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Zinyadu
QUOTE (tasti man LH @ Jun 29 2013, 10:13 AM) *
So minor little error I stumbled on (and no, its not a coding error).

The pixie build is listed as having the Vanishing power (Running Wild, p. 215). This is incorrect. The pixie SHOULD have the Vanish weakness (Runner's Companion, p. 85)

Easy to miss, I know, but can't have people getting pixies just because they can vanish into another plane of existence and not get hit by any kind of attack, now can we?


My chummer shows it as weakness RC 85.
Zinyadu
I further traced my problem with magic and essence.

Creating and saving a character creates the datafile with
line12: <essenceatspecialstart>6,0</essenceatspecialstart>

Adding the magician quality and saving cause no change to this.

But after reloading the character at this point chummer displays a cost for specialattibutes of 7695 karma for magic.
Actual magicrating is 1.

Saving the character now changes the datafile line12:
<essenceatspecialstart>60</essenceatspecialstart>

So the karmacost for magic is calculated correctly due to a loss of 54 essence down to 6.

Editing the datafile changing line12 solves the problem:
<essenceatspecialstart>6</essenceatspecialstart>
wilcoxon
QUOTE (Zinyadu @ Jun 29 2013, 08:13 AM) *
I further traced my problem with magic and essence.

Creating and saving a character creates the datafile with
line12: <essenceatspecialstart>6,0</essenceatspecialstart>

Adding the magician quality and saving cause no change to this.

But after reloading the character at this point chummer displays a cost for specialattibutes of 7695 karma for magic.
Actual magicrating is 1.

Saving the character now changes the datafile line12:
<essenceatspecialstart>60</essenceatspecialstart>

So the karmacost for magic is calculated correctly due to a loss of 54 essence down to 6.

Editing the datafile changing line12 solves the problem:
<essenceatspecialstart>6</essenceatspecialstart>


Looks to me like Chummer is saving using locale settings for numeric separators (6,0 rather than 6.0) but it then parses the save using strictly US numeric separators (so 6,0 = 60).
Machine Ghost
QUOTE (Zinyadu @ Jun 29 2013, 06:13 AM) *
I further traced my problem with magic and essence.

Creating and saving a character creates the datafile with
line12: <essenceatspecialstart>6,0</essenceatspecialstart>

Adding the magician quality and saving cause no change to this.

But after reloading the character at this point chummer displays a cost for specialattibutes of 7695 karma for magic.
Actual magicrating is 1.

Saving the character now changes the datafile line12:
<essenceatspecialstart>60</essenceatspecialstart>

So the karmacost for magic is calculated correctly due to a loss of 54 essence down to 6.

Editing the datafile changing line12 solves the problem:
<essenceatspecialstart>6</essenceatspecialstart>

What version of Chummer are you using here?

Build 488 description says it fixes that. Unless there is more than one code section using that locale based numeric logic.
Zinyadu
QUOTE (Machine Ghost @ Jun 29 2013, 09:22 PM) *
What version of Chummer are you using here?

Build 488 description says it fixes that. Unless there is more than one code section using that locale based numeric logic.

Build 489
tasti man LH
QUOTE (Zinyadu @ Jun 29 2013, 03:53 AM) *
My chummer shows it as weakness RC 85.

Ok, I went back and looked at my Chummer; it turns out that mine had the Vanish weakness just fine with pixies.

So either a.) my player was working off an older build of Chummer and didn't update or b.) he was fucking with me and swapped the weakness for the power when I wasn't looking.
Machine Ghost
QUOTE (tasti man LH @ Jun 30 2013, 03:05 AM) *
Ok, I went back and looked at my Chummer; it turns out that mine had the Vanish weakness just fine with pixies.

So either a.) my player was working off an older build of Chummer and didn't update or b.) he was fucking with me and swapped the weakness for the power when I wasn't looking.
Or one of the language specific files has it wrong?
tasti man LH
...why would the language files have it wrong?

