phlapjack77
Feb 28 2013, 05:46 AM
QUOTE (SpellBinder @ Feb 28 2013, 12:55 PM)
Select a book from the list on the left, and the PDF location box on the right should become enabled. Took me a little bit to figure it out, too.
Ha! I was JUST about to post about this! Thanks man
phlapjack77
Feb 28 2013, 06:37 AM
Seems the PDF opening is still a little wonky. Could be my reader (Foxit).
Set everything up in Chummer, try the button to test open Arsenal to page 5. Foxit opens, but no book opens. If I then use the existing Foxit app to open the Arsenal book manually, it opens to the requested page from Chummer, and I get a little "Command Line Help" window popup in Foxit telling me some basic command line commands. I tried messing around with preferences in Foxit but nothing seemed to change this behavior.
If I try a command from the command line, I'm able to open the book with no problems. This makes me think there might be some differences in the syntax for Acrobat / Foxit ,or maybe in the Foxit versions? I'm using Foxit 5.0.2.0718
Here's the command that works from the command line:
C:\Documents and Settings\User>"C:\Program Files\Foxit Software\Foxit Reader\Foxit Reader.exe" "C:\Documents and Settings\User\Desktop\Chummer\books\Arsenal.pdf" /A page=15
And, thanks so much for putting this functionality in Nebular, and sorry for the problems. I know the feeling of trying to give the customer extra features, then having the headache of supporting the features and bug reports and so on
SpellBinder
Feb 28 2013, 06:57 AM
Could be your version. I too use Foxit, but version 5.4.5.0114, and I don't get a "Command Line Help" popup. There's a slight delay from when Foxit opens to the appropriate file & page, but it all works almost as Nebular described it would. Foxit not only gains focus if I already have the document open, but also focuses on the appropriate document (this is a good thing
).
phlapjack77
Feb 28 2013, 07:31 AM
QUOTE (SpellBinder @ Feb 28 2013, 02:57 PM)
Could be your version. I too use Foxit, but version 5.4.5.0114, and I don't get a "Command Line Help" popup. There's a slight delay from when Foxit opens to the appropriate file & page, but it all works almost as Nebular described it would. Foxit not only gains focus if I already have the document open, but also focuses on the appropriate document (this is a good thing
).
You got it in one! I updated to the newest version available to me (5.4.5.0124) and now everything works. Thanks for the help.
SpellBinder
Feb 28 2013, 08:01 AM
Not a problem.
phlapjack77
Feb 28 2013, 08:23 AM
It's strange, with the same command on the command line, the new version of Foxit works exactly the same as the older version. Wonder what command Chummer is sending out...
5m0k3
Feb 28 2013, 06:13 PM
So, this is my first post on this forum ever (hi). I just waned to drop a bug report on you.
I noticed when attempting to load my M4A1 with Assault Rifle rounds I get the error that I am unable to do so because it is a Sub-Machine-gun. It is listed as an SMG in the book, but it is clearly noted that unlike other SMGs it uses Assault Rifle ammo.
bannockburn
Feb 28 2013, 06:14 PM
Easy workaround: Buy SMG rounds for it and load those
The damage code won't be changed anyways and the costs are the same
5m0k3
Feb 28 2013, 07:24 PM
I already did that. I am reporting it because it is not behaving the way it is supposed to.
bannockburn
Feb 28 2013, 07:25 PM
Ah alright
Thought, I'd recommend it
And: welcome.
Nebular
Feb 28 2013, 07:36 PM
QUOTE (Mantis @ Feb 27 2013, 11:32 PM)
Getting this issue where if I buy something and move it to a location other than the default Selected gear section, and then try to undo the expense, the program throws this error:
Any chance of getting aerodynamic thrown grenades as an option? The ranges are on pg 151 SR4A.
Found the problem. I'm going to put out another update very shortly to address this and the issue with Skills and the Breaking Skill Groups option. As for the aerodynamic grenades, I'll add it to my list as something to look into.
Nebular
Feb 28 2013, 07:39 PM
QUOTE (phlapjack77 @ Feb 28 2013, 03:23 AM)
It's strange, with the same command on the command line, the new version of Foxit works exactly the same as the older version. Wonder what command Chummer is sending out...
[PDF application path] /n /A \"page=
[page number]"
[path to PDF file]It's from an old (but sadly, seemingly most recent) PDF opening parameters document created by Adobe. Luckily Foxit (which I typically use as well) supports the same switches.
