (IMG:style_emoticons/default/wink.gif)
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ShadowWalker
post Nov 9 2011, 11:52 PM
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QUOTE (Nebular @ Nov 9 2011, 06:28 PM) *
This is just like everything else with a Capacity. The Sensor Package itself (for example the Large Drone Sensor) has a Capacity of how many items it holds ((IMG:style_emoticons/default/cool.gif) . The individual sensors it refers to are the plugins like cameras and microphones which consume Capacity (square bracket items like [5]). Chummer currently handles this on Vehicles, though it appears in the Slots section (since it's just using the Vehicle info area).

The average Sensor Rating thing is on my list. (IMG:style_emoticons/default/smile.gif)

The way it's written though,

the total Capacity rating of the individual sensors may not exceed the package’s Capacity rating.

It really does sound like it's saying that the Camera can't have a capacity greater than the package's capacity that it's put in.

So if you put a Camera in a Micro Sensor Package then the Camera can't have a capacity greater than 1 which is the packages capacity.
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Jazz
post Nov 9 2011, 11:52 PM
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Happy vacations Nebular ! (IMG:style_emoticons/default/spin.gif)
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