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Nebular
QUOTE (Fyndhal @ Nov 9 2011, 01:23 PM) *
Hey, Nebular! I just updated Chummer here at work and when I try to launch it, I get an error saying:

"Default Language Missing!

Could not load default language file!"

Any ideas?

Sounds like it's been a long time since you've updated then. A massive change was made to support multiple languages and if your last version didn't know about the then upcoming change, it had no idea how to handle the language files. The easiest way is to just grab the whole thing again and unzip to whever your currently have Chummer. All of your settings will remain intact.
Fyndhal
QUOTE (Nebular @ Nov 9 2011, 01:29 PM) *
Sounds like it's been a long time since you've updated then. A massive change was made to support multiple languages and if your last version didn't know about the then upcoming change, it had no idea how to handle the language files. The easiest way is to just grab the whole thing again and unzip to whever your currently have Chummer. All of your settings will remain intact.


Yeah, I generally do all my DR work at home, but the server was down here at work, so...

Anyway, updated and working. Thanks!
KeyMasterOfGozer
QUOTE (Nebular @ Nov 9 2011, 11:15 AM) *
They're already there. <weaponbonusdamage /> exists if the Weapon's DV is modified, and <weaponbonusap /> exists if the AP is modified.

One of us is misunderstanding. I'm not sure it isn't me. smile.gif

If I understand correctly, <weaponbonusdamage /> shows only for the aummunition that is "Loaded", not every type of ammunition that is in your gear. For instance, I might have a clip of gel rounds and a clip of armor piercing rounds, and I will use one or the other by changing the clip in the middle of the 'run based on what I need for that time. As I can tell, the sheet only can have information for 1 ammo type, only the one that was "loaded" before I print my sheet and go to my gaming session.

I would rather be able to list all types of ammo I have in my gear, each with quantity, location, AP, and damage mods.
Nebular
QUOTE (KeyMasterOfGozer @ Nov 9 2011, 12:55 PM) *
One of us is misunderstanding. I'm not sure it isn't me. smile.gif

If I understand correctly, <weaponbonusdamage /> shows only for the aummunition that is "Loaded", not every type of ammunition that is in your gear. For instance, I might have a clip of gel rounds and a clip of armor piercing rounds, and I will use one or the other by changing the clip in the middle of the 'run based on what I need for that time. As I can tell, the sheet only can have information for 1 ammo type, only the one that was "loaded" before I print my sheet and go to my gaming session.

I would rather be able to list all types of ammo I have in my gear, each with quantity, location, AP, and damage mods.

<weaponbonusdamage /> shows for all Gear items that affect a Weapon's DV. They node exists within <gear /> not within <weapon />.

You should be able to list all of the Ammo types for a given weapon using what's available right now. Just display all /gears/gear where category = "Ammunition" and extra = (Weapon Category). All of the information you need (quantity, cost, location, sourc, page, damage, and ap modifiers) should be in there.
deurk
QUOTE (Nebular @ Nov 9 2011, 07:24 PM) *
<weaponbonusdamage /> shows for all Gear items that affect a Weapon's DV. They node exists within <gear /> not within <weapon />.

You should be able to list all of the Ammo types for a given weapon using what's available right now. Just display all /gears/gear where category = "Ammunition" and extra = (Weapon Category). All of the information you need (quantity, cost, location, sourc, page, damage, and ap modifiers) should be in there.

*thumbs-up*
KeyMasterOfGozer
QUOTE (Nebular @ Nov 9 2011, 03:24 PM) *
<weaponbonusdamage /> shows for all Gear items that affect a Weapon's DV. They node exists within <gear /> not within <weapon />.

You should be able to list all of the Ammo types for a given weapon using what's available right now. Just display all /gears/gear where category = "Ammunition" and extra = (Weapon Category). All of the information you need (quantity, cost, location, sourc, page, damage, and ap modifiers) should be in there.

