Thanks. I'll see what I can dig up on message of the day via search.
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For what it is worth, the MOTD is nice, and I'm glad I got it. I finally downloaded the most recent version of the GURPS.PAK file, only to discover while experimenting with it, that I am having some minor issues. To wit: when I import a character that worked in the previous version, all the equipment how shows up as "unidentified item".
Oddly enough, when I start going back to earlier versions of the GURPS.PAK, when I use /importchar command, it happens with the earlier ones as well. I'm going to keep on investigation this until either I get it working again, or figure out what the problem is. I only downloaded the pak file, not the file for exporting the characters from GCA. I even revisited the process of exporting files from GCA to see if that was the case. It isn't. :(
Will keep you guys informed.
Edit: Almost forgot:
Version of GURPS: 3.2.4
Version of FG: 3.3.6A
A new ruleset and GCA export file update will address the unidentified item issue. Look for it today.
Hi Ronnke,
As I tried to trouble shoot things from my end, I wound up with more questions than when I started. What I originally tried to do, was scan through the XML files resident in the campaign folder - look for those with the most recent time stamp, and see where the character sheet information is stored. I could not for the life of me find what I was looking for. :(
What makes matters even more interesting, is that when I attempted to use an established character whose inventory sheet was filled out (I had originally discovered this issue when trying to play around with a new campaign for testing things) - I figured "Better safe than sorry" and copied the campaign folder before opening the original campaign folder. It wiped out all of the inventory information from an established campaign. :(
The good news (I hope) is that when I made a copy of the original campaign, I can still recover all of that information.
I did note that a copy of the log file is kept within db.session.999999999 file (seems to be no real sequence pattern to how the numbers are named, as it doesn't seem to be date related) - but no character information.
Ah well, Will wait for the update. Thanks for the intent to update information.
Hal
A minor ruleset update is now available to download. This fixes the "Unidentified Item" issue in a PC's inventory.
Download the latest ruleset using the link found in the original post of this thread.
Just checked it out just now. It worked just fine. :)
So it was something that changed with version 3.3.6A from 3.3.5A with the core ruleset that made all of the difference? Wowsa.
Thanks. Kept hammering away at it just to see what I could discover, and I still can't find out where precisely the character sheet information is stored in the files. On the other hand, maybe the search parameter I was using for the equipment was the problem. I think I need to take a peek at the Character XML files created by the GURPS CHARACTER ASSISTENT to try and figure out what I should be looking for. :)
Ronnke,
Damn... nice! Thank you, SOOO much for the effort.
Gonna talk to my group tonight, work out a donation.
Ronnke-
Just found this, all of your AMAZING work for FG, and deepest respects and thanks for your work!
I noticed you have GURPS Shadowrun - Power Plays listed. I have been tweaking a conversion of SR to GURPS for .. well an embarrassingly number of years. Any chance I could get a look at the stuff you were using for that? I am always interested in another take on it.
Thanks again for your efforts!
He just used straight-up GURPS magic and fantasy races—nothing fancy. But there was a conversion that was started (but not finished) for 4e, but it got shut down for copyright violations, I think. Also, there is a datafile for GCA that contains some Shadowrun stuff—gear, specifically—which is helpful.
Thanks!
On Shadowrun, it's pretty much as Gigermann described. However, GURPS Thaumatology: Sorcery, would be a fitting addition to the setting if you didn't want to use standard GURPS Magic. Astral space is just Astral Projection (from Psionics) and Astral Sight.
Some prediction of the launch of:
- Drag n Drop traits, skills, spells, and other abilities character sheet
- Hit Points by location (torso, arms, legs, shield, etc)
- Heath status and effects to show in token mouseover(tooltip).
- Mini Sheets
Definitely looking forward to the drag/drop stuff - given the modularity of GURPS, it would be nice to be able to make skill, advantage/disadvantage, spell and so on modules custom to the campaign I plan to run that the players can then just drag and drop onto their sheets.
Ditto that! That would make my life so much easier.
Is this prediction based on anything real? Ronnke might be focusing on something else entirely!
So, I do not know, I just asked when what's on the list would come out, I know it's done slowly, it was just a curiosity on my part.
All the items on the wish list will eventually be tackled. I don't want to commit to dates, as ultimately if real life intervenes and those dates are missed, then people are disappointed. :(
I will say I have some minor bug fixes and updates which could (50/50) ;) come out as early as this weekend. *fingers crossed*
fingers crossed! Ronnke
I am a developer/programmer by trade (albeit an old one), so any coding you would like to farm out, I would be happy to help.
