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> NSRCG - PC Windows Character Generation Program, Bug reports, hints and tips for NSRCG
Ecclesiastes
post Dec 7 2004, 11:46 PM
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It used to, something must have broke it.
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Fix-it
post Dec 8 2004, 02:13 AM
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QUOTE (Thistledown)
The ranges for raygun's medium pistols are the same as canon heavy pistol ranges, which I don't think should be changed. So, how about this:

Light Hold-out|(LHOP)|3|8|15|25
Hold-out Pistols|(HOPist)|5|15|30|50
Light Pistol|(LPist)|5|15|30|50
Machine Pistol|(MaPist)|5|15|30|50
Medium Pistol(MPist)|5|20|40|60
Heavy Pistol|(HPist)|5|20|40|60
Very Heavy Pistol|(VHP)|10|20|50|100

and use the (MPist) for raygun's "medium pistol," (VHP) for raygun's "heavy pistol," and (LHOP) for raygun's "Hold-Out Pistol"

I don't want to change the info from Raygun's site, but I think it's the only way to make the ranges fit with the canon rules.

Agreed.
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GaiasWrath8
post Dec 10 2004, 07:24 PM
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Hi guys, so let me start off by saying that I am not a code writter or anything like that. But I love this program. :)

I just found a little problem and wanted to share it with you. Well really, a few little problems. but all very minor.

First, The when buying bone lacing, dermal sheath, and a few other items. For every full cyber limb you have you subtract 10% from the essence and cost of the bone lacing or what ever. For every partial you subtract 5%. You can have up to two full replacments befor this starts to effect the bonuses you recived from the other cyber wear. This is not taken in account when creating a charecter.

Second, the program does not keep track of ECU. Like a cyber leg has an ECU of 20. the program will let me put how ever much I want into that leg even know its only got that 20 ECU. Also, when Alpha Grading a cyber leg, you lose 10% of the ECU space because its more stream lined, this is not figured in.

Third, Cyber eyes and ears. When you get one of these alpha grade it drops the room down. Alpha eyes can only hold .4 free essence. Also you can only use Alpha parts in that alpha eye. This is not figured in.

Well anyways. I love the program and use it a lot. Just wanted to let you know about the little bugs I found.
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Jetmaster
post Dec 10 2004, 11:58 PM
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I think the Valkyrie Module handles all of that that you mentioned. The thing about the alpha eyes is good to note though.
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GaiasWrath8
post Dec 11 2004, 01:39 AM
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My bad, were can I get that modual? I had no clue. :)
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Jetmaster
post Dec 11 2004, 06:35 PM
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It's on sourceforge somewhere. I'm on campus so I dont have the link handy but if you just head to sourceforge and search for 'Shadowrun' its the top hit.
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Caine Hazen
post Dec 13 2004, 07:25 AM
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Noticed tonight while I was playing with it that the RVs don't all display (Ok so there are only 2...) but the RR one doesn't display at all. Didn't know if was a .dat problem or a proggy problem.
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GaiasWrath8
post Dec 13 2004, 05:32 PM
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Hello again, is the Valkyrie mod an addition to the NSRCG or is it a separet program? Do I have to do anything other than download and install? Is the Valkyrie Mod made by the same person (people) who made the NSRCG?

The NSRCG has saved my group hours and hours in the charecter generation. This Saturday we are all going to pitch in to donate some money to its creator. :)
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Fortune
post Dec 13 2004, 05:38 PM
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It is a seperate program for managing implants. It is not connected with, nor is compatable with the NSRCG.

You can find it here.
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bit_buckethead
post Dec 13 2004, 09:24 PM
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QUOTE (Caine Hazen)
Noticed tonight while I was playing with it that the RVs don't all display (Ok so there are only 2...) but the RR one doesn't display at all. Didn't know if was a .dat problem or a proggy problem.

Check you options under program settings. If this is a beginning character the program is set to default to not display items that have a greater availability of 8. Uncheck the box marked "No Display > Avail". The RR should display then.
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Bigity
post Dec 14 2004, 05:19 PM
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I thought the .4 in an alphaware eye thing was erratted or FAQed.
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GaiasWrath8
post Dec 14 2004, 06:29 PM
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Well I know the ECU loss is in M&M, -10% for Alpha, 20% for Bata, bla bla.

I don't know about the eye thing, I thought it was in the main book, but can not be sure. It works out though. .5 worth of stuff turned Alpha is .4 worth of stuff. :)
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mrobviousjosh
post Dec 15 2004, 01:00 AM
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Hey all, okay maybe I'm just stupid (a possibility I hate to admit but it's there, especially if I'm tired or distracted), in any event here's what I found wrong:

Calculating Lifestyle, adding edges and flaws. It will only do it for the first lifestyle that you have and no others. It keeps making a beeping noise, as if the selection were invalid. Any thoughts? Thanks.
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Jetmaster
post Dec 15 2004, 01:40 AM
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Oh, another thing that's been bugging me Mcmackie: When you have more flaw points then edges, it no longer carries over into the general point pool (if using point build) this a bug or is there cannon reason for this?
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GaiasWrath8
post Dec 15 2004, 07:35 PM
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Wow, that last one is odd. My program does not do that. I think you just need to go back to the first page with the point distribution and make sure the points are allocated. Also if you add the edges or flaws when the rules are off they all register as 0.
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Jetmaster
post Dec 15 2004, 10:29 PM
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Ok, saving and reloading the character worked, for some reason, but the stats still wont refresh when you go directly to skills (as if you were going through the whole process of building a character). Might have something to do with my settings, as I dont allow attributes to suck from my skill points. But why that blows the refresh out the window is beyond me.
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Thistledown
post Dec 16 2004, 02:55 AM
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I've got a strange problem. When trying to load characters which I had previously backed up onto cd, most of them fail to load with a "Permission Problem: Check Write Protect" error. I checked it, and the file isn't write protected. It also seems that many of the file names are written in all caps, while a few are not. Those which are in lower-case open fine. Changing one of the caps to lower doesn't help it any.

