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> Chummer Character Generator
ShadowWalker
post May 18 2011, 05:53 PM
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So anyone have any other suggestions on why the windows are not the right size and the buttons are off the bottom of the window?
Doesn't make sense to me, gotta be something strange.
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TheScrivener
post May 18 2011, 06:12 PM
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Just getting back into my SR campaign so I haven't been on the forum much, but I picked Chummer up last week and have been trying to get my players to move over - this is fantastic work for such a short time! I have found a couple issues, though.

Datajacks & commlinks are both listed under "headware" only, but they should be able to be implanted elsewhere - jacks anywhere on the body and 'links in any cyberlimb with Capacity, iirc. My street sam's not able to reflect his cyberarm-comm correctly here (though he can, oddly, list it as attached to his Dermal Plating)

The same character's ArmTech MGL-12 says it doesn't mount accessories - I've never read anything about this, and no other grenade launchers seem to have this quality. Boom-Boom Bob wants his smartgun system with airburst link!

And one less-important item, are you looking into supporting AI/Free Spirit characters? I know spirit chargen's a hotly contested thing, but I have a metasapient character in my group and I'd like to be able to put everyone in the same format.
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ShadowWalker
post May 18 2011, 06:22 PM
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What programing environment is this being done in?
The Visual Studio or Express versions?
Is the source available? I'd like to try and figure out why the windows and buttons are messed up on my machine and the easiest way to do that is to have the source.
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Nebular
post May 18 2011, 06:40 PM
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QUOTE (TheScrivener @ May 18 2011, 12:12 PM) *
Just getting back into my SR campaign so I haven't been on the forum much, but I picked Chummer up last week and have been trying to get my players to move over - this is fantastic work for such a short time! I have found a couple issues, though.

Datajacks & commlinks are both listed under "headware" only, but they should be able to be implanted elsewhere - jacks anywhere on the body and 'links in any cyberlimb with Capacity, iirc. My street sam's not able to reflect his cyberarm-comm correctly here (though he can, oddly, list it as attached to his Dermal Plating)

The same character's ArmTech MGL-12 says it doesn't mount accessories - I've never read anything about this, and no other grenade launchers seem to have this quality. Boom-Boom Bob wants his smartgun system with airburst link!

And one less-important item, are you looking into supporting AI/Free Spirit characters? I know spirit chargen's a hotly contested thing, but I have a metasapient character in my group and I'd like to be able to put everyone in the same format.

Ack! You apparently picked the one Grenade Launcher that I missed adding the accessory information to. I have updated qualities.xml, weapons.xml, and vehicles.xml to correct the Grenade Launcher, Neoteny BP, and Doberman/Steel Lynx turret mistakes.

I think I'm going to remove the category restriction on Cyberware plugins which will allow Data Jacks to be installed in any piece of Cyberware.

My original plan was to leave out support for AIs and Free Spirits since they were so different from standard characters, but this was before I decided to add in Critters. Once I got Spirits working, I started to think that this might be doable. I'm going to have to go back at take a look at these again and see how much they differ from Spirits.
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Nebular
post May 18 2011, 06:46 PM
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QUOTE (ShadowWalker @ May 18 2011, 12:22 PM) *
What programing environment is this being done in?
The Visual Studio or Express versions?
Is the source available? I'd like to try and figure out why the windows and buttons are messed up on my machine and the easiest way to do that is to have the source.

C# using Visual Studio 2010 Express. For now, the source code is not available. What resolution is your screen? I know LonePaladin was having issues with the Knowledge Skills section being cut off on his netbook, but I believe those are finally taken care of with the changes I made to the resizing code. Which buttons are giving you problems?
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SpellBinder
post May 18 2011, 06:59 PM
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QUOTE (Nebular @ May 18 2011, 07:10 AM) *
...
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).

Thanks. Figured the easiest way for me to learn this style of programming would be to use the same program and dissect the core file just to see how it worked (did the same with DK's Excel character sheet). Figuring now that might not be possible, but at least starting with the same tool can help.
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ShadowWalker
post May 18 2011, 07:05 PM
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QUOTE (Nebular @ May 18 2011, 02:46 PM) *
C# using Visual Studio 2010 Express. For now, the source code is not available. What resolution is your screen? I know LonePaladin was having issues with the Knowledge Skills section being cut off on his netbook, but I believe those are finally taken care of with the changes I made to the resizing code. Which buttons are giving you problems?


I'm running it on my laptop using 1920x1080.
The first two character creation windows, BP and Metatype, have the buttons on them almost completely off the bottom of the window. Basically I can see the tops of them, but enough is gone that I can't see any text.
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TheScrivener
post May 18 2011, 07:06 PM
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QUOTE (Nebular @ May 18 2011, 01:40 PM) *
I think I'm going to remove the category restriction on Cyberware plugins which will allow Data Jacks to be installed in any piece of Cyberware.