Ronnke - thanks for all the work you have done! It is absolutely amazing!! Your videos on YouTube - especially the "Exit 23" one-shot and "Hell to Pay" w/ Mook - started me exploring GURPS. I started looking at VTT's in the midst of the Roll20 conflagration. I certainly picked a weird moment to research the topic!
Thanks for your generosity in sharing your work and your passion with everyone!
Just wanted to say great job so far!
I had started to ask about adjusting the table for 3d6 but after posting that realized what the answer was...just drag what you want to use into the Custom box like normal.
Hey Jaxilon just drag 3d6 on to the table at the top there.
wow, you ninja'd me, thanks for the high speed response damned.
Can I uncross the fingers? I've been doing this for days, my hand hurts :D
As long as you cross your legs, sure. If your legs get tired, then cross your eyes. At least you don't have to hold your breath... *teasing grin*
lol
I almost tried to catch my breath, but unfortunately I could not stay with him for a long time.
I'm having some confusion regarding the "skip" icon in the combat tracker. It is to the immediate left of the little face icon that cycles through colors to indicate an actor's faction (red, yellow, green). It does not seem to work for me when I click on it, darkening the arrow. How is it meant to be used?
Thank you!
I have another question that came up before, but had forgotten about due to the fact that I hadn't GMed in a bit. Using the combat tracker with multiple actors targeted, it used to be that you could apply an effect to the actors target, but it does not work that was now. I believe that you had said that there was some incompatibility between an update to the Gurps ruleset and the parent rulest.
Are there any plans on addressing this issue? It takes quite a bit of extra time find and then drag an effect onto an actor's target, especially if there are multiple targets.
Hello, I am anxious and curious about launching some update in ruleset, would it have some release date or will it be in the exits when ready?
Hello, I am anxious and curious about launching some update in ruleset, would it have some release date or will it be in the exits when ready?
I have a curiosity regarding the update (drag and drop) and the weapons.When this function is implemented and for example I drag a Regular Bow that has thr + 1 imp in a character with ST 12 for example it will change the damage to 1d imp and put the range in 180/240
Not speaking for Ronke - but as a person who understands programming, the character sheet as it currently exists for the GURPS implementation, includes the secondary stats of thrust and swing damage. Dragging and dropping a weapon would largely require that the bow's initial damage modifier be the primary aspect of the weapon (ie Thrust-1 for example) being added directly to the secondary stat itself to determine its final value in the combat section of the character sheet. Ditto with swords or any other muscle powered weapon that might be found.
One thing that I have since determined via use with my current Cyberpunk game, is that guns should have TWO stats to them instead of one. The first stat is the weapon fired single handed, while the second stat should be fired two handed. When fired two handed, the required ST for the gun changes, as does the recoil value. Since the recoil value changes, and this has an impact on how many bullets strike the target based on margin of success - I found it more expedient to include the second line for "Braced".
And while this probably doesn't matter if Ronke gets full permission to automate certain aspects of GURPS for use with Fantasy Grounds - One of the things I found useful was to enter in the speed/range modifier for use with GURPS in the following manner:
Range: 3 yds -1
Range: 5 yds -2
Range: 7 yds -3
Range: 10 yds -4
Add in all of the range modifiers up to range 20 yards
Then I added one addition range modifier item which was:
x10 multiplier (use with other range value) -6
So, for instance, range is 60 yrds. Closest value is 7 yds x 10 yds. Click on 7 yds, then on the x10 for a final modifier of -3 and -6 (or -9 overall).
The logic behind this would be: Is Range less than 20 yards. If yes, use the range lookup value for 1 to 20 yards. If greater than 20 yds, divide the range by 10. Is this new less than 20? If not, Divide by 10 again (keep track of how many times you divided by 10) until the value remaining is less than 20 yds. Then do the final refinement of the range modifier.
Example: Range is 205 yds, speed is 19 yds per second. Total value is 224 yds. Since this is greater than 20 yds, we divide by 10, new value is 22.4. This is greater than 20, divide by 10 again, this becomes 2.24. Now we find that 2.24 is nearest to 3, so the hit penalty is -1 for the 2.24 value, -6 for the first division by 10, and a further -6 for the second division by 10, for a final modifier of -13 to hit. This matches precisely what the range penalty for anything in excess of 200 yds, but less than 300 yds should be.
