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#88414 From: "raxthegrey" <raxthegrey@...>
Date: Tue Nov 8, 2005 6:46 pm
Subject: Re: [BUG 5.9.4] [Trackered] Negative synergy bonuses & template issues
raxthegrey
Send Email Send Email
 
--- In pcgen@yahoogroups.com, Eddy Anthony <eddyba@m...> wrote:
>
> On 11/8/05 12:17 PM, "raxthegrey" <raxthegrey@g...> wrote:
>
> > I've got the latest autobuild and I'm getting a bunch of -2 synergy
> > bonues on skills.  If I take enough ranks in the appropriate
> > synergistic skill the -2 turns to a plus 2.  (i.e. 5 ranks of Ride
> > with a dex of 10 gives a Ride mod of 3.  Adding 5 ranks of Handle
> > Animal gives a Ride mod of 7.)
>
> There was an issue with the Epic Synergy bonus formulas but that was
fixed
> shortly after the Epic set was CVS'ed and I am not seeing that
problem in
> the latest auto build.
>
> You would see this issue if you are using the Epic set from
> pcgen_experimental, are you?
>
> Could you give more details on which gameMode and sources you have
loaded?
> Thanks.
>
> > Also, templates that add other templates appear to be skipping the
> > chooser and adding all of the possible choices.
>
> Confirmed, that's a big-ol-bug :-(
> Trackered and assigned to Devon, this might be a release stopper:
> [ 1351572 ] TEMPLATE:CHOOSE broken
>
<https://sourceforge.net/tracker/index.php?func=detail&aid=1351572&group_id=
> 25576&atid=384719>
> --
> ~ Eddy Anthony (MoSaT)
> ~ PCGen Content Silverback
>



DOH!  I've got the experimental Epic loaded.  I forgot to retest with
a bare data load.

Rax the Grey

#88415 From: "Susan" <suzibunny82@...>
Date: Tue Nov 8, 2005 10:28 pm
Subject: PCGen Data
suzibunny82
Send Email Send Email
 
Hello Everyone,

I am not sure if this is the right place to post this question but I
hope I can recieve your help.

Some of my JUnit tests are failing due to missing data..

I tried running the "fetch-data" ant target alone, *didnt work*, as
well I tried copying that section into the "main" target, also *didnt
work*.

I synchronized and updated from CVS, I have all of the data that is on
CVS, however those Junits still do not pass.

I appreciate any help and my apologies if this is the wrong place to post.

Thanks,

#88416 From: James Dempsey <jdempsey@...>
Date: Tue Nov 8, 2005 10:35 pm
Subject: Re: PCGen Data
james_dempse...
Send Email Send Email
 
Hi Susan,

On 09/11/05, Susan <suzibunny82@...> wrote:
> Hello Everyone,
>
> I am not sure if this is the right place to post this question but I
> hope I can recieve your help.
>
Best place for these type of questions is the developers list on
Sourceforge. This list mainly  deals with bug reports, questions from
users and general pcgen discussion. I'll send the full response to
this question to the dev list so as not to clutter this one up.

--
Cheers,
James Dempsey
PCGen Code Gibbon

#88417 From: boomer70 <boomer70@...>
Date: Tue Nov 8, 2005 10:38 pm
Subject: Re: PCGen Data
boomer70
Send Email Send Email
 
It looks like the developer list is the place you
should be asking this question.

PCGen-Devel mailing list
PCGen-Devel@...
https://lists.sourceforge.net/lists/listinfo/pcgen-devel

-Aaron

--- Susan <suzibunny82@...> wrote:

> Hello Everyone,
>
> I am not sure if this is the right place to post
> this question but I
> hope I can recieve your help.
>
> Some of my JUnit tests are failing due to missing
> data..
>
> I tried running the "fetch-data" ant target alone,
> *didnt work*, as
> well I tried copying that section into the "main"
> target, also *didnt
> work*.
>
> I synchronized and updated from CVS, I have all of
> the data that is on
> CVS, however those Junits still do not pass.
>
> I appreciate any help and my apologies if this is
> the wrong place to post.
>
> Thanks,
>
>
>
>
>
>





