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Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 02 Aug 2011, 02:52
by Marcel Costa
Hello everyone,

First of all, congratulations for the wonderful work done so far in modding dotP. I was waiting for something like that since I used to play MTG 13 years ago.
I am reading all the forum back and forth and still there are a lot of issues preventing me to achive my goal that is:

- Gather a final DLC (with working cards and decks) with all old (original) and new (custom) cards.

This way I would be able to put Serra Angel (original) and Disinchant (Custom) in the same deck once I couldn´t find despite efforts how to merge all cards in a sigle pool to create my deck using notepad.
Also I noticed that the Repository do not contain some cards that are available in the Patch #3 like:

*Coastal tower:
enter tapped
T: add W or U mana

*Skycloud Expanse:
1,T: add W e U mana

If someone can help me doing that I would appreciate.
And maybe it would be a good idea to change the dotp2012 info into a separate forum, what do you think?

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 02 Aug 2011, 03:49
by Marcel Costa
Also I created a Deck with the Modded cards and played well until for some reason I got an error message "Your deck has been changed/disabled because you don´t have the necessary expansion pack" ...something like that. I can´t make it go back at all.
Any clues?

Re: [11/09/10] DOTP Custom DLC MOD Installer + PATCH 1 Relea

PostPosted: 12 Dec 2011, 16:47
by ghostzero01
Huggybaby wrote:I'd like to make this a torrent, any objections?

Can this be used with the regular paid for steam version?

What are the total number of decks and cards added?

The installer says "DOPT" instead of "DOTP". :)
was the torrent released? Where can i find the torrent link for the patch? Thanks. :)

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 03 Jan 2012, 07:20
by RolandHazoto
First of all I'd like to say epic work on this mod!

Second I come reporting a bug I've found
Deck - The Mysterious Alliance
Card - Marsh Flats
Issue - I can play it, but when I use the ability (tap and sacrifice, lose 1 life, search for a w/b land card and play it) I do infact lose one life and it does get sacrificed but I cannot search my deck.

I do see it's been a very long time since a patch was released, so if there is a likelihood of the project tapering off for future patches, is it possible I could fix this issue myself?
I wouldn't know where to begin (aside from a wad extractor) but I'd be willing to try...

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 03 Jan 2012, 09:05
by RolandHazoto
RolandHazoto wrote:First of all I'd like to say epic work on this mod!

Second I come reporting a bug I've found
Deck - The Mysterious Alliance
Card - Marsh Flats
Issue - I can play it, but when I use the ability (tap and sacrifice, lose 1 life, search for a w/b land card and play it) I do infact lose one life and it does get sacrificed but I cannot search my deck.

I do see it's been a very long time since a patch was released, so if there is a likelihood of the project tapering off for future patches, is it possible I could fix this issue myself?
I wouldn't know where to begin (aside from a wad extractor) but I'd be willing to try...
I've now managed to duplicate and confirm this.
With Luminarch Ascension and Abyssal Persecutor both in play Marsh Flats does not function properly. Oddly enough with one OR the other it works fine.
Some notes:
Luminarch Ascension has 3 tokens on it, a white mana was played, Abyssal Persecutor was summoned, Marsh Flats was used and failed to allow deck browsing. 2 Black and 2 White lands in play on my side, nothing else but what is listed here.

Also throughout by rigorous testing against Goldfish I found that the Tidehollow Sculler allows you to remove a land card from the opponents hand despite it specifying non-land.

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 03 Jan 2012, 18:18
by RolandHazoto
RolandHazoto wrote:I've now managed to duplicate and confirm this.
With Luminarch Ascension and Abyssal Persecutor both in play Marsh Flats does not function properly. Oddly enough with one OR the other it works fine.
I may have screwed up my tests last night. I just used Wrath of God so nothing was on the field except the mana used for it and tried Marsh Flats again (with Luminarch Ascension +4 counters) and it failed.

This leads me to believe that Marsh Flats conflicts with Luminarch Ascension.

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 03 Jan 2012, 18:29
by RolandHazoto
RolandHazoto wrote:Also throughout by rigorous testing against Goldfish I found that the Tidehollow Sculler allows you to remove a land card from the opponents hand despite it specifying non-land.
This seems to only apply against GoldFish. Just used the card against WildSpeaker and it did not allow removal of land.
EDIT:
Tidehollow Sculler allowed me to remove land from Nissa's hand in campaign but no one else so far... I can't find a pattern to this bug as of yet.

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 04 Jan 2012, 13:56
by nabeshin
be happy here working code, old code be busted with "player lose life trigger" on anyone other cards, stop crying, in this mods a LOT of bugs!

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 05 Jan 2012, 00:35
by RolandHazoto
nabeshin wrote:be happy here working code, old code be busted with "player lose life trigger" on anyone other cards, stop crying, in this mods a LOT of bugs!
Well thank you for that, and my apologies if it came off as "crying" it's actually not that at all, I'm just attempting to contribute.

