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thewolf
@Eleazar
I figured you would like the additions. You suggested some of them! Heh, anyways, removing the knowledge skills from the "by attribute" view shouldn't be hard.

Dev Site updated with new info, slightly new design. I don't have it all filled out yet, but I'm getting there.
Eleazar
After taking a closer look at everything, it all looks good. The only thing I can think of that people might not like is having to key in all of their attributes and skill ratings with a keyboard, rather than just clicking a mouse. I don't really mind, it is more of a preference thing than anything else. I am a more keyboard centric user when it comes to navigating interfaces and find out and use every keyboard shortcut available. While others are much more mouse driven.
thewolf
There is a NumericUpDown control that looks like a TextBox with two small buttons for incrementing and decrementing the current value. I might look at switching over to that, since it would allow a user to type in a value or use the mouse to select the right attribute purchase.
deek
Just wanted to let you know that I have asked a few players from my SR4 group to take a look at this app. Two of us are on DSF and three of us have programming/debugging/testing backgrounds...so hopefully we'll be able to provide you some more resources. I still need to install it myself, but what I have read and the screenshots, things are looking solid!

Ok, I just started looking at it. Don't know if this was reported or not, but the Knowledge skills are not calculating correctly with regards to the free points. For the free points, knowledge skills are picked up on a 1 for 1 basis. After using the free points, they then start costing 2 points per rating.
thewolf
@deek
For some reason, once you use up your free knowledge points, it calculates a cost of exactly 1 BP higher than what it should be. I don't have the source with me, but I can look at it this afternoon.

The way I did the knowledge points, I just calculated how many free points you get, then translated that into free build points for that purpose. It was easier to do that so I could handle someone using a combination of free points and normal build points on one skill.

Example: Someone with Logic and Intuition at 1 should get (1+1)x3 = 6 free rating points of knowledge skills. This is equivalent to 12 build points worth of knowledge skills. If they buy a skill at 5 (costing 10 BP), then one at 3 (costing 6 BP), on the last purchase they use 2 free build points and 4 normal ones. I hope that makes sense.
deek
Ok, I will look at it closer than. If that is what you are doing, then it should be fine...I'll check it out.

I did notice two other things:

1) If you let the date of birth stay at the current date, when saving to file, it writes it as 1/1/0001, which then gives an error when opening the file again.

2) Opening a saved character always seems to flag and exception. If I click continue, it appears the character is loaded, but I still get the error.

Once I get home, I'll be able to look into testing it a lot more, I was just kinda playing around with it now. I'll be sure to keep aprised of your release notes...
thewolf
@deek
1. Oops! I thought I fixed that before release.

2. Opening a saved character might cause issues if there is something wacky with the XML file. At this stage, it doesn't surprise me. If you want, you can forward me the XML file that you are having issues with or just copy the debug text in the crash dialog and I can probably figure out what's going on.
Bleys
Hey, Wolf, I'm one of deek's players who is on the board and a programmer/tester/debugger (or so I like to imagine). I'd love to help out wherever I can. Give me a day or two to read the thread thoroughly and get to testing.

One thing I noticed:
You cannot edit a lifestyle once it's been added to the list. I forgot to include a location and was unable to change it.
deek
QUOTE (thewolf)
@deek
1. Oops! I thought I fixed that before release.

2. Opening a saved character might cause issues if there is something wacky with the XML file. At this stage, it doesn't surprise me. If you want, you can forward me the XML file that you are having issues with or just copy the debug text in the crash dialog and I can probably figure out what's going on.

2. Ok, I shot you an email with the debug text. Some calc functions seemed to be at the root of the error...
deek
QUOTE (thewolf)
@deek
For some reason, once you use up your free knowledge points, it calculates a cost of exactly 1 BP higher than what it should be. I don't have the source with me, but I can look at it this afternoon.

The way I did the knowledge points, I just calculated how many free points you get, then translated that into free build points for that purpose. It was easier to do that so I could handle someone using a combination of free points and normal build points on one skill.

Example: Someone with Logic and Intuition at 1 should get (1+1)x3 = 6 free rating points of knowledge skills. This is equivalent to 12 build points worth of knowledge skills. If they buy a skill at 5 (costing 10 BP), then one at 3 (costing 6 BP), on the last purchase they use 2 free build points and 4 normal ones. I hope that makes sense.