__________________________________
Yahoo! Mail - PC Magazine Editors' Choice 2005
http://mail.yahoo.com

#88418 From: Devon Jones <soulcatcher@...>
Date: Tue Nov 8, 2005 5:14 pm
Subject: Re: [PCGD] Re: [BUG 5.9.4] [Trackered] Negative synergy bonuses & template issues
hunterd_us
Send Email Send Email
 
Eddy Anthony wrote:

>Confirmed, that's a big-ol-bug :-(
>Trackered and assigned to Devon, this might be a release stopper:
>[ 1351572 ] TEMPLATE:CHOOSE broken
><https://sourceforge.net/tracker/index.php?func=detail&aid=1351572&group_id=
>25576&atid=384719>
>
>
Fixed.  There is a new autobuild on the way out right now.

Devon

#88419 From: Éric Beaudoin <beaudoer@...>
Date: Wed Nov 9, 2005 3:46 am
Subject: [Announce]PCGen 5.9.4 Alpha is available
beaudoer
Send Email Send Email
 
Hello again ladies and gents, here's another release for your enjoyment. As you
may see if you look at the tracker lists, a lot of bugs and freq have been
closed (although some of them might have been closed because they were too
old... :-).

One of the novelties of this release is monsters implemented as kits. Check it
out and let us know of any problems you find.

For the installing instruction and release notes, see here:
<http://sourceforge.net/docman/display_doc.php?docid=30643&group_id=25576>.


-----------------------------------------------------------
Éric "Space Monkey" Beaudoin
Founding Member of the Hidden-in-the-Trench Club
Release Monkey and Syntax Watchdog
>> In space, no one can hear you sleep.
>> Camels to can climb trees (and sometime eat them).
<mailto:beaudoer@...>

#88420 From: Eddy Anthony <eddyba@...>
Date: Wed Nov 9, 2005 5:53 am
Subject: New Feature: Default Monster Kits
mosat22
Send Email Send Email
 
If you never download the Alpha releases you should make an exception for
5.9.4 to check out this new feature. Here's how:

Download 5.9.4, Load the 3.5 RSRD set, click-create new character, now
before you do anything else click the add kit button or choose File > Add
Kit. Behold the massive list of Default Monsters! Choose one, you will find
that the appropriate race, alignment, classes, feats, skills, deities,
domains, spells and equipment have all been added to create the monster
specified in the text. You will even notice the equipment is already
equipped and the only thing left to do is hit the output button, heck even
the name has been set for you.

The man to thank for this wonder is Aaron Divinsky (boomer70) who is
apparently on a mission to perfect this feature. Thanks also go to Andargor
who supplied the data for the Default Monsters equipment from his RSRD
database.

Now keep in mind this is an Alpha release and this is the first release with
this feature in it. You will find many errors in these kits, they fall into
three categories, an error in the kit data, an error in the race data or an
error in the source text (I've already found a few of these). We do want to
correct these errors and we could use your help validating the kits, this is
as easy as creating a default monster, outputting it, comparing it to the
text and seeing what doesn't match. Let me know if you are interested in
this QA effort.

Some other things to keep in mind: Make sure that in Preferences > Monsters
you have the Default Monster Mode turned off, the Kits are a replacement for
this mode and it will be going away. If you want the hit points to match set
it to average and turn off the max hit points at first level feature. Once
you have selected a race the only Default Monster Kit available will be any
that are valid for that race only so if you want to choose from the complete
list go to the add kit window without choosing a race. At this point in time
we have added kits for all the monsters in the RSRD and the core races in
the MSRD (though those are missing equipment), but we are planning to add
kits for the rest of the sets. Much of the creation of the kits can be
automated by Aaron's script wizardry but the equipment granted to the
creatures in the text does not exist in our data and so it is one thing that
will need to be added by hand.