Nebular
Feb 28 2013, 07:43 PM
QUOTE (5m0k3 @ Feb 28 2013, 01:13 PM)
I noticed when attempting to load my M4A1 with Assault Rifle rounds I get the error that I am unable to do so because it is a Sub-Machine-gun. It is listed as an SMG in the book, but it is clearly noted that unlike other SMGs it uses Assault Rifle ammo.
Good catch. I'm just about to put up the next update and will have this fixed along with it.
Nebular
Feb 28 2013, 07:49 PM
Build 456- fixed an issue where adjusting individual Skill Ratings with the Allow Skill Groups to be broken during character creation rule turned on would calculate the BP cost incorrectly
- fixed an issue where attempting to undo an Expense for a piece of Gear that has been moved to the non-default Location would throw an error
Mantis
Feb 28 2013, 11:11 PM
QUOTE (Nebular @ Feb 28 2013, 11:36 AM)
As for the aerodynamic grenades, I'll add it to my list as something to look into.
Thanks!
redwulfe
Mar 1 2013, 01:49 AM
Just curious if I am missing something. I was modding some armor and noticed that the capacity was 0 on most armors. Is there an option that I need to turn in to get this to work?
Red
phlapjack77
Mar 1 2013, 02:46 AM
QUOTE (Nebular @ Mar 1 2013, 03:39 AM)
[PDF application path] /n /A \"page=
[page number]"
[path to PDF file]It's from an old (but sadly, seemingly most recent) PDF opening parameters document created by Adobe. Luckily Foxit (which I typically use as well) supports the same switches.
Thanks for the "behind the scenes" look
SpellBinder
Mar 1 2013, 03:47 AM
QUOTE (redwulfe @ Feb 28 2013, 06:49 PM)
Just curious if I am missing something. I was modding some armor and noticed that the capacity was 0 on most armors. Is there an option that I need to turn in to get this to work?
Red
Yes. Options > Optional Rules > "Use Maximum Armor Modifications (AR 44)" & "Use Armor Suit Capacity (AR 44)"
Thanee
Mar 1 2013, 07:29 AM
QUOTE (Thanee @ Feb 27 2013, 08:23 PM)
Chummer seems to be missing an option to turn a Detection Spell into an Extended Spell (you can do this with all of them, but only some are included in the list as seperate spells).
The spell I noticed this with is Cryptesthesia.
So, how (or when
) can I learn that Extended Cryptesthesia spell?
Bye
Thanee
phlapjack77
Mar 1 2013, 07:47 AM
I worked around this by using Chummer to create a custom spell with all the characteristics for Extend Cryptesthesia.
Thanee
Mar 1 2013, 09:34 AM
I have been looking for that option... but couldn't find it.
Where do you create custom spells?
Bye
Thanee
phlapjack77
Mar 1 2013, 09:46 AM
Click on the "Add Spell" button, but on the right side of the button where there's a little arrow. You should see a dropdown for "Create Spell".
I think it would be:
Detection
Type: Mana
Range: Touch
Duration: Sustained
Spell options: Extended Area, Directional, Passive, New Sense
For a total drain of F/2 + 2
Thanee
Mar 1 2013, 09:53 AM
Oh... there. Thank you!
Bye
Thanee
phlapjack77
Mar 1 2013, 10:03 AM
Sure! Now use this power wisely
Thanee
Mar 1 2013, 10:26 AM
“With great power comes great responsibility!”
Bye
Thanee
Tyro
Mar 2 2013, 07:38 AM
Couple of bugs: There's an unhandled exception if you try to add an accessory onto a weapon accessory (like flare compensation on a guncam), and binoculars are showing up as 0 capacity (should have capacity times rating, R1-3)
Smirnov
Mar 2 2013, 09:38 PM
In the skillsoft category there are active skillsofts for skills linked to Magic, but SR4A rulebook states that there are no activesofts for spellcasting and the like. Is there a rule that I missed or is it a mistake?
SpellBinder
Mar 3 2013, 04:33 AM
There is no rule that you've overlooked, as the activesoft also picks up the Cracking & Electronics skills I have added to my chummer for technomancers, even though they also would not be available to activesofts either.
SpellBinder
Mar 4 2013, 07:15 AM
Found mention of this in another thread, and now I wish I had read this book.
Corporate Intrigue, page 102, baseline for Anaconda Shifters for PCs.
