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> NSRCG - PC Windows Character Generation Program, Bug reports, hints and tips for NSRCG
Fahr
post Jun 3 2005, 05:53 PM
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any chance you could PM me, I'll give you my email and you can send me the sr3 file and I can look it over and try it on my machine with the exact same setup....
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Birdy
post Jun 3 2005, 05:54 PM
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QUOTE (Fahr)
any chance you could PM me, I'll give you my email and you can send me the sr3 file and I can look it over and try it on my machine with the exact same setup....

Sure can do on Sunday (different maschine, different town today). You get all stages and some more description.

Birdy

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mcmackie
post Jun 5 2005, 09:47 PM
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QUOTE (Birdy)
QUOTE (Fahr @ Jun 3 2005, 05:53 PM)
any chance you could PM me, I'll give you my email and you can send me the sr3 file and I can look it over and try it on my machine with the exact same setup....

Sure can do on Sunday (different maschine, different town today). You get all stages and some more description.

Birdy

Fahr, I think you're doing a great job. Let me know if you can't isolate it and send me your notes with attached SR3 file. I'll look at it.
I'll try to get to the other bugs listed but am chasing the MJBB alternate character generation rules right now. I'm trying to get this out the door soon. thanks!
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Birdy
post Jun 6 2005, 11:37 AM
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Short question Fahr:

How do I get your Email and/or how can I post you mine?


Birdy
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Fahr
post Jun 6 2005, 03:47 PM
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check your messages - email is in there. -fahr

edit: and now in my sig as well.

This post has been edited by Fahr: Jun 6 2005, 03:51 PM
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Whizbang
post Jun 7 2005, 12:14 AM
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Odd...seems when I make a char with the same name as a previous finalized char, the spells carry over... removing them results in negative spell points available for spending.
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Thistledown
post Jun 7 2005, 02:26 PM
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A lot of things carry over if you try to make a new character without exiting the program first, whether you finalized the previous or not. Just close the program and open it again before making any new characters.
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GaiasWrath8
post Jun 9 2005, 03:40 PM
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HA, I got it.

Ok, one of my only problems with the program is the problem with the Essence count. If you have cyber limbs you get -5% for each partial or -10% for each full limb for both essence and cost on some items. Also, if you go in for surgery in character you can get a less essence cost. This can all be handled by adding an over ride essence button, just like the override cost button!

Ok, what do you guys think?
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mrobviousjosh
post Jun 11 2005, 03:00 AM
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QUOTE (Thistledown)
A lot of things carry over if you try to make a new character without exiting the program first, whether you finalized the previous or not. Just close the program and open it again before making any new characters.

Agreed. I always notice it when cyberware starts costing double essence but closing it out isn't a big deal. This is a great program!
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Kagetenshi
post Jun 15 2005, 04:17 PM
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McMackie: out of interest, can I get your take on why you decided to use a custom format rather than something like XML? I'm currently rewriting some of the datafiles in XML for my own purposes (I don't use NSRCG as it lacks OS X compatibility, but I do keep the datafiles on hand for quick-reference purposes), and I'm wondering if I should bother passing the changes and scheme definition back to you.

~J
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ShadowDragon8685
post Jun 16 2005, 04:04 AM
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I'm reasonably sure I found a bug in the program.

One of the physical edges you can take raises your racial attribute max by 1. Another raises the actual SCORE by 1, and can let it exceed it's racial attribute max.

They both cost 2 points on the point-by-point chargen. However, in practice, you wind up paying for them both twice.

When you raise the max once, you have to pay 2 starting points to fill it with an actual point. But when you buy the other, the attribute starts off at 2 instead of 1, with 2 points still spent.

You can work around it, by simply raising your chargen points by 2, but it's still annoying.
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Slacker
post Jun 16 2005, 01:03 PM
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Shadow, it is working as it should be. If you pay close attention you will notice that the Bonus Attribute Edge (which can only be taken for a single attribute) raises the score by 1 and the racial max. You are not paying for this twice. The two points spent for this are simply the 2 points spent on the edge. It may look differently because it uses up Attribute points when you are setting attributes, but that is only because the edge added 1 point to what you originally set as your number of attribute points.

The Exceptional Attribute edge (which can be taken for multiple attributes) only raises the racial max. It is never meant to give you another point. So yes you are paying a total of 4 points to get the same effect as the Bonus Attribute edge, but that is for game balancing and the reasoning behind allowing you to take it for multiple attributes.
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SkeevePlowse
post Jun 16 2005, 07:18 PM
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Interesting little error - I'm running v3.68, for reference.