I'm not sure how you're doing the restrictions on all the allowable gear plugins (and it's been far too long since I wrote a line of C anything) but that should still only allow plugins with items that have [Capacity] right? I just want to keep an eye on any possible rules abuses before my players get ahold of them. Also is there a reason why cyberware with 0 Capacity can have plugins added? I only say since you obviously have error messages in for weapons w/ no Accessories allowed, I assume the same could be done for ware.

Just trying to be a diligent debugger, totally grateful for the work that's gone in here.
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fazzamar
post May 18 2011, 07:12 PM
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QUOTE (Nebular @ May 18 2011, 10:06 AM) *
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.


Oh, it already does what I suggested, heh. Great, thanks.
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Nebular
post May 18 2011, 07:27 PM
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QUOTE (TheScrivener @ May 18 2011, 01:06 PM) *
I'm not sure how you're doing the restrictions on all the allowable gear plugins (and it's been far too long since I wrote a line of C anything) but that should still only allow plugins with items that have [Capacity] right? I just want to keep an eye on any possible rules abuses before my players get ahold of them. Also is there a reason why cyberware with 0 Capacity can have plugins added? I only say since you obviously have error messages in for weapons w/ no Accessories allowed, I assume the same could be done for ware.

Just trying to be a diligent debugger, totally grateful for the work that's gone in here.

Yes, it will still only allow plugins that consume Capacity when I make the change. Wouldn't want anything wacky like adding a cyberarm to a cyberarm! (IMG:style_emoticons/default/biggrin.gif) I originally had some code in place to make sure you don't try to go over a piece of 'ware's Capacity (which meant it would prevent you from trying to add plugins to something like Bone Lacing and got around the ability add things to a Capacity 0 piece of 'ware), but I soon realised the trade-off was that you couln't over-modify a piece of 'ware if the GM allowed it, nor could you pick a bunch of desired plugins, then weed them out until you got back to your Capacity limit. I thought about if for a while and, in the end, I decided to remove the check and handle it just like Vehicle Capacity - you can cram it full of stuff until you have -999 Capacity if you really want, it comes down to how much is your GM going to allow. I figured it's probably better to err on the side of flexibility. (IMG:style_emoticons/default/smile.gif)
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Nebular
post May 18 2011, 07:31 PM
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QUOTE (ShadowWalker @ May 18 2011, 01:05 PM) *
I'm running it on my laptop using 1920x1080.
The first two character creation windows, BP and Metatype, have the buttons on them almost completely off the bottom of the window. Basically I can see the tops of them, but enough is gone that I can't see any text.

Huh, that's weird. That's the same resolution I'm running at. Those should appear right in the middle of the application window when they open. I'll try mess around with it and see if I can reproduce the problem. Would you be able to post a screen shot so I can see how it's appearing to you and know what to look for?
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ShadowWalker
post May 18 2011, 07:43 PM
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QUOTE (Nebular @ May 18 2011, 03:31 PM) *
Huh, that's weird. That's the same resolution I'm running at. Those should appear right in the middle of the application window when they open. I'll try mess around with it and see if I can reproduce the problem. Would you be able to post a screen shot so I can see how it's appearing to you and know what to look for?

http://www.badongo.com/pic/13009482

That should give you a screen shot of one of the offending windows.
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Nebular
post May 18 2011, 08:41 PM
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QUOTE (ShadowWalker @ May 18 2011, 02:43 PM) *
http://www.badongo.com/pic/13009482

That should give you a screen shot of one of the offending windows.

Are you using a larger default font size in Windows or some sort of text zooming? Is the screen shot the actual size of the window as it appears for you? Seems abnormally large compared to what I get, but a zooming or manifier might do that.
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ShadowWalker
post May 18 2011, 08:44 PM
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The website I posted it to did that, no clue why. Everything is at it's default for windows. I didn't change the text size or zooming or anything.