If I open the sr3 up in notepad and re-save it, overwritting the old file, it fixes the file.
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Thistledown
post Dec 16 2004, 03:14 AM
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Oh, how about a progress report on the raygun translation?

Fix-it, you were working on pistols, snipers, and shotguns. Any completed?

Jetmaster, you were doing submachine guns and assault rifle, any luck?

I'm going to get started on ammunition and accessories. Let me know when you complete each part.
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Thistledown
post Dec 16 2004, 04:21 AM
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Ok, as there's an insane amount of ammo types, and most of the variation in them is already accounted for under the weapon, I'm only going to add the specialized versions of the ammo.
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Thistledown
post Dec 16 2004, 10:42 AM
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Ok, got the ammo and most of the accessories added in, but run into a stumbling block. I think I might need a new item type string to deal with trigger groups. I could try and enter it as a 'firearms' string, but it doesn't really fit. How complicated is it to add a new gear type string? If it's too hard, I can just enter it as a gun type, but it'll be weird.

The string I'd like would be:
0-38|Trigger Groups|6|Mode|Availability|$Cost|Street Index|Notes|Book.Page|

Well, I'm calling it a night. Let me know what you decide.
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mcmackie
post Dec 16 2004, 09:54 PM
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QUOTE (Thistledown @ Dec 16 2004, 03:42 AM)
Ok, got the ammo and most of the accessories added in, but run into a stumbling block.  I think I might need a new item type string to deal with trigger groups.  I could try and enter it as a 'firearms' string, but it doesn't really fit.  How complicated is it to add a new gear type string?  If it's too hard, I can just enter it as a gun type, but it'll be weird.

The string I'd like would be:
0-38|Trigger Groups|6|Mode|Availability|$Cost|Street Index|Notes|Book.Page|

Well, I'm calling it a night.  Let me know what you decide.

Sorry, real busy right now...
Hmm in answer to your question, it's not difficult at all BUT.. 38 is being used by Credstick so I suggest you use 39 instead. "0-39" please.

I deliberately left the the formats mutable for a reason. You could also use "Firearm accessories 0-6" and use the Mount entry point for Mode (similar enough)... your choice. The unused other fields become blank or "-".
Thanks for the hard work. I'm sure everybody appreciates it (I do). :)
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Thistledown
post Dec 16 2004, 11:30 PM
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Urgh. I most have been up too late last night. Ok, using accesories worked fine, not sure why I didn't try that first. That finishes off the accesories part of raygun's site. Let me know when the other parts are done.
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Fix-it
post Dec 17 2004, 01:48 AM
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QUOTE (Thistledown)
Oh, how about a progress report on the raygun translation?

Fix-it, you were working on pistols, snipers, and shotguns. Any completed?

Jetmaster, you were doing submachine guns and assault rifle, any luck?

I'm going to get started on ammunition and accessories. Let me know when you complete each part.

about half of each. Damn papers. as soon as x-mas break starts I might get more done. OR I might not. arrrrrgh.
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Jetmaster
post Dec 17 2004, 02:20 AM
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QUOTE (Thistledown @ Dec 15 2004, 09:14 PM)
Oh, how about a progress report on the raygun translation?

Fix-it, you were working on pistols, snipers, and shotguns.  Any completed?

Jetmaster, you were doing submachine guns and assault rifle, any luck?

I'm going to get started on ammunition and accessories.  Let me know when you complete each part.

I've been crushing my way through finals before even thinking about doing anymore work on the weaponry. Before the final crunch started I got about half of the SMG's done. Last exam is tomorrow morning, so with those finals out of the way I'll have the SMG's and assault rifles done probably by the 21st or 22nd. I've got the template built for the weapons, so its not going to take me long to work them out now.

This reminds me: Are you just dumping them into the 'pistols' directory (folder, whatever for pistols) or are you actually creating sub-folders for each weapon (that has different variants.)
example:

(Current setup:)
Weapons---->Firearms---->Pistols---->Heavy--*Smith & Wesson Model 500 ((Just for example)

where weapons, firearms, pistols and heavy are sub-folders

(My idea for a setup:)
Weapons---->Firearms---->Pistols---->Heavy---->Smith & Wesson--*Model 500

where weapons, firearms, pistols, heavy and Smith & Wesson are sub-folders

Makes things a little neater for Rayguns stuff.
Mcmackie: How many levels of sub-folder type things can this support? Lots or just a few?

Edit: Added the 'where blah blah blah' are sub folders to make my concept a little easier to understand.
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Thistledown
post Dec 17 2004, 02:29 AM
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An example of what I've done:
QUOTE

1-Weapons
...
2-Firearms
...
3-Rifles
...
4-Sport rifles
...
5-* Browning Eclipse M1000  (MMG) 3|-|3©|SS|12S|4.45|4/48hrs|1050|2|heavy barrel|ray.000|||
5-Browning Classic Hunter
6-* Browning Classic .27 WSM (MMG) 3|2|3©|SS|12S|3.0|2/24hrs|650|1|emboss/engrave|ray.000|||
6-* Browning Classic 7mm WSM (MMG) 3|2|3©|SS|12S|3.0|2/24hrs|650|1|emboss/engrave|ray.000|||
6-* Browning Classic .30 WSM (MMG) 3|2|3©|SS|12S|3.0|2/24hrs|650|1|emboss/engrave|ray.000|||
5-Browning Micro Hunter


So, it's a bit beyond the setup you had I think. But when listing all the different calibers for each, it was needed.
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