AH! Isee now, it was not in the XML I was using as a reference, but I refreshed from the current Chummer and now it is there. PErfect! Thank you!
deurk
Happened when I switch from troll in creation mode to minotaur:
[ Spoiler ]
deurk
Now that alias and name has been swapped, could you default a new savefile as alias.chum?
Nebular
QUOTE (deurk @ Nov 9 2011, 04:22 PM) *
Happened when I switch from troll in creation mode to minotaur:

I can't seem to reproduce this. Is this a brand new character with nothing on them yet (Cyberware, Qualities, etc.), a new character with things attached (in which case I'd need to know what), or with a saved character? Would you be able to email me a copy of the character that does this? (nebular@shaw.ca)
deurk
QUOTE (Nebular @ Nov 9 2011, 10:55 PM) *
I can't seem to reproduce this. Is this a brand new character with nothing on them yet (Cyberware, Qualities, etc.), a new character with things attached (in which case I'd need to know what), or with a saved character? Would you be able to email me a copy of the character that does this? (nebular@shaw.ca)

Sent.
Nebular
Looks like this is a bit of an older character where MAG and RES were always 0 if they were not enabled, and converting the Metatype didn't like it. smile.gif Fixed in the next update which should be along shortly unless you have anything else you plan to break! wink.gif
deurk
QUOTE (Nebular @ Nov 9 2011, 11:05 PM) *
Looks like this is a bit of an older character where MAG and RES were always 0 if they were not enabled, and converting the Metatype didn't like it. smile.gif Fixed in the next update which should be along shortly unless you have anything else you plan to break! wink.gif

It's a char I created an hour ago using latest version. But no, I'm OK, not breaking anything wink.gif

EDIT: I'l just make sure to requote everything that has not made it through and not being answered!
(I know, you hate me now frown.gif)
Nebular
Huh, weird. Didn't think they saved as 0 any more. Oh well. Works now!
deurk
Oh! One more for the road!
Is there any way to have the option to display ALL categories for gear, weapons, vehicles and so forth? At the moment you have to pick one or use the search box. I'd like to see all the options that are offered to me biggrin.gif
Nebular
Unless there are any big ugly crashes that are revealed in the next 24 hours or so, this will likely be the last update until November 21 (roughly) as I'll be on vacation and taking a mental break from the whole doing development at work all day and doing development all night on this. biggrin.gif
Build 246
  • Weapon reloading methods are now read from the translation file
  • Weapon Accessories now show their mount points when selected
  • Weapon Mods now show their mod slots when selected
  • selecting a Weapon Accessory or Weapon Mod now updates the Range information to match the Weapon it's attached to
  • loading a character with a Commlink Operating System Upgrade attached to a Commlink Operating System no longer throws an error
  • Commlinks now check for Operating System Upgrades within their Commlink Operating Systems in addition to within the Commlink itself
  • added <currentammo /> to the Weapon information in the printout XML which gives the name of the Ammo currently loaded in the Weapon
  • Skills affected by Incompetent are now correctly marked as not allowing Defaulting
  • Quality type is now translated in the printout XML
  • Contact type is now translated in the printout XML
  • Weapon RC now always displays as a whole number (no brackets) since it always shows the Weapon's RC based on the currently installed plugins (the brackets just made things more confusing)
  • XML indenting/formatting is preserved when adding a custom Cyberware Suite or PACKS Kit to an existing custom file
  • FIRE! and Reload buttons and Ammo selection list are now only enabled when an appropriate Weapon is selected
  • Vehicle Weapons now show their Dice Pool (Targeting Autosofts must be given a value that matches the Weapon's Category, otherwise it assumes that the highest-rated Targeting Autosoft should be used)
  • Increased Cylinder Weapon Mod now properly changes the Weapon's Ammo to 8(cy)
  • added Hollow Cyberlimb and Hollow Cybertorso to the Post-Mortem Modifications Category in Gear
  • Save As now uses the character's Alias instead of their Name
  • fixed an issue where converting the Metatype of an older character would throw an error if their MAG or RES were set to 0
New Strings
  • String_Or
  • String_AmmoBreakAction
  • String_AmmoBelt
  • String_AmmoBox
  • String_AmmoClip
  • String_AmmoCylinder
  • String_AmmoDrum
  • String_AmmoEnergy
  • String_AmmoExternalSource
  • String_AmmoMagazine
  • String_AmmoMuzzleLoad
  • String_AmmoSpecial
  • String_Contact
  • String_Enemy
Nebular
QUOTE (deurk @ Nov 9 2011, 05:09 PM) *
Oh! One more for the road!
Is there any way to have the option to display ALL categories for gear, weapons, vehicles and so forth? At the moment you have to pick one or use the search box. I'd like to see all the options that are offered to me biggrin.gif

I'll add it to the list. It's not quite as quick and easy as it might sound. smile.gif
deurk
QUOTE (Nebular @ Nov 9 2011, 11:19 PM) *
I'll add it to the list. It's not quite as quick and easy as it might sound. smile.gif

I bet it's not, thanks for noting it down.
deurk
QUOTE (Nebular @ Nov 9 2011, 11:18 PM) *
Unless there are any big ugly crashes that are revealed in the next 24 hours or so, this will likely be the last update until November 21 (roughly) as I'll be on vacation and taking a mental break from the whole doing development at work all day and doing development all night on this. biggrin.gif

Enjoy your vacation, rest well during your well deserved break. Come back freshened and anew, we'll keep tabs for you wink.gif
ShadowWalker
I just noticed the following on page 334 of SR4A.

