[Not Solved] + [Unfixable] Bug Archive
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[unsolvable-Hardcoded]Words of War
by Sonic » 06 Aug 2011, 04:06
Constructed 17 July V2
Words of War will cast for
.
The casting cost is actually
– and the manalink.csv values are correct; showing the correct mana symbols on the card. However, in the magic.exe the ‘Card CC 1’ (colored mana cost) is set as ‘2’ and 'Card CC 2' (colorless mana) is ‘1’ – effectively reversing the colored and colorless casting costs to
.
Even after correcting the values – the card will still cast for
.
Words of War will cast for

The casting cost is actually





Even after correcting the values – the card will still cast for

Last edited by Aswan jaguar on 25 Aug 2011, 12:07, edited 2 times in total.
Reason: unsolvable-hardcoded
Reason: unsolvable-hardcoded
Working On: Life, the Universe, and Everything.
Re: [confirmed]Words of War
by Gargaroz » 06 Aug 2011, 14:06
This win the prize of "most strange bug ever".
I fixed the values in Magic.exe, but the bug still happens.
So, my guess is there's something hardcoded going on there. What card was originally on slot 0137 ?
I fixed the values in Magic.exe, but the bug still happens.
So, my guess is there's something hardcoded going on there. What card was originally on slot 0137 ?
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [confirmed]Words of War
by Sonic » 07 Aug 2011, 02:41
KudzuGargaroz wrote:What card was originally on slot 0137 ?



