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Nebular
QUOTE (ShadowWalker @ Apr 1 2012, 12:47 PM) *
I added the Cyber Holster to the Walker Mode Mod, and that worked fine, but when I click on the Cyber Holster I get an exception.

Le sigh. I'll have this fixed in the next update.
Nebular
QUOTE (ShadowWalker @ Apr 1 2012, 12:53 PM) *
The Walther Secura Kombakt w/Smartlink Heavy Pistol does not actually have a Smartlink listed under Included Accessories like similar weapons do.

Bah. The stupid thing is there is no Smarlink Accessory or Mod for Weapons. There 3 Weapons in Arsenal like this. I'm assuming they should actually have the Smartgun System Mod instead, correct?
ShadowWalker
Would it be possible to have AIs that have the Pilot Origin to use Autosofts like Skillsofts?
Profession should be treated as Active or Knowledge Skill of the same name, Maneuver as Pilot of the same name, and Targeting as the weapon skill of the same name.
Chaser = Shadowing, Covert Ops = Infiltration, Trailblazer = Tracking.
Not sure what Clearsight or Defense should be.
Defense clearly says Parry, not Dodge.
ShadowWalker
QUOTE (Nebular @ Apr 1 2012, 03:07 PM) *
Bah. The stupid thing is there is no Smarlink Accessory or Mod for Weapons. There 3 Weapons in Arsenal like this. I'm assuming they should actually have the Smartgun System Mod instead, correct?

That would be my expectation.
b0bd3n4rd
QUOTE (Nebular @ Apr 1 2012, 07:15 PM) *
These are added to the individual character sheets quite a while ago. Any line breaks you put in the note fields should automatically appear. Is there a particular sheet you're having this problem with?


I'm making my own sheet, I hadn't seen the line breaks template in yours, sorry.

BTW is it possible for a Technomancer with the Biowire Echo to get his skillsofts listed in the Skills area? Thanks.
ShadowWalker
QUOTE (b0bd3n4rd @ Apr 1 2012, 05:39 PM) *
I'm making my own sheet, I hadn't seen the line breaks template in yours, sorry.

BTW is it possible for a Technomancer with the Biowire Echo to get his skillsofts listed in the Skills area? Thanks.


They do, if it's a knowledge skill add a skill with the same name with a rating of zero and it will show up.
I know with the sheet that comes with Chummer it shows skillsofts properly, so you could probably look at how they are done in that sheet for your own.
EpicUnknown
Two errors. One, The homewrecker software suite has an availability of 12F. Which Chummer correctly displays in the list of purchasable gear. However once you do purchase it that availability jumps to 14F. Second, could you increase the size of the pop up windows such as the one that pops up when you add an exotic weapon skill? They are so short that I can't see all the buttons. It happens on every pop up window, the one I mentioned is just an example.
Nebular
QUOTE (ShadowWalker @ Apr 1 2012, 01:13 PM) *
Would it be possible to have AIs that have the Pilot Origin to use Autosofts like Skillsofts?
Profession should be treated as Active or Knowledge Skill of the same name, Maneuver as Pilot of the same name, and Targeting as the weapon skill of the same name.
Chaser = Shadowing, Covert Ops = Infiltration, Trailblazer = Tracking.
Not sure what Clearsight or Defense should be.
Defense clearly says Parry, not Dodge.

I'll update the Qualities file for the next update so that Piloting Origin (Rating 2) also grants the Skillwire bonus so they can use Autosofts.
ShadowWalker
QUOTE (Nebular @ Apr 2 2012, 10:39 AM) *
I'll update the Qualities file for the next update so that Piloting Origin (Rating 2) also grants the Skillwire bonus so they can use Autosofts.


Cool, thanks.
Nebular
QUOTE (EpicUnknown @ Apr 1 2012, 09:31 PM) *
Two errors. One, The homewrecker software suite has an availability of 12F. Which Chummer correctly displays in the list of purchasable gear. However once you do purchase it that availability jumps to 14F. Second, could you increase the size of the pop up windows such as the one that pops up when you add an exotic weapon skill? They are so short that I can't see all the buttons. It happens on every pop up window, the one I mentioned is just an example.