And yeah, it turns out my player was working off an older build of Chummer, and apparently didn't know that Chummer even had updates. So, problem solved.

Nothing to see here!!!
Machine Ghost
QUOTE (tasti man LH @ Jun 30 2013, 09:57 PM) *
...why would the language files have it wrong?

And yeah, it turns out my player was working off an older build of Chummer, and apparently didn't know that Chummer even had updates. So, problem solved.

Nothing to see here!!!
Any information that is stored in a file specific to a language could have a copy paste error, so the data is wrong only there. I have not checked which data exists in the language files versus common to the application itself. That was just a general comment to make sure that what is being compared is really the same thing. In this case, the difference was the application version.
Fyndhal
Had an unhandled exception pop up while messing wround with a character this evening.

I added "The Basics" PACK to a character, and when I then moused over the Fake Sin, I got the following error:

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 '0' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
at Chummer.frmCreate.RefreshSelectedGear()
at Chummer.frmCreate.treGear_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: 4.0.30319.296 (RTMGDR.030319-2900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.489
Win32 Version: 0.0.0.489
CodeBase: file:///C:/Users/Floyd/PNP%20Games/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1002 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: 4.0.30319.1001 built by: RTMGDR
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: 4.0.30319.1001 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: 4.0.30319.233 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.233 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Data.SqlXml
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.Data.SqlXml/v4.0_4.0.0.0__b77a5c561934e089/System.Data.SqlXml.dll
----------------------------------------
System.Xml.Xsl.CompiledQuery.1
Assembly Version: 0.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Data.SqlXml/v4.0_4.0.0.0__b77a5c561934e089/System.Data.SqlXml.dll
----------------------------------------
Microsoft.mshtml
Assembly Version: 7.0.3300.0
Win32 Version: 7.0.3300.0
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.mshtml/7.0.3300.0__b03f5f7f11d50a3a/Microsoft.mshtml.dll
----------------------------------------
Machine Ghost
Here is a sequence to demonstrate a glitch/bug.

Environment Windows 7 64 bit, Chummer 489

With a weapon carrying drone, click on the weapon entry. I clicked the minus to hide the weapon modifications. That shows and enables the Ammo Remaining, Fire!, Reload information and options. Click another entry in the same drone. I used Touch Sensors. Now the ammo and options still appear to be active, but Fire gives an out of ammo message, and reload gets an exception about reference not set to an instance of an object.

I did a bit more exploring. Clicking another drone, that does not have a weapon still leaves the controls for the previous drone weapon filled in and apparently active.
Clicking a modification entry for the weapon leaves the weapon information visible, but disables the controls.

Looks like the weapon information needs to be cleared when clicking away from the weapon. Or at least controls disabled, and cleared if clicking away from the drone.

Base drone was a Ford LEBD-1 with an Ares Alpha mounted.
A Feast For Ravens
Have been using Chummer for some time, awesome tool thank you, have had a computer crash, am trying to reassemble characters, noticed the Add Armour Bundle button thought it would save me time. Used said button but can't seem to do anything TO the armour bundle once it is created/added and can't find a help topic either on the forum here or on the wiki wondered how and in fact if it was a working feature?

On a slightly related issue armour with Strength Upgrade is suppose to be able to boost Str above metahuman max but the program still tops out at (9) for a human and I think it tops for all Metas I know it does for an Orc.
Videospirit
Using this program for the first time, I Noticed a few peculiarities. The increased Cylinder weapon mod adds a second 8 round chamber to the gun in addition to the 6 round cylinder, rather than replacing the 6 round with the 8.

And I couldn't find any way to use the agility from a cyberarm for a one handed weapon's dice pool.
Flaser
Recently me and my players have switched to karma-gen, and we encountered a bug with the "Karma Build: Free Knowledge Skills like BP Build" option.

