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Re: Information pending...

Postby logoliv » 10 Jun 2015, 17:14

Thanks TFM, already found it and was passing here to correct my message. By the way, some cards are already playable by default and now appear in double :
Trained Caracal
Demonic Appetite
Shivan Dragon
Skymark Roc
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Re: Information pending...

Postby GrovyleXShinyCelebi » 10 Jun 2015, 19:03

Thanks for the report. This WAD should fix those duplicates:

http://www68.zippyshare.com/v/HH1903BJ/file.html

If you have the expansion installed, this unlocks all the Garruk's Revenge AI only cards:

http://www68.zippyshare.com/v/oeAbS3QP/file.html

Note I skipped some of the trashy vanillas and duplicates like Savannah Lion because there is a strict max card limit at 1024 and I wanted to save some space for a couple of mods. Plus this was really just a quick test to see if it would work in DOTP 2015.

By the way, for anyone whose interested, this DATA_041.ZED contains (untested) versions of Wakestone Gargoyle, Thoughtrender Lamia, Ravenous Rats, Tidings, Dragonlord Atarka, and Dragonlord's Servant:

http://www17.zippyshare.com/v/B2Pui64e/file.html
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Re: Information pending...

Postby Xander9009 » 10 Jun 2015, 22:33

thefiremind wrote:
spirolone wrote:I verified it's possible to overwrite a file from a previous archive, so I think we had better to don't edit DATA from 000 to 041 and simply add a new DATA_91.ZED file (as example) obtained from DATA_41.ZED and with all the files we want to change or to add...
Sure it's possible to overwrite a file by making a new copy with the same name... but if you make a DATA_091.ZED with your ZipToZed tool starting from DATA_041, its Header.xml file will still mention DATA_041 as directory. The ZED file name can be probably renamed with no consequences, but I think that they will appear as the same file from the game's perspective and I'm not sure about what side effects this could have.

On a different note, do you think it's possible to modify your ZipToZed so that it can use compressed zip files? I'm not sure about what is the problem in doing it (totally unfeasible or just time-consuming?), I'd just like to know if you think you can do it sooner or later, otherwise I'll start considering other possibilities: for example, putting only illustrations in ZED files (TDX are already compressed so they couldn't be compressed much more anyway), and all the rest in WAD files.

Xander9009 wrote:The next thing, I think, is to figure out what we're going to do about the card limit.
I see 2 possible courses of action:
  1. We collect all the files we produce (cards, illustrations, functions, text_permanent, etc.) and we keep them organized as they were into a WAD/ZED file, but without creating the WAD/ZED itself. Everyone can download the cards they want and build their package as they want.
  2. We make a WAD or ZED (or both, see my idea in the paragraph above) with all the files we produce, except for the CardPools XML. Everyone can download the whole package and then build the CardPools XML with the cards they intend to use.
sweetLu wrote:I think with 2015 we need a deck building utility more than ever. I'm not sure of how many of you have used the in game deck builder or not but it can get quite cumbersome. Especially if we are going to increase the card pool to 2 to 3 times it's current size. IMO the best option is to have a deck builder that generates a CardPools XML based on the decks you've made.


On a side note I heard they aren't changing the deck builder for Duels Origins. While this probably won't be an immediate problem I think it'll compound into something unmanageable if the expansions are as large as some people claim and are continually added to the DO engine.
This is largely what I was thinking. My main concern is with how multiplayer will be handled. I can write tools to do all of the file management, but AHK would be a pretty bad language to write a complex GUI like what would be needed for a deck builder. I'm also not very good with other languages, so that would be up to someone else (I would be willing to attempt it, but I have no doubts it would be bug prone and sloppy due to my inexperience with such things).

And what happens to the decks you've created if you change the card pool? Do they remain intact or do they show cards based on index, and thus changing cards would give those indices to new cards, causing existing decks to change? (I find the latter much more likely.) Will the deck builder only need to modify the card pool, or will it need to make an xml (something similar) for each deck, and then modify the profile after any changes to make the deck appear, or what? AHK can do binary input and output, but not very efficiently. I might need someone's help (be it spirolone or thefiremind, both of you seem competent with python, which appears to handle binary editing well).

Riiak's deck builder already reads directories, so we could potentially just use that. Put the cards in a directory for the deck builder to read, make a deck, and output to wad or directory. Run a tool to process the game folder's decks by making the appropriate card pool and modifying the profile, and we should be set, at least for single player.

Since the art apparently needs to go in a zed file, we should be able to convert the art wads to zeds instead, and then they should be pretty much usable right off the bat (they only contain tdx files and headers).

