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Systems & Settings => HARP => HARP Software => Topic started by: Kulthean on June 08, 2013, 10:15:59 PM

Title: AutoHarp 1.0
Post by: Kulthean on June 08, 2013, 10:15:59 PM
Just wanted to point out that at least on my installation of the software, clicking the Help button when on the Create New Character screen does nothing. 

The program looks nice but I did want to bring that up in case it was supposed to work.

Thanks,

Wayne
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 10, 2013, 08:23:09 AM
Sometimes things get unnoticed. This is one of them. I also completely missed that the shortcuts on the File menu have three instances of Ctrl-L. So both of these issues are to be addressed. As for the Help button, I will be removing it as I have nothing to really put there. I am currently writing a PDF manual for AutoHARP and am currently recording video demos for the software as well.

I also want to mention to everyone who will eventually come to this thread for information on AutoHARP now that an official release went out with the Director's Briefing,

AutoHARP is officially available on RPGNow. I wanted to give people here a few helpful links.

Purchase the full Harp Fantasy Database: http://www.rpgnow.com/product/115091/AutoHARP-Fantasy (http://www.rpgnow.com/product/115091/AutoHARP-Fantasy)
Purchase the full Harp Sci-Fi Database: http://www.rpgnow.com/product/115095/AutoHARP-SF (http://www.rpgnow.com/product/115095/AutoHARP-SF)
Download AutoHARP: https://sourceforge.net/projects/autoharpsuite/ (https://sourceforge.net/projects/autoharpsuite/)
Submit bugs, enhancement requests: https://sourceforge.net/p/autoharpsuite/tickets/?source=navbar (https://sourceforge.net/p/autoharpsuite/tickets/?source=navbar)
News: http://autoharpsuite.blogspot.com/ (http://autoharpsuite.blogspot.com/)

You can use this forum to ask questions or you can post them to the discussion board on the SourceForge website.

Right now AutoHARP works for Windows XP and Windows 7. I have not tested the application under Windows 2003, Vista or 8. I would be interested from anyone who runs either of these Operating systems to let me know if the application works under them. AutoHARP is soon to be released under Ubuntu and should work for versions from 10.04 and up. I currently have someone helping me out on that end. Installation on Ubuntu will require the Java Runtime Environment to be installed on your machine so you can run a JAR file. I am uncertain about any other Linux distros and have been warned that AutoHARP may not work under them without a proper debian package.

Another thing to note. Although I have mentioned this software is open source and freeware (it's the databases you are purchasing that are under commercial license) I don't have a recent upload of the source code. I am having difficulty getting an SVN to run here where I am living. They have a very particular proxy server set up and TortoiseSVN doesn't like it very much or the proxy server doesn't like TortoiseSVN. Either way, until I can figure out the issue, the code available is a very dated, very old build.

Again, thanks for purchasing the Full databases and for using AutoHARP.  8)

David (aka Monk)
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 10, 2013, 08:59:35 AM
Just downloaded it. I'm running Win8.

I haven't bought the packs yet, mainly testing it out now with the provided 1 alternative. When adding adolescent skills it becomes slightly confusing, and then I did something - added adolescent ranks, pressed enter, suddenly profession ranks got the ranks and when I tried to correct this it crashed. I will try to reproduce and provide feedback.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 10, 2013, 09:12:57 AM
Right, I failed at that, which might be a good thing :)

One thing I have noticed now though is that the software, on my laptop, is slightly slow when finishing initial character creation (before levels are added and such) and entering autoharp again. Take a while. Same when adding a level. It might be my laptop, it might by win8, or it might be something else. Anyway, it seems to work as it should. Now I just need those packs :)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 10, 2013, 10:23:28 AM
Thanks! Looks like I can maybe add Windows 8 to the supported list then. What are the specs of your laptop? I'll see if I can reproduce your earlier issue.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 10, 2013, 10:35:01 AM
Asus K55vm
CPU: Intel Core i5 (3. gen) 3210M / 2.5 GHz
RAM: 8Gb
HDD: 180Gb SSD.

It has been acting up lately, so it might not have anything to do with AutoHarp at all, but some shittiness inherent in anything microsoft. :)

It has been crashing a few times since, but mainly when I try, inadvertently, to do something I'm not supposed to do, like add adolescent ranks on a skill where its only listed profession ranks... this causes it to stop working though, and crash.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 10, 2013, 11:02:04 AM
Hmm.. are you able to do this on purpose now? Could you describe what you do? And that laptop setup should provide a fast experience. I have an SDD on my laptop as well as 8GB but I have an i7, just one step up.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 11, 2013, 01:37:31 AM
I've taken a screen shot with the error message, here (https://www.dropbox.com/lightbox/home/Screenshot).
It seems to happen most often when adding adolescent and professional ranks before adding the first level - if I got how that works right. This time around I had added most of the adolescent ranks, but when starting on the profession ranks it seemed some adolescent were missing and when I started to add profession ranks, this happened.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 11, 2013, 01:45:20 AM
This last time, just now, I was using the arrow keys to put in ranks. When increasing that was ok, but when putting in professional ranks (not sure if that matters but I was done with adolescent), I wanted to remove some ranks, and when pressing the down arrow key, I got that same error message as linked to above.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 11, 2013, 07:25:13 AM
So, here (https://www.dropbox.com/s/9iy4p99jy92ky8f/Screenshot_error.png) is an actual working link, I hope.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 11, 2013, 07:59:14 AM
Another error message here (https://www.dropbox.com/s/qyczswdd7js7r4t/Error_message_2.png) when trying to close a character without saving it.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 11, 2013, 08:16:05 AM
I don't understand why, but the software is really slow when sorting skills after type.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 11, 2013, 08:19:40 AM
The software seems to interact very heavily with my touchpad software.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 11, 2013, 08:22:13 AM
What is weird is that I can't seem to reproduce this in XP or in 7. But I am able to reproduce your second error. The first error is something I was getting early on if you clicked on the whitespace of the list. Maybe Windows 8 is a bit more sensitive to it. I'll see if I can tighten up that section anymore.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 11, 2013, 08:40:08 AM
Clicking white space might be relevant. I was just now trying to adjust the cost of a skill - the human skill flexibility ability - which I thought I had done, but no such luck, Trying to do it again produced no error message, only "stopped working"-message from windows. I was clicking quite  few times due to slow response and impatience on my part.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 11, 2013, 08:50:44 AM
Another issue I just found when printing: stat bonuses doesn't seem to be applied to skills automatically either. Not sure if that is a known issue on other OS' or is win8 only.

Sorry for this big mess.

EDIT: Correction, it is applied to some skills. Just not all. What seems like unaffected categories include: Athletics, Combat, Concentration, Physical (except jumping).

The other categories are either completely or partially affected by no stat bonuses applied to skills with or without ranks. The resistance skills also have no racial bonus.

To make sure this is actually a problem, I will reinstall the software and the SF package and retry.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 11, 2013, 09:10:26 AM
Nope. Still seems to ignore certain stat/skills.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 11, 2013, 10:01:28 AM
You have touched upon something. The full database I don't
Another issue I just found when printing: stat bonuses doesn't seem to be applied to skills automatically either. Not sure if that is a known issue on other OS' or is win8 only.

Sorry for this big mess.

EDIT: Correction, it is applied to some skills. Just not all. What seems like unaffected categories include: Athletics, Combat, Concentration, Physical (except jumping).

The other categories are either completely or partially affected by no stat bonuses applied to skills with or without ranks. The resistance skills also have no racial bonus.

To make sure this is actually a problem, I will reinstall the software and the SF package and retry.

THANK YOU for noticing that. I discovered this issue in Harp Fantasy and made the necessary changes but I didn't port those changes over to Harp Sci-Fi. The issue stems from the Stat Name. If you right click the skill with no stat bonus you will notice one of the Stats it is referring to is Intuition. Well the stat name is Insight not Intuition. Therefore an update to the database files is necessary. All database updates should be free to those who have purchased the database. This update should not effect the main application. I'll let people know when the update is available.

Again thank you for noticing that and early on as well.  8)

Per your slowness issues. Those could also be a cause to certain issues you are experiencing with the application crashing during the adolescence rank process. I would be very interested to hear if anyone else running Windows 8 is experiencing the same issues of slowness and instability with the New Character process. Again, I can reproduce the character closing bug so I will address that shortly. 
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 11, 2013, 01:26:14 PM
The Entertainer profession in HARP SF: it lists Artistic Prodigy as two separate talents, which is incorrect; the Entertainer has the Artistic Prodigy talent, not the Artistic talent, and there is no Prodigy talent.

The quest continues, pre-mades ftw. :)
Title: Re: AutoHarp 1.0
Post by: Glenn_Gould on June 11, 2013, 04:24:54 PM
I'm missing the Agile Defense/Swashbuckler Talent from Harp Fantasy.

Also when creating a Ranger, The Rangers Spell List isn't available when distributing the mystical arts profession ranks, which it should from my understanding.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 11, 2013, 04:57:51 PM
 
I'm missing the Agile Defense/Swashbuckler Talent from Harp Fantasy.

Also when creating a Ranger, The Rangers Spell List isn't available when distributing the mystical arts profession ranks, which it should from my understanding.

I was honestly not aware of that rule. I'll post it to the issue tracking on sourceforge. Remember, in cases like this you can customize the character sheet after it is made and add those ranks manually. So a work around exists for now.

Quote
The Entertainer profession in HARP SF: it lists Artistic Prodigy as two separate talents, which is incorrect; the Entertainer has the Artistic Prodigy talent, not the Artistic talent, and there is no Prodigy talent.
I'll add this in as well. For now a work around would be to manually type in the talent under the talent tab which I think you can do. That is there is a list box where you can select a talent to add. You should be able to just type in something rather than select. You will have to manually add the description as well.

Thanks!
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 11, 2013, 05:00:16 PM
For the Ranger Rule, does that happen for any other profession?
Title: Re: AutoHarp 1.0
Post by: Glenn_Gould on June 11, 2013, 06:34:19 PM
There's a general Spell Casting skill mentioned in Harp Fantasy which belongs to the Mystical Arts category. My understanding always was, that any spells a character of any class might learn is a specialization of that general  spell casting skill and therefore also belongs to mystical arts. So for me it seemed logical spells can get ranks from the profession during character creation.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 11, 2013, 06:38:19 PM
Okay.. I'll make sure the professions that have their own spell sphere have this included as well. Thanks!
Title: Re: AutoHarp 1.0
Post by: Luxferre on June 12, 2013, 01:30:36 AM
Can you give a feedback, as soon as the errors are fixed? I desperately need this tool for my campaign  ;)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 12, 2013, 08:19:04 AM
I have been told the update which fixes the Stat Bonus error in AutoHARP is now available on RPGNow so that one is at least available.

There are workarounds for the following errors:

Ranger Spells not showing up Mystical Arts during Character Creation: You can add them manually after Character creation is finished by going to the Skill tab of the character sheet (there are multiple tabs with the character sheet: Traits, Defenses, Skills, Items, etc...) clicking on the Spells: Ranger category and adding the ranks manually. My tutorial for Character Maintenance can help you understand this process. 

Entertainer in Harp Sci-Fi has two talents that should be one talent, Artistic Prodigy: Again, after Character creation, go to the tab named "Talents" on your character sheet (last tab) and delete the talent called "Artistic" and the other called "Prodigy" (if it is in the list). Then go ahead and from the list box below select the Talent "Artistic Prodigy" and add it to your talents. Again the 3rd tutorial on Character Maintenance will help you understand how to do this.

Unfortunately there is no work around for the missing talents in Harp Fantasy. That will have to wait for a revision. If people need this revision sooner than later I can make provisions to have it available. My original plan was to make bi-weekly revisions however I may go to weekly revisions for the first month and depending on how many bugs are encountered. Given the nature of the last revision and the number of issues here, I believe I will try and make a revision available by the end of the week. 
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 12, 2013, 08:36:45 AM
May I ask a favor from the user community of AutoHARP? I have received some awesome positive feedback for the program. Thanks for that! However I would greatly appreciate having that feedback also posted to the SourceForge site so that other people can see it. Maybe give it a FaceBook or Google+ like, give it a recommendation or a review. I always love to read reviews of software before I download it because I want to make sure I'm getting something that is well received.  8)

Also don't be shy to post bugs or even enhancement requests on SourceForge. It may or may not be a bug but I can always check it out and it's also reported on the bug tracker so that others might be able to read about it as well. If I get thousands of reports in a single month I may regret my words but let's put that request out there and see how it goes.  ;D

Cheers and thanks for using AutoHARP!
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 12, 2013, 04:49:50 PM
I'm sorry but I cannot find the talents of Agile Defense or Swashbuckling under my copy of Harp Fantasy. Was there a very recent update where these talents were added? I have a copy from 2011.

Thanks!
Title: Re: AutoHarp 1.0
Post by: The Dude on June 13, 2013, 12:55:38 AM
Just bought AutoHARP, and installed both the program and the database.
I fire up the program, but only get the "demo" Human Fighter information. How does one import/add the Fantasy database? It's installed on the PC in the same directory as the executable program -- Program Files\AutoHARP


Using Windows 7 on this one.
Will test the Ubuntu Java-based version later.


EDIT: Sorted. I uninstalled any and all instances of AutoHARP and now it works nicely.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 16, 2013, 08:36:47 AM
AutoHARP Version 1.0.1 is now available

For those who have already purchased a database email updates have apparently gone out. Goto my AutoHARP blog (link in my signature) for more information on this update.

Also the SourceCode is now available as a full download. I don't have any easy way to create an SVN here. I'm still looking into solutions. File available for download on AutoHARP SourceForge page. (link below in my signature)

Also it is important to know that this update requires the database update as well. Right now AutoHARP 1.0.1 requires the database version 1.0.1.

Thanks for using AutoHARP!
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 17, 2013, 08:13:52 AM
Important Notice

If you are getting a path not found error when creating a character sheet, it is probably due to not having an updated Database. The Main application comes with an updated demo database however if you have purchased the Harp Fantasy and Harp Sci-Fi databases through RPGNow, you may have an older version. You should have received a notice that updated files are available to you at RPGNow for either the Harp Fantasy database or the Harp Sci-Fi database, whichever database you purchased. To check your Database version go to the following path: "<installation path>/Harp Databases/Harp Fantasy". Inside the Harp Fantasy directory should be a file called version.xml. Open this file in Wordpad or Notepad. Look for the version number which should be either 1.0.0 or 1.0.1

Right now here is a roadmap to let you know what you need when it comes to versions.

Application Version -> Supported Database versions
AutoHARP1.0 -> Database version 1.0.0
AutoHARP1.0.1 -> Database version 1.0.1

Sorry for not being clear on this before.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 18, 2013, 08:44:58 AM
What's Coming Up

Martial Law: I'm currently updating my database files to include information from the newly released Martial Law. I have for the most part finished up the necessary changes to the Character Creator. Updates include additional Weapons, Skills, Talents, and Armor. There will also be additional armor pieces as well as the ability to add armor with quality and material. More options to build your armor by the piece. New rules are in place which allow the user to define sections of armor with specific armor types. This change will be included in the Harp Fantasy database as well. The user can also define the character's social class giving the character sheet specialized starting money based on their social class. I have added Talents to reflect the character selecting a social class that is higher than poor as the character can receive more money than what is standard in the Harp Fantasy rules. For the Combat Tracker, it will include additional actions as well as new Combat Tables and a new Martial Law Combat System which was included with the Martial Law book. I will also include as a bonus character sheets of the NPCs written in Martial Law which will be available to only those who purchase Martial Law.

I am moving along well with the changes for Martial Law and predict having a completed application update by the end of the month.

Next on the list is Sci-Fi Extreme which includes Vehicle combat and Robot/Android character creation.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 18, 2013, 10:12:31 AM
Hi,

Will there be any instructions on how to adapt autoHarp for setting specific information?

My setting has a different set of cultures and a completely different monetary system. I would be very nice if I could autoHarp to work with these.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 18, 2013, 03:43:09 PM
https://www.youtube.com/watch?v=6YLP_-I8JCs (https://www.youtube.com/watch?v=6YLP_-I8JCs)

This video and part 2 helps you understand how to add information to the database, however the video is a bit outdated now that 1.0.1 is out as the new version improved the design of the database making it much easier to define a customized "book" which is the direction I wanted to go with any custom data. That is if you wanted to create a new book that completely replaces Harp Fantasy or supplements it like Martial Law will do, it is possible. Also this new update does make creating a new monetary system a lot easier. I plan to update the above video to show what can be done with the new updates. To make a long answer that is already long, short... the AutoHARP database can be adjusted in the way you described.

One thing worth mentioning though is that any changes to the database does require a knowledge of XML. If you don't know what XML is or how it works you might want to read up on until I get my vids done.  ;)
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 19, 2013, 08:09:35 AM
Thanks was helpful.

I had pretty much figure that part out by myself. I happen to know xml quite well. I already made changes to the races and professions.

The starting appears to be fix (and found in the preferences.xml file). Does autoHarp have a means to randomize this or it is only manual edit within the form?

Where do I find the conversion values to Gold (and other coin types)?

My setting has only silver and gold coins, so I need to remove copper and there's 24 silver per gold.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 19, 2013, 08:28:23 AM
When it comes to starting money there is no way to randomize in version 1.0.1, however I can certainly make it possible to have it be random for version 1.0.2. That's a good enhancement request. Right now, it's a manual edit.

