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eidolon
When purchasing gear, I ran into the following:

When you input a new vehicle, there is no way to put in both handling ratings. The program will not allow a slash in the input box, so you can only put one or the other.

Also, above the box, "handling" is spelled "handleing".

The typo things are minor, to be sure, but I figure you'd want to know about them.

Also, I continue to be amazed at the amount of detail and effort you put into this. It's fantastic.

(And eventually, I'll get into the rest of the program. Right now I'm focusing on the character generator because I've been waiting for a decent, non spreadsheet character generator for a long time.)
eidolon
ignore
eidolon
It took me this long to see that one of the selections for "Character is" is "An Idiot."

Don't change this. It's vital. biggrin.gif

Was it intentional for the program to "warn" me that the character doesn't have an adrenal pump every time I mark damage? (Honestly, I would think that not having one is more a rule than an exception.)

Gotta hit the sack now. I'll mess with it more over the week.
Snowduck
Wonderfull, awesome program! love.gif Shadowrun is such a complex, time-consuming system to play that we really need to design programs like yours to speed up the gameplay. I particularly enjoy the automated perception tjecks and the combat maps. I intend to test out the program with my group in 2-3 weeks. I have a 15.4" laptop that I can use to show the combat map to my players. It's gonna be great! biggrin.gif


I detected a few flaws.

* Force 4 Air elementals do not have 27 ini dice. wink.gif
* When you mark damage the program complains that the selected character do not have a adrenal pump.
* The program does not compute reaction ratings acurately.
* When you roll a closed test roll, the rule of 6 is not applied.

I have a few suggestions.

* The perception test box does not allow different t# for different characters due to low-light, thermografic etc. It would be nice if you could define vision type/ hearing amps etc. when you create the character.
* It would be nice if you could include an input box in the perception test box for a custom t#
* The combat map is wonderfull, but we need a little more features
* zoom in/out
* the god/bad guy markers need to have something that shows what direction the character is facing.
* a range ruler, so you can tjeck the range from one person to another
* If you could make the good guy/ bad guy markers skinnable it would be awesome!! I can contribute with icons if you want it.
* We need a few vehicle markers.

You are the man! cyber.gif
craigpierce
QUOTE (Taran @ Feb 12 2006, 06:46 PM)
In the GM Console, under "Character Stats", the 'clone' button should reselect the character cloned, so that it's possible to (say) generate six identical gangers by pressing 'clone' six times, rather than having to go back and reselect the original ganger by hand each time.

excellent point...i will definitely fix that.

QUOTE (Taran @ Feb 12 2006, 06:46 PM)
Also, how do you give an NPC combat pool?  My cloned adepts all showed up with a combat pool of zero, and I couldn't figure out how to give them any.  Clicking the little arrows did nothing.

you can't at the moment. reason being that i didn't make the character updater yet because i wanted to use the character creator as my foundation - but i wanted to have you guys test the creator first and weed out all bugs before i then copy it and modify it to be the updater. and again, sorry for only 1/2 creating 1 sample character...i just didn't have time or energy to do more for the beta release.

QUOTE (Taran @ Feb 12 2006, 06:46 PM)
The security system creator seems fine.  Fewer lines of defense than something I'd write by hand, but since those defenses have to be aware of one another that's a bit outside the scope of a random generator.

i'm glad to hear it seems to work ok. i do want to expand it later, but i figured this was a good start.

QUOTE (Taran @ Feb 12 2006, 06:46 PM)
The magical group generator is great.

good smile.gif

QUOTE (Taran @ Feb 12 2006, 06:46 PM)
Why is it irreversible to buy knowledge points?...

lazyness. i will come up with a purchace/spend back system for both.

QUOTE (Taran @ Feb 12 2006, 06:46 PM)
It's friggin' awesome.

thanks smile.gif
craigpierce
QUOTE (eidolon @ Feb 12 2006, 09:48 PM)
I seem to have found a fairly nasty bug.  

I'm trying to create a full shaman.  I set the attributes, make him a full shaman using the drop down, and then start picking skills.  This is where I run into the bug. 

