LG117
Jul 12 2011, 07:01 PM
QUOTE (ShadowWalker @ Jul 12 2011, 10:12 AM)
Right click the vehicle and click on Add Gear.
Then use the drop down list to find Autosofts.
I am hoping to see a tree node that will look like the sensor package but is the Pilot/Comm for Vehicles and Drones.
The idea being remove Pilot as a base attribute and instead add it as a grouped item to the vehicles and drones.
This way the Response, Pilot, Signal, Firewall and Autosofts all get attached to this item in the tree.
You could have the current <Pilot> entry as the base of a node in the vehicles entry in the tree just like a commlink. Then allow for other things to be added to it.
Thank you. That did the trick. I keep forgetting that I can select the top item before it expands into a sub category. In this case, I kept skipping "Select Gear" since I thought I could only choose the sub categories of "Add as Plugin" or "Add Nexus".
As I'm learning the program, I keep stumbling on things that I know I'll want later, or somewhere else, then loosing them when I need them.
Thanks everyone.
McDougle
Jul 12 2011, 09:03 PM
Connection is one of the two ratings contacts have.
My face will get to know a lot of people and i want to add them as contacts(starting with loyalty at 1 and making notes regarding those contacts in that function u added, yay
), but I donīt want to bug my SL for connection-ratings every time.
And not all of them(hopefully!) will have connection:1, so connection:? would fit way better until its necessary to ask my gm for that info.
Arkiya
Jul 12 2011, 09:05 PM
I noticed that hawk eye (perception +1) and nasty vibe (intimidation +3) aren't figuring in as dice pool modifiers over in the skills total. I wasn't sure if this was intentional on the part of hawk eye, since it is technically related to distance perception, but I thought I'd check.
Thanks so much!
ShadowWalker
Jul 12 2011, 09:42 PM
QUOTE (McDougle @ Jul 12 2011, 04:03 PM)
Connection is one of the two ratings contacts have.
My face will get to know a lot of people and i want to add them as contacts(starting with loyalty at 1 and making notes regarding those contacts in that function u added, yay
), but I donīt want to bug my SL for connection-ratings every time.
And not all of them(hopefully!) will have connection:1, so connection:? would fit way better until its necessary to ask my gm for that info.
When you click on Add Contact it will give you a place to enter Connection and Loyalty as a rating for contacts.
McDougle
Jul 12 2011, 09:58 PM
I know, SW... But i canīt enter "?" for connection, which is exactly what Iīd like to do.
And another suggestion:
While reviewing a character i noticed, that the special attribute Magic counts towards the "Build Point Summary" total. It would be great to count:
Attributes X(X+Y+Z)BPX=normal attributes y=magic or resonance z=Edge
ShadowWalker
Jul 12 2011, 10:57 PM
QUOTE (McDougle @ Jul 12 2011, 04:58 PM)
I know, SW... But i canīt enter "?" for connection, which is exactly what Iīd like to do.
And another suggestion:
While reviewing a character i noticed, that the special attribute Magic counts towards the "Build Point Summary" total. It would be great to count:
Attributes X(X+Y+Z)BPX=normal attributes y=magic or resonance z=Edge
If you don't know the rating you should be able to just leave it blank.
They are not counting towards the limit on base attributes. Magic, Resonance and Edge are counted separately but displayed as part of the total for all attributes.
Having it display them individually in the manner you suggest would be nice though.
McDougle
Jul 13 2011, 12:43 AM
QUOTE (ShadowWalker @ Jul 13 2011, 12:57 AM)
If you don't know the rating you should be able to just leave it blank.
They are not counting towards the limit on base attributes. Magic, Resonance and Edge are counted separately but displayed as part of the total for all attributes.
Having it display them individually in the manner you suggest would be nice though.
I know they donīt count. Its only to have a faster insight(to check if a player used all available GP for attributes for example).
The connection-rating for new contacts always starts at "1".
I canīt leave it blank in the current version.
