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Modded multiplayer decode 2014

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Modded multiplayer decode 2014

Postby nachonal986 » 10 Sep 2015, 04:18

Hey guys, the last two weeks I tried to help to Xander, about can use multiplayer mode with the customs decks made here, and I think that all who can give ideas to do it or decode the way is welcome.

We tried to play multiplayer with the last version of smart steam launcher on Tunngle and the same mods installed, but didn't work... the game simply crash...

We tested only with the original decks and works fine, so the problem is try to play with the mods.

Looking something to have any clue for solve this issue, I know that exist a section into the smartsteamemu.ini where you can put the DLC like:

Code: Select all
[DLC]
215850 = Magic 2014 - Expansion Pack
213890 = Magic 2014 “Firewave” Deck Key
213891 = Magic 2014 “Firewave” Foil Conversion
213892 = Magic 2014 “Masks of the Dimir” Deck Key
213893 = Magic 2014 “Masks of the Dimir” Foil Conversion
There is part of the official DLC added into these .ini and works ok. (what is Deck key? content enabled? or lock/unlock deck? or a 3rd alternative?)

By other side I detected another file called steam_api.ini where you can see DLCs registered of the game too, ex:
Code: Select all
[Steam]
 
RealAppId=213850
 
DLC001=213860
DLC002=213890
DLC003=213891
I don't know what of those files are important to edit or maybe both must to be, and by other way I don't know how we can register the custom decks (.wad) or the content enable (.wad) correctly into any of those files .ini.

When you open an original deck .WAD, you will see:
Code: Select all
<DECK uid="100732" personality="D14_ZORISLAV.XML" deck_box_image="D14_100732_MASKS_OF_THE_DIMIR_DECK_IMAGE" deck_box_image_locked="D14_locked" content_pack="1007" is_black="true" is_blue="true" cheat_menu_filter_deck_type="Standard" tus_save_data_id="100732" ios_id_1="D14_DECK_UNLOCK_1" ios_id_2="D14_DECK_FOIL_1" steam_id_1="213850" steam_id_2="213850" android_id_1="d14_deck_unlock_01" android_id_2="d14_deck_foil_01" cheat_menu_filter_datapool="D14" name_tag="D14_100732_MASKS_OF_THE_DIMIR" description_tag="D14_100732_MASKS_OF_THE_DIMIR_DESCRIPTION">
where the important could be steam_id_1="213850" steam_id_2="213850", like the references of the DLCs ids, so Xander tried to put a new steam id into the content enable, and register into the both .ini files, but we had the same crash on the moment to joined into a custom multiplayer game.

For now, apparently this thing about play a modded by multiplayer was a myth only keeping the same files on the folder...

So if someone can help to understand how it's possible to play multiplayer with custom mods in this game, would be great for all.

Thanks
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Re: Modded multiplayer decode 2014

Postby RiiakShiNal » 10 Sep 2015, 11:06

nachonal986 wrote:Hey guys, the last two weeks I tried to help to Xander, about can use multiplayer mode with the customs decks made here, and I think that all who can give ideas to do it or decode the way is welcome.

We tried to play multiplayer with the last version of smart steam launcher on Tunngle and the same mods installed, but didn't work... the game simply crash...

We tested only with the original decks and works fine, so the problem is try to play with the mods.

Looking something to have any clue for solve this issue, I know that exist a section into the smartsteamemu.ini where you can put the DLC like:

Code: Select all
[DLC]
215850 = Magic 2014 - Expansion Pack
213890 = Magic 2014 “Firewave” Deck Key
213891 = Magic 2014 “Firewave” Foil Conversion
213892 = Magic 2014 “Masks of the Dimir” Deck Key
213893 = Magic 2014 “Masks of the Dimir” Foil Conversion
There is part of the official DLC added into these .ini and works ok. (what is Deck key? content enabled? or lock/unlock deck? or a 3rd alternative?)