QUOTE
Each sensor package also has a Capacity rating; the total Capacity rating of the individual sensors may not exceed the package’s Capacity rating.


Does this mean the capacity of individual sensors takes up that space or is it just a limit on the capacity of individual items own capacity? Either way it works I'm pretty sure Chummer doesn't do either of these.

Also from page 334 of SR4A. The sensors attribute for vehicles and drones should be calculated in the following manner.

QUOTE
The Sensor package rating should be used for most situations and is equal to the average rating of all the sensors in a package (rounded up). Sensors that do not possess ratings are treated as if they had a rating equal to the package’s rating for this purpose only
Nebular
QUOTE (ShadowWalker @ Nov 9 2011, 05:23 PM) *
I just noticed the following on page 334 of SR4A.

Does this mean the capacity of individual sensors takes up that space or is it just a limit on the capacity of individual items own capacity? Either way it works I'm pretty sure Chummer doesn't do either of these.

This is just like everything else with a Capacity. The Sensor Package itself (for example the Large Drone Sensor) has a Capacity of how many items it holds (cool.gif. The individual sensors it refers to are the plugins like cameras and microphones which consume Capacity (square bracket items like [5]). Chummer currently handles this on Vehicles, though it appears in the Slots section (since it's just using the Vehicle info area).

The average Sensor Rating thing is on my list. smile.gif
Nebular
QUOTE (deurk @ Nov 9 2011, 05:21 PM) *
Enjoy your vacation, rest well during your well deserved break. Come back freshened and anew, we'll keep tabs for you wink.gif

I'm still here 'til tomorrow to at least check up on things. No guarantees after that. smile.gif
deurk
Just got noticed that all the version of the HK MX30 versions are filed in the same category. Shouldn't each one be in a different category?

Also, should Covert Ops have copy protection and other options by default and available? Or is it subject to some restrictions?
deurk
Also, when closing multiple character sheets with unsaved modifications, warning popup asking for saving or discarding changes does not mention which character it's talking about, would be nice to know wink.gif
ShadowWalker
QUOTE (Nebular @ Nov 9 2011, 06:28 PM) *
This is just like everything else with a Capacity. The Sensor Package itself (for example the Large Drone Sensor) has a Capacity of how many items it holds (cool.gif. The individual sensors it refers to are the plugins like cameras and microphones which consume Capacity (square bracket items like [5]). Chummer currently handles this on Vehicles, though it appears in the Slots section (since it's just using the Vehicle info area).

The average Sensor Rating thing is on my list. smile.gif

The way it's written though,

the total Capacity rating of the individual sensors may not exceed the package’s Capacity rating.

It really does sound like it's saying that the Camera can't have a capacity greater than the package's capacity that it's put in.

So if you put a Camera in a Micro Sensor Package then the Camera can't have a capacity greater than 1 which is the packages capacity.
Jazz
Happy vacations Nebular ! spin.gif
ShadowWalker
QUOTE (deurk @ Nov 9 2011, 06:34 PM) *
Just got noticed that all the version of the HK MX30 versions are filed in the same category. Shouldn't each one be in a different category?

Also, should Covert Ops have copy protection and other options by default and available? Or is it subject to some restrictions?


All autosofts should have copy protection and registration on them.
deurk
Would you mind updating the FR files before you go Nebular?
They are up to date.

Thanks smile.gif
deurk
QUOTE (ShadowWalker @ Nov 9 2011, 11:53 PM) *
All autosofts should have copy protection and registration on them.

Then there is a bug there wink.gif
deurk
Kharn had an idea about being able to add a custom exotic vehicle: http://img23.imageshack.us/img23/8605/vhiculeotiques.jpg
ShadowWalker
QUOTE (deurk @ Nov 9 2011, 07:04 PM) *
Kharn had an idea about being able to add a custom exotic vehicle: http://img23.imageshack.us/img23/8605/vhiculeotiques.jpg

That could be done with a custom_vehicle.xml file.
deurk
QUOTE (ShadowWalker @ Nov 10 2011, 12:12 AM) *
That could be done with a custom_vehicle.xml file.