I'll have the Gear file updated for the next update. THe Homewrecker package will instead display as 10F when selecting but be raised to its proper 12F Rating once added. I'll also take a look at the font size thing - this only hapens when the font size in Windows is set above its standard 96 DPI ("Smaller - 100%") resolution.
Nebular
QUOTE (ShadowWalker @ Apr 2 2012, 09:41 AM) *
Cool, thanks.

Correction - available now! Had to correct another little snag in there. smile.gif
ShadowWalker
QUOTE (Nebular @ Apr 2 2012, 11:46 AM) *
Correction - available now! Had to correct another little snag in there. smile.gif

Programs on vehicles don't have the "Running" check box.

Not sure how this is supposed to Pilot Origin is supposed to have Autosofts show up as Skillsofts.
Their names are different than the skills they would act as, and Profession, Maneuver and Targeting have to select the skill they are acting as.
Makki
When I use "Undo Expenses" on Attribute enhancing Bioware, my attribute augmentation is not recalculated. I can get infinite Agility by buying/selling/buying/selling/... Muscle Toner
Nebular
Build 356
  • Skill Specializations can now be set when an Active Skill is Grouped in Career Mode, though doing so breaks the Skill Group
  • fixed an issue where breaking a Skill Group in Career Mode would unlock the Skill Specialization fields for the now-independent Active Skills
  • Skill Groups can no longer be re-combined if any of their Active Skills have a Specialization
  • Dice Pool for the selected Spell now includes any Spellcasting Specialization bonus if applicable
  • added a Dice Roller button for Spells, Drain, Complex Form, Fading, Weapon, and Vehicle Weapon dice pools that appear if the Dice Roller option is enabled
  • added an option to save a backup copy of a character before moving them to Career Mode (disable by default) (see below)
  • fixed an issue where the programs added from a Program Package would not be correctly associated with their parent and would throw an error when selected until the character was saved and re-loaded
  • fixed an issue where adding Gear from a custom PACKS Kit could cause packaged items such as Program Packages to create their plugins twice
  • selecting a Cyberware Plugin attached to a Vehicle Mod no longer throws an error
  • validating a character when moving to Career Mode now includes checking Cyberware Availability
  • Gear can now be added to Cyberware and Weapon Commlinks (see below)
  • windows and controls should now be more large font friendly
  • Skill tooltips now show all Rating and Dice Pool modifiers instead of only positive modifiers
  • fixed an issue where undoing the Nuyen Expense for a Bioware purchase would not remove the Bioware's Improvements properly
Changed Strings
  • Checkbox_Option_AllowSkillDiceRolling
New Strings
  • Checkbox_Option_CreateBackupOnCareer
  • Title_CreateMode
  • Message_CyberwareGear
  • MessageTitle_CyberwareGear
  • String_ExpensePurchaseCyberwearGear
  • String_ExpenseSoldCyberwareGear
  • Message_WeaponGear
  • String_ExpensePurchaseWeaponGear
  • String_ExpenseSoldWeaponGear
Creating pre-Career Mode Backups
When enabled, the Create backup of character before moving them to Career Mode option saves a copy of the character to your Chummer\saves\backup directory before they are actually placed into Career Mode, allowing you to go back and make changes to them in case they were placed into Career Mode prematurely.

Cyberware and Weapon Commlinks
Commlinks can now be added to the Commlink Cyberware and Weapon Commlink Weapon Mod items. This is still a little experimental, so please save a backup copy of your character before playing with these. These can only be applied to character-held devices; this behaviour will not be applied to Vehicles.
ChatNoir
Very nice new features !

