Chummer Character Generator |
Chummer Character Generator |
Jan 31 2012, 02:21 PM
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#3651
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Although I found the Chummer Wiki using Google, I can't seem to see a link anywhere on your dndjunkie website. Often thought the same thing. The dndjunkie site will eventually stop being used for Chummer. The site name is a little misleading and all of the non-Chummer-related content on there doesn't exactly help its ranking in search engines. I've setup www.chummergen.com over the weekend so that Chummer has its own little place. It resides in the same place as dndjunkie.com, so you can use either http://www.dndjunkie.com/chummer/wiki/ or http://www.chummergen.com/chummer/wiki/ to get to the Chummer Wiki. You can also get to the Chummer Wiki by going to Help > Chummer Wiki within the application (though that doesn't help you if you don't have access to the app). |
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Jan 31 2012, 02:28 PM
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#3652
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Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Nice (IMG:style_emoticons/default/smile.gif)
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Jan 31 2012, 02:44 PM
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#3653
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Received a lot of praises from fellow players and GMs as well here, the only real downside I feel now is the unresponsiveness of the application. It feels very sluggish each time you change tab and I'm working on a quadcore/8Gb ram machine. I find it difficult to use ingame since having only 3 separate characters open make it take like 5-10 seconds to switch from one tab of a character to another tab on another character. Is this only when you load a file? Once the character has been loaded there shouldn't be a big time delay between switching tabs. I'll see what I can do about getting things to be a little quicker. |
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Jan 31 2012, 03:38 PM
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#3654
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Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
It happens to me frequently when switching tabs or characters. The first load of the skills tab for example is a good example (takes about 3-5 seconds), but even just switching tabs afterwards takes around a second for me on a powerful machine. I don't know if it is inherent to the language/technology/coding you use, but it feels sluggish. As I said, that's not an issue when working on characters out of a game, just too slow (for me) to use straight in game. Thanks for having a look at it anyway (IMG:style_emoticons/default/wink.gif)
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Jan 31 2012, 03:38 PM
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#3655
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Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
[double post - sorry]
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Jan 31 2012, 05:10 PM
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#3656
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
Is this only when you load a file? Once the character has been loaded there shouldn't be a big time delay between switching tabs. I'll see what I can do about getting things to be a little quicker. I've noticed delays when changing tabs for the very first time, but after that they all change very quickly. The Skills tab is the slowest when it comes to changing that first time. |
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Jan 31 2012, 06:10 PM
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#3657
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I've noticed delays when changing tabs for the very first time, but after that they all change very quickly. The Skills tab is the slowest when it comes to changing that first time. Yeah, it's a lot more responsive when you're using English instead of German/French where it has to load the translations (loading a character in Career Mode in English is ~2.2 seconds vs. French is ~5.9 seconds). Loading additional characters after the first is always quicker because the app has had a chance to cache most of the XML files, but it was still considerably slower when not using English. The biggest problem is that in the current build, the objects all load their translated names/page/categories on demand every time, so every time you click on a Weapon, it looks for the translated name, category, and page, each as separate lookups. I'm changing them so that they load the translated information when the object is populated and just uses those stored values which has made a huge difference so far (loading a character in Career Mode in French has gone down from ~5.9 seconds to ~2.6 seconds). I'm also going through and making some changes to how controls subscribe to events and general memory improvements. Apart from switching to the Skill tab like ShadowWalker mentioned (I'll see if I can figure that one out...), I haven't noticed it being sluggish in any language. Switching tabs doesn't do anything besides draw the contents; there's no loading of translated string or anything. Hopefully the memomy changes I make will address the problem you're having. |
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Jan 31 2012, 06:52 PM
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#3658
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Target Group: Members Posts: 43 Joined: 15-June 11 Member No.: 31,494 |
Received a lot of praises from fellow players and GMs as well here, the only real downside I feel now is the unresponsiveness of the application. It feels very sluggish each time you change tab and I'm working on a quadcore/8Gb ram machine. I find it difficult to use ingame since having only 3 separate characters open make it take like 5-10 seconds to switch from one tab of a character to another tab on another character. I do not experience this even with 12 characters open, and I'm running in a VM with only 2 cores and 2GiB RAM assigned to it. |
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Jan 31 2012, 07:42 PM
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#3659
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I do not experience this even with 12 characters open, and I'm running in a VM with only 2 cores and 2GiB RAM assigned to it. Which language are you using? I'm wondering if this has something to do with using French/German and the way strings are being translated (and hopefully fixed by the changes I've made so far). I'll upload the version that I'm working on this evening to see if that resolves anything for you, deurk. If nothing else, it should dratically improve loading times and the time it takes to load translated names/categories/strings. (IMG:style_emoticons/default/smile.gif) |
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Jan 31 2012, 11:45 PM
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#3660
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Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
I'll have a go at your new version, thanks for putting time and effort into this Nebular.
