Eyeless Blond
Mar 29 2004, 10:31 AM
Dunno if these have been reported yet, but I've found a couple of bugs:
It seems I've tracked down another instance where the attributes all reset to zero. Whenever you close the NSRCG and the autosave window pops up, if you choose to save then all the attributes get set back to one.
The DATEditor can't edit entries in the Cyber.dat file without choking (Runtime error 380 Invalid property value).
All-in-all this is a wonderful utility! One thing I'd like to see added in is ECU rules for adding stuff to cyberlimbs and the like, although I'm unsure how that will work.
Wonazer
Mar 29 2004, 08:50 PM
I think I may have dome something wrong somewhere. Between my desktop and my laptop I get differing situations.
When I change the options (on the desktop only. laptop works fine) to include the "beyond 1 mil" cash option from BeCKS I get this error...
0 < Spell Point Cost < 100
When I check the options again, it is not checked. When I create a new character the option is not there.
I have tried to re-install from the zip file I already downloaded, but that did not change anything. I'll re-download and try a fresh install.
In the meantime, since I am not familiar with the SSG rules for lifestyles, can I turn them off? Or, if you guys here are bored, maybe you can give the quick and skinny of them so my players aren't scratching their heads... =)
Thanks!
Wonazer
Mar 29 2004, 10:01 PM
Got another one...
When I use the GM Option to add 10000
per karma point in the BeCKS system it only adds 10
to the total, not 10,000
.
Eyeless Blond
Mar 30 2004, 02:37 AM
Ah, you're getting these too? I get the same error (and lack of actual change) when I try to "Allow beta/delta cyberware" and "Allow Cultured bioware on creation." Try this workaround for now: open up "srcg.ini"--the configuration file for the nsrcg--in a text editor like Notepad and fiddle with the settings there.
Wonazer
Mar 30 2004, 03:21 PM
QUOTE (Eyeless Blond @ Mar 29 2004, 09:37 PM) |
Ah, you're getting these too? I get the same error (and lack of actual change) when I try to "Allow beta/delta cyberware" and "Allow Cultured bioware on creation." Try this workaround for now: open up "srcg.ini"--the configuration file for the nsrcg--in a text editor like Notepad and fiddle with the settings there. |
Eh? You can do that?? So, how can I get my book choices to stay?
Eyeless Blond
Mar 30 2004, 11:49 PM
QUOTE (Nindaru) |
Eh? You can do that?? So, how can I get my book choices to stay? |
That is in the Books.dat file, located in the Data directory.
QUOTE (From Books.dat:) |
!BOOKS.DAT - Available data books PM 960315 !------------------------------------------ ! Remove * to NOT load as default. The opposite is true as well. !FASA Sourcebooks ! FORMAT: Name ; Abreviation !---------------- |
So all you do is put a * in front of the books you want to load.
Wonazer
Mar 31 2004, 12:17 AM
Thank you!
simonw2000
Apr 3 2004, 11:41 AM
BUG! when I buy spell points, it takes just 25 nuyen, but when you sell them, you get 25k.
Eyeless Blond
Apr 3 2004, 09:46 PM
Hm, I can't seem to reproduce this bug myself. Everything seems to work just fine for me.
There's a certain minimum amount of information you ought to report when submitting a bug. What OS are you using? Are you running anything important (eg. the DAT editor) in the background? What steps did you take to uncover this bug? Does it happen every time you do this, or only some of the time? Have you made any modifications to the program's settings or .DAT files? Etc, etc. If you don't provide enough information, noone will be able to reproduce your bug and the programmer(s) will likely disregard it.
Shockwave_IIc
Apr 4 2004, 02:09 PM
Erm got an error when i attempted to reduce my polearms down from 6 (i only had 2 manovers) then the program shut it's self down.
Also got a warning/ error when i added satyr legs to a character (something like unknown multiplier, guess it was refering to the run multiplier)
Bug Report:
Platform: PC
OS: XP home
NSRCG: v3.64(13/03/04) I think
Eyeless Blond
Apr 5 2004, 06:02 AM
QUOTE |
Also got a warning/ error when i added satyr legs to a character (something like unknown multiplier, guess it was refering to the run multiplier) |
Confirmed. Also, Kid Stealth legs (cyberware) and cyberskates don't affect run mult. at all.
