My Assistant
![]() ![]() |
May 17 2011, 08:46 PM
Post
#351
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 19-March 11 Member No.: 24,929 |
For some reason when I start a new character the buttons for each window is mostly off the bottom of the window. It's far enough off the window that I can't see any text on the buttons. I've got the latest versions of .net and I'm using windows 7. Did you try clicking maximize? That gets it to fit for me. |
|
|
|
May 17 2011, 09:32 PM
Post
#352
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I just found your program and it is looking pretty good. As I play around with it i found some bugs/issues: - Aren't Surge and Martial Arts supposed to be part of the 35 BP limit on Qualities? - Celerity does not modify the Movement Rate - Quick Draw is missing form the Maneuver list. - Putting Skilled Dice Pools before the defaults may be a good idea - It's "guerilla" in the Combat Tactics Specilaization not "geurilla". - (At least with the suprathyroid gland) the Damage boxes are not calculated correctly. It's Round Up(8+(BOD/2)). The Suprathyroid Gland is one of the few pieces of ware that actually increase the BOD Attribute. - Showing the Sheet via the print button/menu item is not very intuitive. - 7 lines is not enough to display all the qualities on the Char Sheet - Bone Density does not show up as modifying the Unarmed Attack. Just as with the Condition Monitors, STR/2 should be rounded UP. -The smaller of Cyber and Bioware Essence cost is not halved! - Personalized Grip does not add RC. - The Underbarrel Grenade Launcher of the Ares Alpha should have its own range not the AR range. - Naming weapons would be a nice feature. - Putting PPP and helmets under Armor mods is a bit weird. So that's what I found at the moment. Keep up the good work. - SURGE and Martial Arts do count towards the Positive Quality BP limit. - Celerity will be in the next update. - Suprathyriod and Bone Lacing were correctly adding to BOD. The was was I wasn't using the Attribute property within the app (it was basically use the base value instead of the augmented). Fixed in next update. - I don't see a Quick Draw Maneuver in Arsenal. Iajutsu says the character may use the Quick Draw rules (p. 137 SR4) to draw a weapon, but I don't see a Maneuver. If you can point me to the book/page, I'll gladly enter it. - The character sheet draws as many lines for Qualities as it needs. If you have 2 Qualities, it draws 2, 50 if you have 50. (IMG:style_emoticons/default/smile.gif) - Bone Density is a little wacky for the Unarmed bit. It is actually added to your character as another Weapon. I might have to go back and look at this again. - The Cyberware/Bioware ESS cost is being halved. If you add a piece of Cyberware with a ESS cost of .2, then Bioware with an ESS cost of .1, your total ESS should now be 5.75. The item itself does not show the reduced cost from this, though it does appear in the Total Ess fields in the status bar and on the right-hand tab. - Personalized Grip and the Ares Alpha Grenade Launcher range will be fixed in the next update. - Putting PPP and helmets in the Armor mods was about the only place that made sense to me since they need to be attached to a piece of Armor since they aren't stand-online pieces. At least they're in with Armor. (IMG:style_emoticons/default/smile.gif) Thanks for the list o' stuff. Always nice to get things cleaned up! (IMG:style_emoticons/default/biggrin.gif) |
|
|
|
May 17 2011, 09:49 PM
Post
#353
|
|
|
Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
I've got a customized cyberarm with agility 5, but my augmented agility is reading as 3, instead of my native agility of 4, and the 3 is what's being used in my dicepool. I think that's wrong, but I don't know what I'm doing.
|
|
|
|
May 17 2011, 09:59 PM
Post
#354
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I've got a customized cyberarm with agility 5, but my augmented agility is reading as 3, instead of my native agility of 4, and the 3 is what's being used in my dicepool. I think that's wrong, but I don't know what I'm doing. This is working properly for me in the next update version, so let's see if it behaves properly for you once I have it available. |
|
|
|
May 17 2011, 10:06 PM
Post
#355
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Here's the last update for the week. Entering all them critters has melted my brain. (IMG:style_emoticons/default/wobble.gif)
Build 85
|
|
|
|
May 17 2011, 10:12 PM
Post
#356
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 19-March 11 Member No.: 24,929 |
Are the integral Gas Vent 2 and Laser Sight that a FNSCAR-H3 come with supposed to reduce the number of slots available to modify it?
