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> Chummer Character Generator
Credstick
post May 25 2011, 12:04 PM
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QUOTE (Argent @ May 25 2011, 04:49 AM) *
Chummer build 91 is not working for me. Started out because the program was not updating past build 89. Kept telling me there was no new updaates. So I uninstalled old files and downloaded new zip file. When I ckicked on the program it does nothing. I checked in my task manager and I see two chummer.exe processes running but no GUI. I try to end process on one of them and it just keeps popping back up in there. I then ended process tree and it cleared out the chummer.exe out of the task manager processes tab. Am thinking the auto updated might be the issue. I installed old zip file build 43 and it woked but when I updated it did not work anymore either. Help!


I am experience the same issues.
I am using Windows XP Pro and Windows 7 Ultrimate.

It removes the original exe and create a new one. Looks as though it has to Chummer.exe processes running. One as a sub process.
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Wizard_Thoarin
post May 25 2011, 12:45 PM
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I had the same problem after copying the new build over the old. However I fixed mine by using regedit to go in and delete all references to chummer after backing up my custom data and characters and then deleting the files. Anyway getting rid of the program, cleaning the registry with regedit of all things chummer then a restart of the computer and fresh install fixed the problem for me anyway.
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Nebular
post May 25 2011, 12:50 PM
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Hmm. Seems the Automatic Update isn't working properly. If you're able to get into Chummer, go into the Options and turn off Automatic Updates. If you can't get in, open regedit and find HKEY_CURRENT_USER\Software\Chummer. Edit the autoupdate key and change its value from "True" to "False". You should be able to get back in and perform a manual update.

Edit: I believe I found and fixed the problem - version number mismatch strikes again. Should be okay now.
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Nebular
post May 25 2011, 12:52 PM
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QUOTE (fazzamar @ May 24 2011, 11:11 PM) *
That did seem to be the issue with most of my characters, except orthoskin seems to be counting towards encumbrance. Is that intentional?

Yes, this is intentional. I had mentioned this in a previous post where someone else was running into this (some number of pages back somewhere and nuts to flipping through it all to find it (IMG:style_emoticons/default/smile.gif) ). Since it says it count towards, and stack with, your existing Armor Ratings and is not a magical source, the rules imply that it should also count towards Armor Encumbrance, which makes sense to me since it is adding more bulk to your frame.
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Dakka Dakka
post May 25 2011, 01:34 PM
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QUOTE (Nebular @ May 25 2011, 02:52 PM) *
Yes, this is intentional. I had mentioned this in a previous post where someone else was running into this (some number of pages back somewhere and nuts to flipping through it all to find it (IMG:style_emoticons/default/smile.gif) ). Since it says it count towards, and stack with, your existing Armor Ratings and is not a magical source, the rules imply that it should also count towards Armor Encumbrance, which makes sense to me since it is adding more bulk to your frame.
No it shouldn't and the rules don't imply it either. Encumbrance only applies to worn armor. The implant or any other implant is obviously not worn. For the same reason magical armor does not add to encumbrance.
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Nebular
post May 25 2011, 02:13 PM
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Hmm, okay. Well, this will be changed for the next update then.
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ShadowWalker
post May 25 2011, 02:57 PM
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QUOTE (Nebular @ May 25 2011, 09:13 AM) *
Hmm, okay. Well, this will be changed for the next update then.


So the manual update worked, but it only updated the application to 91, none of the data files were updated to the new version.
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Nebular
post May 25 2011, 03:06 PM
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Right. The automatic update would have already taken care of the XML files. The issue was that automatic update thought your current version was old, downloaded the update, restarted the app, thought the current version was old, downloaded the update, restarted the app... and on and on and on... (IMG:style_emoticons/default/smile.gif) It was comparing version number, found 91 and 89 weren't the same number, so it went off to correct it. The original plan was to use longer version number like "1.0.10.5" so checking see if one number was biger than the other wasn't quite as simple - the solution at the time was just to see if the numbers were different from each other. If they were, you need to update. I think I'm just going to stick with the build number since that's what everyone is probably used to seeing by now, and I rather like it. So I'll change the update process to do direct comparsions of the application version number. So if the app's version number is less than the updated version number, an update is done, otherwise it won't. This will avoid this stupid infinite update loop. (IMG:style_emoticons/default/nyahnyah.gif)

