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Messages - yakoaohw

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1
DFRPG / Re: DFRPG Character Manager v2.0
« on: July 10, 2012, 01:57:03 PM »
Sorry about the lack of updates recently. I've got some fixes in the works concerning magic, focus items, equipment and the like. I should have them live by next week or so if I get some time.

As always, thanks for the feedback.

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DFRPG / Re: DFRPG Character Manager v2.0
« on: May 29, 2012, 04:50:13 PM »
Hi. I've found whenever I try to add equipment to my character that I can't get it to export to HTML. I'm running IE 9 with .NET 4+ using CM 2.0.3. The error occurs if any equipment is Armor or Weapon with a Skill or Type added. If the equipment is Other, it works fine.

The error is below in RED. Thanks for all your work  ;D

... The 'p' start tag on line 377 position 7 does not match the end tag of 'td'. Line 378, position 3....[/color]

Looks like the html is missing a tag somewhere. I will take a hammer to it and see what I can do.

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DFRPG / Re: DFRPG Character Manager v2.0
« on: April 29, 2012, 12:53:10 PM »
Version 2.0.3 is uploaded now.

Avriel: custom power levels will now write with their metadata in attributes instead of elements resulting in a file that the CM can read properly. This error also existed in custom elements. If you know a thing or two about XML you can modify the file, but it will probably be quicker to just recreate it.

sirmio: Single elements are now removed from their respective lists in the correct order now, correcting the problem.

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DFRPG / Re: DFRPG Character Manager v2.0
« on: April 28, 2012, 02:51:19 PM »
Just posted version 2.0.2. Link can be found at the top of the thread.

kacowkachow: Custom effects should now be working. The description was checking the description field for Mortal Stunts which of course was empty since you were making a custom effect. This has been corrected.

kenposan: I think I've taken care of the special character issue. There are a lot of instances of string translation to remove ", ', &, <, and > so I may have missed one, but I think I got them all. Let me know if you stumble into this issue anywhere else.

ZacharyHill227: glad you noticed the other Soulgaze power. I thought that having a free one would make it easier than trying to make it a variable cost power. Also, when you choose a template, it should assign the musts automatically when the template is selected. Are the powers not being added automatically?

Avriel: the custom power level issue should be resolved. It was the same issue as kacowkachow's just with different fields.

Sanctaphrax: the values in question should now appear correctly on the character sheet. Also, the program should now highlight the refresh discrepancy when adjustment >= base refresh instead of simply >.

I think that is everything. If I missed something, please remind me. Thanks for the feedback.

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DFRPG / Re: DFRPG Character Manager v2.0
« on: April 26, 2012, 09:29:52 PM »
Here's a note for your System Reqs. It's not a bug so much as a documentation mistake: Internet Explorer 9 requires Windows Vista or later (32 or 64 bit). So by requiring IE9, you are requiring Vista.

Unfortunately I'm on my age-old XP machine right now so I can't check it out, but I'll install it on my laptop later and give it a whirl. Thanks!

I was not aware IE 9 required vista. You can still use the program without it, you'll just have to use "export character sheet" instead of view and open the html file in something that supports html5/css3. You can open it in 8, but the sheet will look terrible.

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DFRPG / Re: DFRPG Character Manager v2.0
« on: April 22, 2012, 01:05:21 PM »
Also having a problem here with the customization.  If I try to add a new power level, I put in all the info and when i try to save it, it tells me that "each power level must have a name" and i can't save it.

I'll take a look at the editor. It is probably testing the wrong field and getting a false reading of no name.

Also, my apologies for the delays in the other fixes. It was opening week for Cabaret so I've been in rehearsal/shows all week.

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DFRPG / Re: DFRPG Character Manager v2.0
« on: April 14, 2012, 10:23:55 PM »
I'll take a look at the effects. It is probably checking the description for another custom item, which is of course blank because you are creating an effect.

As to the &quot; issue, I thought I had dealt with all those (it was a big problem in version 1). I'll go through and check that the characters are being trnaslated back and forth correctly. In the meantime, you can of course avoid the error by removing the charatcers. Not ideal, I know, but it will work until I check the code. The others characters that will cause issues are &, <, and >.