The conversion values and money definition (I'm talking about version 1.0.1 here) are found in the ItemsFromCoreRules.xml under HarpDatabases/Harp Fantasy/Harp Fantasy. You should find the Money node there in that file.
Code: [Select]
<Money use="true">
<MoneyName Multiply="0" IntoCoin="Platinum">Platinum</MoneyName>
<MoneyName Multiply="10" IntoCoin="Gold">Gold</MoneyName>
<MoneyName Multiply="10" IntoCoin="Silver">Silver</MoneyName>
<MoneyName Multiply="10" IntoCoin="Bronze">Bronze</MoneyName>
<MoneyName Multiply="10" IntoCoin="Copper">Copper</MoneyName>
</Money>
You will see that the money node contains subnodes "MoneyName" which define each currency and the multiplier into the above coin. I'm not sure that the attribute IntoCoin is even used anymore. I think I define things based on the heirarchy itself. Anyways, I think what you are looking for is the following.
Code: [Select]
<Money use="true">
<MoneyName Multiply="0" IntoCoin="Gold">Gold</MoneyName>
<MoneyName Multiply="24" IntoCoin="Silver">Silver</MoneyName>
</Money>

I believe that should render your coins in your system. Let me know if this works for you.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 19, 2013, 08:43:47 AM
Yes, this works although it automatically converts a portion of the silver into gold, which is not exactly desirable. Gold coins are actually very rare. Characters will likely have only silver coins. I may have to remove the gold coins entirely from autoHarp.

Thanks
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 19, 2013, 08:53:38 AM
Do you have any xsd files for the xml database?

I could do a little bit of programming magic with those.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 19, 2013, 09:50:43 AM
What AutoHARP does in order to make the transition easier and the programming easier is that it simply takes the money you have and lowers it to the least common denominator. So yes, anything over the multiplier will get converted into Gold. Don't think of the money shown as what the character is carrying in his/her purse, it's just the currency amount. It might say 6 gold, but the character chould have 30 silver and 3 gold pieces. I suppose it might be worth setting up the money to "display" what the character has and have a converted number in the background. This could work. In any event, having it set up the way it is now was the least stressful solution to another-wise head banging problem.  ;) The only problem with this is taking your idea further. What happens if I have an item that is .2 of silver. Where does the change go?

This is something else worth noting when you make changes to the money system. You have to take into account that all the items are priced according to the Harp Fantasy system itself as a default. So if you are going to remove the Bronze and copper coins, then you should probably make sure that you change any item that is a fraction of a silver coin as to not make change that doesn't exist. In the end, it might be easier to just have your coins as an item on your character sheet that the player just has to keep track of.

Currently there are no XSD files for the XML files. I can create them. Perhaps I can have them available for version 1.0.2 which will get released when I have Martial Law finished. I think somewhere online there is an xml->xsd conversion program. That might be a short term fix.

One thing I think is important. I created AutoHARP to be very open and I definitely encourage the idea of customizing the databases. Just a few things to note: 1) realize that you need to backup your changes and keep track of what you changed. When you update AutoHARP and install new database updates, any information you changed in files that are a part of this update get overwritten. This is why I wanted to make it possible for people to create their own books and therefore get outside the generated files when making changes. 2) Some things might not be possible for a customization. Some compromises might have to be made.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 19, 2013, 10:23:54 AM
I already have customize equipment list with prices converted to my settings coinage, and I do have values that are 0.25, 0.5 and 0.75 silver.

Does autoHarp only integer values only?

If that's the case, I think I know a work around for this.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 19, 2013, 10:34:04 AM
I'm sorry, what exactly do you mean by does autoHarp allow integer values only? Not sure what you are referring to.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 19, 2013, 10:45:53 AM
I have items that are worth 37.5 silver. How will autoHarp handle that value?

Am I correct to assume that the value amounts in the original items database are all in silver pieces?

As for making backups my changes, I actually copy the original xml file and rename it. I then change the items.xml file to point to my new file. If my understanding of how the database files are used, when I update the database to a new version I shouldn't lose any of my changes. I may have to correct the base file to point to my files again, but I can live with that.

The more I play around with it, the more I like it. :)
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 19, 2013, 11:01:29 AM
I just noticed that there are no bronze pieces in the core rules. It's just gp, sp and cp. (ref. pg 64 HARP Fantasy)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 19, 2013, 11:01:39 AM
Yes, the value amounts in the original items database file are in the base value silver. So a value of 2.5 is 2 silver and 5 bronze according to the money heirarchy. If you have nothing below it, I'm not sure how it will handle that. I would assume you will lose the .5 so I'm thinking it would be best not to have any floating points (or fraction values) making them all "full" integer values. In reality that's how your world will probably look at change anyways. That's is here in the States we have a penny but we don't have a half-penny and all prices do not reflect the half-penny. If the penny were removed we would have to make sure all prices are divisible by 5. I would expect you would have to do the same in your world.

You database fix is a great way to go. Yes, when you update the database it should ignore your file. All the setup does is copy files over, it doesn't delete anything. So your new file will remain in tact. You will just have to change the item.xml file, as you thought you would, every time you update. This is another great way to make a database change. In fact I think I might promote this idea as a way to make a more specific xml change. Thanks for sharing that idea.

Thanks for the feedback and thanks for the enhancement requests. It's always great to see people using AutoHARP in ways I never thought of.

edit: No Bronze pieces? My goof. I'll enter a ticket for that.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 19, 2013, 11:47:34 AM
I have a work around by adding to coins below silver that essentially comes to this:

<Money use="true">
      <MoneyName Multiply="0" IntoCoin="Gold">Gold</MoneyName>
      <MoneyName Multiply="24" IntoCoin="Silver">Silver</MoneyName>
      <MoneyName Multiply="2" IntoCoin="Half-Penny">Half-Penny</MoneyName>
      <MoneyName Multiply="2" IntoCoin="Farthing">Farthing</MoneyName>
</Money>

0.5 silver comes to 1 half-penny and 0.25 silver comes to a farthing. That won't match how the players use to coin system but it will come down to the same value. The coinage in my setting very very much inspired form actual medieval coins, but that is too complicated to track for my players to they only keep track of the real value of silver and gold coins, not the actual physical coins. They can end up with 12.75 silver after making purchases.

I can paste into the database my silver cost for items and it will work. Which is nice, but I won't be able to use the printed character sheet from autoHarp other than a reference to fill out a character sheet by hand. I can live with that.

I'm trying to figure out how autoHarp works so that I can use it with all the changes I made to Harp. It's looking good so far.

Another enhancement to be considered in the future is to have the possibility to add and modify the database straight from autoHarp interface so that users who are not familiar with xml won't have to figure it out to make changes.

Another discrepancy between the core rules and the database: Based on pg 13 HARP Fantasy, the Cleric spell sphere must now contain at least 5 spells out of 20. It is now a quarter not half. That was a change from the original, no error on your part.
Title: Re: AutoHarp 1.0
Post by: jdale on June 19, 2013, 12:53:14 PM
It's not as good as a purpose-built application, but XML Notepad is pretty useful for editing XML files. Free, https://www.microsoft.com/en-us/download/details.aspx?id=7973 (https://www.microsoft.com/en-us/download/details.aspx?id=7973)
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 19, 2013, 01:12:55 PM
It's not as good as a purpose-built application, but XML Notepad is pretty useful for editing XML files. Free, https://www.microsoft.com/en-us/download/details.aspx?id=7973 (https://www.microsoft.com/en-us/download/details.aspx?id=7973)

That is nice. Thanks.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 19, 2013, 01:34:20 PM
For some reason I cannot install the updated harp sf database, there is an error opening the file it says.

Edit: Forget it. Me n00b llama.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 19, 2013, 06:50:59 PM
Thanks for the link to an XML reader. I'll check that out and see how it works. An enhancement to have the database editable through AutoHARP is always on my mind but that's a "huge" project. I have so many other things on my plate AutoHARP wise it's certainly down the trough. the other problem is that, the whole point of making it XML was to make it customizable without the front end.  ;) I do plan to have a preferences application that will make adjustments to the preferences file, and even attach and detach books. Maybe this version, but most likely the next revision that might see the light of day.
Title: Re: AutoHarp 1.0
Post by: Thos on June 20, 2013, 01:26:44 AM
Hello! My friend just purchased AutoHarpSF and is having trouble with it. It seems that only half the races and professions are showing up, Neither of us are computer brilliant so any help that can be provided would be greatly appreciated! Thanks in advance!  ;D
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 20, 2013, 05:48:46 AM
Hello! My friend just purchased AutoHarpSF and is having trouble with it. It seems that only half the races and professions are showing up, Neither of us are computer brilliant so any help that can be provided would be greatly appreciated! Thanks in advance!  ;D

Sorry you are having trouble.

Which races? Are there only two races? Be sure to install the main application first (AutoHARP) then install the database after that (Harp Fantasy or Harp Sci-Fi). Be sure to install the database using the same installation path you used for AutoHARP.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 21, 2013, 07:57:22 AM
Thanks for the link to an XML reader. I'll check that out and see how it works. An enhancement to have the database editable through AutoHARP is always on my mind but that's a "huge" project. I have so many other things on my plate AutoHARP wise it's certainly down the trough. the other problem is that, the whole point of making it XML was to make it customizable without the front end.  ;) I do plan to have a preferences application that will make adjustments to the preferences file, and even attach and detach books. Maybe this version, but most likely the next revision that might see the light of day.

XML notepad is nice, but I find it a lot easier to use notepad++ to update the files. And I have been doing a lot of that lately, it's easier to do the copy/paste to add stuff. I understand the scope of a front end for the database, I was thinking that could be something for version 2.

What programming language are you using?
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 21, 2013, 08:32:13 AM
After looking at XML Notepad I concur that Notepad++ would be a lot easier. I currently use Stylus Studio however I have also been told XML Spy is also very good. Unfortunately the better XML readers out there cost money. :(

The programming language for AutoHARP is C++ with wxWidgets as wrappers for front end stuff. Almost everything behind the scenes is done in C++.  A database front end could be an idea for version 2. I actually plan to write up a front end that allows a user to attach and detach books now that Martial Law has been written. This was something I noticed would be good since players might want an easier way to include books into AutoHARP and since including books requires a little bit more work than just changing a node it might save considerable emails. ;)
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 21, 2013, 01:47:59 PM
The programming language for AutoHARP is C++ with wxWidgets as wrappers for front end stuff. Almost everything behind the scenes is done in C++.  A database front end could be an idea for version 2. I actually plan to write up a front end that allows a user to attach and detach books now that Martial Law has been written. This was something I noticed would be good since players might want an easier way to include books into AutoHARP and since including books requires a little bit more work than just changing a node it might save considerable emails. ;)

Back when I was actively designing a program to manage characters, I considered having a property that would permit to hide anything that the user didn't want to use. The program would simply validate that property before displaying or using the item in question. You could use that sort of process, I guess.

I downloaded the source code. Once I'll have good look at it, I'll be able to give suggestions that are more inline with the code.

Of course, you may disregard anything I suggest. I won't be offended. ;)
Title: Re: AutoHarp 1.0
Post by: Chrillo on June 22, 2013, 06:46:48 PM
Hello! My friend just purchased AutoHarpSF and is having trouble with it. It seems that only half the races and professions are showing up, Neither of us are computer brilliant so any help that can be provided would be greatly appreciated! Thanks in advance!  ;D

Sorry you are having trouble.

Which races? Are there only two races? Be sure to install the main application first (AutoHARP) then install the database after that (Harp Fantasy or Harp Sci-Fi). Be sure to install the database using the same installation path you used for AutoHARP.

Ahoy! I'm the Friend Thos was talking about I installed the AutoHarp like you said and trying to install the SF database and keep getting an error

Error opening file for writing: C:\Program File (x86)\AutoHARP\Harp Databases\Harp Sci-Fi\Combat.xml and its the same for the Whole File install

sorry i'm being a little computer slow on this one
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 23, 2013, 06:16:05 AM
Hello! My friend just purchased AutoHarpSF and is having trouble with it. It seems that only half the races and professions are showing up, Neither of us are computer brilliant so any help that can be provided would be greatly appreciated! Thanks in advance!  ;D

Sorry you are having trouble.

Which races? Are there only two races? Be sure to install the main application first (AutoHARP) then install the database after that (Harp Fantasy or Harp Sci-Fi). Be sure to install the database using the same installation path you used for AutoHARP.

Ahoy! I'm the Friend Thos was talking about I installed the AutoHarp like you said and trying to install the SF database and keep getting an error

Error opening file for writing: C:\Program File (x86)\AutoHARP\Harp Databases\Harp Sci-Fi\Combat.xml and its the same for the Whole File install

sorry i'm being a little computer slow on this one

Can you install the AutoHARP application okay? My guess there are write permissions that are getting fouled up. Be sure you can write to the directory you are installing to. To do this go the Harp Sci-Fi directory, right click for properties and goto Security and just make sure you can read and write to this file. Also you could try opening Combat.xml manually and just try to make a change and see if you can. If you can then i'm guessing the read/write attributes are set properly. Combat.xml is the first thing that is getting changed so my guess is this has something to do with write properties. I haven't received this error yet either, and I would guess this would be highly reported if it were an epidemic. So I'm hoping it's unique to you and therefore a permissions problem.

Again, sorry you have trouble. Hopefully this will help clear it up.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 23, 2013, 08:53:39 AM
Another thing worth trying is to install under a different directory. Try the C drive and see if you get similar results.
Title: Re: AutoHarp 1.0
Post by: GMLovlie on June 23, 2013, 08:54:36 AM
I got the same error when installing the sf-database. Open it as administrator by right-clicking and you should be fine, at least that worked for me.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 23, 2013, 09:56:40 AM
Hi Monk,

What do these values stand for in the BMR table?

      <BMR>
          <HeightLow>01</HeightLow>
          <BMRValue>.2</BMRValue>
          <HeightHigh>40</HeightHigh>
      </BMR>

I initially though the height was in inches and the BMRValue was in feet/round, but the data doesn't match the BMR table in Harp.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 23, 2013, 11:48:10 AM
Hi Monk,

It the culture xml, is it possible to give a choice of languages in the StartingLanguages section? As in the possibility to pick one language among a list where the ranks will go?
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 23, 2013, 04:53:41 PM
Those BMR values in the races table for Harp Fantasy are indeed wrong. Thanks for pointing that one out.

As for the Adolescence ranks. There is currently no logic that would allow for you to list specific skills other than the whole list of languages. You can adjust the name shown so that it can list only the two languages the user should select, but there is currently no way to restrict the list shown.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 24, 2013, 08:47:59 AM
I figured as much. I found a way around that by duplicating the cultures. I have a set of cultures that have a choice of native language, where the player has to pick on of three languages. I just copy-pasted those cultures to have a set for each language. Makes more cultures, but it works.

The BMR values appeared to be in meters instead of feet. I just changed the values to match the Harp BMR table.

Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 24, 2013, 12:37:53 PM
Yeah.. the values were from Harp Sci-Fi. I've done the same update. I'm hoping to have version 1.0.2 available by the end of the week which will include this fix. Initial coding has been complete, and now I'm just testing it out. Lots of updates for version 1.0.2 including Martial Law which brings some new things to the table.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 24, 2013, 06:21:54 PM
I'm almost finished customizing the database files to fit my setting. Hopefully it will still work with version 1.0.2.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 24, 2013, 06:59:56 PM
What you are going to notice in this version is that all of the base files have disappeared (Combat.xml, Cultures.xml...) and a new file called Config.xml has appeared. Config.xml holds all the information that Combat.xml, Cultures.xml and so on held when it came to mapping files. This Config.xml also contains the same mapping information for any book you have installed (for example if you buy Martial Law and install it, those files will show up in this Config.xml). If you have created any new files and have remapped them, then you will want to go into Config.xml, find the original database path and make your changes there. You can even do this from the AutoHARP program as I have a front end for Config.xml.

Other changes include

DefensesFromCoreRules.xml includes a new ArmorPiece section that maps armor types to armor pieces. If you have any custom rules in this xml all you need to do is copy the ArmorPieces nodes found on the top of the file into your new file.

I think that is the only main database change for Harp Fantasy. I'll look up any more changes, but I think that was the biggest change. Oh and of course the BMR updates in the Races file.  ;)

So there is a major update to the database but it concerns the base files. From your past posts my guess is you have custom xml files and you just remapped them thus all remapping is done in the Config.xml file.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 25, 2013, 07:12:14 AM
That sound good. I haven't touched DefensesFromCoreRules yet. I don't use full sets of armor, only by the piece. I never noticed any place to select individual pieces in the defenses tab. I was wondering how that worked in autoHarp.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 25, 2013, 08:22:54 AM
In the Defenses Tab there is a section in the upper right hand part where it lists armor by the piece. Click in the grid matrix to reveal a combo box and select the armor type for that piece.  ;)
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 25, 2013, 08:33:30 AM
Monk, I got the following error when creating a new character. I occurred after I clicked next after distributing the adolescent and professional skill ranks:

Quote
../../src/msw/listctrl.cpp(847): assert"id>=0 && id>GetItemCount()" failed in SetItem(): invalid item index in SetItem

Any idea what could be the cause?
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 25, 2013, 08:53:02 AM
Monk, I got the following error when creating a new character. I occurred after I clicked next after distributing the adolescent and professional skill ranks:

Quote
../../src/msw/listctrl.cpp(847): assert"id>=0 && id>GetItemCount()" failed in SetItem(): invalid item index in SetItem


Never mind that, I found it. Thanks to XML notepad.

In the Traits tab, the labels for height and weight are: Height (cm) and Weight (kg). You should remove the cm and kg.