Let us know what you think.
--
~ Eddy Anthony (MoSaT)
~ PCGen Content Silverback

#88421 From: "karianna03" <karianna@...>
Date: Wed Nov 9, 2005 10:00 am
Subject: Re: New Feature: Default Monster Kits & 'Wizard'
karianna03
Send Email Send Email
 
Also have a good look at the feature requests that have been
completed!  For example:

* PCGen now assists you in completing a new character by highlighting
tabs you need to complete and providing a TODO list in the Summary screen.

* PCGen now shows you how much memeory it is using and has had its
default memeory usage altered to reflect reality

* PCGen is now faster thanks to new Plugin code

* PCGen has had standardisation improvements made on the UI (the GUI
should behave in a more consistent manner across the Tabs)

+ Much more!

Karianna

--- In pcgen@yahoogroups.com, Eddy Anthony <eddyba@m...> wrote:
>
> If you never download the Alpha releases you should make an
exception for
> 5.9.4 to check out this new feature. Here's how:
>
> Download 5.9.4, Load the 3.5 RSRD set, click-create new character, now
> before you do anything else click the add kit button or choose File
> Add
> Kit. Behold the massive list of Default Monsters! Choose one, you
will find
> that the appropriate race, alignment, classes, feats, skills, deities,
> domains, spells and equipment have all been added to create the monster
> specified in the text. You will even notice the equipment is already
> equipped and the only thing left to do is hit the output button,
heck even
> the name has been set for you.
>
> The man to thank for this wonder is Aaron Divinsky (boomer70) who is
> apparently on a mission to perfect this feature. Thanks also go to
Andargor
> who supplied the data for the Default Monsters equipment from his RSRD
> database.
>
> Now keep in mind this is an Alpha release and this is the first
release with
> this feature in it. You will find many errors in these kits, they
fall into
> three categories, an error in the kit data, an error in the race
data or an
> error in the source text (I've already found a few of these). We do
want to
> correct these errors and we could use your help validating the kits,
this is
> as easy as creating a default monster, outputting it, comparing it
to the
> text and seeing what doesn't match. Let me know if you are interested in
> this QA effort.
>
> Some other things to keep in mind: Make sure that in Preferences >
Monsters
> you have the Default Monster Mode turned off, the Kits are a
replacement for
> this mode and it will be going away. If you want the hit points to
match set
> it to average and turn off the max hit points at first level
feature. Once
> you have selected a race the only Default Monster Kit available will
be any
> that are valid for that race only so if you want to choose from the
complete
> list go to the add kit window without choosing a race. At this point
in time
> we have added kits for all the monsters in the RSRD and the core
races in
> the MSRD (though those are missing equipment), but we are planning
to add
> kits for the rest of the sets. Much of the creation of the kits can be
> automated by Aaron's script wizardry but the equipment granted to the
> creatures in the text does not exist in our data and so it is one
thing that
> will need to be added by hand.
>
> Let us know what you think.
> --
> ~ Eddy Anthony (MoSaT)
> ~ PCGen Content Silverback
>

#88422 From: Stefan Radermacher <radermacher@...>
Date: Wed Nov 9, 2005 10:18 am
Subject: Re: Re: New Feature: Default Monster Kits & 'Wizard'
zaister
Send Email Send Email
 
karianna03 wrote:

> * PCGen now shows you how much memeory it is using and has had its
> default memeory usage altered to reflect reality

This feature is switched off by default, though. It can be activated on
the "Display Opton" page in the preferences.

Stefan.

#88423 From: "mickeywinfree" <mwinfree@...>
Date: Wed Nov 9, 2005 11:06 am
Subject: Re: New Feature: Default Monster Kits & 'Wizard'
mickeywinfree
Send Email Send Email
 
--- In pcgen@yahoogroups.com, "karianna03" <karianna@c...> wrote:
Wow!
      It does load resource books much faster.  I have a hang up on the pcgen.sh
document.
I was attempting to increase the available RAM but, this version's pcgen.sh does
not look
like the previous one.  I found the line:

# To load all sources takes more than the default 64MB.
javaargs="-Xmx256m"
pcgenargs=""
whosearg=java

and I changed javaargs= "-Xmx... to ..."Xmx256m".  It just seemed the right
place to do
that.  Now, my system hangs up at the very end of loading resourse as it tries
to decipher
System Configuration Document.

