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OggDude

Another Character Generator

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I had an issue when I edited an adversary to change the book source, it duplicated the adversary. I don't know if anyone else has had this? It's not a problem as I just delete the duplicate.

I do have a couple of suggestions that occurred to me whilst using this awesome program;

When setting up encounters with multiple groups of the same adversary, say 3 groups of 4, I have a choice of either just adding 12 of the same type, which gets confusing on the printed sheet or adding 3 separate adversary groups that will end up with multiples of the same adversary printed.

Is it possible to add an option to enter a total number of adversaries and then indicate a number of squads and have the print contain a single adversary stat block but with groupings of wounds etc.

And secondly, is it possible to fit in a category for creating Named NPCs, that can be built using the adversary archetypes?

Adversaries don't have a source field.  Did you mean a data item?  If so, which one?

 

Your first idea would definitely take up less space on the sheet.  I'll have to think about how I could implement something like that.

 

If you want a named NPC category, just create one.  The category combo is editable, so you can just type in a new category.  You have full control of how you want to categorize your own creations.  You can even change the categories of stock adversaries if you want.

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First, I would like to thank Oggy for posting one great program.  One of the better character generators I have seen and immensely useful.  

 

A couple of documentation points:

1. Could you add an Upgrading Section to your Document at the very front.  It would be a great help.

2. It looks like a FAQ may be in order as well, to address the many usage questions.  Perhaps you can add it as a separate doc and link in your signature. 

 

 

Both are excellent ideas.  See my new signature :)

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I actually meant that when I edited an adversaries category field it made a copy of the adversary, sorry I was typing this from memory without the program with me.

And for my second suggestion I meant a separate tab or something on the GM tool to specifically highlight making a named NPC, but using stock adversaries as templates (as you have with stock vehicles), but yes adding a 'Names NPC category does work fine.

Also, would it be possible to have two download options, a full download with program and data, and a download with just the current program to reduce download size, unless we always need a clean set of data?

And a question? Where do custom adversaries get saved to?

Thanks for all your hard work with this buddy.

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Next bug fix version is now up!  Enjoy.

 

Release 1.1.0.2:
 
  • The Unmatched Mobility signature ability had a line connecting the base ability to the first Free Maneuver, but the Free Maneuver was not selectable when the base ability was selected.  It is now selectable.  Also, this same Free Maneuver was connected to the node below it, but that node was not accessible when the Free Maneuver was selected.  This connection should not have been there at all and has been removed.
  • Modified the description of the Mk. VI Modular Backpack to explain how to add accessory pouches because this may not be readily obvious.  Basically, accessory pouches are added to the backpack by using a special attachment.  Just click the "Attachments" button from your inventory and select the accessory pouch attachment.  You'll get a +1 encumbrance threshold for the attachment, plus you'll be able to select up to two more optional +1 threshold mods as well (for a total of three "pouches").
  • Fixed an annoying issue in the Force Powers pane where each selected force ability would cause the power dropdown to re-select the first power.  It will now stay on the current power.
  • When purchasing items at quantity, it would charge you only for a single item.  It will now charge you for the actual quantity.
  • After modifying and saving a character, if you switched back to the character pane, the scrollbar did not function.  This has been fixed.
  • Did some reformatting of the documentation and added a section for installation and updating.
  • Added a FAQ after scanning through all 37 pages of the forum topic, looking for questions.

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I actually meant that when I edited an adversaries category field it made a copy of the adversary, sorry I was typing this from memory without the program with me.

And for my second suggestion I meant a separate tab or something on the GM tool to specifically highlight making a named NPC, but using stock adversaries as templates (as you have with stock vehicles), but yes adding a 'Names NPC category does work fine.

Also, would it be possible to have two download options, a full download with program and data, and a download with just the current program to reduce download size, unless we always need a clean set of data?

And a question? Where do custom adversaries get saved to?

Thanks for all your hard work with this buddy.

I made an adversary, then changed its category.  I didn't see it duplicate, it seemed to work fine.  Can you give me steps to duplicate this?

 

I'm going to look into other publishing options that are more intelligent than a ZIP archive :)  What you mentioned would be one of the benefits of this.

 

Adversaries go into the Adversaries directory, along with the stock ones.  Stock adversaries never change; they remain the same as when they were first released.  New adversaries are put into "Import" directories so you can import them if you want.  In fact, when you upgrade to a newer version, you really shouldn't even copy the Adversaries directory, especially if you've made changes to the stock ones.

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What I did was click on an adversary to edit, I changed its category by typing in a new one and then updated it, I then had two copies of the adversary. It isn't much of an issue as I can just delete the spare adversary.

So with new adversaries I just need to make sure that I copy the folder to import in the future, that's fine.

