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Hi modders - got a couple of problems
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Hi modders - got a couple of problems
by wavydave » 17 Jul 2013, 19:39
First of all - many thanks to the people making great decks...
I'm using content from Firemind, Kevlahnota, Sumomole (2013 decks) and RiakShiNal and have hit a couple of glitches.
The first is SCRIPT_LOG.TXT filled with the following message (no clue as to which deck causes it):
[lua] [string "Content\Functions\D14_TFM_CONSTANTS.LOL"]:13: attempt to perform arithmetic on global 'TFM_BASE_CONSTANT' (a nil value)
The other thing I've found is when using Eldrazi decks and the AI has untapped land, it can tap land to create mana tokens which it sacrifices to the annihilator (occasionally see mana tokens in the graveyard when it does it). Is that what should happen?
Having good fun with these new decks!
I'm using content from Firemind, Kevlahnota, Sumomole (2013 decks) and RiakShiNal and have hit a couple of glitches.
The first is SCRIPT_LOG.TXT filled with the following message (no clue as to which deck causes it):
[lua] [string "Content\Functions\D14_TFM_CONSTANTS.LOL"]:13: attempt to perform arithmetic on global 'TFM_BASE_CONSTANT' (a nil value)
The other thing I've found is when using Eldrazi decks and the AI has untapped land, it can tap land to create mana tokens which it sacrifices to the annihilator (occasionally see mana tokens in the graveyard when it does it). Is that what should happen?
Having good fun with these new decks!
Re: Hi modders - got a couple of problems
by sumomole » 17 Jul 2013, 20:44
1. D14_TFM_CONSTANTS.LOL error exists in the thefiremind's mod, @thefiremind
2. This's an old problem from DotP2013 or earlier, since mana token is also "something" on the battlefield, so it would be considered a permanent and can be sacrificed, the same problem exists in Phyrexian Obliterator, the solution is to add the filter of five permanent types in the annihilator ability code, in DotP2014 we have FE_IS_PERMANENT, maybe it's an easier way, but I haven't tested.

2. This's an old problem from DotP2013 or earlier, since mana token is also "something" on the battlefield, so it would be considered a permanent and can be sacrificed, the same problem exists in Phyrexian Obliterator, the solution is to add the filter of five permanent types in the annihilator ability code, in DotP2014 we have FE_IS_PERMANENT, maybe it's an easier way, but I haven't tested.
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Re: Hi modders - got a couple of problems
by thefiremind » 17 Jul 2013, 21:00
wavydave wrote:The first is SCRIPT_LOG.TXT filled with the following message (no clue as to which deck causes it):
[lua] [string "Content\Functions\D14_TFM_CONSTANTS.LOL"]:13: attempt to perform arithmetic on global 'TFM_BASE_CONSTANT' (a nil value)
- Code: Select all
-- *** Various (not related to register indexes) constants ***
TFM_BASE_CONSTANT = 1990 -- starting value for my register indexes
TFM_POISON_COUNTER_SCORE = 50 -- score for each poison counter to apply to infect creatures
TFM_INFECT_SCORE = 150 -- base score for the infect ability itself
TFM_FAKE_BATTLEFIELD_CHARACTERISTIC = 49 -- characteristic that doesn't do anything on the battlefield but could be useful to check
-- *** EffectDataChest register indexes ***
TFM_EFFECT_DISCARD = 7 -- target chest for my discard functions
-- *** DuelDataChest register indexes ***
-- (none yet)
-- *** PlayerDataChest register indexes ***
TFM_PLAYER_POISON_COUNTERS = TFM_BASE_CONSTANT + 1 -- storage for counting poison counters
I could just write 1991 instead of TFM_BASE_CONSTANT + 1, but instead of adapting to something that doesn't depend on me, I'd like to understand the reason behind.
FE_IS_PERMANENT should work, but the official annihilator code doesn't use it.sumomole wrote:in DotP2014 we have FE_IS_PERMANENT, maybe it's an easier way, but I haven't tested.
OK, who's going to start the core-fixing WAD this year?