But that is exactly what Iīd like to do, because not everyone i meet on the streets will turn out as connection=1.
p.s.:
Please reorganize/better resize the contacts column. My face got so many contacts, that itīs really hard to manage/keep track with the current installation(on my gaming laptop at least).[img]http://imageshack.us/f/829/contactsd.png[/img]
LG117
Jul 13 2011, 01:32 AM
Just a couple small bugs that I have noticed recently:
1 - Pilot Program Rating 5 costs only 1,250 instead of 12,500.
2 - When adding the Maneuver Autosoft to a vehicle, if you do not type in something when the dialog box prompts you for a vehicle type, it will cause an error. The Maneuver Autosoft will be added, but without that text field. You can not delete the Maneuver Autosoft, because it will cause the same error as when you added it.
3 - (not sure if this is a bug or me not knowing) There seems to be no way to tie the Optimization (UN 198) of a Commlink to a particular program. I can add things like Advanced Materials, Camouflage, Laser Link and Personality Software to it though. Maybe it got flagged for the wrong sub-category? It appears to be Commlink General now.
Again, this program is great work. I am amazed how far it has come since the original post only a couple of months ago.
Wizard_Thoarin
Jul 13 2011, 02:47 AM
When a character has a particularly long Condition Track... like say a Troll with a 9 body... the character sheet is breaking at an odd place. It also happens if the skill list of a character is long enough to push the condition track down so that one or two lines of the condition track end up on the next page.
Also, for some reason some Condition tracks say "OVR" and "Dead" for overflow damage on the character sheet while others do not (a couple different characters). Even though it looks like the overflow damage boxes are added onto the end of the Physical Condition Track. The ones that don't seem to say "OVR" and "Dead" seem to have quite a few overflow damage boxes like the Troll with a 9 body mentioned above.
I've also got one character where the Armor table and the last part of the condition track seem to break across pages and another where the tables for Ranged Weapons and Melee Weapons break across pages.
I updated the program Sunday morning (roughly 8:00 am Pacific Time) just before starting to update my players characters for a game later that day.
SpellBinder
Jul 13 2011, 06:45 AM
Found a glitch with the new free knowledge/karma skills setup. First time something like this happened for me where the program completely froze when setting the rating for knowledge skills beyond the free points in the karma build.
I isolated this to happening when the character has a specialization in a knowledge skill and has not yet used up the free knowledge skill points and upping a rating moves into spending karma, but as a work-a-round the specialization can be added after using up the free points and going on to karma.
Otherwise I am liking this change for the knowledge skills.
Added: Just found that chummer will also freeze if there's a knowledge skill with a specialization and you reduce the ratings to below that threshold of free points as well.
Added: Also noticed an error in the math, though I think it stems from how languages work. Noticed that when I had a character with the knowledge skill points used up and upped a knowledge skill from a 1 to a 2, with all but one at 2 and that one at 3, instead of 3 karma being spent 5 were spent. Now if the singular native language was changed to 1, then only 3 karma was spent instead. In monkeying around a little more, I think that if a character were Bilingual (or had multiple native languages by some house rule), this is really going to mess things up in the math. Probably related to how you have chummer recognize a language at a rating of N so it'll show up in the printouts. . o O ( I hope this makes sense, it's late and my thinking isn't too linear. )
Nebular
Jul 13 2011, 02:21 PM
QUOTE (Arkiya @ Jul 12 2011, 04:05 PM)
I noticed that hawk eye (perception +1) and nasty vibe (intimidation +3) aren't figuring in as dice pool modifiers over in the skills total. I wasn't sure if this was intentional on the part of hawk eye, since it is technically related to distance perception, but I thought I'd check.
Thanks so much!
Hawk Eye grants a situational bonus (+1 to Perception to spot something at a distance) which doesn't apply to all Perception Tests in general. Chummer only applies non-situational bonuses to Skills. If it was a flat +1 to Perception, it would have been added, but in this case it was omitted since it doesn't apply to all of your Perception Tests.
Nasty Vibe, however, applies a straight +3 modifier to Intimidation so it should have been included, but I accidentally left it out. I've updated the qualities.xml file to correct this.
Nebular
Jul 13 2011, 02:26 PM
QUOTE (McDougle @ Jul 12 2011, 07:43 PM)
I know they donīt count. Its only to have a faster insight(to check if a player used all available GP for attributes for example).
