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Re: Community Wad - Updated Dec-12-15

PostPosted: 11 Dec 2015, 13:26
by nivmizzet1
I'm having some problems with the sync tool. First, it's only added 2 of the 4 content pack enablers needed for the decks I'm using. Second, all of the decks I've registered are in the game folder, but some of them aren't showing up in game -- All missing decks are from CPs that are missing the enabler, but it's strange because some other decks from the same CPs are showing up in game. Finally, I have this folder now 'Unmatched Synced Decks' -- what's it for?

Re: Community Wad - Updated Dec-12-15

PostPosted: 11 Dec 2015, 16:08
by Xander9009
nivmizzet1 wrote:I'm having some problems with the sync tool. First, it's only added 2 of the 4 content pack enablers needed for the decks I'm using. Second, all of the decks I've registered are in the game folder, but some of them aren't showing up in game -- All missing decks are from CPs that are missing the enabler, but it's strange because some other decks from the same CPs are showing up in game. Finally, I have this folder now 'Unmatched Synced Decks' -- what's it for?
Would you mind sending me your ini file (I'm specifically interested in the registrations, so I can copy those and see if I experience it, too) along with which CPEs are missing? I'm not sure why some decks would show up and some wouldn't from the same content pack. What are two decks you're seeing this with?

Re: Community Wad - Updated Dec-12-15

PostPosted: 11 Dec 2015, 16:15
by nivmizzet1
Xander9009 wrote:Would you mind sending me your ini file (I'm specifically interested in the registrations, so I can copy those and see if I experience it, too) along with which CPEs are missing? I'm not sure why some decks would show up and some wouldn't from the same content pack. What are two decks you're seeing this with?
Nevermind, it's working now. I'm not sure what the problem was or what I did to fix it.

Re: Community Wad - Updated Dec-12-15

PostPosted: 11 Dec 2015, 16:20
by Xander9009
nivmizzet1 wrote:
Xander9009 wrote:Would you mind sending me your ini file (I'm specifically interested in the registrations, so I can copy those and see if I experience it, too) along with which CPEs are missing? I'm not sure why some decks would show up and some wouldn't from the same content pack. What are two decks you're seeing this with?
Nevermind, it's working now. I'm not sure what the problem was or what I did to fix it.
Alright. So long as it's working... lol And for the record, "Unmatched Synced Decks" is a folder for decks that are in your Game Folder but are neither registered nor matched in the Drive Decks Folder. Since they don't have a match in the drive folder, I set it up to not delete them in case they're custom or you otherwise want to keep them. This way, they're moved to a subfolder where they won't affect the game but you can get them back. If they're in the Drive Decks Folder and they have the same last-modified time and the same size, then they're assumed to be identical (which is EXTREMELY likely) and simply deleted, since you can get them back from there.

Re: Community Wad - Updated Dec-12-15

PostPosted: 11 Dec 2015, 16:56
by nivmizzet1
Xander9009 wrote:Alright. So long as it's working... lol And for the record, "Unmatched Synced Decks" is a folder for decks that are in your Game Folder but are neither registered nor matched in the Drive Decks Folder. Since they don't have a match in the drive folder, I set it up to not delete them in case they're custom or you otherwise want to keep them. This way, they're moved to a subfolder where they won't affect the game but you can get them back. If they're in the Drive Decks Folder and they have the same last-modified time and the same size, then they're assumed to be identical (which is EXTREMELY likely) and simply deleted, since you can get them back from there.
Sweet, that's what I thought it was. Thanks.

Re: Community Wad - Updated Dec-12-15

PostPosted: 12 Dec 2015, 07:51
by nivmizzet1
Since I added the sync tool I'm getting this:

Code: Select all
[lua] [string "Content\Functions\CW_SUBTYPE.LOL"]:339: table index is nil
not sure if it's related.