Yup, that makes sense and I took a look back through it...your math is solid and you did note that they are free BP in the text, so I think we are set on that. Thanks for clearing that up.
Bleys
@ deek, you have a purty mouth.

J/K

Thanks for pointing me to this forum.
thewolf
QUOTE
@ deek, you have a purty mouth.

Wow, do I ever *not* want to know what that's about. biggrin.gif

@Bleys
One thing I have to add to all of the grids is a right-click menu with "Edit" as a choice. That will allow you to load the item back into the textboxes and save it again.

@deek
I will have to have a look at the character deserialization class to see if it is causing issues when I get home. Apparently a necessary character attribute isn't being populated when you load a saved character.
deek
Ok, I got the Barbados build installed on my computer at home. Basically, what I wanted to do to start was build all of the archetypes, check point totals, save and reopen the character. So, I am starting with the Bounty Hunter.

Issues I have noticed:

1) The Agility attribute seems to not work at all. I even attempted to edit the XML and open, but no luck. The rest of the attributes work and seem to calculate correcting on the Bounty Hunter.

2) Skills worked fine, added up correctly. It would be nice to show the +2 for specialization. Also, not sure what the Specialization textbox is for, as many of the skills already have a selectable Specialization...is that just for custom stuff?

3) Missing a few knowledge skills, not a biggie. I added Cop Trids, Crook Hangouts, Lone Star Procedures and Poison Antidotes to the data files. At some point, it would be nice to have all of the ones mentioned in books in the data files.

4) Qualities worked fine, added up correctly as well. Only problem is when I clicked on the already selected quality, I got an Unhandled Exception. Can't duplicate the error now though.

5) After opening then closing, I could no longer add Negative Qualities. I also noticed on this new character, the Charisma attribute no longer worked. I could add a rating to it, but it would calculate anything.

At this point I stopped entering data for the Bounty Hunter. I think it would be a good idea for testers to work on the data entry of the example characters, check the numbers and then save the XML. Reload it and review it again to make sure the load process is working.
thewolf
@deek
That is probably a good debug strategy, although some of the archetypes are not the best.

I have a hot bowl of chili and Visual Studio 2005 open right now, so I will be working on this tonight.
deek
Sounds good.

Yeah, I agree, not all of the archetypes are the best, but it is certainly a solid test plan to at least go through that build process. The Bounty Hunter, up through Qualities, all checks out, BP wise. As long as we keep in mind there is some errata that changes a few of the builds, I think we should be in good shape.

Once we can confirm that all the book examples are working fine, I think it would be easy to move onto other character types and do more testing, pushing the system further.

I had noticed some non-repeatable errors. Like that whole thing with attributes. My Bounty Hunter can't calc for Agility. A second one failed to calc on Charisma. I just closed and reopened, and now all 8 of the attributes work fine...weird. And now I have the problem where I can no longer add Negative Qualities...just some odd bugs so far...but with testing, we'll get through it!

Well, knock out that chili and relax with your VS 2005. I'm going to putz around a little more, checking back here occaisionally.
thewolf
1) Fixed, a bug in the comparison test of the attribute to natural maximums.

2) I'm sure when we get to the character sheet, we can put the +2 on there. If you just want to see that in the grid, I can probably do that too.

3) I haven't added any functionality for custom skills or gear. That will come later. The book uses all sorts of random skills here and there, and I don't know of a comprehensive index of them all.

4) I'm working on that now. I fixed a similar problem with Augmentations, and now I can't remember how I did it.

5) I haven't tracked the quality thing down yet. I've experienced no problems adding one in there. The only thing I can think of is that there are some missing message boxes that I need to put in that tell you "no, you can't do that, here's why". Right now it just returns from the method and fails to calculate/show your addition.

deek
1) Looks like the Agility problem was just with the Troll metahuman, but sounds like you got that fixed.

2) Very true. No need to mess with it in the grid for now. You are calculating everything correctly, so I won't worry about cosmetics yet.

3) True...lost of random stuff in the book...maybe at some point someone can compile a complete list, but you'll always need to have the ability to add custom knowledge skills.

4) Yeah, I still can't duplicate that funkyness I saw before...

