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ChromeCoyote

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« Reply #600 on: (01:03:50/04-10-18) »
I've had the same issue in the past (3?) builds, so posting it here.

I'm making an Adept, choose a Way as a quality, go to the Adept Powers page, pick a power that gets a discount from the Way I selected and it appears with the check box next to the power, as expected. Everything is fine.

Then I click that check box to get the discount, and Chummer5 crashes immediately.

Happens consistently, over and over, always the second I click the check box.

Currently using version 5.119.11 and it just happened again.

Pericles

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« Reply #601 on: (14:32:38/04-15-18) »
I'm having trouble adding a Specialization for an Active Skill, when in Career Mode. I have the 7 karma available but the option to add a specialization isn't there.  I tried it with another character too and had the same problem. 

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« Reply #602 on: (03:24:15/04-16-18) »
Off the top of my head, the specialisation issue should be fixed in the current nightly build. Adept power issue will be fixed in the next build.

Pericles

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« Reply #603 on: (13:23:00/04-18-18) »
Off the top of my head, the specialisation issue should be fixed in the current nightly build.

It's not fixed, currently. Do you think it will be soon?

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« Reply #604 on: (02:27:29/04-19-18) »
I should be able to sort it for the next nightly build; subscribe to https://github.com/chummer5a/chummer5a/issues/2694 and you'll get an email notification when I close it.

Rakshire

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« Reply #605 on: (05:01:58/04-19-18) »
Creating an infected character is listing the stat gains as augmentations. Not sure why as they shouldn't be.

Few of the alternative traditions are missing from the list like the new black magic, etc.

Pericles

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« Reply #606 on: (09:10:02/04-19-18) »
I should be able to sort it for the next nightly build; subscribe to https://github.com/chummer5a/chummer5a/issues/2694 and you'll get an email notification when I close it.


Thanks a lot!

kyoto kid

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« Reply #607 on: (17:44:04/04-24-18) »
Really odd one here. 

Imported an older character into ver .198 and several of the negative qualities were messed up.  WQHne I open the character in Chummer it shows the following for Negative Qualities:

Addiction (Mild) (Performance Drugs)
Faceless 2 (-? there is only one version of this quality)
SINner (National) (UK).

For some reason it is also applying Faceless twice (for -12 karma value instead of -6) and completely ignoring "Impassive" (-7) which the character also has. When I tired to add it again for no cost just to fix the character sheet in the programme, a message box popped up saying the quality was already added even thouhg it was not showing.

This prompted me to open the actual character file in notepad.  On doing so, everything was correct, the value for the Faceless Quality was -6 (there was no duplicate entry either) and the Impassive quality was there as well.  Looking at the actual record for the quality, nothing is out of place, no dropped delimiter no missing variable, or anything like that.    For some odd reason it just refuses to appear when the character is opened in the programme or on the HTML character sheet.

ETA:

Went back into the file again and took another look.  Apparently when I imported the file in for some reason the ID for the Faceless Quality was also applied to the "Impassive" one.  I changed it. then opened the character again and everything showed properly in the character record the way it should. Not sure if that occurred during the import, as there was a pop up message about data needed converting which required my interaction before the programme would open the file and the last time I played this character, nothing was amiss.
« Last Edit: (18:00:11/04-24-18) by kyoto kid »
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kyoto kid

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« Reply #608 on: (18:44:13/04-24-18) »
...and a new one (as wall as one I was afraid of happening which is why I asked about drug grades being added). 

Went into the Gear XML file for .198, converted the file to .txt and added Pharma and Designer grades for the drugs needed (as I've done many many times before after each time the programme was updated),  saved, changed back to the Chum5 extension, opened up the programme clicked on the "Add Gear" tab, and the drop down menu was entirely blank. 

I changed nothing in the file header that would cause this to occur and made sure the Gear.xml was in the Data folder.  So basically I ended up breaking something somehow, but not sure as to what as the only edits I made were to the individual drug records.  The only recourse I have is to re install the entire programme again and find some other way to do this as apparently what I have so many times done before seems to have triggered an unforeseen error.
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« Reply #609 on: (21:00:13/04-24-18) »
Well, for one thing you should be using custom data files to add custom content, as it prevents you from losing data like that.

Can't speak for the Impassive/Faceless thing, I can't replicate it as is. Let me know if it crops up again, I guess.

kyoto kid

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« Reply #610 on: (03:25:10/04-25-18) »
...yeah I'll have to keep watching for that as I continue to update older characters.  Not sure how the ID code was duplicated as I do not edit qualities or anything else in the character file.

As to the blank gear menu I'll just have to re-import the default Gear .xml.  Just odd that it worked so long before something broke, as I am extremely careful when modifying those files.

Is there a possibility that we could get the three grades for drugs (Street, Pharma, and Designer) set up as a secondary modifier, kind of like how Bio/Cyber grades are handled?
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« Reply #611 on: (07:51:05/05-06-18) »

@kyoto kid: The drug grades are planned to be implemented at some point, likely when I get around to finishing the custom drugs branch. Currently there's no support for it in the base level of the Gear class.
In unrelated news, Chummer Build 5.200.0 is now available! I was really hoping I'd have some sort of fancy new feature for our bicentennial build but hey, there's still another 39 releases until I've been doing this for way too long, so there's that at least. Anyway, changelog is at the bottom of the post, because scrolling is fun.

