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> Chummer Character Generator, Thread #2
ShadowWalker
post Apr 18 2012, 11:27 PM
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QUOTE (Nebular @ Apr 18 2012, 01:18 PM) *
There are a few catches with something like this as there's a ton of complexity behind this and how the objects work.
  • Paste would only be available in Create Mode. You could copy in Career Mode but cannot paste into a character that's in Career Mode.
  • You would only be able to copy items that are a top-level item. So you could copy a Commlink that's on its own (and all of its plugins), but you could not copy a Commlink that is a plugin for a Medkit for example.
  • Pasting would also be rather limited. You would only be able to paste back into the same tab (so Gear to Gear, Vehicle to Vehicle, but not Gear to Vehicle or Gear to Weapon, etc.) though it would work across different characters.
  • It wouldn't use the Windows clipboard since the data can't be used in other applications. This would also mean that you could have a Vehicle in the Chummer clipboard and some notes you want to copy both stored and be useful.
  • Ctrl+C/Ctrl+V wouldn't be allowed as shortcuts for Copy/Paste since it would prevent copying and pasting on the Character Info tab from working properly. (IMG:style_emoticons/default/nyahnyah.gif)

Sound reasonable? I'm not making any promises - just pitching a concept. (IMG:style_emoticons/default/wink.gif)


If I remember correctly the XML that the client stores includes purchase price? If it does would it be possible to have a Purchase from Clipboard? Take what's in the clipboard, put it in a temp area see what the total cost is, then make a purchase out of it.
The rest sounds good to me. Although being able to copy and past a Commlink, or move one, from one tab to another would be incredibly useful.
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Hellfire
post Apr 19 2012, 02:26 PM
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Hi Nebular,

thanks again for the great work and the latest update! (IMG:style_emoticons/default/smile.gif)

just two small things I noticed when buying an assault rifle with one of my characters:
- I am not able to equip it with a bipod, even though it should be possible as it has an underbarrel slot. Bipod does not show as possible accessory. I have tried this with the Colt M22A3 and I don't know if it depends on the specific weapon or assault rifles as a general group. Even if this weapon has a grenade launcher it should be able to take an underbarrel accessory/modification as the standard accessories/mods do not count in regards to slots used as far as I read the rules in Arsenal (p.148). It is possible to add a foregrip as a modification, so it should also be possible to add a bipod...
- Airburst Link for Grenade Launcher: shouldn't you be able to add the airburst link accessory to any underbarrel grenade launcher link the one under the Colt M22A3. The only underbarrel grenade launcher that currently can take accessory is the XM30 grenade launcher.

best regards
Hellfire
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ShadowWalker
post Apr 19 2012, 03:31 PM
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QUOTE (Hellfire @ Apr 19 2012, 10:26 AM) *
Hi Nebular,

thanks again for the great work and the latest update! (IMG:style_emoticons/default/smile.gif)

just two small things I noticed when buying an assault rifle with one of my characters:
- I am not able to equip it with a bipod, even though it should be possible as it has an underbarrel slot. Bipod does not show as possible accessory. I have tried this with the Colt M22A3 and I don't know if it depends on the specific weapon or assault rifles as a general group. Even if this weapon has a grenade launcher it should be able to take an underbarrel accessory/modification as the standard accessories/mods do not count in regards to slots used as far as I read the rules in Arsenal (p.148). It is possible to add a foregrip as a modification, so it should also be possible to add a bipod...
- Airburst Link for Grenade Launcher: shouldn't you be able to add the airburst link accessory to any underbarrel grenade launcher link the one under the Colt M22A3. The only underbarrel grenade launcher that currently can take accessory is the XM30 grenade launcher.