Bug found in the BeCKS v.2 generation system. When you spend BeCKS Karma on a generated character's attributes, and subsequently change the character's race, all attributes are reset, as they should. However, the amount of Karma that is spent on attributes is not refunded to the character. Investigation shows, after saving, the SpentKarma= field in the saved character is not updated correctly, which is probably where the problem is. I am running Version 3.64a on win2k.
To all future bug sumitters: Please see the
Mozilla Bug Writting Guidelines for details on how a bug should, ideally, be written. Skip down to the part about "How to Write a Useful Bug Report". Speaking from experience I can tell you how hard it is to track a bug without proper information, and how very often the bug takes a hundred times more effort to uncover when too little information is given. Essentially by not taking the five minutes it takes to write up useful information you are forcing the programmer to waste up to ten times as long searching for your bug. Most of the time such bugs are simply ignored, which is bad for everyone.
Note btw that I'm not the guy doing the programming for this cool system, but I think he'd appreciate having slightly more detailed bug reports. He is one, and we are many, so it would help us get our NSRCG updates faster if we took some of the load off of him at least.
Johnny the Bull
Apr 5 2004, 07:46 AM
Bug Report:
Platform: PC
OS: Win2k Pro SP4 Build 2195
NSRCG: v3.64(13/03/04)
Problem: When building an Otaku, NSRCG does increase the base starting mental attribute cap by 2 to 8, but also adds 2 extra attribute points to be assigned. (Don't have access to Matrix ATM but IIRC that is not supposed to happen).
Shockwave_IIc
Apr 5 2004, 09:38 AM
QUOTE (Johnny the Bull) |
Problem: When building an Otaku, NSRCG does increase the base starting mental attribute cap by 2 to 8, but also adds 2 extra attribute points to be assigned. (Don't have access to Matrix ATM but IIRC that is not supposed to happen). |
Actually it is, if your going for all 1 phys stats, doesn't happen via the becks system though
mcmackie
Apr 7 2004, 02:44 AM
QUOTE (Dashifen) |
mcmackie: I don't think you're program is calcualting matrix initiative and reaction correctly. On the decker info tab, I have a reaction = intelligence and initiative = 2. From this I gather that I'm automatically assumed to be running a pure DNI interface.
However, I'm not getting the response increase from the deck I purchased. I purchased a CMT Avatar which the table on page 167 of the Matrix says has a response increase of 1. This should give me a +2 to matrix reaction and a +1 to matrix initiative, but I don't see that reflected in the decker info tab (or on the print out).
Also, is there any way to mark what reality filter is used? |
Dash,
It correctly calculates the additions to Reaction and Initiative. How would you want it to handle Reality Filters? Sorry but I'm not a decker. DNI? Let me know the page number and reference. I'll try my best
mcmackie
Apr 7 2004, 02:47 AM
QUOTE (Eyeless Blond) |
It seems I've tracked down another instance where the attributes all reset to zero. Whenever you close the NSRCG and the autosave window pops up, if you choose to save then all the attributes get set back to one.
The DATEditor can't edit entries in the Cyber.dat file without choking (Runtime error 380 Invalid property value).
All-in-all this is a wonderful utility! One thing I'd like to see added in is ECU rules for adding stuff to cyberlimbs and the like, although I'm unsure how that will work. |
Thanks! That was very helpful in isolating the problem. New version fixes the ResetToOne bug (again).
New version of DATeditor will be uploaded with this version.
I wish that I could support ECU. I'm working with Venndigan (sic) to try to figure out a way to incorporate the Valkyrie Module (import)...
mcmackie
Apr 7 2004, 02:58 AM
QUOTE (Nindaru) |
When I change the options (on the desktop only. laptop works fine) to include the "beyond 1 mil" cash option from BeCKS I get this error... |
Older version had this really annoying bug. Newest version should fix.
QUOTE |
BUG! when I buy spell points, it takes just 25 nuyen, but when you sell them, you get 25k. |
Fixed in newest version. See above.