http://www.badongo.com/pic/13009482?size=original

That link shows it's original size.
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ShadowWalker
post May 18 2011, 10:18 PM
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I figured out what the problem is.
The default scaling for fonts in windows 7 is 125%.
Which causes everything in the window to be 25% larger.
Not sure about vista, but XP is not like this.
I changed it to 100% and although everything is now a lot smaller the windows look correct.
There must be some form properties to take this into account and resize the window automatically for you.
At least I hope there is, otherwise it would suck having to do write the code yourself on form show or something.
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ShadowWalker
post May 18 2011, 11:24 PM
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If you take Genetic Heritage you get one Genetic Modification that costs no nuyen. How do you specify which one is the free one?
Also Genetic Heritage is supposed to give a 20% discount on the nuyen cost of any transgenic genetic enhancements.
When I add PuSHeD it does not decrease the nuyen cost.
Genecrafted seems to be working properly at decreasing the nuyen cost, but Genetic Heritage is not. I've tried just having one or the other and I get the same result.
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Nebular
post May 18 2011, 11:26 PM
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Hmm, that's interesting. I'm running Windows 7 and my font size is set to 100%. I guess I changed it when I first installed it, 'cause I don't remember doing it. (IMG:style_emoticons/default/smile.gif) I'll have to see if there's a way to managed this within the application.
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Akhet
post May 18 2011, 11:56 PM
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Hello! I'v been messing around with your character creator and love it, just wanted to bring this up:

Sapient Critters have a maximum Edge of 5, except for Pixies which have an Edge of 7. (Page 84 of the Runner's Companion, under the "Not Metahuman" heading). Currently your program has them all at 6.

the weapon modification Electronic Firing is supposed to have 1 point of recoil compensation (Page 150 of Arsenal), but does not look like it currently adds this.


Still mucking about, so if I find anything else I'll toss it your way.

Great job!
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ShadowWalker
post May 19 2011, 12:10 AM
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If you select the quality Latent Technomancer how do you turn it on in career mode?
Should add 3 Complex Forms at a rating of 1 for free and allow access to Technomancer Qualities like Paragon.
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Nebular
post May 19 2011, 12:38 AM
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QUOTE (Akhet @ May 18 2011, 06:56 PM) *
Sapient Critters have a maximum Edge of 5, except for Pixies which have an Edge of 7. (Page 84 of the Runner's Companion, under the "Not Metahuman" heading). Currently your program has them all at 6.

the weapon modification Electronic Firing is supposed to have 1 point of recoil compensation (Page 150 of Arsenal), but does not look like it currently adds this.


Thanks for pointing these out! I've updated the Metatypes and Weapons files to include these corrections (and found a few more Weapon Modifications that were missing their Recoil modifier so I added them as well.
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Nebular
post May 19 2011, 12:41 AM
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QUOTE (ShadowWalker @ May 18 2011, 07:10 PM) *
If you select the quality Latent Technomancer how do you turn it on in career mode?
Should add 3 Complex Forms at a rating of 1 for free and allow access to Technomancer Qualities like Paragon.

Um... good question! I completely forgot about Latent Qualities. I'm thinking the easiest way to handle this is to make the character buy the actual Quality and whatever else they should have, then go to the Karma tab and award themselves the amount of Karma they just spent, adding a check box to mark the entry as a "Refund" so it doesn't count towards the character's Total Karma. Just an idea. I might come up with a more graceful solution when I get around to looking at this. (IMG:style_emoticons/default/smile.gif)
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ShadowWalker
post May 19 2011, 12:48 AM
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I found a work around for it, which was to add 16 karma and buy the 3 complex forms and the Technomancer quality.

also

When the Latent Technomancer Quality becomes active the Resonance attribute should be set to a 1 regardless of their essence unless their essence is below 1 then they can't be a Technomancer any more.
It looks like Resonance is getting reduced by your essence, so you end up having to increase it multiple times in order to get it above a 1.
So if you have an essence of 5 it's currently giving a resonance of 1 but to get to a two you have to buy it up to a 3.
I think the cost for increasing the attribute should not be modified in this way, or at least that's not the way the game I'm playing in is doing it.
I didn't have to buy up to a Resonance of 6 to get to a 5.
After adding a Submersion Rank of 1 it increased my max to a 7, even though it should be a 6. It's not modifying it by the essence loss.
It will still only let me buy up to a max of 6 though, so it's just a display issue.

When adding a Submersion grade I wasn't given any option on it being done within a Network or having done a Submersion Task.
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ShadowWalker
post May 19 2011, 12:54 AM
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When in Career Mode clicking on the Add Enemy button causes an the following error:

Input string was not in a correct format.

I'm getting this error when clicking OK or Add & More when adding armor, weapons and gear as well.
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ShadowWalker
post May 19 2011, 01:16 AM
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When buying gear in the Career window, if you put in the wrong rating on an item and then increase it, it doesn't decrease your spent nuyen by the difference.
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longbowrocks
post May 19 2011, 01:17 AM
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QUOTE (Nebular @ May 18 2011, 05:00 AM) *
Ok, so what was in the last version of gear.xml was correct, it was just missing the Vision Enhancements, is that right?

Yep. Sorry about that.
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