Yes, but would be even cooler within Chummer directly wink.gif
deurk
QUOTE (deurk @ Nov 9 2011, 11:58 PM) *
Would you mind updating the FR files before you go Nebular?
They are up to date.

Thanks smile.gif

Ooops, spotted an error, please wait.
EDIT: Ok, errors fixed, you can spread wink.gif
ShadowWalker
QUOTE (deurk @ Nov 9 2011, 07:14 PM) *
Yes, but would be even cooler within Chummer directly wink.gif

I think it would be cool if all the data was editable from within Chummer. Then there would be no need to learn the xml. smile.gif
Fyndhal
Quick question:

I picked Athletics Skill Group 4.
I have Agility 6
I have Improved Non-combat Skill 4
I have Prodigious Physicality 2

The Skills Page is reporting my Total on Gymnastics as 14 instead of the expected 16. For some reason, the 2 Adept Powers are not stacking, despite one being a Rating Modifier and the other being a Pool Modifier.

Bug or some errata I missed?

PS: Enjoy the Vacation!
Nebular
QUOTE (ShadowWalker @ Nov 9 2011, 05:53 PM) *
All autosofts should have copy protection and registration on them.

They currently do. Anything in the "Autosofts", "Autosofts, Agent", and "Autosofts, Drone" Categories come with Copy Protection (equal to their Rating) and Registration as free plugins.
Nebular
QUOTE (deurk @ Nov 9 2011, 05:58 PM) *
Would you mind updating the FR files before you go Nebular?
They are up to date.

Thanks smile.gif

Done!
Nebular
QUOTE (deurk @ Nov 9 2011, 06:14 PM) *
Yes, but would be even cooler within Chummer directly wink.gif

But that, as ShadowWalker said, is what the custom data files are intended for. There's also a lot of overhead to add support for those extra controls and logic to support creating custom items within the application. Controls that are only visible in certain, infrequent circumstances, which is another reason I went with allowing custom data files. smile.gif
Nebular
QUOTE (Fyndhal @ Nov 9 2011, 07:16 PM) *
Quick question:

I picked Athletics Skill Group 4.
I have Agility 6
I have Improved Non-combat Skill 4
I have Prodigious Physicality 2

The Skills Page is reporting my Total on Gymnastics as 14 instead of the expected 16. For some reason, the 2 Adept Powers are not stacking, despite one being a Rating Modifier and the other being a Pool Modifier.

Bug or some errata I missed?

PS: Enjoy the Vacation!

Edit: Looks like this is working as it should. Because Athletics (and Gymnastics) is at 4, you're running into the Maximum Modified Rating rule that says the total Modified Rating cannot exceed the base Rating x 1.5 (so in this case, the Maximum Modified Rating is 6). So you'd only benefit from 1/2 of your Improved Ability (Gymnastics) Power which results in you getting 14 instead of 16 (the tooltip for the total Rating will show you how it's coming up with the number). If your group doesn't use this rule, you can turn it off in the Options window. The rule on there is called "Enforce maximum Skill modified Rating".
Nebular
QUOTE (deurk @ Nov 9 2011, 05:34 PM) *
Just got noticed that all the version of the HK MX30 versions are filed in the same category. Shouldn't each one be in a different category?

Also, should Covert Ops have copy protection and other options by default and available? Or is it subject to some restrictions?

There are a couple of Weapons like this that are really screwy. The base Weapon itself has a distinct Category (like Assault Rifles). The Weapon itself just has different modes it can be put together; they're not different version and don't require a separate purchase for any of them (which is why the other entries for them are all 0¥). The additional entries are there so that you can add them to the character to see how each configuration works and can be loaded with ammo properly. Since they're all listed under the same Category as the parent item in the book, it made sense to keep them that way in the data file, rather than forcing someone to hunt down all of the various configurations across multiple Categories or discover some neat free item just laying around. smile.gif
Nebular
QUOTE (deurk @ Nov 9 2011, 05:43 PM) *
Also, when closing multiple character sheets with unsaved modifications, warning popup asking for saving or discarding changes does not mention which character it's talking about, would be nice to know wink.gif

Simple enough. Whenever the next update is, it'll be there. wink.gif
Fyndhal
QUOTE (Nebular @ Nov 9 2011, 09:10 PM) *
Edit: Looks like this is working as it should. Because Athletics (and Gymnastics) is at 4, you're running into the Maximum Modified Rating rule that says the total Modified Rating cannot exceed the base Rating x 1.5 (so in this case, the Maximum Modified Rating is 6). So you'd only benefit from 1/2 of your Improved Ability (Gymnastics) Power which results in you getting 14 instead of 16 (the tooltip for the total Rating will show you how it's coming up with the number). If your group doesn't use this rule, you can turn it off in the Options window. The rule on there is called "Enforce maximum Skill modified Rating".