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Re: Hi modders - got a couple of problems
by Lapdog » 17 Jul 2013, 21:10
I'm having a different problem; I'm glad someone made a thread for it. I'm using every mod posted so far in the 2014 forum, and after modding the "Phrexyian Poison" deck to include white enchantments (for fun
), I load the deck and am presented with 255 lands.
Now I've done some scouring and found out that 4 and 5 mana decks are bugged in the game, however my other blue/green deck does not present the same problem after I added black red and white cards to it. I've removed all the cards from Phrexyian Poison and reset the deck, tried individual cards, and the only remedy seems to be using the default deck presented in the mod.
Can anyone give me a clue as to what's going on? I'm assuming that the WAD's are having file signature issues, but I can't pinpoint the problem. I'm fairly new to the modding community regarding 2014, although I did play nearly all the ones I could in 2013.
Any help would be appreciated.

Now I've done some scouring and found out that 4 and 5 mana decks are bugged in the game, however my other blue/green deck does not present the same problem after I added black red and white cards to it. I've removed all the cards from Phrexyian Poison and reset the deck, tried individual cards, and the only remedy seems to be using the default deck presented in the mod.
Can anyone give me a clue as to what's going on? I'm assuming that the WAD's are having file signature issues, but I can't pinpoint the problem. I'm fairly new to the modding community regarding 2014, although I did play nearly all the ones I could in 2013.
Any help would be appreciated.
Re: Hi modders - got a couple of problems
by thefiremind » 17 Jul 2013, 21:21
That's probably because the LAND_POOL XML file still contains only Swamps and Forests... or did you change that as well?Lapdog wrote:I'm having a different problem; I'm glad someone made a thread for it. I'm using every mod posted so far in the 2014 forum, and after modding the "Phrexyian Poison" deck to include white enchantments (for fun), I load the deck and am presented with 255 lands.
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Re: Hi modders - got a couple of problems
by RiiakShiNal » 17 Jul 2013, 21:27
I guess I could start the core fixes this time since it seems my manual mana code is likely to suffer the most from this bug. I'll try using the FE_IS_PERMANENT first then resort to adding the allowable sacrifice types if that fails.thefiremind wrote:FE_IS_PERMANENT should work, but the official annihilator code doesn't use it.sumomole wrote:in DotP2014 we have FE_IS_PERMANENT, maybe it's an easier way, but I haven't tested.
OK, who's going to start the core-fixing WAD this year?
Edit: FE_IS_PERMANENT still allows the sacrificing of cards with no types (like invisible mana tokens). So I'll use the 5 permanent types in an "Or" sub-filter to fix the problem.
It could also be related to the numSpellsThatCountAsLand attribute if that was used (I noticed some weirdness there in some of my tests).Lapdog wrote:I'm having a different problem; I'm glad someone made a thread for it. I'm using every mod posted so far in the 2014 forum, and after modding the "Phrexyian Poison" deck to include white enchantments (for fun), I load the deck and am presented with 255 lands.
Just getting started: Xander9009's DotP 2014 Community Wad
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Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
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Re: Hi modders - got a couple of problems
by Ratava » 17 Jul 2013, 22:46
hi
since all the pros are already here ^^
instead of opening a new thread
im posting my problem here too
i want to create my own cards/decks
and for testing i played around with existings cards an wads
changing card/deck images, using existing code for my own cards etc
now i have my card.wad and my deck "Twisted Times"
and singleplayer everthing works
but if i try to open a multiplayer game
my game crashes
script_log:
"
[lua]call parameter mismatch - too many or too few a parameter count declared, method HostMatch in class MtG:DotP_CNetwork_UI_Lua
"
wad/deck
http://www42.zippyshare.com/v/94281011/file.html
would be great if somebody could help me
or is there a "modding beginners guide"
so i can start from zero
since all the pros are already here ^^
instead of opening a new thread
im posting my problem here too

i want to create my own cards/decks
and for testing i played around with existings cards an wads
changing card/deck images, using existing code for my own cards etc
now i have my card.wad and my deck "Twisted Times"
and singleplayer everthing works
but if i try to open a multiplayer game
my game crashes
script_log:
"
[lua]call parameter mismatch - too many or too few a parameter count declared, method HostMatch in class MtG:DotP_CNetwork_UI_Lua
"
wad/deck
http://www42.zippyshare.com/v/94281011/file.html
would be great if somebody could help me
or is there a "modding beginners guide"
so i can start from zero