However, the spellcasting / drain doesn't seem to take the mentor spirit bonuses into account.
For example : my Wicca is following Sky Father. She has a spellcasting skill with a rating of 4, plus a manipulation specialisation and a magic of 5. So Spellcasting (Manipulation) 9(11). But Sky Father is also providing +2 dices for Manipulation and Detection spells. That particular bonus doesn't appear on the diceroller. It's not a huge problem, having it integrated would be even better. For the Drain test also. ^^

Yeah, everytime you add something great, we find something to complain about. Sorry about that. nyahnyah.gif
ChatNoir
Woh, sorry about that, I reapplied improvements and the spellcasting problem is solved.
*looks dumb*

And since the first part is ok, I now have doubts about the bonus also being applied to drain tests. I'll check that later, it's past bedtime ... I won't be able to get up to work. ^^
Gwynfallan
Yay, more updates! However, there are a few bits about skill groups that you you know about.

The skill groups don't appear to be locking properly when split. Newly purchased groups, at least, are simply dropping the existing ratings of the skills down to the group's rating. For example, in Career Mode, I purchased the Firearms skill group at rating 1. Then I realized I already had Longarms at 3 and Pistols at 1 and this purchase dropped my Longarms back to a rating 1. When I went to Undo the problem, it dropped all the skills associated with Firearms down to rating 0.

*Edit*
This is an issue with two specific file(s) rather than a wide spread problem as I thought. I realized I copied and pasted something from one character to another and those are the two files compromised. New characters and other characters don't suffer this problem. I apologize for the inconvenience.
The Wrestling Troll
seems like mentor spirit bonuses work very well now. But I gain the bonus of my force 4 powerfocus, even if I didn't bind it yet (just bought it, so it shows up under gear)
ShadowWalker
QUOTE (The Wrestling Troll @ Apr 3 2012, 03:24 AM) *
seems like mentor spirit bonuses work very well now. But I gain the bonus of my force 4 powerfocus, even if I didn't bind it yet (just bought it, so it shows up under gear)


probably because it's defaulting to being equipped. if you uncheck that it should stop giving the bonuses. Although it still shouldn't give any bonuses until it's had karma spent on it, even if it is equipped.
Nebular
QUOTE (Gwynfallan @ Apr 2 2012, 10:38 PM) *
Yay, more updates! However, there are a few bits about skill groups that you you know about.

The skill groups don't appear to be locking properly when split. Newly purchased groups, at least, are simply dropping the existing ratings of the skills down to the group's rating. For example, in Career Mode, I purchased the Firearms skill group at rating 1. Then I realized I already had Longarms at 3 and Pistols at 1 and this purchase dropped my Longarms back to a rating 1. When I went to Undo the problem, it dropped all the skills associated with Firearms down to rating 0.
QUOTE (The Wrestling Troll @ Apr 3 2012, 03:24 AM) *
seems like mentor spirit bonuses work very well now. But I gain the bonus of my force 4 powerfocus, even if I didn't bind it yet (just bought it, so it shows up under gear)

I cannot get either of these to happen using the latest build. Power Foci appear to only be granting their bonus when they're finally Bonded from what I can see. And I've tried settings Longarms to 3 and Pistols to 1 in Create Mode then move to Career Mode, and also doing them same entirely in Career Mode and the Firearms Group appears to always gets disabled properly. Could you guys send me your save files (nebular@shaw.ca) so I can see if it's something with the characters themselves?
ShadowWalker
QUOTE (Nebular @ Apr 3 2012, 11:09 AM) *
I cannot get either of these to happen using the latest build. Power Foci appear to only be granting their bonus when they're finally Bonded from what I can see. And I've tried settings Longarms to 3 and Pistols to 1 in Create Mode then move to Career Mode, and also doing them same entirely in Career Mode and the Firearms Group appears to always gets disabled properly. Could you guys send me your save files (nebular@shaw.ca) so I can see if it's something with the characters themselves?