Title: Re: AutoHarp 1.0
Post by: dagorhir on June 25, 2013, 09:17:15 AM
Another question: Where do I add the Blazing Speed bonus to the BMR?
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 25, 2013, 09:40:42 AM
Yeah, I'll change the (cm) labels this afternoon. That's an easy fix and it won't effect the version. As for the BMR I don't think there is a way to change it other than going into the character sheet itself with an editor and change the BMR manually. This enhancement won't make the 1.0.2 version but it will get included in 1.0.3.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 25, 2013, 09:49:16 AM
Since I have to transcribe to another character sheet, the BMR thing doesn't stop me. Just have to remember that the talent is not taken into account in to BMR values given.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 26, 2013, 10:18:19 AM
I was going through the Combat tracker yesterday night testing out my Martial Law updates and noticed a few things I'm surprised haven't been reported yet. (mostly with the fumble tables) Don't be shy. Report those bugs. ;)

I'm almost done running through the initial tests, so an update by the end the week is most likely going to happen.   :working:
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 26, 2013, 06:29:25 PM
I haven't used the combat tracker yet. But I did find a minor issue:

Could not open a saved character, xml was malformed. Investigating, I found and "&" character within the description text of a talent. I replaced it with "and" and it resolved the issue.

All the & in the xml database have to be removed and replaced by "and".
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 26, 2013, 07:26:06 PM
I created a character with a custom database and it worked, mostly.

First, BMR did not take into account the change in the height. Base height for the race (Halfling) was 32", BMR of 3'. Height was changed to 38", BMR of 4'. With a Quickness of 79, this should result in a BMR of 5'. It remained at 4'.

Second, Character is a Thief and when adding a level. I could develop any spell in any sphere instead of just Universal. Don't know is the is a bug or normal.

Third, is it possible to display the weight of items with 2 decimal places so that items weighing 0.25 don't show as 0.3?

This was a successful exercise.  ;D
 

Title: Re: AutoHarp 1.0
Post by: dagorhir on June 26, 2013, 07:42:04 PM
I haven't used the combat tracker yet. But I did find a minor issue:

Could not open a saved character, xml was malformed. Investigating, I found and "&" character within the description text of a talent. I replaced it with "and" and it resolved the issue.

All the & in the xml database have to be removed and replaced by "and".

I have more on this issue. The problem is not in the database, but appears to in the program writing the file. My issue came with the talent Master Burglar. The description for that talent had the text "Locks & Traps" which cause the failure. The database entry is correctly formed as "Locks &amp; Traps" but this did not get written to the character xml file correctly.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 27, 2013, 09:13:32 AM
I have a little problem with the defenses. This comes from how I use armor by the piece. I have separated left and right locations, so I do not have only pauldrons, but I have left pauldron and right pauldron. In the case of rigid leather, each have a DB of 1.5, so if both are equipped the total is 3DB, just like standard Harp.

autoHarp appears to drops the decimal so the final DB is off. That would be fine if it only dropped it in the total, but unfortunately it drops it per item.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 27, 2013, 09:29:55 AM
I ran into the ampersand issue as well and I have fixed it by just replacing all instances with "and". Maybe I'll look into encoding it later so that it gets written as "&" but right now I went for the quick solution. As for the BMR not taking adjustments on height. I'll write up a ticket on that and look into it. I don't remember seeing these adjustments in the database so I may not have anything on that at all.

Thief and spells: The program doesn't restrict the user "at all" when it comes to ranking spells. This is as designed and intended. I wanted the application to be open and customizable and not tie the hands of the user since many people have very different ways of gaming.

I can adjust the weight for items so they display in two decimal places.

I 'll write up a ticket for the customization of armor by the piece as well.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 27, 2013, 10:11:04 AM
Thanks

I have found an issue with the lesser hybrids. The hybrid: lesser 1 field doesn't appear to get applied until hybrid: lesser 2 field is filled. the DP cost is then set only to -5 instead of -10.

Using the none value makes it work for a single lesser hybrid, but it doesn't work properly if you have 2.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 27, 2013, 12:58:02 PM
Thanks

I have found an issue with the lesser hybrids. The hybrid: lesser 1 field doesn't appear to get applied until hybrid: lesser 2 field is filled. the DP cost is then set only to -5 instead of -10.

Using the none value makes it work for a single lesser hybrid, but it doesn't work properly if you have 2.


Oh... that would be my mistake. I didn't understand the rules when I wrote this up obviously. I thought you had to pick two races for a lesser hybrid and that you can pick up to two. So I will make sure that fix gets into this release. That's an important issue to get resolved.

Thanks for pointing that one out.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 27, 2013, 01:53:13 PM
It's one of my test characters, a human with Dwarf and Elf heritage. That is something I find so very cool about Harp.
How do I add races to the hybrid dropdown? Do I have to add an entire new race or is there someway to just add the hybrids. My setting has the possibility of Goblin, Orc and Hobgoblin hybrids, but none of these races are available as player character races.

From Harp Fantasy Pg. 27, for reference:
Quote
Many players prefer to customize their characters by creating
a character with a mixed racial heritage. To do so, the
player should select one race to be the primary influence for
the character. Players may then use their DPs to purchase one
Greater
or two Lesser Blood Talents to become either the hybrid
of two races
(such as the Half-Elf), or to have the heritage
of several races!

Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 27, 2013, 02:44:39 PM
Now I'm even more confused. If the rules say you must select two hybrid lesser races then the program is working according to that design. If the rules say you can select one lesser hybrid race or two lesser hybrid races, then I need to fix the program to allow the user to pick only one lesser hybrid race. I figured that selecting one greater race or two lesser races was -10DP and selecting one -5 lesser race was -5DP.

To have a hybrid race show up it must be a race. So you will have to create a Goblin, Orc and Hobgoblin races for them to show up. I don't believe these races are in the Core rules book. I'll check again to see if they were added. I'm only adding the races that are in that chapter.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 27, 2013, 04:17:05 PM
The primary race is the race selected in the race field. After that you can select another race as a great blood talent, for 10DP, to create a hybrid of two races, like an Half-Elf (Human/Elf hybrid), or you can select up to two lesser blood talents, for 5 DP each, to create a mixed heritage of up to three races, like Human/Elf/Dwarf.

My hybrid test character Human/Elf/Dwarf has this for background: his maternal grand-mother was an Elf and his paternal grand-father was a Dwarf. So he inherits some aspects of the other two races while being primarily Human.

The second hybrid character is a mix of Halfling and Dwarf. This character's father was a Dwarf, making the Halfling a Half-Dwarf. He is heavily influenced by his father so he was many physical aspects of a Dwarf, as well as several talents. He is primarily a Halfling, while looking a lot like a Dwarf.

Both case cost 10DP, but create vastly different characters.

Chapter 13 Encounters and Monsters has all the necessary information to add several monsters as character races. I would them out of the basic database to let GMs decide if they want them or not. I'll add those races in, I'll be able to create NPCs of those races through autoHarp.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 27, 2013, 04:43:21 PM
Thanks for the clarification. Yeah, I re-read through that rule and have come to the same conclusion. Given there really isn't a push for this release I have gone ahead and made a change so that when you select a lesser hybrid race the talent box does in fact change. However there was the change to a global variable which had incorrectly marked 5 as DP for lesser hybrids.

I have also gone ahead and added the armor by the piece fix which was just variable casting getting confused. I have also added the weight decimal change and the ampersand issue should be taken care of as well.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 27, 2013, 05:42:49 PM
That is simply awesome. :)
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 27, 2013, 08:20:27 PM
autoHarp calculates the BMR from the BMR table in the race database correctly, but only on initial initialization of the character apparently. If the height is modify after that, the BMR doesn't reflect it. The field changed event should be implemented on the height field to force a recalculation of the BMR.

The BMR should also be recalculated after a level up, just in case the Quickness stat was changed using DPs.

Then it would be perfect.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 28, 2013, 08:52:43 AM
The automatic updates for when the user updates the height and the quickness (also if they adjust the quickness in the level) seems to work already. It could be due to the change I made with the BMR values in the race database, but I didn't have to make any additional fixes to this. I have added a BMR Other field in the Statistics tab so that a user can add a bonus to the BMR. It automatically updates the BMR and this update is reflected in the printed sheet as well.

Unless anything else comes up, looks like I'll start putting things together here. There is still time for "minor" adjustments if anything comes up as I am now going to work into getting this version working for Ubuntu.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 28, 2013, 10:17:14 AM
All issues that I have come up with have been stated already. So I'm ready for the next version.

I need more information on how to create a training package in the database file, particularly for the category - skill - subskill structure. The training package already included didn't give much a a clue, other than how to add a subskill that doesn't exist in the skills database. At least that is what it looked like to me.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 28, 2013, 10:32:06 AM
Unfortunately there are no rules in AutoHARP for Training Packages. I have decided, until I can come up with a solution I like, to just let the user put the training package in manually. So right now, there is no automatic support in AutoHARP for Training Packages. Sorry. Not sure when that will happen. The problem is the complexity of them and that it was a lot easier for me to just manually add the ranks and apply the information. In fact I have removed the .xml tables from this version since they are not being used by the program at all.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 28, 2013, 01:54:58 PM
That's not a important issue for me at this point. Is there a way to edit skill ranks without using DPs and then manually edit the DPs?

For Training Packages, I would refer you to Harp Fantasy Page 60.

The rules are quite simply. The important part is the cost, which is the total cost of the ranks for the character multiplied by 0.75. That's where training packages actually matter since it affects the development cost.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 28, 2013, 03:22:19 PM
In the level wizard, no. There is no way to add ranks without using DP's. You have to do that from the Skills tab. What I would do is do the training package first before leveling the character, then put into the Development Point box under the Traits Tab the cost (in negative) of the package. Then level up the character.
Title: Re: AutoHarp 1.0
Post by: dagorhir on June 28, 2013, 04:16:52 PM
I will give that a try.
Title: Re: AutoHarp 1.0
Post by: RandalThor on June 29, 2013, 10:47:35 PM
I cannot seem to get anything other than: human, urban, fighter for character choices. I do not know how to install the fantasy & sci-fi add-on. This does not seem very user-friendly to me. (No, I am not very adept at these things.)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on June 30, 2013, 08:38:08 AM
Hi RandalThor,

The setup you seem to have is the demo setup so yes, you haven't installed the add-ons properly. Don't fret. ;) This is why I made these video tutorials, so that they can walk you through the process of installation and use. Here is the video tutorial that shows how to install the main application and the add-ons.

https://www.youtube.com/watch?v=2YZt-g3ePWA
 (https://www.youtube.com/watch?v=2YZt-g3ePWA)
There are other tutorials that help with the use of the application itself. I plan to update this particular tutorial here this week when Martial Law is released. 

AutoHARP is designed to function as close as possible to standard software to make it as user friendly as possible. No software is 100% self-evident. There is always a learning curve. So hopefully after the tutorials things will get easier.

Thanks!
Title: Re: AutoHarp 1.0
Post by: RandalThor on June 30, 2013, 01:16:59 PM
Thanks, I will look into those.
Title: Re: AutoHarp 1.0
Post by: dagorhir on July 01, 2013, 04:03:42 PM
Found another little issue with the defenses. Qu - AP can never be negative. The logic behind that just Qu x 2 - AP. You should add a if < 0 then = 0.

From Harp Fantasy page 92:
Quote
Quickness Bonus x2 – The value of a character’s Quickness bonus doubled. This number can be reduced to zero, but never below, based upon the maneuver penalty of the armor worn.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 02, 2013, 08:11:57 AM
I've added the ticket to SourceForge. Unfortunately version 1.0.2 has already been submitted so this will have to wait for the next version.
Title: Re: AutoHarp 1.0
Post by: dagorhir on July 02, 2013, 10:27:30 AM
I have installed version 1.0.2. What are the changes to the database that I need to look for to update my custom files?
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 02, 2013, 11:18:44 AM
Version 1.0.2 is available? I thought I would have gotten something from Nicholas on that. Hmm.. okay.

You should notice right off the bat that the base files under Harp Fantasy and Harp Sci-Fi are gone and replaced with a Config.xml file. If you had any of these old base files with a custom link to a custom xml file (the base files contained a node called <DatabaseLocation> that told the application where to find the information) you have to go into Config.xml and in this file make the same change you would have made in the base file (if that makes sense). For example, say you have a custom Cultures xml file. So you would have had to update the Cultures.xml DatabaseLocation node to point to that custom cultures files. So now you go into Config.xml and locate the File node with the attribute name "Cultures". In the File node should be the DatabaseLocation node and there you will now update that node to point to your new Culture file.

The other change is to the DefensesFromCoreRules.xml. You will notice that there are now new nodes called <ArmorPiece>. If you have a custom defenses file you will want to copy this node into your custom file.
Title: Re: AutoHarp 1.0
Post by: dagorhir on July 02, 2013, 12:02:31 PM
The other change is to the DefensesFromCoreRules.xml. You will notice that there are now new nodes called <ArmorPiece>. If you have a custom defenses file you will want to copy this node into your custom file.
Do the locations in <ArmorPiece> have to match the locations in the <ByThePiece> nodes?

My locations have changed from the DefensesFromCoreRules.xml, i.e. I don't have the Pauldrons location as that has been replaced by Right Shoulder and Left Shoulder.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 02, 2013, 01:38:15 PM
The ArmorPiece node matches Armor types to armor pieces so what is defined later in the table as armor pieces need to be reflected in the ArmorPiece node as well, the same goes for if you made changes to the armor types, they would need to change in the ArmorPiece nodes. So if you have changed any names or added armor pieces, you should add those pieces as well to ArmorPiece and associate whatever armor types you wish to them. i'm thinking you would need to add two new ArmorPiece nodes called Left Shoulder and Right Shoulder, and delete the Pauldrons ArmorPiece node. Then associate the proper armor types for each piece.

You'll know something is wrong when you go to the Defenses Tab and click to get a drop down list for an armor piece and nothing shows up.
Title: Re: AutoHarp 1.0
Post by: dagorhir on July 02, 2013, 04:01:30 PM
What does the Open Campaign in the file menu does?
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 02, 2013, 06:58:13 PM
You can create multiple characters and have them all open in AutoHARP thus having a campaign. To save these multiple characters and have them all open at once, you can save to a campaign file. Then when you start your campaign you can launch Open Campaign and all characters in the campaign will be loaded. I didn't know if it would be a popular add-on but I put it in there because there were campaigns where I wanted to have all my character sheets in front of me.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 02, 2013, 07:10:52 PM
I knew my five star status on SourceForge wasn't going to last forever. Thanks to those who are rating the application. It's too bad no one has decided to write a review but feedback is feedback.  8)

i'm currently having computer issues which is keeping me from working on the next version. my laptop is crapping out on me. Constant freezing issues. Safe mode seems to keep it from crashing. I have an extra computer that I can use but I have to set it up with everything.
Title: Re: AutoHarp 1.0
Post by: dagorhir on July 02, 2013, 07:59:15 PM
You can create multiple characters and have them all open in AutoHARP thus having a campaign. To save these multiple characters and have them all open at once, you can save to a campaign file. Then when you start your campaign you can launch Open Campaign and all characters in the campaign will be loaded. I didn't know if it would be a popular add-on but I put it in there because there were campaigns where I wanted to have all my character sheets in front of me.

That is actually a very nice feature.

I knew my five star status on SourceForge wasn't going to last forever. Thanks to those who are rating the application. It's too bad no one has decided to write a review but feedback is feedback.  8)

I will eventually write a review, I want to complete my testing first. It's not how I would have done it but it works generally well.

There's something I do when I'm creating a character that causes an index out of bounds error to show up. I think I'm clicking somewhere I shouldn't when I distributing the adolescence and professional ranks but I haven't managed to find exactly what. I can't seem to do it voluntarily. Once I manage it, I'll let you know what it is.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 03, 2013, 06:52:53 PM
Update: Version 1.0.2 Now Available!

Change log and new features can be read on AutoHARP's blog.

http://autoharpsuite.blogspot.com/
 (http://autoharpsuite.blogspot.com/)

Goals for Version 1.0.3
Title: Re: AutoHarp 1.0
Post by: Turbs on July 04, 2013, 02:46:10 AM
Just have to say.
you are doing awesome work.
havent tried it since before the 1.0 build i'll give it a go again soon

Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 04, 2013, 08:17:12 AM
Thank you!  8)
Title: Re: AutoHarp 1.0
Post by: Turbs on July 06, 2013, 02:40:12 AM
made a basic human fighter (urban)
so far i couldn't find out any bugs.
One mildly annoying thing i did find was that when spending adolescent ranks
It wasnt exactly clear which column to click in to assign the ranks.
only by trial and error did I work it out. (mind you it only took about 20 seconds to do so)

I do think the system could benefit by highlighting which are legitimately fields for the allocation of ranks.

also where do i get the other races professions from? 
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 06, 2013, 05:46:18 AM
The full databases are available at RPGNow for both Harp Fantasy and Harp Sci-Fi.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 08, 2013, 05:44:58 AM
Martial Law Database Now Available

Martial Law is completed and now available as a download from RPGNow (http://"http://www.rpgnow.com/product/116382/AutoHARP-Fantasy-Martial-Law"). And for the next two weeks is available at 50% off!

Included with Martial Law is:

Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 08, 2013, 09:02:20 AM
Updated the Blog to give you a heads up for goals for Version 1.0.3 and the upcoming Version 1.1.

http://autoharpsuite.blogspot.com/ (http://autoharpsuite.blogspot.com/)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 22, 2013, 10:48:18 AM
Version 1.0.3 is currently being worked on right now. I'm going to plan a cut off date for bugs by the end of this week. Next week I will start testing and putting together an update. Here is the link to SourceForge for all updates to be included in this new version.

https://sourceforge.net/p/autoharpsuite/tickets/milestone/1.0.2/ (https://sourceforge.net/p/autoharpsuite/tickets/milestone/1.0.2/)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 23, 2013, 08:33:37 AM
All bugs for version 1.0.3 have now been resolved. I am currently working on a bonus for this release but do plan to have a cut-off date for version 1.0.3 this Friday. So if you have any other issues or bugs please get them to me by  Friday. Version 1.0.3 will be released sometime next week.
Title: Re: AutoHarp 1.0
Post by: dagorhir on July 23, 2013, 08:41:31 AM
Great work.

