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> NSRCG - PC Windows Character Generation Program, Bug reports, hints and tips for NSRCG
Namergon
post Jan 7 2004, 01:22 PM
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The latest version already takes the M&M errata into account, AFAIK.
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Fahr
post Jan 7 2004, 10:08 PM
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found a new bug (don't you love me)

create a mage using becks.
finalize
add karma (15)
goto magic and add spells to using the 14 karma you now have to spend
go back to karma page
change karma to 16 and click set
go back to magic page.
Lo you have 15 unspent karma and all the spells you bought with the 14 earlier.

-Mike R.

This post has been edited by Fahr: Jan 7 2004, 10:12 PM
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Grey
post Jan 7 2004, 10:38 PM
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Thats not a bug, thats a feature.
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Tanka
post Jan 8 2004, 05:33 AM
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Overflow error.

I tried putting in 46000 as the starting karma for BeCKS (Just to be silly) and got that.

Any way you can use a "bigger" vartype for numbers just in case an insane GM decides to do this with his players?

IIRC, var double should be able to go pretty far above the 46000 that I put in, let alone the 64000 I was supposed to put in.

http://www.cybermanced.net/oops.jpg

Screenshot of error.

Yeah, I know, you've updated. I'm lazy. :D
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Tiralee
post Jan 10 2004, 12:34 AM
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McMackie! Thanks for the Little "Caseless" option, made my day.

TirL;
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toturi
post Jan 12 2004, 05:33 AM
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Don't know if this has been reported already. I tried to make a Shamanic Magician Adept but my spell points dropped from 36 to 25.

And I tried to make a cyclops charactor recently, but every time I reload the unfinished version, his Body mystreriously dropped by 1.
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Fortune
post Jan 12 2004, 05:43 AM
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The Cultured version of Tailored Pheromones (in the Cultured section) are reduced in Bio-Index if the 'Cultured' choice is selected. They are already cultured, so no BI discount should occur.
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simonw2000
post Jan 13 2004, 06:03 PM
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Remember to update, mcmackie!
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BewilderedGM
post Jan 15 2004, 11:32 AM
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Used the search feature fro this question but it only points to the thread not wich post I should look into.

When I finalize a char and then print it to HTML the gear section is wrong. Its like only the last pieces of gear appear (or something to that effect). When I load the char up in NSRCG I get the complete list but if I would print it to paper from HTML the list is buggy.

What to do? :P
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mcmackie
post Jan 15 2004, 02:10 PM
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QUOTE (BewilderedGM)
When I finalize a char and then print it to HTML the gear section is wrong. Its like only the last pieces of gear appear (or something to that effect). When I load the char up in NSRCG I get the complete list but if I would print it to paper from HTML the list is buggy.

What to do? :P

NOT BUGGY! :D The program will split the gear IF the number of items is so large (about 40) that it won't fit into a section neatly. The rest of the gear is printed in a separate HTML page called gear.html Goto your HTML sheet, click on the Gear link and that will take you there.
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BewilderedGM
post Jan 15 2004, 04:52 PM
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uhm nope, but maybe i have the wrong version?

Downloaded it 4 days ago and havent looked for updates if theres any.

I'd be happy to mail ya a char if need be.

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Fahr
post Jan 15 2004, 05:38 PM
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if you print it to xml, then view output it will be all together with either choice in the print menu.

-Mike R.
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BewilderedGM
post Jan 15 2004, 05:51 PM
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QUOTE (Fahr @ Jan 15 2004, 12:38 PM)
if you print it to xml, then view output it will be all together with either choice in the print menu.

-Mike R.

Still no, I have this NPC troll sam that the players know kinda well and Ive bought pretty large amounts of gear for him. The only things showing up is the add ons for his armor


EDIT
gaaaaahhhhhhh
its only cause the rest of the gear is listed on other parts of the html / xml sheet
:twirl:
hence my posting name :D
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mcmackie
post Jan 15 2004, 07:44 PM
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you mean weapons in the weapon section, armor in the armor section etc... ?
Okay, great no problems! :D
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BewilderedGM
post Jan 16 2004, 12:30 AM
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excactly....as is well :D
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Tanka
post Jan 19 2004, 01:57 AM
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OK, two really odd problems.

1) If you begin a new character, if you had one from before, Edges and Flaws stay.

2) The Cyberear's free Essence isn't adding up. I've got a Dampener (.10), Hearing Amp (.20), and the Spatial Recognizer (.20), and it's taking off an extra .10 Essence. Bad math or I just need to update?
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Fortune
post Jan 19 2004, 02:24 AM
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The Cybereye still includes the Smartlink Induction Pad in it's list of things to discount. While the Eye Display and Rangefinder are understandable, I see no reason why the Induction Pad would be included.
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Tanka
post Jan 19 2004, 03:06 AM
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OK, nevermind, found the problem. Subdermal Speakers count as ear mods. Ehe...
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mcmackie
post Jan 19 2004, 05:25 PM
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New version posted! Working backward through the bug list:
QUOTE
The Cybereye still includes the Smartlink Induction Pad in it's list of things to discount.