Unfortunately I've since bonded the focus with that character.
In my case I had a weapon focus and power focus combined. On the weapon page I had a weapon with the weapon focus mod. The weapon was showing a dice pool that included the unbonded focus. I consider this a minor thing, since the weapon on the weapon tab and the focus on the gear tab are in no way linked. I had been hoping that if the weapon had been selected while creating the weapon focus then it would show up automatically on the weapons tab similar to the way grenades did. But the way it is now is fine.
SilverAngel
At first Chummer is a realy awsom tool for Shadowrun and a great work of coding.
I startet to work on an ovride file for Minor data errors but i went in a problem now.
I tried to change the "Power Slide Mount" becaus the slot rating is Max. Slots + 1 and not -1 like it is in the Datafile.

I used following code but i get an error message when i try to add it to a weapon.

<mods>
<mod>
<name>Powered Slide Mount</name>
<category>Weapon Mod</category>
<rating>5</rating>
<slots>Rating + 1</slots>
<avail>8</avail>
<cost>3500</cost>
<source>AR</source>
<page>152</page>
</mod>
</mods>

BTW should i send you the override data file when it is done or should i directly add it to OMAE?
Nebular
QUOTE (SilverAngel @ Apr 3 2012, 03:50 PM) *
At first Chummer is a realy awsom tool for Shadowrun and a great work of coding.
I startet to work on an ovride file for Minor data errors but i went in a problem now.
I tried to change the "Power Slide Mount" becaus the slot rating is Max. Slots + 1 and not -1 like it is in the Datafile.

I used following code but i get an error message when i try to add it to a weapon.

<mods>
<mod>
<name>Powered Slide Mount</name>
<category>Weapon Mod</category>
<rating>5</rating>
<slots>Rating + 1</slots>
<avail>8</avail>
<cost>3500</cost>
<source>AR</source>
<page>152</page>
</mod>
</mods>

BTW should i send you the override data file when it is done or should i directly add it to OMAE?

Weapon Mods cannot have Ratings. Also, the Powered Slide Mount lets you attach one additional slot worth of Weapon Mods, so the <slots>-1</slots> is correct. It is consuming -1 slots (so freeing up 1) as opposed to consuming 1 slot. If there are corrections to the data itself, they should be either posted here or emailed to me so I can apply the changes to the actual data. If they're house rules to how an item work, it can be uploaded as an override file to Omae.
Makki
War p.137 has several uses for the Leadership skill stated out. This makes Leadership no longer linked to CHA only, but also to LOG and INT, depending on the use. (Which I like very much).
Would it be possible to place a check box in the options to include these dice pools into the print sheet?

Could look like that:

Leadership 6 3 3
Leadership Command 7(9) 3 4
Leadership Tactics 5 3 2
...
The Wrestling Troll
Sent you an E-Mail with the Charfile so you can see for yourself (Happened after using the re-applying the bonuses option)
SpellBinder
If that's done, then it'll need to be done for Arcana as well. Street Magic outlines other uses that tap Intuition or Magic, depending on what you're doing, though these options are available only to awakened characters.
Ogiko
Hello. I'm using the french version and I have that error message.

Please let me know if it comes from a bad use of the soft or if it is a bug.


CODE
************** 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.Gear.get_TotalCost()
   at Chummer.frmCreate.CalculateNuyen()
   at Chummer.frmCreate.UpdateCharacterInfo()
   at Chummer.frmCreate.cboStream_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at System.Windows.Forms.ListControl.set_SelectedValue(Object value)
   at Chummer.frmCreate.frmCreate_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.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: 4.0.30319.261 (RTMGDR.030319-2600)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
    Assembly Version: 0.0.0.356
    Win32 Version: 0.0.0.356
    CodeBase: file:///C:/Users/KeA/JdR/ShadowRun/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: 4.0.30319.261 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.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
QUOTE (Ogiko @ Apr 4 2012, 05:52 AM) *
Hello. I'm using the french version and I have that error message.

Please let me know if it comes from a bad use of the soft or if it is a bug.