New XML files will be a part of the next update which will put them all on the same version number again, add some missing Gear, Streams, Sprites, and so on.
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ShadowWalker
post May 25 2011, 03:17 PM
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QUOTE (Nebular @ May 25 2011, 10:06 AM) *
Right. The automatic update would have already taken care of the XML files. The issue was that automatic update thought your current version was old, downloaded the update, restarted the app, thought the current version was old, downloaded the update, restarted the app... and on and on and on... (IMG:style_emoticons/default/smile.gif) It was comparing version number, found 91 and 89 weren't the same number, so it went off to correct it. The original plan was to use longer version number like "1.0.10.5" so checking see if one number was biger than the other wasn't quite as simple - the solution at the time was just to see if the numbers were different from each other. If they were, you need to update. I think I'm just going to stick with the build number since that's what everyone is probably used to seeing by now, and I rather like it. So I'll change the update process to do direct comparsions of the application version number. So if the app's version number is less than the updated version number, an update is done, otherwise it won't. This will avoid this stupid infinite update loop. (IMG:style_emoticons/default/nyahnyah.gif)

New XML files will be a part of the next update which will put them all on the same version number again, add some missing Gear, Streams, Sprites, and so on.


Nope I had previously turned off the auto updater and did the update manually.
I preferred seeing the update window so I could see what it was updating, which the auto updater did not show.
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Nebular
post May 25 2011, 03:32 PM
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The manual update is subject to the same problem, it just doesn't get stuck in the auto-restart loop. The version number don't match, so it thinks you should grab the update.
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ShadowWalker
post May 25 2011, 03:49 PM
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QUOTE (Nebular @ May 25 2011, 10:32 AM) *
The manual update is subject to the same problem, it just doesn't get stuck in the auto-restart loop. The version number don't match, so it thinks you should grab the update.


I was using build 89, and it updated to 91, but it only updated the application.
It now says everything is up to date.

The thing is previously it wasn't updating at all. So this is an improvement. lol
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Credstick
post May 25 2011, 06:35 PM
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What about the item 6 rating and 12 availability limitation at character creation?

Can you add an option to restrict adding the item if it is over the availability limit?
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ShadowWalker
post May 25 2011, 11:14 PM
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Could you please add a splitter bar between the knowledge skills and the stuff above it?
This would allow for the ability to give more room to knowledge skills while entering them.
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ShadowWalker
post May 25 2011, 11:28 PM
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Updated the data files I posted for sprites and their powers.

http://www.mediafire.com/?md8ss316xwdua17

Hope it helps.
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Nebular
post May 26 2011, 03:44 AM
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QUOTE (ShadowWalker @ May 25 2011, 06:14 PM) *
Could you please add a splitter bar between the knowledge skills and the stuff above it?
This would allow for the ability to give more room to knowledge skills while entering them.

Good idea. Not sure why this never occurred to me when I was writing the resize code for that whole section but at least someone did. (IMG:style_emoticons/default/smile.gif) This should be in the next update.
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SpellBinder
post May 26 2011, 04:51 AM
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QUOTE (Argent @ May 25 2011, 02:49 AM) *
Chummer build 91 is not working for me. Started out because the program was not updating past build 89. Kept telling me there was no new updaates. So I uninstalled old files and downloaded new zip file. When I ckicked on the program it does nothing. I checked in my task manager and I see two chummer.exe processes running but no GUI. I try to end process on one of them and it just keeps popping back up in there. I then ended process tree and it cleared out the chummer.exe out of the task manager processes tab. Am thinking the auto updated might be the issue. I installed old zip file build 43 and it woked but when I updated it did not work anymore either. Help!

Not sure what was going on, but I just chose to run the EXE as an Administrator and the issue was solved (I use a User profile, not an Administrator, on my laptop practically all the time). Even after downloading a fresh copy of build 91 it still did exactly this.
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longbowrocks
post May 26 2011, 06:49 AM
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Whew. Sounds like we're finally getting into the stuff that people disagree on.

Now why can't I add weapons to my drone weapon mounts? All my (standard) vehicle mods are greyed out and I can't even right click them.