The connection-rating for new contacts always starts at "1".
I canīt leave it blank in the current version.
But that is exactly what Iīd like to do, because not everyone i meet on the streets will turn out as connection=1.
Even Contacts who are squatters who know only other squatters have a Connection Rating of 1 (see SR4A 286). Connection 1 is the lowest it can go - they know very few people of social influence, if any, and is really only good for their Knowledge Skills. If a Contact's Connection is "unknown", it should be assumed they're a Connection 1 until they've proven otherwise.
McDougle
Jul 13 2011, 02:29 PM
QUOTE (Nebular @ Jul 13 2011, 04:26 PM)
Even Contacts who are squatters who know only other squatters have a Connection Rating of 1 (see SR4A 286). Connection 1 is the lowest it can go - they know very few people of social influence, if any, and is really only good for their Knowledge Skills.
U donīt understand what i mean!
My char met a Vory-Soldier for example and heīs going to meet lots of people of that sort. I donīt always want to ask my gm for every person: "So, does he have connection 2,3,4 or even 5?"
I just want to put a "?" so i can ask him when its really necessary. XD (A wellknown Vory-Soldier wonīt have a connection=1 rating
)
Its also way more interesting to see: Oh, Iīve got 5 contacts which I donīt know well enough.
Than only seeing: Gawd damnit, all my contacts have connection 1... I suck at making contacts. ^^
At least on first sight. Do you catch my drift now?
Nebular
Jul 13 2011, 02:39 PM
QUOTE (LG117 @ Jul 12 2011, 08:32 PM)
Just a couple small bugs that I have noticed recently:
1 - Pilot Program Rating 5 costs only 1,250 instead of 12,500.
2 - When adding the Maneuver Autosoft to a vehicle, if you do not type in something when the dialog box prompts you for a vehicle type, it will cause an error. The Maneuver Autosoft will be added, but without that text field. You can not delete the Maneuver Autosoft, because it will cause the same error as when you added it.
3 - (not sure if this is a bug or me not knowing) There seems to be no way to tie the Optimization (UN 198) of a Commlink to a particular program. I can add things like Advanced Materials, Camouflage, Laser Link and Personality Software to it though. Maybe it got flagged for the wrong sub-category? It appears to be Commlink General now.
Again, this program is great work. I am amazed how far it has come since the original post only a couple of months ago.
1 - Fixed. Vehicles data file has been updated.
2 - Argh. I thought I caught these. This will be fixed in the next update.
3 - The Gear data file has been updated so that Optimization (appears in the Commlink Option Category) asks for a Program Name when it is added.
Nebular
Jul 13 2011, 02:41 PM
QUOTE (McDougle @ Jul 13 2011, 09:29 AM)
U donīt understand what i mean!
My char met a Vory-Soldier for example and heīs going to meet lots of people of that sort. I donīt always want to ask my gm for every person: "So, does he have connection 2,3,4 or even 5?"
I just want to put a "?" so i can ask him when its really necessary. XD (A wellknown Vory-Soldier wonīt have a connection=1 rating
)
Its also way more interesting to see: Oh, Iīve got 5 contacts which I donīt know well enough.
Than only seeing: Gawd damnit, all my contacts have connection 1... I suck at making contacts. ^^
At least on first sight. Do you catch my drift now?
The field need to be a numeric value. Would 0 be OK?
Nebular
Jul 13 2011, 02:42 PM
QUOTE (ShadowWalker @ Jul 12 2011, 05:57 PM)
They are not counting towards the limit on base attributes. Magic, Resonance and Edge are counted separately but displayed as part of the total for all attributes.
Having it display them individually in the manner you suggest would be nice though.
Attributes BP will be broken out into Primary Attributes BP and Special Attributes BP in the next update to make this clearer.
McDougle
Jul 13 2011, 03:17 PM
0 would be great.
Nebular
Jul 13 2011, 03:19 PM
QUOTE (McDougle @ Jul 13 2011, 10:17 AM)
0 would be great.
k. In the next update then.
Nebular
Jul 13 2011, 03:25 PM
QUOTE (McDougle @ Jul 12 2011, 07:43 PM)
p.s.:
Please reorganize/better resize the contacts column. My face got so many contacts, that itīs really hard to manage/keep track with the current installation(on my gaming laptop at least).
