My Assistant
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Dec 7 2011, 11:58 PM
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#3351
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Tilting at Windmills ![]() ![]() ![]() ![]() Group: Members Posts: 1,636 Joined: 26-February 02 From: Amarillo, TX, CAS Member No.: 388 |
Running on a Windows XP machine with SP3 installed.
Had an old version of Chummer (0.0.0.169), which opened up just fine. I update the program, selecting everything on the appropriate screen, to 262. Restart Chummer. "Could not load default language file!" is the error I get. Program obviously not useful at the moment. How can I fix this? |
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Dec 8 2011, 12:10 AM
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#3352
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
There are two ways you can fix it. One is to download the entire zip file with all of its updated content (http://www.dndjunkie.com/dev/chummer/Chummer.zip) and replace everything with the contents of the zip. The other is to download the English language file (http://www.dndjunkie.com/dev/chummer/lang/en-us.xml) and place it in your Chummer\lang directory. The application made the move to supporting multiple languages a while back so I had to move all of the language information into an external file. (IMG:style_emoticons/default/smile.gif)
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Dec 8 2011, 12:25 AM
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#3353
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Tilting at Windmills ![]() ![]() ![]() ![]() Group: Members Posts: 1,636 Joined: 26-February 02 From: Amarillo, TX, CAS Member No.: 388 |
Easy and quick; gotta love that. (IMG:style_emoticons/default/smile.gif) Thank you kindly!
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Dec 8 2011, 06:06 PM
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#3354
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Target ![]() Group: Members Posts: 30 Joined: 1-December 11 From: Murrieta, CA Member No.: 45,075 |
The AK-147 in the book has an RC of 1(2). Chummer calculates the Weapon's RC value based on all of the Accessories and Mods that you have installed and shows only the total number. When you first purchase a Weapon, all of the Accessories and Mods that come with it are marked as installed, so the AK-147 will show its RC as 2. If you mark the Stock as being not install, RC drops to 1. There's no point in showing what a Weapon's base and maximum RC are for all of its options since it knows what is installed; this means the player doesn't need to do the math and figure out the Weapon's RC based on what is currently equipped - the app takes care of it and tells you the RC based on what is currently installed. (IMG:style_emoticons/default/smile.gif) Actually, there are 2. The carbine has an RC of 1(2), but the assault rifle (in the table under it) only has an RC of 1. You've marked both as having RC 2. I can't seem to reproduce this using any combination I've tried. Are you still having this issue? If so, could you email me an affected save file so I can see what might be causing the problem? (nebular@shaw.ca) I no longer seem to be having this issue, no. Must've been fixed just before I posted. |
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Dec 8 2011, 06:45 PM
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#3355
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Actually, there are 2. The carbine has an RC of 1(2), but the assault rifle (in the table under it) only has an RC of 1. You've marked both as having RC 2. Whoops, right you are! I was looking at the AK-147 Carbine instead of the standard one. I've updated the Weapons file to correct this. |
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Dec 8 2011, 09:38 PM
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#3356
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Just had a problem loading an old character, that always worked till now(last opened the file about a month ago).
This error message fired up: CODE System.Xml.XPath.XPathException: '/chummer/categories/category[. = "Ein dutzend "Gefiederte Schlange"-Federn"]' ist ein ungültiger Token. bei MS.Internal.Xml.XPath.XPathParser.CheckToken(LexKind t) bei MS.Internal.Xml.XPath.XPathParser.ParsePredicate(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseStep(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseRelativeLocationPath(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseRelativeLocationPath(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseRelativeLocationPath(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseLocationPath(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParsePathExpr(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseUnionExpr(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseUnaryExpr(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseMultiplicativeExpr(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseAdditiveExpr(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseRelationalExpr(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseEqualityExpr(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseAndExpr(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseOrExpr(AstNode qyInput) bei MS.Internal.Xml.XPath.XPathParser.ParseXPathExpresion(String xpathExpresion) bei System.Xml.XPath.XPathExpression.Compile(String xpath, IXmlNamespaceResolver nsResolver) bei System.Xml.XPath.XPathNavigator.Select(String xpath) bei System.Xml.XmlNode.SelectNodes(String xpath) bei System.Xml.XmlNode.SelectSingleNode(String xpath) bei Chummer.LanguageManager.TranslateExtra(String strExtra) bei Chummer.Gear.get_DisplayName() bei Chummer.frmCareer.frmCareer_Load(Object sender, EventArgs e) bei System.Windows.Forms.Form.OnLoad(EventArgs e) bei System.Windows.Forms.Form.OnCreateControl() bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) bei System.Windows.Forms.Control.CreateControl() bei System.Windows.Forms.Control.WmShowWindow(Message& m) bei System.Windows.Forms.Control.WndProc(Message& m) bei System.Windows.Forms.ScrollableControl.WndProc(Message& m) bei System.Windows.Forms.Form.WmShowWindow(Message& m) bei System.Windows.Forms.Form.WndProc(Message& m) bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Geladene Assemblys ************** mscorlib Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.239 (RTMGDR.030319-2300). CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll. ---------------------------------------- Chummer Assembly-Version: 0.0.0.262. Win32-Version: 0.0.0.262. CodeBase: file:///D:/Trib%FCne.Bibliothek/%5BSR%5DShadowrun4/SR.Tools%20ec/Chummer/Chummer.exe. ---------------------------------------- System.Windows.Forms Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.235 built by: RTMGDR. CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll. ---------------------------------------- System.Drawing Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.1 built by: RTMRel. CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll. ---------------------------------------- System Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.236 built by: RTMGDR. CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll. ---------------------------------------- System.Xml Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.233 built by: RTMGDR. CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll. ---------------------------------------- mscorlib.resources Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.235 (RTMGDR.030319-2300). CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.dll. ---------------------------------------- System.Core Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.233 built by: RTMGDR. CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll. ---------------------------------------- System.Windows.Forms.resources Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.1 built by: RTMRel. CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll. ---------------------------------------- System.Configuration Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.1 (RTMRel.030319-0100). CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll. ---------------------------------------- System.xml.resources Assembly-Version: 4.0.0.0. Win32-Version: 4.0.30319.1 built by: RTMRel. CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Xml.resources.dll. ---------------------------------------- ************** JIT-Debuggen ************** That bug also killed half of my chars "gear"-entries(most weren´t custom made). (IMG:style_emoticons/default/sarcastic.gif) |
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Dec 8 2011, 10:42 PM
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#3357
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Hey Nebular,
I've found a few items for you:
Also, could you tell me the status of the following ones? Are they on a todo-list somewhere or did some get dumped? Bugs:
Features:
Questions:
Thanks! |
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Dec 8 2011, 11:19 PM
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#3358
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Just had a problem loading an old character, that always worked till now(last opened the file about a month ago). This error message fired up: CODE ...stuff... That bug also killed half of my chars "gear"-entries(most weren´t custom made). (IMG:style_emoticons/default/sarcastic.gif) I can take a wild guess at what the problem is, but it may or may not be correct. Could you please email me one of the affected save files so I can see what exactly is causing the error? (nebular@shaw.ca) |
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Dec 8 2011, 11:33 PM
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#3359
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
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Dec 8 2011, 11:41 PM
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#3360
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Hey Nebular, I've found a few items for you:
Also, could you tell me the status of the following ones? Are they on a todo-list somewhere or did some get dumped? Thanks!
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Dec 9 2011, 12:18 AM
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#3361
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 263
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Dec 9 2011, 12:55 AM
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#3362
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Much appreciated. (IMG:style_emoticons/default/smile.gif)
*file works again* |
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Dec 9 2011, 04:25 AM
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#3363
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Moving Target ![]() ![]() Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Stop me if you've hear this one before Nebular...
How about some kind of license management. Maybe with a list of restricted items that are eligible for licensing, and a license type to cover each one? |
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Dec 9 2011, 08:42 AM
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#3364
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Target ![]() Group: Members Posts: 11 Joined: 12-November 11 Member No.: 43,352 |
Greets again, and thanks for your continued work. Still loving it. Today's focus is "Weapon Focus."
Doubt a repo is needed but for clarity's sake: CODE I create a new character and add quality Adept. Add weapon katana and add modification Weapon Focus. Bug #1: Zero cost when adding weapon focus as modification. Bug #2: Not listed in Bonded Foci list. So I add gear Weapon Focus. Click to bond the Weapon Focus and am prompted to enter a value. I enter "Mother's Milk." Bug #3 Value entered is not used. I add any other foci item... Bug #4 Asks for Weapon Focus Value again. I save, close, and re-open file... See bug #4. So a couple thoughts on this. Once the cost and bond options are fixed for weapon modifications likely should just remove the gear item. There is no time in which a weapon focus is not part of the weapon that is manufactured as a weapon focus. Probably should remove the enter value for weapon focus altogether as is unnecessary. Barely related: In creation mode when adding cyber-ware to an awakened character before buying magic it doesn't calculate and maintain the extra BP cost for the lost magic points. Not related at all: When adding books in the Options menu it doesn't load all the relevant rules and gear immediately. This caused me to think several items were un-implemented as I would check a book on, try to do something, then check it off since isn't part of the campaign yet. Wasn't till I left one on and reopened Chummer that I noticed. I'll stop rambling now. Thanks again and have fun (IMG:style_emoticons/default/smile.gif) |
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Dec 9 2011, 11:06 PM
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#3365
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Had a thought on this once before, and it came up again while working on a Face type of character, and it's regarding the character's armor. Would it be possible to create armor bundles that can be equipped and de-equipped with a single check box. I think it would be quite helpful for those with characters who will have multiple ensembles of wear (like the suit to meet Mr. Johnson, then the long coat for walking the barrens), switch multiple items around with a single click, and be able to group and organize them (especially if you could drag & drop armor items like gear items). Especially for later in the game as armor is bought, sold, lost, or destroyed.