ChatNoir
Mar 5 2013, 08:59 AM
Hi, a small problem to report. The adept power Impoved Physical Attibute does not actually impact the attribute in the Common tab. That's true while creating a character or once he is validated. However, the skills are impacted and the value for the attribute is the Impoved one.
Rartemass
Mar 7 2013, 02:51 AM
Thank you immensely for adding the PDF support. Works like a treat.
Tyro
Mar 8 2013, 01:55 AM
I can't find a way to improve a headware commlink with upgrades. Is this possible?
[Edit:] Never mind, figured it out. It doesn't work like other upgrades; you have to right-click.
ShadowWalker
Mar 8 2013, 12:59 PM
Would be nice to be able to add plugins to gear on helmets. In particular commlinks.
Also be able to add matrix programs and program options.
taeksosin
Mar 8 2013, 04:38 PM
Another huge thanks for pdf support. You've made my life better, and more complete.
SpellBinder
Mar 8 2013, 09:40 PM
QUOTE (ShadowWalker @ Mar 8 2013, 05:59 AM)
Would be nice to be able to add plugins to gear on helmets. In particular commlinks.
Also be able to add matrix programs and program options.
For the later part, probably easiest to do the same as for implanted commlinks. If a gear category isn't created by adding a commlink to a helmet, make one and build up the commlink from there.
I honestly doubt there will ever be direct commlink support for any of the tabs outside of the Gear tab. Cyber/Bioware didn't get any outside of an automatic "Headware" category in the gear listing.
ShadowWalker
Mar 8 2013, 10:12 PM
QUOTE (SpellBinder @ Mar 8 2013, 04:40 PM)
For the later part, probably easiest to do the same as for implanted commlinks. If a gear category isn't created by adding a commlink to a helmet, make one and build up the commlink from there.
I honestly doubt there will ever be direct commlink support for any of the tabs outside of the Gear tab. Cyber/Bioware didn't get any outside of an automatic "Headware" category in the gear listing.
The military helmet's have commlink's built in but no way to modify them including having the program Encryption.
SpellBinder
Mar 8 2013, 10:30 PM
Yeah, I see that. And there's no support for the commlink in the armor tab at all. There are no attributes for the commlink, even if you add the gear yourself and add the appropriate items as plugins beyond that. I even added a custom commlink to a military helmet, was able to add Response to it, but it didn't matter as there was nothing to the right to track the commlink's attributes.
If you're in career mode, just delete the commlink stats and Encryption software from the military helmet and add them as appropriate in the gear tab (not forgetting to check the Free box so you're not spending more nuyen than you have to). It isn't really all that hard to do.
ChatNoir
Mar 9 2013, 11:19 PM
Hey, some folks have mentionned to me that High Power Ammo are in Gun Haven 2 (which I don't own to check out). The problem seems to be that when activating GH2 and not WAR, this kind of ammo is not available in Chummer.
Since I'm kinda doing the liason between here and that other forum, I'm reporting that and I'd like to know what's your take on that.
bannockburn
Mar 9 2013, 11:20 PM
Deathdealer ammo is in GH2, High Powered is in War.
KarmaInferno
Mar 9 2013, 11:42 PM
Were there any plans to revisit the Special Machinery / Storage mods?
I recall they were problematic to implement due to their variable nature.
-k
Sichr
Mar 10 2013, 08:26 AM
Possible bug:
It may be some fault on my side, but when calculating dicepool for weapon: Remington 950, Chummer seem to ignore the Specialization for Sporting rifles.
So far I found nothing wrong.
For Pistols it works OK...
Also....when modifying Vehicles, it is Impossible to check the box that states: "Part of the base weapon"
IMO it is to be "Part of the base vehicle" and if checked, this modifications should not count towards Capacity limit
Sichr
Mar 10 2013, 08:27 AM
And general question: Does anyone found the way how to add program options to Matrix programs?
SpellBinder
Mar 10 2013, 08:32 AM
QUOTE (Sichr @ Mar 10 2013, 01:27 AM)
And general question: Does anyone found the way how to add program options to Matrix programs?
Make sure the program is at least Rating 2, right click on the desired program, and choose "Add As Plugin" from the menu list that appears.
SpellBinder
Mar 10 2013, 09:07 PM
Noticed something with a cybered character with the Move-By-Wire system (Augmentation, page 40), and in reading the description of this piece of cyberware I don't think the bonus to Dodge is a skill modifier as it is listed simply as a bonus.
bannockburn
Mar 12 2013, 12:41 PM
A feature request!