One more suggestion, could there be a way of saving natural weapon templates, such as claws, bites, acid spits etc for use when creating custom adversary creatures? Some of the creatures already saved have natural weapons that could be re-used or slightly adapted for new creatures. I could add them in as custom weapons but this isn't very elegant.

On a separate note, has anyone entered data from the GM screen, under a black sun, the starter game, the beta game adventure or long arm of the Hutt? If not I will have a go at entering some of this at the weekend for y'all to import.

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What I did was click on an adversary to edit, I changed its category by typing in a new one and then updated it, I then had two copies of the adversary. It isn't much of an issue as I can just delete the spare adversary.

So with new adversaries I just need to make sure that I copy the folder to import in the future, that's fine.

One more suggestion, could there be a way of saving natural weapon templates, such as claws, bites, acid spits etc for use when creating custom adversary creatures? Some of the creatures already saved have natural weapons that could be re-used or slightly adapted for new creatures. I could add them in as custom weapons but this isn't very elegant.

On a separate note, has anyone entered data from the GM screen, under a black sun, the starter game, the beta game adventure or long arm of the Hutt? If not I will have a go at entering some of this at the weekend for y'all to import.

Did you by any chance remove any stock adversaries, or copy any adversary files by hand to or from your install?  That could explain what's going on.  You should only use Import to add pre-existing adversaries to your list.

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Oggdude, thanks for all the time and effort!

 

Did I read somewhere in here that there was an easy way to input all the blank data, or that there was an already complete data file somewhere? Having a new player join in and wouldn't mind giving him this to start with.

 

Thanks in advance.

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You're welcome for the donation.  I had some extra money after my most recent paycheck, so a donation in thanks for the work you've done seemed a good place to spend it.

 

One issue I noticed with the 1.1.0.1 release was that for attachments and modifications, the program wasn't subtracting the cost from the character's funds.

 

For instance, while working up a Bounty Hunter, I purchased a blaster carbine and then went to purchase a forearm grip attachment.  Credit deduction for the carbine was fine, but the character's credit balance didn't change after selecting "Buy" for the forearm grip.  Tried a similar deal with a vibroknife and the serrated edge attachment, and got the same result, as well as when using filed front sight with the "easier to conceal" modification on a blaster pistol, and again the cost of the attachment and modification weren't deducted from the character's credit balance.

 

Also had an issue when after adding a starship to a character, the program froze up when I tried to name the ship.  I was able to save the changes, force the program to close, and when re-opened, I didn't have the issue as the ship was already selected for this character.  It could just be computer issue on my end, so I'll retest and see if it still occurs.

 

I'm in the process of downloading the latest version, and will let you know if it crops up there too.

Edited by Donovan Morningfire

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Oggdude, thanks for all the time and effort!

 

Did I read somewhere in here that there was an easy way to input all the blank data, or that there was an already complete data file somewhere? Having a new player join in and wouldn't mind giving him this to start with.

 

Thanks in advance.

If someone's already taken the time to write up the full text, the "easy way" would be for them to share the customized file with you.  At which point, you just drop the custom file into the DataCustom folder, and the game text will overwrite the "see page number of this book" filler that OggDude uses when you open the SWCharGen.

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Oggdude, thanks for all the time and effort!

 

Did I read somewhere in here that there was an easy way to input all the blank data, or that there was an already complete data file somewhere? Having a new player join in and wouldn't mind giving him this to start with.

 

Thanks in advance.

If someone's already taken the time to write up the full text, the "easy way" would be for them to share the customized file with you.  At which point, you just drop the custom file into the DataCustom folder, and the game text will overwrite the "see page number of this book" filler that OggDude uses when you open the SWCharGen.

 

Yeah, it would totally be the easy way, I have no bones about that ;P

 

Im trying to slowly enter all the data myself, so I was just curious.

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You're welcome for the donation.  I had some extra money after my most recent paycheck, so a donation in thanks for the work you've done seemed a good place to spend it.

 

One issue I noticed with the 1.1.0.1 release was that for attachments and modifications, the program wasn't subtracting the cost from the character's funds.

 

For instance, while working up a Bounty Hunter, I purchased a blaster carbine and then went to purchase a forearm grip attachment.  Credit deduction for the carbine was fine, but the character's credit balance didn't change after selecting "Buy" for the forearm grip.  Tried a similar deal with a vibroknife and the serrated edge attachment, and got the same result, as well as when using filed front sight with the "easier to conceal" modification on a blaster pistol, and again the cost of the attachment and modification weren't deducted from the character's credit balance.

 

Also had an issue when after adding a starship to a character, the program froze up when I tried to name the ship.  I was able to save the changes, force the program to close, and when re-opened, I didn't have the issue as the ship was already selected for this character.  It could just be computer issue on my end, so I'll retest and see if it still occurs.

