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Fortune
QUOTE (Grey)
QUOTE (mcmackie @ Sep 18 2003, 02:22 AM)
As for manuevers, you have to have 2 points in a martial art skill before you can get one manuever.  As far as I know, it works (or I would have caught h*ll about by now).

I've never been able to get it to work. After I buy points in the skill and try to buy a maneuver I get a message "Not enough Karma/Points" or something like that. But I always have enough karma/points left over to spend.

That's strange, because I have never had a problem with maneuvers, as long as I have the required 2 BP (or Karma)/maneuver available.
mcmackie
QUOTE (Grey)
QUOTE (mcmackie @ Sep 18 2003, 02:22 AM)
As for manuevers, you have to have 2 points in a martial art skill before you can get one manuever.  As far as I know, it works (or I would have caught h*ll about by now).

I've never been able to get it to work. After I buy points in the skill and try to buy a maneuver I get a message "Not enough Karma/Points" or something like that. But I always have enough karma/points left over to spend.

Critical information: You're using BeCKS and you're generating a new character. This is the only way to get the bug... (Would have been helpful to isolate the problem)... Right then, I've posted the fix already.
Note: I only use the points/priority system and thus only those were tested. Many of the new bugs are BeCKS (an afterthought add-in to the program). smile.gif
mcmackie
QUOTE (Fygg Nuuton)
cyberguns only show up on weapons lists if you

A) buy it as basic ware
B) buy it from "cyber weapons" the ones under cyberlimb mods doesnt work frown.gif

Yes. The note about
"from cyber weapons under cyberlimb mods" was the key as I tested under the basic.... Okay, I've uploaded the new Cyber.DAT file that fixes it.
Anybody could have fixed it by changing the names of the Cyberweapons to the correct name that is listed under basic cyberweapons.... I did a cut and paste job...
Note: There is a one-to-one correspondance between the names listed in gear.dat and cyber.dat triggered by the (CYB) in the name. Once you understand that, anybody can figure the rest out. biggrin.gif
Fygg Nuuton
QUOTE (mcmackie)
QUOTE (Fygg Nuuton @ Sep 18 2003, 09:11 PM)
cyberguns only show up on weapons lists if you

A) buy it as basic ware
B) buy it from "cyber weapons" the ones under cyberlimb mods doesnt work frown.gif

Yes. The note about
"from cyber weapons under cyberlimb mods" was the key as I tested under the basic.... Okay, I've uploaded the new Cyber.DAT file that fixes it.
Anybody could have fixed it by changing the names of the Cyberweapons to the correct name that is listed under basic cyberweapons.... I did a cut and paste job...
Note: There is a one-to-one correspondance between the names listed in gear.dat and cyber.dat triggered by the (CYB) in the name. Once you understand that, anybody can figure the rest out. biggrin.gif

D'oh

i guess it won't work when you buy it in alpha grade for the same reason?
Grey
I'm using the latest download of NSRCG and its still not calculating the cost of attributes correctly, when using BeCKS. When buying them, you only have to pay karma for 1-6, then any racial mods are added on after that. As it stands right now, an Orc starts off at 4 Body and buying a 5th point costs 10 karma. It should only be 4 karma, because you are really only buying from 1 to 2, not from 4 to 5.
mcmackie
QUOTE (Grey)
I'm using the latest download of NSRCG and its still not calculating the cost of attributes correctly, when using BeCKS. When buying them, you only have to pay karma for 1-6, then any racial mods are added on after that. As it stands right now, an Orc starts off at 4 Body and buying a 5th point costs 10 karma. It should only be 4 karma, because you are really only buying from 1 to 2, not from 4 to 5.

It is correct according to the current version of BeCKS v2. You can look it up at Shadowrun Supplimental. As a matter of fact, your particular example is listed.

As for the Alpha Cyberware weapons, the next version will fix.
last_of_the_great_mikeys
Hmmm...I loaded the NSRCG on my computer. The "window" it's contained in (even when maximized) is just not big enough. It cuts off the right side and I can't get it to expand to fit it. Is this a common problem or just my computer?
Dragoonkin
Are you running in 640x480 resolution? NSRCG needs minimum 800x600 resolution.
TinkerGnome
I've noticed that the program doesn't follow the FAQ ruling:
QUOTE (SR3 FAQ)
Strictly speaking, bioware cannot raise an attribute's natural rating above the Attribute Maximum.

Which is more of a clarification than a ruling, really.
last_of_the_great_mikeys
QUOTE (Dragoonkin)
Are you running in 640x480 resolution? NSRCG needs minimum 800x600 resolution.