When I make a physical mage, and purchase Magical Power (For example, at level 2) for them, it gives them the appropriate amount of spell points (in this case, 12). Howeve,r if I remove Magical Power, it doesn't take the spell points away, and if I buy magical power again, it adds those spell points onto the previous (so I have 24 instead of 12).
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Tanka
post Jun 23 2005, 06:20 AM
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What's the possibility of adding support for Twisted Way adepts? I built one a few days ago for a game I played and want to build a few other test ones to get a better feel for them.

Near as I can tell it should be something that displays a hidden box with a counter for your Potency rating, which adds itself to your current Magic rating for purposes of powers and such (have it set to 0 at start, add it to Magic rating as if it was an Initiation but without the karma loss or the gain of a metamagic/loss of a geas/altering of astral signature).
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Vaevictis
post Jun 26 2005, 08:05 PM
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In the version I'm using, NSRCG incorrectly includes symbiotes into the bioindex factor +TN for longer healing periods. It's not in earlier versions of M&M, but in the latest Fan Pro version, the entry for symbiotes explicitly says not to count their index into longer healing periods (mm.70, "Corrected Fourth Printing (First Printing by FanPro LLC, 2003).")

QUOTE
Do not add in the Bio Index cost of symbiotes when calculating the effects of bioware on longer healing periods (see p. 78).


I don't know if NSRCG accounts for it, but this version also adds to mm.78 under "Lesser Immunity" the following:

QUOTE
Do not count the Bio Index values of bioware that is specifically designed to protect against such substances;  for example the Bio Index of digestive expansion does not count against ingested toxins


I'm not sure how to programmatically address this in a reasonable manner, other than to note it, however.
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brennanhawkwood
post Jun 27 2005, 04:57 PM
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I was looking at the XML output of the program (was thinking of putting together my own custom XSL stylesheet) and ran across a problem. They way the program is set up, the background information is dumped straight into CDATA. The problem with this is that the disable-output-escaping attribute is not supported by the Mozilla family of browsers.

That means anyone looking at one of the xml character sheets using netscape or Firefox sees this:

QUOTE
<br><font size=4><b>BACKGROUND:</b></font><br>1) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Where's your character from?<br>2) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Does your character have a family?<br>3) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Does your character have an ethic background?<br><b>APPEARANCE</b><br>4) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; What does your character look like?<br>5) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; What does your character dress like?<br>6) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Does your character have physical quirks?<br><b>SKILLS, ATTRIBUTES, AND RESOUCES</b><br>7) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Where did your character learn their Active Skills?<br>8) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Where did your character learn their Knowledge Skills?<br>9) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Where did your character get his goodies?<br>10) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Where does your character live?<br>11) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Who are your character's contacts?<br>12) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Who are your character's enemies?<br>13) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; How did your character learn magic<br><b>PERSONALITY</b><br>14) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; What are your character's likes and dislikes?<br>15) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; What is your character's moral code?<br>16) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Does your character have goals?<br>17) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Does your character have personal beliefs?<br>18) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Does your character have personality quirks?<br><b>RUNNING THE SHADOWS</b><br>19) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Why does your character run the shadows?<br>20) &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; How does your character view his/her role as a shadowrunner?


...rather than the parsed HTML.

Has there been any consideration for changing the way this is handled so that it either doesn't contain all of that HTML or is stored in a proper XML structure so that it can be displayed correctly?
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Tanka
post Jul 12 2005, 03:59 PM
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Another suggestion: Single cybereyes and accessories. The rules for them are on MandM, p. 44. Cyclops only have one eye, and can therefore only use one cybereye, so buying a pair is rather useless. I don't imagine it being too difficult to add in an option for single eyes and accessories.
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Nova
post Jul 20 2005, 04:05 PM
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Version: 3.68 3/20/2005

I cannot seem to add a credstick. I go to gear, add one through lifestyle, I get no feedback saying it's been added.

If I finalize, I get the banking window with no credsticks listed. If I hit "add" it tells me to add it through the lifestyle section.

If I put any amount of nuyen in the "Operations/Add Nuyen" box, and hit "Add Nuyen", I almost always get "Runtime error '380': Invalid Property Value".

Apart from that, this program is amazing. Really great work to all those that worked on it.

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Jrayjoker
post Jul 21 2005, 08:23 PM
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Have you searched this thread for the answer. I recall seeing it earlier.
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Shockwave_IIc
post Jul 27 2005, 10:06 PM
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Down loaded the generator again yesterday after my Pc Blue screened me on friday.