best regards
Hellfire


I tried adding an airburst link to the m22a3's grenade launcher and got told it wasn't allowed. I had to add it to the base weapon. I really wish that the underbarrel grenade launchers were attached directly to their base weapon instead of having them show up separately. Could they not be added to weapons much like underbarrel weapons as part of the base weapon? I tried adding it as an underbarrel weapon, but it took up mod slots.
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Nebular
post Apr 19 2012, 04:49 PM
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QUOTE (Hellfire @ Apr 19 2012, 08:26 AM) *
Hi Nebular,

thanks again for the great work and the latest update! (IMG:style_emoticons/default/smile.gif)

just two small things I noticed when buying an assault rifle with one of my characters:
- I am not able to equip it with a bipod, even though it should be possible as it has an underbarrel slot. Bipod does not show as possible accessory. I have tried this with the Colt M22A3 and I don't know if it depends on the specific weapon or assault rifles as a general group. Even if this weapon has a grenade launcher it should be able to take an underbarrel accessory/modification as the standard accessories/mods do not count in regards to slots used as far as I read the rules in Arsenal (p.148). It is possible to add a foregrip as a modification, so it should also be possible to add a bipod...
- Airburst Link for Grenade Launcher: shouldn't you be able to add the airburst link accessory to any underbarrel grenade launcher link the one under the Colt M22A3. The only underbarrel grenade launcher that currently can take accessory is the XM30 grenade launcher.

best regards
Hellfire

I've updated the Weapons data file to correct these. There were a handful of Weapons that were incorrectly missing slots for Accessories because I had incorrectly believed that the ones they came with ate up slots when they in fact do not. The Underbarrel Grenade Launchers now have the ability to mount Accessories as well. You'll just need to remove the Weapon(s) and re-add them for free.


QUOTE (ShadowWalker @ Apr 19 2012, 09:31 AM) *
I tried adding an airburst link to the m22a3's grenade launcher and got told it wasn't allowed. I had to add it to the base weapon. I really wish that the underbarrel grenade launchers were attached directly to their base weapon instead of having them show up separately. Could they not be added to weapons much like underbarrel weapons as part of the base weapon? I tried adding it as an underbarrel weapon, but it took up mod slots.

In the next update, I'll have it so that Underbarrel Weapons that have a cost of 0 Nuyen will not consume Mod slots. This will mean that the Ares Alpha, for example, can properly attach its Underbarrel Genade Launcher and not lose any Mod slots from it.
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ShadowWalker
post Apr 19 2012, 08:11 PM
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QUOTE (Nebular @ Apr 19 2012, 12:49 PM) *
I've updated the Weapons data file to correct these. There were a handful of Weapons that were incorrectly missing slots for Accessories because I had incorrectly believed that the ones they came with ate up slots when they in fact do not. The Underbarrel Grenade Launchers now have the ability to mount Accessories as well. You'll just need to remove the Weapon(s) and re-add them for free.



In the next update, I'll have it so that Underbarrel Weapons that have a cost of 0 Nuyen will not consume Mod slots. This will mean that the Ares Alpha, for example, can properly attach its Underbarrel Genade Launcher and not lose any Mod slots from it.

Would it be possible to have them automatically part of the weapon? Have them show up linked to the weapon much as a mod or plugin would?
Maybe have it in the XML as a Underlbarrel Weapon Mod.

<mods>
<underbarrel>AK-98 Grenade Launcher</underbarrel>
</mods>

What might be even better would be to have it include all of the stats for the attached weapon. That way the one floating in the weapons list could be removed.
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groduick
post Apr 19 2012, 10:56 PM
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QUOTE (Nebular @ Apr 19 2012, 06:49 PM) *
I've updated the Weapons data file to correct these. There were a handful of Weapons that were incorrectly missing slots for Accessories because I had incorrectly believed that the ones they came with ate up slots when they in fact do not. The Underbarrel Grenade Launchers now have the ability to mount Accessories as well. You'll just need to remove the Weapon(s) and re-add them for free.


I've got a problem with the Mitsuhama EE Suit (in Environmental Armors), the Chemical Seal adds +6, making it 16 where it should be 10
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Nebular
post Apr 20 2012, 07:31 PM
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QUOTE (groduick @ Apr 19 2012, 05:56 PM) *
I've got a problem with the Mitsuhama EE Suit (in Environmental Armors), the Chemical Seal adds +6, making it 16 where it should be 10