The problem is that knowledge skills bought by karma instead the free points, seem to have wonky karma costs:

--> Rating 1, 4 karma, 04 total karma spent
--> Rating 2, 4 karma, 08 total karma spent
--> Rating 3, 3 karma, 11 total karma spent
--> Rating 4, 4 karma, 15 total karma spent
--> Rating 5, 5 karma, 20 total karma spent
--> Rating 6, 6 karma, 26 total karma spent

Seems like Rating 1 and Rating 2 are not correctly calculated, costing players 2x what they should be playing.

EDIT: Tried with another char-sheet, here the cost of a new skill started at 15 karma, then 3 karma, then it was OK.
What's going on, is there some rule about how Free points can be distributed (hence the sudden "tax" when you run out of them), or smg? Granted this is a tweak, but knowING how the program actually handles it could clean things up.
SpellBinder
QUOTE (Videospirit @ Jul 6 2013, 08:44 AM) *
...

And I couldn't find any way to use the agility from a cyberarm for a one handed weapon's dice pool.
Currently Chummer doesn't distinguish the Agility of one limb over another. It just averages between your natural Agility, Body, & Strength and any full cyberlimbs you've got.

QUOTE (Flaser @ Jul 6 2013, 09:46 AM) *
Recently me and my players have switched to karma-gen, and we encountered a bug with the "Karma Build: Free Knowledge Skills like BP Build" option.

The problem is that knowledge skills bought by karma instead the free points, seem to have wonky karma costs:

[snip]

Seems like Rating 1 and Rating 2 are not correctly calculated, costing players 2x what they should be playing.

EDIT: Tried with another char-sheet, here the cost of a new skill started at 15 karma, then 3 karma, then it was OK.
What's going on, is there some rule about how Free points can be distributed (hence the sudden "tax" when you run out of them), or smg? Granted this is a tweak, but knowING how the program actually handles it could clean things up.
It's how Chummer handles the free Knowledge skill points in a karma built when you exceed how many free points you get. It calculates the free points to be evenly distributed between all of your knowledge skills. So if you've got 18 knowledge skill points spread evenly between six skills at a rating of 3, when you add a new knowledge skill at rating 1 it's going to cost 3 karma as that first rating point is counted as a free point and you're paying karma for one of your other knowledge skills to be at 3. If you improve this seventh skill to rating 3 it should cost 9 karma total.
Tariq
First of all, many thanks, Nebular, for this awesome work! To me, itīs the best RP character program ever biggrin.gif Love it!

Unfortunately, I encouter the same problem as Urherion:

QUOTE (Urherion @ Jun 24 2013, 06:50 PM) *
Since the last update, every Mage/Adept Character lost all his magic attributs and skills, after I saved them.


Canīt open any character with "Magic". I get an error-report and canīt even close Chummer any more. Need to go to the task-manager.
Hereīs the error (sorry for the German parts, but the essential parts should be understandable ^^):