I double checked my list with the milestone list and they are all marked as either resolved or closed. So I have nothing to add.

Waiting for College of Magic database at this time.  ;D
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 23, 2013, 09:43:08 AM
College of Magics might make the next version. Like Martial Law, I already have the old version of it created so all I would need to do is make sure I update the information according to the books which shouldn't take long. However I don't yet have a copy of the new book.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 24, 2013, 08:27:01 AM
After review, my "bonus" just ain't going to make the cut. It might make the 1.0.4 cut though. What was this bonus? A graphical interface to add and edit monsters. Eventually I will create graphical interfaces to add and edit races, cultures and professions but that won't be until much later. Still plenty of other things to do like finishing up the Sci-Fi Xtreme database, and College of Magics.
Title: Re: AutoHarp 1.0
Post by: trechriron on July 28, 2013, 04:27:47 AM
Could you use some volunteers? I have a cagle of computer nerds who want this tool do everything for us! :-)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 30, 2013, 09:30:19 AM
What kind of volunteering? Do you mean programming or beta testers? In a sense I can always use both. If you wanted to create new programming, anyone can honestly do that. Unfortunately I do not have a real SVN setup because the network I am under doesn't like many SVN applications I have used, such as TortoiseSVN for example. So do live updates between programmers will prove difficult without SVN. However I am outside of my proxy server now. I will try and setup SVN and see if I can finally get that up and running.

However that shouldn't stop anyone from making updates. The RPL license means that anyone can create their own patches, just as long as you don't turn around and sell the whole update. So if you guys wanted to create "updates" that would be fine. If I can get SVN setup it would make updating a lot easier. If not you might be sending me your updates so I can integrate them.

What "ideas" did you have in mind? What do you mean when you say, "everything"?  8)

If you mean beta testers that would be great too. I have always needed people to put this through real world testing and let me know what works, what doesn't, and what would be nice to have.

Thank you for your interest in helping out though.  ;D ;D ;D Eventually all database work will become slow since you can only update the databases so much, but the application would be nice to have others work on it to keep it going on the off chance I find myself unable to work on it anymore. AutoHARP is definitely not my day job.  8)

Send an email to perfecthundred@gmail.com if you have any specific ideas you want to discuss.

Thanks again. This was a great post to read.  8)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 30, 2013, 10:47:33 AM
I cannot get version 1.0.3 to compile on my linux box with the new wxWidgets 2.9.4 upgrade. Because of that I cannot offer an update to linux users for 1.0.3 at this time. I'm currently working on it. I don't want this to delay releasing this update for windows users so I will send those files to Nicholas today. Again, I apologize to our Ubuntu users out there. Hopefully I find the problem and get an update for 1.0.3 for you.
Title: Re: AutoHarp 1.0
Post by: dagorhir on July 30, 2013, 11:40:02 AM
What is required to get it to compile on Windows?
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 30, 2013, 04:27:38 PM
The issue is that certain new features I am using with wxWidgets 2.9.4 are not getting recognized when I compile under Ubuntu. Compilation for windows happens with GCC and with an wxWidgets setup as unicode, monolithic and xrc. Ubuntu compilation is a little easier. I was able to follow the directions with 2.9.1 and with some help was able to get it compiled. I don't believe I have changed the process in any way yet the same error pops up telling me that for some reason it's not finding or linked to the new 2.9.4 libraries. I have checked and rechecked but for some odd reason it won't compile.  :(
Title: Re: AutoHarp 1.0
Post by: dagorhir on July 30, 2013, 07:53:11 PM
I would like to setup an dev environment on my computer which would allow me to actually make the fixes of issues that I'm finding to help out, instead of just pointing them out. ;)
Title: Re: AutoHarp 1.0
Post by: dagorhir on July 31, 2013, 08:47:44 AM
I'm using Code Blocks ide, which comes with gcc included. The wxWidgets version that I have is 2.9.5.

Which options did you enable in the make file for wxWidgets?
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 31, 2013, 11:00:46 PM
I'm using Code Blocks ide, which comes with gcc included. The wxWidgets version that I have is 2.9.5.

Which options did you enable in the make file for wxWidgets?

I believe the options where USE_XRC=1 SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1

Same thing but BUILD=debug for debug version. There is more you need to do in codeblocks such as setup global variables and point to the correct libs and folders however if you downloaded the source code, I have a code blocks project with everything setup already. The only required is to make sure you have set up the global variables for Codeblocks to point to your wxWidgets directory.
Title: Re: AutoHarp 1.0
Post by: dagorhir on August 01, 2013, 07:28:52 AM
I believe the options where USE_XRC=1 SHARED=1 MONOLITHIC=1 BUILD=release UNICODE=1

Same thing but BUILD=debug for debug version. There is more you need to do in codeblocks such as setup global variables and point to the correct libs and folders however if you downloaded the source code, I have a code blocks project with everything setup already. The only required is to make sure you have set up the global variables for Codeblocks to point to your wxWidgets directory.

I discovered the code blocks project by accident. I didn't know about code blocks until yesterday and I'm still trying to figure out the ide. I still haven't located where I add the global variables to point to my wxWidgets directory. So far, all I found is that I needed the set them, but not what they are and where they go.

It's been a long while since I worked with C++. I've gotten used to ides that have everything already set up.  :-[
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 04, 2013, 08:35:06 AM
I don't have the IDE on this computer in this lab so this is from memory. In the main menu, the second from the last I believe, is the menu option "settings". Under that menu should be something called Global variables or something like that. You will get a window where you will be able to add values under "Builtin Fields".

For the Base value browse to your wxWidgets directory. This is the base directory it is looking for here. So you'll have something like C:\wxwidgets-2.9.4 or whereever your wxWidgets directory is located and called for this field. Next fill in the include and the lib field. These are the folders found in the wxWidgets directory. Once you have these in there, and if you are using my code blocks project files (open codeblocks by double clicking my code-blocks file) the application should compile.

The IDE takes some getting used to when it comes to setting up for wxWidgets. I've done it now so many times that I think i have it by memory. Once setup, the IDE itself is a little like Visual Studio. You can set debug points, auto-completion, etc.
Title: Re: AutoHarp 1.0
Post by: dagorhir on August 04, 2013, 09:50:43 AM
I don't have the IDE on this computer in this lab so this is from memory. In the main menu, the second from the last I believe, is the menu option "settings". Under that menu should be something called Global variables or something like that. You will get a window where you will be able to add values under "Builtin Fields".

For the Base value browse to your wxWidgets directory. This is the base directory it is looking for here. So you'll have something like C:\wxwidgets-2.9.4 or whereever your wxWidgets directory is located and called for this field. Next fill in the include and the lib field. These are the folders found in the wxWidgets directory. Once you have these in there, and if you are using my code blocks project files (open codeblocks by double clicking my code-blocks file) the application should compile.

The IDE takes some getting used to when it comes to setting up for wxWidgets. I've done it now so many times that I think i have it by memory. Once setup, the IDE itself is a little like Visual Studio. You can set debug points, auto-completion, etc.

Despite setting this up it still doesn't get passed the preprocessing where in failes in the resource.rc file on the line: #include "wx/msw/wx.rc". :(
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 04, 2013, 12:17:19 PM
See if that file actually exists in that path. If not, see where in the wxWidgets it resides and just copy it over to that path.

Here is my cheat sheet for codeblocks usage. I know it says UNICODE=0 and I say UNICODE=1, but that shouldn't matter.

http://wiki.wxwidgets.org/CodeBlocks_Setup_Guide

Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 04, 2013, 12:23:25 PM
Version 1.0.3 is now available

on RPGNow and SourceForge for just the demo version. Here is the change log from version 1.0.2

   
i apologize for not having .jar files for Ubuntu. I will try and get Ubuntu up and running as soon as possible.

Downloading information and other information found on the AutoHARP Blog. Link is below in my signature.

Next up is to finish the work on Sci-Fi Xtreme and to complete College of Magics. Already finished is a Monster Management program. This is the first of any front-end in AutoHARP that allows you to edit an XML file directly. It doesn't effect the encounter tables but that feature is also coming. I am planning to create front-ends for Professions, races and cultures in the future.
Title: Re: AutoHarp 1.0
Post by: dagorhir on August 05, 2013, 07:59:00 AM
See if that file actually exists in that path. If not, see where in the wxWidgets it resides and just copy it over to that path.

Here is my cheat sheet for codeblocks usage. I know it says UNICODE=0 and I say UNICODE=1, but that shouldn't matter.

http://wiki.wxwidgets.org/CodeBlocks_Setup_Guide

I did all that already. The project won't build:
Code: [Select]
..\AUTOHA~1.3-S\trunk\AUTOHA~1\resource.rc 3 fatal error: wx/msw/wx.rc: No such file or directory
:(
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 05, 2013, 08:50:53 AM
Huh! Well, I downloaded the source code and put onto my computer here at work. I opened the codeproject's file and made sure the global variables were set properly like I described above. I then ran a compilation under release without making any additional changes. It compiled. This sounds like it could be an issue with the setup you have. But let's try the following. Let's try the following.

See if you can create a very simple program. Use Code::Blocks to do this. Go to New->Project and follow the wizard to create a program. Compile this program and see what happens. If it doesn't work then it's a setup issue with either wxWidgets or with how Code::Blocks is setup to use wxWidgets.

One important note.

Code::Blocks doesn't like spaces when it comes to directory paths. If you have spaces anywhere in your directory paths in *any* path, you might want to remove those spaces and try again. This includes the path to wxWidgets directory (not inside the folder, just the folder name itself and the path). For example C:\Program Files\wxWidgets-2.9.4 won't work nor will C:\wxWidgets 2.9.4. But C:\wxWidgets-2.9.4 or C:\ProgramFiles\wxWidgets-2.9.4 will work. 
Title: Re: AutoHarp 1.0
Post by: dagorhir on August 05, 2013, 09:34:45 AM
Huh! Well, I downloaded the source code and put onto my computer here at work. I opened the codeproject's file and made sure the global variables were set properly like I described above. I then ran a compilation under release without making any additional changes. It compiled. This sounds like it could be an issue with the setup you have. But let's try the following. Let's try the following.

See if you can create a very simple program. Use Code::Blocks to do this. Go to New->Project and follow the wizard to create a program. Compile this program and see what happens. If it doesn't work then it's a setup issue with either wxWidgets or with how Code::Blocks is setup to use wxWidgets.

One important note.

Code::Blocks doesn't like spaces when it comes to directory paths. If you have spaces anywhere in your directory paths in *any* path, you might want to remove those spaces and try again. This includes the path to wxWidgets directory (not inside the folder, just the folder name itself and the path). For example C:\Program Files\wxWidgets-2.9.4 won't work nor will C:\wxWidgets 2.9.4. But C:\wxWidgets-2.9.4 or C:\ProgramFiles\wxWidgets-2.9.4 will work.

I created a wxWidgets project and compiled it. No issue. It even ran and got the template dialog.

Just one thing, I didn't do the release build of wxWidgets since I don't actually plan to make a release version, but mostly debug. Is the release build required to compile the debug version?

Title: Re: AutoHarp 1.0
Post by: dagorhir on August 05, 2013, 11:27:25 AM
I have found that the project build settings have absolute paths in the search directories that point to your wxWidgets folder. I changed those to use the wx global variable which points to my wxWidgets folder.

This didn't resolve the issue since none of these affect the include path. I can't find where this is set in the workspace or the projects. I think there's something there that still points to your path. To confirm this I copied my wxWidgets folder into a new one and renamed it to match your paths. The build got further but failed with the following error:

..\AutoHARP-1.0.3-SourceFiles\trunk\AutoHARP\src\AboutDlg.cpp||In member function 'void AboutDlg::CreateControls()':|
..\AutoHARP-1.0.3-SourceFiles\trunk\AutoHARP\src\AboutDlg.cpp|103|error: 'wxWEB_VIEW_BACKEND_DEFAULT' was not declared in this scope|

Also, I'm getting the following error when I open the workspace:
Unable to open ..\Patches and Other Installation files\Martial Arts\Database Install\Build\1.0\Test.cbp
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 05, 2013, 04:39:11 PM
Looks as if my codeblocks projects files have erroneous information. I'm sorry about that. It would make perfect sense that those absolute paths are an issue. If you right click the project and go to build options, be sure to check out the linker setting and search directories. Check the debug, release AND the AutoHARP top-level node. There is information for all three. You will have to do the same for the AutoHARP-CT.

It sounds like wxWidgets and CodeBlocks are setup right then so it's just my project file. Nice thing is it is an XML file. You could open it in Notepad++ and just peruse it to get at those absolute paths.

The WEB_VIEW_BACKEND error could be due to wx/webview.h not being defined. Not sure how that happened. Perhaps 2.9.5 also got rid of this. I would delete the flag where ever it is and recompile. It might not be that important.

As for the workspace, I'll make sure I fix that. You can easily create your own by just opening both projects yourself and saving it as a workspace and over write that file.
Title: Re: AutoHarp 1.0
Post by: dagorhir on August 05, 2013, 05:18:58 PM
Looks as if my codeblocks projects files have erroneous information. I'm sorry about that. It would make perfect sense that those absolute paths are an issue. If you right click the project and go to build options, be sure to check out the linker setting and search directories. Check the debug, release AND the AutoHARP top-level node. There is information for all three. You will have to do the same for the AutoHARP-CT.

It sounds like wxWidgets and CodeBlocks are setup right then so it's just my project file. Nice thing is it is an XML file. You could open it in Notepad++ and just peruse it to get at those absolute paths.

The WEB_VIEW_BACKEND error could be due to wx/webview.h not being defined. Not sure how that happened. Perhaps 2.9.5 also got rid of this. I would delete the flag where ever it is and recompile. It might not be that important.

As for the workspace, I'll make sure I fix that. You can easily create your own by just opening both projects yourself and saving it as a workspace and over write that file.

I replaced WEB_VIEW_BACKEND by an empty string until I figure out what should go there. After correcting errors caused by the different version of wx I got a successful build of autoHarp. Got 132 warnings.  :o I'll chase those down later.

All I need is the 1.0.3 version database and I'm good to go. :)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 06, 2013, 05:52:23 AM
Excellent!
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 06, 2013, 10:17:35 AM
Source Code questions

There have been a couple of inquiries about working on the source code, adding to it, customizing it, etc and I just wanted to say a few words on this.

I am very open to anyone who wants to do any volunteer work with AutoHARP, be it beta testing or actually working with the code.

Currently there isn't any SVN for the source code and this might be a good idea in case I get quite a few people working concurrently on the code itself. The reason SVN is not available is because I cannot seem to get an SVN connection to work here where I live. We have one of the most annoying network setups I have ever encountered. In any event I will be moving soon, so I may be able to finally get SVN working after all.

As for beta testing. If you are interested please email me. It's always nice to have outside people looking at the program. I already have a couple people who I have certainly come to call beta-testers on the Harp Fantasy line. I still haven't heard much from the Sci-Fi end of things. My practice right now for beta-testers is a working relationship either here or on source forge in submitting bugs and any other issues. So if you are interested I need to know your level of commitment.  ;)

For source code, If you have ideas for additions or have already made changes and want to submit them, by all means please email me and let me know what you want to do or what you have done. Like any project, I am looking for a few things.

1) I come from a software engineering background so when I write up GUIs or design the workflow I do so from the perspective of a software engineer, not necessarily as an RPG enthusiast. What does this mean? It means I have created AutoHARP to look and act like your average software. I'm certainly not against changes to the GUI from a graphics design point of view. I'm not a graphics designer and I have no formal training in it. But I do have formal training in software development and GUI so if the GUI looks standard that's why. My main goal for any software is self evident. I want it to stick as close to standards as possible so that most people can just pick it up and know how to use it. Naturally this isn't 100% possible. There are always parts of the software that are just down right difficult to make self evident. And other times, having a rich graphical interface that isn't standard can be an improvement. It's always nice to get other perspectives so I can push myself to think of new solutions.

2) I like a clean interface. Not everything can be clean and wxWidgets is limited in this but the cleaner the better.

3) Also you cannot use anything that is commercial when it comes to graphics. All graphics, icons and images used must be royalty free.

If you plan to make changes it would be better to submit to me your plans, possibly a screenshot and/or design. Given I plan to review submissions it might help with anything I might be hesitant with. Now I'm not going to be hard-nosed with submissions but I figured I wanted to let you know where I come from :)

Also I love the idea there are people out there who are interested in adding or volunteering to help with AutoHARP. It a good thing for me to have options with other people in case I may no longer have the time to work on it.

Send any questions, submissions, etc to perfecthundred@gmail.com

This goes out to those who have contributed. Thanks again for all your help!  8)
Title: Re: AutoHarp 1.0
Post by: dagorhir on August 06, 2013, 11:00:12 AM
You can consider me as a part time beta tester for Harp Fantasy, as I don't use Harp SF.

I must say that I test for my own use. I'm a player and a GM, but I'm also a programmer. I have a test script of considerable size because I'm testing many, and I do mean many different situations that may come up in character creation.

Since I test mostly with my custom races and professions, I consider any issue I come across if it is specific to the way I use Harp or if is also an issue for standard Harp also. If it is an issue for standard Harp, I will submit it, otherwise I look for a work around to satisfy my particular needs.

Now that I can troubleshoot the code myself, I'm more likely to let you know what I find and a possible fix for it. I'm not likely to go into major changes or 'improvements' now. At least, I will test things on side to make certain they work before sending them your way.

I haven't got around testing the combat tracker, yet. That will come.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 06, 2013, 11:12:25 AM
You can consider me as a part time beta tester for Harp Fantasy, as I don't use Harp SF.

You were definitely included in my unofficial list, but it's nice to have confirmation.  8)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 07, 2013, 08:40:52 AM
For those who were interested in volunteering to work on the source code side, I have an idea for an addition. I don't have time to get to this until much later but if someone were to do this I'm sure users would be very pleased with the final product.