FYI:  PC Gen v5.9.4 on Imac G5 with Tiger 10.4.2 and the correct version of java
according
to some message that told me how to find that info in Terminal.
> Also have a good look at the feature requests that have been
> completed!  > + Much more!
>
> Karianna
>

#88424 From: "mickeywinfree" <mwinfree@...>
Date: Wed Nov 9, 2005 11:22 am
Subject: Re: Hang up on Resorce Load was New Feature: Default Monster Kits & 'Wizard'
mickeywinfree
Send Email Send Email
 
Okay, perhaps it was not my tampering with the pcgen.sh file.  A clean download
does the
same thing.  it hangs on System Configuration Document.

Any Thought or suggestions?
Mickey

--- In pcgen@yahoogroups.com, "mickeywinfree" <mwinfree@s...> wrote:
> Wow!
>      It does load resource books much faster.  I have a hang up on the
pcgen.sh
document.
> I was attempting to increase the available RAM but, this version's pcgen.sh
does not
look
> like the previous one.  I found the line:
>
> # To load all sources takes more than the default 64MB.
> javaargs="-Xmx256m"
> pcgenargs=""
> whosearg=java
>
> and I changed javaargs= "-Xmx... to ..."Xmx256m".  It just seemed the right
place to do
> that.  Now, my system hangs up at the very end of loading resourse as it tries
to
decipher
> System Configuration Document.
>
> FYI:  PC Gen v5.9.4 on Imac G5 with Tiger 10.4.2 and the correct version of
java
according
> to some message that told me how to find that info in Terminal.
> > Also have a good look at the feature requests that have been
> > completed!  > + Much more!
> >
> > Karianna
> >
>

#88425 From: "empty_other" <empty_other@...>
Date: Wed Nov 9, 2005 1:59 pm
Subject: Choose the highest stat
empty_other
Send Email Send Email
 
I have added a feat to PCGen, which says:
"Requirement:At least 1 rank in the selected skill. Benefit:When
making checks with the selected skill, you may use your reputation
bonus instead of the usual ability modifier."

Its from Modern Players Companion, im adding all the content to my
campaign, and my PCGen. But how would you make PCGen do this:
A: Make the player choose between a list of skills, all which have at
least one rank in it.
B: Use the reputation bonus instead of the usual ability, IF the
reputation bonus is higher.

I tried different solutions my self, but maybe im just too dumb to
understand the documentation ;).

Thanks

#88426 From: "Paul W. King" <paulking.rhochi@...>
Date: Wed Nov 9, 2005 2:22 pm
Subject: Re: Choose the highest stat
pkingdnd
Send Email Send Email
 
Dataset questions like this belong on:
http://groups.yahoo.com/group/PCGenListFileHelp

in order to keep traffic on this group down. I'll send this email there
and respond there.

Paul W. King
OGL/PL/TM Chimp, Data Gibbon

#88427 From: Eddy Anthony <eddyba@...>
Date: Wed Nov 9, 2005 2:28 pm
Subject: Re: Choose the highest stat
mosat22
Send Email Send Email
 
On 11/9/05 8:59 AM, "empty_other" <empty_other@...> wrote:

> Its from Modern Players Companion, im adding all the content to my
> campaign, and my PCGen.

This might help you out: Frank Kliewe has already coded the Modern Players
Companion, we are now in the process of requesting permission to include it
in the release. You can find it in the files section of pcgen_experimantal.
<http://groups.yahoo.com/group/pcgen_experimental/>
--
~ Eddy Anthony (MoSaT)
~ PCGen Content Silverback

#88428 From: "Frank Kliewe" <fkliewe@...>
Date: Wed Nov 9, 2005 3:29 pm
Subject: RE: Choose the highest stat
frank_kliewe
Send Email Send Email
 
> I have added a feat to PCGen, which says:
> "Requirement:At least 1 rank in the selected skill.
> Benefit:When making checks with the selected skill, you may
> use your reputation bonus instead of the usual ability modifier."
>
> Its from Modern Players Companion, im adding all the content
> to my campaign, and my PCGen. But how would you make PCGen do this:
> A: Make the player choose between a list of skills, all which
> have at least one rank in it.
> B: Use the reputation bonus instead of the usual ability, IF
> the reputation bonus is higher.
>
> I tried different solutions my self, but maybe im just too
> dumb to understand the documentation ;).
>
> Thanks
>

Speaking about the Expert Advice feat, right?