************** Ausnahmetext **************
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei Chummer.frmCareer.objGroup_RatingChanged(Object sender)
bei Chummer.SkillGroupControl.nudSkill_ValueChanged(Object sender, EventArgs e)
bei System.Windows.Forms.NumericUpDown.OnValueChanged(EventArgs e)
bei System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
bei Chummer.SkillGroupControl.set_GroupRating(Int32 value)
bei Chummer.frmCareer.frmCareer_Load(Object sender, EventArgs e)
bei System.Windows.Forms.Form.OnLoad(EventArgs e)
bei System.Windows.Forms.Form.OnCreateControl()
bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
bei System.Windows.Forms.Control.CreateControl()
bei System.Windows.Forms.Control.WmShowWindow(Message& m)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
bei System.Windows.Forms.Form.WmShowWindow(Message& m)
bei System.Windows.Forms.Form.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
mscorlib
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.586 (RTMLDR.030319-5800).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll.
----------------------------------------
Chummer
Assembly-Version: 0.0.0.489.
Win32-Version: 0.0.0.489.
CodeBase: file:///F:/Shadowrun/Generator/Chummer.exe.
----------------------------------------
System.Windows.Forms
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.2003 built by: RTMLDR.
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: 4.0.30319.2001 built by: RTMLDR.
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: 4.0.30319.2001 built by: RTMLDR.
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: 4.0.30319.450 built by: RTMLDR.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
mscorlib.resources
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.1 (RTMRel.030319-0100).
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.dll.
----------------------------------------
System.Core
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.450 built by: RTMLDR.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll.
----------------------------------------
System.Windows.Forms.resources
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.Windows.Forms.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
System.resources
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.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.resources.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.
----------------------------------------
System.Windows.Forms.DataVisualization
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.1.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.DataVisualization/v4.0_4.0.0.0__31bf3856ad364e35/System.Windows.Forms.DataVisualization.dll.
----------------------------------------
System.Windows.Forms.DataVisualization.resources
Assembly-Version: 4.0.0.0.
Win32-Version: 4.0.30319.1.
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.DataVisualization.resources/v4.0_4.0.0.0_de_31bf3856ad364e35/System.Windows.Forms.DataVisualization.resources.dll.
----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

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


Framework updated, character regenerated in case file was corrupt ... nothing. Still bugging. Any suggestions? smile.gif
boggensagg
Nevermind. Problem solved

Take care.
Bogg
Nebular
QUOTE (SpellBinder @ Jun 26 2013, 08:49 PM) *
No question on Magic loss due to implants, nor the costs during character creation. After that we clearly see this in different ways, which is fine. Balancing Chummer one way and adding a House Rule option to go the other can easily settle this. Implementing it is another question...

I'm really sorry about all of this, Nebular.

No worries, this is certainly an area where the rules are just not as clear as they should be for either case. I'll see what I can do about getting an option put in for calculating this. Unless this is clarified in the SR5 book, this would likely apply to the SR5 version as well. smile.gif
Nebular
Build 490
  • corrected how Essence information is stored in regions that use something other than "." to separate decimal places would cause an error to be thrown
  • fixed an issue where ammoreplace values for Weapons were not being handled correctly
  • added an Option on the Miscellaneous tab: Karma cost for increasing Special Attributes is reduced with Essence Loss (see below)
Karma cost for increasing Special Attributes is reduced with Essence Loss
    When the option is enabled, the Essence cost to improve MAG or RES is affected by Essence Loss. For example, the character an Essence Penalty of 1 and MAG of 3. Normally, Chummer calculates the cost based on its perceived MAG value of 4 (MAG 4
  • Essence Penalty 1 = 3), meaning the cost of improving MAG would be for going from MAG 4 to MAG 5. With this option enabled, Chummer instead calculates the cost based on the shown value of 3, meaning the cost of improving MAG would be for going from MAG 3 to MAG 4. This only impacts Career Mode.
New Strings
  • Checkbox_Options_SpecialKarmaCost
SpellBinder
Thanks so very much for this! Just one little glitch I came across, however. The mouseover tip is showed the increased karma cost (example, Essence 4, Magic 4, "Improve to 5 for 35 karma"), and it threw me for a moment. The actual karma cost was what was expected, though (actually 25 in this example).

In checking another character file, everything showed properly, including the tooltip. I think the glitch is limited to that character file for whatever reason. Just saying because it might show up for others with older character file.
Tariq
QUOTE (Nebular @ Jul 8 2013, 05:20 PM) *
Build 490
  • corrected how Essence information is stored in regions that use something other than "." to separate decimal places would cause an error to be thrown


Awesome!!! Thanks!

Just another question. Last time we had to apply the formula for explosives (area, quality, etc) and it got a bit tricky. Do you think an implemented tool like "hardness + quality + areaeffekt = quantity" would be possible?
Urherion
After the Initiation the Magic Att increases automatically.
SpellBinder
If the character has implants, you might have an older version of Chummer. I noticed such issues occasionally when testing & we were working something out regarding the Essence/Magic/Karma bit.