Fixed.
QUOTE
) If you begin a new character, if you had one from before, Edges and Flaws stay.
2) The Cyberear's free Essence isn't adding up. I've got a Dampener (.10), Hearing Amp (.20), and the Spatial Recognizer (.20), and it's taking off an extra .10 Essence. Bad math or I just need to update?

1) Fixed. 2) You have NO cyberear listed. Those are mods to a cyberear. Buy a cyber ear and you'll get the 'free essense' cost then.
QUOTE
The Cultured version of Tailored Pheromones (in the Cultured section) are reduced in Bio-Index if the 'Cultured' choice is selected. They are already cultured, so no BI discount should occur.

Right. Fixed. Had incorrect variable.
QUOTE
Don't know if this has been reported already. I tried to make a Shamanic Magician Adept but my spell points dropped from 36 to 25.
And I tried to make a cyclops charactor recently, but every time I reload the unfinished version, his Body mystreriously dropped by 1.

I need more information like exactly what were the steps you did, what creation system, etc..
The Troll dermal armor bug has been found and fixed.
QUOTE
McMackie! Thanks for the Little "Caseless" option, made my day.

You're welcome :D
QUOTE
Overflow error. I tried putting in 46000 as the starting karma for BeCKS (Just to be silly) and got that.

Fixed. Max limit is now 10,000. Anything more will reset to 0.
Bug: changing karma will reset spent points. Thanks Mike R! Okay, now you have to finalize before changing karma points again. Think "Finalize" == "Commit changes"
QUOTE
Is there any chance that, at some point in the future, the ShadowRun Dice Roller might be changed in such a way as to allow it to understand extra successes with one die, please? Any of the common variations of this would be great, such as Extra Success For Every 6 Over TN or Extra Success For Every 10 Over TN or Extra Success For Every Extra 6 That Is Rolled, etc.

Okay, new version has option (see menu) to allow extra successes. Default is OFF. I don't mind modifying the dice roller but CANNOT modify the NSRCG to allow house rules (I"d be here doing nothing but programing this thing, sorry :( ) This does NOT pay my bills.
QUOTE
You might want to remove the "Bioware cannot be geased" line on the Bioware page, while you take a break from debugging.

done.
QUOTE
Yes. That's how I did it. Rules were off and the NPC's only Dialogue was up. I tried adding magic points and it listed it as a race modifier but it never ended up adding it to the total magic. When I initiated two grades with the character I noticed it did not add the Magic to the total either. I have the latest version of the program downloaded probably 6 hours ago.

Fixed. Or it should be ;)
QUOTE
By the way, Mac, has the Bioware section been updated to take into account for the new rules yet?

It should be completely M&M errata correct. If not, please notify me.
QUOTE
The quote "a second for every two full skill points" is in reference to the fact that the character could actually purchase a first Maneuver for every two skill points in the first place. 

Okay, this should be correct as well.
QUOTE
In the same way, you should also fix the following spells:
Telekinetic Manipulation / Use (skill)
Transformation MAnipulation / Clean (Element)

Fixed.
NOTE: there is a NEW DAT file: Lifestyle.DAT If you do not put this file in the DAT directory, the program will crash! <=========

Let me know if there are any other bugs!
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Grey
post Jan 19 2004, 05:29 PM
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:eek: :notworthy: :eek:

Thats quite a list of bug fixes. Nice work man!
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Tanka
post Jan 19 2004, 05:32 PM
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Actually, mcmackie, I had the Cyberear, I just didn't list it here. The reason it wasn't adding up was because I had a subvocal speaker (which is an ear mod. I never knew that).
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Grey
post Jan 19 2004, 05:38 PM
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QUOTE (tanka)
Actually, mcmackie, I had the Cyberear, I just didn't list it here. The reason it wasn't adding up was because I had a subvocal speaker (which is an ear mod. I never knew that).

I'm going to assume that you actually ment subdermal speaker.
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Tanka
post Jan 19 2004, 05:39 PM
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Shush! ;)
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Grey
post Jan 19 2004, 05:57 PM
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McMackie, I found a problem with the new install package. It puts the new DAT file (the Lifestyle one) into the NSRCG folder, rather than into NSRCG\Data.
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Tanka
post Jan 19 2004, 05:59 PM
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QUOTE (mcmackie)
NOTE: there is a NEW DAT file: Lifestyle.DAT If you do not put this file in the DAT directory, the program will crash! <=========

Going blind, Grey? :D
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