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Oath of the Gatewatch - Now Testing
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Re: Oath of the Gatewatch
by p3hndrx » 22 Jan 2016, 06:55
Here's a zipped archive of LowRes TDX if it helps:
https://drive.google.com/file/d/0B3Ez3vfEM1pTT1lEOENRV2hrQ1E/view?usp=sharing
https://drive.google.com/file/d/0B3Ez3vfEM1pTT1lEOENRV2hrQ1E/view?usp=sharing
~p3hndrx
Re: Oath of the Gatewatch
by Xander9009 » 10 Feb 2016, 06:07
Done today...
Cultivator Drone and Hedron Alignment were skipped due to complexity. They'll be done when I'm more focused.
63/181 that needed done were done today. One third of the entire set isn't bad for a day's work.
- Done today... | Open
- Abstruse Interference
Affa Protector
Akoum Flameseeker
Allied Reinforcements
Ancient Crab
Ayli, Eternal Pilgrim*
Baloth Null
Baloth Pup
Bearer of Silence
Birthing Hulk
Blinding Drone
Bonds of Mortality
Bone Saw
Boulder Salvo
Brute Strength
Call the Gatewatch
Canopy Gorger
Captain's Claws
Chitinous Cloak
Cinder Barrens
Cinder Hellion
Cliffhaven Vampire
Comparative Analysis
Consuming Sinkhole
Containment Membrane
Corpse Churn
Corrupted Crossroads
Crumbling Vestige
Crush of Tentacles
Cyclone Sire
Dazzling Reflection
Deceiver of Form
Deepfathom Skulker
Devour in Flames
Dimensional Infiltrator
Drana's Chosen
Dread Defiler
Eldrazi Aggressor
Eldrazi Displacer
Eldrazi Mimic
Eldrazi Obligator
Elemental Uprising
Embodiment of Fury
Embodiment of Insight
Endbringer
Essence Depleter
Expedite
Expedition Raptor
Fall of the Titans
Flayer Drone
Flaying Tendrils
General Tazri
Gift of Tusks
Gladehart Cavalry
Goblin Dark-Dwellers
Goblin Freerunner
Grasp of Darkness
Gravity Negator
Grip of the Roil
Harvester Troll
Havoc Sower
Hedron Crawler
*Ayli wasn't actually done today, but it was just checked off today.
Cultivator Drone and Hedron Alignment were skipped due to complexity. They'll be done when I'm more focused.
63/181 that needed done were done today. One third of the entire set isn't bad for a day's work.
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Re: Oath of the Gatewatch
by Xander9009 » 11 Feb 2016, 03:43
- 44 of 121 remaining were completed today | Open
- Hissing Quagmire
Holdout Settlement
Immobilizer Eldrazi
Immolating Glare
Inverter of Truth
Iona's Blessing
Isolation Zone
Joraga Auxiliary
Jori En, Ruin Diver
Jwar Isle Avenger
Kalitas, Traitor of Ghet
Kazuul's Toll Collector
Kor Scythemaster
Kor Sky Climber
Kozilek's Pathfinder
Kozilek's Return
Kozilek's Shrieker
Kozilek's Translator
Lead by Example
Linvala, the Preserver
Loam Larva
Make a Stand
Makindi Aeronaut
Malakir Soothsayer
Matter Reshaper
Maw of Kozilek
Meandering River
Mina and Denn, Wildborn
Mindmelter
Mirrorpool
Munda's Vanguard
Natural State
Needle Spires
Netcaster Spider
Nissa's Judgment
Null Caller
Oath of Chandra
Oath of Gideon
Oath of Jace
Mighty Leap and Negate are reprints that were already coded. Nissa, Voice of Zendikar was done previously. Oath of Nissa can't be done. Kozilek, the Great Distortion is too complicated for me to focus on while I'm doing them in bulk. I had an idea on how to manage the last ability (the only one not currently working), but it doesn't want to cooperate.
73 more to go. I might get them done tomorrow. Might be a couple days.