I've tested with three different awakened character files on the latest, all Career Mode & two with cyber, and none of them had their Magic increase with an Initiation.
Urherion
The adept has implants, and the Chummer is the latest version.

On the full mages the magic didn't increase.
SpellBinder
I took a more careful look at one of the character files I tested, and noticed something. Mystic Adept with Essence 5.#, Magic 6, and a 3/4 split between Magician & Adept points. Then there's an Adept with Essence 4.#, Magic 6, 4 Additional Power Points, and 12 total Power Points.

In experimenting a little with these characters, it seems that the Essence loss is being added back into, or not taken into account, for Adept Power Points. In the case of the Adept, if the Magic attribute was maxed the number of Power Points then made sense, but as soon as the character was Initiated the Power Points went up again (before choosing a metamagic).

Both characters are also ones that went from Create Mode to Career Mode with an impacted Essence, just in case it makes a difference, Nebular.
redwulf25
Please take my eagerness here as a complement to early editions of Chummer and their author not as an attempt to pressure you.

Any clue when we can expect Chummer for 5th edition? I'll understand if it's going to be a few weeks and really hope it won't be a few months I'm just really eager to get my digital paws on it.
Nebular
QUOTE (redwulf25 @ Jul 13 2013, 07:53 PM) *
Please take my eagerness here as a complement to early editions of Chummer and their author not as an attempt to pressure you.

Any clue when we can expect Chummer for 5th edition? I'll understand if it's going to be a few weeks and really hope it won't be a few months I'm just really eager to get my digital paws on it.

I've been wrestling with this for several months now, quite literally staying up the entire night last night mulling this over and finally made a decision. I regret to say there likely won't be a Chummer for 5th edition from me at least. frown.gif

I've spent a number of days in the weeks before the SR5 release trying to rewrite a bunch of code and have spent two entire days (quite literally sun up til sun down) since the release of the PDF trying to get things working and data entered and realised it's just not something I want to be doing any more. I already have a full-time career writing code, so coming home to put so much more time into writing code and data entry is just becoming too draining. I haven't played Shadowrun in well over a year now. The massive amount of time something like this takes is simply taking too much time away from other things I would rather be doing and the people I want to spend time with. I simply cannot dedicate the time that this project needs.

It was an incredibly difficult decision to make as I've invested so much time over the past few years into this but it's just something I have to do. I'm incredibly proud of what Chummer has become since it really just started out as a personal project to see if it was even possible. I'm thankful for every one of you that has used it, reported bugs, suggested features, and helped turn this into something I had never dreamed of. smile.gif

The source code for the SR4 edition of Chummer is, as it has been for quite a while, available on Google Code at https://code.google.com/p/chummer/. If anyone is interested in picking up the reins for Chummer for SR5, the source code as I currently have it can be download from http://www.chummergen.com/dev/chummersr5/Chummer2source.zip. You'll just need the current version of Visual Studio 2012 Express which is available for free from Microsoft.
ChatNoir
Well, that's a perfecly understandable choice. While I'll miss your dedication, quick answers and fixes, I can't blame you after all the great work you did.
I hope you'll do well in your life outside of Shadowrun and Chummer.
Cheers ! smile.gif
Tashiro
Well, I'm sorry to hear you won't be doing a 5th Edition, but it's understandable. Thank you very much for your dedication and hard work! Chummer has been the best character storing program I've ever seen, and I tip my virtual hat to you. smile.gif
RelentlessImp
Nebular, thank you for making the process of creating a SR4 character such an easy one for such a long time. I love Chummer (even over the vaunted HeroLab) and am sorry to hear you won't be continuing on into SR5. It's understandable, though. Thank you for such a long period of time of ease-of-use.
Belker
I'll add my thanks, both for writing and supporting this wonderful tool to begin with, and for being able to recognize when it's time to pass the torch.
cndblank

I'd also like to thank you for a great project.
Flaser
I'll join the chorus, and say my own thanks for your long hard work with Chummer. It has been real asset and a great help for GM-ing SR4.
I hope someone will take up the reigns and continue the project, having just browsed through the project files I can't help but be awed by the daunting complexity of what you've created.