When I try to give him Sorcery, the box pops up asking me what rating I want it at.  When I click a rating and hit okay, it adds "Sorcery/Knowledge/(blank)" to the skills list, and the "pick a rating" box comes right back up.  (It charges you build points twice in the process.) When I pick a rating, I get the following error message:...

i know exactly why this happened, and i will go through the database again (i've done it once already) to find any other occurrences of this flaw.

the 'Sorcery' skill is in the database twice, once as an active skill and once as a knowledge skill. 2 skills cannot have the same name...'Sorcery' the knowledge skill needs to be changed to 'Sorcery Background', or something that is more appropriate to what it is. (i can only assume for now that i meant for it to be the background skill)

QUOTE (eidolon @ Feb 12 2006, 09:48 PM)
Oh, also, found another typo.  In the drop-down for selecting type of magician, Adept is spelled Adapt twice.  wink.gif

adapt upsidedown.gif that's funny - i'll change it. and just keep pointing out those misspellings 'cus i'm sure there's a lot of 'em.

QUOTE (eidolon @ Feb 12 2006, 09:48 PM)
Still loving it.

good smile.gif
craigpierce
QUOTE (eidolon @ Feb 12 2006, 11:39 PM)
New ?bug?. 

I got this error message, the gist of which was that it couldn't find the file "Jackpoint>JPFs>DBs>Stuff.xml"

I got to looking, and it appears that nearly every file was installed with the extention ".jpf".  I backed up the Stuff.jpf file in another folder, and renamed the original to "Stuff.xml" and it fixed the problem. 

I'm wondering if everything is supposed to be an xml file?  Right now, I'm just going to keep playing with things until I get bugs and see if I can't figure out how to work around them.

I guess my main question regarding this one is how is everything supposed to look when installed?  What are the various files supposed to be?  (as in XML, JPF, etc.)  Should I just rename everything as XML files?  And if so, any clues as to why it would have installed everything so wonky?  I'm wondering if it's just my machine.

at which point in the program did you run into this message?

everything in the 'JPFs' folder is supposed to be .jpf - everything in the 'GMFs' folder should be .gmf
craigpierce
QUOTE (Jrayjoker @ Feb 12 2006, 10:45 PM)
Can't get it to load on any of my machines, I am sad.

AMDs, WinXP Pro and home.

I can't help but feel I am missing out.

aw crap!

i'll see if i can track down an AMD box to test it on. any chance you can tell me exactly what happens when you try to install?
craigpierce
QUOTE (eidolon @ Feb 12 2006, 11:54 PM)
New bug.

I added the edge "Bonus Charisma Point", but then decided that I'd rather the character have a bonus intelligence point, so I removed "Charisma Point".  However, when I tried to then give him the bonus intelligence point, it gave me a dialog box that said "You have already used the Bonus Attribute Edge to raise an attribute above it's limit" and wouldn't let me do it.

ok - this one's fixable too...by rules, you can use the bonus attribute edge to raise one (and only one) of your attributes above it's normal limit. i have a flag in the program that gets 'checked' when someone does raise one attribute over it's normal limit, so that they cannot do it again on another...i guess i missed 'unchecking' this flag when removing the bonus attribute edge that raised it.

QUOTE (eidolon @ Feb 12 2006, 11:54 PM)
New bug.

Before I describe it, I should note that this only comes up when you try to use the program in a manner other than intended: typing things directly in rather than selecting them through buttons.  Therefore, it isn't so much a bug as something you might want to consider making impossible to do.  You'll see why:

Under edges and flaws:  You can type in anything you like into the boxes (this isn't the bug).  For example, I typed in "Cool Hair Cut" and gave it a value of 5. 

First part of bug:  When I assign a typed in value to something, it doesn't reflect in the "points left" box. 

