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Re: ManaLink Bug Report

PostPosted: 27 Feb 2009, 14:37
by EviL_CLonE
Installed the 26.2 and latestet sky update from here and Jokulhaps miss his graphic.
Someone did explain that Jokulhaups was "broken" and has to be done again.

Re: ManaLink Bug Report

PostPosted: 27 Feb 2009, 17:10
by Bog Wraith
Yes it was Jatill & I who discussed Jokulhaups as it was on my wish list and he was already working on trying to code it in. It's a tough one and we're hoping it can be worked out at some later date! [-o<

Re: ManaLink Bug Report

PostPosted: 27 Feb 2009, 17:32
by jatill
Bog Wraith wrote:Yes it was Jatill & I who discussed Jokulhaups as it was on my wish list and he was already working on trying to code it in. It's a tough one and we're hoping it can be worked out at some later date! [-o<
To get your hopes up a little.... Jokulhaups is only 12 lines of code, and I had it working great. I was just so annoyed by not being able to make Obliterate (the uncounterable part) that I cast Jokulhaups on the code :)

Re: ManaLink Bug Report

PostPosted: 27 Feb 2009, 17:35
by Bog Wraith
8) 8) :!:

Re: ManaLink Bug Report

PostPosted: 28 Feb 2009, 03:40
by EviL_CLonE
Does anybody know how to activate Manalink gem? I deactivated it time ago and it did never show up again; now I want to play Online and cannot :(

Re: ManaLink Bug Report

PostPosted: 28 Feb 2009, 14:28
by Bog Wraith
EviL_CLonE,
I tried to reactivate the ManaLink Gem by it's own app inside the main folder but it did not work. I'm not sure how to do this, short of maybe reinstalling the 1.32 patch.

A bug that I came across is with Viridian Shaman. When the AI cast it, it had a Mishra's War Machine on it's side, but when the Viridian Shaman resolved, the War Machine was not destroyed.

Re: ManaLink Bug Report

PostPosted: 28 Feb 2009, 15:44
by HarryPitfall
This happens 'cause AI can cheat the internal values... when you 'cancel' a selection (on these cards with comes into play that I did), a special flag is set, make the game retrying the target, forcing to select something.
AI can cancel the selection and still make the flag as "selected", then, the game next check fail (is the target valid yet? no target, no deal).
I cross to this when AI cast a man'o'war without any other creature in play, and didn't return it to hand :/ so, AI is cheating/bugged.

Re: ManaLink Bug Report

PostPosted: 28 Feb 2009, 16:56
by Bog Wraith
Ok thanks for the explanation!

Re: ManaLink Bug Report

PostPosted: 28 Feb 2009, 17:13
by jatill
Bog Wraith wrote:Ok thanks for the explanation!
This is a card bug, not an engine bug, right? I mean, if we wanted, we could code the card differently and fix this "bug"? Or no?

Re: ManaLink Bug Report

PostPosted: 28 Feb 2009, 18:01
by HarryPitfall
Remember that comes into play abilities are just a 'hack', calling a spell when that creature comes into play. This is a engine+card bug...

This is the code for $7e event (this card comes into play)

004E3D8C E80F47F3FF call -$cb8f1 ($4184a0) <- there is a artifact in play?
004E3D91 85C0 test eax, eax <- eax = 0, no artifact, go home!
004E3D93 7442 jz +$42 ($4e3dd7)
004E3D95 686C764D00 push $4d766c <- "Select target artifact"
004E3D9A 6A00 push 0
004E3D9C E88BE1F1FF call -$e1e75 ($401f2c)
004E3DA1 83C408 add esp, 8
004E3DA4 BAAC5C7100 mov edx, $715cac
004E3DA9 E8126DF3FF call -$c92ee ($41aac0) <- target procedure!
004E3DAE 85C0 test eax, eax <- cancel the target? Try again!!!!
004E3DB0 74DA jz -$26 ($4e3d8c)
004E3DB2 33C0 xor eax, eax
004E3DB4 E81757F3FF call -$ca8e9 ($4194d0) <- is the target valid yet?
004E3DB9 85C0 test eax, eax <- no? go home!
004E3DBB 7416 jz +$16 ($4e3dd3)
004E3DBD 6A02 push 2
004E3DBF FF3504704D00 push dword ptr [$4d7004]
004E3DC5 FF3500704D00 push dword ptr [$4d7000]
004E3DCB E8203CF9FF call -$6c3e0 ($4779f0) <- destroy the artifact, with regeneration possible
004E3DD0 83C40C add esp, $c
004E3DD3 C6463600 mov byte ptr [esi+$36], 0 <- clear a internal flag... dunno...

If you see, the procedure is ok, but the AI do weird things... like returning eax > 0 even canceling targets... of course, $4194d0 will bail out 'cause no valid target...

Re: ManaLink Bug Report

PostPosted: 01 Mar 2009, 10:32
by gmzombie
i have uploaded a reg file. this will turn manalink back on. it is a reg issue thing

Re: ManaLink Bug Report

PostPosted: 03 Mar 2009, 15:31
by jatill
The last Orion update has an old text.res file. Make sure you use the one from my last update, or the pump knights won't work.

Also, Voltaic Key is coded as 2 images, but should be 1.

Re: ManaLink Bug Report

PostPosted: 03 Mar 2009, 15:59
by Bog Wraith
gmzombie wrote:i have uploaded a reg file. this will turn manalink back on. it is a reg issue thing
Thanx!

I couldn't figure it out. Now it will be easy to turn the gem on/off whenever I want!

Re: ManaLink Bug Report

PostPosted: 03 Mar 2009, 20:33
by mathusalem
got quite a few crashes lately... did you notice as well an increase in the number of game crashes ?

Re: ManaLink Bug Report

PostPosted: 03 Mar 2009, 20:38
by jatill
mathusalem wrote:got quite a few crashes lately... did you notice as well an increase in the number of game crashes ?
I've been running duel mode, and haven't crashed at all.