Ah, that makes total sense. Thanks!
deurk
QUOTE (Nebular @ Nov 10 2011, 01:57 AM) *
They currently do. Anything in the "Autosofts", "Autosofts, Agent", and "Autosofts, Drone" Categories come with Copy Protection (equal to their Rating) and Registration as free plugins.

Hmmm, when I add the autosoft, I do not get the copy-protection and registration options that come with others. Am I missing something?
deurk
When changing metatype, you can sometimes have a warning window that tells you to remove qualities before you can change metatype.
Content is translated, except for said qualities which are displayed in English.

Same thing with the addition of qualities you should not being able to take (ie Mentor spirit for a non-magicien).

In the complex forms and sprites window, "Add sprite" button is untranslated.
deurk
When you are an adept with powers, if you add powers before adding something that will lower your MAG (like cyberware), your powers do not update to reflect the new MAG cap until you try to change them, could that be fixed?

Also, powers seem to be capped at 6, not at MAG when MAG > 6.
Nebular
QUOTE (deurk @ Nov 10 2011, 01:30 AM) *
Hmmm, when I add the autosoft, I do not get the copy-protection and registration options that come with others. Am I missing something?

They only appear if you have the Unwired sourcebook enabled since the content and rules comes from that book.
Nebular
QUOTE (deurk @ Nov 10 2011, 03:38 AM) *
When changing metatype, you can sometimes have a warning window that tells you to remove qualities before you can change metatype.
Content is translated, except for said qualities which are displayed in English.

Same thing with the addition of qualities you should not being able to take (ie Mentor spirit for a non-magicien).

In the complex forms and sprites window, "Add sprite" button is untranslated.



QUOTE (deurk @ Nov 10 2011, 04:09 AM) *
When you are an adept with powers, if you add powers before adding something that will lower your MAG (like cyberware), your powers do not update to reflect the new MAG cap until you try to change them, could that be fixed?

Also, powers seem to be capped at 6, not at MAG when MAG > 6.


All fixed in the next update. One string needs to be modified, another added. I think what I have is right. Modified Message_UnsavedChanges ({0} to show the character name), added Button_AddSprite. These look correct?
CODE
        <string>
            <key>Message_UnsavedChanges</key>
            <text>Il y a des changements non sauvegardés sur {0}. Voulez-vous sauvegarder avant de fermer cette fenêtre ?</text>
        </string>
        <string>
            <key>Button_AddSprite</key>
            <text>&amp;Ajout sprite</text>
        </string>

Guess I'll throw out one more update this evening to take care of these before I take a break then (and take care of the translation file at the same time since it's fairly minimal).
deurk
Correct smile.gif
deurk
QUOTE (Nebular @ Nov 10 2011, 03:16 PM) *
They only appear if you have the Unwired sourcebook enabled since the content and rules comes from that book.

Nope, it's checked, and when I add Tracking it does display them, no go for Covert Ops.
Nebular
QUOTE (deurk @ Nov 10 2011, 10:19 AM) *
Nope, it's checked, and when I add Tracking it does display them, no go for Covert Ops.

Covert Ops should have it. Looks like the addon category for it wasn't defined. It will be in the next update.

The are a number of Matrix Program that should not have the free plugins - namely those that simply cannot have Program Options attached to them like Agent, IC, Firewall, Pilot, and System. Only Common Use, Hacking, Autosoft, and Simsense programs can have Program Options attached to them.
deurk
A few quirks I've seen:
  • Incompetent quality should grey out the controls on the skills tab instead of just preventing user from raising the skill, because it is still possible to pick a specialization for it and gain 2 points in that skill. IMHO, the character sheet should display a "-" instead of not having the skill present at all so that people don't think it is a mistake and remember it is linked to the quality. Having that, one can do pretty much anything on the character sheet to make it clearer as long as it is different than 0 or not even there.
  • Specialization for language skills seem to be untranslated.
  • Could all knowledge skills and their specialization be sorted alphabetically in the translated language before being displayed?

As usual, thanks.
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