|
|
|
|
May 17 2011, 10:16 PM
Post
#357
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Not any more. In Arsenal they describe that you can remove any Weapon Mod/Accessory that comes with it, and that they don't actually consume the slots. Since things like scopes and sights can be removed to be replaced by others, it seemed like the ideal thing to do was allow all items to be removed/not consume slots, and let the player take care of it. The way I had it before, you couldn't remove a detachable bipod if it came with the weapon. (IMG:style_emoticons/default/nyahnyah.gif)
|
|
|
|
May 17 2011, 10:26 PM
Post
#358
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
|
|
|
|
May 17 2011, 10:35 PM
Post
#359
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 19-March 11 Member No.: 24,929 |
Not any more. In Arsenal they describe that you can remove any Weapon Mod/Accessory that comes with it, and that they don't actually consume the slots. Since things like scopes and sights can be removed to be replaced by others, it seemed like the ideal thing to do was allow all items to be removed/not consume slots, and let the player take care of it. The way I had it before, you couldn't remove a detachable bipod if it came with the weapon. (IMG:style_emoticons/default/nyahnyah.gif) Right now it's telling me I can't remove an accessory that comes with a weapon. That may have something to do with me putting them on a drones weapon mount though. |
|
|
|
May 17 2011, 11:14 PM
Post
#360
|
|
|
Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
I just found the critters and am having the time of my life building a cyber-tiger.
|
|
|
|
May 18 2011, 12:08 AM
Post
#361
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
'Cause I don't want this silly little bug hanging around for the next few days... (IMG:style_emoticons/default/biggrin.gif)
Build 86
|
|
|
|
May 18 2011, 12:22 AM
Post
#362
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 236 Joined: 19-March 11 Member No.: 24,929 |
'Cause I don't want this silly little bug hanging around for the next few days... (IMG:style_emoticons/default/biggrin.gif) Build 86
Thanks. Now my drone doesn't need to brace the machine gun against it's non-existent hip to get a recoil bonus. (IMG:style_emoticons/default/wobble.gif) |
|
|
|
May 18 2011, 02:54 AM
Post
#363
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 13-March 11 From: Portland, Oregon Member No.: 24,230 |
|
|
|
|
May 18 2011, 03:40 AM
Post
#364
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I've updated the gear.xml file. The Camera, Micro and Microphone, Micro now have their Rating set to 1. There are now 2 version of each. Camera, Micro and Microphone, Micro have a Capacity of 1 meaning they can take plugins. Camera, Micro Plugin and Microphone, Micro Plugin have a Capacity of [1] and are the plugin versions of these devices.
|
|
|
|
May 18 2011, 05:27 AM
Post
#365
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 13-March 11 From: Portland, Oregon Member No.: 24,230 |
Thanks!
|
|
|
|
May 18 2011, 06:16 AM
Post
#366
|
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Any chance that the karma count for knowledge skills can be corrected? It looks like the ratings of all knowledge skills are being totaled for a single karma cost, instead of being compiled separately. Noticed this when testing transposing another character over, and had over 600 karma spent on knowledge skills that should've totaled only 84. (Yes, I like the karma build system over BP.)
Also, per the Arsenal Errata v1.3.2 the Doberman and Steel Lynx drones have turret weapon mounts, not fixed. And unless it's been put into an errata that I haven't seen, Neoteny is 10 BP, not 5. Spoof chips should be addable to anything electronic, not just vehicles & drones. Commlinks at least should have this option, too. Once in career mode, breaking a skill group by increasing an individual skill breaks things. After increasing one of the group's skills, increasing any of the other skills in the group costs the greater amount of karma, but sets the skill to 1 instead of its proper value and the remaining skills in the group drop to zero (i.e., Sorcery was at 4, Counterspelling goes up to 5 for 10 karma, and Spellcasting drops to 1 for 10 karma, after which Ritual Casting is now zero). Another bug I came across, if Magic or Resonance is above 6 (by Initiation/Submersion), and you try to "Add Spirit"/"Add Sprite", an "Unhandled exception... Value of '0' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'." kind of error appears. Doesn't seem to matter if it's in creation or career mode. On a completely unrelated note, may I ask what program you used to write the core .EXE file? I am curious to know so I can create something of my own for a few other game systems. |
|
|
|
May 18 2011, 07:07 AM
Post
#367
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 13-March 11 From: Portland, Oregon Member No.: 24,230 |
I've updated the gear.xml file. The Camera, Micro and Microphone, Micro now have their Rating set to 1. There are now 2 version of each. Camera, Micro and Microphone, Micro have a Capacity of 1 meaning they can take plugins. Camera, Micro Plugin and Microphone, Micro Plugin have a Capacity of [1] and are the plugin versions of these devices. Whoops. I just downloaded the update, and it looks like there was a misunderstanding. Plugins were already available for micro cameras, but vision enhancments were not available for them. Thus, I can make my micro camera incredibly sturdy or add a pair of mage-sight goggles to it, but I can't add any vision enhancement mods to it. Am I not supposed to be able to do that? Sorry if my previous comment resulted in something breaking. |
|
|
|
May 18 2011, 07:08 AM
Post
#368
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,109 Joined: 13-March 11 From: Portland, Oregon Member No.: 24,230 |
|
|
|
|
May 18 2011, 08:13 AM
Post
#369
|
|
|
Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
I think this is a glitch in adept powers. If you take Improved Ability (combat) any future adept powers with choices will automatically be that skill. My adept currently has Attribute Boost Unarmed Combat. I'm sorry to bother you.