Does your character have any of the following items by chance?
  • Vehicle Missile: Cardeon Mark 78 Torpedo (Projectiles de véhicule: Torpille Cardeon Mark 78)
  • Vehicle Missile: Proteus AG Piranha Mini-Torpedo (Projectiles de véhicule: Mini-torpille Proteus AG Piranha)
  • Cruise Missile: McDonnell-Douglas Mambele
  • Awakened Ivy Nutrients (Nutriments pour lierre éveillé)
  • Adhesive Solvent (Dissolvant pour adhésif)
The first 3 should now be fixed with the changes I made to the Weapons and Gear data files. The last 2 (which I think are the ones causing the problem) will be fixed in the next update. If you use an even number Rating, they might be OK, but they definitely blow up if you use an odd number Rating. nyahnyah.gif
Ogiko
The char has none of those items.

I'll redo the char, step-by-step, and tell you what is causing the bug. It might take some time, I'm goin to a RPG convention this week-end. smile.gif
Nebular
QUOTE (Ogiko @ Apr 4 2012, 01:26 PM) *
The char has none of those items.

I'll redo the char, step-by-step, and tell you what is causing the bug. It might take some time, I'm goin to a RPG convention this week-end. smile.gif

If you don't want to go through the painstaking process of re-creating the character, you can email the affected save file to me (nebular@shaw.ca) and I can see which item is causing it to blow up (and either fix the item, code, or character to stop doing that). smile.gif
Nebular
QUOTE (Makki @ Apr 4 2012, 01:19 AM) *
War p.137 has several uses for the Leadership skill stated out. This makes Leadership no longer linked to CHA only, but also to LOG and INT, depending on the use. (Which I like very much).
Would it be possible to place a check box in the options to include these dice pools into the print sheet?

Could look like that:

Leadership 6 3 3
Leadership Command 7(9) 3 4
Leadership Tactics 5 3 2
...
QUOTE (SpellBinder @ Apr 4 2012, 01:38 AM) *
If that's done, then it'll need to be done for Arcana as well. Street Magic outlines other uses that tap Intuition or Magic, depending on what you're doing, though these options are available only to awakened characters.

Yup! Certainly doable. Biggest pain in the butt is that I'll need to reorganise the Options window. It's getting pretty cluttered on the General tab and is something I've been putting off. smile.gif
karhig
I've just discovered Chummer after one of the other players in my group pointed it out to me. I've been tinkering with doing something similar in Objective C for Mac's/iOS for a while, but never got very far (implementing all the rules is quite daunting). Chummer is fantastic, both because it's an easy to use and highly customizable piece of software and because it does what I wanted to do without me having to programming a line biggrin.gif

I read in your previous thread that you don't want to open source it, which I can understand, but is there any chance of you ever producing mobile versions? Having my character sheet on a Windows 8/Android/iOS tablet so I can update/use my character sheet in game would be both incredibly useful and incredibly awesome smile.gif
Nebular
QUOTE (karhig @ Apr 5 2012, 01:46 AM) *
I've just discovered Chummer after one of the other players in my group pointed it out to me. I've been tinkering with doing something similar in Objective C for Mac's/iOS for a while, but never got very far (implementing all the rules is quite daunting). Chummer is fantastic, both because it's an easy to use and highly customizable piece of software and because it does what I wanted to do without me having to programming a line biggrin.gif

I read in your previous thread that you don't want to open source it, which I can understand, but is there any chance of you ever producing mobile versions? Having my character sheet on a Windows 8/Android/iOS tablet so I can update/use my character sheet in game would be both incredibly useful and incredibly awesome smile.gif

