Chummer Character Generator |
Chummer Character Generator |
Jan 22 2012, 07:44 PM
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#3576
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Moving Target Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Are there any plans to port the chummer to Android at some point(that´d be the iceberg of awesomeness)?
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Jan 22 2012, 08:12 PM
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#3577
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
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Jan 22 2012, 09:00 PM
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#3578
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Great Dragon Group: Dumpshocked Posts: 5,086 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
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Jan 22 2012, 10:07 PM
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#3579
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Well, there is Mono for Android, though I have no idea how good the current version works with Chummer... Last time I saw Nebular talk about Mono there was a version of it, that was not yet released, that worked with Chummer. No clue if the version for Android supports what the linux version does, if they are in the same state. |
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Jan 22 2012, 10:18 PM
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#3580
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Someone asked me around Christmas if they could write something for Android that read the save files and I told them that was OK. Haven't heard anything back since so I don't know if that's actually happening or not. I took a look at developing applications in general for Android a week or so ago since I have a Playbook and it's supposedly going to support Android software with its next major update. Unfortunately Java and C# are too dissimilar to make porting the code viable, especially at the rate that changes happen in the code. Nor do I have the desire to develop two completely independent versions. One consumes enough of my time. (IMG:style_emoticons/default/biggrin.gif) You could try running it with the latest build of Mono - they're still in the 2.10.X versions so I have no idea if it'll actually work. They never seemed to keen on actually finishing off support for .NET 4.0. Development for it was brutally slow before and it has nearly come to a grinding halt after most of the team cost canned. (IMG:style_emoticons/default/nyahnyah.gif)
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Jan 22 2012, 10:21 PM
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#3581
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
When I attempt to add a point to a skill in career mode without sufficient karma, I recieve an exception dialog rather than a "You can't afford this." dialog. Nuts. I'll have this fixed in the next update. You can safely click the Continue button in the error message if you get this again before the next update. It still works properly and won't deduct the Karma or raise the Skill, it just can't find the message it's looking for. |
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Jan 23 2012, 08:38 AM
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#3582
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Great Dragon Group: Dumpshocked Posts: 5,086 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
Thanks for the quick fix on the Doberman!
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Jan 23 2012, 03:11 PM
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#3583
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Just noticed that when I try to add System 6, or Firewall 6 as a plugin to a custom commlink it doesn't attach them to the commlink instead it puts them outside of it in the general list, and they can't be attached to it. Can't add Datachips as a plugin to a commlink. Everything seems OK. When I add a Custom Commlink, I can freely add System 6 and Firewall 6 to it (from the Commlink Operating System Upgrade category) and Datachip (from the Storage Media category) to it properly. If you added the Custom Commlink by clicking Add & More, then tried to add these plugins, they'll appear outside of it since it still thinks you're adding individual items to the character. |
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Jan 23 2012, 03:22 PM
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#3584
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The Handy Sack doesn't allow plugins. It would be nice to be able to attach items to it. This would allow for the ability to easily show what is being stored in it, without having to use a location, since the sack itself could be in a location. Just cleaner to allow it to have items attached to it. I've updated the Gear file to give The Handy Sack a Capacity of 1000. That should be enough to hold your stuff (if not, you may have a slight hoarding problem (IMG:style_emoticons/default/wink.gif) ). |
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Jan 23 2012, 03:51 PM
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#3585
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Everything seems OK. When I add a Custom Commlink, I can freely add System 6 and Firewall 6 to it (from the Commlink Operating System Upgrade category) and Datachip (from the Storage Media category) to it properly. If you added the Custom Commlink by clicking Add & More, then tried to add these plugins, they'll appear outside of it since it still thinks you're adding individual items to the character. I think I see what was going on. When I added it the first time, they went outside the comm, and it wouldn't let me move them into the comm. I then tried to add them as a plugin and they still went outside the comm. The reason they went outside is because I hadn't yet removed the previous ones and it stacked them. For some reason, I can't move items out of the commlink. I have multiple commlinks on the character and it seems that once placed I can't move it off of the commlink. Is it supposed to work this way, or am I just having a windows day? |
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Jan 23 2012, 04:03 PM
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#3586
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Idea for gear.