I run it at 800x600...but I use the large font display...shanged it to normal and now it works. However...it won't print. I'm certain I'mnot doing things right, though so I'm gonna experiment.
Dragoonkin
The "Print" button doesn't actually PRINT the sheet...all it does is save the sheet (and associated subsheets) in HTML format in \NSRCG\HTML\, where you can open them up in your browser and print them from there.
mcmackie
QUOTE (Dragoonkin)
The "Print" button doesn't actually PRINT the sheet...all it does is save the sheet (and associated subsheets) in HTML format in \NSRCG\HTML\, where you can open them up in your browser and print them from there.

Correct. New version fixes much of the issues discussed. Yes. It's default is 800x600 with small (normal) fonts.
Also, printing only creates an HTML file that you can open and print with your browser.

Last issue: exceeding natural attribute using biowear.... looking into it.
Lastest version 3.61c now uploaded.
thanks
mcmackie
Buzzed
You know what would be really really really really cool? A "create random character" button.

Basically impossible, but cool.
Dragoonkin
There's something about that on the program's webpage...it basically says that's what the Archetypes are for.
Buzzed
Click on the up and down arrows in the edges and flaws section when no edges or flaws are on the list and the program crashes. Runtime error 381 or something like that. Invalid array.
Dirge
Bug:

I am having a hard time with the printing, and I'm not sure if it is a Bug, or something I have done wrong.

Basically when I print either of the characters I have built (both mages) I am not getting anything past spells on the character sheets, and if I try to use the separate sheets option I get blank HTML pages. The XML is coming up completely blank but I'm not sure if that is even working yet.

I have also tried to just load, and finalize a couple of the archetypes and then print them, and get the contacts table (just the title “Contacts”, and the column headings), but no contacts are showing up, and when I try to look at the characters contacts (i.e. switch to the contacts page in the pull down) I get “run-time error ‘55’: file already open” and an “OK” button which when clicked causes the program to exit.

This was a problem for me on Thursday night with the last version (6.31b?), and is still a problem with 6.31c which I decided to try first before reporting this.
mcmackie
QUOTE (Dirge)
Bug:

I am having a hard time with the printing, and I'm not sure if it is a Bug, or something I have done wrong.

Basically when I print either of the characters I have built (both mages) I am not getting anything past spells on the character sheets, and if I try to use the separate sheets option I get blank HTML pages. The XML is coming up completely blank but I'm not sure if that is even working yet.

I have also tried to just load, and finalize a couple of the archetypes and then print them, and get the contacts table (just the title “Contacts”, and the column headings), but no contacts are showing up, and when I try to look at the characters contacts (i.e. switch to the contacts page in the pull down) I get “run-time error ‘55’: file already open” and an “OK” button which when clicked causes the program to exit.

This was a problem for me on Thursday night with the last version (6.31b?), and is still a problem with 6.31c which I decided to try first before reporting this.

Oops.. Old version got uploaded somehow... New version has replaced it.

I've downloaded it and tested it to verify it works and it does...
Sorry and good luck biggrin.gif
The Dastardly Deejmeister
Maybe I'm and idiot or something, but I can't figure out spending karma. I create a character, finalize it, add karma, spend it, and the program keeps track. Then I finalize (or save) the character, and my karma spent resets to whatever is in my pool. Every time I open the character, I have all my earned karma available to spend on improvements. ?
mcmackie
QUOTE (The Dastardly Deejmeister)
Maybe I'm and idiot or something, but I can't figure out spending karma. I create a character, finalize it, add karma, spend it, and the program keeps track. Then I finalize (or save) the character, and my karma spent resets to whatever is in my pool. Every time I open the character, I have all my earned karma available to spend on improvements. ?

I just tested it (current version) and it works correctly. What version are you using? If it is current, ship me your SR3 file and I'll try to find the error...thanks
mcmackie
Deacon
Problem with the DAT files: I don't know where the person who added these got his information, but the rules for the Chemical Gland state: "A chemical gland is a sac ... designed to produce a single naturally occurring compound." (Emphasis mine.)

I don't think either Narcoject, nor Gamma-Scopolamine, count as naturally occuring.
K Oz
QUOTE (Deacon)
Problem with the DAT files: I don't know where the person who added these got his information, but the rules for the Chemical Gland state: "A chemical gland is a sac ... designed to produce a single naturally occurring compound." (Emphasis mine.)

I don't think either Narcoject, nor Gamma-Scopolamine, count as naturally occuring.

