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Jul 13 2014, 09:40 PM
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#51
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
Mentors for adepst still aren't working for me. Can't send you a save, because I can't save a character. As soon as I add a mentor - it crashes the app.
Tried it on brand new characters. Same luck. 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.ParseDecimal(String value, NumberStyles options, NumberFormatInfo numfmt) at System.Convert.ToDecimal(String value) at Chummer.ImprovementManager.CreateImprovements(ImprovementSource objImprovementSource, String strSourceName, XmlNode nodBonus, Boolean blnConcatSelectedValue, Int32 intRating, String strFriendlyName, Object fCreate) at Chummer.ImprovementManager.CreateImprovements(ImprovementSource objImprovementSource, String strSourceName, XmlNode nodBonus, Boolean blnConcatSelectedValue, Int32 intRating, String strFriendlyName, Object fCreate) at Chummer.Quality.Create(XmlNode objXmlQuality, Character objCharacter, QualitySource objQualitySource, TreeNode objNode, List`1 objWeapons, List`1 objWeaponNodes, String strForceValue) at Chummer.frmCreate.cmdAddQuality_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) |
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Jul 13 2014, 10:22 PM
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#52
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Mentors for adepst still aren't working for me. Can't send you a save, because I can't save a character. As soon as I add a mentor - it crashes the app. Tried it on brand new characters. Same luck. Based on the error, I'm going to say it's having problems parsing the data. The first thing I'd try is downloading the most recent Chummer5.zip file and overwriting your current install so that we can be sure you have uncorrupted data files. |
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Jul 13 2014, 10:36 PM
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#53
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
Fresh DL, same drek
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Jul 13 2014, 11:32 PM
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#54
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Ok, just trying to rule things out at this point.
Are you running Windows? If so which version? And I'll spend some time tomorrow adding in error logging. Perhaps I can get it to tell me what's breaking down. |
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Jul 14 2014, 08:57 AM
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#55
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
I'm running Windows 7.
One of my players has the same problem. Also Win7. Another player reported adept mentor spirit trouble. Same OS. Build summary Complex Form indicator does not update correctly. It updates when you add complex forms, but when you delete them, the number does not go up again. If you save you character and then reload it, the indicator will say you have not spent the points even if you did. |
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Jul 14 2014, 07:34 PM
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#56
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
I'm publishing this small build update which has one tiny fix and one big behind-the-scenes piece. Adding debug logging will help me track problems in the code by giving you nice people the ability to send in a debug log when a problem occurs. For the time being, generally you don't even need to think about it and you can just leave it off. If you're reporting a bug that I can't duplicate, I'll ask if you can send me a debug log.
Build 5.123 (beta) - Fixed Security Armor: Heavy's armor rating. - Added debug logging. By default this is turned off for performance reasons but if you encounter a significant error, I may ask you to turn it on so that the error can be captured and logged which will make my fixing the problem much easier. If you do need to turn it on, you'll find it on the Options dialog listed as "Use Debug Logging". For space reasons, if the log is turned on it will automatically clear itself each time you start Chummer. At this time, only a small portion of Chummer's code is set up for debug logging but I'll be expanding this as I can. On that note, Nergal... you're the one I added all this for at least for the moment. If you would, update to this version (5.123), turn on debug logging, and then go ahead and create a character and add a mentor spirit. Presuming you get an error, you should get a message box that tells you an error happened and to send me the log. You'll find it in the same directory you have Chummer5.exe in and it will be named chummerlog.txt. Zip it up and send it to me. It should lead me right to the source of the problem. Thank you for your help and patience. |
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Jul 14 2014, 08:09 PM
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#57
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Got it. The line that is breaking down is trying to convert the value in the xml for the power's power point cost per level to a decimal value. The data file stores this as an en-us decimal... in other words in this case it's ".5". And you're not in the US and don't use a period to denote a decimal. I need to update the code to handle culture correctly. It'll take me a little bit but I should have a fix out this evening.
Thank you again for your help and patience in tracking this down. |
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Jul 14 2014, 08:25 PM
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#58
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Build 5.124 (beta)
- Fixed the crash non-US users were having when adding a Mentor Spirit. Hopefully this will take care of it. Let me know if you're still having problems and thanks for the help guys. |
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Jul 15 2014, 11:40 PM
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#59
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Small update tonight. I'm going to be focusing on three items over the next several days (I hope it's only several days). Specifically I'll be working on fixing the issues with the Arts from Street Grimoire, making Qi foci so that they select a specific power and that power then shows up as one of your adept powers, and getting Weapon foci to connect to your weapon so that the weapon stats are updated accordingly. If I can I'm also trying to resolve the issue with being able to load ammo on to a bow in career mode.