I wish you some good fun,
Watch you back,
Conserve ammo,
...and never cut a deal with a dragon!
Thorguild
Thank you so much for making this free program. I've spent a lot of time using it and I'm grateful because you made making characters fun. I had a blast with it.

Please let us know if you change your mind.

Thorguild
SpellBinder
QUOTE (Nebular @ Jul 15 2013, 05:58 AM) *
I've been wrestling with this for several months now, quite literally staying up the entire night last night mulling this over and finally made a decision. I regret to say there likely won't be a Chummer for 5th edition from me at least. frown.gif
Sad to hear this, but certainly understandable. Thank you so very much for a great utility. smile.gif Hopefully there'll still be some continued support for Chummer for SR4a even though it does seem that supplement books are at an end.

Came across a glitch when trying to undo the charge for a lifestyle directly from the Karma & Nuyen tab for a character in Career Mode. Found that if the month was deducted from the Lifestyle tab first the nuyen charge could then be undone without an error.
eckenrode
QUOTE (Nebular @ Jul 15 2013, 05:58 AM) *
I've been wrestling with this for several months now, quite literally staying up the entire night last night mulling this over and finally made a decision. I regret to say there likely won't be a Chummer for 5th edition from me at least. frown.gif

I've spent a number of days in the weeks before the SR5 release trying to rewrite a bunch of code and have spent two entire days (quite literally sun up til sun down) since the release of the PDF trying to get things working and data entered and realised it's just not something I want to be doing any more. I already have a full-time career writing code, so coming home to put so much more time into writing code and data entry is just becoming too draining. I haven't played Shadowrun in well over a year now. The massive amount of time something like this takes is simply taking too much time away from other things I would rather be doing and the people I want to spend time with. I simply cannot dedicate the time that this project needs.

It was an incredibly difficult decision to make as I've invested so much time over the past few years into this but it's just something I have to do. I'm incredibly proud of what Chummer has become since it really just started out as a personal project to see if it was even possible. I'm thankful for every one of you that has used it, reported bugs, suggested features, and helped turn this into something I had never dreamed of. smile.gif

The source code for the SR4 edition of Chummer is, as it has been for quite a while, available on Google Code at https://code.google.com/p/chummer/. If anyone is interested in picking up the reins for Chummer for SR5, the source code as I currently have it can be download from http://www.chummergen.com/dev/chummersr5/Chummer2source.zip. You'll just need the current version of Visual Studio 2012 Express which is available for free from Microsoft.


Any chance you've got a list of changes that you've already made/still have to be made as part of the update? I imagine that separating the new 5E code from the lingering 4E code will be tough for someone new to the code.
Mantis
One more person chiming in to thank you for your hard work in making such an awesome program. Sorry to hear you won't be able to carry on into 5th edition but once you've lost the drive for something like this it's best to pass it on before you come to hate it. Good luck with any future endeavours and thanks for making the code available so someone else can carry on the work.
Nebular
QUOTE (eckenrode @ Jul 20 2013, 08:55 PM) *
Any chance you've got a list of changes that you've already made/still have to be made as part of the update? I imagine that separating the new 5E code from the lingering 4E code will be tough for someone new to the code.