5) Yep, you're right. Just missing some error messages or I needed to enter a specific addiction or whatnot.

If you need some help looking at code, feel free to send it on.

I have noticed that when trying to load a saved character, besides those unhandled exception errors, attributes don't all seem to load. Might be the same problem though. I just know if I start to build a new character, then decide to load a saved one, that things are not loading completely. I am sure after the load problem is debugged, I'll have to test this a bit more.
dog_xinu
I installed in on a Windows XP Corp editon with .Net 2 libraries. And it works but nothing in the menus works (about, options, save, open, export, etc -sorry doing from memory). I am able to build characters just not save/export/print/etc. bummer. I am not sure if it is my virtual machine or if it is a bug in the code. Other apps seem to work.

dog
thewolf
@dog_xinu
Open and Save are the only File menu items that work currently. Sounds like your setup is ok, I'm not sure why you wouldn't be able to save and reopen your characters.
Try another test character and then hit the Save option from the menu and see if you can get it to save as an XML file. Start from there and let me know how it works.

@deek
I've found a repeatable DataGridView error that both of us were seeing. I think I have it fixed, I just need to update all of the grids in the form.
deek
I put another template in, this time the Covert Ops Specialist. All attributes worked and matched the book. All skills worked and matched up with the book totals. All qualities matched up fine as well.

I was able to pick all the Augmentations, but there was no way to use capacity...so the five enhancements to go into the cybereye had to be paid with essence, which dropped the total essence by .50, which is why it didn't match the book. So, at some point, you'll want to allow cyberware to be paid for with capacity. Everything else looked good on that tab.

Contacts worked fine. Gear worked pretty well. I was able to find everything, but some items don't have costs, but I figure at some point, that will be fixed when all items are entered. The two items I saw were the Area Jammer and the White Noise Generator.

Obviously, you are still working on the Matrix stuff, so the commlink couldn't be entered either.

So, all in all, I think this template was close to 100% built, with only a couple discrepencies.
thewolf
@deek
Aw, you missed the coolest feature! Add the cybereyes at whatever level you want, then right-click on it in the grid and hit Customize. Then you can add all of your favorite customizations and use up the capacity of the cyberware.

Wow, ratings sure don't seem to work on the gear tab. Oops! I thought that was in there too. Also, eventually you will be able to customize gear as well (add silencers to guns, armor mods to armor, etc).
deek
QUOTE (thewolf @ Oct 25 2006, 10:55 PM)
@deek
Aw, you missed the coolest feature!  Add the cybereyes at whatever level you want, then right-click on it in the grid and hit Customize.  Then you can add all of your favorite customizations and use up the capacity of the cyberware.

Wow, ratings sure don't seem to work on the gear tab.  Oops!  I thought that was in there too.  Also, eventually you will be able to customize gear as well (add silencers to guns, armor mods to armor, etc).

Ok...well, now I know, so I can go back and test that out as well...thanks for letting me know! I figured I was missing something:)

Some of the ratings worked on the gear tab...some of them were missing or didn't work, but overall, when I built the Covert Ops template, it was pretty solid.

**********

Wow! I just checked the customize for cyberware...very cool! Works great.
KeyMasterOfGozer
I was thinking about maybe spending some time this weekend and keying in data from Street Magic into the DAT files for you, but I didn't see how you are attributing each item to a source book. This is one thing that McMackie did that I liked a lot, you could choose to include or not include certain source books. Also, it generally gave you a reference page, which was very handy.

If you want, I can work on adding some fields for these two items for the current DAT files, and send them to you for a future version or something. I'm not sure if you had plans for adding that in at any point.

Let me know, I will try to work on files for Street Magic regardless.
thewolf
@KeyMasterOfGozer
I haven't put that info into the DAT files yet. Sourcebooks and references would be a good thing, and I would like to do it sometime. If you want, you can throw that into the DAT files and send it back to me (Street Magic too). I was going to work on it, but it will save me some time in the end I'm sure. Also, I don't have the formats of the DAT files published, so if you need to know what a certain field is, let me know.
deek
Looking at the fields in the DAT files, I think it pretty obvious, but having specs wouldn't hurt.

I am certainly a proponent of page references, as those are always helpful and really add value to the application. Adding the book references, is certainly a plus...just make sure you keep the abbreviations consistent and I think all will be good.