QUOTE |
Erm got an error when i attempted to reduce my polearms down from 6 (i only had 2 manovers) then the program shut it's self down.
Also got a warning/ error when i added satyr legs to a character (something like unknown multiplier, guess it was refering to the run multiplier) |
Found and fixed. It shouldn't crash out now. Question: Why were you adding manuver skills to polearms? It only applies to martial arts.
Satyr Legs... Hmm. Never supported changes to run multiplier... Okay, Now I do.
QUOTE |
Confirmed. Also, Kid Stealth legs (cyberware) and cyberskates don't affect run mult. at all. |
Fixed the Kid Stealth but cannot support cyberskates... has something to do with QCK*2 for walking and QCK*6 for running.... It's in the notes so it will show up on your sheets. Besides, if you don't pop you skates you'll be using the normal run multiplier!
QUOTE |
Bug found in the BeCKS v.2 generation system. When you spend BeCKS Karma on a generated character's attributes, and subsequently change the character's race, all attributes are reset, as they should. However, the amount of Karma that is spent on attributes is not refunded to the character. Investigation shows, after saving, the SpentKarma= field in the saved character is not updated correctly, which is probably where the problem is. I am running Version 3.64a on win2k. |
Fixed. Thanks as I missed that!
QUOTE |
Problem: When building an Otaku, NSRCG does increase the base starting mental attribute cap by 2 to 8, but also adds 2 extra attribute points to be assigned. (Don't have access to Matrix ATM but IIRC that is not supposed to happen). |
It's correct ... sorry.
As for the BECKS issue:
You get two extra attribute points if you keep your physical stats at 1. BeCKS doesn't use attribute points (only Karma)... so I can't support and BeCKS has NO rules for this.
Thanks everybody who helped with the bug reports and support issues (thanks Eyeless Blond for coordinating)! If figures it would be the week I have to go out of town, hence the delay in addressing these issues.
Shockwave_IIc
Apr 7 2004, 09:14 AM
QUOTE |
Found and fixed. It shouldn't crash out now. Question: Why were you adding manuver skills to polearms? It only applies to martial arts. |
I had confused myself, was cross referencing with kung-fu.
Eyeless Blond
Apr 11 2004, 01:50 AM
Feature request: is it possible to add a DNI-adaptation to the Gear section? Maybe make it a check box like Caseless for ammunition? The only change is a 50% increase in price (see MM p. 38-39), and would eliminate about half the number of times I have to click on "Custom gear".
Shockwave_IIc
Apr 12 2004, 07:16 AM
Also could it be possible to add in programming languages? i can add then myself but then i get a read/write version of it...
As i side note, how do i geas's adept powers due to magic loss?
Eyeless Blond
Apr 12 2004, 09:01 PM
Silly error: the Indirect Illusion spell "Hot Potato" uses the (incorrect) Dan Quayle form.
Jetmaster
Apr 14 2004, 12:20 AM
*Scribble* Updated dat files and program files, everything seems to be in order now.
Shadow
Apr 14 2004, 03:58 AM
Bug Report:
Platform: PC
OS: WinXP SP1
NSRCG: v3.65
Problem: after installing to the D: drive I attempt to run the program, I ge the error -
Runtime error 76
Path not found.
I tried it on two different XP systems.
TinkerGnome
Apr 16 2004, 12:47 PM
Something came up recently with a PC wanting to use a sawed off shotgun. Since it seems like a pretty common thing to me, and there are only a few shotguns, I'm going to update the .dat file with the data for sawed off versions of all of the shotguns (probably in a seperate menu).
Oh, mcmackie, I love your dice roller but it'd be even better if you had the option of rolling an open test (ie, no TN) which didn't drop the TN and Successes into the results box so I could do a more direct cut and paste
A radio button would work fine for that, I think.
TinkerGnome
Apr 19 2004, 02:52 AM
Okay... I made changes, but not the ones I said I would. I added the M&M chemtech and pharm compounds as well as adding skillsoft jukeboxes by the bucket load. New .dat file mailed to you, McMackie.