|
|
|
|
May 18 2011, 12:59 PM
Post
#370
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I think this is a glitch in adept powers. If you take Improved Ability (combat) any future adept powers with choices will automatically be that skill. My adept currently has Attribute Boost Unarmed Combat. I'm sorry to bother you. Crap! Added to the list o' stuff to fix. (IMG:style_emoticons/default/smile.gif) |
|
|
|
May 18 2011, 01:00 PM
Post
#371
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Whoops. I just downloaded the update, and it looks like there was a misunderstanding. Plugins were already available for micro cameras, but vision enhancments were not available for them. Thus, I can make my micro camera incredibly sturdy or add a pair of mage-sight goggles to it, but I can't add any vision enhancement mods to it. Am I not supposed to be able to do that? Sorry if my previous comment resulted in something breaking. Ok, so what was in the last version of gear.xml was correct, it was just missing the Vision Enhancements, is that right? |
|
|
|
May 18 2011, 01:10 PM
Post
#372
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Any chance that the karma count for knowledge skills can be corrected? It looks like the ratings of all knowledge skills are being totaled for a single karma cost, instead of being compiled separately. Noticed this when testing transposing another character over, and had over 600 karma spent on knowledge skills that should've totaled only 84. (Yes, I like the karma build system over BP.) Also, per the Arsenal Errata v1.3.2 the Doberman and Steel Lynx drones have turret weapon mounts, not fixed. And unless it's been put into an errata that I haven't seen, Neoteny is 10 BP, not 5. Spoof chips should be addable to anything electronic, not just vehicles & drones. Commlinks at least should have this option, too. Once in career mode, breaking a skill group by increasing an individual skill breaks things. After increasing one of the group's skills, increasing any of the other skills in the group costs the greater amount of karma, but sets the skill to 1 instead of its proper value and the remaining skills in the group drop to zero (i.e., Sorcery was at 4, Counterspelling goes up to 5 for 10 karma, and Spellcasting drops to 1 for 10 karma, after which Ritual Casting is now zero). Another bug I came across, if Magic or Resonance is above 6 (by Initiation/Submersion), and you try to "Add Spirit"/"Add Sprite", an "Unhandled exception... Value of '0' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'." kind of error appears. Doesn't seem to matter if it's in creation or career mode. On a completely unrelated note, may I ask what program you used to write the core .EXE file? I am curious to know so I can create something of my own for a few other game systems. I believe the issue with the Skill Group thing you pointed out is because I'm not correctly re-enabling the other Skills when the group is broken. You're also correct about the Doberman and Steel Lynx turrets. I'll have these fixed in the next update. I'll also take a look at the Karma bit for Knowledge Skills and the Initiation + Spirits/Sprites bit. Chummer is written in C# using Visual Studio 2010 and targets the .NET Framework 4 Client Profile (which is a subset of the .NET Framework 4 that is optimised for client applications). |
|
|
|
May 18 2011, 01:38 PM
Post
#373
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 174 Joined: 28-February 08 Member No.: 15,719 |
If I may make a couple suggestions.
A recent characters list in the file menu, which it should be easy. In VB.Net I'd just use My.Settings to store the list, not sure how to do it in C# though since My.Settings isn't available for it. A way to add custom gear that doesn't get deleted every time the gears file is updated. This one is iffy, but I suppose you could have the application, when loading all the data files, check for a file called customgear.xml, customarmor.xml, custombioware.xml, and so on. If the file's there load it, if not skip it, and just never update the custom files. |
|
|
|
May 18 2011, 02:05 PM
Post
#374
|
|
|
Target ![]() Group: Members Posts: 60 Joined: 18-March 11 Member No.: 24,813 |
A way to add custom gear that doesn't get deleted every time the gears file is updated. Check the wiki (in Chummer, press Ctrl+F1). Or, just use this clicky thing. |
|
|
|
May 18 2011, 02:06 PM
Post
#375
|
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
If I may make a couple suggestions. A recent characters list in the file menu, which it should be easy. In VB.Net I'd just use My.Settings to store the list, not sure how to do it in C# though since My.Settings isn't available for it. A way to add custom gear that doesn't get deleted every time the gears file is updated. This one is iffy, but I suppose you could have the application, when loading all the data files, check for a file called customgear.xml, customarmor.xml, custombioware.xml, and so on. If the file's there load it, if not skip it, and just never update the custom files. The most recent character list is already on my list o' stuff to do. I wanted to get the Critter bit done and out of the way first since there was so much data to enter. (IMG:style_emoticons/default/wobble.gif) Custom content is already supported. The application looks for custom_[xxxxx].xml and merges both the standard and custom files together when it looks at content. So custom entries for Armor would be custom_armor.xlm, custom Cyberware would be custom_cyberware.xml, and so on. The custom_ files are never affected by the update process so you don't lose your custom content - it only knows how to read them. |
|
|
|
![]() ![]() |
|
Lo-Fi Version | Time is now: 13th April 2022 - 03:47 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.