The list can get really long. I was thinking having a Move To menu item on the pop up menu would be really nice. Have it list all the , vehicles, as well as the gear root Selected Gear would be really nice. Locations for Weapons and Armour would also be fantastic. They could also have the Move To menu item. |
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Jan 23 2012, 04:05 PM
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#3587
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Undoing an Expense when the Expense is a Matrix Program that has Program Options causes the node and it's sub nodes to be left behind, but blank. Work around is to manually delete the blank node. Seen it happen a couple of times now with items that did not have something attached to it. It might be happening because the item in question being removed was also selected on the gear tab. Figured this out, it's happening when the gear is placed in a location. If it's off the root tree item Selected Gear it works fine. |
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Jan 23 2012, 04:11 PM
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#3588
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
I've updated the Gear file to give The Handy Sack a Capacity of 1000. That should be enough to hold your stuff (if not, you may have a slight hoarding problem (IMG:style_emoticons/default/wink.gif) ). Is there a way to place pre-existing gear into it, via drag and drop? I deleted the old one, updated the files, bought a new one, it says 1000 cap, but it won't let me drag the hardware kit onto it. |
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Jan 23 2012, 09:08 PM
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#3589
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Suggestion for the Paragon and Mentor qualities. In both causes there are bonuses that they can give that are player choice. I've not looked at all of them, but I'm pretty sure none have an infinite list to them. or even an exceptionally long one. The idea I had was to within the Paragon/Mentor's definition include in it a <selectionlist> and have listed in it individual items for the list to be selected. Then within the character store that as well part of the paragon/mentor that was selected. This way the individual bonus could be listed, and in some way integrated with then new improvements tab. So as to create each of the modifiers grated, both good and bad to the list on that tab. I'm sure there might be other places where auto created items on the improvements tab would be great too. This one has actually been on my to do list for quite some time. I have finally gotten around to adding this in, so it will be in the next update. Translators will have a little bit of work though. I'll post the notes and an exmple of the chanages for the notes with the next build on here. |
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Jan 23 2012, 09:10 PM
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#3590
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Target Group: Members Posts: 17 Joined: 22-January 12 Member No.: 47,764 |
First of all, thank you very much for creating this amazing program! A small request though, would it be possible to add the adept initiation house rule from page 31 of Street Magic?
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Jan 23 2012, 09:13 PM
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#3591
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Is there a way to place pre-existing gear into it, via drag and drop? I deleted the old one, updated the files, bought a new one, it says 1000 cap, but it won't let me drag the hardware kit onto it. No... this had crossed my mind when I made the change, and I'm thinking I shouldn't have done it. Plugins cannot be moved between devices, plugins cannot become stand-alone devices, and stand-alone devices cannot become plugins. Part of this is because of how drag-and-drop works. Currently when you drag an item then drop it, the item is moved to be above the one where you dropped it. How would it know if something should be moved above the highlighted item or added to it? The other part is that a lot of Gear plug-ins simply cannot exist outside of its containing item for pricing, avail, and capacity reasons. I believe you'll just have to create a separate location for the contents of the Handy Sack, even though it's already in a location of its own. |
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Jan 23 2012, 09:16 PM
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#3592
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
First of all, thank you very much for creating this amazing program! A small request though, would it be possible to add the adept initiation house rule from page 31 of Street Magic? I don't see anything on SM 31 that deals with Adepts and Initiation. Are you referring to Adeps and Geas? If so, that's already there and appears as a checkbox after you add the Power to the character. Edit: I know there's also an option that allows Adepts to gain an additional Power Point instead of taking a Metamagic. That's also already there. You can find it by clicking Add Metamagic on the Initiation tab. It will be listed as "Additional Power Point". Add it to your character and you'll get the additional Power Point. (IMG:style_emoticons/default/smile.gif) |
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Jan 23 2012, 09:22 PM
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#3593
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
