Page 64 of 253

Re: Community Wad

PostPosted: 09 Jul 2015, 05:21
by Xander9009
The newest version may have errors for Grimoire of the Dead and Eternity Vessel. Both have already been addressed.

All card requests (with four exceptions) I know of are in the CW. They are untested because I got distracted by actually playing the game today as well as random life matters. If there are bugs, please let me know.

All of these were either already in the CW, were already coded but not in the CW (Time Vault), or have been added. Most of these were done by me, but not all of them. I don't remember which three, but I think there were three that were coded by others over the last couple of days.
Coded | Open
Phyrexian Ingester
Phyrexian Devourer
Phyrexian Portal
Phyrexian Purge
Phyrexian Rebirth
Descent into Madness
Epic Experiment
Etched Monstrosity
Eternity Vessel
Grimoire of the Dead
Helvault
Isperia, Supreme Judge
Jeleva, Nephalia's Scourge
Krond the Dawn-Clad
Malignus
The Mimeoplasm
Thromok the Insatiable
Time Vault
Uril, the Miststalker
Vela the Night-Clad
Zedruu the Greathearted

Higure, the Still Wind
Sakashima's Student
Minamo, School at Water's Edge
Gudul Lurker

Mishra's Bauble
Phyrexian Unlife


This was already in the base game.
Familiar's Ruse is in the vanilla game in one of the expansions, so it was skipped.

Havengul Lich - Impossible; can't even be approximated very well.
Ruhan of the Fomori - Technically impossible, but I'll approximate this one.
Whirler Rogue - Will be added very soon. Origins cards weren't in gatherer when I last checked, but they are now. Now that I can get the MultiverseID, I'll get it coded.

EDIT: I meant to mention that Ruhan of the Fomori wasn't yet coded properly (or at all, really; its ability was empty). It's done and tested now. It works as expected. If, for some reason, it can't attack the player it chooses randomly, then it won't be able to attack that turn at all. This is not rule compliant, but there is no particularly simple fix for that. (Except recoding any cards that affect whether a creature can attack a player. Which, admittedly, are far fewer than creature blocking restrictions.)

Re: Community Wad

PostPosted: 09 Jul 2015, 11:11
by RiiakShiNal
Xander9009 wrote:The problem with Urborg, Tomb of Yawgmoth comes from an engine bug. Adding a basic land type to a card seems to cause problems. I don't remember what those problems are, though. The only way I can think of to make it work properly would be to recode use the one that's already coded which grants the mana ability but doesn't grant the swamp type, and then recode all cards that care about swamps to care about all lands if an UTY is in play. In the CW, there are currently 74 cards that contain "LAND_TYPE_SWAMP".
The main problem with adding the a land sub-type to a basic land is that the game interprets it as having two MANA_ABILITYs on it simultaneously (the game automatically adds a MANA_ABILITY to each basic land for each basic land sub-type on the card) and allows the player to cast spells for free. For example you have a basic Island in play with Urborg, Tomb of Yawgmoth and you have 3 Tidehollow Strix in hand. You will be able to play all 3 for free (in the same turn) without having the Island tap at all.

When a land has 2 or more MANA_ABILITYs on it the game doesn't understand that it can only use one at a time so it attempts to use all of the abilities simultaneously then gets confused because you can't have one MANA_ABILITY tap the card and still use the other so it ignores the {T}.

If we don't add the land sub-type then most of the card can be approximated by using Manual Mana, but it still breaks Swampwalk (which is an intrinsic characteristic that we have not coded) which looks for a swamp controlled by the defending player to see if the creature can be blocked or not. This could also be approximated but requires recoding all cards that deal with Swampwalk (Gatherer reports 56 cards). If we look at Gatherer for the cards with Swamp in the card text we come up with 175 cards that could potentially need to be (re-)coded to work with an approximated Urborg, Tomb of Yawgmoth.

So potentially (re-)coding 175 cards to enable an approximation (which still wouldn't look right due to not being able to put the Swamp sub-type on the type line for lands, though it could be put in the text box in blue as a granted ability so the player knows that land also acts like a Swamp) for just 1 card doesn't really seem like a good use of time to me, but if someone really wants to waste that much time they could.