As Eddy mentioned in another reply, I have already coded the MPC.

About how I did it: I took the cheap way out. I have a "PRETEXT:You must
have at least 1 rank in the skill you select for this" as prerequisite.

Then the chooser uses
"CHOOSE:SKILLSNAMED|TYPE.Strength|TYPE.Dexterity|TYPE.Constitution|TYPE.Inte
lligence|TYPE.Charisma|Control Shape|Gamble|Listen|Sense
Motive|Spot|Survival|Treat Injury|1" to keep Profession, Read/Write
Language, and Speak Language out.

Also I have no actual Bonus in this, because it says you may use your
Reputation bonus, not you have to use it. If you want a Bonus in there, you
have to split up the feat into multiple ones, each holding the selection of
skills for one ability. For Strength based skills the bonus would be
BONUS:SKILL|LIST|max(0,Reputation-STR)

HTH

Cheerio,

Frank Kliewe
PCGen Data Gibbon & OS Lemur

--
I've no regrets. I've been everywhere and done everything. I've eaten caviar
at Cannes, sausage rolls at the dogs. I've played baccarat at Biarritz and
darts with the rural dean. What is there left for me but marriage?
(Iris Henderson in "The Lady Vanishes", 1938)

#88429 From: Éric Beaudoin <eric.beaudoin@...>
Date: Wed Nov 9, 2005 9:03 pm
Subject: Re: Re: New Feature: Default Monster Kits & 'Wizard'
ericbeaudoin
Send Email Send Email
 
On 11/9/05, karianna03 <karianna@...> wrote:
>
> Also have a good look at the feature requests that have been
> completed! For example:
>
> * PCGen now assists you in completing a new character by highlighting
> tabs you need to complete and providing a TODO list in the Summary screen.
>
> * PCGen now shows you how much memeory it is using and has had its
> default memeory usage altered to reflect reality
>
> * PCGen is now faster thanks to new Plugin code
>
> * PCGen has had standardisation improvements made on the UI (the GUI
> should behave in a more consistent manner across the Tabs)
>
> + Much more!
>
> Karianna

  Where wre you when I was looking for release notes! :p

--
> Éric "Space Monkey" Beaudoin
> Founding Member of the Hidden-in-the-Trench Club
> Release Monkey and Syntax Watchdog
> >> In space, no one can hear you sleep.
> >> Camels to can climb trees (and sometime eat them).
> <mailto:eric.beaudoin@...>
>


[Non-text portions of this message have been removed]

#88430 From: pcgen@yahoogroups.com
Date: Thu Nov 10, 2005 2:47 am
Subject: New file uploaded to pcgen
pcgen@yahoogroups.com
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the pcgen
group.

   File        : /'Need Help
With'/ParagraphSupportInSpellDescriptionsForPCGen594.zip
   Uploaded by : a_p_sen <apsen@...>
   Description : Updated (pcgen 5.9.4) paragraph support in spell descriptions

You can access this file at the URL:
http://groups.yahoo.com/group/pcgen/files/%27Need%20Help%20With%27/ParagraphSupp\
ortInSpellDescriptionsForPCGen594.zip

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/us/groups/files

Regards,

a_p_sen <apsen@...>

#88431 From: "empty_other" <empty_other@...>
Date: Thu Nov 10, 2005 7:32 am
Subject: Re: Choose the highest stat
empty_other
Send Email Send Email
 