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DFRPG / Re: DFRPG Character Manager v2.0
« on: April 11, 2012, 11:49:40 PM »
Malivotti: I'm glad you like my stuff, I hope it proves to be helpful.

tetrasodium: The syntax that was being written was incorrect for the mortal stunt. That has been corrected in version 2.0.1 as well as adding a catch to prevent the whole program from crashing if the description cannot be viewed. If you'd like to corrected the custom stunt without making an entire new one, simply remove "<description>" and "</description>". They are required syntax for supernatural power descriptions, but not for mortal stunt descriptions. (The source file is really huge and each group of data differs from the others since it took me a while to compile it.)

devonapple: The syntax for the character templates was also being written incorrectly. This has been corrected in version 2.0.1. All the attributes that were supposed to be written to the XML were being added as elements instead. There isn't really a quick fix to change it up unless you know XML. name, minrefresh, refreshbonus, supernatural and skill should all be attributes of their parent. Also, the value of minrefresh should be negative.

spacepup18: I have now added the powers you mentioned. Also, there was a bug in the resource compile of custom and standard data at runtime causing all magical traditions to be missed. That has been corrected.

Sanctaphrax: The character you sent is showing a refresh adjustment of 6, 4 for Sponsored Magic, 1 for Marked by Power and 1 for a mortal stunt. The error with the stunt now appearing has now been corrected. (The program was testing for a number of stunts > 1 instead of >= 1)

New version is up. Thanks for the feedback.

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DFRPG / Re: DFRPG Character Manager v2.0
« on: April 06, 2012, 01:29:39 AM »
I get the same, I went so far as to create one that simply had the word test in the name & description for the intimidate skill & simply selecting it from the mortal stunts tab crashes the CM component :( Out of curiosity, I opened it up in notepad to see if I saw anything really funky, but nothing seemed odd
Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<mortalstunts>
  <mortalstunt name="test" skill="Intimidation">
    <description>
      <p>test</p>
    </description>
  </mortalstunt>
</mortalstunts>

That is very odd. But I made a lot of changes to the program right before I finished beta, and haven't done anything with the custom powers since the very beginning. It is very likely that when I fixed something else, I broke the customization. I am going to spend part o this weekend taking a hammer to it all to see what I come up with.

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DFRPG / Re: DFRPG Character Manager v2.0
« on: April 03, 2012, 10:24:57 PM »
I'm not able to get any of my Custom templates to show up in the main program. How does that normally work?

The custom template should be saved as a dfcm file in the 'resources' directory that is created by the program the first time you load it. When the program loads, a notice should appear on the splash screen that says "custom entries detected" or something similar. If the file is invalid, it should tell you so and then not load the erroneous file and run the program normally.

As to the custom power, I'll need to take a look at that more closely. I'll get back to you on that.

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DFRPG / Re: DFRPG Character Manager v2.0
« on: April 02, 2012, 05:10:51 PM »
Found what I think is a bug while I was just looking around the program:
It seems that when selecting Channeling or Ritual, the Refinement upgrade doesn't show up like it does when Evocation or Thaumaturgy is.

I will add them in in the next update, thought that may be delayed while I catch up on some other projects. In the meantime, you may just want to add a custom power.

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DFRPG / DFRPG Character Manager v2.0
« on: March 31, 2012, 06:01:17 PM »
The Dresden Files Roleplaying Game Character Manager v2.0.3 is now available for download at the following link:

Version 2.0.3

(The file is hosted on Mediafire. I have found other mirrors of my program floating around the internet, which is fine, but I have no idea who put them there or if they have been modified in any way. Please be careful running any executable files you find on the internet.)

My thanks to the following people who helped me with testing: (in no particular order) Soulless Mystic5523, lordoracle, devonapple,
Malraza, Zindaar, Jerry Luca, Steven Phelps, Geoff Williams, AJ Long, Christopher Smith (if I missed someone, I apologize.)

Without them the program would probably be paralyzed with bugs. Any errors remaining in the program (and I know there are some and I'm sure there are others I'm ignorant of) are the result of the programmer, not lack of input from the testers.

System Requirements:
-Windows XP or later (Vista or later is required for IE 9)
-Microsoft .NET framework 4.0 or later (available from Microsoft)
-Internet Explorer 9 or later (even if you don't use it regularly. The Character Sheet uses HTML5/CSS3 and the embedded browser is always the current IE install regardless of other browsers available. If you really object to having IE installed, you can "Export Character Sheet" instead and open it in your browser of choice. The sheet will still open without IE 9, but it will look terrible.)
-Sorry Mac people. I have nothing against you, i just don't have the kind of time it would take to learn a cross-platform programming language or to write in two different ones.

