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> NSRCG - PC Windows Character Generation Program, Bug reports, hints and tips for NSRCG
Venndigram
post May 4 2004, 04:40 AM
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Maybe it would be better if you could send me an updated source code and any other components I'll be needing; so i just slip the required code inside. It won't be perfect but I suppose it would be better than nothing.
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Eyeless Blond
post May 4 2004, 05:44 AM
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QUOTE (mcmackie)
I was unable to replicate this problem. Tested with my current version and it does use the new calculated essence = essence lost + 1/2 bioware cost. => rounded down equals initial magic rating. Tested in new character mode. If you doing something different, let me know or give me a copy of SR3 character file with steps to replicate <===== Note to all bug submitters.

As for the 25 nuyen vs 25K nuyen bug, it should have been fixed earlier. What version are you using?

NOTE TO ALL: New version posted: 3.66.

Yeah, I'm not sure why, but it's working fine now, and I swear it didn't before. Oh well; bug fixed, if indeed there really was one. :)
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Eyeless Blond
post May 4 2004, 05:46 AM
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One thing I'd love to see in the Valkyrie Module, especially if it gets integrated, would be the ability to handle ECU of stuff from the Gear section. In other words, be able to put other stuff, like a deck or a medkit, into an arm or a torso.
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RedmondLarry
post May 4 2004, 07:14 AM
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Just FYI, regarding cybereye options that exceed the capacity of a Cybereye (.5):

It appears to me that a user can put eye mods "outside" a cybereye by adding them first, as Retinal Mods, and then adding the Cybereye, and then adding more modifications which the program counts as Inside the eye.
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mcmackie
post May 4 2004, 01:23 PM
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QUOTE (OurTeam)
Just FYI, regarding cybereye options that exceed the capacity of a Cybereye (.5):

It appears to me that a user can put eye mods "outside" a cybereye by adding them first, as Retinal Mods, and then adding the Cybereye, and then adding more modifications which the program counts as Inside the eye.

Hmm. This is the way it works in the program. Everything that has an eye tag "E" in the Cyber.DAT is counted EyeEssenceCount. If you have a "Eyes, Cyber Replacement" or equiv, your EyeEssenceCount is reduced by 0.5. If you have more than 1.20 in EyeEssenceCount, a message will warn you that you have exceeded the max of 1.20. There is a EyeEssenceCount at the bottom. There is NO inside or outside of a cybereye. Just a running count. For it to work otherwise, I would have to have a container mechanic and track things like ECU. Following this path leads me to the usage of a database (which I was trying to avoid).
If it is NOT working like that, let me know and I'll double check.
thanks
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TinkerGnome
post May 4 2004, 03:39 PM
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I don't know that the 1.2 essence thing cares at all about internal or external eye systems. It's probably fine just doing a straight count. Where it gets important is in the free essence sense since you only get .48 free essence (generally) for alphaware. Not sure what you can cram in for betaware.
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mcmackie
post May 4 2004, 04:28 PM
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QUOTE (TinkerGnome)
I don't know that the 1.2 essence thing cares at all about internal or external eye systems. It's probably fine just doing a straight count. Where it gets important is in the free essence sense since you only get .48 free essence (generally) for alphaware. Not sure what you can cram in for betaware.

Okay, now I'm confused (or haven't found the errata). Where does it say you only get 0.48 essence on alphaware eyes vs 0.50 essence on standard?
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Eyeless Blond
post May 4 2004, 04:37 PM
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QUOTE (mcmackie)
Okay, now I'm confused (or haven't found the errata). Where does it say you only get 0.48 essence on alphaware eyes vs 0.50 essence on standard?

It doesn't. But you can only put whole systems into cybereyes, as per Cannon rules. Since most alphaware eye systems have Essence costs that are multiples of .08, hence .48 is usually as good as it gets before stuff starts to overflow the .5 limit.
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mcmackie
post May 6 2004, 11:51 PM
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BUG report: the HTML output on SKILLS does not print knowledge skills.
Fixed in new version 3.66a. (Needed it fixed ASAP). I am looking at the rest.
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TinkerGnome
post May 7 2004, 12:27 AM
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Okay, time for the fun stuff. This is the revised definition I plan to use for firearms. If you have any comments, additions, or subtractions, speak now or forever hold your peace.

CODE
OLD:

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

NEW:

0-3|Firearms|12|Concealability|Ammunition|Mode|Damage|Weight|Availability|$Cost|Street Index|Accessories|Notes|Legal|Book.Page|
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mcmackie
post May 7 2004, 12:39 AM
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It would be better if you didn't move the book-page to the end. As I demonstrated in the GEAR.DAT, just adding the new fields would be easy. Just tack the new information at the end. That way you won't have to re-enter or shuffle the data (less chance for error). See Type 1 in the GEAR.DAT, note how adding this new field does NOT cause a crash. Adding the information at the definition AND data is now possible.
The original version required the Book-Page to be at the end, now I simply search for the field. Book.page is NOT required to be at the end.
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TinkerGnome
post May 7 2004, 01:00 AM
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Yeah, went through and added empty fields with them in the middle and it doesn't work well. I'll try again... do I need to have certain dummy data in the Legal field?

Geeze, it's a whole lot easier this way. And I don't even have to much with the sr2 stuff ;)
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mcmackie
post May 7 2004, 04:06 AM
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QUOTE (TinkerGnome)
Yeah, went through and added empty fields with them in the middle and it doesn't work well. I'll try again... do I need to have certain dummy data in the Legal field?

Geeze, it's a whole lot easier this way. And I don't even have to much with the sr2 stuff ;)

I'm confused. How are you handling it now? Does the new improvements work they way I wanted? No dummy data. You can fill it out or not.