It says so in the first sentences of the gland's description. And no, narcoject and gammascopolamine are no natural substances, so you can't produce them by means of the chemical gland (although the Corporate Security Handbook says that gammascopolamine is derivated from a natural toxin of some plant). But there are other possibilities: nature has many venoms to offer that are either stunning (like some spider or insect venoms) or deadly (venoms from snakes etc.).
Cochise
QUOTE (Deacon)
Problem with the DAT files:  I don't know where the person who added these got his information, but the rules for the Chemical Gland state: "A chemical gland is a sac ... designed to produce a single naturally occurring compound."  (Emphasis mine.)

I don't think either Narcoject, nor Gamma-Scopolamine, count as naturally occuring.

*lol* ... Sorry, nothing against your opinion (since I agree that neither Narcojet nor Gamma-Scopulamine should be allowed to be produced by the chemical gland for players), but did you ever notice that this gland is capable of producing elemental arsenic?

Two major problems:
1. arsenic normally doesn't occur in that state in nature.
2. None of our food sources normally contain enough arsenic-based compounds that you'd be able to produce a daily dose of arsenic that is large enough to kill a person.

Still the chemical gland will allow you do just that rulewise.

Next thing is that any organic compound can potentially be considered to be "natural" => Gamma-Scopulamine is described as derivate of natural Scopulamine just as the Fugu-family. If it's possible to tailormake a chemical gland that produces the "natural" version of any of these poisons, there should be no problem of making certain changes to the DNS-Code of said gland that leads to the production of those derivates.
Same goes for Narcojet ...
Deacon
Arsenic is one of the poisons specifically mentioned in Man & Machine that the chemical gland can produce. As to whether the arsenic it makes is elemental arsenic or whatever, I don't know. Shadowrun is not a game where reality makes the rules; Shadowrun is a game where the rules make reality.
Kurb
QUOTE
Shadowrun is not a game where reality makes the rules; Shadowrun is a game where the rules make reality.


Oh damn that drek gave me goosebumps. Amen. AMEN. eek.gif
Cochise
QUOTE (Deacon)
Arsenic is one of the poisons specifically mentioned in Man & Machine that the chemical gland can produce. As to whether the arsenic it makes is elemental arsenic or whatever, I don't know. Shadowrun is not a game where reality makes the rules; Shadowrun is a game where the rules make reality.

The problem remains: The interpretation of what can be considered "natural" depends on personal opinions.
So these rules do create reality, but not everyone envisions the same reality based on these rules ...
Mr. Man
This is more a feature request than a bug. Would it be possible to add the list of the character's credsticks (from the "Character basic data" screen) to the "Gear" screen so that the one that is highlighted will be the one that purchases are subtracted from?
malichai
Edited-

I'm a dummy, I figured it out.
malichai
Alright, I can't seem to figure this out... every time I hit print, it pops up with a message that says, "No Output." Ideas?
mcmackie
QUOTE (malichai)
Alright, I can't seem to figure this out... every time I hit print, it pops up with a message that says, "No Output." Ideas?

You probably have an older version with the bug... Upload the latest.
Sorry frown.gif
malichai
Thanks. Pretty bizarre, there is 1 character build that won't print, all of the rest will. I reloaded with all of the newest stuff (though I just downloaded the program last night). Unfortunately, the build that won't print is about an hour later than the previous build. smile.gif Oh well, you still saved me time just coming along this far and I appreciate your work on this thing.
Kurb
I'm too lazy to read through all the posts here to see if this has been answered. But has anybody else noticed that the program incorrectly talley's the points for attributes. At least in the point based creation. It is suppose to be 2 build points per point of an attribute, but it only marks it as one. So basically I cannot create a character with the program and use point based creation, unless i allot the extra build points to the attributes. Do you think there will be a fix to that, or is there something I need to do in the program?

BTW page 14 of the SRComp is where I got this information, and it was pointed out to me by another GM.
mcmackie
THe program works correctly. You'll notice that the skill points DECREMENT two points for every attribute point taken. I just thought it would be faster / easier for people if any unused points was allocated to skill points (hence the decrementing).
cool.gif
Kagetenshi
Is there any chance you could make the skill/attribute tradeoff dynamic, or would that just be too much trouble? I find it annoying to have to go back and reallocate point distributions each time I decide I want to swap out a point of Strength for two points of Small Units Tactics...

~J
Kurb
I did notice that, I'm sorry. Just call me donkey now! indifferent.gif
Buzzed
Suggestion: In the priority system. Default the Race to priority E. I can think of no reason why it should be at the top. It is annoying to have to pull race down each time.
Buzzed
BUG: For the adept ability (Improved combat skill) Non-combat skills that you have such as electronics show up on the list.
Grey
I've been having a lot of problems with getting files to print to HTML. Anyone else having issues like this?
Morphling The Pretender
I can't get to the Edge/Flaw page anymore, after updateing. (Of course, I can run a program at the same time and not crash the thing, so it's not all bad...)