[img]http://imageshack.us/f/829/contactsd.png[/img]
This will be fixed in the next update. The Delete button is just a bit too wide and wants to scroll horizontally when that vertical scroll bar appears.
McDougle
Jul 13 2011, 03:41 PM
QUOTE (Nebular @ Jul 13 2011, 05:25 PM)
This will be fixed in the next update. The Delete button is just a bit too wide and wants to scroll horizontally when that vertical scroll bar appears.
If youīve got the time on your hand(that doesnīt have high priority) it would also be great to be able to enable a seperate contacts-section(like "Character Info") in the options.
That would be awesome for faces with 10+ contacts.
If thatīd be possible you could also add in those neat note-windows underneath or on the side of each contactīs info.
*contacts for the win!*
Nebular
Jul 13 2011, 04:40 PM
QUOTE (SpellBinder @ Jul 13 2011, 01:45 AM)
Found a glitch with the new free knowledge/karma skills setup. First time something like this happened for me where the program completely froze when setting the rating for knowledge skills beyond the free points in the karma build.
... etc.
Both of these will be fixed in the next update. It was getting stuck in an infinite loop trying to calculate free the Karma cost when there was a Specialization. The math error you found was because it was incorrectly marking 0-Rating Knowledge Skills as costing 2 Karma. Oops.
McDougle
Jul 13 2011, 04:57 PM
Umm... I already suggested alot again... but one thing more for the list(not important, but a would-be-nice):
There are many different categories for vehicles, but only one for drones. It would be cool to split them into the listed micro,mini,small,large ec..
Keep going Nebular, you sir, are awesome!
EDIT:
Bone Density Augmentation(Bioware) isnīt counted in when Chummer calculates melee damage(with hardliner gloves for example).
Nebular
Jul 13 2011, 07:40 PM
QUOTE (McDougle @ Jul 13 2011, 11:57 AM)
There are many different categories for vehicles, but only one for drones. It would be cool to split them into the listed micro,mini,small,large ec..
Bone Density Augmentation(Bioware) isnīt counted in when Chummer calculates melee damage(with hardliner gloves for example).
Yeah, that Drone list was getting a little unruly when you had all of the books turned on. I've updated the Vehicles data file to break the Drones out into different categories.
The Bioware file has been updated as well to make Bone Density Augmentation do Physical damage.
SpellBinder
Jul 13 2011, 07:50 PM
QUOTE (Nebular @ Jul 13 2011, 09:40 AM)
Both of these will be fixed in the next update. It was getting stuck in an infinite loop trying to calculate free the Karma cost when there was a Specialization. The math error you found was because it was incorrectly marking 0-Rating Knowledge Skills as costing 2 Karma. Oops.
Kinda figured that on both, but having been in the tech support industry figured you'd like the extra details of the circumstance causing it all in the first place. To me, it makes it easier to track the issue down.
And it looks like I'll have to update my custom vehicles file for the drones.
Oh, and a couple things on qualities, particularly the negative ones. For Geas, can you add in a <selecttext />? Would be nice to be able to track the Geas condition on the character sheet. Also, on metagenetic qualities, as the negative ones cannot be bought off with karma (RC, page 110), I would think that the normal negative qualities that can be acquired by SURGE should be marked differently, like "Nano Intolerance (SURGE)" to indicate this (unless there's a way to have chummer tell that a quality cannot be removed in career mode). I know I can certainly do a custom file to cover this for my personal uses, but as this isn't exactly a RAI thing (like the concealable holster bit before), I'd think this would be part of the base program itself.
And thanks for putting up with my ramblings in doing such a great job, Nebular.
McDougle
Jul 13 2011, 07:52 PM
Youīre the boss.
Boss-MVid
Nebular
Jul 13 2011, 09:09 PM
QUOTE (SpellBinder @ Jul 13 2011, 02:50 PM)
Kinda figured that on both, but having been in the tech support industry figured you'd like the extra details of the circumstance causing it all in the first place. To me, it makes it easier to track the issue down.