Second part:  Then, I highlighted Cool Hair Cut and hit "Remove".  When I removed it, it gave me 5 free build points.  smile.gif  Munchkins are gonna love this.  SHHHHHHH, don't tell them.

the reason i didn't make all the tables read-only was that some of them have notes fields that i wanted people to be able to use for adding notes. i can see now i'm going to have find another solution.
craigpierce
QUOTE (eidolon)
This seems to be more stylistic than anything, but when buying cyber, if you select something at alpha, and the math causes it to be a repeating number (my alpha headware 200MP ended up being .6666666666666666667 E, for example) it actually carries it out for several decimals before rounding. I don't know if this is intentional for calculation purposes, unintentional but does factor in to the calculations, or something that could be limited without any effect.

i will look at that - thanks!
craigpierce
QUOTE (eidolon @ Feb 13 2006, 01:21 AM)
When purchasing gear, I ran into the following:

When you input a new vehicle, there is no way to put in both handling ratings.  The program will not allow a slash in the input box, so you can only put one or the other.

ok, i knew i'd miss something with either adding cyberdecks or vehicles...i created those input windows at the last minute and i knew i'd mess something up. i'll fix it.

QUOTE (eidolon @ Feb 13 2006, 01:21 AM)
Also, above the box, "handling" is spelled "handleing". 

The typo things are minor, to be sure, but I figure you'd want to know about them.

i do want to know about every last one.

QUOTE (eidolon @ Feb 13 2006, 01:21 AM)
Also, I continue to be amazed at the amount of detail and effort you put into this.  It's fantastic.

(And eventually, I'll get into the rest of the program.  Right now I'm focusing on the character generator because I've been waiting for a decent, non spreadsheet character generator for a long time.)

embarrassed.gif and with everyone's help pointing out my mistakes, this will hopefully be a 'decent' program suite.
craigpierce
QUOTE (eidolon @ Feb 13 2006, 01:41 AM)
It took me this long to see that one of the selections for "Character is" is "An Idiot."

Don't change this.  It's vital. biggrin.gif

wink.gif

QUOTE (eidolon @ Feb 13 2006, 01:41 AM)
Was it intentional for the program to "warn" me that the character doesn't have an adrenal pump every time I mark damage?  (Honestly, I would think that not having one is more a rule than an exception.)

nope - another bug...it checks every character to see if they have one, so it can turn it on if they do (since pain activates it)...but it's only supposed to warn you that they don't have one if you try and check the 'Pumping Adrenalen' box under 'Character is:' and they don't have one.

QUOTE (eidolon @ Feb 13 2006, 01:41 AM)
...I'll mess with it more over the week.

good - please do...i obviously need the help!
eidolon
Gotta head to work right now, I'll see if I can duplicate that error this afternoon and I'll let you know where it hits.
craigpierce
QUOTE (eidolon @ Feb 13 2006, 09:59 AM)
Gotta head to work right now, I'll see if I can duplicate that error this afternoon and I'll let you know where it hits.

cool - thanks
craigpierce
QUOTE (Snowduck @ Feb 13 2006, 06:16 AM)
...a few flaws
1. Force 4 Air elementals do not have 27 ini dice. wink.gif
2. When you mark damage the program complains that the selected character do not have a adrenal pump.
3. The program does not compute reaction ratings acurately.
4. When you roll a closed test roll, the rule of 6 is not applied.

1. you are correct - i'll look at that.
2. eidolon also pointed this out...i'll look at that too.
3. any chance you could provide an example or 2 of what the attributes where and what the incorect reaction came to be?
4. isn't that correct? a closed test roll should not apply the rule of 6, and an open test should. (hence the reason it's 'open')

QUOTE (Snowduck @ Feb 13 2006, 06:16 AM)
...a few suggestions.
1. The perception test box does not allow different t# for different characters due to low-light, thermografic etc. It would be nice if you could define vision type/ hearing amps etc. when you create the character.

2. The combat map is wonderfull, but we need a little more features
A. zoom in/out
B. the god/bad guy markers need to have something that shows what direction the character is facing.
C. a range ruler, so you can tjeck the range from one person to another
D. If you could make the good guy/ bad guy markers skinnable it would be awesome!!  I can contribute with icons if you want it.
E. We need a few vehicle markers.

1. it does actually. you probably didn't get the users guide (which i meant to include in the download and didn't dead.gif ), so i'll explain:

if you are making a vision test and the character has low-light (for example), then select said character and then click on "Augmented Vision" and then on "Low-Light Vision" under the heading "Per-Character Modifiers"...this will apply the correct modifiers to that person only.

i didn't add hearing amp to the sound test because i didn't see it in the table of perception test modifiers in SR3...i'll look into that.