By other side I detected another file called steam_api.ini where you can see DLCs registered of the game too, ex:
Code: Select all
[Steam]
 
RealAppId=213850
 
DLC001=213860
DLC002=213890
DLC003=213891
I don't know what of those files are important to edit or maybe both must to be, and by other way I don't know how we can register the custom decks (.wad) or the content enable (.wad) correctly into any of those files .ini.
I don't have or use SmartSteamEmu so I can't comment about how it does anything or what kind of support it has. So I can't really offer any advice on how to fix your multiplayer issue.

nachonal986 wrote:When you open an original deck .WAD, you will see:
Code: Select all
<DECK uid="100732" personality="D14_ZORISLAV.XML" deck_box_image="D14_100732_MASKS_OF_THE_DIMIR_DECK_IMAGE" deck_box_image_locked="D14_locked" content_pack="1007" is_black="true" is_blue="true" cheat_menu_filter_deck_type="Standard" tus_save_data_id="100732" ios_id_1="D14_DECK_UNLOCK_1" ios_id_2="D14_DECK_FOIL_1" steam_id_1="213850" steam_id_2="213850" android_id_1="d14_deck_unlock_01" android_id_2="d14_deck_foil_01" cheat_menu_filter_datapool="D14" name_tag="D14_100732_MASKS_OF_THE_DIMIR" description_tag="D14_100732_MASKS_OF_THE_DIMIR_DESCRIPTION">
where the important could be steam_id_1="213850" steam_id_2="213850", like the references of the DLCs ids, so Xander tried to put a new steam id into the content enable, and register into the both .ini files, but we had the same crash on the moment to joined into a custom multiplayer game.
content_pack = The Id Block used when creating a deck. The CPE defines a related Steam AppId for a particular block allowing decks that use that block to be unlocked and usable by the player if and only if they have the appropriate AppId (most CPEs define an AppId of 213850 which is identical to the base game AppId).
steam_id_1 = The Steam AppId to automatically unlock all cards in the deck for the player (this allows all unlocks for the deck to be used).
steam_id_2 = The Steam AppId to allow rares and better to show as foil cards in the game.

nachonal986 wrote:For now, apparently this thing about play a modded by multiplayer was a myth only keeping the same files on the folder...
It's not a myth as many people (myself included) have played against others by using the same WADs. Though most of the successes I have seen and heard about were using the actual real Steam version and not a cracked version.
Problems with base game cards: DotP 2014 Core Fixes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
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Re: Modded multiplayer decode 2014

Postby nachonal986 » 10 Sep 2015, 22:08

thanks RiiakShiNal,can you upload your steam api.ini?
if you can play with the original one this file should be different.
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Re: Modded multiplayer decode 2014

Postby Xander9009 » 10 Sep 2015, 22:12

There is no steam_api.ini for the vanilla game. Only a steam_api.dll.
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Re: Modded multiplayer decode 2014

Postby nachonal986 » 11 Sep 2015, 02:11

ok, by the way into the official group in steam of this game they said:
Multiplayer games are by invitation only (searching for a game results in a crash)
and is exactly that happen here...
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Re: Modded multiplayer decode 2014

Postby Xander9009 » 11 Sep 2015, 10:37

I don't think that would be the problem. Possibly, but I doubt it. The reason searching for a game should crash the game is because a person with a modded game is trying to interact with various unmodded games. But since there were no unmodded games active when we were testing, that wouldn't be the case.

Like I said, possibly, but not necessarily.
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Re: Modded multiplayer decode 2014

Postby RiiakShiNal » 11 Sep 2015, 10:43

Searching for a game with a modded game (Steam or cracked) will virtually always result in a crash because the first randomly found connection has a virtually 0% chance of having the exact same WAD configuration as a person with custom WADs.
Problems with base game cards: DotP 2014 Core Fixes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
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Re: Modded multiplayer decode 2014

Postby Xander9009 » 11 Sep 2015, 10:54

In our case, there were no other games. Just for the record.
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Re: Modded multiplayer decode 2014

Postby nachonal986 » 11 Sep 2015, 17:26

the other chance is replacing the original core, making a new one with the original + CW, but I don't know if its possible and how can do it...
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Re: Modded multiplayer decode 2014

Postby scytale » 15 Dec 2016, 20:39

nachonal986 wrote:
So if someone can help to understand how it's possible to play multiplayer with custom mods in this game, would be great for all.

Thanks
Hi all. First time poster, long time lurker.

I just spent all of today trying to find an answer to this very question. I had it figured out, so I registered here to spread the word.

Short answer is, don't go to multiplayer lobby. Just go shift + tab and that's it. Long answer:

1. Have several instances of the exact same version of the game with exact same mods installed on several PCs;
2. Have steamemu set up on all of them as per standard instructions. No need to add additional DLC entries to steamemu.ini;
3. Have the PCs be on the same LAN or have them connected through tunngle;
4. Launch the game on all machines, have one of them host the game;
5. To join that game don't go to multiplayer lobby, as that will crash the game. Just press shift + tab in the main menu. That's it, the game will proceed to join the multiplayer lobby.
6. Have fun.

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