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> NSRCG - PC Windows Character Generation Program, Bug reports, hints and tips for NSRCG
Jetmaster
post Apr 19 2004, 04:41 AM
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Ok, I decided I'd stay up later then I wanted. deck.dat is on its way, all otaku info included.
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Shadow
post Apr 20 2004, 04:11 AM
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QUOTE (Shadow)
Bug Report:
Platform: PC
OS: WinXP SP1
NSRCG: v3.65
Problem: after installing to the D: drive I attempt to run the program, I ge the error -

Runtime error 76
Path not found.

I tried it on two different XP systems.

Ok I removed the program and then deleted the directiores and I still got the error. So I did it againand this time installed it into a completly new directory and it worked, huzzah!
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Johnny the Bull
post Apr 20 2004, 10:08 AM
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Shadow's bug and fix verified on my laptop (Exact same setup as Shadow's XP system)
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techboy
post Apr 21 2004, 02:44 AM
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QUOTE (Shockwave_IIc)
Also could it be possible to add in programming languages? i can add then myself but then i get a read/write version of it...

As i side note, how do i geas's adept powers due to magic loss?

Go into initiation/groups and add a geas as if the character was a regular mage. You'll have to keep track of which power it attaches to by yourself, though.
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Austere Emancipa...
post Apr 21 2004, 06:25 PM
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Holy... I followed this thread for a while after my post about the roller, and then decided that I was asking for such a silly thing that it was certain you wouldn't do it. And you did! :notworthy: Once I'm filthy rich, I'm going to sponsor a lifetime Luxury lifestyle for you!

One minor hitch before I can kiss my dice goodbye: Your site mentions the update to the roller, but the link goes to Version 2.0.2, last modified 9th December 03 18:02:24.

I guess I really was the only one who wanted such a feature, because no one has said a thing. Which means I really owe you.
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mcmackie
post Apr 25 2004, 08:13 PM
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QUOTE (Shockwave_IIc)
Also could it be possible to add in programming languages? i can add then myself but then i get a read/write version of it...

Okay, As I understand it... SR3 has abstracted the actual languages used and simply talk about the active skill "Programing." If you wanted the flavor of actual programming languages, it would be a knowledge skill. That would be where you would add an entry. maybe under "Program Design" or "System Familiarity"...I don't believe you would want to add it under Languages (which deal with spoken/written languages)
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mcmackie
post Apr 25 2004, 08:16 PM
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QUOTE (Shadow)
Bug Report:
Platform: PC
OS: WinXP SP1
NSRCG: v3.65
Problem: after installing to the D: drive I attempt to run the program, I ge the error -

Runtime error 76
Path not found.

I tried it on two different XP systems.

Sorry, I tested with my systems but was unable to replicate... XP is a funny beast especially regarding system permissions. I"ve had someone ask for a version that would not require the installation package. I'm working on it but I use OCXs for display that will take awhile.

As for you problem.... the error you got is indication a DAT file was not loaded. I'm updating my error checking so that a message will display with the name of the missing file. That's be in the next update.
thanks :D
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mcmackie
post Apr 25 2004, 08:22 PM
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QUOTE (TinkerGnome)
Something came up recently with a PC wanting to use a sawed off shotgun. Since it seems like a pretty common thing to me, and there are only a few shotguns, I'm going to update the .dat file with the data for sawed off versions of all of the shotguns (probably in a seperate menu).

Oh, mcmackie, I love your dice roller but it'd be even better if you had the option of rolling an open test (ie, no TN) which didn't drop the TN and Successes into the results box so I could do a more direct cut and paste ;) A radio button would work fine for that, I think.

Thanks. A big round of applause for everybody who has helped with the DAT files! : :D 8)

Next version of the dice roller will incorporate the open test you've requested. (Easy enough). Check for next version.
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TinkerGnome
post Apr 25 2004, 08:30 PM
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There's a bit of a bug with the caseless checkbox. If you go into the program, select a gun and click the caseless box and then add it, then go to a non-weapon item (such as a piece of armor) and add it, the non-weapon item has the (cl) notation on it.