I currently have no plans of making a portable version. A Windows 8 tablet might be able to run the current build; I'm not too sure which version of the .NET Framework it will actually have or will support. With any luck, it'll just work. For the other devices, the languages they use are just too different from C# and would require a separate copy of code to be maintained which I really don't have the time (or patience smile.gif) for. I know someone asked me if they could develop an Android app that ready the save files and let you do some minor stuff like view a character sheet and I'm fine with that, but that was some time before Christmas and I haven't heard anything since, so I don't think that has really gone anywhere.
Nebular
Build 358
  • selecting the blank Magic Tradition or Technomancer Stream after already having one selected no longer throws an error
  • Gear that has a cost multiplier that includes a decimal no longer causes the program to throw an error when a odd numbered Rating is selected
  • added options to print alternate uses for the Leadership and Arcana Skills on the character sheet (from War! and Street Magic respectively)
  • reorganised the General tab in the options window to reduce clutter and make their grouping more logical
  • fixed an issue where RES may not be reduced to 0 even when the character's Essence penalty indicates that it should
New Strings
  • String_SkillCommand
  • String_SkillDirectFire
  • String_SkillArtificing
  • String_SkillMetamagic
  • Tab_Options_Global
  • Tab_Options_Character
  • Tab_Options_Miscellaneous
ShadowWalker
Don't remember if this was on the list of things to add, but wanted to mention it.
The idea of locations for vehicles, that is to say locations within vehicles. So you can say what is in the glove box, what's in the trunk, under the drivers seat, etc.
karhig
QUOTE (Nebular @ Apr 5 2012, 11:56 PM) *
I currently have no plans of making a portable version. A Windows 8 tablet might be able to run the current build; I'm not too sure which version of the .NET Framework it will actually have or will support. With any luck, it'll just work. For the other devices, the languages they use are just too different from C# and would require a separate copy of code to be maintained which I really don't have the time (or patience smile.gif) for. I know someone asked me if they could develop an Android app that ready the save files and let you do some minor stuff like view a character sheet and I'm fine with that, but that was some time before Christmas and I haven't heard anything since, so I don't think that has really gone anywhere.


From what I understand from press releases, dev news and such (I'm don't really do any windows development anymore so I haven't got any first hand experience), Windows 8 tablets running on x86 will be able to use the standard Windows 8 desktop and so Chummer would work as well as on any regular Windows 8 PC (albeit a very low powered PC). For the Windows on Arm version, I believe everything except MS Office is restricted to Metro applications and then Chummer wouldn't run at all. I've no idea what .NET Framework they'll use for Metro, but I assume it will be reasonably compatible with what you already have and a port would be largely developing an appropriate UI (and possibly implementing any contracts you might need).

For other languages, I assume you're as reluctant to open up your code for other people to port to Java/Obj-C (and maintain it themselves) as you are to open source the .NET version?
ShadowWalker
QUOTE (karhig @ Apr 6 2012, 01:54 AM) *
From what I understand from press releases, dev news and such (I'm don't really do any windows development anymore so I haven't got any first hand experience), Windows 8 tablets running on x86 will be able to use the standard Windows 8 desktop and so Chummer would work as well as on any regular Windows 8 PC (albeit a very low powered PC). For the Windows on Arm version, I believe everything except MS Office is restricted to Metro applications and then Chummer wouldn't run at all. I've no idea what .NET Framework they'll use for Metro, but I assume it will be reasonably compatible with what you already have and a port would be largely developing an appropriate UI (and possibly implementing any contracts you might need).

For other languages, I assume you're as reluctant to open up your code for other people to port to Java/Obj-C (and maintain it themselves) as you are to open source the .NET version?


Chummer uses .net 4 so if they make .net 4 work in windows 8 then chummer should work. Even if they release .net 5 it should still be backward compatible.
karhig
QUOTE (ShadowWalker @ Apr 6 2012, 10:26 PM) *
Chummer uses .net 4 so if they make .net 4 work in windows 8 then chummer should work. Even if they release .net 5 it should still be backward compatible.


