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> Chummer Character Generator, Thread #2
SpellBinder
post Jun 15 2012, 08:50 PM
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Well, I can post the code of the error I get when I click on it:
CODE
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.frmCreate.RefreshSelectedArmor()
at Chummer.frmCreate.treArmor_AfterSelect(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
I also get the same error when I click on the included mods for the Mortimer Of London Greatcoat Line. Off hand I'm not sure why you're not getting an error, voydangel.
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ShadowWalker
post Jun 15 2012, 09:39 PM
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QUOTE (Setthoth @ Jun 15 2012, 12:19 AM) *
Hello. I seem to be having an issue with the Chummer program. I have a character with the Linguist positive quality. +2 to language rolls. Intuition at 4. English at 4 calculates to 10 correctly. Japanese at 1 calculates as 5. Japanese at 2 calculates as 7. At 3 it's 8. 4 it's 10. Beyond that it calculates normally. It does the same thing if I lower English or set any other language skill. Is there a miscalculation in the program or am I just missing some detailed rule? I didn't see anything about a limit to the Intuition attribute when I reviewed the language skill section.


The problem you are running in to is that the bonus from Linguist is not a Dice Pool Bonus but a Skill Rating Bonus and Skill Rating Bonus's are limited to a maximum of Skill Rating x 1.5 So in order to get the full +2 you need to have at least a rating of 4 in the skill.
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ShadowWalker
post Jun 15 2012, 10:07 PM
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QUOTE (Nebular @ Jun 14 2012, 07:45 PM) *
This is working correctly from what I can see in both Create and Career modes. The Dice Pool for casting a Spell only shows the Spellcasting Rating since the Power Focus is already factored into it, so showing it again in the tooltip would be misleading (it would show Spellcasting's total Rating including Power Focus Rating + Power Focus Rating). The Drain Resistance bonus for Limited Spells is also appearing correctly from what I'm seeing.


I have a mystic adept that has a spellcasting of 3, magic attribute of 7. Three towards spell casting and four towards adept powers. The character also has a stacked rating 2 power focus and rating 3 weapon focus.
The character also has a mentor spirit, Wise Warrior.
The Lightning Bold spell is limited with a fetish requirement. The Dice Pool is showing as 10. The tooltip is showing as Spellcasting ( 8 ).
I now think what's missing from the tool tip is the Wise Warrior bonus to combat spells.

I can't reproduce the problem with the drain. So not sure what was going on. Maybe it had something to do with the spell just being added, but not sure when it was added.
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bannockburn
post Jun 15 2012, 10:34 PM
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Worked it out. Changed some settings and didn't restart (IMG:style_emoticons/default/smile.gif)
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SpellBinder
post Jun 15 2012, 11:04 PM
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The error regarding the chem protection? Got me curious as to what you did.
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bannockburn
post Jun 15 2012, 11:07 PM
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Actually, I just restarted. But I was wrong in that it resolved the error. I had another one, that didn't appear after restart and didn't re-check and ... wagh.
Okay. Still there, me am stupid.
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SpellBinder
post Jun 15 2012, 11:14 PM
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Oh well, it was worth a shot. You never learn from success, only failure. (IMG:style_emoticons/default/wink.gif)
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Nebular
post Jun 16 2012, 02:12 AM
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QUOTE (voydangel @ Jun 15 2012, 01:59 AM) *
Is there a way to add an option so that your hacking, electronic warfare, cyber combat, data search and computer dice pools in the skills tab don't add your logic into the pool? Since these rolls in game are based on program rating + skill instead of Logic + Skill, it would be nice to have it just give the full skill + modifiers, that way i can add my own program rating in without having to subtract out my logic as well.

Even better than that: would it be possible to just add in a dice/skill rolling icon/link to the programs listed on your commlink (similar to the way technomancer complex forms have a calculated roll option)? That way you wouldn't have to reprogram the skills tab at all, and would instead just have to add a touch of code to the commlink display area and have it calculate program rating + skill + modifiers there. This would further allow for people to see both ways of calculating their hacking dice pools for those people who use the optional hacking dice pools from unwired.

Agh, I see what's happening now. If the linked Active Skill has anything as its Specialization, the Specialization is always included. That's not how it was intended to work. (IMG:style_emoticons/default/smile.gif) I'll have this fixed in the next update.
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Nebular
post Jun 16 2012, 02:20 AM
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QUOTE (SpellBinder @ Jun 15 2012, 02:50 PM) *
Well, I can post the code of the error I get when I click on it:
CODE
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.frmCreate.RefreshSelectedArmor()
at Chummer.frmCreate.treArmor_AfterSelect(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
I also get the same error when I click on the included mods for the Mortimer Of London Greatcoat Line. Off hand I'm not sure why you're not getting an error, voydangel.

Fixed in the next update.
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Nebular
post Jun 16 2012, 02:30 AM
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QUOTE (ShadowWalker @ Jun 15 2012, 04:07 PM) *
I have a mystic adept that has a spellcasting of 3, magic attribute of 7. Three towards spell casting and four towards adept powers. The character also has a stacked rating 2 power focus and rating 3 weapon focus.
The character also has a mentor spirit, Wise Warrior.
The Lightning Bold spell is limited with a fetish requirement. The Dice Pool is showing as 10. The tooltip is showing as Spellcasting ( 8 ).
I now think what's missing from the tool tip is the Wise Warrior bonus to combat spells.