Also, while we're on the subject of caseless/not caseless, would it be possible to implement a similar thing for grenades (aerodynamic/non-aerodynamic)? Or should I just duplicate the grenade list and subdivide it into caseless and non-caseless stuff ;)
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Shadow
post Apr 26 2004, 04:35 AM
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Are there DAT files for all the guns on Rayguns site? And if there are, are they included with the NSRCG?

If there arn't would there be any problem with me doing them and then sending them to you mcmackie? You could add them as a 'book', and they could be used as an option.
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Ecclesiastes
post Apr 26 2004, 03:43 PM
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Great idea Shadow :)
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Shadow
post Apr 27 2004, 08:22 AM
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Is there anyway to do it other than editing the .dat files in notepad? Can I make all the custom guns in NSRCS as custom weapons and save that as a .dat some how?
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Eyeless Blond
post Apr 27 2004, 08:32 AM
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There's the Cunstom gear button in the "Gear" pane. Also there's the DAT editor, although neither I think can make new categories.
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TinkerGnome
post Apr 27 2004, 11:42 AM
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The notepad method works pretty well once you get the format down. You can always use excel to put together the lines based on data you fill into a chart and cut and paste those (using the & function).
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mcmackie
post Apr 27 2004, 01:26 PM
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QUOTE (Shadow)
Is there anyway to do it other than editing the .dat files in notepad? Can I make all the custom guns in NSRCS as custom weapons and save that as a .dat some how?

Here's what you should do:
1) Edit the Books.dat file to add something like RGG for RayGun Gear
2) Edit "Gear.DAT using either DATeditor or something like Notepad
Note: If you use Notepad, turn off wordwrap and use fixed fonts like Courier New, it make it easier to understand the format
Use RGG.XXX as your source (book-page). That way people can add/remove these entries if they want

You should contact RayGun to see if this is okay with him (he's a pretty good guy and I don't expect any issues). But it's nice to ask :)

Here's a link explaining the formats. This was developed for the original SRCG program developed by Paolo. I"ve .... built on it some.

You should use the categories already developed as it less confusing than replicating them in another tree i.e. Shotguns under Raygun and basic Shotguns. "Where do I find it?" :D Keep the current structure unless you have something that won't fit and needs a new category.
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TinkerGnome
post Apr 27 2004, 04:24 PM
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If I go mentally insane and decide to do it, what would I need to do to add legality codes to everything? Just change the 0-?? definition line and then change every entry using that code?
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mcmackie
post Apr 27 2004, 04:52 PM
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QUOTE (TinkerGnome)
If I go mentally insane and decide to do it, what would I need to do to add legality codes to everything? Just change the 0-?? definition line and then change every entry using that code?

Legaility is just a note field, that is, one that the program does NOT use to calculate anything. It's put there for the GMs and players to reference. If Raygun has no values, then leave it blank. Please don't change the formats. It may break other things.
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TinkerGnome
post Apr 27 2004, 05:04 PM
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I'm not going to fiddle with Raygun's stuff, that was Shadow's project (unless he would rather I do it). I was talking about a more massive project of taking the current gear.dat and adding in all of the legality codes for, say, firearms. The current firearms definition is:

CODE
0-3|Firearms|10|Concealability|Ammunition|Mode|Damage|Weight|Availability|$Cost|Street Index|Accessories|Book.Page|


As you can see, there's no note or legal field in that definition. If I want to do this I can:
  1. Change the current definition and change all instances to reflect the added field
  2. Create a new definition and add the field
  3. Not do it at all
Oh, and I've been wondering... what is that number in the third slot for? As far as I can tell, it doesn't appear in the definition? I can't figure it out...
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mcmackie
post Apr 27 2004, 06:05 PM
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Oops, my mistake. That was shadow.
Your best bet (if you're going to do it) would be 1. A bit more work but you won't have to type all of the info back in. Add it at the end and you have fewer problems.
As for your question: You'll have to give me an example as I'm lost. ???
If you mean 0-3, the 3 is the number of the definition.
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TinkerGnome
post Apr 27 2004, 06:13 PM
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No, I meant the 10. Now that I look at it, I t hink 10 is actually the number of fields :)

So the definition goes:

0-type code|name of type|number of fields|field 1 name|field 2 name|field ... name|field n name

I think I might delve into the cyber.dat file first since Shadow's expressed a desire to work on gear.dat some. Since I've already sent you a new version from me with a bunch of additions, I'll wait to work on it until the new version is set in order to make life easier all around.