Isn't that what I said, only with extra specifics for Windows on Arm since Windows tablets can be either x86/64 or ARM based? A quick google into specifics reminds me that Metro apps will be built using Windows Runtime, which includes .NET as a subsystem, but isn't the same thing as .NET. My googling also turned up the msdn blog behind various press articles about Windows on Arm not supporting existing desktop apps[1]. I guess Chummer wouldn't work on Windows on Arm out of the box frown.gif

[1] http://blogs.msdn.com/b/b8/archive/2012/02...chitecture.aspx
Nebular
QUOTE (karhig @ Apr 6 2012, 04:30 PM) *
Isn't that what I said, only with extra specifics for Windows on Arm since Windows tablets can be either x86/64 or ARM based? A quick google into specifics reminds me that Metro apps will be built using Windows Runtime, which includes .NET as a subsystem, but isn't the same thing as .NET. My googling also turned up the msdn blog behind various press articles about Windows on Arm not supporting existing desktop apps[1]. I guess Chummer wouldn't work on Windows on Arm out of the box frown.gif

[1] http://blogs.msdn.com/b/b8/archive/2012/02...chitecture.aspx

It's been a while since I last looked at Windows 8 (I think it was the first tech preview). I'll grab the current consumer preview and Visual Studio 11 since it apparently has a tablet emulator and see if the current code with play nicely with it or what would be involved in getting it to do so. If the desktop and tablet can use the same code, that'd be nice. biggrin.gif
Hellfire
Hello Nebular,

just noticed an error:

when buying a hacked skillsoft (active soft) these skillsofts are not reflected in the skill register, also when trying to equip/unequip the hacked skillsoft chummer throws an error:

System.ArgumentOutOfRangeException: InvalidArgument=Value of '0' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
at Chummer.frmSelectSkill.frmSelectSkill_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.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)

best regards
Hellfire

Nebular
QUOTE (Hellfire @ Apr 7 2012, 04:36 AM) *
Hello Nebular,

just noticed an error:

when buying a hacked skillsoft (active soft) these skillsofts are not reflected in the skill register, also when trying to equip/unequip the hacked skillsoft chummer throws an error:

System.ArgumentOutOfRangeException: InvalidArgument=Value of '0' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
at Chummer.frmSelectSkill.frmSelectSkill_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.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)

best regards
Hellfire

I'll have the error fixed in the next update. As for them appearing, there are a few conditions. For Activesofts, the character needs to have access to Skillwires - either from Skillwires, Stirrup Interface or Move-by-Wire System pieces of Cyberware, or the Biowire Echo. For Knowsofts or Linguasofts, the character needs a Datajack or Sim Module, or a Custom Improvement that gives them Skillsoft Access. You also need to add the Skill to their Knowledge Skill list at Rating 0. The Skill name must match the value you selected for the Knowsoft/Linguasoft. For example, if you selected a Linguasoft and Spanish as its value, you'd need to add a new Knowledge Skill, enter Spanish as its name, and select Language for its category.

EDIT: Since the Skillsoft thing is coming up more frequently, I've put together a how-to page for them on the Chummer Wiki. smile.gif
karhig
QUOTE (Nebular @ Apr 7 2012, 12:18 AM) *
It's been a while since I last looked at Windows 8 (I think it was the first tech preview). I'll grab the current consumer preview and Visual Studio 11 since it apparently has a tablet emulator and see if the current code with play nicely with it or what would be involved in getting it to do so. If the desktop and tablet can use the same code, that'd be nice. biggrin.gif


Chummer on Tablet would be pretty cool, be it desktop or Metro. I think the UI design you use would port quite easily to Metro and provide a good user experience, if you can be persuade to port it, but I'd imagine the port would be non-trivial. For the desktop, I'm about 95% sure you'll have no problem running Chummer on a Win8 tablet as a desktop app. The only problem might be very small hitboxes for various UI elements.
IridiosDZ
I think I found another bug. Designing an NPC mage, I gave her the 'Focused Concentration (2)' quality. The bonus to her drain resist shows up on the spells+spirits tab, but not on the character sheet.