The idea is now that I have converted wxWidgets to 2.9.4 with AutoHARP I can now use a class called wxWebView which can use javascript and css as well as HTML. I'm uncertain if it handles CSS3 or HTML5 yet but that would be an interesting test. The current printed character sheet is done through Device Context classes which is fine but very cumbersome and complicated. I would love to convert the HarpPrinterCls to use HTML rather than the Device Context classes and build the character sheet through the wxWebView class. It may even be possible to have the CSS file be on the client side rather programmed into the source code itself. That way a user could design their own CSS file and thus their own theme.

If you have better ideas for the layout of the character sheet don't hesitate to experiment with the layout. If anyone wants to volunteer with this project please email me at perfecthundred@gmail.com.

Thanks!
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 12, 2013, 08:52:58 AM
I just got confirmation that the updates are now up in RPGNow.  8)

A small status update. I'm currently plugging away at Sci-Fi Xtreme and almost have the book coded. While working on this I have overhauled the New Character Wizard. Most of the overhaul is with the way adolescence ranks are handled as with the current design it's clunky, and not very intuitive with how it works. The viewing areas are also way to small. This page has been completely revamped. It should be ready for the next version. It's a top-down design (start at the top, work your way down). The wizard is also re-sizable. I'm hoping to have Sci-Fi Xtreme done for version 1.0.4. College of Magics will have to wait until version 1.0.5. More overhaul work to happen especially with the New Level Wizard and with many of the tabs with the main window. I will also slowly add integrated help, first with the new character wizard and then some more with newer versions.
Title: Re: AutoHarp 1.0
Post by: dagorhir on August 12, 2013, 09:34:42 AM
I just got confirmation that the updates are now up in RPGNow.  8)

A small status update. I'm currently plugging away at Sci-Fi Xtreme and almost have the book coded. While working on this I have overhauled the New Character Wizard. Most of the overhaul is with the way adolescence ranks are handled as with the current design it's clunky, and not very intuitive with how it works. The viewing areas are also way to small. This page has been completely revamped. It should be ready for the next version. It's a top-down design (start at the top, work your way down). The wizard is also re-sizable. I'm hoping to have Sci-Fi Xtreme done for version 1.0.4. College of Magics will have to wait until version 1.0.5. More overhaul work to happen especially with the New Level Wizard and with many of the tabs with the main window. I will also slowly add integrated help, first with the new character wizard and then some more with newer versions.

I have downloaded the latest version databases and did 2 separate installs, one with the standard databases unchanged and another using my updated (setting specific) databases. I will begin testing as I find the later this week. :)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 19, 2013, 08:20:14 AM
Status Update:

I have finished coding and preliminary testing of Sci-Fi XTreme. It's looking good. The update includes Vehicle Combat, Vehicles in general added to the items, Cyberware, Interstellar Travel, a Virtual Character converter and the ability to create an AI or Robotic character. The Vehicle combat I particularly like as it is seamless with the rest of Combat. This book will be ready to go for version 1.0.4.

My biggest question is whether or not there is a big push for this book. If so I can release version 1.0.4 sooner. If not, I may move onto working on College of Magics and release version 1.0.4 when that is also ready. So... is there anyone that wants Sci-Fi XTreme immediately? I will create a version 1.0.4 regardless in case there is a push for bugs and issues that people would like fixed. Version 1.0.4 does resolve the New Character Wizard crashing issue where sometimes the application will crash when ranking Adolescence ranks.
Title: Re: AutoHarp 1.0
Post by: dagorhir on August 19, 2013, 09:22:04 AM
College of Magics is a priority for me since most of my test characters were created with it. But that's just me. ;)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 20, 2013, 10:49:10 AM
I don't seem to be getting too much push back but then I kinda curious just how many AutoHARP users are reading this page.  :P I would hope all of them. My plan is to merge my branch with trunk (in English, take my new code and merge it with 1.0.3) and create 1.0.4 for now. If necessary then I can compile and put it together. After that I will start work on College of Magics. I don't anticipate it to take long. I already have the bulk of the database put together. It would be just going over the book information to make sure it matches what I have. Once that is done then I think I am done for the most part with database work. I'm just waiting on Cyradon to be released and I don't know if there is a like-book for Harp Sci-Fi.
Title: Re: AutoHarp 1.0
Post by: Thom @ ICE on August 20, 2013, 11:12:54 AM
At this point HARP SF is only the two books - HARP SF Core and SF Xtreme
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 20, 2013, 03:35:46 PM
Excellent!  8)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on September 08, 2013, 06:03:02 PM
Preliminary coding has been completed for version 1.0.4. Time to test and make sure everything is running smoothly. Lots... LOTS of updates with this version. I will wait to give out details until the release date but I will reveal this: Harp Sci-Fi Extreme and College of Magics will be released for this version of AutoHARP.  8)
Title: Re: AutoHarp 1.0
Post by: dagorhir on September 08, 2013, 07:29:52 PM
Preliminary coding has been completed for version 1.0.4. Time to test and make sure everything is running smoothly. Lots... LOTS of updates with this version. I will wait to give out details until the release date but I will reveal this: Harp Sci-Fi Extreme and College of Magics will be released for this version of AutoHARP.  8)

That is just awesome!  ;D
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on September 18, 2013, 07:11:06 AM
I have version 1.0.4 ready for deployment. Now the big question remains, I do not have an ubuntu version ready as I was having problems compiling it under 2.9.4 for the last release. Do I deploy windows and delay the linux release or do I work on the linux release and delay deployment? :-\
Title: Re: AutoHarp 1.0
Post by: dagorhir on September 18, 2013, 07:39:46 AM
I have version 1.0.4 ready for deployment. Now the big question remains, I do not have an ubuntu version ready as I was having problems compiling it under 2.9.4 for the last release. Do I deploy windows and delay the linux release or do I work on the linux release and delay deployment? :-\

Deploy Windows, I'll be able to start testing while you figure out the Linux issue.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on November 04, 2013, 01:30:02 PM
Update 1.0.4 is now released
---
College of Magics is now available for purchase at a special discounted price of $5 for a limited time.

Version 1.0.4 is a large update that spans all the databases and included lots of new features, bug fixes, and some redesigns with the interface. Here is a log of changes for 1.0.4

4 November 2013
   released version 1.0.4 of AutoHarp

     Change log:
        -Added: Spell Information Dialog during new level. User can now look up spell information to determine how many ranks to place in the spell or what the spell does or what scaling options it has and can do.
        -Added: Added highlighting to skills associated to a stat in the Skills Information Tab. User selects the stat and the skill associated to that stat are highlighted.
        -Added: Added Training Package information on the Skills Tab. User can now select Training Package bought which highlights skills effected.
        -Fixed: Martial Arts Database fixed so that Elemental: Earth is now Elemental- Earth.
        -Fixed: Martial Arts Database fixed so that the armor by the piece has proper penalty values.
        -Fixed: Variable _INBONUS_ for Custom Development points in the preferences causes the program to hang.
        -Added: Made the Attacks choice under DB/OB a non-read-only field. Users can now enter in whatever weapon they wish, even if it doesn't appear in the list.
        -Updated: Made the Culture database for both Harp Fantasy and Harp Sci-Fi match the same xml definition as TrainingPackages when defining sets of skills.
        -Fixed: The weight of armor should not be counted for encumbrance since it has another penalty associated with it.
        -Fixed: Encumbrance did not take into account the amount of the item.
        -Fixed: weapons that are one handed and two handed are fixed to be the same price.
        -Fixed: Combined the one handed and two handed weapons.
        -Fixed: Both the Cleric and the Warrior Mage are missing the new level bonus block.
        -Fixed: It does not allow to place Mystical Arts skill ranks into spells. Since spells are part of the Mystical Arts category it should be possible to do so.
        -Fixed: The Spell Ice Wall: the <![CDATA tag in the description is not closed.
        -Fixed: The Spell Repair Rent, the <Name> has Repair Tear
        -Fixed: The Elementalist spell list is missing the Ice Wall spell.
        -Fixed: The Spell Vision Protection is in the wrong sphere, it is in Harper it should be in Ranger
        -Fixed: The Spell Earthen Transmutation is misspelled.
        -Fixed: I changed all the Elemental spells (Aura, Ball, Bolt, Resistance and Weapon) into 4 different spells, one for each element. Since each element has to be learned as a separate spell it just makes it easier to manage.
        -Fixed: Creature Transformations should be Creature Transformation. Plant Transformations should be Plant Transformation. Poison Enhancements should be Poison Enhancement
        -Fixed: Stabilize Elixir is misspelled as Stablize Elixir
        -Fixed: Animal Forms PP cost should be 7. Changing Ways PP cost should be 7. Magic Shield PP cost should be 6. Path Lore PP cost should 3. Plant Disguise PP cost should be 6. Weapon's Fury PP cost should be 5
        -Added: Revamped New Character Wizard, mostly with the third page. Made the design a top-down approach. Wizard itself is resizable. KeyStats now a listbox rather than a text box.
        -Fixed: New Character Wizard for Harp Sci-Fi. Database needed cosmic work. Information not all in there.
        -Added: Interstellar Travel for Harp Sci-Fi Xtreme now available
        -Added: Virtual character for Harp Sci-Fi Xtreme now available.
        -Added: Character AI and Robot for Harp Sci-Fi Xtreme now available.
        -Added: Vehicle Combot for Harp Sci-Fi Xtreme now available.
        -Added: Front end to customize monsters for Harp Fantasy.
        -Added: Cyberware for Harp Sci-Fi Xtreme now available
        -Added: Sex node to Races database for both Fantasy and Sci-Fi
        -Added: Made sure all professions have SpellStats for a node
        -Added: Made sure Rogue profession has Spells Universal as favorite category
        -Fixed: <AIAllowed> Node in Skills database tables needed to be moved above the <SubSkills> node.
        -Fixed: character save path not refreshing when clicking on a new character.
        -Fixed: Mystical Arts profession was a 3DP cost if the player adds a new profession during new level creation. The cost should be 2.
        -Added: Full update of New Level Wizard. New GUI design.
        -Added: Added Training packages to database and to the new level wizard.
        -Fixed: Database error with skills not having appropriate stat information.
        -Fixed: Culture database had a typo with Streewise which should be Streetwise.
        -Updated: updated the Items database file for Harp Fantasy so that MagicItems can use it better.
        -Fixed: Changing the character name and closing the character results in the application to crash.
        -Fixed: Closing a character and reopening the same character does not show the character name in the PC List window.
        -Fixed: All database calls are now appropriated with a wxFile::Exists() to make sure the file actually exists before loading it as wxXmlDocument does not have this as part of the class.
        -Added: Added Technology Node to each of the Items database files.
        -Added: Added technology to the Sci-Fi new character wizard.
        -Added: Added Technology to the Sci-Fi Character sheet
        -Fixed: Sci-Fi Defenses now displays the fitted armor max and min penalties
        -Fixed: Shield information automatically changed when the user selects Shield Training and goes back to the defenses tab.
        -Added: Training Packages added to Harp Sci-Fi Core Rules
        -Fixed: New Level wizard had problems when the user would hit the enter key. The window would unexpectantly close.
        -Added: Selecting Hybrid Lesser 1 as none would result in an error. All database calls are now caught if the file is empty or does not exist.
        -Added: Construct to list of Sexes.
        -Fixed: Links in the about pop up now appear in the default browser
        -Fixed: Race talents that used to cost 99 now list a cost of zero in the Talents tab. During leveling up, these talents are not listed at all as they are special talents for specific races.
        -Fixed: Warrior mage spell stats have been fixed to the correct values
        -Fixed: Rank limitations are based on the character's total level, not the profession level.
        -Fixed: A message box now appears to tell the user of any profession notes such as the user can now enter in a bonus for a particular skill. This message box only appears for the levels when the user is to add a bonus.
      -Added: Contextual help has been added to the New Level Wizard and to the New Character Wizard.

---

Future plans:
1) I plan to continue to retool certain interfaces, especially with the Combat Tracker. I have a few new ideas of presentation
2) I want to really pound away on the combat tracker so I can make it as easy to use as possible
3) Possible NPC generator
4) Possible Weather Generator
5) Other ideas people might have

Thanks for using AutoHARP!

Note for Unix users: I have sent the wrong files to Nicholas so he is waiting on me to send the proper files. I am away from my ubuntu computer and won't have these files until this Saturday, so the Ubuntu version will be delayed a week. I apologize for the delay on Ubuntu.
Title: Re: AutoHarp 1.0
Post by: dagorhir on November 12, 2013, 01:09:22 PM
        -Updated: Made the Culture database for both Harp Fantasy and Harp Sci-Fi match the same xml definition as TrainingPackages when defining sets of skills.

Hi Monk,

Can you provide details on this update it doesn't appear to work.  ???
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on November 12, 2013, 02:55:27 PM
It doesn't work? What's wrong?

Basically what I did was take the exact same logic I used for the TrainingPackages during the new level creation and ported that over to the new character creation code. The code for adolescence ranks and the code for Training Packages should be virtually the same. If it works in one it should theoretically work in the other. I hope that helps.
Title: Re: AutoHarp 1.0
Post by: dagorhir on November 12, 2013, 03:18:05 PM
It doesn't work? What's wrong?

Basically what I did was take the exact same logic I used for the TrainingPackages during the new level creation and ported that over to the new character creation code. The code for adolescence ranks and the code for Training Packages should be virtually the same. If it works in one it should theoretically work in the other. I hope that helps.

I used the following structure and I got no adolescence ranks when testing it out. A culture with the old format works as it did before.  :o
Code: [Select]
    <Culture name="Test">
        <Name>Test</Name>
        <Description></Description>
<PreferredLocations>
</PreferredLocations>
<ClothingDecoration>
</ClothingDecoration>
<Demeanor>
</Demeanor>
        <History/>
        <Skills>
<Ranks>5</Ranks>
<Skill>
            <CategoryName>Mystical Arts</CategoryName>
            <SkillName>Alchemy</SkillName>
<SubSkillName/>
</Skill>
        </Skills>
        <Skills>
<Ranks>2</Ranks>
<Skill>
            <CategoryName>Mystical Arts</CategoryName>
            <SkillName>Arcane Lore</SkillName>
<SubSkillName>Spell Lore</SubSkillName>
</Skill>
        </Skills>
        <Skills>
<Ranks>2</Ranks>
<Skill>
            <CategoryName>General</CategoryName>
            <SkillName>Herbcraft</SkillName>
<SubSkillName/>
</Skill>
        </Skills>
        <Skills>
<Ranks>2</Ranks>
<Skill>
            <CategoryName>General</CategoryName>
            <SkillName>Mundane Lore</SkillName>
<SubSkillName>Fauna Lore</SubSkillName>
</Skill>
        </Skills>
        <Skills>
<Ranks>2</Ranks>
<Skill>
            <CategoryName>General</CategoryName>
            <SkillName>Mundane Lore</SkillName>
<SubSkillName>Flora Lore</SubSkillName>
</Skill>
        </Skills>
        <Skills>
<Ranks>2</Ranks>
<Skill>
            <CategoryName>Subterfuge</CategoryName>
            <SkillName>Poisoning</SkillName>
<SubSkillName/>
</Skill>
        </Skills>
        <Skills>
<Ranks>2</Ranks>
<Skill>
            <CategoryName>Mystical Arts</CategoryName>
            <SkillName>Power Point Development</SkillName>
<SubSkillName/>
</Skill>
        </Skills>
        <Skills>
<Ranks>3</Ranks>
<Skill>
            <CategoryName>Spell Casting</CategoryName>
            <SkillName>Profession Choice</SkillName>
<SubSkillName></SubSkillName>
</Skill>
<Skill>
            <CategoryName>Spells: Universal</CategoryName>
            <SkillName>Choice</SkillName>
</Skill>
        </Skills>
    </Culture>
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on November 12, 2013, 08:20:14 PM
Have you updated with the latest and greatest? Try reinstalling from a recent version from RPGNow. I am looking at my database testing environment and I see the updated database in Cultures. I have a feeling you might have missed an update.
Title: Re: AutoHarp 1.0
Post by: dagorhir on November 13, 2013, 07:16:06 AM
I did. I also re-installed everything from files I downloaded from RPGNow on November 11th and when I compare the cultures xml from an older install (done back in August), the files match exactly.

I looks like the installer is just installing the same files I had before, event though the install is in a completely new location.  :o
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on November 13, 2013, 11:36:16 AM
I sent an email to Nicholas to check the date stamp on the files I sent. I double checked what I sent to him and I see that it contains what I have now. the one thing I did notice is that the demo doesn't seem to put forth the adolescence ranks. I'll make sure I fix that bug right away, but when I update the Harp Fantasy file the ranks do come in.
Title: Re: AutoHarp 1.0
Post by: dagorhir on November 13, 2013, 12:32:26 PM
The date I have for CulturesFromCoreRules.xml is 19/06/2013. Which is obviously the wrong file. I installed on a different computer (one that never had AutoHarp) with the 1.0.4 install files and got the same result. So that rules out any install artifacts getting in the way.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on November 13, 2013, 07:40:36 PM
Nicholas said he's going to put the whole lot up again the update should be available soon.
Title: Re: AutoHarp 1.0
Post by: NicholasHMCaldwell on November 14, 2013, 06:29:13 AM
Nicholas said he's going to put the whole lot up again the update should be available soon.

Which I have hopefully done.

Best wishes,
Nicholas
Title: Re: AutoHarp 1.0
Post by: dagorhir on November 14, 2013, 08:11:32 AM
I definitely have the new files now.