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Re: Hi modders - got a couple of problems
by thefiremind » 17 Jul 2013, 22:59
That's bad... I'll have to edit a lot of cards in my mod if I want to make them compatible with invisible tokens. Sure the developers could put some more effort... why making a permanent filter if it doesn't care about the types? It's like not using it at all!RiiakShiNal wrote:Edit: FE_IS_PERMANENT still allows the sacrificing of cards with no types (like invisible mana tokens). So I'll use the 5 permanent types in an "Or" sub-filter to fix the problem.

You aren't the first one who reports this, but since I don't play online I don't know about the reason. I remember someone reporting the problem to kevlahnota and then he wrote that it was fixed, but didn't explain how.Ratava wrote:now i have my card.wad and my deck "Twisted Times"
and singleplayer everthing works
but if i try to open a multiplayer game
my game crashes
script_log:
"
[lua]call parameter mismatch - too many or too few a parameter count declared, method HostMatch in class MtG:DotP_CNetwork_UI_Lua
"
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Re: Hi modders - got a couple of problems
by Lapdog » 17 Jul 2013, 23:12
I didn't think to change that actually. However upon loading the game I'm still presented with an option to increase/decrease my plains count. I'm using RSN's deck editor, so I thought that handled the .xml automatically?thefiremind wrote:That's probably because the LAND_POOL XML file still contains only Swamps and Forests... or did you change that as well?Lapdog wrote:I'm having a different problem; I'm glad someone made a thread for it. I'm using every mod posted so far in the 2014 forum, and after modding the "Phrexyian Poison" deck to include white enchantments (for fun), I load the deck and am presented with 255 lands.
Re: Hi modders - got a couple of problems
by Lapdog » 17 Jul 2013, 23:14
I've found that if you're opening a multiplayer game with anyone (real opponents) they need to posses the .WAD for your deck(s) as well in their directory, regardless of whether they are in-game or not.Ratava wrote:hi
since all the pros are already here ^^
instead of opening a new thread
im posting my problem here too
i want to create my own cards/decks
and for testing i played around with existings cards an wads
changing card/deck images, using existing code for my own cards etc
now i have my card.wad and my deck "Twisted Times"
and singleplayer everthing works
but if i try to open a multiplayer game
my game crashes
script_log:
"
[lua]call parameter mismatch - too many or too few a parameter count declared, method HostMatch in class MtG:DotP_CNetwork_UI_Lua
"
would be great if somebody could help me
or is there a "modding beginners guide"
so i can start from zero
Re: Hi modders - got a couple of problems
by Lapdog » 17 Jul 2013, 23:15
It could also be related to the numSpellsThatCountAsLand attribute if that was used (I noticed some weirdness there in some of my tests).[/quote]Lapdog wrote:I'm having a different problem; I'm glad someone made a thread for it. I'm using every mod posted so far in the 2014 forum, and after modding the "Phrexyian Poison" deck to include white enchantments (for fun), I load the deck and am presented with 255 lands.
That wasn't used. Would it help to upload the .WAD or .XML so someone with more experience could take a look at it?
Re: Hi modders - got a couple of problems
by Ratava » 17 Jul 2013, 23:19
yesLapdog wrote:I've found that if you're opening a multiplayer game with anyone (real opponents) they need to posses the .WAD for your deck(s) as well in their directory, regardless of whether they are in-game or not.
i know that
but my game crashs before there is another player
right after i hit that button
so theres no lobby for another player without mit wad
to crash my game ^^
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Re: Hi modders - got a couple of problems
by NEMESiS » 18 Jul 2013, 00:22
Excellent, I can already compile a list for you.RiiakShiNal wrote:I guess I could start the core fixes this time since it seems my manual mana code is likely to suffer the most from this bug. I'll try using the FE_IS_PERMANENT first then resort to adding the allowable sacrifice types if that fails.