Another topic.
BUG report: version 3.66a. Gear costs 50% more than they should. seems DNI was always on (in my code). Now fixed with version 3.66b. They just keep coming and ... :)
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TinkerGnome
post May 7 2004, 04:08 AM
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Yeah, I mean that by tacking the fields on to the end, they became optional. I could just change the definition and not worry about the rest (I'd already done it the long way once, and it was giving me errors).

The only problem is that you have to scroll the window in the program in order to see the options.

There aren't any plans to give us different size windows for higher resolutions, are there?
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mcmackie
post May 7 2004, 04:30 AM
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No, I wasn't planning on supporting resizing. Do you have a better idea? Perhaps placing some things together like Street Index and cost on same line? Harder to read?
Main reason I don't support resizing: It would look like hell when expanded and I'd have to play lots of games to make it look right.

Another question: regarding your 0.48 cap on eye essence using alphaware. That statement is mostly true... as long as the items purchased are multiples of 0.10 essence. When you something like 0.15 or 0.25, it breaks. Damn and it looked so good. Further research indicated the caps for betaware would be 0.48 and for deltaware 0.50. RATS... I don't know if its worth worrying about 0.02. What do you thnk?

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mcmackie
post May 7 2004, 04:50 AM
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Hmm. I just redid the Gear screen so that cost does not show up again and there is more area for display. If you download now, you should see latest version. Let me know if you need more.
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Eyeless Blond
post May 7 2004, 05:00 AM
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Well, sometimes it becomes *very* significant. For example, say you want to put in an eye datajack (.20 Exxence alpha) and an eye gun (.32 Essence alpha) into cyber replacement eyes (.16 Essence,l alpha), for God knows what reason. Under your system the whole thing would cost about .18 Essence; under cannon it would have to cost .36, twice as much.
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Arethusa
post May 7 2004, 06:06 AM
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I have a somewhat pertinent question, and I hope it's not too much potential trouble: since my Canon Revision project is firming up a bit and will be getting some webhosting once I finalize things, how feasible would it be to include it as an optional component of NSRCG?
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RedmondLarry
post May 7 2004, 06:15 AM
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mcmackie and TinkerGnome, I just added "||" to the end of every line for Edged Weapons (type 1) in today's GEAR.DAT (3.66b) and sent it to McMackie. This lets people edit the lines and know which is the next-to-last field and the last field without counting. I can do the same for all type 3 (Firearms) if you want, TinkerGnome, in just a minute with one of my editors.

ourteam -a-t- comcast -d-o-t- net
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Venndigram
post May 7 2004, 08:05 AM
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QUOTE (Eyeless Blond)
One thing I'd love to see in the Valkyrie Module, especially if it gets integrated, would be the ability to handle ECU of stuff from the Gear section. In other words, be able to put other stuff, like a deck or a medkit, into an arm or a torso.

As far as I know, Valkyrie Module already does that....
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Eyeless Blond
post May 7 2004, 08:59 AM
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QUOTE (Venndigram)
As far as I know, Valkyrie Module already does that....

Well you certainly keep track of ECU, very well at that. But whenever I try to install stuff into the limb I still end up losing Essence over it. Is that supposed to happen? Also I noticed you hinted at a way to add cyberdecks created in your CCOC program to stuff in Valkyrie, but I can't figure out how that works. It's probably me forgettins tomething obvious again, like dragging and dropping router ports, but if it confuses an idiot like me, it'll probably confuse the other idiots who try to use it. :)
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Venndigram
post May 7 2004, 09:24 AM
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As far as I remember (again) there are limb accessories that cause Essence loss because they require DNI; other items do not. Take a look at M&M, it might hold the answers.

About adding decks, it already works, but because I haven't finished testing it and implementing all I want, it hasn't been released yet. Soon enough, have patience. :)

Seems I really have to get around to writing a manual, or at least a FAQ...
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TinkerGnome
post May 7 2004, 12:19 PM
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QUOTE (OurTeam @ May 7 2004, 02:15 AM)
I can do the same for all type 3 (Firearms) if you want, TinkerGnome, in just a minute with one of my editors.

If you want to, go for it. I don't intend to touch any of the sr2 holdovers or most of the non-canon items when I start on the legality thing so having the blank space there is probably a good thing. I can probably get the weapons done in a few days at the outside. Delving on into the file will be much more fun since I'm sure that some things are not in the most appropriate format to begin with ;)
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mcmackie
post May 7 2004, 02:35 PM
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QUOTE (OurTeam)
mcmackie and TinkerGnome, I just added "||" to the end of every line for Edged Weapons (type 1) in today's GEAR.DAT (3.66b) and sent it to McMackie. This lets people edit the lines and know which is the next-to-last field and the last field without counting. I can do the same for all type 3 (Firearms) if you want, TinkerGnome, in just a minute with one of my editors.

ourteam -a-t- comcast -d-o-t- net

YEss. exactly. That's what the new version 3.66 allows. Before it would either not show up OR crash the program. This was deliberate on my part. Aren't I a clever boy? :D
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mcmackie
post May 7 2004, 02:58 PM
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TinkerGnome,
Remember the cardinal rule: Anything that enhances the game is fine except *IF IT REPLACES THE RULEBOOK* The program and DAT files should not make it possible to operate without the rulebooks. If you copied the entire listing for every weapon into the notes field, who would need the book anymore? This is probably not an issue with weapons (except for some) as all they list are stats.
A good example is the Bioware.DAT... Although I have a notes field, I've never allowed too much information ie the stress levels for each is NOT listed.
IT would be better if the notes had short notes as a memory aide rather than completeness. This would still require the books.
Remember: Anytime WizKids (FanPro) wants me to stop, I will.
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