I have a lot of work ahead to update my setting specific databases with all these changes.  :D

Thanks
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on November 14, 2013, 10:27:34 PM
Excellent! 8)
Title: Re: AutoHarp 1.0
Post by: Judas on November 25, 2013, 07:13:55 PM
Howdy...thanks for putting all the time and effort into AutoHARP. Excellent program and worth every penny! A few things I have noticed while testing it.

I should mention I'm running AutoHARP 1.0.4 on Windows 8.

Errata
1) A couple skills had the incorrect stats when compared with the HARP Manual.
All resistances are listed as SD/CO. They should be Stamina - CO/CO, Magic - IN/IN, Will - SD/SD.
Blindfighting is ST/AG, should be IN/RE
Trickery is PR/AG, should be PR/SD

Issues
1) When creating a Thief if you select Assassin Training, the description of Assassin Training will be saved in the XML file with an '&' causing an XML failure when you try to load the character.
2) When you get to the adolescence/profession skills page it doesn't calculate existing profession ranks in the total bonus. If you hit back and then come back they are calculated, but the number of ranks you received from your profession is doubled.
3) When I print a character, the categories print in a random order on the skills sheet. Can this be alphabetical?
4) The printed skills sheet lists all skills with Self Discipline as "se" and not "sd"
5) During hybrid talent selection when you click on the Stat Bonuses talent, the description box retains the description of the last highlighted talent.
6) When right-clicking a skill, "Unlock Cost for Skill" doesn't appear to do anything. I can edit the cost before clicking this so not sure what it does.

Oddities - I have a few issues which crop up occasionally, but I cannot duplicate them on demand.
1) When adding/subtracting ranks to a skill during the adolescence/profession phase, somehow I can break it. For instance Ranks will be listed as 4, but Total Ranks will be 2. Then when I remove all 4 ranks I will have -2 Total Ranks. Although I have broken this several times, I have yet to figure out how I do it. It might be specific skills. I'll try to narrow it down.
2) When adding/subtracting ranks during adolescence/profession, sometimes it will prevent me from adding ranks even though I am not at 6 for the skill yet. I can add a rank to any skill which I haven't already bought a rank in, but if I have already purchased ranks in the skill it will not allow me to add another one. If I set all skills in the category to zero, then I can go back and reassign the ranks normally.
3) When switching rank types on the Skill List, the Total will be calculated off the current number of ranks in the selected Type and not the total ranks. This happens quite frequently but I cannot figure out what's triggering it.

Suggestions
1) When selecting Hybrid Talents, having the stats in the Blood column even though they haven't selected Stat Bonuses is a bit confusing. I don't think they should display until the talent is selected.
2) It would be nice to see the Stats of each skill on the skill list during creation. I don't know why, I just like knowing the stats while I buy skills.  :)
3) How about a search box on the skill list for quickly finding a skill?
4) On the Items page, how about a dropdown for location that ties to the Equipment Worn section of the printed character sheet?



I'll be running a campaign this weekend so we'll put your program through the ringer. My players have a gift when it comes to breaking character generators.  ::)

Thanks again for all the hard work!

Oops...meant to post this to the Errata thread. Brain fart.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on November 26, 2013, 10:41:16 AM
Oh wow. I guess I have a few things to look at. Thanks for that feedback! I was unaware the adolescence ranks still breaks like that. I was hoping this change would have removed that issue. I think your oddity 1 and 2 are related. Somehow the ranks and the ranks left are in conflict. I'm not sure how it happens either. I'll have to dig into that. Number 3 i believe is as coded. I'm not sold on it either but I will look into it.

as for the suggestions

1) I display the talent bonuses only to show the user they exist. They do not get added into the stat total until you click the stat bonus talent.
2) I plan to create a better skill information window so a user can get more information from the skill. I may also think about taking the same additions I put into the skill tab and add them to the new level wizard skill section (searching for skills based on a stat, etc).
3) A search box for finding a skill is a great idea. Consider that added.
4) This is another great idea. Consider this added as well.  8)
Title: Re: AutoHarp 1.0
Post by: dagorhir on November 26, 2013, 10:56:08 AM
I haven't encountered any of the issues yet. Version 1.0.4 has been working remarkably well for me. :)

The issue of having "&" saved to the xml file is avoid by changing all the "&amp;" in any database files to "and". That's what I did will all my custom files.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on November 30, 2013, 07:23:16 PM
Quote
2) When you get to the adolescence/profession skills page it doesn't calculate existing profession ranks in the total bonus. If you hit back and then come back they are calculated, but the number of ranks you received from your profession is doubled.

I didn't catch this until now. I'm not sure I understand this error. I can see the error where things are getting doubled but what do you mean you don't see any profession ranks? Did you mean Adolescence ranks? The confusion here comes from the idea that you wouldn't see profession ranks when you get the adolescence page. All profession ranks are inputted by the user. The adolescence ranks I can see are added but you shouldn't see profession ranks at all when you first get to this page and even if you go back and return. The profession ranks are cleared when you go back. Could you let me know a little more about what it is you expected to see?

Thanks!
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on December 01, 2013, 12:33:59 PM
On the Lock Cost for Skills

The idea here is to prevent certain skills from getting updated when a user selects to update a category to favored. This only prevents the cost from updating when the user selects to update the category to favored, it doesn't prevent them from making any changes to the cost itself.
Title: Re: AutoHarp 1.0
Post by: Judas on December 16, 2013, 05:58:11 PM
Quote
I didn't catch this until now. I'm not sure I understand this error. I can see the error where things are getting doubled but what do you mean you don't see any profession ranks? Did you mean Adolescence ranks? The confusion here comes from the idea that you wouldn't see profession ranks when you get the adolescence page. All profession ranks are inputted by the user. The adolescence ranks I can see are added but you shouldn't see profession ranks at all when you first get to this page and even if you go back and return. The profession ranks are cleared when you go back. Could you let me know a little more about what it is you expected to see?

Sorry for the slow response. It's been a hell of a couple of weeks for me. To be honest I don't even remember what I meant at this point. You can probably ignore that first bit.

On the a side note, we started a campaign a few weeks ago and six knuckleheads were able to make their characters without issue. If those meat-fisted SOBs couldn't break it then you are doing a superb job. LOL.  I would be a lot happier if the campaign was going as well as character creation.  ::)

They'll probably be leveling this weekend so we'll see how that goes.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on December 18, 2013, 03:08:58 PM
Wow! That's an awesome compliment. I have a friend whom is the same way. If he can't break it then I suppose I can remove it from beta! :D
Title: Re: AutoHarp 1.0
Post by: The Dude on February 17, 2014, 08:38:25 AM
Running AutoHARP 1.04 on Ubuntu 13.10... or should I say, not running.

I installed it using the Java jre archives. That went through without a hitch. However, the executable file for actually running the program isn't doing diddly. I get no response at all -- no windows, no popups, nothing to tell me it's doing anything at all.

Am I doing something wrong? At this point I'm half tempted to install the Windows version and run it under WINE.

Some help here, if anyone has it running properly under Ubuntu/Linux.
Thanks.
Title: Re: AutoHarp 1.0
Post by: Bruce on February 21, 2014, 02:30:08 PM
I've seen autoHARP on RPGnow for more than 6 months. If your selling it, why is it still ion beta? I was thinking of ordering AutoHARP for use in my game but if it is still in beta I don't think I will. Unless it is out of beta????

My actual questions:
1. Is it possible to add my own things to AutoHARP like spells/new professions/new combat actions/etc?
2. How hard is it to add house rules like a reduction in the penalty for scaling spells?

Essentially can I add and tweak AutoHARP to fit my game?

Bruce
Title: Re: AutoHarp 1.0
Post by: Bruce on February 21, 2014, 02:43:58 PM
Also, how hard is it to input my own character sheet? I prefer something more like the HARP character sheet from the core books than the one in AutoHARP. I would like to use something that looks like the one I am currently developing in excel (though it has been put on hold due to other ICE related projects).

Bruce
Title: Re: AutoHarp 1.0
Post by: dagorhir on February 21, 2014, 04:29:02 PM
Also, how hard is it to input my own character sheet? I prefer something more like the HARP character sheet from the core books than the one in AutoHARP. I would like to use something that looks like the one I am currently developing in excel (though it has been put on hold due to other ICE related projects).

Bruce

That is currently not supported, but I think Monk had a plan to use html/css to allow users to customize the character. The way the program is coded, I think is pretty much to only way it could be achieved that would be simple enough.
Title: Re: AutoHarp 1.0
Post by: Bruce on February 21, 2014, 07:26:39 PM
Ok, I might be able to live with that. I think in the demo I had I was able to get into and see a way I could change the character sheet. I don't remember.

What about my previous post?
------
I've seen autoHARP on RPGnow for more than 6 months. If your selling it, why is it still ion beta? I was thinking of ordering AutoHARP for use in my game but if it is still in beta I don't think I will. Unless it is out of beta????

My actual questions:
1. Is it possible to add my own things to AutoHARP like spells/new professions/new combat actions/etc?
2. How hard is it to add house rules like a reduction in the penalty for scaling spells?

Essentially can I add and tweak AutoHARP to fit my game?

Bruce
Title: Re: AutoHarp 1.0
Post by: dagorhir on February 21, 2014, 08:47:34 PM
Ok, I might be able to live with that. I think in the demo I had I was able to get into and see a way I could change the character sheet. I don't remember.

What about my previous post?
------
I've seen autoHARP on RPGnow for more than 6 months. If your selling it, why is it still ion beta? I was thinking of ordering AutoHARP for use in my game but if it is still in beta I don't think I will. Unless it is out of beta????

Autoharp itself is not being sold. You can actually download it for free. What is being sold are the various databases. If it is out of beta or not is up to Monk.

My actual questions:
1. Is it possible to add my own things to AutoHARP like spells/new professions/new combat actions/etc?

Yes, you can add whatever you like to the database files so long as you know xml. I have completely changed the databases to suite my own campaign world. But instead of changing the standard Autoharp database files, I created my own files that are in a separate file folder. In short, I created a new book.

I should stress that it is very easy to break the database when doing this. I've done it quite a few times.

2. How hard is it to add house rules like a reduction in the penalty for scaling spells?

I don't think there is currently a way of doing that. None of my house rules are supported by AutoHarp.

Essentially can I add and tweak AutoHARP to fit my game?

You can add/modify database elements (Professions, races, cultures, skills, etc.) as I stated above, but about as far as it can take you at the moment.
Title: Re: AutoHarp 1.0
Post by: The Dude on February 21, 2014, 11:34:46 PM
From dagorhir:
Yes, you can add whatever you like to the database files so long as you know xml. I have completely changed the databases to suite my own campaign world. But instead of changing the standard Autoharp database files, I created my own files that are in a separate file folder. In short, I created a new book.
--------------------------------------
Once you have a book created, how do you import it?
Also, in the "Manage Books" menu, there's a column labeled "Base Rules," with each option as a true/false choice. Most options in Martial Law and CoM are false, and a few are true. What is this selection supposed to represent? I'm sort of confused with that, and am not changing anything until I get clarification.
Title: Re: AutoHarp 1.0
Post by: dagorhir on February 22, 2014, 07:40:17 AM
Once you have a book created, how do you import it?
Also, in the "Manage Books" menu, there's a column labeled "Base Rules," with each option as a true/false choice. Most options in Martial Law and CoM are false, and a few are true. What is this selection supposed to represent? I'm sort of confused with that, and am not changing anything until I get clarification.

You simply copy the folder into the Harp databases\Harp Fantasy (or Harp Sci-fi) folder and open Autoharp and let the magic happen. Important note, you need to have a version.xml in your new book folder for that to work right. You can take one of the existing files from the other books as an example. That's what I did.

I think the base rule checkbox tells Autoharp which file has priority over the other similar files in other books, but I guessing here more than I know. There is also a checkbox to determine if the file is used or not. I use that last option since my files tend to replace the standard database files instead of adding to them.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on February 23, 2014, 02:28:41 PM
Running AutoHARP 1.04 on Ubuntu 13.10... or should I say, not running.

I installed it using the Java jre archives. That went through without a hitch. However, the executable file for actually running the program isn't doing diddly. I get no response at all -- no windows, no popups, nothing to tell me it's doing anything at all.

Am I doing something wrong? At this point I'm half tempted to install the Windows version and run it under WINE.

Some help here, if anyone has it running properly under Ubuntu/Linux.
Thanks.


I haven't test for 13.10 yet, however I don't think that should be an issue. Did you check to see if the application can be executed? Perhaps the JRE installer wasn't able to make that switch. If you still can't get it to work we can try and wait to see if someone else on 13.10 was able to get it to work. If you are comfortable with WINE that could be a solution. If all else fails, you could try and talk to Nicholas about a refund.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on February 23, 2014, 02:30:30 PM
I've seen autoHARP on RPGnow for more than 6 months. If your selling it, why is it still ion beta? I was thinking of ordering AutoHARP for use in my game but if it is still in beta I don't think I will. Unless it is out of beta????

My actual questions:
1. Is it possible to add my own things to AutoHARP like spells/new professions/new combat actions/etc?
2. How hard is it to add house rules like a reduction in the penalty for scaling spells?

Essentially can I add and tweak AutoHARP to fit my game?

Bruce

If it still says beta anywhere then that is my mistake. I would say at this point in time AutoHARP is definitely out of beta. 1.04 is proving to be a pretty stable app.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on February 23, 2014, 03:16:30 PM
From dagorhir:
Yes, you can add whatever you like to the database files so long as you know xml. I have completely changed the databases to suite my own campaign world. But instead of changing the standard Autoharp database files, I created my own files that are in a separate file folder. In short, I created a new book.
--------------------------------------
Once you have a book created, how do you import it?
Also, in the "Manage Books" menu, there's a column labeled "Base Rules," with each option as a true/false choice. Most options in Martial Law and CoM are false, and a few are true. What is this selection supposed to represent? I'm sort of confused with that, and am not changing anything until I get clarification.


Ah yes... the manage rules tool. That seems to be a doosy and I really should make a tutorial on it. So here's a rough draft of what that does.

Importing a new book happens auto"magically". That is, if you have a folder in the HarpDatabase/Harp Fantasy/ folder or HarpSci-Fi folder, I believe it gets automatically recognized and you are asked if you want to include it. What happens then is the information is added to a file called config.xml which is located in that very folder. Once the book is installed you won't be asked again. This is how I keep track of installed books.

Now let's try a walkthrough. Let's say you just bought and installed Martial Law and/or College of Magics. When you first open the application you should be prompted to add the books to the database. Once you say yes, then open Manage Books from Tools on the menu bar. You will get a dialog. Select Database will select the database inside the HarpDatabases folder in the AutoHARP application folder. So in that folder there should be two databases: one for Harp Fantasy and one for Harp Sci-Fi. We are concerned with Harp Fantasy as the books we got are from that system. So we select that database. 

You should now see a listing of all the books from the HarpDatabases/Harp Fantasy folder. Martial Law and/or College of Magics should be included as is the main database Harp Fantasy. Next to each book is a checkbox. Checking the book means that book will be used in the application. Unchecking it means the book is not used. You will notice that each book contains the same database files. Now the big question that came up when doing this is, okay, so I have Martial Law and Harp Fantasy both checked. Now which book do I use for Base Rules?

Base rules are any rules that are specific to that particular book. The biggest example here is the defenses database. If you are using Martial Law the odds are you want to use the defenses database that comes with the system since Martial Law uses its own set of rules. Harp Fantasy has it's own rules as well. Thus if you want to use Martial Law defenses then you say "true" for the base rules under Defenses under Martial Law and "false" for the base rules under Defenses for Harp Fantasy. Installed Martial Law should automatically have Defenses marked as Base Rules true. Items also use base rules for coins. There are also some standard definitions that are based on the book at the top of each database file. These are the base rules for that book and selecting true will use those rules over the same fields that are present in the other books. Notice that each book contains the same database files which contain the same xml node tree. The only thing that should be different between the books is the data that goes in the xml file. XML can be checked by passing the file through a template. Let's take the file DefensesForHarpFantasy.xml There is a complementary file in each book called DefensesFor<bookname> where <bookname> is the name of the book. The template for each of these files is exactly the same. Some fields are book specific so those fields are denoted in the base rules column.

Database Location is where the database is stored relatve to the HarpDatabases/HarpFantasy folder. You can change this field to whatever you want. Word of caution, you can break the database doing this. The EASIEST way to not break the database is to create a whole new folder, copy the Harp Fantasy database into it and work from there. That way you will not break the main books. I would highly recommend to anyone starting out customizing to start in this way. Once you understand the nuances then you might be ok with making direct changes to the main database files themselves. You can make as many books as you want. That's how I would create a customized database. In fact, take it from the programmer, I would "never" change the main database, if I want a custom database I would copy the database, call it, "Custom Harp Fantasy" and work in that database. That way you never lose the main rules of the game.

Spells Table is where the actual spells are. I had to create this field  because there are two spells xml files that are related to each other but you really only need to concern yourself with the main spell database called SpellList. If you select SpellList the Spells Table field is filled with the location of the Spells that correspond with it. I suppose I could have put it all in the same table. I can't remember why I did it in this way.

I hope that helps. I hope that kinda clears up the dreaded Manage Books. It's actually not that bad, it's just daunting because, yeah... you are setting up how the database is going to work and it is important to understand what Base Rules are and why it is important to have them setup correctly.

Another note: I'm sorry I haven't been around checking on things, but I'm currently in school. I currently have slated some time in March to hopefully get a version 1.05 out there as I have a list of bugs and enhancements I want to add. Some enhancements might not make it as they would require a bit more work. As for the spell penalty idea, having AutoHARP be tweeked in that way is certainly part of the scope, but the problem lies in just how many of these fields are we talking about in making customizations?

Cheers
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on February 23, 2014, 03:18:34 PM
Ok, I might be able to live with that. I think in the demo I had I was able to get into and see a way I could change the character sheet. I don't remember.