Build 5.125 (beta) - Fixed Damage and AP value for Explosive Ammo - Fixed a bug which would prevent the Dragonslayer Mentor Spirit from getting the bonus to a social skill. - Added a separator between gear items attached to armor on the "Shadowrun 5" character sheets. - Fixed a bug preventing refunding of Complex Form points when deleting a Complex Form. - Weapons will now correctly inherit availability modifiers from accessories which should increase the weapon's availability. - Removed 4th Edition artifact where Improved Physical Attribute was charging double for attributes raised above metatype max. - Fixed a bug which could cause the movement formula to give incorrect values (it wasn't using the total value including augmentations). |
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Jul 16 2014, 07:36 AM
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#60
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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 |
On the subject of ammo, would it be possible to include an option to unload a gun and have the ammo go back into the inventory?
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Jul 17 2014, 09:23 AM
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#61
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
I've noticed that the new versions of Chummer tend to freeze then I change something. Be it adding bioware of adding upgrades to my guns. And as more stuff is added, the worse these freezes become.
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Jul 17 2014, 10:52 AM
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#62
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
The worst currently are when adding weapons and armor and its due to the browse function I added. I'm aware of them and as I'm able I'm trying to add in performance adjustments to get back speed.
Long story short, I'm hitting two different obstacles that are slowing me down right now. First, I'm doing a major overhaul of the initiation/submersion tab to correctly handle the arts/enchantments/enhancements/rituals from Street Grimoire. Second, my gaming group is meeting this Saturday for the first session of our new 5th Edition campaign and I'm the GM. I'm having to spend a little time preparing for that session and that's time I'm not on Chummer. I'm making good progress though on the initiation/submersion tab and right now I'm trying to aim for putting out a new build on Sunday. |
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Jul 17 2014, 11:08 AM
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#63
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
Good to hear you are running a game. I just started my campaign yesterday. It was a blast. The players didn't play SR at all before, and Chummer made it so much easier for them to chargen.
The worst for me is working with augs. That is where it's the slowest. And what about the browse function? I must have missed something. Maybe you could add an option to disable it? And If I'm talking rubbish here, just point it out. I don't know almost anything about programming. On another topic. I'm making a cybered out orc samurai for a game I was recently invited to, and found out, that Cavalier Arms Urban Tribe Tomahawk is missing. Could you add it when you have time? Another small bug. My players reported that leftover Karma and Nuyen seem not to carry over to Career Mode characters correctly. |
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Jul 17 2014, 01:52 PM
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#64
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
If you go into the Gear/Weapons tab and click to add a weapon, in the upper right hand side of the window that pops up you'll see a button marked "Browse". Hit that and it'll show you a grid showing all the weapons of the selected category or current search that you can sort. It's a work in progress but my intention is to adjust it so that it's a bit more load on demand which should ease the performance issues.
And the Tomahawk is in there... because it's a thrown weapon, it's in Gear under Ammunition as "Urban Tribe Tomahawk". I'll look into the Karma & Nuyen carryover. |
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Jul 18 2014, 08:53 PM
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#65
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
Adam, I would be REALLY grateful if you could provide an option to turn off the browse function completely (if it's the one that slows Chummer down), or just release an alternative w/o this option (if it's not too much of a trouble).
It freezes on me so hard I sometimes wait 5 to 10 seconds for Chummer to crunch it's numbers. In comparison, the 4e version works win no detectable freezes at all, so it's not my hardware that's slow (at least I think so). In any case, laggy Chummer is still a lot better than no Chummer at all =) UPD: Just bumped onto this one: Monofilament chainsaw: Chummer 80Y, rulebook 500Y. |
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Jul 20 2014, 04:47 PM
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#66
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
I've finally got the Initiation tab done (and a list of bugs to go with it). I think I've resolved everything with the Street Grimoire initiation but if you find something I missed, please let me know.