@thewolf
I have a couple of my players looking over the app as well, so I am thinking we'll be doing a good job hammering out testing...when are you planning a new DEV build?
KeyMasterOfGozer
I started with Skills at random.

Here are a few notes for your approval:
CODE
#SkillType|Group|Skill|Attribute|Specializations|Book|Page
Active|Combat|Archery|AGL|{Bows, Crossbows, Slingshots}|SR4|110
Active|Combat|Automatics|AGL|{Assault Rifles, Carbines, Machine Pistols, Submachine Guns}|SR4|111
Active|Physical|Climbing|STR|{Assisted, Freehand, Rappelling, By Condition}|SR4|113,115
Active|Physical|Escape Artist|AGL|{By Restraint}|SR4|114,115
Active|Physical|Gymnastics|AGL|{Balance, Breakfall, Dance, Jumping, Tumbling}|SR4|114,116


1)I added a line at the top with a pound sign to denote that it's a comment and put the header for each field.
2)I put the Book and Page at the end. If you prefer, I can move those columns to the front.
3)Notice, on some skills there is a page that describes the skill and a second page which has special dirrections on how ot use it. I separated the pages by a comma, but we can change that if you prefer a different way, or we can jsut show th one page, either way you prefer.

The whole file can be found at Skills.dat

Let me know if you want me to do this differently.

By the way, we're all glad to help with this time consuming data entry, we need to free you for the more important tasks of getting the code working.
thewolf
@deek
10/29 would be the absolute earliest I could get a decent build done. Probably after that though. I haven't really added a great deal of features since the last one yet, just bug fixes primarily.

KeyMasterofGozer
Looks good. Skills is an easy one. Gear and Augmentations will be much harder. As a tip, I imported the DAT file into Excel, then used Excel to put the information in, then exported back to a CSV and changed the commas to pipes (using Find/Replace). Placement at the tail end is better.

PS, I get a 404 on your link.
deek
@thewolf
No hurry, I just wanted to get an idea on your timeframe. That will allow me to block some time out and determine just what I want to attack on a testing front. If something was coming out really soon, I would just hold off.

Seeing we have a few days, perhaps a week or two (maybe more), I'll continue to hit the current build! Thanks!
KeyMasterOfGozer
QUOTE (thewolf)
KeyMasterofGozer
Looks good. Skills is an easy one. Gear and Augmentations will be much harder. As a tip, I imported the DAT file into Excel, then used Excel to put the information in, then exported back to a CSV and changed the commas to pipes (using Find/Replace). Placement at the tail end is better.

PS, I get a 404 on your link.

Yeah, that's how I did it too, except I saved as Tab delimited and replaced Tabs with pipes incase there were commas in the data.

Hmmm, the link works fine for me, I'll email it to you.
thewolf
Still getting a 404 here. Interesting. Email is fine, thanks,
craigpierce
404 for me too...

i tried http://www.atuin.org/files and then clicked on skills.dat with no luck either.

this doesn't seem important - just more of an FYI.
KeyMasterOfGozer
Ok, forget that other link, I don't see why it is not working, but this should work:
Zip of DAT files with Books and Pages added

I started adding Data in Adept Powers, but adding data was taking a long time, so I went adhead and put book and page on all the files, I'll repost with Street Magic Data when I finish, hopefully this weekend.
thewolf
@KeyMasterOfGozer
Radical. I will work on getting those attributes put into the classes. I even noticed you put in the additional adept powers too!
Eleazar
What I ran across with the Troll Bounty Hunter:

1. The attribute Agility for Trolls does not function at all. (confirmed Deek's error)
2. The Professional knowledge skills are not sorted alphabetically like all the other knowledge skills
3. The Sioux Language is missing
4. There isn't any current way to have an implant take up capacity rather than essence.
5. The ultrasound vision is missing from Eyeware under the Augmentations Tab
6. Reaction Enhancers are missing from the Bioware
7. I get the below error when I just saved the Bounty Hunter and then tried to load the Bounty Hunter. When I tried to load the Bounty Hunter I did not exit the program after I had saved. I saved and then I went to load right after.
--------------------------------------------------------------------------------
Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Value of '1/1/0001 12:00:00 AM' is not valid for 'Value'. 'Value' should be between 'MinDate' and 'MaxDate'.
Parameter name: Value.
----------------------------------------------------------------------