I'll have this fixed in the next update. Part of it is correcting the Avail for the Armor to 4 (since the Mod adds +6), and part is updating the Select Armor window to show the Armor's calculated Avail with all of its Mods to be correct.
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Nebular
post Apr 20 2012, 09:43 PM
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Build 371
  • added a tooltip to all Source fields in Select windows which show the full name of the sourcebook
  • Underbarrel Weapons that have a Cost of 0 Nuyen no longer consume Mod slots (so Weapons such as the Ares Alpha can now properly attach their Grenade Launcher as an Underbarrel Weapon without consuming Mod slots)
  • Weapons that come with an Underbarrel Weapon as part of their initial configuration now receive them automatically
  • Select Armor window now creates the Armor to determine its correct Avail with any Armor Mods it comes equipped with by default instead of relying only on the Armor's own Avail
  • added support for Copying and Pasting in Create Mode (see below)
  • the default Unarmed Attack is no longer exported when creating a PACKS Kit
Copying and Pasting
Copying and pasting is currently only available in Create Mode until everything is figured out. At the moment only Lifestyles, Armor, Weapons, Gear, and Vehicles can be copied. Lifestyles, Armor, Gear, and Vehicles can only be copied to their own tabs. Weapons can be copied to the Weapons and Vehicles tabs. Gear can be copied to the Armor, Weapons, Gear, and Vehicles tabs where Gear is normally allowed. These items can be copied between characters, so you can copy a Vehicle that Character A has and paste it into the Vehicles tab for Character B. The Copy and Paste toolbar buttons and menu items are only enabled when the operations are allowed.

New Strings
  • Menu_Main_Edit
  • Menu_EditCopy
  • Menu_EditPaste
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ShadowWalker
post Apr 21 2012, 12:31 AM
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QUOTE (Nebular @ Apr 20 2012, 05:43 PM) *
Build 371
  • added a tooltip to all Source fields in Select windows which show the full name of the sourcebook
  • Underbarrel Weapons that have a Cost of 0 Nuyen no longer consume Mod slots (so Weapons such as the Ares Alpha can now properly attach their Grenade Launcher as an Underbarrel Weapon without consuming Mod slots)
  • Weapons that come with an Underbarrel Weapon as part of their initial configuration now receive them automatically
  • Select Armor window now creates the Armor to determine its correct Avail with any Armor Mods it comes equipped with by default instead of relying only on the Armor's own Avail
  • added support for Copying and Pasting in Create Mode (see below)
  • the default Unarmed Attack is no longer exported when creating a PACKS Kit
Copying and Pasting
Copying and pasting is currently only available in Create Mode until everything is figured out. At the moment only Lifestyles, Armor, Weapons, Gear, and Vehicles can be copied. Lifestyles, Armor, Gear, and Vehicles can only be copied to their own tabs. Weapons can be copied to the Weapons and Vehicles tabs. Gear can be copied to the Armor, Weapons, Gear, and Vehicles tabs where Gear is normally allowed. These items can be copied between characters, so you can copy a Vehicle that Character A has and paste it into the Vehicles tab for Character B. The Copy and Paste toolbar buttons and menu items are only enabled when the operations are allowed.

New Strings
  • Menu_Main_Edit
  • Menu_EditCopy
  • Menu_EditPaste


Awesome update!

I have a character with an Colt M22A3 Assault Riffle with Ex-Explosive Rounds loaded. Neither the damage or the AP is being modified by the ammo. Should be 7P and -2 AP, and it's only showing 6P and -1 AP.

I'm also getting an exception when I try reloading the weapon.
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IridiosDZ
post Apr 21 2012, 12:51 AM
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OK, another small thing I noticed. I have an NPC character that has the SURGE Quality of Claws. These claws provide an new type of unarmed attack. Could this attack be added to a character in a way similar to the generic Unarmed Attack?

Thanks for the work you've put into this.
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Hellfire
post Apr 21 2012, 01:17 PM
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QUOTE (IridiosDZ @ Apr 21 2012, 01:51 AM) *
OK, another small thing I noticed. I have an NPC character that has the SURGE Quality of Claws. These claws provide an new type of unarmed attack. Could this attack be added to a character in a way similar to the generic Unarmed Attack?

Thanks for the work you've put into this.


Great idea! I second this for my shapeshifter character: the possibility to add an additional unarmed attack "1. natural weapon: bite, 2. claw, 3. claw/bite" would be great .

and thanks for the update Nebular
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Nebular
post Apr 21 2012, 01:59 PM
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QUOTE (ShadowWalker @ Apr 20 2012, 07:31 PM) *
Awesome update!

