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Chummer 5 is Alive

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« Reply #435 on: <06-27-16/0258:38> »
I believe these issues are fixed in the latest nightlies; a new major build will be released in the next few hours if you'd prefer to wait for that.

kyoto kid

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« Reply #436 on: <06-27-16/0306:33> »
...4.181 works fine with one exception.  it seems skill groups are still a bit messed up. 

For example when I opened one of my builds in progress from a previous version, and went to the skills tab, there was no value in the Acting group for the character (the point field for it was also greyed out with only the Karma field active) yet the three skills from the group were in the character's list of skills at the rating (2) of the original group. In the Build Summary tab  it nots that I have 2 unspent skill group points and a deficit of -6 individual skill points.

It also allows me to add specialisations and change values of the skills as if the skill group had been broken (the option to set this is missing from the optional rules tab apparently replaced by by the addition of a checkbox for drone modification rules).

On the right side bar, the build summary indicated I had still two group skill points remaining which I already spent.

Unfortunately since I made a change in .181, I cannot open it in an older version as I get an unhanded exception error when  I do. As the character was not moved  to career mode yet,  there is no backup file so I have to recreate it totally from scratch.

I am running on Win7 with SP1.

Screenshot attached below.

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ETA

Went back and rebuilt the character in ver .178 and notice that the +1 bonus to language pools from the Linquist Quality doesn't add in. 

The bonus was reflected in ver .181, but again, skill groups are messed up and it keeps charging me basic skill points for the skills from the group causing a skill point deficit that prohibits moving the character to career mode.
« Last Edit: <06-28-16/0545:55> by kyoto kid »
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Kincaid

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« Reply #437 on: <06-28-16/1551:49> »
Still experiencing some problems with Knowledge Skills.  I can now add a new skill once I'm in career mode, but if it's a custom skill (Mathematics, for example), it doesn't deduct the cost from my current karma.  That's easy enough to do manually, but when I try to add an improvement to a Knowledge Skill--custom or otherwise--I don't get any options from the drop down.
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Chummer 5 is Alive

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« Reply #438 on: <07-01-16/0515:17> »
Build 182:
Application Changes:
- Fixed a crash when creating MAG/RES characters using Priority/Sum-to_Ten. Fixes #922.
- Added Cyberlimbs as Plugins for Modular Connectors.
- Fixed an issue where Chummer would crash when loading a Life Module character. Fixes #925.
- Fixed an issue with taking specialisations in karmagen without the house rule for free karma points enabled. Fixes #929.
- Fixed the total cost of vehicles to include discounts from the Dealer Connection quality. Fixes #934.
- Fixed an issue that prevented the Prototype transhuman improvements from being removed. This fix does not apply to older characters.
- Fixed an issue that prevented knowledge skills from loading properly.
- The Crash Handler form's Crash ID is now selectable.
- The Crash Handler now requests permission from the user before submitting a crash report.
- Added a validation option to prevent characters from having multiple Native Language skills from entering career mode. Fixes #947.
- Fixed a crash issue caused by improvements with selectskill trying to use an Exotic skill. Fixes #921.
- Fixed a rendering issue that prevented Exotic Skills from showing up in sorted lists.
- Fixed a misleading reference to Special Attributes when validating your character.
- Fixed a crash issue with the Incompetent quality. Fixes #959.
- Added code to allow override XML files to use the ID node instead of the Name tag when finding an item to replace. Fixes #957.
- Improved the Options form to only prompt for saving if changes were made.
- Added a handler to check if there's a mismatch between a loaded character's used sourcebooks and the application's selected sourcebooks. Won't affect characters that haven't been loaded before now, changes may also be overwritten by loading the character in older versions. Closes #884.
- Increase knowledge skill rating and add knowledge skill specialization now has the right point
- All knowledge skills don't cost -1 karma anymore.
- Active Hardwires work again.
- Now promts for a name for new knowledge skills in career mode, instead of them being unnameable.
- Added onClick link for Skill-List.
- Gear that adds bonuses to skills now show up as a name instead of an id.
- Omae hid behind an options menu as the other end is outside our control and is starting to give errors. Unless a large amount of intrest is shown, a replacement won't be forthcomming.
- Fixed a Bug, where Knowledge Skill Specializations would not cost Knowledge Skill Points, even with activated house rule.
- Fixed a bug where mixed points and karma in skill groups would pay for one more karma level than intended
- Fixed a bug where changes to cyberware wouldn't update skill dicepools
- Fixed a bug where spending any karma on a skill prevented getting a specialization with skillpoints
- Fixed a weird bug where German knowledge skill types would appear sorted but would actually use the English order.
- Fixed a bug where deleting a knowledge skill would not restore the spent points/ karma.