 

I'm in the process of downloading the latest version, and will let you know if it crops up there too.

Darn, I wish I'd seen this a few hours ago :)  It was missing one line of code.  Credits will now be deducted properly.

 

I made a slight change a version or two ago concerning the name of the ship.  It was updating the character after each keystroke, which really slowed things down.  So, I added a timer so it'll wait for 1/2 a second of no typing before it updates.  Let me know if you can replicate it and I'll try to see if I can get it to happen.

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Ok, i somehow broke my character.

I updated the version, imported my ,updated it XP equioment and money wise, saved it, and since then i can"t open it anymore without crashing the whole program.

making new charactes works, and i don"T have a backup, though i remember, mostly, what i had before saving, but it"s irritating nonetheless.

 

here is the error massage:

 

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at SWCharGen.Character.GetItemAttachmentsTalents(List`1 ciaList, List`1 addToList, String talentKeyToMatch)
   at SWCharGen.Character.CalcTalents()
   at SWCharGen.Character.Recalc(ChangeEnum what)
   at SWCharGen.Form1.CharacterButtonClick(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at SWCharGen.ImageButton.OnClick(EventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.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: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
SWCharGen
    Assembly Version: 1.1.0.2
    Win32 Version: 1.1.0.2
    CodeBase: file:///C:/Users/Twilight/Desktop/sweote/SWCharGen.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1002 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: 4.0.30319.1001 built by: RTMGDR
    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: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
SWCharGenCtlLib
    Assembly Version: 1.1.0.2
    Win32 Version: 1.1.0.2
    CodeBase: file:///C:/Users/Twilight/Desktop/sweote/SWCharGenCtlLib.DLL
----------------------------------------
SWCharGenLib
    Assembly Version: 1.1.0.2
    Win32 Version: 1.1.0.2
    CodeBase: file:///C:/Users/Twilight/Desktop/sweote/SWCharGenLib.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
----------------------------------------
Microsoft.mshtml
    Assembly Version: 7.0.3300.0
    Win32 Version: 7.0.3300.0
    CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.mshtml/7.0.3300.0__b03f5f7f11d50a3a/Microsoft.mshtml.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1015 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.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.1015 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
scgamfqa
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
znb5jvgx
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
41hwrfnl
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
lo5y4esw
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
obycfuy5
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
n1mvft1v
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
deqibpro
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
akgnl5pu
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
bcpzgxib
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
jonpp3zy
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
rmu05h14
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
g3myogeo
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
he2xqp0m
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
3sxik3bo
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
5yil3gpx
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
u1tqhopj
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
mfuodsyr
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
3qcqum1h
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
1rftghxm
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
sxplrxht
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
cadqifjd
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
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ik2t1bqc
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
b0v04jrn
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
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4w1eyfpf
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
noyt4t5n
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
geqhkrdg
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
ijlczbkv
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
ne4yxc44
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
lj133lwn
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
1qt4nmro
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
exflqvei
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
qouybp1a
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
f3xeqgri
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
s2ttmgmu
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
wtwil4xd
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
t2juumab
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
qnrtndbb
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
d1m5nun2
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
ludvfafv
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
hvdqpdgp
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
poppdqa5
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
tk3wu3o5
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
fehfpgh1
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
o5nyi1qi
    Assembly Version: 1.1.0.2
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

 

 

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Ok, i somehow broke my character.

I updated the version, imported my ,updated it XP equioment and money wise, saved it, and since then i can"t open it anymore without crashing the whole program.

making new charactes works, and i don"T have a backup, though i remember, mostly, what i had before saving, but it"s irritating nonetheless.

 

 

In the immortal words of Douglas Adams:  Don't Panic!  :)

 

It's more than likely bad custom data or a bug I haven't found yet.  Email me your character and your DataCustom directory and I'll figure it out.  My email is in the documentation.

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Awesome work! :D

 

One question, there is a 5 stack talent max? I have 6 Grids, is that correct or a mistake?

 

And in some talent trees you cannot acces because the tree isn't connected, you have to go to the bottom of the tree and after that you can go up.

 

And will be possible to have some kind of "easy access" preview button like the one in the print option without access Print?

 

Thanks for all your efforts Oggy! :D

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Ok, i somehow broke my character.

I updated the version, imported my ,updated it XP equioment and money wise, saved it, and since then i can"t open it anymore without crashing the whole program.

making new charactes works, and i don"T have a backup, though i remember, mostly, what i had before saving, but it"s irritating nonetheless.

 

 

In the immortal words of Douglas Adams:  Don't Panic!   :)

 

It's more than likely bad custom data or a bug I haven't found yet.  Email me your character and your DataCustom directory and I'll figure it out.  My email is in the documentation.