Jetmaster
Apr 19 2004, 04:18 AM
In keeping with these updates, I am nearly finished adding all the Otaku complex forms and Sprites/Daemons, all thats left to do is add the page numbers and notes as necessary. I figure I'll be finished tomorrow evening or so, I'll email it to you then Mcmackie.
Edit: But, as I was just testing this, I noticed something: When you remove a complex form the program does not refund the karma you've 'used' getting the form in the first place. Not a huge deal, but might want to be looked at when you get the updated dat file.
Jetmaster
Apr 19 2004, 04:41 AM
Ok, I decided I'd stay up later then I wanted. deck.dat is on its way, all otaku info included.
Shadow
Apr 20 2004, 04:11 AM
QUOTE (Shadow) |
Bug Report: Platform: PC OS: WinXP SP1 NSRCG: v3.65 Problem: after installing to the D: drive I attempt to run the program, I ge the error -
Runtime error 76 Path not found.
I tried it on two different XP systems. |
Ok I removed the program and then deleted the directiores and I still got the error. So I did it againand this time installed it into a completly new directory and it worked, huzzah!
Johnny the Bull
Apr 20 2004, 10:08 AM
Shadow's bug and fix verified on my laptop (Exact same setup as Shadow's XP system)
techboy
Apr 21 2004, 02:44 AM
QUOTE (Shockwave_IIc) |
Also could it be possible to add in programming languages? i can add then myself but then i get a read/write version of it...
As i side note, how do i geas's adept powers due to magic loss? |
Go into initiation/groups and add a geas as if the character was a regular mage. You'll have to keep track of which power it attaches to by yourself, though.
Austere Emancipator
Apr 21 2004, 06:25 PM
Holy... I followed this thread for a while after my post about the roller, and then decided that I was asking for such a silly thing that it was certain you wouldn't do it. And you did!
Once I'm filthy rich, I'm going to sponsor a lifetime Luxury lifestyle for you!
One minor hitch before I can kiss my dice goodbye: Your site mentions the update to the roller, but the link goes to Version 2.0.2, last modified 9th December 03 18:02:24.
I guess I really was the only one who wanted such a feature, because no one has said a thing. Which means I
really owe you.
mcmackie
Apr 25 2004, 08:13 PM
QUOTE (Shockwave_IIc) |
Also could it be possible to add in programming languages? i can add then myself but then i get a read/write version of it... |
Okay, As I understand it... SR3 has abstracted the actual languages used and simply talk about the active skill "Programing." If you wanted the flavor of actual programming languages, it would be a knowledge skill. That would be where you would add an entry. maybe under "Program Design" or "System Familiarity"...I don't believe you would want to add it under Languages (which deal with spoken/written languages)
mcmackie
Apr 25 2004, 08:16 PM
QUOTE (Shadow) |
Bug Report: Platform: PC OS: WinXP SP1 NSRCG: v3.65 Problem: after installing to the D: drive I attempt to run the program, I ge the error -
Runtime error 76 Path not found.
I tried it on two different XP systems. |
Sorry, I tested with my systems but was unable to replicate... XP is a funny beast especially regarding system permissions. I"ve had someone ask for a version that would not require the installation package. I'm working on it but I use OCXs for display that will take awhile.
As for you problem.... the error you got is indication a DAT file was not loaded. I'm updating my error checking so that a message will display with the name of the missing file. That's be in the next update.
thanks
mcmackie
Apr 25 2004, 08:22 PM
QUOTE (TinkerGnome) |
Something came up recently with a PC wanting to use a sawed off shotgun. Since it seems like a pretty common thing to me, and there are only a few shotguns, I'm going to update the .dat file with the data for sawed off versions of all of the shotguns (probably in a seperate menu).
Oh, mcmackie, I love your dice roller but it'd be even better if you had the option of rolling an open test (ie, no TN) which didn't drop the TN and Successes into the results box so I could do a more direct cut and paste A radio button would work fine for that, I think. |
Thanks. A big round of applause for everybody who has helped with the DAT files! :
Next version of the dice roller will incorporate the open test you've requested. (Easy enough). Check for next version.