It took a while before my player(s) could get used to it, but once gun combat gets into gear, they'll know it like the back of their hands. :)
The one player was playing an NCO freshly separated from the military, firing his 10mm Glock 20 at a target 25 yds away - one handed. He took the +4 bonus for firing at a shooting range with known distance, good lighting, etc, took the accuracy of the gun after one second's aim, fired at a target 25 yds away for a head shot. Final modifiers was:
Head -5, Accuracy of gun: +4, Shooting at range with distance known +4, Range penalty -1, Range x10 -6 for an overall -4 to hit. He double tapped his target because he wanted to be certain that all fired ammunition hit. When he went braced with two hands, he fired three shots because of the +1 bonus for braced and the lowered recoil value.
With the skill that he had for his character, he made his head shots. ;) First impressions matter when interviewing for a job in the cyberpunk campaign.
Hope this helps anyone who wants to set up their modifiers to combat rolls table.
Great! Going beyond in the question...can I create 2 modes of attack in a weapon...like swords...without using the GCA ?
It is hard to explain without pictures, but I'll give it a shot.
Step one: create a character in GCA and make certain you select a pistol for his equipment. Export the character sheet for use with FG. (If you already have this, go to step 2)
Step two: Go to the combat tab. By default, the melee weapons show first. Select the Ranged Tab. In it, you will see the entry for your pistol. But the information is all "packed up" in the sense that you can expand the information. How? Move your mouse over the symbol that looks like a downward's arrow triangle underneath what appears to be an equals sign. It is between the circle with the triangle in it, and the + symbol (if that helps). When you mouse over it, the program will display "Modes". Click on it.
Step 3: now you're in expanded mode for viewing the stats on your pistol or rifle or what ever firearm your character is using. Because GCA only has ONE line of information, that is all you will see when you expand it out. Notice there is a small circle with a / mark in it in white? That's the "edit" button right? Click on that. Immediately, a red circle (I'm slightly color blind, so forgive me if it is perhaps darker brown???) with a white | sign in it. That's so you can delete the information. Leave that alone. Instead, click on the green + circle, which adds a new line or mode, to your weapon stat. In my case, I simply labeled the original line with 1-hand, left everything else the same as it was to begin with. In the new blank line that was added when you hit the green + circle button, I typed in Braced, entered in the skill that was in the original line, added the original damage as was present in the original line, as well as Range, RoF and Shots. What I then changed, was the Rcl value to be 1 less than the original 1-hand value. If for example Rcl was 3, I entered 2 for the Braced line. Hit the button with the / in it, and you now have two modes for your pistol. When you FIRE the pistol in game play, assuming the player is firing the gun braced, you tell the player "Hey, click on the die symbol next to the lvl skill value of the gun in the Braced line. If you fire one handed, use that to roll instead."
That is all there is to changing your gun "mode" in FG. GCA can't handle it unfortunately.
If you ever want to get together to share ideas and thoughts - sort of a "How do you do it in your games" kind of thing - let me know. We can talk about how you've solved some of your problems, and I can talk of how I solved some of my problems, and we can maybe help each other out with ideas etc.
What might be a good idea overall is to have a threat designated specifically for "how do I do this" for GURPS campaigns. It might help cover ground for those newbie GM's who will hopefully come after us and after Ronke gets the go ahead to automate more stuff from SJGames.
One of the issues I ran into when I first purchased FG and got it running, was how to set it up so that it got past McAfee's anti-virus protection. Then McAfee changed their product and rendered it impossible for me to let players game with me as the host, unless I got the player's IP address, told my McAfee program that the IP is a trusted IP address, and allow it through the firewall.
So, just a mini-group of GURPS users to talk about issues might be a good idea.
By the by, I should have said "Open up the character sheet as the first thing in Step 2. Sorry about that...
HalC great tutorial!
Finally I think I asked badly, the fact is that even importing the characters from the GCA to FG the problem persists, the equipment purchased comes unclassified and to "make it easier for my life I like to have them on the item and classificalos tab, - if a sword for example has 2 attack modes one for thrust and another for swing, but when I rate the item as melee weapon I only have one field ie if I drag this item to a character I will only have one attack mode and no the 2 arms of the weapon.
Yes I know it will say that I can create this second mode manually in the FG, going on the combat tab but I am going beyond and I am thinking about the practicality of the drag and drop, I am even thinking in the answer that Ronkke gave my previous question so I could have this kind of equipment as we see in the books.
Another question I have is about Reach in the character sheet on the main tab, what's the use?