Unfortunately I don't have a very comprehensive list. I had made a number of changes based on the previews:
  • Skills should now allow a maximum Rating of 12
  • All Skills have been entered
  • All Qualities have been entered
  • All Spells and Traditions have been entered
  • All Traditions have been entered
  • All Mentor Spirits have been entered
  • All Ammo has been entered
  • All Weapons have been entered
  • All Weapon Accessories have been entered
  • All Ranges have been entered
  • All Armors have been entered
  • All Armor Accessories have been entered
  • All Gear has been entered
  • Cybereyes and Cyberears have been entered - might have covered a few more items in the Cyberware list
  • Limits have been added as properties of the character and should calculate correctly
  • Armor calculations for total Armor value, encumbrance, and Armor Capacity should calculate correctly
Here's the list of item's I had in my bug tracker:
  • Need to implement support for Cyberdecks.
  • Mentor Spirits allow a choice between Magician and Adept aspects. Need to get support for picking these implemented.
  • ImprovementManager needs support for <adeptpower> which increases the Rating for an Adept Power.
  • Copy Protection, Registration, and Optimization ProgramOptions should be removed if they are no longer part of SR5.
I haven't taken a good hard look through the SR5 book so there's a chance I might have missed things here-and-there though I believe I have most of the basics covered. The things I know are missing:
  • Vehicle class does not have support for Seats yet
  • Magical equipment like Foci and Formulae
  • Vehicles and Drones
  • Remaining Cyberware
  • Bioware
  • Cyberdecks
  • Programs
  • Anything Matrix related
A Feast For Ravens
Thank you very much for for a very powerful and useful toolkit.
Finster
I set up a github repo for SR5 Chummer.

https://github.com/finsterdexter/chummer2

It's the code that Nebular made available, with some of his comments in the README. My intention is to get around to doing some development work on it. The code itself is fairly clean code, but I don't know when (if ever) I'll get to it. I basically wanted to make sure the code got copied to a less volatile host in case Nebular's server blowed up or something. Additionally, I wanted to push this in the open source direction.
Pollution
Dumb-Dreck question, but how does one test this version? Do you have to have visual studio to run it? or can you use Chummer's file structure to get it going?

(I'm an excel guy, coding isn't my strong point, but I'm willing to give the datafiles a go)

EDIT: Nevermind, answered my own question.
Tyro
QUOTE (Finster @ Jul 30 2013, 08:06 PM) *
I set up a github repo for SR5 Chummer.

https://github.com/finsterdexter/chummer2

It's the code that Nebular made available, with some of his comments in the README. My intention is to get around to doing some development work on it. The code itself is fairly clean code, but I don't know when (if ever) I'll get to it. I basically wanted to make sure the code got copied to a less volatile host in case Nebular's server blowed up or something. Additionally, I wanted to push this in the open source direction.

Much appreciated. Can't wait to get my copy of SR5.
Baphomet
First, Nebular, thanks for all your work, but you make Baby Jesus (or at least me) cry... wink.gif

Second, could someone please enlighten the rest of us on how to get the SR5 build running?
Flaser
QUOTE (Baphomet @ Aug 3 2013, 01:02 AM) *
First, Nebular, thanks for all your work, but you make Baby Jesus (or at least me) cry... wink.gif

Second, could someone please enlighten the rest of us on how to get the SR5 build running?


You need Microsoft Visual Studio to compile the source files. Nebular specifically took pains to ensure the program can be compiled under MS Visual Studio Express, a version that can be "purchased for free":
http://www.microsoft.com/visualstudio/eng/downloads
Angus
QUOTE (Flaser @ Aug 3 2013, 10:31 AM) *
You need Microsoft Visual Studio to compile the source files. Nebular specifically took pains to ensure the program can be compiled under MS Visual Studio Express, a version that can be "purchased for free":
http://www.microsoft.com/visualstudio/eng/downloads

Well, I don't think that it's worth downloading the full Visual Studio Express for the average user. First, it's about 4.4GBs installed (and a heavy download), next it's probably non-trivial to build this (if you have no programming experience).

I'll try to build a version and host it somewhere (I'm mostly a Java developer, but I think I can wrangle Visual Studio, when the download finally finished wink.gif). I'll try to post something tomorrow. Oh, but don't forget: this is NOT a fully SR5-enabled Chummer. It's a work-in-progress, and as these things are: stuff might not work, stuff might not even be implemented yet, stuff will break. It will probably give a nice look into the future, but it's not a finished project.