- | Open
- Mark of the Vampire is not assigning life gain before the player takes damage.
Kor Spiritdancer was out with Guardian's Magemark attached in first few rounds. Partner tried repeatedly to attach an Armored Ascension but was denied.
Master Thief 's controller remains in control of Artifact after MT has died.
Form of the Dragon is not supplying life if it's controller is under 5 life.
Redirect working on some platforms (steam) and not others.
Threads of Disloyalty takes possession of Scute Mob . Scute Mob triggers from original owners mana count.
Engulfing Slagwurm is not giving it's controller life when it blocks.
Endless Ranks of the Dead is recognizing zombies in the exile zone.
Restoration Angel did not flicker Geist-Honored Monk .
Dinrova Horror is not recognizing proper owner.
On Steam: Eldrazi Conscription on Artisan of Kozilek should result in Art having "Annihilator 2, annihilator 2", but the defending player still only had to sacrifice 2 permanentsSpoiler: Hide
Last edited by NEMESiS on 18 Jul 2013, 00:35, edited 2 times in total.
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Re: Hi modders - got a couple of problems
by RiiakShiNal » 18 Jul 2013, 00:26
If you exported the deck with my builder then yes at export it will regenerate the land pool with lands appropriate for the colours in the deck on export. If you add a colour after export by manually editing the deck xml then the builder can't help in that case and you will have to add the extra needed lands to the land pool manually as well.Lapdog wrote:I didn't think to change that actually. However upon loading the game I'm still presented with an option to increase/decrease my plains count. I'm using RSN's deck editor, so I thought that handled the .xml automatically?
If you didn't use the numSpellsThatCountAsLand attribute then you could try specifying the min land attributes to set up the initial land config.Lapdog wrote:That wasn't used. Would it help to upload the .WAD or .XML so someone with more experience could take a look at it?
I'll get to them as soon as I can. I'm currently trying to fix all the bugs related to Annihilator (sacrificing invisible tokens, not able to choose player to sacrifice on 2HG).NEMESiS wrote:Excellent, I can already compile a list for you.![]()
- | Open
- Mark of the Vampire is not assigning life gain before the player takes damage.
Kor Spiritdancer was out with Guardian's Magemark attached in first few rounds. Partner tried repeatedly to attach an Armored Ascension but was denied.
Master Thief 's controller remains in control of Artifact after MT has died.
Form of the Dragon is not supplying life if it's controller is under 5 life.
Redirect working on some platforms (steam) and not others.
Threads of Disloyalty takes possession of Scute Mob . Scute Mob triggers from original owners mana count.
Engulfing Slagwurm is not giving it's controller life when it blocks.
Endless Ranks of the Dead is recognizing zombies in the exile zone.
Restoration Angel did not flicker Geist-Honored Monk .
Dinrova Horror is not recognizing proper owner.
On Steam: Eldrazi Conscription on Artisan of Kozilek should result in Art having "Annihilator 2, annihilator 2", but the defending player still only had to sacrifice 2 permanents
Note that I can only test on PC version (Steam & cracked versions, 3DM & Skidrow) so things like Redirect I may not be able to fix for other platforms.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
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Re: Hi modders - got a couple of problems
by NEMESiS » 18 Jul 2013, 00:34
Ok sounds good, here is a list of errors reported by multiple players.
Edit: the 2nd one I am going to do some reading on to see what they meant.
- | Open
- 1. Cannot use may/must ability of Fiend Hunter .
2. Reverberate , Redirect and Twincast are not allowing all users to pick targets for the copy.
3. Ovinize is not stripping abilities properly
3. Thalia, Guardian of Thraben causing players to pay to play land.
4. Turn to Frog 's ability stripping is not working.
5. Hollow Damage is not being prevented.
6. Flameblast Dragon , may/must ability is not working.
7. Admonition Angel not being able to target copies of itself.
8. Jace's Mindseeker is not causing the card on top of the library to be dicarded.
Edit: the 2nd one I am going to do some reading on to see what they meant.
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