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Feb 1 2012, 12:24 AM
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#3661
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Great Dragon Group: Dumpshocked Posts: 5,086 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
I do not experience this even with 12 characters open, and I'm running in a VM with only 2 cores and 2GiB RAM assigned to it. Me neither. There is a noticeable delay when opening the Skill tab for the first time, but it's more like half a second (English version, W7 x64). |
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Feb 1 2012, 12:30 AM
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#3662
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 300
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Feb 1 2012, 07:35 AM
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#3663
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Target Group: Members Posts: 7 Joined: 22-November 11 Member No.: 44,384 |
I had some minor bugs (IMG:style_emoticons/default/smile.gif)
* It is not possible to create a new sprite with rating > resonance (max should be 2x resonance) * sometimes, when I accidentally use the scroll wheel with an active spin box, an exception rises These are all minor things, but I haven't seen them reported yet. (IMG:style_emoticons/default/smile.gif) Thank you for this great tool. It made my return to Shadowrun a lot easier, many things had changed since the 3rd Edition (IMG:style_emoticons/default/smile.gif) *bow* *waves* |
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Feb 1 2012, 11:40 AM
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#3664
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Target Group: Members Posts: 43 Joined: 15-June 11 Member No.: 31,494 |
Which language are you using? I'm wondering if this has something to do with using French/German and the way strings are being translated (and hopefully fixed by the changes I've made so far). I'll upload the version that I'm working on this evening to see if that resolves anything for you, deurk. If nothing else, it should dratically improve loading times and the time it takes to load translated names/categories/strings. (IMG:style_emoticons/default/smile.gif) I'm using English, which might explain it. |
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Feb 1 2012, 03:16 PM
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#3665
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I had some minor bugs (IMG:style_emoticons/default/smile.gif)
* It is not possible to create a new sprite with rating > resonance (max should be 2x resonance) * sometimes, when I accidentally use the scroll wheel with an active spin box, an exception rises I believe the scroll wheel problem was resolved in a slightly older build. Are you still having this problem with the latest version? If so, which box are you in when this happens? I'll have the other two items fixed up in the next update. The update window will just create any directory it needs to when it's downloading files. I had kept meaning to do this before but also kept forgetting to add it to my list of stuff to do. (IMG:style_emoticons/default/nyahnyah.gif) Not sure why the Sprites one went without being fixed for so long, considering Spirits behave in the exact same way and were update to use MAG x 2 quite some time ago. (IMG:style_emoticons/default/wobble.gif) |
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Feb 1 2012, 03:34 PM
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#3666
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Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Tried build 300, and I'm afraid I did not see a huge difference. Wondered if it was because of my system which is 64bits but does the same on a completely different 32bits system. (IMG:style_emoticons/default/frown.gif)
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Feb 1 2012, 03:54 PM
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#3667
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Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Could the improvement manager let us modify the improvements created? (Was that question already asked?)
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Feb 1 2012, 03:54 PM
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#3668
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Tried build 300, and I'm afraid I did not see a huge difference. Wondered if it was because of my system which is 64bits but does the same on a completely different 32bits system. (IMG:style_emoticons/default/frown.gif) Shouldn't matter. The app is built as a 32-bit application and I'm running a 64-bit OS both at work and home without any issues. Even when using French with 15 characters open, I'm not seeing any sluggish performance on either machine. One of my players is even running it on a 32-bit copy of Windows XP on an old laptop and there's no sluggish performance on that either, despite it's being a 1.5GHz Celeron processory with 512 MB of RAM. |
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Feb 1 2012, 03:56 PM
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#3669
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Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
That is so weird. I wonder what makes a difference in my case then. Could old character sheets create such a behavior?
Would you be interested in a video file showing how it performs on my machine? |
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Feb 1 2012, 04:01 PM
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#3670
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
That is so weird. I wonder what makes a difference in my case then. Could old character sheets create such a behavior? Would you be interested in a video file showing how it performs on my machine? The character sheets shouldn't have any impact on it; they're just crunched by the XSL transformation engine and there's nothing processor intensive about it. If you have the print window open in Career Mode and modify the character, the window refreshes asynchronously so the app doesn't bother to wait for it. If you can capture a video of what's going on I'd be interested in seeing what's up. |
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Feb 1 2012, 04:02 PM
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#3671
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Could the improvement manager let us modify the improvements created? (Was that question already asked?) Are you referring to Improvements that the system creates when you add something? Technically it could, but it doesn't assign human-readable names to them so they might be a little difficult to identify. |
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Feb 1 2012, 04:17 PM
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#3672
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Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Could attribute improvement value not be a fixed value but a value we can change on the fly?
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Feb 1 2012, 04:18 PM
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#3673
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Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
The character sheets shouldn't have any impact on it; they're just crunched by the XSL transformation engine and there's nothing processor intensive about it. If you have the print window open in Career Mode and modify the character, the window refreshes asynchronously so the app doesn't bother to wait for it. If you can capture a video of what's going on I'd be interested in seeing what's up. Meant old character savefile, not sheet, sorry. Meaning, would a made-from-scratch-using-latest version character change anything? |
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Feb 1 2012, 04:19 PM
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#3674
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Moving Target Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
Are you referring to Improvements that the system creates when you add something? Technically it could, but it doesn't assign human-readable names to them so they might be a little difficult to identify. I was referring to the improvements tab were you can create your own from improvements.xml. |
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Feb 2 2012, 03:11 AM
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#3675
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Target Group: Members Posts: 30 Joined: 1-December 11 From: Murrieta, CA Member No.: 45,075 |
Anyone know if Lodges have a maximum rating? I can't seem to find it anywhere, and Chummer seems to think there is. I'd like to see if 1) there is an actual limit to the Force of a lodge and 2) make sure that it really is 12, and not 6. It's also relevant to the maximum rating of a Stacked Focus.
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