I can't reproduce the problem with the drain. So not sure what was going on. Maybe it had something to do with the spell just being added, but not sure when it was added.

The Spell Category bonus will be part of the tooltip in the next update.
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Nebular
post Jun 16 2012, 02:52 AM
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Build 393
  • modified how the Language Manager stores information to make loading and finding strings slightly faster
  • added a text field to Spirits/Sprites next to the Metatype list to allow a name to be assigned to them
  • fixed an issue where deleting newly-added Gear plugins on a Vehicle would throw an error until the character was saved and reloaded
  • changing the Bonded status of a Stacked Focus no longer throws an error
  • added support for <requireammo /> to Weapons which denotes whether or not a Weapon needs Ammo to actually be reloaded (for special exceptions like battery powered Weapons)
  • Weapon Dice Pool now only applies an Active Skill's Specialization bonus when it exactly matches the Weapon's name or category as intended
  • fixed an issue where clicking on Armor Mods that come with a piece of Armor would throw an error until the file has been saved and reloaded
  • fixed an issue where attempting to Bond a Stacked Focus that included additional text (such as from a Weapon Focus) could throw an error
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SpellBinder
post Jun 16 2012, 03:20 AM
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Looking good. And I also noticed something that might've been a result of the armor mod error, but when I went to test earlier I had noticed that the clothing armors listed zeros for their capacity. Now they're listing the right numbers.

And thanks for the quick fixes in the stacked foci. Was wanting to finish up a combat magician that has a hardliner glove that's a weapon/spellcasting focus.
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voydangel
post Jun 16 2012, 08:47 AM
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CODE
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at System.Convert.ToInt32(String value)
   at Chummer.frmCreate.GetAvailInt(String strAvail)
   at Chummer.frmCreate.ValidateCharacter()
   at Chummer.frmCreate.ConfirmSaveCreatedCharacter()
   at Chummer.frmCreate.SaveCharacterAs(Boolean blnEscapeAfterSave)
   at Chummer.frmCreate.mnuFileSaveAs_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Error while trying to convert a character build from build mode into career mode. Just thought youd like to see it for bug squishing. Also, I apologize for not knowing how to make the code window smaller and scrollable. =(

This post has been edited by voydangel: Jun 16 2012, 08:53 AM
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KarmaInferno
post Jun 16 2012, 03:21 PM
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I could have sworn I mentioned it before, but oh well.

The 'Modular Plug-In Adaption' is listed as a Cyberlimb Accessory. It's not.

What it does is modify any OTHER piece of gear so it can attach to a modular cyberlimb socket. Like if you modified a baseball bat with one, you could replace your modular cyberhand with the bat.

Also, the standard Modular Plug-Ins should probably be listed as Gear, or at least have an "Installed" checkbox, since you can swap them in and out.

Actually, having an "Installed" checkbox for all implants isn't a bad idea, so you can represent bits and parts you may have obtained but not actually installed.




-k
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karhig
post Jun 16 2012, 04:00 PM
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Printed out my girlfriend's character using Chummergen today and she raised a very good point. Not sure if it's been asked before, but when printing the character sheet, would it be possible to have an option for banded shading for the rows (perhaps white and a light gray). eg.

Row one (background colour white)
Row two (background colour gray)
Row three (background colour white)
etc.

It would make the print outs much easier to read, particularly in sections such as weapons and contacts.
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EpicUnknown
post Jun 16 2012, 11:02 PM
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If you could add a way to create custom augmentations that would be great. In particular being able to select catagories, max ratings, what they bonus if anything. I want to be able to create a cultured bioware version of the cyberware Reflex Enhancers. So a UI to make that possible would be great. Without having to go into the code and program it anyway, I suck at that. And have tried. Every time there is an update it wipes it and plays merry heck with any character using the 'ware.
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ShadowWalker
post Jun 17 2012, 12:52 AM
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QUOTE (karhig @ Jun 16 2012, 11:00 AM) *
Printed out my girlfriend's character using Chummergen today and she raised a very good point. Not sure if it's been asked before, but when printing the character sheet, would it be possible to have an option for banded shading for the rows (perhaps white and a light gray). eg.

Row one (background colour white)
Row two (background colour gray)
Row three (background colour white)
etc.

It would make the print outs much easier to read, particularly in sections such as weapons and contacts.


For readability to absolute best way to do shading like this is 3 rows one colour 3 rows another. The alternating rows are actually hard on the eyes over time as compared to doing it the other way.
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ShadowWalker
post Jun 17 2012, 12:54 AM
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QUOTE (EpicUnknown @ Jun 16 2012, 06:02 PM) *
If you could add a way to create custom augmentations that would be great. In particular being able to select catagories, max ratings, what they bonus if anything. I want to be able to create a cultured bioware version of the cyberware Reflex Enhancers. So a UI to make that possible would be great. Without having to go into the code and program it anyway, I suck at that. And have tried. Every time there is an update it wipes it and plays merry heck with any character using the 'ware.