The more details, the better. Showed me exactly what the problems were so I didn't have to figure out what the *#@% was going on.
Dakka Dakka
Jul 13 2011, 09:11 PM
QUOTE (Nebular @ Jul 13 2011, 09:40 PM)
The Bioware file has been updated as well to make Bone Density Augmentation do Physical damage.
147 does not do that correctly. A new character with STR 6 and Bone Density Augmentation 4 shows 3P for Unarmed Damage. It should be 6P. BDA does (STR/2)-1+Rating P damage (SR4A p. 347)
Nebular
Jul 13 2011, 09:32 PM
QUOTE (Dakka Dakka @ Jul 13 2011, 04:11 PM)
147 does not do that correctly. A new character with STR 6 and Bone Density Augmentation 4 shows 3P for Unarmed Damage. It should be 6P. BDA does (STR/2)-1+Rating P damage (SR4A p. 347)
Agh! There it is! I was looking at the description for it and it said it changed to the DV to Physical, but it didn't mention increasing their actual damage which seemed pretty weird. Updated the file to include this.
Nebular
Jul 14 2011, 01:23 AM
Build 149
- clicking Download Updates with nothing selected in the update window now displays an error message and does not attempt to download nothing
- Select Gear window no longer disables Search when adding Gear to a Vehicle
- clicking the Delete Vehicle button without having a Vehicle selected no longer throws an error
- Attributes on the Build Point Summary tab in Create Mode has been broken out into Primary Attributes and Special Attributes to make Attribute BP totals easier to understand
- added tooltips for Primary Attributes and Special Attributes to show the BP cost for all of the character's Attributes
- canceling an Improvement dialogue when adding Gear to a Vehicle no longer causes an irremovable piece of Gear to be added
- canceling an Improvement dialogue when adding a Martial Arts Advantage no longer causes an irremovable Advantage to be added
- Contacts can now have their Connection set to 0 if this Rating is unknown
- adjusted the size of Contacts and Enemies so they no longer get a horizontal scroll bar when the list can be scrolled vertically
- Specializations no longer cause Free Knowledge Skills in Karma Create Mode to get stuck in an infinite loop while calculating totals
- 0-Rating Knowledge Skills no longer cost 2 Karma in Karma Create Mode
- Armor Mod information is now refreshed as the Rating changes
- added support for Armor Capacity
- added support for adding Gear to Armor
- Vehicle Category list is now sorted in alphabetical order
Outstanding Items- Condition Monitor Size on Printout
- Peripheral Nodes
- Gear Search for Plugins
- Attach Weapon Focus to Weapon
- Multiple Clips and Different Ammo
- A.I. Inherent Programs
- Cheat Sheets?
SpellBinder
Jul 14 2011, 07:43 AM
And the custom content vehicles file of my bundle are now updated for the drones.
Added: Found that the Thermal Dampening mod is incomplete, generating an error when you try to go beyond rating 2. It's in the <armorcapacity> line. Also, and I expect this is the initial teething issues of the armor mods capacity functionality now added, clothing items are being treated as full suits for capacity.
McDougle
Jul 14 2011, 10:32 AM
It is not yet possible to resize the contact notes window.
If the notes exceed the current window, there is no way to scroll(lines have to be deleted to see the upper notes again).
(Would-Be-Nice) Is there a way in this scripting-language to lock individual parts of text(in the notes)? Iīm thinking about selecting text and pressing a "lock"-button. That text wouldnīt be editable, or deletable, until that button was pressed again(maybe that info would be greyed out, like resonance if a character is no technomancer; the user would still have to be able to select the text though, to unlock it).
That would be great to "lock" older information and still keep space for new info to be put in(which might still be subject to change; like wound-modifiers ec.).
*loves discovering possibilities for faces&gm in chummer*
Nebular
Jul 14 2011, 12:56 PM
QUOTE (SpellBinder @ Jul 14 2011, 02:43 AM)
Added: Found that the Thermal Dampening mod is incomplete, generating an error when you try to go beyond rating 2. It's in the <armorcapacity> line. Also, and I expect this is the initial teething issues of the armor mods capacity functionality now added, clothing items are being treated as full suits for capacity.