2. the map is rather complex...i'm not sure how much i'll be able to do with it in the future, but i do want to make it as flexable as i can. (i.e. i don't know if skins and zooming will be possible)

E. the vehicle markers idea is a great one!

C. would you need a range ruler if you knew that 1 space is 2 meters? i meant to put something like "1 block = 2 meters" on the screen somewhere, but forgot.

B. and i do want to make the markers rotateable to show better direction.

QUOTE (Snowduck @ Feb 13 2006, 06:16 AM)
Wonderfull, awesome program! love.gif Shadowrun is such a complex, time-consuming system to play that we really need to design programs like yours to speed up the gameplay. I particularly enjoy the automated perception tjecks and the combat maps. I intend to test out the program with my group in 2-3 weeks. I have a 15.4" laptop that I can use to show the combat map to my players. It's gonna be great! biggrin.gif

thank you smile.gif

i'm starting my first programing job today talker.gif with the excitement of that and all of this talk about the bugs in my system, i may just have Beta2 ready by the time you meet with your group.
craigpierce
a big thank you to everyone for jumping in on the testing so far (especially eidolon).

i want you all to know that the amount of participation has reenergized my enthusiasm for Jackpoint. i was honestly worried about walking into the SR3-program world under mcmackie's shadow, but the support so far has been great. really, i think it may have just been my code-fried brain bringing me down last week smile.gif

i expect to begin work on fixes/upgrades soon...if not this week, then this coming weekend for sure.

so please, keep the bug reports/suggestions coming! it's apparently fuel for my fire spin.gif

p.s. i've got to get ready for work before i'm late my first day dead.gif - i'll add all the bugs to the known-bugs list in the first post as soon as i can.
Jrayjoker
QUOTE (archimagus)
QUOTE (Jrayjoker @ Feb 12 2006, 10:45 PM)
Can't get it to load on any of my machines, I am sad.

AMDs, WinXP Pro and home.

I can't help but feel I am missing out.

aw crap!

i'll see if i can track down an AMD box to test it on. any chance you can tell me exactly what happens when you try to install?

I'll work on it, I do know that the .net stuff downloaded fine, but when I ran the program it said something like, "can't download the application," or something like that.

I will give you more exact information in the following days.

Thanks.
Tanka
Did you have an active firewall that could've blocked the program?

Try running it as an Administrator (if you aren't one) and with the firewall turned down/off.

That seems to fix a lot of installation problems that I've had.
Jrayjoker
QUOTE (tanka)
Did you have an active firewall that could've blocked the program?

Try running it as an Administrator (if you aren't one) and with the firewall turned down/off.

That seems to fix a lot of installation problems that I've had.

Yeah, I use the windows firewall, but the stuff from .Net should be trusted (accepted certificates and all that) and I run as administrator. I will play around with it and see what is what later in the week.

silly.gif If it isn't reproducable outside my little network I will put on a dunce cap and do a happy dance, all the while declaring my ignorance of all things computer. silly.gif
Tanka
Well, good luck to you. It really is a wonderful tool. Once it gets out of beta, I'll be spreading the word all over the place.
craigpierce
QUOTE (tanka @ Feb 13 2006, 12:40 PM)
It really is a wonderful tool.  Once it gets out of beta, I'll be spreading the word all over the place.

rollin.gif

it's nice to have that kind of support already!
craigpierce
QUOTE (Jrayjoker)
I will play around with it and see what is what later in the week.

let me know what you find out!

in the meantime, i'm still gonna try to track down at least a non-intel PC to load it onto.
Tanka
I'll try having one of my friends install it on his AMD system and let you know what comes of it.
Aku
following instructions helps too. it wasnt until i actually read the directions i realized it wants to be installed in a particular place. is there any chance that can be changed?
Tanka
QUOTE (Aku)
following instructions helps too. it wasnt until i actually read the directions i realized it wants to be installed in a particular place. is there any chance that can be changed?