Enchant Land
When target land is tapped it is destroyed, kudzu is then placed on another land of the tapping player's choice.
(Old Rules Text taken from original Master.csv file.)
Working On: Life, the Universe, and Everything.
[fixed 1st-unsolvable 2nd by Gargaroz]Experiment Kraj
by 0rion79 » 12 Sep 2011, 16:36
: Experiment Kraj makes the game to crash if it gives a +1/+1 counter to itself.
Last edited by Aswan jaguar on 13 Sep 2011, 17:33, edited 2 times in total.
Reason: fixed 1st bug-unsolvable 2nd
Reason: fixed 1st bug-unsolvable 2nd
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Re: [confirmed]Experiment Kraj crashes if it targets itself
by Aswan jaguar » 12 Sep 2011, 18:48
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: [confirmed]Experiment Kraj crashes if it targets itself
by Gargaroz » 13 Sep 2011, 16:09
The first bug is fixed.
The second is due to the hardcoded mode of generating mana (IE : a permanents will generate mana only of its colors), so it's unsolvable right now.
The second is due to the hardcoded mode of generating mana (IE : a permanents will generate mana only of its colors), so it's unsolvable right now.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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[unfixable]Murderous Redcap
by KrNeki » 28 Sep 2011, 08:04
Describe the Bug:
Murderous Redcap deals 2 damage when coming from graveyard with persist.
Which card did behave improperly ?
Murderous Redcap
Which Version did you use ?(Constructed, Limited)and which update(date,name)
September 26th
What exactly should be the correct behavior/interaction ?
Murderous Redcap should deal only 1 damage when returning with persist.
Are any other cards possibly affected by this bug ?
Other persist cards possibly when interacting with other cards.
(Example: Kitchen Finks returning from persist with Pandemonium in play deals 3 damage instead of 2.)
Murderous Redcap deals 2 damage when coming from graveyard with persist.
Which card did behave improperly ?
Murderous Redcap
Which Version did you use ?(Constructed, Limited)and which update(date,name)
September 26th
What exactly should be the correct behavior/interaction ?
Murderous Redcap should deal only 1 damage when returning with persist.
Are any other cards possibly affected by this bug ?
Other persist cards possibly when interacting with other cards.
(Example: Kitchen Finks returning from persist with Pandemonium in play deals 3 damage instead of 2.)
Last edited by Aswan jaguar on 29 Sep 2011, 05:15, edited 3 times in total.
Reason: unfixable bug
Reason: unfixable bug
Re: [confirmed]Murderous Redcap
by Aswan jaguar » 28 Sep 2011, 13:10
I confirm this bug when creatures with persist are killed and then should enter the battlefield with -1/-1 but they first appear in battlefield without the -1/-1 counter and then get -1/-1 so Murderous Redcap resolves as a 2/2 and make 2 damage again and then becomes 1/1,and Kitchen Finks (with Pandemonium in play) as 3/2 and make 3 damage then get -1/-1.
---
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Trying to squash some bugs and playtesting.
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Re: [confirmed]Murderous Redcap
by Gargaroz » 28 Sep 2011, 14:29
It's an old bug and it's hardcoded stuff : event if I add the counter before putting into play the creature, the power is reduced afterwards. This is unsovable righ now.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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[unfixable-hardcoded]Reaper from the Abyss
by stassy » 04 Oct 2011, 07:59
Describe the Bug:
Reaper from the Abyss will corrupt any savegame with it in a deck
Which card did behave improperly ?
Reaper from the Abyss
Which Version did you use ?(Constructed, Limited)and which update(date,name)
Inny V2 Constructed
What exactly should be the correct behavior/interaction ?
Reaper from the Abyss should not corrupt savegame
Are any other cards possibly affected by this bug ?
Any other card generating DeadBox card effect
Pick a working deck that can save properly, add Reaper from the Abyss to it, play a duel, save and try to reload.
Reaper from the Abyss will corrupt any savegame with it in a deck
Which card did behave improperly ?
Reaper from the Abyss
Which Version did you use ?(Constructed, Limited)and which update(date,name)
Inny V2 Constructed
What exactly should be the correct behavior/interaction ?
Reaper from the Abyss should not corrupt savegame
Are any other cards possibly affected by this bug ?
Any other card generating DeadBox card effect
Pick a working deck that can save properly, add Reaper from the Abyss to it, play a duel, save and try to reload.
Last edited by Aswan jaguar on 04 Oct 2011, 12:16, edited 1 time in total.
Reason: unfixable-hardcoded
Reason: unfixable-hardcoded
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Re: Reaper from the Abyss
by Gargaroz » 04 Oct 2011, 11:51
I have no idea on what's happening. The card works fine ?
Test with adding Skirsdag High Priest to a deck that saves correctly. If it corrupts the savegame, I know what's happening, but I can't fix it (stupid hardcoded limits...).
Test with adding Skirsdag High Priest to a deck that saves correctly. If it corrupts the savegame, I know what's happening, but I can't fix it (stupid hardcoded limits...).
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [unfixable-hardcoded]Reaper from the Abyss
by Gargaroz » 04 Oct 2011, 12:27
As this was edited, my guess seems confirmeed.
The problem is this : values > 13 in the cc[2] field of Magic.exe corrupt the savegame.
Please test with Ancestral Vision and Vampire Outcasts, the also uses valour > 13.
This could be modified, but it's useful for speeding up the initial check for decks in order to determine what will be active in Rules Engine's features.
The problem is this : values > 13 in the cc[2] field of Magic.exe corrupt the savegame.
Please test with Ancestral Vision and Vampire Outcasts, the also uses valour > 13.
This could be modified, but it's useful for speeding up the initial check for decks in order to determine what will be active in Rules Engine's features.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Gargaroz
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Re: [unfixable-hardcoded]Reaper from the Abyss
by stassy » 04 Oct 2011, 12:47
Unfortunately Skirsdag High Priest also corrupt my savegame but Ancestral Vision and Vampire Outcasts work fine (they don't have Deadbox also so it might be Morbid effect related)
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Re: [unfixable-hardcoded]Reaper from the Abyss
by Gargaroz » 04 Oct 2011, 14:48
Ok, this is MUCH better, but very strange.
So it's related to Morbid. I'll investigate.
So it's related to Morbid. I'll investigate.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Gargaroz
- Programmer
- Posts: 7097
- Joined: 06 Nov 2009, 11:11
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