Here is the full detailed report:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Value of '1/1/0001 12:00:00 AM' is not valid for 'Value'. 'Value' should be between 'MinDate' and 'MaxDate'.
Parameter name: Value
at System.Windows.Forms.DateTimePicker.set_Value(DateTime value)
at DnCrg.Form1.LoadExistingCharacter(Character existingCharacter)
at DnCrg.Form1.openToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
DnCrg
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/z014763/Desktop/DnCrg_SR4_Barbados_10212006/DnCrg.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
END OF REPORT


When I hit continue everything seemed to be ok. Also one last comment is that clicking File, Exit does not exit out of the program.

EDIT: I just noticed that I can't load the Troll Bounty Hunter saved .xml without receiving this error. I get it everytime I try to load the .xml file. My previous statement about everything seeming to be ok is wrong. The only reason I saw the data for the Troll Bounty Hunter was because it was already there due to me typing everything in. When I exited out of the program and then tried to load the file, nothing loaded. So the loading isn't working at all for me.
DireRadiant
Probably laoding an empty xml node when it's expectign a value. It is more likely to be the fact the file wasn't saved correctly initially.
Fortune
QUOTE (Eleazar)
5. The ultrasound vision is missing from Eyeware under the Augmentations Tab

I don't recall there being a listing for Ultrasound anything under 'Eyeware'. I know that part of the package (emitter or receiver) was listed elsewhere, but not under 'Eyes'.

QUOTE
6. Reaction Enhancers are missing from the Bioware


Reaction Enhancers are Cyberware. wink.gif
Eleazar
Here is the whole .xml file. Everything looks intact as far as I can tell. Of course I don't have any experience with .xml, so that isn't saying too much.

FORTUNE:
You are correct about the Reaction Enhancers. The Bounty Hunter has Ultrasound Vision in the BBB listed as a Cybereye add-on. Though, I just looked and found Ultrasound under Headware.
[ Spoiler ]
DireRadiant
Bet it's this node "<birth_date>1/1/0001</birth_date>".

Try and edit it with notepad to have adifferent date and see if that works.
thewolf
@Eleazar
1. Right. Fixed in the next development version.
2. True. I probably added some more later without re-alphabetizing them. I will shove that off to KeyMasterOfGozer, master of the DAT files.
3. See master of DAT files again for submissions. At some point, a custom skill functionality will exist so you can put in Lilliputian, if you desire.
4. Add the augmentation, right-click on it in the grid, Customize.
5. See, that must be an archetype error. Ultrasound is not a cybereye accessory, it is headware.
6. Reaction Enhancers are bodyware, not bioware.
7. The BirthDate field wasn't saving correctly to the XML file, hence the 1/1/0001 entry and the failure to parse. That is fixed in the next version.

I hope you all don't get too discouraged with all of this non-functioning. This is quite normal at this stage of development. I really think things are going well, actually, and the next release in a few days will allow you to create a lot more characters.
Fortune
QUOTE (Eleazar)
Though, I just looked and found Ultrasound under Headware.

Yep, and IIRC, it is only part of what is needed to make Ultrasound work.
Eleazar
QUOTE (thewolf)
@Eleazar
1. Right. Fixed in the next development version.
2. True. I probably added some more later without re-alphabetizing them. I will shove that off to KeyMasterOfGozer, master of the DAT files.
3. See master of DAT files again for submissions. At some point, a custom skill functionality will exist so you can put in Lilliputian, if you desire.
4. Add the augmentation, right-click on it in the grid, Customize.
5. See, that must be an archetype error. Ultrasound is not a cybereye accessory, it is headware.
6. Reaction Enhancers are bodyware, not bioware.
7. The BirthDate field wasn't saving correctly to the XML file, hence the 1/1/0001 entry and the failure to parse. That is fixed in the next version.

I hope you all don't get too discouraged with all of this non-functioning. This is quite normal at this stage of development. I really think things are going well, actually, and the next release in a few days will allow you to create a lot more characters.