What about my previous post?
------
I've seen autoHARP on RPGnow for more than 6 months. If your selling it, why is it still ion beta? I was thinking of ordering AutoHARP for use in my game but if it is still in beta I don't think I will. Unless it is out of beta????

My actual questions:
1. Is it possible to add my own things to AutoHARP like spells/new professions/new combat actions/etc?
2. How hard is it to add house rules like a reduction in the penalty for scaling spells?

Essentially can I add and tweak AutoHARP to fit my game?

Bruce

Adding a reduction penalty for scaling spells is not possible right now. Perhaps in a future release, however I think it would be nice to investigate how many custom fields like this people might want so I could draw up a window and organize it.
Title: Re: AutoHarp 1.0
Post by: The Dude on February 26, 2014, 11:55:26 PM
Running AutoHARP 1.04 on Ubuntu 13.10... or should I say, not running.

I installed it using the Java jre archives. That went through without a hitch. However, the executable file for actually running the program isn't doing diddly. I get no response at all -- no windows, no popups, nothing to tell me it's doing anything at all.

Am I doing something wrong? At this point I'm half tempted to install the Windows version and run it under WINE.

Some help here, if anyone has it running properly under Ubuntu/Linux.
Thanks.


I haven't test for 13.10 yet, however I don't think that should be an issue. Did you check to see if the application can be executed? Perhaps the JRE installer wasn't able to make that switch. If you still can't get it to work we can try and wait to see if someone else on 13.10 was able to get it to work. If you are comfortable with WINE that could be a solution. If all else fails, you could try and talk to Nicholas about a refund.

Not worried about a refund. I've also got a 12.04 laptop I'm going to try it on as well, and once I get my other laptop set, I'll test it on Fedora, just for grins.

If I recall, I did make sure the .jre file was executable. I'll check again to make sure.


I'm very comfortable with WINE, and have installed several apps without any problems on Ubuntu 13.10.
I'll give it a go and report back.
Title: Re: AutoHarp 1.0
Post by: The Dude on February 27, 2014, 09:30:25 PM
Installed on Ubuntu 12.04, no hitches.
Same thing happening with the autoharp executable once installed -- no action.
It is marked as an executable file (-rwxrwxr-x) in the permissions.

Tried running it from the CLI (love doing that in Linux, old school...) -- error when loading shared libraries:
Code: [Select]
libwx_gtk2u_aui-2.9.so.5: Cannot open shared object file: No such file or directory.
I think that's most likely what's wrong when trying it on my 13.10 desktop as well.
I'll check on that and get back to you.

UPDATE:
This appears to be part of the wxWidgets Library. Something tells me it's needed to run the program under Linux.

UPDATE 2:
On the plus side, I have it working through WINE, looks like without an issue. Have all three databases loaded in as well.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on February 28, 2014, 09:23:08 PM
That's a library alright. It seems you are the only person who decided to report the issue. However I think you are probably one of the few (if not the first) who actually tried to figure out what happened and did. I'm very glad you did. I'm also glad you were able to get it working on WINE. It might take time for me to get to this. I'll write up a bug report on it and hopefully get it functional. I think the issue is I do not include that library when I am compiling the program. If that's the case then hopefully a rebuild is the fix.  8)
Title: Re: AutoHarp 1.0
Post by: The Dude on February 28, 2014, 09:37:33 PM
That's a library alright. It seems you are the only person who decided to report the issue. However I think you are probably one of the few (if not the first) who actually tried to figure out what happened and did. I'm very glad you did. I'm also glad you were able to get it working on WINE. It might take time for me to get to this. I'll write up a bug report on it and hopefully get it functional. I think the issue is I do not include that library when I am compiling the program. If that's the case then hopefully a rebuild is the fix.  8)

No problem whatsoever. Glad to be a Linux guinea pig for you. :)
Once I get my other laptop up and running on Fedora 16, I'll definitely have it installed under WINE again, but I'll test the Linux install once that's sorted out.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on March 07, 2014, 09:13:01 AM
I'm going to try and work on version 1.0.5 starting now. I will only be able to put in an hour a day, so it may take a few weeks to get out. I would like to know what kind of customization you would like. Currently I won't have time to put together a race editor, profession editor, or the like but if you have customize values in mind like, the one above where one can reduce the penalty on a scaling spell. What I will do is put together a "preferences" dialogue where the user can adjust this value. It will be a part of the preferences.xml. For those who are pros at XML, you could just tweak this file as the dialogue will be a front end to it. I have about 17 issues/enhancements to look at. I will also try and figure out if I can repair the fix to Ubuntu. I'm not an Ubuntu expert, I'm a lot more familiar with Windows so I hope the fix is simply to include the library that appears to be missing. If it is more than I will then hope an Ubuntu expert might be able to download the application and patch the issue. Remember the application itself is free, just the database costs. So if anyone has downloaded the application for Ubuntu and has fixed the issue with this library I would *love* to hear about it.  8)

Also I would love to know opinions on the combat tracker. Has anyone used it? Is it easy, hard or impossible to use? Is it intuitive? Is it fun? Does it work, that is make the combat better to manage? Any bugs? Any ideas to make it better?

Thanks!
Title: Re: AutoHarp 1.0
Post by: The Dude on March 08, 2014, 03:09:24 AM
I'm no expert, but I'll be glad to test on both Ubuntu and LinuxMint Debian.
Title: Re: AutoHarp 1.0
Post by: dagorhir on March 10, 2014, 07:46:20 AM
I'm going to try and work on version 1.0.5 starting now. I will only be able to put in an hour a day, so it may take a few weeks to get out. I would like to know what kind of customization you would like. [...]

If you could add some persistence in the UI would be great. I tend to maximize the window when I use AutoHarp. It would be nice if it could remember the last window size when it opens and go back to that size.

Thanks
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on March 14, 2014, 03:25:33 PM
So a small update:

1) I did find a way to do window persistance in wxWidgets so that will be doable for 1.05
2) Most bugs/updates have been done. There are some that are hard to add because the bugs themselves are vague in the problems. But for the most part I'm finishing things up
3) The biggest hurdle in creating a front-end to customizing the database was simply "where" not "how". I didn't want to add this to the application because I felt that would render the licensed databases obsolete. If I was given an application that makes races, cultures and professions, I would just spend the time to add them myself. However if I make them HTML5/javascript based I can include them with the database download where I think they should be located. I'm surprised it took me this long to come up with that idea, but it did. So for the future I will work on a customizing database app but it will be web-based. Not sure when it will be finished but I'll start with races, cultures, and professions and see how it works. I'll then move into the other database files as I get to them.
Title: Re: AutoHarp 1.0
Post by: dagorhir on March 20, 2014, 11:04:06 AM
Does Autoharp keep track of which training package selected and at which level?

If it doesn't, it would be a "nice to have" that is does.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on March 20, 2014, 03:54:52 PM
Done. Training Package information now appears on the xml save file for the character and the character sheet itself under the Items/Equipment page. I do not print the description of the training package as that might bloat the equipment section, however I do print the cost of the training package and the level it was added. I also have the character's talents now printed on the sheet under the same Items/Equipment section. Profession abilities now print here as well. Hopefully there is enough room on that page for all of that.
Title: Re: AutoHarp 1.0
Post by: dagorhir on March 20, 2014, 07:02:42 PM
Done. Training Package information now appears on the xml save file for the character and the character sheet itself under the Items/Equipment page. I do not print the description of the training package as that might bloat the equipment section, however I do print the cost of the training package and the level it was added. I also have the character's talents now printed on the sheet under the same Items/Equipment section. Profession abilities now print here as well. Hopefully there is enough room on that page for all of that.

Excellent
Title: Re: AutoHarp 1.0
Post by: dagorhir on March 21, 2014, 03:29:58 PM
Another nice features that could be useful:

1- Existing Character wizard/form: A form that would allow entry of an existing character not created with Autoharp.

2- NPC Creation wizard: A wizard that would allow the creation of an NPC of any level without going through the level up wizard for each level. The Wizard would have to allow the possibility of having multiple professions. The DPs would essentially be 50 + (50 * Total Level) - (Number of professions -1) * 20 (or 15). It would also need to have the Traits from chapter of Martial Law, just for completeness (if the ML DB has been purchased of course).
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on March 21, 2014, 11:20:20 PM
The NPC Creator has been on my mind for a bit unfortunately it will have to wait until the next release as it would take too long to implement. The existing character import is interesting, however my question is what formats am I importing? This might be a very complex program.

Title: Re: AutoHarp 1.0
Post by: dagorhir on March 22, 2014, 07:12:30 AM
The NPC Creator has been on my mind for a bit unfortunately it will have to wait until the next release as it would take too long to implement. The existing character import is interesting, however my question is what formats am I importing? This might be a very complex program.

I was thinking manual input only. Nothing too fancy.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on March 22, 2014, 12:18:24 PM
Hmm... I think manually there is greater tendency towards error in the character sheet than if the person were to just go through the Wizard and make the character sheet. I also wonder if the manual input would take longer than just going through the wizard. In making the character sheet the wizard does a lot of stuff behind the scenes error checking and calculating and putting things where they need to be when it's needed.

I guess I need to see more of the picture of this manually inputting idea if you have the time to render some images on it.  :)
Title: Re: AutoHarp 1.0
Post by: dagorhir on March 22, 2014, 12:32:20 PM
Essentially, it's for characters that have already been created and are written on paper character sheets. With these, we might not have all the information to go through the wizard to reproduce the character exactly. This would mostly be used for characters of higher then first level. I would simply use the wizard for first level characters, since there's not much that could be missing.

The player characters in my current game have been created outside Autoharp. Lack of record keeping makes it impossible to recreate them now. The manual input would allow me to bring in the characters into Autoharp for future level ups. Then I could use Autoharp with these characters.

That would be the best.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on March 22, 2014, 02:48:43 PM
Ah... I think I'm beginning to see this. Interestingly enough I think this can be done now, it's just not all that obvious. Here's what I would do.

1) Start with the wizard and input the race, culture, sex, etc. Pick three talents, you could pick talents that should be there or not worry about it and just pick three random talents. It doesn't really matter.
2) Next step select the profession and again select a talent if necessary. When it comes to the stats you can input random values if necessary.
3) You can skip the third step entirely and just complete the character sheet.
4) Now just fill in each tab according to the written character sheet. Now you can add all the skills and ranks and fix the talents so they are the talents for the character, fix the statistics so they match the character sheet, etc.
5) Okay.. so what about levels one might ask? Well there are two ways. The easiest and fastest way is to just change the level in the xml file itself. The other way is to just click on add level and click through the steps. You don't have to do anything in the New Level Wizard. You can literally skip through the steps and just make a level. However it would be a lot faster to just open the xml file, and change the level value to the level you want.

This might not be as easy as a simple manual form, but in the end, I would probably create something that follows this exact pattern of steps anyways. Once you get to the main character window, you can adjust a lot. The problem here is that you lose a lot if not all data relating to skills and their level, their type, training packages and you would have to manually add in the profession abilities that come at certain levels. I would be curious to see how this proposal works or have you already done this and there are pitfalls I may be missing?
Title: Re: AutoHarp 1.0
Post by: dagorhir on March 22, 2014, 03:14:21 PM
I'll give a try with one of my player characters and I will get back to you.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on March 24, 2014, 08:23:13 PM
I gave this a try using one of the NPC characters given in Martial Law. I did one of the level 20 characters. It took roughly 30 minutes to put one in. Granted that's without a thorough check and adding items, background, picture and talent details. It seemed to work well. I forgot that there are two places to update the level: the character level and then in the profession node itself. There is always fine tuning for the final draft. Put the first draft didn't take all the long. The one thing I found to be a bit tiresome was clicking the spin control as much as I had to. I guess I could have used the mouse wheel though.
Title: Re: AutoHarp 1.0
Post by: dagorhir on March 27, 2014, 12:53:18 PM
Another thing that would be nice is to have the detail of "by the piece" armor of the printed character sheet.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on March 27, 2014, 03:48:08 PM
That's a good idea as well, unfortunately that will also have to wait until next version. Writing it down for future.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on March 31, 2014, 09:58:11 PM
Installed on Ubuntu 12.04, no hitches.
Same thing happening with the autoharp executable once installed -- no action.
It is marked as an executable file (-rwxrwxr-x) in the permissions.

Tried running it from the CLI (love doing that in Linux, old school...) -- error when loading shared libraries:
Code: [Select]
libwx_gtk2u_aui-2.9.so.5: Cannot open shared object file: No such file or directory.
I think that's most likely what's wrong when trying it on my 13.10 desktop as well.
I'll check on that and get back to you.

UPDATE:
This appears to be part of the wxWidgets Library. Something tells me it's needed to run the program under Linux.

UPDATE 2:
On the plus side, I have it working through WINE, looks like without an issue. Have all three databases loaded in as well.


I have looked into this error on linux and I do have this library as part of the build so there is something very wrong going on here. I thought the library was statically part of the .exe but it's not, or at least that is the vibe I am getting from this error. So it either means I have no idea how to statically link libraries in ubuntu or statically linking libraries may not be the answer here. Either way, fixing this is going to take a while, a long while. I have to start asking around ubuntu formus for clues. I'm glad it works in WINE. It seems that is the only solution I have right now.
Title: Re: AutoHarp 1.0
Post by: The Dude on April 01, 2014, 10:37:55 AM
Also wanted to note that it works well via WINE on Linux Mint Debian. I would like to think that it will work on any Linux OS using WINE, but I don't have enough machines to test that on -- just two revs of Ubuntu and the latest LMDE.

Not a dealbreaker at all, unless somehow WINE cocks up and us Linux users are left in the cold. :)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 01, 2014, 11:18:12 AM
That's nice to hear. Let's hope WINE doesn't get any bad updates.  8)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 10, 2014, 10:14:32 AM
Okay... I have a work around for people who may be having issues running AutoHarp on a linux machine, especially ubuntu. I apologize if this isn't an ideal solution, but it's currently all I have until I can properly get a statically built program. I'm currently working with pfloyd who has graciously helped in testing out potential builds. When I finally get one this work around won't be necessary.

The work around is to install the wxWidgets libs by doing the following
Code: [Select]
sudo apt-get install libwxgtk2.8-0
The problem is that the libraries AutoHarp needs to run are not present and I thought I was including them in the exe but it turns out the libraries I had were shared, not static, which means the application is assuming the libraries are present on your machine. A static build has the libraries as part of the executable. It makes the application a little bigger but that's the price one has to pay in this case. Running the above will install the libraries AutoHarp is looking for and should allow the application to run in ubuntu and most linux distributions. If this does work, try running it without the 0. Please let me know if this works or doesn't work.

Thanks! :)
Title: Re: AutoHarp 1.0
Post by: The Dude on April 10, 2014, 11:25:22 AM
Okay... did that command, this was the result:

Code: [Select]
adam@Brigid:~/AutoHARP Test$ sudo apt-get install libwxgtk2.8-0
Reading package lists... Done
Building dependency tree       
Reading state information... Done
libwxgtk2.8-0 is already the newest version.
libwxgtk2.8-0 set to manually installed.
The following packages were automatically installed and are no longer required:
  linux-headers-3.11.0-12 linux-headers-3.11.0-12-generic
  linux-image-3.11.0-12-generic linux-image-extra-3.11.0-12-generic
  openjdk-7-jre-lib
Use 'apt-get autoremove' to remove them.
0 upgraded, 0 newly installed, 0 to remove and 87 not upgraded.
adam@Brigid:~/AutoHARP Test$

Now, trying it without the '-0' at the end results in the following: (sorry for the long code box)

Code: [Select]
adam@Brigid:~/AutoHARP Test$ sudo apt-get install libwxgtk2.8
Reading package lists... Done
Building dependency tree       
Reading state information... Done
Note, selecting 'libwxgtk2.8-dbg' for regex 'libwxgtk2.8'
Note, selecting 'libwxgtk2.8-dev' for regex 'libwxgtk2.8'
Note, selecting 'libwxgtk2.8-0' for regex 'libwxgtk2.8'
libwxgtk2.8-0 is already the newest version.
The following packages were automatically installed and are no longer required:
  linux-headers-3.11.0-12 linux-headers-3.11.0-12-generic
  linux-image-3.11.0-12-generic linux-image-extra-3.11.0-12-generic
  openjdk-7-jre-lib
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adam@Brigid:~/AutoHARP Test$


Now when I run the program, this is the result:

Code: [Select]
adam@Brigid:~/AutoHARP Test$ ./AutoHarp
./AutoHarp: error while loading shared libraries: libwx_gtk2u_webview-2.9.so.5: cannot open shared object file: No such file or directory

Trying to run AutoHarp-CT results in same. At least it's a different error.

Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 10, 2014, 01:28:33 PM
stratch that... it looks like you are running the shared version and it looks as if that didn't work. If the new version I sent you does... that would be great. :) but on the onset, it doesn't look as if this work around works. I can only assume this update doesn't include webview. If that is the case I wonder if there is a newer version that does.
Title: Re: AutoHarp 1.0
Post by: The Dude on April 11, 2014, 11:00:25 AM
Okay, it launches, at least from the terminal window. However, these are the results one would see:

Code: [Select]
adam@Brigid:~/AutoHARP Test$ ./AutoHarp
Fontconfig warning: "/etc/fonts/conf.d/50-user.conf", line 14: reading configurations from ~/.fonts.conf is deprecated.

(AutoHarp:16275): Gdk-CRITICAL **: IA__gdk_window_process_updates: assertion 'GDK_IS_WINDOW (window)' failed
^Z
[1]+  Stopped                 ./AutoHarp
adam@Brigid:~/AutoHARP Test$ bg
[1]+ ./AutoHarp &
adam@Brigid:~/AutoHARP Test$

adam@Brigid:~/AutoHARP Test$ 11:49:26: Debug: wx Seed: 1397213366

(AutoHarp:16275): Gtk-CRITICAL **: IA__gtk_widget_set_size_request: assertion 'height >= -1' failed



I get that font warning a lot, so I'm checking on that part of it. -- fixed that bit.
Not sure about that GDK failure.