There seems to be an mistake with the costing of Melanin Control. My Copy of Sota has at .25 points but the generator has it as 1. Also there's no microscopic vision option...
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daforsto
post Aug 19 2005, 02:54 PM
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Bug Report
~~~~~~~~~~

Platform: PC
OS: Win XP Pro SP2
NSRCG: v3.68(3/20/2005)

Problem 1:
~~~~~~~~~~
When adding a custom edge or flaw using any generation system the point value of the custom edge/flaw will not be displayed in the Points box at the bottom of the screen untill another edge or flaw is added or removed.


Problem 2:
~~~~~~~~~~
When using the BeCKS generation system, you are allowed to select "ExceedRaceMax (xxx)(BKS)" for more than one attribute (BOD, QCK, STR, INT, CHR, WIL).
I believe you should only be able to selet one "ExceedRaceMax" per character.

My reasoning is as follows. When the "ExceedRaceMax" edge is chosen, regardless of race, raising that attribute beyond the newly raised "Modified Racial Limit" cost 3x the karma for the new level instead of 2x the karma (p. 244 BBB- Improving Attributes and Exceeding the Racial Modified Limit). NSRCG will even report in red "Caution: Exceeding racial mod limit or max". This is apparently not increasing the racial modified limit (thats accomplished by the edge "Exceptional Attribute"), so the "EXceedRaceMAx" edge seems to be functionally the same as "Bonus Attribute" (p.17 SRC - Bonus Attribute).
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Wardancer
post Sep 5 2005, 03:31 AM
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I just discovered this lovely program, so I decided to get it...I try to install it, I get this error:

Setup Fatal Error: Unable to generate Installation Log File

So I get an already installed version, etc etc from one of my friends, I try to run it and I get a Runtime Error 68: Device Unavailable. A bit peeved, I copy the files to my PSP (for some damn reason, this comp won't let me put files on a CD) and transport it to my other computer. I try to run it and I get an Error 339: Something about an "MSLCOGX32" file or whatever is not registered correctly, yadda yadda. So...what ze heck is the problem?
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mcmackie
post Oct 10 2005, 07:06 PM
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QUOTE (nick012000)
Also, you're still charged Karma for Language skills after you've taken the Linguist PsysAd power, which is supposed to make them free.

Actually, only a language skill of 1 is free. You pay normal costs (Karma) to increase. There is a test before you even get the free language point. This can be handled in the chargen by going NoRules mode and adding in the free language at level 1, then handling normally.
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mcmackie
post Oct 10 2005, 07:13 PM
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QUOTE (Kagetenshi)
McMackie: out of interest, can I get your take on why you decided to use a custom format rather than something like XML? I'm currently rewriting some of the datafiles in XML for my own purposes (I don't use NSRCG as it lacks OS X compatibility, but I do keep the datafiles on hand for quick-reference purposes), and I'm wondering if I should bother passing the changes and scheme definition back to you.

~J

Actually, I'm building on Paolo's efforts that was started with SR2. The XML format didn't exist at the time. The difficulty with XML is also its weakness. It would difficult to "enforce" the rules. For example, I add a new field to the XML format called "COST" but a program is looking for "cost" or "price" or ... you get the point. Rigid enforcement is sometimes the only solution. This format for all of it's warts is something the community understands.
Imagine if everyone starts a new database for their program... You'll run out of volunteers very quickly... I recommend only one standard and no, it doesn't need to be mine. :)
It would simple to write a program to migrate even my database to another format (especially XML). All I ask is that you give my volunteers credit for the hard work they put in (don't grab my data and say it's your hard work) :)
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mcmackie
post Oct 10 2005, 07:16 PM
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QUOTE (tanka)
What's the possibility of adding support for Twisted Way adepts? I built one a few days ago for a game I played and want to build a few other test ones to get a better feel for them.

Near as I can tell it should be something that displays a hidden box with a counter for your Potency rating, which adds itself to your current Magic rating for purposes of powers and such (have it set to 0 at start, add it to Magic rating as if it was an Initiation but without the karma loss or the gain of a metamagic/loss of a geas/altering of astral signature).

Actually, you could do it yourself. Simply add a new metamagic called whatever (twisted way potency) and that will allow you to add a magic point through initiation (drop into Norules mode to eliminate the Karma cost)... But Twisted Way mages are by canon not player characters. So I won't support natively. sorry :(
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