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Re: Oath of the Gatewatch
by Xander9009 » 12 Feb 2016, 02:44
- Done today | Open
- Oblivion Strike
Ondu War Cleric
Overwhelming Denial
Press into Service
Prophet of Distortion
Pulse of Murasa
Pyromancer's Assault
Reality Hemorrhage
Reality Smasher
Reaver Drone
Reckless Bushwhacker
Reflector Mage
Relentless Hunter
Relief Captain
Remorseless Punishment
Roiling Waters
Ruin in Their Wake
Ruins of Oran-Rief
Saddleback Lagac
Scion Summoner
Sea Gate Wreckage
Searing Light
Seed Guardian
Seer's Lantern
Shoulder to Shoulder
Sifter of Skulls
Sky Scourer
Slaughter Drone
Slip Through Space
Sparkmage's Gambit
Spatial Contortion
Spawnbinder Mage
Sphinx of the Final Word
Stalking Drone
Steppe Glider
Stone Haven Outfitter
Stoneforge Acolyte
Stoneforge Masterwork
Stormchaser Mage
Submerged Boneyard
Sweep Away
Sylvan Advocate
Tajuru Pathwarden
Tar Snare
Tears of Valakut
Thought Harvester
Thought-Knot Seer
Timber Gorge
Tranquil Expanse
Tyrant of Valakut
Umara Entangler
Unity of Purpose
Unnatural Endurance
Untamed Hunger
Vile Redeemer
Vampire Envoy
Vines of the Recluse
Visions of Brutality
Void Grafter
Void Shatter
Walker of the Wastes
Wall of Resurgence
Wandering Fumarole
Warden of Geometries
Warping Wail
Wastes
Weapons Trainer
Witness the End
World Breaker
Zada's Commando
Zendikar Resurgent
Zulaport Chainmage
Strider Harness and Unknown Shores were from previous sets and were already coded.
I also coded Cultivator Drone and Hedron Alignment which I'd put off. Oath of Nissa is not possible, so it'll be skipped. Kozilek should be possible and is currently the only card not done. It's mostly done, but the last ability isn't yet working.
If anyone wants to test these out, please do so and let me know how it goes.
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Re: Oath of the Gatewatch - Now Testing
by Xander9009 » 12 Feb 2016, 05:43
All black cards have been tested and are working/fixed.
Please let me know if Kalitas, Traitor of Ghet, Remorseless Punishment, or Visions of Brutality mess up. All three were quite problematic (especially Remorseless Punishment).
EDIT: By the way, the Wastes basic land is strange. It causes the game to completely fail to animate any lands, but it works as expected. It doesn't know how to display it, but it know how to use it... Not sure how it can be worked around except maybe to try and add the basic type in a continuous action...
Please let me know if Kalitas, Traitor of Ghet, Remorseless Punishment, or Visions of Brutality mess up. All three were quite problematic (especially Remorseless Punishment).
EDIT: By the way, the Wastes basic land is strange. It causes the game to completely fail to animate any lands, but it works as expected. It doesn't know how to display it, but it know how to use it... Not sure how it can be worked around except maybe to try and add the basic type in a continuous action...
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Re: Oath of the Gatewatch - Now Testing
by Nick26 » 12 Feb 2016, 20:51
amazing, can't wait to see these cards coded! Thank you so much.
Re: Oath of the Gatewatch - Now Testing
by Xander9009 » 12 Feb 2016, 23:16
Alright, so I've been trying to get Wastes to work. It's been... frustrating.
If the card has the basic subtype at all, whether intrinsically or via a continuous action, then it will behave correctly in all ways as far as the code goes. However, the lands will completely stop animating at all. No land will show being tapped for mana (or at least no basic land?).
Since not having the basic type would be really bad, the only way I can think of to make it work is to do it the same way I did for Urborg, Tomb of Yawgmoth: make a custom function for filtering basic lands which includes both everything with the basic supertype and cards named wastes. Sort of how the planeswalkers have a filtering function, except that this would be implemented retroactively. In anyone has any ideas for how to manage this without modifying over 250 cards, I'd love to hear any ideas.