Running it as an application directly from the Files directory GUI works as well, but you don't see the errors noted above.
We're on the right track.

Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 11, 2014, 11:32:02 AM
Alright!  8) Given that I probably ask for certain fonts in the printing section, that might where the font errors are coming from. However it doesn't name the font it is having trouble with. I'm wondering if the printing section actually works or not with this error. Could you quickly just check that by trying to print a character sheet or checking print preview. If the character sheet looks good, then I'm not sure where the error for the font is coming from. That could be a hard one to find.

Thank you for your help. If the printing comes back positive, I may bundle what I have for 1.05. Hopefully these errors are not show stoppers and the application runs despite the errors.
Title: Re: AutoHarp 1.0
Post by: The Dude on April 11, 2014, 12:33:05 PM
I have the fonts error message sewn up. Had to remove a tag from a config file in the /etc/fonts directory.

Also, doing a fresh install of AutoHARP, as I think I messed up the database installs. Will advise during the weekend.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 11, 2014, 12:44:08 PM
Do you think that config file error is something local to your setup, or something on the AutoHarp end?
Title: Re: AutoHarp 1.0
Post by: The Dude on April 14, 2014, 11:43:58 AM
Okay, odd thing I noticed...

I was putting in the stats for one of the NPCs out of Martial Law, and they did not carry over once I finished the initial wizard. Skill ranks appear to have carried over.
I'll try another character later, but... it appears the Print Preview works.


As for the error, it's a local issue, nothing to do with AH. Something within a config file in Linux, as I have seen this error before with other apps.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 15, 2014, 08:13:34 AM
Great! Thanks. If you can recreate that bug let me know what you did and I can find a patch for it.  8)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 20, 2014, 07:17:16 PM
I've turned in AutoHarp version 1.0.5 to Nicholas for an update so hopefully that should coming out soon. I have started working on the Custom Database stuff and have run into a snag which I can't seem to find a suitable answer online. The problem is with the idea itself. I want to keep the customization program as an HTML/CSS piece but the problem is I need to update XML files on the client side. Javascript doesn't like doing this. I thought PHP may solve it but I believe each user needs to install PHP for that to work. My problem is that I'm not very familiar with the web side of development to know how to write to a client side file through a web browser. Hopefully the answer comes soon.
Title: Re: AutoHarp 1.0
Post by: dagorhir on April 21, 2014, 12:40:14 PM
Any database changes I should be aware of in 1.0.5?
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 21, 2014, 01:59:32 PM
Any database changes I should be aware of in 1.0.5?

here is the change log for 1.0.5
Code: [Select]
        -Fixed: Resistances are listed as SD/CO. They should be Stamina - CO/CO, Magic - IN/IN, Will - SD/SD. Blindfighting is ST/AG, should be IN/RE. Trickery is PR/AG, should be PR/SD
        -Fixed: When creating a Thief if you select Assassin Training, the description of Assassin Training will be saved in the XML file with an '&' causing an XML failure when you try to load the character.
        -Fixed: When you get to the adolescence/profession skills page it doesn't calculate existing profession ranks in the total bonus. If you hit back and then come back they are calculated, but the number of ranks you received from your profession is doubled.
        -Fixed: When I print a character, the categories print in a random order on the skills sheet. Can this be alphabetical?
        -Fixed: The printed skills sheet lists all skills with Self Discipline as "se" and not "sd"
        -Fixed: During hybrid talent selection when you click on the Stat Bonuses talent, the description box retains the description of the last highlighted talent.
        -Fixed: Once a skill's lockout cost was set it couldn't be unset.
        -Fixed: When switching rank types on the Skill List, the Total will be calculated off the current number
        -Added: It would be nice to see the Stats of each skill on the skill list during creation. I don't know
        -Added: Filters added to NewLevel wizard page 3 where the user can search for a skill, and can highlight skills that are favored, with ranks or have a particular stat associated with it. All three filters can be used at once to further search. The search function is separate from the filters.
        -Added: On the Items page, how about a dropdown for location that ties to the Equipment Worn section of the printed character sheet?
        -Fixed: The Magestaff spell is missing for Mage and The Magician.
        -Fixed: On Adolescence Ranks in the New Character Dialogue, skills with subskills or categories no longer activate with a spin control when selected.
        -Added: Profession Abilities which are prompted by the application during the New Level creation is now added to your talents under a special way. These abilities will print on your character sheet under the items as New Profession Ability.
        -Fixed: Character pictures that do not exist on the host machine but are defined on the character sheet will simply not show up. Before a path error was thrown. This is no longer the case.
        -Fixed: Armor Penalty and quickness were not added properly on the printed sheet. Also if QU - AP is still negative the result should be 0.
        -Added: Cleric Category now bolds any spells that are cost 2 to emphasize the spells that are being used by the character. Sorting is not an easy thing to do here. I will look into that later.
        -Added: Skill Description Dialog is now added. Can be accessed by either double clicking the skill or by right clicking. Through this dialog you can add as well. Descriptions should be written in HTML format since that is what the description box renders the text as.
        -Added: Training Package information is now added to the character sheet xml file and to the printed character sheet
        -Added: Talents are now listed in the Equipment section of the character sheet.
        -Fixed: Skills and subskills without stats was not working and would crash the application. I now check for stats to make sure they exist. They do not have to exist by the way.
        -Added: Persistence has been added so now the window remembers the size when closed and will open to the same size the next time the application is started.
        -Fixed: Skills that have subskills with stats, stat bonuses are added correctly
        -Added: Spell Information Dialog has been added. It is accessed by either right clicking the spell or by double clicking the spell. Accessed from the Skills Tab on the main character sheet.
Title: Re: AutoHarp 1.0
Post by: NicholasHMCaldwell on April 23, 2014, 03:10:31 PM
I hope to upload 1.0.5 tomorrow Thursday - just had my broadband connection reactivated.

Best wishes,
Nicholas
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 24, 2014, 08:39:59 PM
I just received confirmation that version 1.0.5 is out and that emails should have gone out to all those who have purchased the databases. I thank you again for using AutoHarp. I would like to remind everyone that I am certainly open to enhancements, ideas and that I really appreciate people posting errors they are having. I am also going to start versioning the databases. I should have been doing this from the beginning, but instead I have been lumping everything into the same version. Most of the time there has been a database change, however not every database is changed. For example, no changes were made to the Harp Sci-Fi databases but I incremented the versions anyways. In versioning the databases I will also be able to have a separate change log. That way users can easily map out which databases have changed over having the parse through a whole change log for the whole application. So starting with version 1.0.6 I will separate change logs for the databases and if nothing changes, the version won't change. I was initially worried about the versioning getting out of hand with what would work and not work with AutoHarp. I don't think I need to worry about that any more (I hope).

I am currently working on getting an application that will help users customize the database. This is a rather large project so I doubt I will finish it before 1.0.6 goes out in the future. I will certainly release what I have and I will concentrate on the bigger, more necessary databases that people would want to edit like the cultures, skills, races, professions and spells. I will start with these five first and add the others later on. The application will be C++/wxWidgets. I originally wanted this to be a browser application, however that will not be possible due to what is required. The application will be included in the main databases.

Also this release *should* finally work out the problems under Ubuntu. Those using Ubuntu were telling me they couldn't get the application to run unless they ran WINE and installed the windows version. The ubuntu version *should* install properly now. It's still a .jar file so you need to have Java installed. Java Runtime Environment is well worth having on your computer in my opinion. If this is a problem I can look into making a .deb install file.

The Change Log was posted a few posts back. I remember a lot of changes were enhancement requests, specially more information when it comes to Skills and Spells with quite a few changes going into the Skills tab.

I also plan to rework the tutorials. I have neglected this. This and the customized database are my main projects for the summer.

I think that's it. I check this area kinda regularly however there was a time I wasn't checking it at all for about a month. Sorry about that. The same goes with the email perfecthundred@gmail.com. I'll try and check that email more regularly.

Thank you again!

 8)

note: Oh... I really haven't heard anything from the Harp Sci-Fi side of things or the Combat Tracker. I would love to hear comments about them if anyone has any.  :)
Title: Re: AutoHarp 1.0
Post by: Lornak on April 25, 2014, 03:35:57 PM
I cannot see a windows installer for V1.0.5 on sourceforge yet (http://sourceforge.net/projects/autoharpsuite/files/?source=navbar).
Is it up, yet? Received an email, so assumed it should, but there is only a demo for Windows (13KB .nsi file, whatever that is) and a demo with 11.7MB size and .jar ending.

Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 25, 2014, 07:24:16 PM
Sourceforge contains the demo version of AutoHARP which is the full application with a demo database. Purchasing the database through RPGNow.com will give you the full database with a full version of AutoHARP that also allows you to add books. In the demo version, adding books is disabled. This is about the only difference between the demo and full version at this point. The email you received means that you have to download the new package from RPGNow, not Sourceforge.

Cheers!
Title: Re: AutoHarp 1.0
Post by: Lornak on April 27, 2014, 02:30:56 PM
Thank you, that worked for me. It's not clear from the email or about notes in the software itself where exactly to download from.
One more question, which is unrelated to the 1.05 problem. I have just started using the software, so I'm really a greenhorn here. I was assuming that Combat Tracker would allow to add/kerp track of monsters as well. Is the DB that is linked to the Character Creator not usable in Combat Tracker at all?
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 27, 2014, 08:40:27 PM
I'm not sure I understand fully the question. The Combat tracker can add and keep track of monsters. To add a monster you must open the character sheet you have created using the Character creator. Combat Tracker doesn't import straight from the database. That's actually a good idea for an enhancement request, though. Once the monster character sheet is loaded into the Combat Tracker, the application tracks it like any other character.

If I am not answering the right question, could you elaborate a little more?

Thanks!
Title: Re: AutoHarp 1.0
Post by: The Dude on April 28, 2014, 11:10:15 AM
AH 1.05 installs and runs just fine on Linux using the .jar files for install.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 28, 2014, 01:29:53 PM
AH 1.05 installs and runs just fine on Linux using the .jar files for install.


 8) That's awesome to hear! Thanks for you help on that.
Title: Re: AutoHarp 1.0
Post by: The Dude on April 30, 2014, 07:09:57 AM
No problems. Any further Linux-based testing you need done, I'm your guy.
Fixing said problems, however, may be an issue, though... :)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 30, 2014, 10:45:47 AM
No problems. Any further Linux-based testing you need done, I'm your guy.
Fixing said problems, however, may be an issue, though... :)


You mentioned Linux Mint. How does it work on that distro? Oh and yeah... you have reminded me about not putting up the source code. I will get to that soon.

Again thanks again for your help!
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on April 30, 2014, 11:43:35 AM
I've made a few more updates to SourceForge which include

1) A blog entry which includes a check list for future releases
2) An updated Wiki which will continue to get updated in the future. Right now a full change log which includes all change logs from previous updates has been included.
3) I have updated the status of AutoHARP from Beta to production/release. It hasn't been Beta for a while and version 1.0.4 was showing to be quite stable.
4) Hopefully people can see and view the blog and the Wiki. If not please let me know. I plan to write up blogs when I have made significant progress.
5) I will most likely update the tickets to include all the changes I have made so the tickets are up to date.
6) I have removed the "code" portion since I release the source code in a full zip file anyways.

Speaking of the source code, I have released the source for 1.0.5. Again, this is just the source code, not the database. The database comes with the demo or the purchased version. It doesn't come with any instructions however I highly recommend using CodeBlocks as an IDE, since that is what I use. Again AutoHARP is under an RPL license. The database is licensed under IronCrown. The one year anniversary is coming up here June 7th. I plan to talk to Nicholas about a promotional idea for AutoHARP for that time.

Cheers!
Title: Re: AutoHarp 1.0
Post by: The Dude on May 05, 2014, 09:59:45 AM

You mentioned Linux Mint. How does it work on that distro? Oh and yeah... you have reminded me about not putting up the source code. I will get to that soon.

Again thanks again for your help!

LinuxMint is an Ubuntu-based Linux OS, so what runs with Ubuntu should run with LinuxMint, especially since both are Debian-based (rather that, say, RedHat and the like).

I'll be removing and then overwriting my current install(s) with just the single 1.05 revision during this week, I think, on all three systems (Ubuntu 12.04 and 14.04, and LinuxMint Debian).
I don't foresee any problems.
I'm also planning on testing some of the other character functionality by inputting stats from some of the characters from Martial Law, just for grins.
Title: Re: AutoHarp 1.0
Post by: Lornak on May 07, 2014, 03:07:20 AM
Hello Monk,

yes I was surprised that the combat tracker is not able to just add a monster from the DB. That would be a very good enhancement indeed. I would not even know how to create a monster. I felt the character creation is really for characters (PCs/NPCs) and was assuming you could purchase a creatures DB that you could add, so that combat tracker can simply add a monster from this DB.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on May 07, 2014, 08:54:21 AM
Actually, the Character creator creates a monster character for you. It's just not very obvious without a hint. So here's the hint. Open the Character Creator and open a character. If none exist, then you have to create one. That's another issue I should address in 1.0.6 since I see no reason to have to do this just to make a monster character. Anyways. Once you have a character open, goto Tools and select Random Monster. Random Monster is used for the GM to create a random encounter for their game. You can use it also to select a specific monster you had in mind. To do that select a database, in your case it is most likely going to be Harp Fantasy. Then select "Any" for Level and "Any" for location. A full list of monsters from the database should fill the list. Select the monster and select the "Export as Combat File" button. It will bring up a save box. Give it name and save. Then select OK. Now you can open this monster in the Combat tracker by importing the character into the new encounter.

Having functionality that can import a monster in the Combat Tracker shouldn't be a problem since the code already exists in the Character creator. I can just create something similar in Combat Tracker, that way you don't have to switch back and forth.   
Title: Re: AutoHarp 1.0
Post by: Lornak on May 08, 2014, 02:46:24 PM
Thanks Monk, that hint did the trick  8)
Will play around with this tool a bit, seems it's got some secrets that are worth unveiling  ;)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on May 08, 2014, 10:00:34 PM
I have written a new blog entry called Musings on an NPC Generator (https://sourceforge.net/p/autoharpsuite/blog/2014/05/musings-on-an-npc-generator/). Check it out.  8)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 22, 2014, 02:54:09 PM
Hello! I know it has been a while since I last checked in. Currently taking a class at the moment which does eat up a lot of time. I am finished with all my summer travels and am now looking at getting back to working on AutoHarp. I am currently working on the Custom Database front end. It's looking good and hopefully I can get it finished here soon. There is also a plan to rework the tutorials and get those complete and also to work on getting an NPC generator out there.

I'll try and keep a monthly update going to let people know where things stand. Hopefully everything else is working well with the application.

Cheers!
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on February 05, 2015, 01:07:27 PM
Version 1.06 update

I forgot about my blog page on sourceforge, so I have updated it with a new blog that gives you an idea of where I am at in the production of the Custom DB and the release of 1.06. The link to the blog is found in the signature below.
Title: Re: AutoHarp 1.0
Post by: The Dude on February 05, 2015, 01:14:29 PM
I just checked - don't see it in either the blog or the download page.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on February 06, 2015, 07:28:25 AM
That's odd. It's called Checklist for Finishing version 1.06. Let me know if you still can't find it.
Title: Re: AutoHarp 1.0
Post by: The Dude on February 06, 2015, 10:42:18 AM
The blog's last update was from 4 August 2003, about AH 1.03.
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on February 06, 2015, 12:24:41 PM
Oh! Thanks for pointing that out. I assumed I switched the link. I have updated my signature to link to the right blog. ;)
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on February 14, 2015, 10:21:21 AM
I have completed an Alpha for the Custom Database. I have dubbed thus far the application AutoHarp Architect pending any other ideas I might have for a name for the application. I am currently looking at beta testing the application before release so I can get a second opinion. Right now I will shift focus to AutoHarp and start getting that patched up with the new database changes and ready for a new release. AutoHarp 1.06 will be released first and when AutoHarp Architect finally comes back with a successful beta test and is ready for deployment, it will be released as well. I'm think a new version of AutoHarp sometime next month and AutoHarp Architect I am hoping some time in April.

Cheers!
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on July 22, 2015, 07:51:22 AM
I have finished the Harp Sci-Fi Xtreme module for Architect. I'm currently working on getting the new information into Combat Tracker and testing CT to see if that is still up and running. I'm anticipating releasing Sci-XTreme here soon, possible the end of August. I'm hoping for some feedback to Architect which I could incorporate. I'm also planning to create video tutorials which I will try and include for the next release.

So for AutoHarp 1.07, I'm hoping for an updated Combat Tracker for Sci-Fi Xtreme data and new video tutorials for AutoHarp and Combat Tracker. For Architect 1.0.1 I will include the new Sci Fi-Xtreme module and new video tutorials.

Cheers!
Title: Re: AutoHarp 1.0
Post by: DavidKlecker on August 05, 2015, 09:28:58 AM
Update:
Currently working on Combat Tracker. This update will be a bit of an overhaul to the program itself. I've done a little bit of redesign and am re-coding elements based on things I picked up coding the Database. These changes are taking longer than anticipated since I haven't gotten to adding any new Vehicle combat material from Harp Sci-Fi.

I'm not sure if anyone here has had time to use Architect. If you have any feedback or questions you can certainly email me at perfecthundred@gmail.com. Bugs can be reported to Sorceforge. The links are below.

I still plan to make new video tutorials. I want to finish my changes to the Combat Tracker and get all three applications ready to go so everything is consistent. I don't foresee having this done by the end of August. Perhaps the end of September. I'll have to get back to everyone on that.

Cheers