I want to:
  • Add legality codes to all cyberware/bioware
  • Add a few customizable entries (mainly skillwires) to cut down on the need to do custom cyber
  • Change the smartlink targeting accessory non-eye related
The only one controvertial is the last. Is there a good reason why it's set up as an eye-mod right now? It seems to just take the data from a rangefinder and feed that into the smartlink system.

Also note that I'm an idiot and didn't see the legality codes the 8,000 times I've looked at the entry for cyberware. Yes, I am blind.
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mcmackie
post Apr 27 2004, 06:27 PM
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Did you check out the link I posted earlier? It explains how the Gear.Dat file is built. Many of the DAT files follow the same formats (my improvement).

Lagality codes -> good!
Customized entries -> as long as they are 'canon', I have no issues. If you want to do customized for yourself.... great. But I have to follow 'canon' or we (you and me) will spend more time adding quote custom close quote entries. That's why I wrote the DATeditor, to allow people to do their own thing.
Smartlink is one of those religion things... wherever you put it, somebody will object. "It's a eye mod so it belongs in the eye category" .. "It's a smartlink function so all should be grouped together" etc...
Famous army slogan:" Never volunteer"... Not that I'm complaining. I couldn't build the DAT files without volunteers but ...
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TinkerGnome
post Apr 27 2004, 06:51 PM
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Well, I modified the cyber.dat file. While I can see a case for the Rangefinder being an eye mod, I can NOT see a case for the personalized saftey being an eye mod. Both were, so I'm taking it as a typo and changing it. I don't think NSRCG currently does checking for the 1.2 essence limit on eyes, so that doesn't come into play except for grade matching. It also doesn't say the rangefinder is an eye mod in canon, so I think this is likely to be a more neutral result. If the essence checking goes in, it'll be more important, though.

I didn't do any "custom" entries, I did "customizable" entries for skillwires. Basicly, another set of skillwires with ratings 1-9 in a seperate category under skillwires that you can specify MP and cost for. The "enter cost" dialogue doesn't pop up like it does for gear (it just pops up a entry box with no caption), though, which may just be because you've not set it to ;)

Here is the edited cyber.dat and a slightly newer version of gear.dat with aerodynamic and non-aerodynamic grenades seperated out. Previous changes between this version and the original were:
  • Skillsoft Jukeboxes, lots of them
  • Reorganization of weapons more along skill lines.
  • Addition of weapon customization options which were not mimiced by other gear (ie, sawed off shotgun barrel, personalized grips)
  • Reorganization of weapon accessories (rereordered again in this version)
Legality codes is a huge undertaking because there are so many items without them, so it's something I'll have to think about a little more before engaging in.
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mcmackie
post Apr 27 2004, 08:39 PM
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I was unaware of an essence limit on cybereyes. Where is the cite (book-page) for the limit? Is there one for cyberears?
Once I verify, I will enforce.
thanks :)
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RedmondLarry
post Apr 27 2004, 08:47 PM
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I'm concerned that modifying a type definition to ADD another field will make the program crash or produce strange results when used with any .SR3 file made before the new version. For example, NSRCG crashs with the archetype files from 2001. Is this a concern for you, mcmackie?

P.S. I can reliably change one type number to another throughout a file in a few minutes without error, using an automated editor. Let me know if you want me to do it for anyone.
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RedmondLarry
post Apr 27 2004, 08:50 PM
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Eye Modification Limits are on M&M.44.
1.2 maximum Essence points installed in a pair of cybereyes, and only one accessory per eye may be a laser, an opticam or a weapon system.
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