*facepalm*

I'd like to see that implemented too. I tend to install things to /bin/ (yes, on an XP system) simply because /Program Files/ is where I normally leave Windows things to do their business.
craigpierce
QUOTE (Tanka)
I'll try having one of my friends install it on his AMD system and let you know what comes of it.

thanks!
craigpierce
QUOTE (Aku)
following instructions helps too. it wasnt until i actually read the directions i realized it wants to be installed in a particular place. is there any chance that can be changed?

QUOTE (Tanka)
I'd like to see that implemented too. I tend to install things to /bin/ (yes, on an XP system) simply because /Program Files/ is where I normally leave Windows things to do their business.

i will see what i can do about this...for now the end-user installation part is a learning curve for me.
Chibu
I'm up for beta as well. Tanka sent me the link and asked me to try it out becuase of something about it not working on AMD processors. I'm using an Athlon XP something or other (i don't remember becuase I fried my last processor from OCing it too much for about 8 months) and it seems to work fine. I would like to note that you should change the requirement from the folder being in"C:\program files" to "%program_dir%" or whatever it is. I had to make the "program files" folder, and I don't like program files. I went to all this trouble to get rid of it and now i had to make it again >_<

nyahnyah.gif But other than that, the program DOES, in fact, work on AMD processors, or at least, It works on my box (XP, SP2, 1gb ram, Radeon graphics, DFI mobo). So yeah...
PiXeL01
I'm using a Athlon 64 and it works on my setup at least.

I havent toyed alot with it yet BUT so far it looks awesome

I wonder if this is a bug though: I wasnt able to draw anything on the map. Nor was I able to change the BP for char creation ... Maybe I just need to toy around some more
craigpierce
QUOTE (chibu)
...the program DOES, in fact, work on AMD processors, or at least, It works on my box ...

QUOTE (PiXeL01)
I'm using a Athlon 64 and it works on my setup at least...


i'm glad to hear that it does work on the non-intel boxes...thanks!
craigpierce
QUOTE (PiXeL01)
I wasnt able to draw anything on the map.

i don't think i explained how this works...

once you click on the 'start draw' button, you can then click on 2 spots on the map and a line will be drawn between those two spots...from there you simply continue to click in new places and the line will continue to be drawn 'etch-a-sketch' style until you click on 'stop draw'. from there you can stop drawing, or you can click on start draw again to start the process over (click in 2 spots to make one new line, and then 1 spot each time after will continue the line.)

i hope that makes sense...

QUOTE (PiXeL01)
Nor was I able to change the BP for char creation...

do you mean you couldn't find the button for changing the BPs, or it wouldn't let you? if it's the former, then it's located at the bottom of the edges/flaws page. if it's the latter, can you elaborate on what happens when you try to change the amount?
Jrayjoker
This is me dancing around in my dunce cap, proclaiming my ignorance! silly.gif
eidolon
On the "open test" issue:

An open test is one in which the target number for your roll is set by the highest number generated by an opponent's roll. It uses the rule of six.

A success test is one in which you're rolling against a predetermined target number.

OTOH, the only roll that doesn't use the rule of six is initiative (unless they have the Adrenaline Surge edge or something like that).

Back to bug hunting. I'll see if I can't pin down that one I was telling you about and post more details.
eidolon
New ?bug?:

Specializations don't really render correctly. For example, I gave a ganger I'm making the Etiquette active skill at a 3, and I wanted him to specialize in "Seattle Go Gangs", making his final skill: Etiquette (Seattle Go Gangs) 2 (4).

I added the active skill, and then pressed "New Skill/Specialization". I typed in "Seattle Go Gangs" as the name, left type as "Specialization", and entered "None.01" as the book/page number (since it's required, but I made it up). However, the rating box won't allow you to up-arrow to anything above a 1. It will let you reduce it to 0, but that's not very useful wink.gif. I tried to enter "4" manually, only to have it revert back to a 1 as I clicked "Okay".

I thought I had found a workaround, in that you can select the specialization after it's added and increase it to the proper rating. (This correctly does not charge you more BPs, so that's working right.) However, when you try to reduce the base skill by one, it gives you back a BP when it should just stay the same.