Re: Community Wad - Updated Dec-12-15

PostPosted: 12 Dec 2015, 14:23
by Xander9009
nivmizzet1 wrote:Since I added the sync tool I'm getting this:

Code: Select all
[lua] [string "Content\Functions\CW_SUBTYPE.LOL"]:339: table index is nil
not sure if it's related.
Unrelated. It should be fixed, but I can't guarantee it. It may take a few tries. Unfortunately, I've never seen this myself, so it'll be less simple to fix. Line 339 of CW_SUBTYPE was calling the constant CREATURE_TYPE_DIVINITY as a table index, but it seemed to have not registered that constant yet. The constant was being declared in a different file, so I've moved the declaration to the same file above where it's used to hopefully fix it.

Re: Community Wad - Updated Dec-12-15

PostPosted: 12 Dec 2015, 19:12
by nivmizzet1
Can someone fix chameleon colossus? It's only increasing power.

Code: Select all
      <RESOLUTION_TIME_ACTION>
         local source = EffectSource()
         if source ~= nil then
            local characteristics = source:GetCurrentCharacteristics()
            local power = characteristics:Power_Get()
            EffectDC():Set_Int( 2, power )
         end
      </RESOLUTION_TIME_ACTION>
      <CONTINUOUS_ACTION layer="7C">
         local source = EffectSource()
         local number = EffectDC():Get_Int(2)
         if source ~= nil then
            local characterisitics = source:GetCurrentCharacteristics()
            characterisitics:Power_Add( number )
            characteristics:Toughness_Add( number )
         end
      </CONTINUOUS_ACTION>

Re: Community Wad - Updated Dec-12-15

PostPosted: 13 Dec 2015, 16:10
by RiiakShiNal
nivmizzet1 wrote:Can someone fix Chameleon Colossus? It's only increasing power.

Incorrect blocks | Open
Code: Select all
      <RESOLUTION_TIME_ACTION>
         local source = EffectSource()
         if source ~= nil then
            local characteristics = source:GetCurrentCharacteristics()
            local power = characteristics:Power_Get()
            EffectDC():Set_Int( 2, power )
         end
      </RESOLUTION_TIME_ACTION>
      <CONTINUOUS_ACTION layer="7C">
         local source = EffectSource()
         local number = EffectDC():Get_Int(2)
         if source ~= nil then
            local characterisitics = source:GetCurrentCharacteristics()
            characterisitics:Power_Add( number )
            characteristics:Toughness_Add( number )
         end
      </CONTINUOUS_ACTION>
That would be because a variable characterisitics (note it is misspelled) was added and set and is used again to set the power. For toughness though characteristics (note this is the correct spelling) is used even though it hasn't been initialized and will cause a Lua error (attempt to index a nil pointer).
Correct blocks | Open
Code: Select all
      <RESOLUTION_TIME_ACTION>
         local source = EffectSource()
         if source ~= nil then
            local characteristics = source:GetCurrentCharacteristics()
            local power = characteristics:Power_Get()
            EffectDC():Set_Int( 2, power )
         end
      </RESOLUTION_TIME_ACTION>
      <CONTINUOUS_ACTION layer="7C">
         local source = EffectSource()
         local number = EffectDC():Get_Int(2)
         if source ~= nil then
            local characteristics = source:GetCurrentCharacteristics()
            characteristics:Power_Add( number )
            characteristics:Toughness_Add( number )
         end
      </CONTINUOUS_ACTION>

Re: Community Wad - Updated Dec-12-15

PostPosted: 13 Dec 2015, 17:50
by nivmizzet1
RiiakShiNal wrote:
Code: Select all
      <RESOLUTION_TIME_ACTION>
         local source = EffectSource()
         if source ~= nil then
            local characteristics = source:GetCurrentCharacteristics()
            local power = characteristics:Power_Get()
            EffectDC():Set_Int( 2, power )
         end
      </RESOLUTION_TIME_ACTION>
      <CONTINUOUS_ACTION layer="7C">
         local source = EffectSource()
         local number = EffectDC():Get_Int(2)
         if source ~= nil then
            local characteristics = source:GetCurrentCharacteristics()
            characteristics:Power_Add( number )
            characteristics:Toughness_Add( number )
         end
      </CONTINUOUS_ACTION>
[/spoiler]
Thanks! That got it working. It's strange though, because I took that code straight from Feral Animist, which I thought was working properly. I've fixed Feral Animist now too.