It says "Run-Time Error 5 : Invalid Procedure Call or Argument." Makes a bit of sense to me, after that Visual Basic course I took, but it's not like I could do anything about it through that virtue. wink.gif
mcmackie
QUOTE (Morphling The Pretender @ Oct 20 2003, 07:44 PM)
I can't get to the Edge/Flaw page anymore, after updateing.  (Of course, I can run a program at the same time and not crash the thing, so it's not all bad...)

It says "Run-Time Error 5 :  Invalid Procedure Call or Argument."  Makes a bit of sense to me, after that Visual Basic course I took, but it's not like I could do anything about it through that virtue.  wink.gif

Question: Have you modified the Edge.DAT file? I just did a reinstall to verify everything was correct (of course it was smile.gif, I never make mistakes biggrin.gif) How did you update? What version are using? Same questoin for the chap with the HTML printing problem... Note: I have received no bug reports on this issue (lately)...
thanks
Morphling The Pretender
I am currently using 3.61. I can't tell what one I was using before that. I just got the new install file and wrote over the old directory. I have not editted anything.
Grey
Any ideas on why I can't export to HTML? I get an error: "No Content"
mcmackie
QUOTE (Morphling The Pretender)
I am currently using 3.61. I can't tell what one I was using before that. I just got the new install file and wrote over the old directory. I have not editted anything.

I'd ship you the file but am unable to locate your email... OR you could go to my website, download the DATfile.zip, unpack and copy over your EDGE.DAT file... I believe it is corrupted...
mcmackie
QUOTE (Grey)
Any ideas on why I can't export to HTML? I get an error: "No Content"

Hmm. I can't find that error message. Are you sure you're not selecting the XML output (which is buggy right now, researching it)? Otherwise, ship me your SR3 file and I'll see what's breaking... Thanks smile.gif
Grey
I've tried in both xml and html, mostly html though. It is multiple files I'm having a problem with, not just one. Anytime I try to print I get the error. Would you like me to zip the entire folder up and send it to you, or still just one of the sr3's?
mcmackie
QUOTE (Grey)
I've tried in both xml and html, mostly html though. It is multiple files I'm having a problem with, not just one. Anytime I try to print I get the error. Would you like me to zip the entire folder up and send it to you, or still just one of the sr3's?

Find one that has the error and ship to me... I'll take a look. Also, make sure you have a Range.DAT file in your DATA directory as that will cause the program to crash as well.
thanks
Wonazer
QUOTE (mcmackie @ Oct 22 2003, 11:43 AM)
QUOTE (Grey @ Oct 22 2003, 09:10 AM)
I've tried in both xml and html, mostly html though.  It is multiple files I'm having a problem with, not just one.  Anytime I try to print I get the error.  Would you like me to zip the entire folder up and send it to you, or still just one of the sr3's?

Find one that has the error and ship to me... I'll take a look. Also, make sure you have a Range.DAT file in your DATA directory as that will cause the program to crash as well.
thanks

I had the same no content error trying to export ANYTHING to HTML. I uninstalled the program, deleted the directory and reinstalled the latest version. No more problem =)
Grey
QUOTE (Nindaru)
I had the same no content error trying to export ANYTHING to HTML. I uninstalled the program, deleted the directory and reinstalled the latest version. No more problem =)

Were you able to load your old sr3 files? Or did you have to recreate them?
TinkerGnome
Minor error in the cyberware .dat file. Under headware memory, 60MP of memory is listed as having an essence cost of .33 when it should be (60/300) .2 essence. I'd fix it myself, but it's so small it's barely worth doing wink.gif

[edit] Yuck, there's something weird about the way routers are done, too. I'll just do some corrections and mail 'em to you.[/edit]
Wonazer
QUOTE (Grey)
QUOTE (Nindaru @ Oct 23 2003, 12:25 AM)
I had the same no content error trying to export ANYTHING to HTML.  I uninstalled the program, deleted the directory and reinstalled the latest version.  No more problem =)

Were you able to load your old sr3 files? Or did you have to recreate them?

They loaded just fine afterwards. =) And actually, I didn't delete the host directory now that I think about it or my sr3 saves would have been gone...
Lilt
OK. I looked through the previous reports but couldn't find anyone mentioning this:

The Infirm flaw, by the rules in CC, should reduce the attribute maximum (=9 for humans) by 1 point each rank but in the character generator it reduces the racially modified limit by 1.

IE: a human with rank 3 infirm should still be able to buy all physical attributes up-to 6, just not beyond that.
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