 

Much appreciated, i shall do so, as soon I get home

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What I did was click on an adversary to edit, I changed its category by typing in a new one and then updated it, I then had two copies of the adversary. It isn't much of an issue as I can just delete the spare adversary.

So with new adversaries I just need to make sure that I copy the folder to import in the future, that's fine.

One more suggestion, could there be a way of saving natural weapon templates, such as claws, bites, acid spits etc for use when creating custom adversary creatures? Some of the creatures already saved have natural weapons that could be re-used or slightly adapted for new creatures. I could add them in as custom weapons but this isn't very elegant.

On a separate note, has anyone entered data from the GM screen, under a black sun, the starter game, the beta game adventure or long arm of the Hutt? If not I will have a go at entering some of this at the weekend for y'all to import.

Did you by any chance remove any stock adversaries, or copy any adversary files by hand to or from your install?  That could explain what's going on.  You should only use Import to add pre-existing adversaries to your list.

That must have been what I did. Cheers.

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What I did was click on an adversary to edit, I changed its category by typing in a new one and then updated it, I then had two copies of the adversary. It isn't much of an issue as I can just delete the spare adversary.

So with new adversaries I just need to make sure that I copy the folder to import in the future, that's fine.

One more suggestion, could there be a way of saving natural weapon templates, such as claws, bites, acid spits etc for use when creating custom adversary creatures? Some of the creatures already saved have natural weapons that could be re-used or slightly adapted for new creatures. I could add them in as custom weapons but this isn't very elegant.

On a separate note, has anyone entered data from the GM screen, under a black sun, the starter game, the beta game adventure or long arm of the Hutt? If not I will have a go at entering some of this at the weekend for y'all to import.

Did you by any chance remove any stock adversaries, or copy any adversary files by hand to or from your install?  That could explain what's going on.  You should only use Import to add pre-existing adversaries to your list.

That must have been what I did. Cheers.

 

It seems that it's fairly common for people to do that :)  After all, it makes sense.

 

However...

 

The way characters (or adversaries, or groups, or even stock vehicles) are stored is that I use a standard naming template for the file name.  It's Char[x].xml, Adver[x].xml, Veh[x].xml, and Group[x].xml, where [x] is a sequential number, starting at 0 and going up from there.  When you add a new item, it'll go through the directory and find the first open number slot, or just add it to the end.  Each item has the file name associated with it stored in the XML.  And that's where the issue comes in.

 

Let's say you have one adversary in your directory, Adver0.xml. His name is Fred.  A buddy also has one adversary, Adver0.xml.  His name is Barney.  You want to add Barney to your list of adversaries.  So, you copy your buddy's Adver0.xml into your directory.  There's a name conflict, so you just let it rename itself to "Copy of Adver0.xml".  You run the GM Tools, and you see both adversaries there, so you assume everything worked great.  You go into Fred and make a small change and do an update.  When you get out, you still see Fred and Barney.  So far, so good.  Then you modify Barney and do an update.  You get out, look at the list, and... you see Barney in there twice!  What happened to Fred?

 

Obviously, both Fred and Barney had the "Adver0.xml" file name stored in the XML, so Barney just wrote over what it thought was its proper file.  Fred goes away and is replaced with a modified version of Barney, while the original Barney remains untouched.

 

What Import does is blank out the file name before saving the XML.  That forces the character, adversary, etc., to generate a new name for itself, which will then make sure its unique in your list.  And that's why you need to perform an Import.

 

Of course, I had done this before I began generating GUID keys for things, and in retrospect, I could have just used a GUID as a file name.  GUIDs are guaranteed unique, so none of this would have mattered.  20/20 hindsight :)

Edited by OggDude

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I've been messing around with the Group feature on the GM Tool (which is, of course, amazing), but I noticed that the mod "Reinforced Shield Generator" seems to be missing as an option for starships. Either that, or I'm simply unable to find it. Anyone else notice this?

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I've been messing around with the Group feature on the GM Tool (which is, of course, amazing), but I noticed that the mod "Reinforced Shield Generator" seems to be missing as an option for starships. Either that, or I'm simply unable to find it. Anyone else notice this?

It's there, but there's a data error in the file.  If you want it before the next release, load ItemAttachments.xml into a text editor, find the "Upgraded Comms Array" attachment, and change the <Key> value to "UCA".  Then it'll work.

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One minor thing I noticed is that the Gaffi stick entry is named Gaff Stick.

Fixed.  As soon as Urd sends me his character and I figure out his issue, I'll probably do another release.  Only fairly minor changes this time.

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After much piecing apart I discovered the source of my bug: The Mark VI Modular backpack with both space mods causes my character sheets to become inaccessible.

Excellent!  Thank you, it was easy to fix (I wasn't linking attachments for gear, and that was the first attachment that worked on gear).  It'll be in the .3 release, which I'll probably do tomorrow sometime.

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