Build 5.126 (beta) - Completely replaced the Initiation tab. It now should correctly handle Initiation (with discounts), Arts, Enchantments, Enhancements, Metamagics, and Rituals. Add an Initiation grade and then right click on the grade to add Arts, Enchantments, Enhancements, Metamagics, and Rituals. In case you're not using Street Grimoire or choose not to use the Arts system, there is a new item on the House Rules tab of the Options dialog that you can use to ignore the Art requirements for metamagics and the like. - Fixing the above item led to two powers referenced in Street Grimoire that haven't previously been published. These have only been provided via a forum post by one of the designers. So that post is now a source (SFP1) that can be enabled in order to provide those powers (Keratin Control and Living Focus). - Updated all "Source" labels on all dialogs to open the linked PDF to that page if you have linked the book to the PDF in the Options dialog. Also linked the names of skills and powers as they don't show a "Source" label in their listings. And finally, the above mentioned forum post will open in your default browser if a Source pointing to it is clicked. - Added the Small Unit Tactics Knowledge Skill from Run and Gun. - Fixed a bug allowing the Seducer's Adept ability to allow any skill. It now restricts to the correct list. Thank you Ariketh for the solution! - Fixed the Voice Control Adept power to allow for multiple levels. - Fixed a bug that would cause a crash when using YNT Softweave on an armor with an odd armor value. - Added a variable price to Personalized Grip to reflect that it probably should cost something. - Removed cyber-weapons from the Select a Weapon dialog. These can only be purchased now on the Select Cyberware dialog. - Fixed a bug preventing the Respirator from being available to add to armor. - Fixed a bug causing newly added Knowledge Skills to cap at 6 in career mode. - Fixed a bug that would cause the tooltip on the button to increase your skill level to show the wrong value when in career mode and at rating 6. - Fixed a bug that prevented adding Sensor Arrays (and quite a few other things) to vehicles while in Career mode. - Adjusted the Select Weapon and Select Armor dialogs so that they'll have better performance. - Fixed the price of the Monofilament Chainsaw. - Fixed a multitude of bugs with the Complex Forms and Sprites tab in Career mode for Technomancers. - Fixed a bug that was causing the wrong cost to be calculated for binding Counterspelling, Ritual Spellcasting, Spellcasting, or Sustaining Foci in Career mode. |
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Jul 21 2014, 11:43 AM
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#67
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Target ![]() Group: Members Posts: 23 Joined: 19-November 09 From: Ukraine Member No.: 17,889 |
Optimization did not help much. Chummer still is slow as heck. Compared to the 4th edition, it just freezes on me after every action.
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Jul 21 2014, 12:28 PM
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#68
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Moving Target ![]() ![]() Group: Members Posts: 212 Joined: 17-January 10 From: Sweden Member No.: 18,046 |
Really amazing work. I tested it out for reals this weekend with my group and it worked fine.
I am a little curious of the cyberlimbs providing "genral" augmentation to stats. SR4 explicitly gave the new stat as the average of all limbs while SR5 says the cyberlimbs uses their own attributes and when not using the cyberlimb. But it also says to use average of all limbs used when using multiple limbs. My Sam should have Agility 9 when shooting his pistol, agility 6 when using a longarm (average of 4 and 9 rounded down) but probably only agility 4 when sneaking (since I don't use the arm at all when sneaking, I reckon sneaking is mostly body+legs). All these cases are impossible to put on the character sheet/program so maybe it is best if the character sheet said I had agility 4 (not 4(5) as it does now) and I just have to keep track that I have agility 9 on my arm when I shoot with just that arm? As of current version I see agility 5 being used for all agility skills and it is easy to forget that I probably only get my natural agility of 4 on those tasks unless I can justify a 5 or 6 with my GM. |
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Jul 21 2014, 02:45 PM
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#69
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Tiny update this morning to resolve a handful of bugs.
Build 5.127 (beta) - Fixed a bug where it was not rounding Essence up when calculating your Social Limit. - Fixed a bug which would prevent adding Sensor Functions to Sensors. - Fixed a bug which would prevent any metamagics from being shown when selecting a new metamagic. |
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Jul 21 2014, 04:10 PM
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#70
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Really amazing work. I tested it out for reals this weekend with my group and it worked fine. I am a little curious of the cyberlimbs providing "genral" augmentation to stats. SR4 explicitly gave the new stat as the average of all limbs while SR5 says the cyberlimbs uses their own attributes and when not using the cyberlimb. But it also says to use average of all limbs used when using multiple limbs. My Sam should have Agility 9 when shooting his pistol, agility 6 when using a longarm (average of 4 and 9 rounded down) but probably only agility 4 when sneaking (since I don't use the arm at all when sneaking, I reckon sneaking is mostly body+legs). All these cases are impossible to put on the character sheet/program so maybe it is best if the character sheet said I had agility 4 (not 4(5) as it does now) and I just have to keep track that I have agility 9 on my arm when I shoot with just that arm? As of current version I see agility 5 being used for all agility skills and it is easy to forget that I probably only get my natural agility of 4 on those tasks unless I can justify a 5 or 6 with my GM. Very good points... I'll take a look at the cyber limb enhanced attributes. I was already planning to take a look at movement rates for people with two cyber legs, I'll take a look at this as well while I'm at it. |
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Jul 21 2014, 10:23 PM
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#71
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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 |
Optimization did not help much. Chummer still is slow as heck. Compared to the 4th edition, it just freezes on me after every action. Makes me wonder how Chummer5 will handle files that get exceptionally large. For tracking characters through a story, I have a file for each chapter in Chummer (in case I ever have to revisit a chapter), and the longest running character file of 31 chapters is now at 1.77MB (typical starting career file is 500 KB or less).