This is a binary of the current version: https://docs.google.com/uc?export=download&...djhmRjVVd0QxbWs

I've only smoke-tested it: it starts and seems to work somewhat at first glance.

Oh, and what I forgot to say at first: Thank you, Nebular! You've done some great work and produced a very useful tool. No one shall force you to work on it's when it's no longer fun, that's not what hobby projects are for!
Baphomet
QUOTE (Angus @ Aug 3 2013, 03:41 PM) *
Well, I don't think that it's worth downloading the full Visual Studio Express for the average user. First, it's about 4.4GBs installed (and a heavy download), next it's probably non-trivial to build this (if you have no programming experience).

I'll try to build a version and host it somewhere (I'm mostly a Java developer, but I think I can wrangle Visual Studio, when the download finally finished wink.gif). I'll try to post something tomorrow. Oh, but don't forget: this is NOT a fully SR5-enabled Chummer. It's a work-in-progress, and as these things are: stuff might not work, stuff might not even be implemented yet, stuff will break. It will probably give a nice look into the future, but it's not a finished project.

This is a binary of the current version: https://docs.google.com/uc?export=download&...djhmRjVVd0QxbWs

I've only smoke-tested it: it starts and seems to work somewhat at first glance.

Oh, and what I forgot to say at first: Thank you, Nebular! You've done some great work and produced a very useful tool. No one shall force you to work on it's when it's no longer fun, that's not what hobby projects are for!


Thanks a ton!
ShadowWalker
Anyone have a copy of the most recent code for sr4a chummer readily available? Only way I can find to download the most recent code is one file at a time. The link that's on the Source page doesn't work for downloading all the code at once, and the download page has version 458 not 490.

Want to make some fixes of bugs, but hoping there is a less time consuming way of getting the source.
Angus
QUOTE (ShadowWalker @ Aug 4 2013, 08:31 PM) *
Anyone have a copy of the most recent code for sr4a chummer readily available? Only way I can find to download the most recent code is one file at a time. The link that's on the Source page doesn't work for downloading all the code at once, and the download page has version 458 not 490.

Want to make some fixes of bugs, but hoping there is a less time consuming way of getting the source.


If you know about Subversion (SVN) and have a client installed (for Windows I suggest TortoiseSVN) you can just go to https://code.google.com/p/chummer/source/checkout and use the URL posted there to checkout the full source.

Alternatively, you can use this link: https://docs.google.com/uc?export=download&...YUJiUFlGMzl5VDA (I just downloaded and ZIPed it).
coffeeaddict
QUOTE (Angus @ Aug 4 2013, 03:04 PM) *
If you know about Subversion (SVN) and have a client installed (for Windows I suggest TortoiseSVN) you can just go to https://code.google.com/p/chummer/source/checkout and use the URL posted there to checkout the full source.

Alternatively, you can use this link: https://docs.google.com/uc?export=download&...YUJiUFlGMzl5VDA (I just downloaded and ZIPed it).

Thanks for posting that link. I've been tinkering with making a WCF RESTful service with the goal of serving out Chummer XML SR4 character files over a LAN (sort of like a database driven version of Dropbox but with much less overhead). Now that I can get the latest source code it sort of changes things because I can now add my WCF service client code directly into Chummer. Cool...
Vince
First of all: Thank you for your great program!
Our group would not have gotten that easily into SR without your work.

But while building my character, I discovered a bug.
My character has grenades with white phosphorous, which do 8P/4P damage, 8P on hit and 4P in subsequent rounds, -1/m falloff.
Chummer displays this as 2P (-1/m), even though it is listed as <damage>8P/4P (-1/m)</damage> in the XML.
It seems like it just divides the numbers.

PS: I am sorry if this is already known.
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