Installation:
There is no install file. Simply place the files in a directory (you must extract them, not run them from inside the zip file) where a user will have write access and run them (also included is a customization program, more on that later.)

Customization:
Included in this release is a customization program. It will create custom templates, powers, stunts, effects, magical traditions, etc. By default each item is placed in a separate dfcm file in the "resources" directory. The program will read all dfcm files in the directory at runtime and those items will be added to the program. If you add another custom file to the directory, you will need to restart DFRPG-CM for it to appear. These files are XML files (as are the character save files). If you know your way around XML, you may combine multiple custom files into a single DFCM file and all entries in it will be added at runtime, but you will not be able to edit the file with DFRPG-Custom.exe.

Old Characters:
Old character files will work, though there may be some hiccups in loading them. Please back up your old characters before converting them, just in case. I would hate for you to lose a lot of time and effort you put into a character because of a single typo in in over 15000 lines of code.

Bugs:
If/When you encounter bugs, you may post them here or message me, though if you post them here, you may help other people who are having the same problem you are or may get feedback from another user. When you post a bug, please let me know what you were doing and what happened (this is often more important that then huge list of text that accompanies some crashes.) For example: "I was selecting a template and the program crashed" or "I named my character Paul Neil Milne Johnstone (bonus points to anyone who gets the reference without using the internet) and he reached through my monitor and slapped me.")

That is it for now. Good luck. I hope this is helpful to other Dresdenites.

EDIT (4/11/2012): Updated link to latest version. Release notes available in the program.
EDIT (4/28/2012): Updated link to latest version (2.0.2). Release notes available in the program.
EDIT (4/29/2012): Updated link to latest version (2.0.3). Release notes available in the program.

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Davy Jones locker as depicted in Pirates of the Caribbean. It is populated entirely by little crabs and dopplegangers of the characters who are less than sane.

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DFRPG / Re: DFRPG Character Manager v2 beta
« on: March 13, 2012, 03:49:07 PM »
Thanks for volunteering. I'll post known bugs here to prevent duplication and cross them off once they are corrected.

  • character import showing error when ' or " are used to indicate height
  • character sheet output creating invalid xml

Edit: I'm going to move these to the top post and maintain them there

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DFRPG / DFRPG Character Manager v2 beta
« on: March 12, 2012, 09:52:42 PM »
Greetings fellow Dresdenites,

I have been working on version 2 of my character manager program for a while now and the time has come to try and squash all the bugs I've not found and test the features I've not tested. If you've used version 1 of my program, this will be very similar to that only I hope that instead of making the same mistakes of the past, I've made entirely new ones.

That being said, I need some volunteers. Probably about 5ish to 10ish or so to begin with to take a look through the program. There are a few requirements (nothing onerous, I think).

  • You must be using Windows (sorry Mac people. Nothing against you, but this is how I program)
  • You must have .NET framework 4.0 or later (you can find that here:http://www.microsoft.com/download/en/details.aspx?id=17851)
  • You must be willing to have odd and potentially horrific things happen to your character file. (I cannot stress this enough. Back up your character files. They should work just fine, but I don't want to destroy something you've put time into due to one typo in 15 thousand lines of code)
  • If you want to view character sheets the easy way, you must have IE 9 installed (even if you don't use it. The character sheet uses HTML5/CSS3 and IE 8 and earlier will ignore those parts. You can still view the sheet, it just looks terrible. The other option is that I included an "Export Character Sheet" option that will save an HTML files you can view in Firefox, Chrome, Opera or whatever you normally use.)
  • You must be willing to tell me about whatever errors you run into, or they will never get fixed. (I'm aware plenty of errors never got fixed with version 1, I'm hoping to do better this time.)
  • I also ask that you not pass the program around yet. It will have bugs and I'd prefer to limit the exposure until I can kill most of them. I'm not saying you can't share it around, but please don't yet. It is easier to troubleshoot a little at a time.

My hope is to get feedback and have a released version by the start if next month, depending on how much needs fixing. Just post in this thread if you are interested in testing and this evening I will send out links to the program (assuming of course no power outages or cooking catastrophes)




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