I have a character with an Colt M22A3 Assault Riffle with Ex-Explosive Rounds loaded. Neither the damage or the AP is being modified by the ammo. Should be 7P and -2 AP, and it's only showing 6P and -1 AP.

I'm also getting an exception when I try reloading the weapon.

That's weird. This is another one that I can't reproduce. Could you email the save file so I can see what's going on? (nebular@shaw.ca)
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Makki
post Apr 21 2012, 04:22 PM
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There are groups that interpretate the Black Market Pipeline quality to work during chargen. Meaning there needs to be an option to buy stuff at a 10% discount during character creation mode.
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groduick
post Apr 22 2012, 06:43 AM
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Modular Cyberlimbs (Augmentation p 45) aren't properly supported. I can't add (or find) the different modular options.

Perhaps that you could add a modular cyberlimb section to the gear list, and add the Modular Plug-in Adaptation option so that you can plug it in any gear.




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SpellBinder
post Apr 22 2012, 07:19 AM
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Near the bottom of the list is a section called "Modular Plug-Ins".

There's also a search box where you can type the name of the cyberware in. Is there something in particular you're looking for?
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McDougle
post Apr 22 2012, 07:36 AM
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Any news on Chummer for Android?

The Mono-project appears to be active.
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McDougle
post Apr 22 2012, 07:36 AM
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Any news on Chummer for Android?

The Mono-project appears to be active.
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groduick
post Apr 22 2012, 06:18 PM
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QUOTE (SpellBinder @ Apr 22 2012, 09:19 AM) *
Is there something in particular you're looking for?


Skimmer discs, what else?
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SpellBinder
post Apr 22 2012, 07:03 PM
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QUOTE (groduick @ Apr 22 2012, 12:18 PM) *
Skimmer discs, what else?

Yup, they're in that "Modular Plug-In" category. Gotta have Augmentation enabled as a book, too.
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groduick
post Apr 22 2012, 09:00 PM
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You're my hero!
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bannockburn
post Apr 22 2012, 10:39 PM
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Hi!
First of all: I registered today to let you know that I really appreciate this great program! Thank you very much for the hard work you clearly put into it.

Now, I am in the process of entering characters and NPCs, and I stumbled upon a few inconsistencies. I'm not sure if they are input mistakes or if the program doesn't allow some things, but I noticed a few things.

In no particular order:

1.) I can add a trodenet to a FFBA (full), which is described as coming with a hood, but it takes up a modification slot. I usually did not count it as this when GMing, but it's probably my mistake

2.) When adding Tactical AR software or Autosofts, you can't add program options like in matrix programs, but again, I'm not sure if this is a misinterpretation of the rules in my part

3.) When adding an exotic weapons skill (such as cyberweapon in unusual places) to a character, you can only specify for what weapon it is used (i.e. give it a name) but you can't add a specialization

4.) Someone already posted it, but it would be awesome to either have an editable close combat attack or add claws, fangs and goring horns (IMG:style_emoticons/default/smile.gif)

5.) When the character has a bone densitiy augmentation or bone lacing and does physical damage with his attacks, martial arts bonuses (such as +1DV for unarmed attacks) aren't factored in

6.) This is a major problem, and again, I'm not sure if it's my mistake. When you have multiple characters open (I tried it with a few NPCs) and save one, it will ask to overwrite for the first opened.
E.g.: Character 1 is called Nightwolf, Character 2 is called Jackanapes. Both are open in chummer in separate tabs. I change something in Character 2 and it asks me to overwrite Nightwolf

7.) When creating a 'ignore creation rules' character, I noticed a few times that when you go negative in the nuyen, it will produce an error with the starting money.
To elaborate: I create a prime runner NPC, and outfit her with a lot of 'ware. This ends me up in say 2mil nuyen negative. I convert into 'career mode' (in this case administrative mode, really (IMG:style_emoticons/default/wink.gif) ), she starts the game with -37mil nuyen.