No... this had crossed my mind when I made the change, and I'm thinking I shouldn't have done it. Plugins cannot be moved between devices, plugins cannot become stand-alone devices, and stand-alone devices cannot become plugins. Part of this is because of how drag-and-drop works. Currently when you drag an item then drop it, the item is moved to be above the one where you dropped it. How would it know if something should be moved above the highlighted item or added to it? The other part is that a lot of Gear plug-ins simply cannot exist outside of its containing item for pricing, avail, and capacity reasons. I believe you'll just have to create a separate location for the contents of the Handy Sack, even though it's already in a location of its own. So there is no way to move, say software from one comm or nexus to another? That is something that would be common with hackers or technos I would think. |
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Jan 23 2012, 09:25 PM
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#3594
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
So there is no way to move, say software from one comm or nexus to another? That is something that would be common with hackers or technos I would think. Only way around it would be to delete it from one item, then add it to the other for free at the moment. Otherwise there'd need to be a "Move to another item" button that lets you pick another piece of Gear you currently have and transfers it to the newly-selected item. |
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Jan 23 2012, 09:27 PM
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#3595
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
No... this had crossed my mind when I made the change, and I'm thinking I shouldn't have done it. Plugins cannot be moved between devices, plugins cannot become stand-alone devices, and stand-alone devices cannot become plugins. Part of this is because of how drag-and-drop works. Currently when you drag an item then drop it, the item is moved to be above the one where you dropped it. How would it know if something should be moved above the highlighted item or added to it? The other part is that a lot of Gear plug-ins simply cannot exist outside of its containing item for pricing, avail, and capacity reasons. I believe you'll just have to create a separate location for the contents of the Handy Sack, even though it's already in a location of its own. You have a Selected Gear, and locations. If something is to be moved out of being stored within another item, have it dropped there. If they drop it on an item it wasn't meant to be dropped on, they can always move it to the proper location afterwards. There are in fact plenty of places that on the treeview that are blank with no node under it. All of these places can default to Selected Gear. The limit of not being able to move stuff between comms hurts, since you can't move IDs, knowsofts, activesofts, etc around as your comms get junked. |
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Jan 23 2012, 09:43 PM
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#3596
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Having an ability to rename locations would be cool. On a popup menu probably the easiest place to put it.
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Jan 23 2012, 10:00 PM
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#3597
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Target Group: Members Posts: 17 Joined: 22-January 12 Member No.: 47,764 |
I don't see anything on SM 31 that deals with Adepts and Initiation. Are you referring to Adeps and Geas? If so, that's already there and appears as a checkbox after you add the Power to the character. Edit: I know there's also an option that allows Adepts to gain an additional Power Point instead of taking a Metamagic. That's also already there. You can find it by clicking Add Metamagic on the Initiation tab. It will be listed as "Additional Power Point". Add it to your character and you'll get the additional Power Point. (IMG:style_emoticons/default/smile.gif) Yeah, it's only in the newer printings as well as the errata. I don't know how I missed that option but thanks for reading my mind! Now to buy a new firewall... |
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Jan 23 2012, 11:30 PM
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#3598
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 294
Information for those are translating data files: [ Spoiler ]
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Jan 23 2012, 11:48 PM
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#3599
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
just noticed this, and not sure why I didn't before, but the cost of a signal should increase the cost of Nexi.
Right now it does not appear to be increasing the cost, or at least the price doesn't go up or down on build Nexus window when I change the Signal rating. Page 196 of Unwired under the Nexi heading, middle of the first paragraph in parenthesis, "Signal is normal cost". Thanks for all the changes. Is there a way to update a quality, such as the paragon/mentor ones that were changed without deleting and re-adding? Maybe something could be added in the popup menu "Reload Quality" that would update the quality's properties to what is in the data files, and go through the motions as if it was just added brand new. Also being able to change values that were selected, again through the popup menu would be great. |
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Jan 24 2012, 03:06 AM
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#3600
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
When I click on the ammo drop down on the reload weapon window I get an unhandled exception.
Clicking continue causes no further exceptions, and selecting an item in the list causes no problems. The type drop down is showing a number, in this case 4, would it not be better to show the name of the type instead? |
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