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Jul 11 2014, 08:32 PM
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#26
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
Thanks for the reply.
And thanks for the 5e update. You are the best! |
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Jul 11 2014, 10:33 PM
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#27
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
Another thing. And I did not notice this. I have a really bad eye for all this. All thanks to my players.
Chummer considers DEX to be the stat for forgery. Rulebooks sais it's LOG. |
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Jul 12 2014, 12:34 AM
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#28
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Another thing. And I did not notice this. I have a really bad eye for all this. All thanks to my players. Chummer considers DEX to be the stat for forgery. Rulebooks sais it's LOG. That one should be fixed in the 5.116/5.117 update. Let me know if you find it's not. |
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Jul 12 2014, 02:50 AM
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#29
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
There is a feature I'd like to request, one that I was about to ask Nebular until 5e came about, though sadly I don't know what the programming logistics of it would be. Simply put, the ability to arrange the selected Adept powers.
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Jul 12 2014, 02:53 AM
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#30
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
There is a feature I'd like to request, one that I was about to ask Nebular until 5e came about, though sadly I don't know what the programming logistics of it would be. Simply put, the ability to arrange the selected Adept powers. I assume you're looking for something more than alphabetical order... so just arranging their order or something more? Possibly grouped into Active vs. Passive? |
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Jul 12 2014, 03:04 AM
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#31
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Alphabetical can work, but never thought of Passive vs. Active. Was thinking more like the free-form style that the Gear tab has, where one can click and drag similarly used powers together (like Killing Blow, Critical Strike, & Penetrating Strike), or Way discounted powers, or however one would want to more easily track what powers a character has.
In updating characters as they progress, it can get a little frustrating when one Adept has some skill improving powers near the top of the list, and then gains a new skill improving power and it's now at the bottom of the list. I know there's a workaround, but it can sometimes end up feeling like a lot of excessive work. |
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Jul 12 2014, 03:28 AM
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#32
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Ok, that helps. Let me roll the idea around and see what I can do with it. It's a good idea, I just want to find the right implementation.
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Jul 12 2014, 09:14 AM
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#33
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
That one should be fixed in the 5.116/5.117 update. Let me know if you find it's not. Turns out it was fixed, but only for new characters. I've loaded one of my old characters, and he still had AGI there. That's not a big problem, because I will not be using that character for play. I don't even think this one needs fixing. |
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Jul 12 2014, 03:25 PM
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#34
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
This one's a small but good update... a few small bug fixes but also the return of auto-update! With this build, the download file is simply Chummer5.zip and you can now update from within Chummer either through auto-update (in the Options dialog) or manually via the Tools menu with Check for Updates. Hopefully this will simplify updates for both you and me.
Build 5.118 (beta) - Auto-update is back! For builds after 5.118 you'll be able to use the auto-update and check for update functionality to get new builds. - Really fixed the Awaken spell so that it only appears once and has the correct book and page. Honestly, I got it this time! - Removed the alternate Leadership and Arcana skills from 4th Edition. - Fixed the weapon mounts on the Ares Duelist drone. - Resolved the error on the Options dialog by setting the Shadowrun 5 sheet as the default if one isn't present. - Adept powers will now sort by name when you load the character. - Updated vehicles to allow adding any gear. This resolves several issues... First, being able to replace the standard sensors. Second, until we have vehicle capacity rules, there's really no programmatic means to say what does and does not belong in a car. |
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Jul 12 2014, 10:31 PM
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#35
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Well, the first auto update should be rolling out... please let me know if there are problems so I can fix them quickly.
Build 5.119 (beta) - Added Alchemical Preparations. - Fixed a bug causing a crash when using Weapon Commlinks and Commlink Accessories. - Fixed a bug that would improperly load adept powers if the character has more than one instance of that power. - Fixed a bug with the Wolf Mentor Spirit that would cause a crash when selecting the Adept power. - Fixed the capacity cost of Trodes. - Fixed a bug that would excessively reduce the attribute minimum for Magic or Resonance when taking on an Essence reduction. This would cause Chummer to attempt to raise the attribute back to where it was by spending karma if need be. - Fixed a bug that prevented Hand Blades from being available for purchase. - Added a few more license options (based on Third Edition SR with the help of SpellBinder). - Fixed a bug with audio enhancements (specifically the Audio Enhancement and Select Sound Filter) that weren't consuming capacity. |
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Jul 12 2014, 10:57 PM
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#36
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
Used "select all". Clicked "Download selected updates". Got an "Unhandlede exception".
CODE See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at Chummer.frmUpdate.DownloadUpdates() at Chummer.frmUpdate.cmdUpdate_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.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) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Chummer5 Assembly Version: 0.0.5.118 Win32 Version: 0.0.5.118 CodeBase: file:///D:/RPG/SOFT/Chummer%205/Chummer5.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- Microsoft.mshtml Assembly Version: 7.0.3300.0 Win32 Version: 7.0.3300.0 CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.mshtml/7.0.3300.0__b03f5f7f11d50a3a/Microsoft.mshtml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. After that tha download stuck at something like 85%. Looks like "English (US) language files" aren't DLing properly. |
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Jul 12 2014, 11:22 PM
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#37
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
There's a problem with auto-update that I'm currently tracking. Manual check for updates via the tools menu works fine, it's just auto-update that is misbehaving. I'm working on it as quickly as I can.