You can do this by creating custom files.
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SpellBinder
post Jun 17 2012, 01:09 AM
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Would be possible at any point to put in a functionality to reduce attributes other than Edge during career mode? There are various things in game that state can cause a permanent loss to particular attributes (disease, drugs, crisis of faith, optional magic loss rules, etc.).
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EpicUnknown
post Jun 17 2012, 02:14 AM
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QUOTE (ShadowWalker @ Jun 16 2012, 07:54 PM) *
You can do this by creating custom files.


Well yes, I am working on that. Badly I might add. I was just hoping you might be able to create a more user friendly interface for this purpose. If not, thats fine. I'll go back to trying to figure out how to code it.
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ShadowWalker
post Jun 17 2012, 02:27 AM
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QUOTE (EpicUnknown @ Jun 16 2012, 09:14 PM) *
Well yes, I am working on that. Badly I might add. I was just hoping you might be able to create a more user friendly interface for this purpose. If not, thats fine. I'll go back to trying to figure out how to code it.


Since you are looking at bioware make a copy of that file, all of the categories and individual bioware items, except the one you want to modify. Give it a new name, and change the stats you want to change.
I would also suggest making a copy of the books file and remove everything and put a single entry in it for your own modifications.
Then when you make changes such as what you want to do to the bioware you can have these new items show up as part of that "book".

One thing I would like to see is something within Chummer that would create an empty file. You select the base file type you need and chummer creates an empty one, with some dummy data in it to show you what all the options are for an item within that file.
Either that, or actually have a folder off of the data folder that includes empty files with dummy data that shows each possible xml tag/entry.
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EpicUnknown
post Jun 17 2012, 05:51 AM
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QUOTE (ShadowWalker @ Jun 16 2012, 09:27 PM) *
Since you are looking at bioware make a copy of that file, all of the categories and individual bioware items, except the one you want to modify. Give it a new name, and change the stats you want to change.
I would also suggest making a copy of the books file and remove everything and put a single entry in it for your own modifications.
Then when you make changes such as what you want to do to the bioware you can have these new items show up as part of that "book".

One thing I would like to see is something within Chummer that would create an empty file. You select the base file type you need and chummer creates an empty one, with some dummy data in it to show you what all the options are for an item within that file.
Either that, or actually have a folder off of the data folder that includes empty files with dummy data that shows each possible xml tag/entry.


That sounds like exactly what I was asking for. I figured out my problem btw, thanks for the advice. But that sounds like it could be an awesome feature. Doesn't that already happen when you create a custom cyberware suite? It creates a xml file called custom_cyberware with the suite in it.
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Hellfire
post Jun 17 2012, 10:14 AM
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Hi Nebular,

first: thanks for the latest update! I hope you have moved in well and you are now back to a permanent internet connection. I know from own experience how frustrating a faulty internet connection can be...

one thing I have noticed which should be corrected: the powered slide mod.

currently it adds one modification slot (capacity -1), this is not how it is supposed to be. It actually should be a modification with a rating from 1-5 (as the max. capacity of modification for a weapon is 6) and the actual capacity of the modification in rating+1, so for example a rating 4 powered slide mount is a capacity 5 modification and therefore takes up a space of 5 (and not -1).

Then the powered slide mount may take up any one (and only one) modification (which is exchangeable) up to the rating in capacity, therefore the above mentioned rating 4 powered slide mount may hold one modification with 1-4 capacity.

If you want to keep it simple (codewise) just change the capacity cost from -1 to +1, and every user should be able to add some modifications to the weapon which are checked/not checked as installed.

best regards
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ShadowWalker
post Jun 17 2012, 01:47 PM
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QUOTE (EpicUnknown @ Jun 17 2012, 12:51 AM) *
That sounds like exactly what I was asking for. I figured out my problem btw, thanks for the advice. But that sounds like it could be an awesome feature. Doesn't that already happen when you create a custom cyberware suite? It creates a xml file called custom_cyberware with the suite in it.


Right now chummer doesn't do anything related to the custom or override files. You do it all yourself.
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Nebular
post Jun 17 2012, 04:48 PM
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QUOTE (voydangel @ Jun 16 2012, 02:47 AM) *
CODE
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at System.Convert.ToInt32(String value)
   at Chummer.frmCreate.GetAvailInt(String strAvail)
   at Chummer.frmCreate.ValidateCharacter()
   at Chummer.frmCreate.ConfirmSaveCreatedCharacter()
   at Chummer.frmCreate.SaveCharacterAs(Boolean blnEscapeAfterSave)
   at Chummer.frmCreate.mnuFileSaveAs_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Error while trying to convert a character build from build mode into career mode. Just thought youd like to see it for bug squishing. Also, I apologize for not knowing how to make the code window smaller and scrollable. =(

This is one of those instances where I need the save file that's causing the issue. I'm guessing it has something to do with it trying to determine the Availability of an item. Could you email me your save file (nebular@shaw.ca) and I'll take a look at it. (IMG:style_emoticons/default/smile.gif)
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