8.) More of a suggestion: It would be great if it were possible to show custom notes in the tooltip of an item. E.g.: I add a note to contact lenses, saying that those are in a particular colour. But I still have to open the notes section of this gear to access and view the note. Is it possible to show this on mouseover (no idea of the programming behind it)? (IMG:style_emoticons/default/smile.gif)

9.) Rules question again: I noticed that endosymbionts and nano-treatments (such as Neo-EPO) are available in grades from Standard to Delta. Augmentation states that those are only available at the flat value given in the book

10.) No emotitoys? (I know, they are frowned upon (IMG:style_emoticons/default/wink.gif) , but I had 200 nuyen to blow on one character and couldn't find them)

I hope my feedback helps and let me say again: I love this program. Thanks a lot for putting up the effort in programming and maintaining it.
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SpellBinder
post Apr 23 2012, 12:31 AM
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Got some thoughts on some of these:

1: I honestly wouldn't. By the description and such that I've read, trodes have to be calibrated to the user and work at contact range. With trodes in your hoodie you twitch your head and now you're mis-aligned (and a GM can be super cruel in what can happen).
2: Depends on the options you'd be trying to add. Most are limited to the other types of programs, anyway, and the only ones I see as worthwhile to take would be Crashguard and Viral Resistance. The rest are either limiting (and likely to be removed anyway, like copy protection), or would be utterly ridiculous (like Ergonomic). Also, AR programs and autosofts aren't limited to a commlink's/node's attributes anyway (example to note, the Cybersystems Dragonfly drone has a device rating of 3, but a rating 4 Targeting autosoft).
3: Exotic Weapons skills are typically specific to a particular weapon, or a very tight group. On top of that, in SR4a, page 122, the Exotic Weapons skills are the only ones that say "N/A" for specializations where all the rest have some suggestions.
6: Never seen this myself.
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Fix-it
post Apr 23 2012, 03:25 AM
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Great program, thanks for all your work.

A small feature request, however.

could we get a quantity counter for weapons in the weapons tab?

My players and I buy guns and knives in bulk. (IMG:style_emoticons/default/biggrin.gif)
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replicant_soul
post Apr 23 2012, 05:12 PM
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First off all: Thx for this awesome tool!

Has anyone had any luck getting it to work under linux using mono? The main window starts, but if i choose any menu entry, the app either crashes or hangs at nearly 100%CPU. I run all the latest builds of mono and kernel, but am obviously to nooby to get anywhere on my own from here. I could post a verboose dump, if that would help...
Right now i help myself by running WinXp in a dedicated VM, but that really sucks. Especially on a crappy, underpowerd laptop.
Keep up the great work!
Greets
Daniel

mono -v chummer.exe Text dump

mono --debug Chummer.exe

CODE
xxxxxxx@yyyyyyy:~/Downloads/Chummer$ mono --debug Chummer.exe
System.NullReferenceException: Object reference not set to an instance of an object
at Chummer.frmOptions.cboLanguage_SelectedIndexChanged (System.Object sender, System.EventArgs e) [0x00000] in <filename unknown>:0
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged (System.EventArgs e) [0x00000] in <filename unknown>:0
at System.Windows.Forms.ComboBox.SetSelectedIndex (Int32 value, Boolean supressAutoScroll) [0x00000] in <filename unknown>:0
at System.Windows.Forms.ComboBox.set_SelectedIndex (Int32 value) [0x00000] in <filename unknown>:0
at System.Windows.Forms.ListControl.set_SelectedValue (System.Object value) [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) System.Windows.Forms.ListControl:set_SelectedValue (object)
at Chummer.frmOptions.frmOptions_Load (System.Object sender, System.EventArgs e) [0x00000] in <filename unknown>:0
at System.Windows.Forms.Form.OnLoad (System.EventArgs e) [0x00000] in <filename unknown>:0
at System.Windows.Forms.Form.OnLoadInternal (System.EventArgs e) [0x00000] in <filename unknown>:0
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Nebular
post Apr 23 2012, 11:25 PM
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QUOTE (McDougle @ Apr 22 2012, 01:36 AM) *
Any news on Chummer for Android?

The Mono-project appears to be active.

Nope. I'm guessing whomever was wanting to do an Android version just never started it. And any shred of hope I had for Mono is virtually gone. .NET 4.5 is already available and Mono still can't get .NET 4-compliant.
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