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Jul 13 2014, 09:33 AM
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#38
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
I was doing it manually the first time, and it didn't work properly. But now it's fine. Updated w/o a hitch.
Adam. I just found out, that the versions are not compatible. I tried to load a character my player had provided for the Wednesday game, and had some problems. The character was made in 116 or 117. It was fine with 118 (the only small problem was AGI for Forgery from the older versions). But when I load it in 119 only the Skill groups are saved. Individual skill values become 0 w/o refunding the used points. |
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Jul 13 2014, 01:03 PM
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#39
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
I was doing it manually the first time, and it didn't work properly. But now it's fine. Updated w/o a hitch. Adam. I just found out, that the versions are not compatible. I tried to load a character my player had provided for the Wednesday game, and had some problems. The character was made in 116 or 117. It was fine with 118 (the only small problem was AGI for Forgery from the older versions). But when I load it in 119 only the Skill groups are saved. Individual skill values become 0 w/o refunding the used points. I think this is something particular to the character as none of the test characters I'm using is reproducing this issue. That doesn't mean that you did anything wrong, just that there is some quality or gear or something that your character has that tripped an error during the loading that my test characters don't so I'm not seeing the bug. If you run into it again, let me know so I can try to fix it. One of my future projects for Chummer is to add error logging so that when a problem occurs, you can send me the log and I can use that to figure out what is going on but that's off in the future because adding error logging to all of Chummer is a fairly substantial project on its own. |
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Jul 13 2014, 01:22 PM
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#40
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
Marked a character as created.
Loaded my Ares V. Made a couple of shots. After that if I click anything installed on the gun (smartlink, suppressor) the soft crashes. 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.Weapon.get_TotalAccuracy() at Chummer.frmCareer.RefreshSelectedWeapon() at Chummer.frmCareer.treWeapons_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) And another thing. Doesn't Ares Pred V have an internal smartlink? Chummer thinks it's external. |
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Jul 13 2014, 01:43 PM
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#41
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Marked a character as created. Loaded my Ares V. Made a couple of shots. After that if I click anything installed on the gun (smartlink, suppressor) the soft crashes. And another thing. Doesn't Ares Pred V have an internal smartlink? Chummer thinks it's external. Could you send me the character file at srchummer5@gmail.com? I haven't done much to test Chummer in play conditions so anything that helps me find issues there helps dramatically. And I'll update the Ares Predator V to use an internal smartlink. I probably got a little overzealous when I was adding in the smartlinks. |
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Jul 13 2014, 03:17 PM
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#42
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Here's the build I promised this morning...
Build 5.120 (beta) - Updated the counters on the Build Summary tab to go into negative values if you use karma to overspend. So if you have 3 contact points and add a 2/2 contact, it'll show "-1 of 3". - Replaced the karma calculation for over-spending on Knowledge Skills. In short, the old mechanism was what was built in original Chummer and made you pay for the most expensive Knowledge Skill point from any of your Knowledge Skills when you went over. The new mechanism works just as the Active Skills (and Attributes) does meaning it looks for the cheapest possible option. So if you had four points of Knowledge skills available and put 4 in skill A and 1 in skill B, the old method would charge you for raising skill A from 3 to 4 while the new method charges you to raise skill B to 1 (figuring out that the cheapest method is to put those four free points in skill A and pay karma for B). This means that if you have an existing character still in character creation mode that spent karma on Knowledge Skills, you'll likely get some karma back. - Fixed a bug that was incorrectly calculating your spent contact points. - Fixing an issue with auto-update. I think this will stabilize auto-update and handle broken downloads better but I won't know for sure until we try. - Fixed the price of the Redundant Power Supply. - Changed Ares Predator V from External to Internal Smartgun System. This change will only apply on newly purchased Predators. |
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Jul 13 2014, 03:25 PM
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#43
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
This morning I released my 20th build of Chummer5 for folks to play with... 8 during alpha and 12 so far during beta. And I guess this is as good a time as any to give a "state of the Chummer" post.