Also in the "New Skill/Specialization" box, the tab order is wonky. It starts in "Name", then goes to type, rating, then Okay, then Cancel, and last it goes to Book.page. Might want to see if you can get Book.page in there after rating.

New Bug:

When you try to add the "Illiterate" flaw, it gives you the warning about losing your knowledge and language skills and gives you the opportunity to hit either Okay or Cancel, but it adds it and charges you the points and erases the skills regardless of which button you push.
craigpierce
QUOTE (eidolon @ Feb 13 2006, 09:51 PM)
On the "open test" issue:

An open test is one in which the target number for your roll is set by the highest number generated by an opponent's roll.  It uses the rule of six.

A success test is one in which you're rolling against a predetermined target number.

oh ya...duh!

thanks...i'll be changing that!
eidolon
NP biggrin.gif

I'm creating a character right now, and I just realized that the XML hunting bug happened before where I am now, and of course I forgot to disable my workaround before starting. After I finish this character, I'll move the .xml version of Stuff and start over and post when it hits.

Something that you might consider adding to the skill structure:

It's optional that the GM may allow a character to automatically have a background skill of 3 less than the active skill. For example, Pistols:6 would grant you Pistols Backgroung:3.

Perhaps you could add a check-box that would allow the program to take this into account? It could run a check when you add an active skill and automatically add in the background skill when you hit rating 4, or (and probably better), it could simply account for the automatically granted points and only display the background skill and factor out the cost if you spend extra points on it.

Right now, if I as a GM want to use that option, I still have to spend full points on a background skill. I'd like the character to have Pistols:4 and Pistols Background:3. Under the optional rule, it should only cost 2 knowledge skill points, since he would start off with Pistols Background:1 before I officially gave it to him.

Currently, you can sorta go around this by only "officially" adding the points needed to bring the background skill up to where you want it, and then just go into the rating box and correct the number manually.

Let me know if that doesn't make sense, it sounds kinda convoluted when I read it back to myself. silly.gif

Also, "Electronics" appears twice in the knowledge skills list.
craigpierce
QUOTE (eidolon)
New ?bug?:

Specializations don't really render correctly. For example, I gave a ganger I'm making the Etiquette active skill at a 3, and I wanted him to specialize in "Seattle Go Gangs", making his final skill: Etiquette (Seattle Go Gangs) 2 (4).

I added the active skill, and then pressed "New Skill/Specialization". I typed in "Seattle Go Gangs" as the name, left type as "Specialization", and entered "None.01" as the book/page number (since it's required, but I made it up). However, the rating box won't allow you to up-arrow to anything above a 1. It will let you reduce it to 0, but that's not very useful wink.gif. I tried to enter "4" manually, only to have it revert back to a 1 as I clicked "Okay".

I thought I had found a workaround, in that you can select the specialization after it's added and increase it to the proper rating. (This correctly does not charge you more BPs, so that's working right.) However, when you try to reduce the base skill by one, it gives you back a BP when it should just stay the same.


Also in the "New Skill/Specialization" box, the tab order is wonky. It starts in "Name", then goes to type, rating, then Okay, then Cancel, and last it goes to Book.page. Might want to see if you can get Book.page in there after rating.

New Bug:

When you try to add the "Illiterate" flaw, it gives you the warning about losing your knowledge and language skills and gives you the opportunity to hit either Okay or Cancel, but it adds it and charges you the points and erases the skills regardless of which button you push.

A. the book is never required. i'll change that (i'll bet it says that all fields are required, doesn't it?)...just know that that label at the bottom of the window is wrong - the book is never required (since i know people will make stuff up, and that's just fine by me). of course, you could work something up like:

CbCP.0 = Created by Craig Pierce page 0

you know...now that i think about it, i need to check and make sure that having these blank book attributes or made up books will work. no matter what, they will work by the next release.

B. i made it so that a specialization couldn't be higher than 1 at character gen. because i thought that was the rule, but now i can't find anything about that.

i will work specializations over again...i don't think i limited them to only 1 per base skill, and that is a rule i can find.