--- In pcgen@yahoogroups.com, "Frank Kliewe" <fkliewe@t...> wrote:
>
> > I have added a feat to PCGen, which says:
> > "Requirement:At least 1 rank in the selected skill.
> > Benefit:When making checks with the selected skill, you may
> > use your reputation bonus instead of the usual ability modifier."
> >
> > Its from Modern Players Companion, im adding all the content
> > to my campaign, and my PCGen. But how would you make PCGen do this:
> > A: Make the player choose between a list of skills, all which
> > have at least one rank in it.
> > B: Use the reputation bonus instead of the usual ability, IF
> > the reputation bonus is higher.
> >
> > I tried different solutions my self, but maybe im just too
> > dumb to understand the documentation ;).
> >
> > Thanks
> >
>
> Speaking about the Expert Advice feat, right?
>
> As Eddy mentioned in another reply, I have already coded the MPC.
>
> About how I did it: I took the cheap way out. I have a "PRETEXT:You must
> have at least 1 rank in the skill you select for this" as prerequisite.
>
> Then the chooser uses
>
"CHOOSE:SKILLSNAMED|TYPE.Strength|TYPE.Dexterity|TYPE.Constitution|TYPE.Inte
> lligence|TYPE.Charisma|Control Shape|Gamble|Listen|Sense
> Motive|Spot|Survival|Treat Injury|1" to keep Profession, Read/Write
> Language, and Speak Language out.
>
> Also I have no actual Bonus in this, because it says you may use your
> Reputation bonus, not you have to use it. If you want a Bonus in
there, you
> have to split up the feat into multiple ones, each holding the
selection of
> skills for one ability. For Strength based skills the bonus would be
> BONUS:SKILL|LIST|max(0,Reputation-STR)
>
> HTH
>
> Cheerio,
>
> Frank Kliewe
> PCGen Data Gibbon & OS Lemur
>

Thanks, dude!

#88432 From: "karianna03" <karianna@...>
Date: Thu Nov 10, 2005 9:39 am
Subject: Re: New Feature: Default Monster Kits & 'Wizard'
karianna03
Send Email Send Email
 
It is in the release notes, the closed freqs list ;p.  But yes we need
to make an effort of communicating cool new changes like this a lot
better.  Maybe in future you and I need to quickly go through the
closed items and make appropriate noises to the public?

Karianna

--- In pcgen@yahoogroups.com, Éric Beaudoin <eric.beaudoin@g...> wrote:
>
> On 11/9/05, karianna03 <karianna@c...> wrote:
> >
> > Also have a good look at the feature requests that have been
> > completed! For example:
> >
> > * PCGen now assists you in completing a new character by highlighting
> > tabs you need to complete and providing a TODO list in the Summary
screen.
> >
> > * PCGen now shows you how much memeory it is using and has had its
> > default memeory usage altered to reflect reality
> >
> > * PCGen is now faster thanks to new Plugin code
> >
> > * PCGen has had standardisation improvements made on the UI (the GUI
> > should behave in a more consistent manner across the Tabs)
> >
> > + Much more!
> >
> > Karianna
>
>  Where wre you when I was looking for release notes! :p
>
> --
> > Éric "Space Monkey" Beaudoin
> > Founding Member of the Hidden-in-the-Trench Club
> > Release Monkey and Syntax Watchdog
> > >> In space, no one can hear you sleep.
> > >> Camels to can climb trees (and sometime eat them).
> > <mailto:eric.beaudoin@g...>
> >
>
>
> [Non-text portions of this message have been removed]
>

#88433 From: Éric Beaudoin <beaudoer@...>
Date: Thu Nov 10, 2005 1:17 pm
Subject: Re: Re: New Feature: Default Monster Kits & 'Wizard'
beaudoer
Send Email Send Email
 
At 04:39 2005.11.10, karianna03 wrote:
>It is in the release notes, the closed freqs list ;p.  But yes we need
>to make an effort of communicating cool new changes like this a lot
>better.  Maybe in future you and I need to quickly go through the
>closed items and make appropriate noises to the public?
>
>Karianna

That's a deal!