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Dec 10 2011, 12:41 AM
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#3366
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 |
Were you able to find the e-animals at the back of Running Wild?
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Dec 10 2011, 02:37 PM
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#3367
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,051 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
[*]added <rawdamage /> to the printout XML for Weapons which writes out the formula (not calculated) Damage for a Weapon Great work as always (IMG:style_emoticons/default/cyber.gif) |
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Dec 10 2011, 03:53 PM
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#3368
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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Dec 10 2011, 03:54 PM
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#3369
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Stop me if you've hear this one before Nebular... How about some kind of license management. Maybe with a list of restricted items that are eligible for licensing, and a license type to cover each one? Really interesting idea. I'll have to see what I can do about this. |
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Dec 11 2011, 04:20 AM
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#3370
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Target ![]() Group: Members Posts: 30 Joined: 1-December 11 From: Murrieta, CA Member No.: 45,075 |
Feature request: Custom spells. Rules for it are in Street Magic. Thinking something like Add Nexus, but with dropdowns for the spell attributes. Drain value calculated based on options chosen.
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Dec 11 2011, 10:13 AM
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#3371
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Target ![]() Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 |
Feature request: Custom spells. Rules for it are in Street Magic. Thinking something like Add Nexus, but with dropdowns for the spell attributes. Drain value calculated based on options chosen. You can already create custom spells if you wish, just copy the current spell XML file and rename it custom_spells.xml or something like that then use the same xml format that already exists and edit away. Just make sure to delete anything that would give you a duplicate name because that might give you an error when loading or trying to enable a spell for a character. The big trick is to make sure your file starts with "custom_ " and ends with ".xml" since Nebular added the ability for us to create our own custom xml data files a long time ago. If you want a tool that will build the custom spells and add them to a custom data file for you, then that is something else for Nebular to think about. But then he'd probably get hounded for a custom xml file builder for almost everything. |
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Dec 11 2011, 05:29 PM
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#3372
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Target ![]() Group: Members Posts: 30 Joined: 1-December 11 From: Murrieta, CA Member No.: 45,075 |
You can already create custom spells if you wish, just copy the current spell XML file and rename it custom_spells.xml or something like that then use the same xml format that already exists and edit away. Just make sure to delete anything that would give you a duplicate name because that might give you an error when loading or trying to enable a spell for a character. The big trick is to make sure your file starts with "custom_ " and ends with ".xml" since Nebular added the ability for us to create our own custom xml data files a long time ago. If you want a tool that will build the custom spells and add them to a custom data file for you, then that is something else for Nebular to think about. But then he'd probably get hounded for a custom xml file builder for almost everything. When I say feature request, it's for everyone else (or to make things easier). Editting XML files is pretty easy, but takes more time than having the feature built into the program. However, don't have to make a new XML file in the root folder. Just open the character sheet in notepad (or notepad++, as I prefer) and add the custom spell yourself. The name of the spell and all relevant information is read from that, not just its own tables. I do thank you for posting a workaround, and hopefully anyone who sees it can use it for their own campaign. |
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Dec 11 2011, 08:51 PM
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#3373
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Target ![]() Group: Members Posts: 30 Joined: 1-December 11 From: Murrieta, CA Member No.: 45,075 |
2 more things I noticed. Homeground in the Gear section is limited to rating 3 (but in the book I believe it goes to 6). Also, Homeground complex form asks for a value for it. It can only run on the home node (presumably, the technomancer's brain). If this was intended, then please look at how it's reading the <extra /> value (it appears to be showing it twice in Chummer).
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Dec 12 2011, 12:00 AM
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#3374
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Moving Target ![]() ![]() Group: Members Posts: 770 Joined: 19-August 11 From: Middle-Eastern Europe Member No.: 36,268 |
Why is Chemistry on the list of Active Skills if it's a Knowledge Skill? Unless something changed in SR4A, but I have Chummer set to use standard SR4 corebook, Arsenal, Augmentation, RC, Street Magic and Unwired.
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Dec 12 2011, 12:42 AM
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#3375
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Target ![]() Group: Members Posts: 30 Joined: 1-December 11 From: Murrieta, CA Member No.: 45,075 |
Why is Chemistry on the list of Active Skills if it's a Knowledge Skill? Unless something changed in SR4A, but I have Chummer set to use standard SR4 corebook, Arsenal, Augmentation, RC, Street Magic and Unwired. Chemistry is an active skill. It's not just knowing the periodic table of elements, it's being physically able in how to mix them without blowing yourself up (or worse). Requires a steady hand, and steady hands are usually only gained through experience. It's an active skill from Arsenal, and quite possibly one of the most efficient ways in the game to be a deadly 'runner. |
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