Data Changes:
- Fixed a crash when creating an e-ghost AI. Fixes #918.
- Added the missing Nausea Gas toxin SR5. Fixes #940.
- Fixed an issue that prevented the Voice Warper gear from Hard Tartgets from being available. Fixes #962.
- Hawk eye now gives an 1 dice bonus to perception
- The Armor tab under gear has been renamed to "Clothing and Armor" to match the core rulebook
- Added several German translations provided by HaukeW.

New Strings:
- String_AttributeESSShort
- String_AttributeESSLong
- Message_OverLanguageLimit
- Tip_Omae_Warning
- Checkbox_Options_OmaeEnabled

Changelog Changes:
changelog build numbers after build 178 now match the build they are for.

kyoto kid

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« Reply #439 on: <07-01-16/0700:53> »
...wow that's a lot of fixes and a lot of work. 

Thank you 

Downloaded and will test tomorrow...err...actually later today as it's 04:00 and I have to get some sleep (ran out of Long Haul).
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kyoto kid

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« Reply #440 on: <07-04-16/1800:50> »
...well so far works pretty good.

I think I discovered why the skill group issue with older character build files was occurring in latest releases as they lock out skill groups from which single skills are chosen..  For some reason when opening a character build file from an older version  (.179 or earlier), something in the skill group routine wasn't translating properly so it interpreted all skills as being "individual" even if they were originally part of a skill group in the older version.

Thought this was just an issue with .181 but it still also occurs in .182  .

When building a new character file from scratch everything is fine so apparently looks like a small backwards compatibility issue.  There is a fix one can do for now which is to zero out the individual skills in group, then purchase the group with group points again.

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ETA.

...when I tried to save a character to Career mode, I received a message that the full allotment of knowledge skill points were unspent even though I used them to purchase all the character's knowledge skills.  Seems to be a minor glitch as all the skills appear in the Skills tab with the proper values after the character is moved to career mode.
« Last Edit: <07-06-16/0309:33> by kyoto kid »
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Foolkiller009

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« Reply #441 on: <07-11-16/2305:41> »
Seems like everytime I load up an already created character it comes up with an error and closes up.

Using Nightly-v5.182.6. Did I grab the wrong file?

odd

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« Reply #442 on: <07-12-16/1304:39> »
I started a life module guy but it didn't seem that adding modules took away my karma..  I updated via the check for update options Sunday.  So, I think it was 5.183?

Raven2049

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« Reply #443 on: <07-14-16/1728:57> »
Error:

i dont know if its truly doing this calculation, but in the House rules in Options, the "Free contacts are calculated with augmented LOG+INT values" should be CHA values.

god it would be nice if my 6 LOG and 8 INT orc has a total of 48 free contact points to use at chargen ::)

odd

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« Reply #444 on: <07-14-16/1751:08> »
I updated last night and loaded my guy, the karma was reduced as expected.

I started a life module guy but it didn't seem that adding modules took away my karma..  I updated via the check for update options Sunday.  So, I think it was 5.183?

kyoto kid

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« Reply #445 on: <07-18-16/0224:01> »
....had a minor power outage while working on a character.  When I restarted the system, the Chummer182.exe was missing from the folder.  Everything else was there. Did a full normal shutdown and startup and it did not reappear.

Never seen an exe get wiped out like this before.

Had to unzip and reinstall.
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Chummer 5 is Alive

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« Reply #446 on: <07-20-16/0135:00> »
Hrm. Only thing I can think of there is that the updater does some tricks to replace the executable when it updates, but that'd be a highly specific circumstance.

TimTurry

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« Reply #447 on: <07-27-16/2243:28> »
First off, this is an amazing program you made.  This is the problem of course!

Every once in a while, I get the urge to run it while I am at work.  Well, that neon-green troll is very suspicious on my taskbar.  Is there any way I can change that to something else (like a calendar or a clock)?

Chummer 5 is Alive

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« Reply #448 on: <07-28-16/0044:48> »
If you make a shortcut to the file and change the shortcut's icon, that icon will be what's visible on the taskbar. Only other way you could do it would be to fork the Chummer code and manually inject your own icon.

So I have a suspicion that the karma costs for MAG/RES once you've lost Essence are incorrect, but I'm not a hundred percent sure and don't have much time to look at it at the moment. Someone with access to a calculator and some graph paper mind making a couple test characters and hopefully proving me wrong?

RowanTheFox

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« Reply #449 on: <07-28-16/0538:15> »
The program crashes for me every time I try to add a metamagic ability to an initiated awakened character. I have a grade 2 initiate character who needs both Divination and Psychometry added.

That a common issue with the program, or is it just me? Just me, isn't it? Fraggin gremlins!
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