Man it'd be nice if we could figure out how to remove or get around the card limit. Does the limit affect the loading of the game or duels, or does it only affect viewing collections of cards? Because if it only affects viewing collections of cards (such as the deck editor), then we might be able to manage the decks using only the deck builder and a tool to write those decks into the profile. Doing so might be a workaround for the limit. Unfortunately, we'd need to figure out how to add a deck to the profile directly before we could actually test it. If it worked, then we'd have access to however many cards we want, we just wouldn't be able to modify the decks in-game. We'd only be able to do so through an external editor, but considering that's 100% of the deck management many of us already used for a long time in 2014, that's not too bad. Losing the in-game deck editor would suck, but if it means not having a card limit, it might be worth it. It's definitely worth knowing, either way.

Tejahn wrote:Excellent! The CW for 2015 will help us stay organized. I'm still waiting for the official thread so I can know how we will structure things. Thanks again for the creature types TFM!

And I agree with sweetLu. We definitely need a deck builder for 2015.
Made.
Last edited by Xander9009 on 12 Jun 2015, 02:36, edited 1 time in total.
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Re: Information pending...

Postby logoliv » 11 Jun 2015, 15:56

Here is an exhaustive list with all AI cards for those who are interested, that's a total of 589 new cards. :)
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Last edited by logoliv on 14 Jun 2015, 11:02, edited 6 times in total.
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Re: Information pending...

Postby drleg3nd » 12 Jun 2015, 02:32

Hey guys I noticed we had made some progress, ok so I'm a Lil confused on what's available and how everything works..so do I just put wad in directory or do I also need dll file ? I'm using the demo so will it still work or no ? I'm not seeing anything
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Re: Information pending...

Postby Xander9009 » 12 Jun 2015, 02:37

drleg3nd wrote:Hey guys I noticed we had made some progress, ok so I'm a Lil confused on what's available and how everything works..so do I just put wad in directory or do I also need dll file ? I'm using the demo so will it still work or no ? I'm not seeing anything
You need the 2015 dll for it to recognize wad files. You'll need a wad file which adds cards to a card list (adding the card itself if it's not already in the game) so you can use it in a deck. (This is my understanding, anyway. I haven't modded it, yet. I've just been following the discussions.)
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Re: Information pending...

Postby drleg3nd » 12 Jun 2015, 06:27

I added the dll and put wad 50 and 51 from groovy but I don't see it in game. am I doing something wrong ?
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Re: Information pending...

Postby thefiremind » 12 Jun 2015, 08:46

drleg3nd wrote:I'm using the demo so will it still work or no ?
I don't know the answer to this question, it might as well be the reason why it doesn't work for you.

drleg3nd wrote:what's available and how everything works
There's still a little problem with using only WAD files: the card collection and the deck builder don't seem to read TDX files inside WAD files, but only inside ZED files. GrovyleXShinyCelebi's WAD files, however, just make AI cards available, so the illustrations are read from original ZED files and everything should work as intended.
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Re: Information pending...

Postby drleg3nd » 12 Jun 2015, 14:27

I'm using full version now but cards are not available, do I need to beat the first plane or something to open everything or it doesn't matter ?
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Re: Information pending...

Postby thefiremind » 12 Jun 2015, 18:00

drleg3nd wrote:I'm using full version now but cards are not available, do I need to beat the first plane or something to open everything or it doesn't matter ?
I think that passing the tutorial should be enough, but I'm not sure. To be honest I have no clue about what could be wrong, since you are using WAD files that are proven to be OK. Any ideas from other people here?
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Re: Information pending...

Postby Xander9009 » 12 Jun 2015, 19:36

Maybe list the files in your game folder?

viewtopic.php?f=109&t=15783&p=179181#p179181

Maybe there's a file missing that you don't realize? I wouldn't be able to spot it if that's the case, but someone else might be able to. It'll also let us see the filesizes, so we can see if maybe something's different.

For anyone who's gotten it working, you can use this tool to compare the files. It'll list any lines in each files that are different, eliminating any that are identical. It skips the first 5 lines and the last two. It also removes the timestamps, since those can change just by copying the file or something.

To use it, just drop two files on it. It doesn't check if they're actually filelists. It doesn't even make sure they're text files. It does at least check that there are exactly two of them being dropped on it. It'll show a popup with the differences and also copy the popup's text to your clipboard so you can paste it in a text editor.
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Compare Filelists.zip
Drop two filelists on this to get a list of differences.
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Re: Information pending...