Re: Community Wad

PostPosted: 09 Jul 2015, 14:10
by Xander9009
RiiakShiNal wrote:
Xander9009 wrote:The problem with Urborg, Tomb of Yawgmoth comes from an engine bug. Adding a basic land type to a card seems to cause problems. I don't remember what those problems are, though. The only way I can think of to make it work properly would be to recode use the one that's already coded which grants the mana ability but doesn't grant the swamp type, and then recode all cards that care about swamps to care about all lands if an UTY is in play. In the CW, there are currently 74 cards that contain "LAND_TYPE_SWAMP".
The main problem with adding the a land sub-type to a basic land is that the game interprets it as having two MANA_ABILITYs on it simultaneously (the game automatically adds a MANA_ABILITY to each basic land for each basic land sub-type on the card) and allows the player to cast spells for free. For example you have a basic Island in play with Urborg, Tomb of Yawgmoth and you have 3 Tidehollow Strix in hand. You will be able to play all 3 for free (in the same turn) without haSo potentially (re-)coding 175 cards to enable an approximation (which still wouldn't look right due to not being able to put the Swamp sub-type on the type line for lands, though it could be put in the text box in blue as a granted ability so the player knows that land also acts like a Swamp) for just 1 card doesn't really seem like a good use of time to me, but if someone really wants to waste that much time they could.
Thanks. I knew it had to do with free mana, but I couldn't recall the details. There are 122 in the CW. And yeah, I'm of the same opinion regarding time spent on a single card.

Re: Community Wad

PostPosted: 09 Jul 2015, 18:11
by Armodeus
Nice job, Was going to use it but most card illustration's quality has been degraded/destroyed
and look like sht compared to the pics from the original mods.
why? to save space? there are around 9253 cards included and 26831 card illustrations so around 17578 images are not being used anyways. That would be prolly around 2GB less of space.

Re: Community Wad

PostPosted: 09 Jul 2015, 18:50
by Xander9009
Armodeus wrote:Nice job, Was going to use it but most card illustration's quality has been degraded/destroyed
and look like sht compared to the pics from the original mods.
why? to save space? there are around 9253 cards included and 26831 card illustrations so around 17578 images are not being used anyways. That would be prolly around 2GB less of space.
When you say most cards are worse quality than the original mod, what do you mean? I ask because most of the cards in this mod don't exist in any other mods, and many of them that do have their art taken directly from those mods.

And no, none of the cards' images have ever been downsized to save space except where they were larger than the game would display anyway. All images are downsized to the same size the vanilla cards use and no further.

As for the numbers:
Count: 10706/16372 (Used/Unused)
Size: 1.751893920/1.652287344 (GB - Used/Unused)

So, not quite 2 GB, closer to 1.5, but still, yes, a lot of space would be saved by excluding the others. However, they'd still be in GD, they just wouldn't be included in the wads. But that adds yet another layer of complexity to the CW. I'm trying to balance simplicity and utility. Make it as usable as possible while keeping it simple enough that major unexpected events are unlikely. Considering the art is always an optional thing to update, I opted not to do that when I thought of it originally. I may reconsider, but that doesn't appear to be the problem here. It seems you're okay with the size, just not the low quality art. That much I can't really help very much except to say that if you give me a list of specific cards you want better art for, I can try to find better quality art. Or, if you'd prefer, you can find the art and send it to me. (If you send it to me, it'll get added a lot faster.)

Re: Community Wad

PostPosted: 10 Jul 2015, 15:54
by Armodeus
Yeah thanks, you are right, a lot of cards don't exist on other mods, that's why this is an excelent, invaluable DLC. So I have been extracting the cards I need from your mod and adding them to my main *.wad file.

In the process I've been upgrading the Images to better quality when possible. And Fixing the code if the card is buggy. Not changing the file names. So eventually I could send you all the upgraded CW image files. As well as some cards I've been coding.

I'm sorry about my first reaction, but I was frustrated because, after downloading and sorting those 39 files, I started comparing the illustrations from NeoAnderson, Sumomole and TFM DLCs and most files, if not all, have been reduced in size, from 126kb (512x376) to around 83kb (392x316)or so.
However this is not a real problem and probably not even your fault.