Re: Community Wad - Updated Dec-12-15

PostPosted: 13 Dec 2015, 20:20
by RiiakShiNal
Feral Animist probably was working properly because a variable's name doesn't really matter as long as it is consistent and Feral Animist is only supposed to boost the power (not the toughness).

Re: Community Wad - Updated Dec-12-15

PostPosted: 13 Dec 2015, 23:03
by nivmizzet1
for some reason tokens produced by Thraben Doomsayer don't trigger Champion of Lambholt.

EDIT: okay, now they do. I don't know why they didn't before, but I'm sure they didn't.

Re: Community Wad - Updated Dec-12-15

PostPosted: 14 Dec 2015, 00:49
by Xander9009
nivmizzet1 wrote:for some reason tokens produced by Thraben Doomsayer don't trigger Champion of Lambholt.

EDIT: okay, now they do. I don't know why they didn't before, but I'm sure they didn't.
It's possible it was the particular setup on the board at the time, and the cause was actually an interaction between several cards. It's less and less likely the more cards you add that all of the cards are necessary for the bug, but that doesn't make it impossible. If you notice it again, take a screenshot of (or simply note) the board setup.

Also, thanks Riiak. I changed the card in hopes it made it work, but I didn't catch that variable mismatch. The code I saw when I opened it was roughly
<RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION>
...
</CONTINUOUS_ACTION>
</RESOLUTION_TIME_ACTION>
Seeing that, I thought that code was what was messed up and the code on here was meant as a replacement. So, I didn't even think to check for the code here to work...

Re: Community Wad - Updated Dec-12-15

PostPosted: 14 Dec 2015, 06:57
by nivmizzet1
Xander9009 wrote:It's possible it was the particular setup on the board at the time, and the cause was actually an interaction between several cards. It's less and less likely the more cards you add that all of the cards are necessary for the bug, but that doesn't make it impossible. If you notice it again, take a screenshot of (or simply note) the board setup.

Also, thanks Riiak. I changed the card in hopes it made it work, but I didn't catch that variable mismatch. The code I saw when I opened it was roughly
<RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION>
...
</CONTINUOUS_ACTION>
</RESOLUTION_TIME_ACTION>
Seeing that, I thought that code was what was messed up and the code on here was meant as a replacement. So, I didn't even think to check for the code here to work...
Yeah, I replaced the original code with the code above because the original code wasn't considering +1/+1 counters when calculating the creature's power. Then the code I changed it to was only adding to power and not toughness because of the variable mismatch, so it was still a draft but I had added it to the CW cards, but I hadn't remove the old version yet, so you probably looked at that.

Re: Community Wad - Updated Dec-12-15

PostPosted: 14 Dec 2015, 15:55
by Xander9009
nivmizzet1 wrote:
Xander9009 wrote:It's possible it was the particular setup on the board at the time, and the cause was actually an interaction between several cards. It's less and less likely the more cards you add that all of the cards are necessary for the bug, but that doesn't make it impossible. If you notice it again, take a screenshot of (or simply note) the board setup.

Also, thanks Riiak. I changed the card in hopes it made it work, but I didn't catch that variable mismatch. The code I saw when I opened it was roughly
<RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION>
...
</CONTINUOUS_ACTION>
</RESOLUTION_TIME_ACTION>
Seeing that, I thought that code was what was messed up and the code on here was meant as a replacement. So, I didn't even think to check for the code here to work...
Yeah, I replaced the original code with the code above because the original code wasn't considering +1/+1 counters when calculating the creature's power. Then the code I changed it to was only adding to power and not toughness because of the variable mismatch, so it was still a draft but I had added it to the CW cards, but I hadn't remove the old version yet, so you probably looked at that.
Yeah, I'd replaced the bad code with the posted code only a little while after it was posted.