Armor data file has been updated to correct this.
Nebular
Jul 14 2011, 10:37 PM
Omae is here!Build 150
- Contact Notes window can now scroll
- initial release of Omae (found in Tools > Omae) (see below)
About OmaeOmae is an online character repository where players and GMs can upload their creations to share with others who are looking for Contacts, Enemies, and Critters for their games. Anyone can download characters, but you must have a registered Omae account in order to upload characters. Registration is required so that people can see who put the effort into the character, search for other creations by that person, as well as allowing only the author to update a revised version of the character or delete it entirely. Registration is free and only asks for a user name and password. No other information is asked for or recorded. I have no use for that stuff. Password are encoded and stored in the online database. You may also choose to save your user name and password information locally so that you can log into Omae automatically when you open the window. Password are stored in an encoded format within the Windows Registry along with the other Chummer settings. When a character is downloaded, it is saved to your [Chummer path]\saves\omae directory.
Fyndhal
Jul 14 2011, 11:29 PM
Downloaded 1.50 and immediately uploaded a character for everyone to poke around with.
Was looking at another character and checking to make sure armor upgrades work correctly, and got an error when I click on YNT SoftWeave. Pasted below, for your perusal.
************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Convert.ToInt32(String value)
at Chummer.frmCreate.RefreshSelectedArmor()
at Chummer.frmCreate.treArmor_AfterSelect(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.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: 4.0.0.0
Win32 Version: 4.0.30319.235 (RTMGDR.030319-2300)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.150
Win32 Version: 0.0.0.150
CodeBase: file:///C:/Users/Floyd/PNP%20Games/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.235 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.232 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.ServiceModel
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.ServiceModel/v4.0_4.0.0.0__b77a5c561934e089/System.ServiceModel.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml.Linq
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------
System.Runtime.Serialization
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll
----------------------------------------
SMDiagnostics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/SMDiagnostics/v4.0_4.0.0.0__b77a5c561934e089/SMDiagnostics.dll
----------------------------------------
System.Runtime.DurableInstancing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.DurableInstancing/v4.0_4.0.0.0__31bf3856ad364e35/System.Runtime.DurableInstancing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
Nebular
Jul 14 2011, 11:35 PM
Agh. It's because Softweave has a formula for a cost, and I'm trying to use the raw cost as a number instead of calculating it first. It won't cause any issues with the character or armor. You can click Continue and keep working away. This will be fixed in the next update. Might have it out this evening if this ends up being a quick fix (pretty sure it will be), as well as to address a blank username/password issue with Omae.
Fyndhal
Jul 14 2011, 11:38 PM
QUOTE (Nebular @ Jul 14 2011, 06:35 PM)
blank username/password issue with Omae.
I partially tested that for you. It says that username already exists, if you click Register.
Nebular
Jul 14 2011, 11:41 PM
QUOTE (Fyndhal @ Jul 14 2011, 06:38 PM)
I partially tested that for you. It says that username already exists, if you click Register.
Yeah, because someone already created a blank one apparently. Might have been me as part of my testing. I can't remember.
In any event, it's gettin' fixed.
Nebular
Jul 14 2011, 11:45 PM
And fixed! Turned out to be an even quicker fix than I thought.
Build 151
- Omae no longer allows blank user names or passwords
- fixed an issue that caused non-numeric Armor Mod costs to throw an error when selected after being added to a character
Marwynn
Jul 15 2011, 12:08 AM
Just found an Unhandled Exception (System.FormatException: Input string was not in a correct format.)
This is when you're adding the Modular Cyberlimb (not the Adaptation) to a Cyberlimb. Also, can't find the Skimmer Discs, there's nothing under the Modular Plug-In category.
Nebular
Jul 15 2011, 12:37 AM
QUOTE (Marwynn @ Jul 14 2011, 07:08 PM)
Just found an Unhandled Exception (System.FormatException: Input string was not in a correct format.)
This is when you're adding the Modular Cyberlimb (not the Adaptation) to a Cyberlimb. Also, can't find the Skimmer Discs, there's nothing under the Modular Plug-In category.