So thanks again for the DLC. 8)

Re: Community Wad

PostPosted: 10 Jul 2015, 16:08
by Xander9009
Armodeus wrote:Yeah thanks, you are right, a lot of cards don't exist on other mods, that's why this is an excelent, invaluable DLC. So I have been extracting the cards I need from your mod and adding them to my main *.wad file.

In the process I've been upgrading the Images to better quality when possible. And Fixing the code if the card is buggy. Not changing the file names. So eventually I could send you all the upgraded CW image files. As well as some cards I've been coding.

I'm sorry about my first reaction, but I was frustrated because, after downloading and sorting those 39 files, I started comparing the illustrations from NeoAnderson, Sumomole and TFM DLCs and most files, if not all, have been reduced in size, from 126kb (512x376) to around 83kb (392x316)or so.
However this is not a real problem and probably not even your fault.

So thanks again for the DLC. 8)
It's fine. I thought I already had those ones. I may not have gotten the art portion of the mod converted ready by the time I did those mods. (I know it didn't initially do anything with the art from mods I added to the CW, and those were some of the first.) I'll go through their art and add it in. (It'll take a bit of extra work, though, because I'll want to do it right, which means finding other versions of the same image and replacing those as well so they're all the highest quality available.)

Re: Community Wad

PostPosted: 11 Jul 2015, 01:15
by MasterXploder7
So fun time. I updated my Wad and Art. when i started up 2014 the game crashes before start menu.
error in a deck i assume, so i delete the decks. crashes before start, but not as quickly.
deleted all the CW files. game works fine. What could cause the CW itself to crash my game?


there seemded to be a problem with the art files that i am taking care of

Re: Community Wad

PostPosted: 11 Jul 2015, 03:06
by MasterXploder7
Also, Even hovering my mouse over Phyrexian War Beast causes the deck builder to give an error message(unhandled exception error) but it doesnt show up in the error log when the i start up the deck builder.

Re: Community Wad

PostPosted: 11 Jul 2015, 03:18
by Xander9009
MasterXploder7 wrote:Also, Even hovering my mouse over Phyrexian War Beast causes the deck builder to give an error message(unhandled exception error) but it doesnt show up in the error log when the i start up the deck builder.
I have no idea what's going on with your art files. I haven't gotten any of those errors. I just checked with the Phyrexian War Beast, and nope. No problems on my end.

Re: Community Wad

PostPosted: 11 Jul 2015, 10:23
by MasterXploder7
Ive deleted my posts. I should inform people that if they are using laptops or tablets like i do to be aware that low disk space can cause the art from the Community wad to not properly download. I have deleted several programs to solve this and now everything is normal, no errors, no crashing.

Re: Community Wad

PostPosted: 13 Jul 2015, 10:31
by happyplue
Hey so, I'm unable to get any werewolf cards to transform either, moonmist+mayor of avabruck = a big fat nothing

Basically, i've tried a lot of werewolf and megamorph cards, neither work... So its the flip mechanic in general not working for me. I don't have any official DLC's installed, would that affect anything? Maybe it adds support for the flip mechanic or something

Re: Community Wad

PostPosted: 13 Jul 2015, 12:49
by MasterXploder7
I would also like to add an odd behavior. the "D15" style stopped being put on my cards the past few games. It also crashed after i had Yawgmoth's Will - ed a Dark Ritual from the graveyard from with black from a Mox Diamond ... I also seemed to have more mana in my pool than i was allowed, i could cast anything, though all the cards had low mana costs it was barely turn 4.

EDIT: I think I discovered why...

Re: Community Wad

PostPosted: 14 Jul 2015, 08:24
by MasterXploder7
Does anyone else have Ugin, Planeswalker popping up in the Deck builder error menu with having a conflicting Multiverse ID?

Re: Community Wad

PostPosted: 14 Jul 2015, 10:11
by Xander9009
MasterXploder7 wrote:Does anyone else have Ugin, Planeswalker popping up in the Deck builder error menu with having a conflicting Multiverse ID?
Not with only the CW. The only error I'm currently getting from the deck builder (which I just fixed) was Simic Guildmage had a copy with (1) in the filename.