EDIT: Alright, so I immediately thought of something that can simplify things. Since the basic supertype just doesn't work on the battlefield, I could make the continuous action work every except the battlefield. Then, any cards that interact with basics elsewhere would work as expected without needing to be modified. I've got a list of 64 cards that needs altered when accounting for this.
If the card has the basic subtype at all, whether intrinsically or via a continuous action, then it will behave correctly in all ways as far as the code goes. However, the lands will completely stop animating at all. No land will show being tapped for mana (or at least no basic land?).
Since not having the basic type would be really bad, the only way I can think of to make it work is to do it the same way I did for Urborg, Tomb of Yawgmoth: make a custom function for filtering basic lands which includes both everything with the basic supertype and cards named wastes. Sort of how the planeswalkers have a filtering function, except that this would be implemented retroactively. In anyone has any ideas for how to manage this without modifying over 250 cards, I'd love to hear any ideas.
EDIT: Alright, so I immediately thought of something that can simplify things. Since the basic supertype just doesn't work on the battlefield, I could make the continuous action work every except the battlefield. Then, any cards that interact with basics elsewhere would work as expected without needing to be modified. I've got a list of 64 cards that needs altered when accounting for this.
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Re: Oath of the Gatewatch - Now Testing
by MasterXploder7 » 16 Feb 2016, 04:45
when oath of the gate watch is added, will there be a new art folder that will be for the set or is it going into the be put into the most recent (like 16) folder?
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Re: Oath of the Gatewatch - Now Testing
by Xander9009 » 16 Feb 2016, 04:56
The art has already been added (as have the cards), and art from here on out (unless something changes it) should behave the same every time.MasterXploder7 wrote:when oath of the gate watch is added, will there be a new art folder that will be for the set or is it going into the be put into the most recent (like 16) folder?
There are main art wads and an update art wad. Each is limited to 100 MB. The main art wads are filled the vast majority of the art in the CW. However, whenever new art is added, it goes into the update. Only when the update would be larger than 100 MB are the images in the update moved to the main art folder and the main art wads repacked from that folder. So, when the art wads actually all repack due to passing the size limitation, all of the art wads, not just the last, will need redownloaded.
With that in mind, due to how TDX files work, I can already see that the update only contains about 25 MB of images (and as far as the OGW set goes, that'll be as big as it gets). While the art will likely be upgraded as images are submitted, since they're the same resolution (just better images), they'll be the same size. So, the main art wads will not repack for OGW, nor likely for the next 2 sets after it. Only the update will need to be redownloaded (which is why it's set up this way to begin with).
-------------
In other news, I've tested white, blue, black, red, and green. Multicolored cards and colorless cards are not yet fully tested.
A few cards that were not working but which I skipped for now:
Zendikar Resurgent -- Copied directly from a working card, but it didn't work. Exactly the same as a similar card, but it's not working.
Devour in Flames -- Does no damage to planeswalkers. It's the same code others of its kind use, though, and they now need tested as well...
Linvala, the Preserver -- Doesn't produce tokens. I haven't yet focused on why.
Some colorless cards are done, but not all. I haven't tested any in the last two days, though. I've been preoccupied elsewhere. If anyone tests any of the multicolored or colorless cards and sees they're working or messed up, let me know.
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Re: Oath of the Gatewatch - Now Testing
by MasterXploder7 » 02 Apr 2016, 05:06
are and {Q} interchangeable?
if i used a card that produced does it count to a cost or ability that has {Q}?
if i used a card that produced {Q} does it count to a cost or ability that has ?
if i used a card that produced does it count to a cost or ability that has {Q}?
if i used a card that produced {Q} does it count to a cost or ability that has ?
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Re: Oath of the Gatewatch - Now Testing
by Xander9009 » 02 Apr 2016, 19:09
Yes. Just like with the official rulings, {Q} is 1 colorless mana. So, when something produces {Q}, what's it's producing is . The only difference is that something that requires in its cost can have that paid by any color of mana (including colorless) whereas something that requires {Q} must be colorless mana.MasterXploder7 wrote:are and {Q} interchangeable?
if i used a card that produced does it count to a cost or ability that has {Q}?
if i used a card that produced {Q} does it count to a cost or ability that has ?
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Xander9009 - Programmer
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