I actually was pouring over the lua files earlier in an attempt to understand how the deck manager handles unlocked cards in an attempt to make the core decks editable.
I'll actually be posting a thread about such shortly...

I have a decent history of game modification, this is not my first rodeo

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 06 Jan 2012, 20:46
by RolandHazoto
nabeshin wrote:be happy here working code, old code be busted with "player lose life trigger" on anyone other cards, stop crying, in this mods a LOT of bugs!
I inserted the card, after overwriting the existing one in the mod and recompiled the dlc file using wadprogram (gibbed's does not compress correctly for some reason) and every time the game load's my hand it crashes with an infinite loop error...

Thoughts?

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 06 Jan 2012, 22:03
by nabeshin
I don't know comrade captain, a dog is young - doesn't pick up a trail!

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 18 Jan 2012, 10:09
by residentmeme
I have a crash problem with most of the deck. I have windows 7 x64, when I go to select some decks, the application crash. In addition, many decks have no name, and description of some of the cards is white.

I followed step by step Dotp The Beginner's Guide to the Mods. The first, second and optional step, but the secret button does not appear!

I launched DOTP Custom MOD 2 DLC, but I had to delete the original Data_Core.wad because can not overwrite it.

The problem has been presented, I tried to install all 3 patches to fix it, but nothing has changed.

What is the problem?
(sorry for my English)

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 20 Jan 2012, 21:52
by drugskill
Any chance for a Custom DLC patch 4? Would be great to have decks like Tooth & Nail.

I which I could code cards. Opened some cards to check out the code, but I don't understand it. All I was able to do is change the name, artist, color and casting cost of the card, and specify an art file and create the image using Gibbed Tools. I might check out the programming forums to see if there's any guide to learn how to code a card.

Also, I would like to report two card bugs I encountered. First with the UMEZAWAS_JITTE. Each time I try to equip it on a creature from another, it ask to put a -1/-1 until the end of turn on a target creature, hopefully without removing any counter, but it's still kind of game breaking. The other bug is with GADDOCK_TEEG. It doesn't seem to prevent cards with X in their casting cost to be played, like it's supposed to. The AI opponent was able to do an Earthquake of 2 on me while it was in play.

To conclude, hopping some programmer here will see my message, thanks a lot for all the work you guys did with DotP. I've read some topics and it seems one of you guys who did a lot of work is Anthony, thanks to you sir. I see you seem to be working on DotP 2012 custom content,but since the game doesn't seem to bring anything new compared to DotP 2010, I think it would be better to expend the work on DotP 2010. I would love to contribute, unfortunately I wasn't gifted with an easy understanding of programming. Didn't try a lot to understand, but the time I spent trying wasn't a really great experience. I'm good at Maths, but for some reason I have difficulty understanding basic programming. The fact my memory suck doesn't help either. Thanks again guys. And please reply if you can.

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 21 Jan 2012, 00:25
by Abbiati
is it possible to play this on lan?

Re: [2/23/2011] DOTP Custom DLC MOD 2 - Patch 3 RELEASED!!!

PostPosted: 21 Jan 2012, 04:01
by kevlahnota
Glad you like it, sorry but I don't code for DOTP 2010 anymore. Yes, I'm Anthony, but just call me kevlahnota. You can learn a lot from the documentation here to learn coding for dotp 2010. I learned mostly from Uresti, yanna, and other modders when I discovered this site.

drugskill wrote:Any chance for a Custom DLC patch 4? Would be great to have decks like Tooth & Nail.

I which I could code cards. Opened some cards to check out the code, but I don't understand it. All I was able to do is change the name, artist, color and casting cost of the card, and specify an art file and create the image using Gibbed Tools. I might check out the programming forums to see if there's any guide to learn how to code a card.

Also, I would like to report two card bugs I encountered. First with the UMEZAWAS_JITTE. Each time I try to equip it on a creature from another, it ask to put a -1/-1 until the end of turn on a target creature, hopefully without removing any counter, but it's still kind of game breaking. The other bug is with GADDOCK_TEEG. It doesn't seem to prevent cards with X in their casting cost to be played, like it's supposed to. The AI opponent was able to do an Earthquake of 2 on me while it was in play.

To conclude, hopping some programmer here will see my message, thanks a lot for all the work you guys did with DotP. I've read some topics and it seems one of you guys who did a lot of work is Anthony, thanks to you sir. I see you seem to be working on DotP 2012 custom content,but since the game doesn't seem to bring anything new compared to DotP 2010, I think it would be better to expend the work on DotP 2010. I would love to contribute, unfortunately I wasn't gifted with an easy understanding of programming. Didn't try a lot to understand, but the time I spent trying wasn't a really great experience. I'm good at Maths, but for some reason I have difficulty understanding basic programming. The fact my memory suck doesn't help either. Thanks again guys. And please reply if you can.