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Thefiremind's DotP2013 DLC v9 (27/5/2013)

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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby thefiremind » 08 Jun 2013, 14:42

Nice catch! The problem actually was in my devour functions: I was returning nil when there weren't any creatures to devour, but Hellkite Hatchling needs a number anyway (0 in that case). Please update my core-fixing WAD as well: there's a copy of my devour functions there and the game won't like them to be different. :lol:
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby maginater5000 » 08 Jun 2013, 18:35

ok i will download both updates :-D
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby Allubz » 10 Jun 2013, 13:12

Hiya!

First off, GREAT custom DLC Thefiremind, I'm thoroughly impressed!

I have a question regarding sync issues, though. Me and a friend basically have the same DotP'13 setup running, with your custom DLC and some regular unlocks. We never had trouble before when playing Nicol Bolas unlocked, for example, but since we installed your parts yesterday and played them (and REALLY enjoy them) we had some trouble.

Random crashes (1 out of 3-4 games), the Evolve mechanic didn't work as an activate ability (for my friend), and we are having quite serious syncing issues. The syncing issues mostly come up at the start of a turn, and always seem to take about the same time (1/6 of a turn?).

Is there any way we can solve this, or perhaps help solving it? Would, for example, vLAN play help (Hamachi, etc.)?

Cheers, and thanks again for your great contribution!
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby thefiremind » 10 Jun 2013, 15:43

Allubz wrote:Random crashes (1 out of 3-4 games), the Evolve mechanic didn't work as an activate ability (for my friend), and we are having quite serious syncing issues. The syncing issues mostly come up at the start of a turn, and always seem to take about the same time (1/6 of a turn?).
You find me really unprepared about online play, anyway the first thing I can suggest is to double-check that all the files of my mod are updated for both you and your friend (temporary patch included).

Allubz wrote:Would, for example, vLAN play help (Hamachi, etc.)?
As far as I know (just from other people's experience), there's no version of the game that works fine with LAN emulation... yet. A couple of days ago, another forum user (I won't write the name because I don't want everyone to bother him :lol:) told me that he found a version of the game that is fully updated and works fine with LAN emulation, and he would have shared it soon. Maybe he's busy right now, but we might see it within the next days. :)
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby Allubz » 10 Jun 2013, 17:33

Thank you for your quick response! Much appreciated.

Is there any specific reason you're not so fond of the multiplayer part of this game? Or is it mainly because it's so terribly buggy by times ;)

We have your newest files, as we both downloaded them yesterday. Rick's DLL, Core Fixes, Core v9, Cosmetic v9, Decks 1-42 v9. I just noticed on the bottom of the main post there's the Deck_1999_TempPatch.zip and I think we might've missed that. I'll make sure we get it and report back, if it's in your interest.

I'll keep an eye on the forum too. We're currently running Steam versions, but I understand the most ideal situation of a moddable game working on Steam and LAN is near nihil. If you like, can you point me to where in the forum I'd best keep myself updated about this possible client?

Thanks!
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby thefiremind » 10 Jun 2013, 18:11

Allubz wrote:Is there any specific reason you're not so fond of the multiplayer part of this game?
It's because online play usually doesn't work without the original game. :mrgreen:

Allubz wrote:I just noticed on the bottom of the main post there's the Deck_1999_TempPatch.zip and I think we might've missed that. I'll make sure we get it and report back, if it's in your interest.
That's where I put the fixes for the reported bugs, this allows players to avoid redownloading the whole core just for a single fix.
Of course it's my interest to know if the issue has been solved and how. :wink:

Allubz wrote:If you like, can you point me to where in the forum I'd best keep myself updated about this possible client?
I have no idea at the moment, but I'll let you know as soon as I see it (maybe by personal message... if I remember :lol:).
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby Allubz » 15 Jun 2013, 09:58

That's great man!

Actually, the TempPatch wasn't installed for one of us, and it solved all problems as it seems. We're currently happily playing with all your DLC online against each other :D

Steam + Rick's DLL + Unlocked Bolas, Super Jace, etc. + tfm DLC (all from this front page) + custom Grinning Malice (by me)

No probs!
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby Powametal » 04 Jul 2013, 02:52

Hi! This is My first post here, I've been reading on the forums for a couple of days now and I found some pretty interresing stuff! I even managed to tweak the code of a card to make my own "Shuko" Equipement card!

I admit it though, I am no coder...that's why I need your help....
you see, I've been trying to use my Shuko with a Daru Spiritualist I found in your core pack...but I figured that the ability on the Daru Spiritualist is not working when used with an equipement....(I didn't test with a spell or a normal ability from a creature/instant/etc, sorry....I might do it later tonight and give some feedback)

I wanted to make sure it wasn't my Shuko who was the problem so I already tested with the Grafted Wargear , an equipement I found in your core pack...and it's not working

I tried to look at the code of the Daru Spiritualist ....I couldn't find anything wrong....

I'm asking for help here since I don't want people to think I am stealing your awesome work

Thanks in advance
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby gorem2k » 04 Jul 2013, 03:38

I think equip isn't considered as a spell or ability. I may be wrong.
but he's right, I casted Holy Strength on Daru and also on a Soul Warden, both didn't get the +0/+2 bonus.

If thefiremind is too busy with DotP2014, I could maybe solve this. hold on

I used his Wild Defiance and added enchantments to the list of spells that triggers. Unfortunately, in DotP2013 we can't check if activated ability is used.
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby Powametal » 04 Jul 2013, 04:23

I know this is not an official wiki but I looked there:
wiki . mtgsalvation . com/article/Equip

also on official wotc website:
www . wizards . com/magic/magazine/Article.aspx?x=mtgcom/feature/171
"...has the "equip" keyword ability. You use the equip ability to attach Equipment to creatures."

Sorry for the spaces, my post looked too spammy for a new user ;)

It's a combo I've been using for years (with Starlit Sanctum) which I think is banned in tournaments

Thank you very much for the help I'll check it out tomorow I need some sleep!
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby gorem2k » 04 Jul 2013, 04:25

Powametal wrote:I know this is not an official wiki but I looked there:
wiki . mtgsalvation . com/article/Equip
I believe ya, but I don't know how to check if an ability was played in DotP2013, only spells. maybe thefiremind will have a better response to your query.
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby thefiremind » 04 Jul 2013, 08:37

It's strange that Daru Spiritualist doesn't work as expected... I used the BECAME_TARGET trigger which is also used for Ashenmoor Liege, and as you can see, Ashenmoor Liege says "spell or ability". I really wouldn't know how to fix it. :(

Besides, I'm on a new PC and I haven't installed DotP2013, only DotP2014, so I can't test DotP2013 cards unless I reinstall it (which I'm not planning to do anytime soon).
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby Powametal » 04 Jul 2013, 15:20

thank you everyone for the help!
Ill test a couple things as soon as I get home from work and keep you posted about it

You guys rock!
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby gorem2k » 04 Jul 2013, 20:19

Right! Ashenmoor Liege works so no reason Daru wouldn't.

Try this one....

Note that I don't know if it will override the one in Thefiremind's Core. you might have to rename, change multiverse ID, etc.
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

Postby ProdigyToby » 05 Jul 2013, 03:54

I seem to be doing something wrong here. The decks are appearing in the game incorrectly, they only have about 5-10 cards in them and nothing else. I know the signature bypass is working, but it appears every custom deck I try using has the same exact problem, only a few cards show up.
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