Also, Armor, AR132. I think this upgrade adds to the rating of your vehicle. I don't think its rating replaces the vehicle's armor. The book says that vehicle armor is easily seen and may raise questions, and you can't conceal armor if its the only shell your vehicle has, so I'm pretty sure its just supposed to be plates that overlap your normal armor.
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SpellBinder
post May 26 2011, 07:47 AM
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Peculiar about the weapon mount. Tested on a Doberman & Centipede and was able to add a weapon to each (after adding a mount to the Centipede, of course). Though the mount option might be grayed out on the Doberman, it was selectable, and from there you click the down pointing arrow on the "Add Vehicle" button. An "Add Weapon" option shows up.

As for the armor, it's described in Arsenal that the Armor mod is a replacement as the vehicle's original armor is stripped out and replaced by the new. And it's not just plates that overlap your normal armor, it's also heavier and multilayered windows on the doors and windshield and such (extra armor plating does no good when half your body can be seen through a plexiglas window).
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Argent
post May 26 2011, 09:34 AM
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Going into the registry and turning off the auto update did the trick. Chummer Build 91 is working fine now on my computer.

BTW.

1. Ares Desert Strike is missing Extended Barrel mod. AR pg 28 (Second to last sentence in detailed description)

2. Missing most of the software from Unwired Table on pg 202 and 203. ie Program Packages, Skillsoft clusters, Tactical software, etc.
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Nebular
post May 26 2011, 01:26 PM
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QUOTE (longbowrocks @ May 26 2011, 12:49 AM) *
Now why can't I add weapons to my drone weapon mounts? All my (standard) vehicle mods are greyed out and I can't even right click them.

Hmm. Well, you can add weapons to the mount when it's greyed out by clicking on the arrow for the Add Vehicle button which does the same thing as right-clicking. The problem is that when I'm building the list of items the vehicle/drone comes with for the tree, I'm not attaching the context (right-click) menu to it because it is in a different class altogether. When you manually add a turret, the context menu is part of the same class so I can easily attach it then. Vehicles that include Weapon Mounts as part of their base configuration will have the same issue. It looks like I'm also forgetting to re-attach them when you load a saved file. These will be fixed in the next update.
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Nebular
post May 26 2011, 02:19 PM
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QUOTE (SpellBinder @ May 26 2011, 01:47 AM) *
As for the armor, it's described in Arsenal that the Armor mod is a replacement as the vehicle's original armor is stripped out and replaced by the new. And it's not just plates that overlap your normal armor, it's also heavier and multilayered windows on the doors and windshield and such (extra armor plating does no good when half your body can be seen through a plexiglas window).

Just to follow up on this, here's the excerpt from AR 133 that describes Armor Modifications (last two sentences, just before the "Assembly Time Improvement" item) which I came across while implmenting vehicle armor:

QUOTE
Note that the rating of the armor upgrade is not cumulative with the basic armor value that most off-the-rack vehicles are already equipped with. Instead, the modification assumes that the original armor is being stripped and replaced with the new armor.
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Nebular
post May 26 2011, 03:36 PM
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QUOTE (Argent @ May 26 2011, 04:34 AM) *
1. Ares Desert Strike is missing Extended Barrel mod. AR pg 28 (Second to last sentence in detailed description)

2. Missing most of the software from Unwired Table on pg 202 and 203. ie Program Packages, Skillsoft clusters, Tactical software, etc.

These will be in next update.
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Dakka Dakka
post May 26 2011, 06:00 PM
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A normal sized heavy turret is nonsense. The heavy turret is for main guns. The normal weapon mount can't take any weapon larger than an LMG.

While I can't find a rule forbidding it, internal and concealed heavy turrets sound implausible.

The Body Stabilizer is restricted to rating 1 it should be rating 1-3 (Arsenal p. 133).

[Edit]Same goes for the Turbo Charger (Arsenal p. 146). Well the Maximum is MIN(BOD;4)[/Edit]

It would be really cool, if you implemented the possibility to load Mechanical Arms with Cyberlimb Accessories.

[Edit]Vehicle Weapons cannot take Underbarrel Weapons, yet.[/Edit]
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Credstick
post May 26 2011, 06:03 PM
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I do not see just a normal helmet in the armor either. Am I missing it?
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Dakka Dakka
post May 26 2011, 06:30 PM
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It is an Armor Modification according to the program. It took me some time to figure it out as well.
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