I am not discouraged at all with the bugs and look forward to future releases. I will hold off on the bug hunting till you release the latest release, because I have no idea on what has, has not, and is in the process of being fixed. Once that new release comes out I will start making up more characters and probing for bugs.
Kairo
Ditto. I'm not discouraged at all. I'd put up my report of bugs to you, but it looks like everyone already mentioned the same things I've been getting. I'll let you know if I find something else.
thewolf
Hey all, I am designing the options dialog box. Here is the list of current options that I have thought of:

- Starting BP
- Max Allowed Avail
- Show/Hide Restricted Items
- Show/Hide Forbidden Items
- Allow Beta Augmentations
- Allow Delta Augmentations
- Allowed Sourcebooks

Can you think of any other options that might be handy to build in at this time? Even if they don't work right off, I can at least stub out the code for them.
Kyoto Kid
...houserules like starting contact BPs = 2x Charisma and Free native language. (both of these appear to becoming somewhat universal in their application).

Also:
Street Cred
Noteriety
thewolf
@Kyoto Kid
Starting contact BP's is a good one. I had forgotten about that. I was under the impression that your native language is free.

Street Cred and Notoriety will probably be lumped in with the post-character creation part of the program (a version 2 thing).
blakkie
QUOTE (thewolf @ Oct 29 2006, 12:33 AM)
I had forgotten about that.  I was under the impression that your native language is free.

Yes, it is.

That 2x Cha (unaugmented I think is what people have normally used because that's the way Logic works for Knowledge freebie points) is a pretty cool house rule.


P.S. I'm curious if you'd let me add in the Clout stuff into the source code? See the SR4Chargen.XLS house rules checkboxes for what I'm talking about. It's an extra new Attribute with the BP cost as atriangular series, unlike anything else in canon SR4 character generation, and it impacts how Contacts are purchased (much simpler formula for calculating costs). I'm going to post up a PDF of the complete rules within about a week. It has been going OK so far with playtesting.

I wouldn't ask you to do all the work, and I obviously know it fairly well.
thewolf
@blakkie
Once I get to the house rules and options section, I can take a look at that. The source code will be released with the actual release of the product, so you can wait until then or I can try to add it when I'm developing those extra rules.
KeyMasterOfGozer
Ok, I have done all I can do until another weekend.

I have gotten all the SR4 and Street Magic stuff in the files, I think.

I did not get the Descriptions for Spells in (too much for one weekend), but the spells should be there with the math they need. I also only typed in Sketchy Descriptions for the Adept Powers.

You should look over the files, though, there were several fields with 0/1 that I really couldn't guess what was going on, you may need to fill in those for the Application to work right. If you can fill in the header on the files, myself or someone can maybe fill it in latter.

Here is the latest

Data.zip

Perhaps I can put descriptions in Spells on another future weekend, or maybe someone else with more time on their hands can do it first. Let us know if anyone can take over this and get as much as you can in.
thewolf
@KeyMasterOfGozer
Groovy. I will look at it later this afternoon. I know typing the descriptions is a bear. I thought about doing the header files this weekend, but I didn't get to it. At least the current version I have ignores the # signs.
deek
QUOTE (Kairo)
Ditto. I'm not discouraged at all. I'd put up my report of bugs to you, but it looks like everyone already mentioned the same things I've been getting. I'll let you know if I find something else.

Make that another...no discouragement here, as that is part of the whole development cycle.

It sounds like my Bounty Hunter experience has been the same, so its good we are on the same page there! I ended up adding the Sioux language and some knowledge skills to the DAT files manually, but I do confirm that those are missing. I just figured we'd hammer out the data issues at a later time, but I am glad you mentioned it.

I did build the Covert Ops and that looked pretty solid...a few equipment issues and I didn't get the nuyen to balance, but I think I was able to succefully enter all attributes, skills and equipment...so that was a big plus.

Yeah, I am pretty much done testing until the next build. After we get that, I will certainly be going through all the templates, starting with Bounty Hunter and moving down the line, making notes as I go.

My thought is, barring actual errors in the book not covered by errata, it would be nice to release the final product with those archetypes already built. I know a good portion of players might just want to pick a sample character and play, or make some minor tweaks. Can save users a lot of time if we already have the sample characters ready to be loaded.

Final thought...I think once we can confirm all sample characters build fully and check out, we can start building other examples.
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