First thing: Would it be possible to add a graph to the karma and nuyen tab? I'm mostly interested in one for the nuyen expenses.
Second:
I've made a topic about the attitude clothing options
here.
Attitude states in the sidebar on p.160 that only the armor weaves (
Carbon-boron,
Kevlar threading and
Delta-Amyloid) can only be added to regular or the generic armor clothing from SR4a p.326. No such limitation exists for
AR enhanced,
Color changing and
Natural fiber.
It would be nice to be able to add those to every piece of armor or clothing.
It would also be nice to have a house rule to be able to add Natural fiber without a slot requirement, but I'm guessing that would be easier done with an override file?
Severus Snape
Mar 12 2013, 05:33 PM
First, I want to start by saying I love Chummer.
Bug ReportMatrix initiative is not being calculated correctly. Per SR4A, page 236:
QUOTE
If you’re operating in cold sim virtual reality, your Matrix Initiative equals your commlink’s Response + your Intuition; you also get an extra Initiative Pass (two total). If you’re running with hot sim, your Matrix Initiative equals your commlink’s Response + your Intuition + 1, and you get two extra Initiative Passes (three total).
My character has an INT of 5 and a Commlink with a Response of 5. Not counting the + 1 for Hot Sim, the Initiative should be 10. And while the tooltip on the Matrix Initiative is showing INT (5) + Commlink Response (5), the actual value being displayed is 7.
I'm aware that the site does not display pictures, so if someone wants a screen shot emailed to them I'm more than happy to do that to show you what I'm seeing.
As a side note, this character does have 2 commlinks - the primary with a Response of 5, and a secondary cheap-o model with a Response of 1. I wonder if Chummer is taking INT 5 + Response 1 + Hot Sim 1 for the value, but the tooltip is generating based on INT 5 + the commlink with the highest Response?
bannockburn
Mar 12 2013, 05:41 PM
Did you check the box for 'active commlink' in your gear section?
Severus Snape
Mar 12 2013, 06:39 PM
And that's a big "D'oh!" on my part. Checked the active one, and it calculates properly.
Thanks!
cndblank
Mar 14 2013, 06:02 PM
Have an issue that started a couple of weeks ago.
Now when I do a search with Omae (Character Exchange), only the name of the first NPC is visible.
All the ones after the first cut off the top/name line (making Meta type first).
I can just barely see the bottom of the first line if it is a letter like p or q.
Running Windows 7 and Firefox 19.02 if it matters.
Kiirnodel
Mar 15 2013, 01:04 PM
A couple of bugs I noticed as well as a suggestion for an improvement of sorts:
After trying to make some expensive armor for one of our groups combat specialists, I have found a few problems.
The Armor is Medium Milspec, so it should follow the armor suit capacity rules.
First up, there are several armor modifications that are explicitly listed as not taking up Armor Suit capacity (they have a dash in the capacity column), things like Shock Frills, Ruthenium Polymer Coating, Gel Packs. Each of these do not take up space in an armor suit. But they are listed as taking up 1 capacity (most likey due to the regular armor capacity rule).
I'm not sure exactly how it should work, but when I added the Mortimer of London: Greatcoat to a character, the upgrades that came along with it for free took up capacity. I thought they would work similar to weapon and vehicle upgrades that come standard.
When I added a camera to armor, and then added modifications to the armor, the mods became uneditable. I could not delete them from the camera.
I also noticed that if you encumber a character that has Reaction enhancement (the example I used had Wired Reflexes), it didn't seem to affect the Reaction of the character.
I think that was all the bugs I've noticed recently. I always enjoy chummer and hope to help make it even better.
One of the ideas I had would be to add a "shopping mode" to the program. Every time I am mulling over what kind of stuff (particularly armor) I want to get, I have to open up the backup of the character sheet from create mode so that it doesn't create a nuyen log entry every time I add something and get rid of it... With a shopping mode, you could allow a character to buy multiple items, add/delete/edit the purchase, and then finalize the purchase and add it to the character officially. My suggestion would be to have a toggle that lets you add the entire purchase as one entry on the nuyen tracker (or when off, it adds everything as an itemized bill).
This would let you, for instance, have an entry listed as "Infiltration Gear Purchased" that would represent a character buying that set of stealth rope, grapple gun, catalyst stick, chamo suit, etc. And not have the entire listing flooded with extra entries. It would also possibly help prevent issues with making purchases and then trying to change it, but needing to go through the trouble of undoing each purchase.
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