Postby drleg3nd » 12 Jun 2015, 20:48

Code: Select all
olume in drive C is OS
 Volume Serial Number is D269-B5D6

 Directory of C:\Program Files (x86)\Steam\SteamApps\common\Magic 2015

06/12/2015  04:44 PM    <DIR>          .
06/12/2015  04:44 PM    <DIR>          ..
06/12/2015  02:13 AM       376,658,597 AUDIO_000.ZED
06/12/2015  02:12 AM        19,576,552 AUDIO_010.ZED
06/12/2015  02:08 AM           339,456 bink2w32.dll
06/12/2015  02:08 AM           214,016 binkw32.dll
06/12/2015  02:21 AM               178 config.cfg
06/11/2015  05:23 PM           123,904 d3dx9_43.dll
06/12/2015  02:13 AM       383,639,936 DATA_000.ZED
06/12/2015  02:13 AM        45,633,076 DATA_010.ZED
06/12/2015  02:13 AM         8,343,556 DATA_020.ZED
06/12/2015  02:12 AM         6,777,019 DATA_021.ZED
06/12/2015  02:12 AM         7,047,456 DATA_022.ZED
06/12/2015  02:13 AM         8,448,313 DATA_030.ZED
06/12/2015  02:13 AM         6,525,670 DATA_031.ZED
06/12/2015  02:12 AM         7,053,116 DATA_032.ZED
06/12/2015  02:12 AM         9,019,449 DATA_040.ZED
06/12/2015  02:12 AM         7,222,583 DATA_041.ZED
06/11/2015  05:11 PM            38,576 DATA_050.wad
06/12/2015  02:20 AM            14,234 DATA_051.wad
06/12/2015  02:13 AM         9,817,616 DotP_D15.exe
06/12/2015  04:44 PM                 0 filelist.txt
06/12/2015  02:12 AM         1,251,840 fmodex.dll
06/12/2015  02:12 AM         1,473,536 fmodex64.dll
06/12/2015  02:12 AM         1,297,920 fmodexL.dll
06/12/2015  02:12 AM         1,523,200 fmodexL64.dll
06/12/2015  02:11 AM           417,280 fmod_event.dll
06/12/2015  02:09 AM           490,496 fmod_event64.dll
06/12/2015  02:09 AM           446,976 fmod_event64L.dll
06/12/2015  02:09 AM           438,784 fmod_eventL.dll
06/12/2015  02:12 AM           513,024 fmod_eventL64.dll
06/12/2015  02:11 AM           820,736 fmod_event_net.dll
06/12/2015  02:11 AM           986,112 fmod_event_net64.dll
06/12/2015  02:09 AM           494,080 fmod_event_net64L.dll
06/12/2015  02:12 AM           482,816 fmod_event_netL.dll
06/12/2015  02:11 AM           564,736 fmod_event_netL64.dll
06/12/2015  02:11 AM               992 installscript.vdf
06/12/2015  02:13 AM       237,153,919 MOVIES_000.ZED
06/12/2015  02:09 AM               509 MOVIES_010.ZED
06/12/2015  02:11 AM           234,138 PC_SplashScreen.png
06/12/2015  02:12 AM            31,232 Rank.dll
06/12/2015  02:12 AM           107,432 steam_api.dll
06/12/2015  02:11 AM           121,768 steam_api64.dll
06/12/2015  02:09 AM                57 Version.txt
06/12/2015  02:15 AM    <DIR>          WADCACHE
06/12/2015  02:06 AM    <DIR>          _CommonRedist
              42 File(s)  1,145,344,886 bytes
               4 Dir(s)  99,332,509,696 bytes free
this is everything in my folder, missing anything ?
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Re: Information pending...

Postby spirolone » 12 Jun 2015, 22:26

drleg3nd wrote:I'm using full version now but cards are not available, do I need to beat the first plane or something to open everything or it doesn't matter ?
How many cards do you see in Card Collection and how many did you unlock? Have you got Expansion too?
I repacked GrovyleXShinyCelebi WAD files in a ZED file: try it and look for new cards in Innistrad plane: can you see them (maybe "grayed")?
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Re: Information pending...

Postby drleg3nd » 13 Jun 2015, 00:04

Thx for file ! OK so I'm looking at my collection and I have doubles of everything but when I go to create a deck I don't see them show up..is there a way to have all cards unlocked ? Thx
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Re: Information pending...

Postby thefiremind » 13 Jun 2015, 09:40

drleg3nd wrote:Thx for file ! OK so I'm looking at my collection and I have doubles of everything but when I go to create a deck I don't see them show up..is there a way to have all cards unlocked ? Thx
My packs are all unlocked by the 3DMGAME.ini file. With the original version (assuming you have that one) I guess you could fiddle around with the CardPools XML of the packs you add: try with a different plane_id (it actually matters more than the content_id as far as I have seen), remove the steam_id or change it to the game's Steam ID. As a rule of thumb, if you have something completely unlocked, find where it is and use the same plane_id and steam_id.
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