TinkerGnome
Apr 25 2004, 08:30 PM
There's a bit of a bug with the caseless checkbox. If you go into the program, select a gun and click the caseless box and then add it, then go to a non-weapon item (such as a piece of armor) and add it, the non-weapon item has the (cl) notation on it.
Also, while we're on the subject of caseless/not caseless, would it be possible to implement a similar thing for grenades (aerodynamic/non-aerodynamic)? Or should I just duplicate the grenade list and subdivide it into caseless and non-caseless stuff
Shadow
Apr 26 2004, 04:35 AM
Are there DAT files for all the guns on Rayguns site? And if there are, are they included with the NSRCG?
If there arn't would there be any problem with me doing them and then sending them to you mcmackie? You could add them as a 'book', and they could be used as an option.
Ecclesiastes
Apr 26 2004, 03:43 PM
Great idea Shadow
Shadow
Apr 27 2004, 08:22 AM
Is there anyway to do it other than editing the .dat files in notepad? Can I make all the custom guns in NSRCS as custom weapons and save that as a .dat some how?
Eyeless Blond
Apr 27 2004, 08:32 AM
There's the Cunstom gear button in the "Gear" pane. Also there's the DAT editor, although neither I think can make new categories.
TinkerGnome
Apr 27 2004, 11:42 AM
The notepad method works pretty well once you get the format down. You can always use excel to put together the lines based on data you fill into a chart and cut and paste those (using the & function).
mcmackie
Apr 27 2004, 01:26 PM
QUOTE (Shadow) |
Is there anyway to do it other than editing the .dat files in notepad? Can I make all the custom guns in NSRCS as custom weapons and save that as a .dat some how? |
Here's what you should do:
1) Edit the Books.dat file to add something like RGG for RayGun Gear
2) Edit "Gear.DAT using either DATeditor or something like Notepad
Note: If you use Notepad, turn off wordwrap and use fixed fonts like Courier New, it make it easier to understand the format
Use RGG.XXX as your source (book-page). That way people can add/remove these entries if they want
You should contact RayGun to see if this is okay with him (he's a pretty good guy and I don't expect any issues). But it's nice to ask
Here's a
link explaining the formats. This was developed for the original SRCG program developed by Paolo. I"ve .... built on it some.
You should use the categories already developed as it less confusing than replicating them in another tree i.e. Shotguns under Raygun and basic Shotguns. "Where do I find it?"
Keep the current structure unless you have something that won't fit and needs a new category.
TinkerGnome
Apr 27 2004, 04:24 PM
If I go mentally insane and decide to do it, what would I need to do to add legality codes to everything? Just change the 0-?? definition line and then change every entry using that code?
mcmackie
Apr 27 2004, 04:52 PM
QUOTE (TinkerGnome) |
If I go mentally insane and decide to do it, what would I need to do to add legality codes to everything? Just change the 0-?? definition line and then change every entry using that code? |
Legaility is just a note field, that is, one that the program does NOT use to calculate anything. It's put there for the GMs and players to reference. If Raygun has no values, then leave it blank. Please don't change the formats. It may break other things.
TinkerGnome
Apr 27 2004, 05:04 PM
I'm not going to fiddle with Raygun's stuff, that was Shadow's project (unless he would rather I do it). I was talking about a more massive project of taking the current gear.dat and adding in all of the legality codes for, say, firearms. The current firearms definition is:
CODE |
0-3|Firearms|10|Concealability|Ammunition|Mode|Damage|Weight|Availability|$Cost|Street Index|Accessories|Book.Page| |
As you can see, there's no note or legal field in that definition. If I want to do this I can:
- Change the current definition and change all instances to reflect the added field
- Create a new definition and add the field
- Not do it at all
Oh, and I've been wondering... what is that number in the third slot for? As far as I can tell, it doesn't appear in the definition? I can't figure it out...
mcmackie
Apr 27 2004, 06:05 PM
Oops, my mistake. That was shadow.
Your best bet (if you're going to do it) would be 1. A bit more work but you won't have to type all of the info back in. Add it at the end and you have fewer problems.