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Jul 22 2014, 01:08 AM
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#72
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Makes me wonder how Chummer5 will handle files that get exceptionally large. For tracking characters through a story, I have a file for each chapter in Chummer (in case I ever have to revisit a chapter), and the longest running character file of 31 chapters is now at 1.77MB (typical starting career file is 500 KB or less). I've only fixed one thing that was causing some of the performance problems and that was only affecting two dialogs. I've barely even started working on performance enhancements for Chummer... give me a little bit of time to work on it before you start planning on long-term performance. |
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Jul 22 2014, 01:12 AM
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#73
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Optimization did not help much. Chummer still is slow as heck. Compared to the 4th edition, it just freezes on me after every action. Given that as best as I can tell you're encountering more performance issues than anyone else I've spoken with, feel free to send me a character file and I'll use it for performance testing. |
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Jul 22 2014, 05:31 AM
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#74
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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 |
I've only fixed one thing that was causing some of the performance problems and that was only affecting two dialogs. I've barely even started working on performance enhancements for Chummer... give me a little bit of time to work on it before you start planning on long-term performance. No planning being made regarding Chummer5. The most I see with the larger files & the old Chummer is the time it takes for them to load, and some delay in the first time that a large gear list (be it gear, cyberware/bioware, or vehicles) loads. After that it isn't exactly something I'd be too concerned about, considering the age of the laptop I'm using this on. Heck, part of the load delay could even be partly the number of contacts one particular character has.If anything the most I have to be careful about with the old Chummer is if I go into the Skills tab for all active characters if I have more than four characters open at one time. Not sure if it's because of a custom tweak I've done (since SR4 states technomancers have their own versions of the Cracking & Electronics skills), my OS (Vista), or Chummer itself, but it is an OS message I get on the crash and not one from Chummer. Haven't tested Chummer5 yet to see if this still exists. |
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Jul 22 2014, 08:44 PM
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#75
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Target ![]() Group: Members Posts: 69 Joined: 3-July 14 From: Atlanta, GA Member No.: 190,105 |
Lots of fixes for today's build.
Build 5.128 (beta) - First and foremost, recent builds (including this one) have been getting updates to the French translation files courtesy of Lous_59. Thank you for your amazing work! - Fixed a bug preventing loading bows or crossbows with ammunition in Career mode. - Cleaned up the former Commlinks section on the Character Sheet. It now is the Device section and each Commlink, RCC, or Cyberdeck shows itself as such. Fixed a few problem items that were showing their stats incorrectly. - Added device stat labels to cyberware, armor, weapon, gear, and vehicle tabs so that you can see the stats for selected commlinks, cyberdecks, or rigger command consoles. - For newly created characters only, limit modifiers will now inlcude the condition under which they operate. I'd make this retroactive but it would be a nightmare to code. - Fixed the Quality Indomitable and the Adept Power Improved Potential to add directly to the calculated limits rather than add limit modifiers as these bonuses apply at all times. This also resolved the issue with the Chaos Mentor Spirit where it was not applying the bonus from the granted Improved Potential power. - Fixed a bug where in some cases carry-over karma from character creation would not be carried over. - Will now automatically remove the Allergy when removing the Eagle Mentor Spirit. - Fixed the Initiation/Submersion tab so that it will allow adding multiple instances of metamagics and echoes that allow it. - Updated the Infusion of [Matrix Attribute] and Defusion of [Matrix Attribute] so that they will ask for you to enter the name of the attribute being adjusted. For now it is a text entry, at some later date it may become a drop down. - Fixed a bug that was breaking the karma calculation when increasing skills belonging to a broken skill group in creation mode. - Updated the Select a Mentor Spirit dialog to not show choices you're not eligible for. So Magician options won't show up for Adepts and Adept options won't show up for Magicians. Mystic Adepts still see all options. |
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Lo-Fi Version | Time is now: 22nd November 2025 - 07:43 AM |
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