C. i'll fix the tab order on the new skills window.

D. i'll fix the cancle button on the illiterate flaw warning.

thanks again from some great bug finds!
eidolon
Yeah, it says all field required. smile.gif If it makes you feel better, it does allow custom book entries. I could swear there was one yesterday that wouldn't let me leave the book entry blank though. I'll let you know if I find it.

The rule regarding specializing is on page 82, SR3.

Basically, when you choose a specialization, you add the specialization in parentheses at one higher than the points spent, and drop the base skill by one.

So:

Pistols: 6 [cost- 6 points] specializes to

Pistols (Predator II): 5 (7) [cost=6 points]

And you're welcome. I love doing this kind of stuff. biggrin.gif
craigpierce
QUOTE (eidolon @ Feb 13 2006, 10:44 PM)
Something that you might consider adding to the skill structure:

It's optional that the GM may allow a character to automatically have a background skill of 3 less than the active skill.  For example, Pistols:6 would grant you Pistols Backgroung:3. 

Perhaps you could add a check-box that would allow the program to take this into account?  It could run a check when you add an active skill and automatically add in the background skill when you hit rating 4, or (and probably better), it could simply account for the automatically granted points and only display the background skill and factor out the cost if you spend extra points on it.

i may add that check box, but for now you can uncheck the 'spending' check box to give your character all the free skills you want wink.gif

oh, and can you tell me what page of what book this optional rule is on?
eidolon
Ah-hah! I hadn't even noticed that one.

Oh, come to think of it, last night I unchecked the "availability" box because I was inputting a fixer (and he can have anything he wants wink.gif), and tried to buy a rating 13+ credstick. It wouldn't let me, even though the box was unchecked. I think it was letting me buy a rating 10 though, so it sort works.

Sure thing, optional rule on background skills is on page 90, SR3. "Background Knowledge" section, last paragraph.
craigpierce
QUOTE (eidolon)
Oh, come to think of it, last night I unchecked the "availability" box because I was inputting a fixer (and he can have anything he wants wink.gif), and tried to buy a rating 13+ credstick.  It wouldn't let me, even though the box was unchecked.  I think it was letting me buy a rating 10 though, so it sort works.

ok...i'll look into that.

QUOTE (eidolon)
Sure thing, optional rule on background skills is on page 90, SR3.  "Background Knowledge" section, last paragraph.

bad-ass. thanks a million nuyen.gif !
eidolon
No sweat, man. cyber.gif

Suggestion:

For firearms, having range listed as 0-Max isn't very useful, because knowing what range the target is at is how you set the base target number.

Perhaps you could enter the weapon ranges as shown in the chart, tag each "set" of ranges with it's respective weapon type, and then have the full set of ranges show up in the range box. Also, for custom-entered weapons, rather than have the range box be for just typing in numbers, make it a drop box with a list of the weapon categories, and when you select the weapon's category, it automatically displays the correct ranges.

Example:

I decide to make a pistol called the Taurus Cowboy. I want it to be a heavy pistol, so when I'm entering its stats, I simply choose "Heavy Pistol" from the "Range" drop-down menu, and when I hit "Okay" it displays the pistol's range as "0-5/6-20/21-40/41-60".

I don't know how feasible it is, but it would improve the functionality since you wouldn't have to look elsewhere to see how exactly that "0-60" is broken down.
eidolon
Also, the specializations don't stay linked to their parent active skill in the skills list if you sort the skills.
eidolon
Found a bug when I pressed "Save & Print" with this character.

QUOTE
Conversion from type 'DBNull' to type 'String' is not valid.

Details:
[ Spoiler ]




It saved the character, but it popped up the error box and didn't present the printable version.
eidolon
Hmm...

After that last error, I just hit "Continue" and closed out the character creator.

Then, I opened the GM console and tried to load up that last character I made. It gave me an error (which I stupidly didn't copy down frown.gif), so I closed the GM Console to re-open it. When I click "GM Console" it gives me the following error:

QUOTE
Unexpected end of file has occurred.  The following elements are not closed:  characters. Line 5, position 17998.