As for your question: You'll have to give me an example as I'm lost. ???
If you mean 0-3, the 3 is the number of the definition.
TinkerGnome
Apr 27 2004, 06:13 PM
No, I meant the 10. Now that I look at it, I t hink 10 is actually the number of fields
So the definition goes:
0-
type code|
name of type|
number of fields|
field 1 name|
field 2 name|
field ... name|
field n nameI think I might delve into the cyber.dat file first since Shadow's expressed a desire to work on gear.dat some. Since I've already sent you a new version from me with a bunch of additions, I'll wait to work on it until the new version is set in order to make life easier all around.
I want to:
Add legality codes to all cyberware/bioware - Add a few customizable entries (mainly skillwires) to cut down on the need to do custom cyber
- Change the smartlink targeting accessory non-eye related
The only one controvertial is the last. Is there a good reason why it's set up as an eye-mod right now? It seems to just take the data from a rangefinder and feed that into the smartlink system.
Also note that I'm an idiot and didn't see the legality codes the 8,000 times I've looked at the entry for cyberware. Yes, I am blind.
mcmackie
Apr 27 2004, 06:27 PM
Did you check out the link I posted earlier? It explains how the Gear.Dat file is built. Many of the DAT files follow the same formats (my improvement).
Lagality codes -> good!
Customized entries -> as long as they are 'canon', I have no issues. If you want to do customized for yourself.... great. But I have to follow 'canon' or we (you and me) will spend more time adding quote custom close quote entries. That's why I wrote the DATeditor, to allow people to do their own thing.
Smartlink is one of those religion things... wherever you put it, somebody will object. "It's a eye mod so it belongs in the eye category" .. "It's a smartlink function so all should be grouped together" etc...
Famous army slogan:" Never volunteer"... Not that I'm complaining. I couldn't build the DAT files without volunteers but ...
TinkerGnome
Apr 27 2004, 06:51 PM
Well, I modified the cyber.dat file. While I can see a case for the Rangefinder being an eye mod, I can NOT see a case for the personalized saftey being an eye mod. Both were, so I'm taking it as a typo and changing it. I don't think NSRCG currently does checking for the 1.2 essence limit on eyes, so that doesn't come into play except for grade matching. It also doesn't say the rangefinder is an eye mod in canon, so I think this is likely to be a more neutral result. If the essence checking goes in, it'll be more important, though.
I didn't do any "custom" entries, I did "customizable" entries for skillwires. Basicly, another set of skillwires with ratings 1-9 in a seperate category under skillwires that you can specify MP and cost for. The "enter cost" dialogue doesn't pop up like it does for gear (it just pops up a entry box with no caption), though, which may just be because you've not set it to
Here is the edited
cyber.dat and a slightly newer version of
gear.dat with aerodynamic and non-aerodynamic grenades seperated out. Previous changes between this version and the original were:
- Skillsoft Jukeboxes, lots of them
- Reorganization of weapons more along skill lines.
- Addition of weapon customization options which were not mimiced by other gear (ie, sawed off shotgun barrel, personalized grips)
- Reorganization of weapon accessories (rereordered again in this version)
Legality codes is a huge undertaking because there are so many items without them, so it's something I'll have to think about a little more before engaging in.
mcmackie
Apr 27 2004, 08:39 PM
I was unaware of an essence limit on cybereyes. Where is the cite (book-page) for the limit? Is there one for cyberears?
Once I verify, I will enforce.
thanks
RedmondLarry
Apr 27 2004, 08:47 PM
I'm concerned that modifying a type definition to ADD another field will make the program crash or produce strange results when used with any .SR3 file made before the new version. For example, NSRCG crashs with the archetype files from 2001. Is this a concern for you, mcmackie?
P.S. I can reliably change one type number to another throughout a file in a few minutes without error, using an automated editor. Let me know if you want me to do it for anyone.
RedmondLarry
Apr 27 2004, 08:50 PM
Eye Modification Limits are on M&M.44.
1.2 maximum Essence points installed in a pair of cybereyes, and only one accessory per eye may be a laser, an opticam or a weapon system.
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