-----------------------------------------------------------
Éric "Space Monkey" Beaudoin
Founding Member of the Hidden-in-the-Trench Club
Release Monkey and Syntax Watchdog
>> In space, no one can hear you sleep.
>> Camels to can climb trees (and sometime eat them).
<mailto:beaudoer@...>

#88434 From: Eddy Anthony <eddyba@...>
Date: Thu Nov 10, 2005 1:50 pm
Subject: Re: Re: New Feature: Default Monster Kits & 'Wizard'
mosat22
Send Email Send Email
 
On 11/10/05 4:39 AM, "karianna03" <karianna@...> wrote:

> It is in the release notes, the closed freqs list ;p.  But yes we need
> to make an effort of communicating cool new changes like this a lot
> better.  Maybe in future you and I need to quickly go through the
> closed items and make appropriate noises to the public?

Like maybe a highlights section?

That sounds like a good idea, most releases don't really need it as the new
stuff can be easily discerned from the tracker titles but this release is
unusually stuffed full of goodies.

As an example here's another feature we should highlight: We now have
support for using the alternate Vitality and Wound Point system from
Unearthed Arcana in the fantasy sets. Go to the Preferences > House Rules
and you can switch to that, all the fantasy sheets will then display the
system chosen.
--
~ Eddy Anthony (MoSaT)
~ PCGen Content Silverback

#88435 From: "chris" <waxman80014@...>
Date: Thu Nov 10, 2005 8:14 pm
Subject: Problem with downloading PCGen5934 full
waxman80014
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I have downloaded it twice now and both times I got a corrupted
file... Anyone else having this problem?

Chris Simpson

A little LST lemur...

#88436 From: "chris" <waxman80014@...>
Date: Thu Nov 10, 2005 8:16 pm
Subject: Oops, I ment PCGen594 full
waxman80014
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#88437 From: Eddy Anthony <eddyba@...>
Date: Thu Nov 10, 2005 8:32 pm
Subject: Re: Problem with downloading PCGen5934 full
mosat22
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On 11/10/05 3:14 PM, "chris" <waxman80014@...> wrote:

> I have downloaded it twice now and both times I got a corrupted
> file... Anyone else having this problem?
>
> Chris Simpson
>
> A little LST lemur...

I seem to remember when I downloaded it my system failed to decompress it
(this is usually automatic) but when I manually decompressed it with Stuffit
Expander I had no problems.
--
~ Eddy Anthony (MoSaT)
~ PCGen Content Silverback

#88438 From: "David Swoboda" <drs@...>
Date: Fri Nov 11, 2005 12:53 am
Subject: Re: New Feature: Default Monster Kits & 'Wizard'
drswoboda
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Just a random thought, but is there any way to use the mechanism for
showing tips, to show a "What has changed!" document the first time
you load the new version?

-David

--- In pcgen@yahoogroups.com, "karianna03" <karianna@c...> wrote:
>
> It is in the release notes, the closed freqs list ;p.  But yes we
need
> to make an effort of communicating cool new changes like this a lot
> better.  Maybe in future you and I need to quickly go through the
> closed items and make appropriate noises to the public?
>
> Karianna
>
> --- In pcgen@yahoogroups.com, Éric Beaudoin <eric.beaudoin@g...>
wrote:
> >
> > On 11/9/05, karianna03 <karianna@c...> wrote:
> > >
> > > Also have a good look at the feature requests that have been
> > > completed! For example:
> > >
> > > * PCGen now assists you in completing a new character by
highlighting
> > > tabs you need to complete and providing a TODO list in the
Summary
> screen.
> > >
> > > * PCGen now shows you how much memeory it is using and has had
its
> > > default memeory usage altered to reflect reality
> > >
> > > * PCGen is now faster thanks to new Plugin code
> > >
> > > * PCGen has had standardisation improvements made on the UI
(the GUI
> > > should behave in a more consistent manner across the Tabs)
> > >
> > > + Much more!
> > >
> > > Karianna
> >
> >  Where wre you when I was looking for release notes! :p
> >
> > --
> > > Éric "Space Monkey" Beaudoin
> > > Founding Member of the Hidden-in-the-Trench Club
> > > Release Monkey and Syntax Watchdog
> > > >> In space, no one can hear you sleep.
> > > >> Camels to can climb trees (and sometime eat them).
> > > <mailto:eric.beaudoin@g...>
> > >
> >
> >
> > [Non-text portions of this message have been removed]
> >
>

#88439 From: "chris" <waxman80014@...>
Date: Fri Nov 11, 2005 2:56 am
Subject: Re: Problem with downloading PCGen5934 full
waxman80014
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I will try to DL it with IE and I will use winzip to open it...