SpellBinder
As an update for some of the data files:

The individual dressCODE items don't fully stack the way they're supposed to.
The Transys Steed, though not listed in the Std. Upgrades is described as coming equipped with Smart Tires in its description.
karhig
Can I make a couple of feature requests?

My character has a FN F2000 inspired modular assault rifle. He can choose which underbarrel weapon to fit at any particular time. Chummer only supports a single underbarrel weapon. Would it be possible to modify Chummer to support underbarrel weapons in the same way as accessories with an 'installed' flag and allow multiple underbarrel weapons to be listed on the char sheet.

Also, is there any method to re-read the data files for equipment? My group uses a lot of custom weapons and sometimes we alter their stats as we play with them as they turn out to be either over or underpowered. Currently, I get the impression that if I change the stats for a weapon in custom_weapon.xml then I need to remove the old weapon from my char sheet and re-add it. This is very tedious if I've got a bunch of weapon accessories or I'm weapon tracking. If I could re-read the original weapon stats without altering the current accessories and ammo this would make life much easier smile.gif
Nebular
QUOTE (IridiosDZ @ Apr 8 2012, 05:19 PM) *
I think I found another bug. Designing an NPC mage, I gave her the 'Focused Concentration (2)' quality. The bonus to her drain resist shows up on the spells+spirits tab, but not on the character sheet.

I'll have this fixed in the next update.
Nebular
QUOTE (SpellBinder @ Apr 9 2012, 01:02 AM) *
As an update for some of the data files:

The individual dressCODE items don't fully stack the way they're supposed to.
The Transys Steed, though not listed in the Std. Upgrades is described as coming equipped with Smart Tires in its description.

Updated the Armor and Vehicles data files to correct these.
Nebular
QUOTE (karhig @ Apr 9 2012, 08:19 AM) *
My character has a FN F2000 inspired modular assault rifle. He can choose which underbarrel weapon to fit at any particular time. Chummer only supports a single underbarrel weapon. Would it be possible to modify Chummer to support underbarrel weapons in the same way as accessories with an 'installed' flag and allow multiple underbarrel weapons to be listed on the char sheet.

Also, is there any method to re-read the data files for equipment? My group uses a lot of custom weapons and sometimes we alter their stats as we play with them as they turn out to be either over or underpowered. Currently, I get the impression that if I change the stats for a weapon in custom_weapon.xml then I need to remove the old weapon from my char sheet and re-add it. This is very tedious if I've got a bunch of weapon accessories or I'm weapon tracking. If I could re-read the original weapon stats without altering the current accessories and ammo this would make life much easier smile.gif

There is no mechanism for re-reading the XML for equipment. Removing and re-adding them is the only way around this. It's setup this way so that if the custom data file goes missing (or is not present on the laptop you copy the character to for example), the character is still usable since they have a copy of it. This isn't something I plan on changing.

I have added support for multiple Underbarrel Weapons in the new update, as I'll describe below. biggrin.gif
Nebular
Build 360
  • fixed an issue where equipping a Hacked Skillsoft would throw an error
  • Drain Resistance and Fading Resistance values in the printout XML now include their bonuses
  • fixed an issue where selecting a Vehicle Weapon Accessory in Career Mode would believe it was Gear and throw an error
  • adding Gear to a Weapon Accessory in Career Mode now adds the proper context menu to the newly-created item so that plugins can be added without having to save and reload the file
  • Weapons are no longer limited to one Underbarrel Weapon
  • Underbarrel Weapons can now be marked as Installed
  • new Lifestyles added in Career Mode are now correctly set to 0 months pre-paid
  • when manually selecting updates in the Update window, selecting either Chummer or English (US) language file automatically selects the other since they require each other to work properly
New Strings
  • Message_SelectVehicleLocation
  • Message_DeleteVehicleLocation
Deleted Strings
  • Message_WeaponUnderbarrelLimit
Tashiro
Is there a chance of having a 're-roll failed dice' option for the dice roller, for when someone spends an edge to re-roll dice? Have it add the Hits from the re-roll to the Hits for the first roll.
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