The milestone build available from http://stable.chummer.net, per usual.

Thanks go out to our other devs delnar_ersike, olstefan, joha4270 and everyone else who's submitted pull requests or issues.

If you're looking to get hold of the developers in a hurry, have suggestions, questions or anything else, you may find it helpful to join our Discord, but for issues it's best to submit issues via GitHub. If nothing else, they're more likely to get seen and give me a panic attack as we eventually achieve issue-release parity.

One of our other devs, /u/OLStefan, is beginning work on a refactor of how Life Modules work, which will hopefully actually bring them into viability at some point.

I've had some queries lately about what people can do to support the project.

- Extra coders are of course always welcome, but one of the major things that's been left languishing is documentation for our content systems. While the old wiki (http://www.chummergen.com/chummer/wiki/) is still serviceable, I'd quite like to pull it all into the wiki on GitHub (https://github.com/chummer5a/chummer5a/wiki) and update it to the current standards. Doesn't require a massive amount of skill, but an understanding of the data structure would of course be beneficial. If nothing else it's a matter of copying the old content and updating the formatting to match.
- We've gotten a bit of traction with regards to IX
- We could also do with someone to sanity-check the data, particularly with little-used stuff like Critters, but a general sweep of everything to identify what's missing or non-functional would be greatly appreciated.


**Application Changes:**

- Fixed a bug where changing tabs would often mark a character as having changes that need to be saved.
- Implemented a cap on Lifestyle Points from assorted sources for Advanced Lifestyles; currently this is hardcoded to the base LP * 2. Closes #2640
- Fixed an issue with old lifestyles not loading properly.
- Changed MadeMan from selectcontact to addcontact and added backwards compatibility to convert old characters
- Tooltips of fading, drain, and armor dice values will now spell out each modifier instead of having them all grouped under one umbrella.
- Fixed issues where AI characters' limit values' tooltips displayed values as if the character was following AI rules from Data Trails.
- Values for the counterspelling dice numerical up-down are now saved with characters, and their effects on spell defense dice are now displayed separately through parentheses next to base values for those spell defense dice.
- Fixed behaviour of Jack of All Trades improvement again to properly deduct karma for skills over the threshold.
- Regression fix for behaviour of initiation tab in career and create mode either not being visible, or hiding Group/Ordeal checkboxes.
- Fixed controls overlapping when selecting a shapeshifter or other metatype with a lot of standard qualities.
- Fixed a cache issue with the TrustFund property that caused advanced lifestyles to crash.
- Advanced Lifestyles are no longer allowed to be accepted with more lifestyle points spent than maximum.
- Fixed adept powers causing a crash when toggling their discount from Adept Ways.
- Fixed missing databindings for skill controls due to visible = false shenanigans in the designer.
- Fixed an issue with the Disable Improvements button incorrectly disabling all improvements.
- Fixed an issue with Martial Arts Techniques not being able to be purchased for different martial arts.
- Ugly workaround for issue with foci binding panel not being visible.
- Fixed behaviour of contacts to allow being flagged as free without having an associated improvement.
- Fixed an issue with the selection and creation of Cyberware Suites through the special menu not working properly.
- Fixed modular cyberware that doesn't have an inherent location being unable to mount to modular mount points with sides, such as arms.
- Fixed an issue in which the first technique purchased for a martial art in career mode would not be free.
- Fixed behaviour loading lifestyles that caused a crash if loading a lifestyle that had more than the base amount of points spent on comforts, area or security.

**Data Changes:**

- Regression fix for shapeshifters not properly getting their MAG attribute enabled.
- Added missing melee weapon categories for the Small, Standard, Large, Huge and Heavy drone weapon mounts from Rigger 5. Existing drones should either remove and re-add the drone or edit the weapon mount in order to regenerate the weapon category.
- Soul Swallower quality now requires the Essence Drain power.
- Latent Dracomorphosis no longer contributes towards quality limit in create mode.
- Added an amend entry to allow the College Education qualities from Run Faster and Sail Away, Sweet Sister to stack.
- Added missing limits to Hand & Foot Webbing bioware.
- Fixed missing bonus for Magical Flight power.
- Added DMSO rounds for the Ares Super-Squirt per German SR5. Requires the SR5G book to be enabled.

**New Strings:**

- String_Handling
- String_Sensor
- String_Pilot
- String_VehicleBody
- Message_SelectAdvancedLifestyle_OverLPLimit
- MessageTitle_SelectAdvancedLifestyle_OverLPLimit

**Removed Strings:**

- String_AttributePilot

AJCarrington

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« Reply #612 on: (10:58:59/05-06-18) »
Wow!

As always, thanks for all your time and effort on this!

Overbyte

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« Reply #613 on: (17:36:39/05-06-18) »
Is there an issue with Foci bonding?
I have foci that are un-bonded and can not figure out how to bond them.
I also have tried buying a new focus and there seems to be no option for bonding it.
When I look in the XML file it says it is bonded, but I never paid karma.
Nothing is foolproof. Fools are so ingenious.

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« Reply #614 on: (08:18:36/05-07-18) »
Databindings are annoying and I hate them, is the short explanation. It'll be fixed in the next nightly build.