--- In pcgen@yahoogroups.com, Eddy Anthony <eddyba@m...> wrote:
>
> On 11/10/05 3:14 PM, "chris" <waxman80014@h...> wrote:
>
> > I have downloaded it twice now and both times I got a corrupted
> > file... Anyone else having this problem?
> >
> > Chris Simpson
> >
> > A little LST lemur...
>
> I seem to remember when I downloaded it my system failed to
decompress it
> (this is usually automatic) but when I manually decompressed it with
Stuffit
> Expander I had no problems.
> --
> ~ Eddy Anthony (MoSaT)
> ~ PCGen Content Silverback
>

#88440 From: boomer70 <boomer70@...>
Date: Fri Nov 11, 2005 4:51 am
Subject: [BUG] Elemental classes not working
boomer70
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PCGen version 5.8 and 5.9.4

When I select one of the elementals as a race (e.g.
Elemental (Air Small)) no class is set.  I don't have
default monsters turned on.

The problem appears to be that the Elemental
(Air/Fire) class has a PRERACETYPE:Elemental
(Air/Fire) and the race only has a TYPE:Elemental so
it doesn't qualify.

-Aaron

----------------
Aaron Divinsky
PCGen Data Tamarin, Doc Lemur



__________________________________
Yahoo! FareChase: Search multiple travel sites in one click.
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#88441 From: Eddy Anthony <eddyba@...>
Date: Fri Nov 11, 2005 5:23 am
Subject: Re: [BUG] Elemental classes not working
mosat22
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boomer70 scribed:

> PCGen version 5.8 and 5.9.4
>
> When I select one of the elementals as a race (e.g.
> Elemental (Air Small)) no class is set.  I don't have
> default monsters turned on.
>
> The problem appears to be that the Elemental
> (Air/Fire) class has a PRERACETYPE:Elemental
> (Air/Fire) and the race only has a TYPE:Elemental so
> it doesn't qualify.

I've seen a few other races which have the type set to something with
Parentheses, I can't think of any reason for this. Each race should only
have a one word type and so should the PRERACETYPE tags in the monster
classes even if there are multiple classes such as with Elemental and
Humanoid.

I'll set up a tracker for that tomorrow, we'll need to look for other
discrepancies like this one.
--
~ Eddy Anthony (MoSaT)
~ PCGen Content Silverback

#88442 From: "David Griffey Jr." <drgsldr69@...>
Date: Fri Nov 11, 2005 12:01 pm
Subject: Need Some Help
drgsldr69
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Well basically i need a little help with my PCGen 5.8.0. I am
making/trying to make Custom classes that i have alreayd made for my
tabletop version of 3.5e only i can't seem to find half the feats. Like
for instance the Monk's Flurry of Blows, Slow Fall and a couple of
other feats. So i am basically asking to see if anyone has lst files or
something else i can use to add these feats in and stuff. Plus still
not sure how to work the custom class feature yet i just got PCGen 2
days ago. :D

if anyone can help me just drop me a line here or on my yahoo name at
drgsldr69

thanks ahead of time for any help on this

#88443 From: thoron-tir-gwaith@...
Date: Fri Nov 11, 2005 2:17 pm
Subject: Re: [BUG] Elemental classes not working
tir_gwaith
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> > The problem appears to be that the Elemental
> > (Air/Fire) class has a PRERACETYPE:Elemental
> > (Air/Fire) and the race only has a TYPE:Elemental so
> > it doesn't qualify.
>
> I've seen a few other races which have the type set to something with
> Parentheses, I can't think of any reason for this. Each race should only

Different Saves - puts the race to only get the racial Class with the correct
saves.  We might be able to redo it with the new RACESUBTYPE and PRERACESUBTYPE.
Before those, that was the way to keep the separate.

Tir Gwaith
LST Chimp

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