Details:
[ Spoiler ]



When I hit "Continue", it opens the GM Console, but with no characters loaded. It let me load one character that I made (the one that saved and partially presented a print page), but then when I try to load the one I just made (the one that saved but gave the error just now) I got this error:

QUOTE
Unexpected end of file has occurred.  The following elements are not closed:  character, aCharacter.  Line 3, position 5650.

Details:
[ Spoiler ]



When that didn't work, I tried loading the default Adept character and got the following error:

QUOTE
The process cannot access the file 'C:\Program Files\Jackpoint\JPFs\Characters.jpf' because it is being used by another process.

Details:
[ Spoiler ]



All of these errors persisted after closing and restarting the program.

Looking in the character's jpg file, I see that the save process abruptly ended when it got to the first weapon I created. I don't know if there's any reason or if that's a bug in and of itself. Here's the jpf's contents:

[ Spoiler ]


It appears to have stopped midway through weapons, and didn't ever include gear, vehicles, etc. (In case it matters, I didn't give him any vehicles, decks, or things of that nature. They should have just been <***/> like the rest of the things that he didn't have; instead they just aren't in the JPF at all.


eidolon
Last thing for today, I gotta get some sleep.

The program looks for "Stuff.xml" instead of "Stuff.jpf" when you try to select the "Aptitude" edge.

QUOTE
Could not find file 'C:\Program Files\Jackpoint\JPFs\DBs\Stuff.xml'

Details:
[ Spoiler ]



Don't worry, they'll all get worked out. smile.gif

Must sleep now...
Chibu
Alright, I'm trying to Add "Improved Ability" adept power and I get the error:

Conversion from string "SR3.169" to type 'Double' is not valid.


And, You can't make an initiated Adept? Well, the Initiate button is there, but, you cna't have spell points... so, yeah
Ziechyel
First of all! Wow thats some nice piece of software biggrin.gif thanks m8 smile.gif

tryed it for a couple of hours now, and try´d out the grid map, works like a charm..

But... wink.gif

The "bad guys" seems to erase the drawings? try´d to draw some houses on the map, then put a Bad guy in one of them... missed the spot, removed the bad guy again... but then he had removed/erased a section of the house -sad

Also when you [tab] between windows the new window erases the things you´ve drawn -sad

I might be doing something wrong? but thought you might wanted to know

But it looks great biggrin.gif *shivers* fantastic piece of work biggrin.gif
craigpierce
QUOTE (eidolon)
No sweat, man. cyber.gif

Suggestion:

For firearms, having range listed as 0-Max isn't very useful, because knowing what range the target is at is how you set the base target number.

Perhaps you could enter the weapon ranges as shown in the chart, tag each "set" of ranges with it's respective weapon type, and then have the full set of ranges show up in the range box. Also, for custom-entered weapons, rather than have the range box be for just typing in numbers, make it a drop box with a list of the weapon categories, and when you select the weapon's category, it automatically displays the correct ranges.

Example:

I decide to make a pistol called the Taurus Cowboy. I want it to be a heavy pistol, so when I'm entering its stats, I simply choose "Heavy Pistol" from the "Range" drop-down menu, and when I hit "Okay" it displays the pistol's range as "0-5/6-20/21-40/41-60".

I don't know how feasible it is, but it would improve the functionality since you wouldn't have to look elsewhere to see how exactly that "0-60" is broken down.

i started out with all the weapons having the ranges, and i changed it to the way it is now for simplicity of display. i couldn't fit everything i wanted to on the weapon's screen, so i condensed the ranges down as a temporary solution. some time down the road i'd like to bring the ranges back out, but it's just not a priority when all the functionality is an issue.
craigpierce
QUOTE (eidolon)
Last thing for today, I gotta get some sleep.

The program looks for "Stuff.xml" instead of "Stuff.jpf" when you try to select the "Aptitude" edge...Must sleep now...

eidolon -

thanks for all that from last night.

i know what to do about the null references and the character not loading into the GMConsole after the save throws the null reference error.

and thanks for tracking down what part of the program still looks for the wrong stuff file...aptitude is looking for it so that it can list all of the skills that you can have an aptitude in.
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