In the 10 days since the first beta release, I've fixed around 150 bugs (good that they're fixed, bad that there were 150 of them), added 4 sourcebooks (Street Grimoire, Bullets & Bandages, Sail Away Sweet Sister, and Stolen Souls), and started in on the unfinished items including character sheets, Street Level/Prime Runner creation, and with this morning's build Knowledge Skill calculation using the optimal path as well. And there's still a lot on the to-do list. I want to share the list just so you have an idea of where I'm seeing Chummer going and to get feedback. For some of these items I'll be soliciting contributions from you fine people like new PACKs and house rules. Aside from bugs I keep two to-do lists, the first is for smaller items that have been suggested, the second is for big-ticket items that will require a bit more heavy lifting to get them included. Small Features - Wherever possible replace text entries with dropdowns such as Codeslinger actions, Home Ground locations, Spirit Affinity and Spirit Bane spirits, and so on. - Optional Rule to allow Guts to grant +2 to Composure. - Have Spellcasting Foci show their bonus on spells of the appropriate school. - Add an optional or house rule to allow cyberlimbs (particularly cyberlegs) to affect Movement Speed. - Investigate the DV's for Critter Form and Shapechange (they appear to be swapped in the sourcebook). - Investigate allowing Dwarfs to purchase the Resistance to Pathogens or Toxins as a quality in addition to their metatype bonus. - Add defensive stats (Dodge, Full Defense, etc...) to the character sheets near the Armor values. - Add a tooltip to Accuracy to show how it is calculated. - Add the other campaign options such as Street Scum and High Life. While doing this make provision for custom priority options like say ABBCC. Big Items - Apply limits to gear ratings during character creation. - Implement the translation ID's from Chummer 2. (Chummer 2 being the partially completed update to Chummer that Nebular was working on.) And once these are implemented, begin work on the foreign language translations. - Re-enable the Optional Rules and House Rules. Optional rules will be pulled from the books, House Rules will be solicited from the community. - Reintroduce PACKs. I've already asked for solicitations... please jump in and contribute. http://forums.shadowruntabletop.com/index.php?topic=17338.0 - Do what I can to fix issues with Chummer when running with Mono for Linux support. - Add the ability to have multiple skill specializations on the same skill in career mode. - Try to add the ability to unbreak skill groups. - Add error logging throughout Chummer to help me find and fix bugs. - Try to fix the "disappearing tooltip" problem. In addition, I've got a few enhancements I'd like to make to the tooltips like giving the option to not have them timeout. - Add the ability to buy weapon accessories as gear so you can stash them away. (The example given to me was buying a silencer and a few clips and putting them in an inventory location.) - Either fix or ditch the Critter creation and Karma build options. I think there's potentially a use for these by GM's as they allow for more freeform building of an NPC even though they're not official rules. - Add in support of Wireless bonuses. These will likely be collected into a single box on the character sheet so you can track your bonuses and your exposure. - Add better support for using Chummer during play. This would include things like tracking drug effects and other temporary stat changers. - And finally, a pet project of mine... adding a "Cross-reference" tab. This would allow you to select a particular bonus and based on that selection it would show you everything that can provide that bonus using the XML data files as a source. So if you wanted to see every item, power, quality, spell, and so on that could grant you a bonus to Initiative... here's the list. I'll be adding these in as I can. Some of the big items are things that may take a week or more just for a single item, so please be patient. But I wanted y'all to know what's coming and what I'll be working on and most importantly that when you send in a feature request, I may not get to it for a while but I'm definitely not ignoring them. |
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Jul 13 2014, 03:47 PM
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#44
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
Update for post #40.
The crash happens when the character is marked as created, and you click on weapon Accessory. Armor mods and cybernetics mods do not cause the same problem. |
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Jul 13 2014, 03:49 PM
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#45
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Update for post #40. The crash happens when the character is marked as created, and you click on weapon Accessory. Armor mods and cybernetics mods do not cause the same problem. Yeah, I'm getting several reports about this bug. Now that auto-update seems to be working more reliably, I'll see if I can put together a quick build with a fix for this after lunch. But thank you very much for the extra information. |
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Jul 13 2014, 05:06 PM
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#46
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Quickie update...
Build 5.121 (beta) - Fixed a bug that was preventing purchase of Binoculars (both digital and optical). - Fixed a bug that was causing a soft crash when clicking on a weapon accessory. |
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Jul 13 2014, 05:37 PM
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#47
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
Tried to add a Mentor Spirit (Bear, Adept power). Crashed the program.
Running the new 121 version. Tried out with other spirits. Looks like all spirits crash the soft when adding them with an adept power. Mage powers work fine. |
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Jul 13 2014, 06:12 PM
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#48
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
I swear those mentor spirits are going to be the death of me. I'll take a look and put out an update as soon as I've got something I'm sure is working 100%.
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Jul 13 2014, 08:21 PM
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#49
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
Found a typo in the armor. Security Armor: Heavy has a listed Armor of 28 in chummer, but only 20 in the actual book.
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Jul 13 2014, 09:18 PM
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#50
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
I went through all 25 Mentor Spirits in every config, Magician and Adept, every optional selection... and this build is the result. After fixing the bugs listed below every single one of the Mentor Spirits was added without issue and all the benefits appeared. If you have a different experience, send me a copy of your character sheet and what you were doing so I can try to duplicate it.
Build 5.122 (beta) - Fixed a number of bugs relating to Mentor Spirits and as best as I can tell, they're all working as intended. If you find otherwise, please email me a copy of your character sheet with a brief explanation of what's going wrong. - Mountain Mentor Spirit now provides its bonus to Counterspelling - Doom Mentor Spirit now correctly provides a +2 to the combat skill of your choice if you choose that option. - Mutation Mentor Spirit now correctly asks for which ability to apply Attribute Boost. - Eagle Mentor Spirit now automatically applies "Pollutants" as the trigger of your Allergy. - Dog Mentor Spirit now asks which senses are being improved. - Moved the Smartgun System on the Savalette Guardian to be Internal. |
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