Grr. Well, like the problem that Fyndhal reported, this one can be ignored by clicking Continue when the error pops up. You can safely add it to your character and keep going. I'll have this fixed in the next update. I'll leave that 'til tomorrow in case anyone decides to cause any other issues like this in the next little while.
I've updated the Cyberware data file so that the Modular Plug-Ins show up. The problem was I had their Capacity as 0 instead of [0].
Marwynn
Jul 15 2011, 12:58 AM
Aye, that's a nifty feature! And thanks for the quick fix to the Plug-ins!
McDougle
Jul 15 2011, 02:59 AM
Omae, finally.
Iīve already got one NSC that died in my campaign, so i can upload her today or tommorow(Iīll have to "finish" the concept to make her suited for exchange).
I like chummer even more with every update, but Iīd still love the option to enable a tab totally destined to characters and "lock"able text in the notepad-fields(please tell me if the code wonīt allow those features without major trouble or the like). [Nice features for a special contacts-tab:
-group contacts(name the group condition: Mafia, Seattle,Boston,Lonestar,Horizon ec.)
-assign a color to a contact(a colored square before the contacts name would be enough)]
I bet Iīll get more ideas if I start brainstorming about such a tab.
Marwynn
Jul 15 2011, 03:07 AM
Obscure find:
Blade Bayonet (War p155) should have a cost of 60Ĩ but is currently listed as 0Ĩ.
Nebular
Jul 15 2011, 03:38 AM
QUOTE (Marwynn @ Jul 14 2011, 10:07 PM)
Obscure find:
Blade Bayonet (War p155) should have a cost of 60Ĩ but is currently listed as 0Ĩ.
Weapons data file has been updated.
Nebular
Jul 15 2011, 03:39 AM
QUOTE (McDougle @ Jul 14 2011, 09:59 PM)
Omae, finally.
Iīve already got one NSC that died in my campaign, so i can upload her today or tommorow(Iīll have to "finish" the concept to make her suited for exchange).
I like chummer even more with every update, but Iīd still love the option to enable a tab totally destined to characters and "lock"able text in the notepad-fields(please tell me if the code wonīt allow those features without major trouble or the like). [Nice features for a special contacts-tab:
-group contacts(name the group condition: Mafia, Seattle,Boston,Lonestar,Horizon ec.)
-assign a color to a contact(a colored square before the contacts name would be enough)]
I bet Iīll get more ideas if I start brainstorming about such a tab.
All I can say is that it's a definite maybe.
There is a splitter bar between Contacts and Enemies so you can give either more room as needed. I'll add this to my To Do list and see if it's something I'll put in at a later date.
Marwynn
Jul 15 2011, 04:06 AM
Weird nesting error:
For gear, if you add a Plug-in and then select Add & More, you'll get the General list. If you add from that list you add it to the item that was plugged-in not the base item.
IE) I selected the Novatech Navi OS to a Transys Avalon Commlink, selected Add & More and added the Skinlink option... which was added to the OS instead, not the Commlink. (If you select Add & More again you're told you've reached the Capacity limit.)
Works for all items as far as I can tell.
SpellBinder
Jul 15 2011, 05:04 AM
Yeah, hit that one too when I started converting a new character from Excel to Chummer, had to singly add each program to a commlink instead of using the [Add More] button.
McDougle
Jul 15 2011, 12:32 PM
Thanks, Neb.
I was reposting those ideas because there was no sign that you noticed them.
p.s.:
I promoted chummer&omae in one of the german SR-forums.
suoq
Jul 15 2011, 12:50 PM
Thanks for Omae, the Wiki, and the wiki's explanation on custom character sheets. Now I have to remind myself that I have other projects I'm committed to that I NEED to get finished first.
Curse you and your sudden but inevitable improvements.
McDougle
Jul 15 2011, 01:38 PM
As you know I love notes.
It would also be nice to specify something when buying "clothing" or similiar gear in chummer(a character could specify a brandname like SternCrossClothing for example, or a color or something special like a pattern "Hawaii.Shirt with red flowers")
This would be optional, but a chummercharacter(or player
) that cares could have different sets of clothes that way and not dozens of "clothing" appearing exactly identical inside the program.
Customization 4 the win!
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.