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DotP 2014 - WAD signature check disabling

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Re: DotP 2014 - WAD signature check disabling

Postby RiiakShiNal » 08 Jul 2013, 03:15

Rick wrote:The default content_pack value is 0, so if you don't include it, it will still occur. I think what should be done is figure out how to add custom content_pack IDs to the "owned" list.
I had actually meant not including the always_available attribute rather than the content_pack attribute.

Rick wrote:Looks like that ID is checked against against a "ContentManager" class, which is exposed to Lua. There is also a "ContentPack" class as well, also exposed.
Well, unlocking a few content_pack ids should be as easy as adding 214440, 215850, 215910, 215911, and 215912 to our AppIds (as those are the AppIds Steam has listed for the 2014 Expansions).

To have a shot at creating custom content packs we'll probably have to decode the lube LOL files.
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Re: DotP 2014 - WAD signature check disabling

Postby Rick » 08 Jul 2013, 05:01

I've figured out how to get the game to add any arbitrary content pack to the owned list, but have not figured out how to get it to show decks from non-core content pack.
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Re: DotP 2014 - WAD signature check disabling

Postby Rick » 08 Jul 2013, 05:47

Figured it out.

2013-07-07_00001.jpg


Few things to note here:
  • Archive (or directory) must start with Data_DLC_ (not case sensitive I think)
  • The value after Data_DLC_ must be numeric if it's a WAD archive rather than an unpacked directory. IE: Data_DLC_999 (I could be wrong about this)
  • Look at HEADER.XML to see how I tricked the game into adding the decks via content pack
  • The attached unpacked ZIP can be unpacked directly into the game directory with no issues
  • The ID I used is just an example: 6777186 is 0x676962 ("gib"), you will probably want to choose something that isn't low. ID 1 is already reserved for an expansion.
  • Valid flags that can go under CONTENTFLAGS: DECK_CONTENT, CAMPAIGN_CONTENT, GLOSSARY_CONTENT, UNLOCK_CONTENT, FOIL_CONTENT, PLAYFIELD_CONTENT, BACKGROUND_CONTENT, AVATAR_CONTENT, LOADING_SCREEN_CONTENT, FONT_CONTENT, RELOAD_ALL_CONTENT

Due to the nature of APP_ID in PD_SECTION, I don't know how this would work for other platforms.
Attachments
DATA_DLC_6777186_WAD.zip
(51.99 KiB) Downloaded 584 times
DATA_DLC_6777186_unpacked.zip
(65.95 KiB) Downloaded 573 times
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Re: DotP 2014 - WAD signature check disabling

Postby RiiakShiNal » 08 Jul 2013, 12:36

Nice, and it should be relatively simple to add to the Deck Builder too.

Rick wrote:Archive (or directory) must start with Data_DLC_ (not case sensitive I think)
I can confirm that this is case insensitive. It seems that it only has to be DATA_DLC_ for the wad that defines the content pack. Decks using the content pack can be stored separately in wads (or directories) using DATA_DECKS_.

Rick wrote:The value after Data_DLC_ must be numeric if it's a WAD archive rather than an unpacked directory. IE: Data_DLC_999 (I could be wrong about this)
In my tests this is not true. A name like DATA_DLC_TEST seems to work fine for both an unpacked directory and a packed wad. Though in all my tests I do include HEADER.XML in the mod's root directory (which is required for an unpacked directory, but not for a packed wad).

Additional notes from my tests:
  • The header that defines the content pack must be in ONLY one wad. The reason for this is if you have 2 decks each stored in a separate wad (starting with DATA_DLC_) using the same content pack with the content pack defined in each of their headers then when you look at the decks in game you will see each deck doubled (if you have 3 then they will be tripled, etc...).
  • You can have a wad which is basically just a header (with the content pack enabling tags) to enable the content pack for several other wads.
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Re: DotP 2014 - WAD signature check disabling

Postby stovepipe » 09 Jul 2013, 00:48

If you're crashing after installing the signature check and custom decks, try unlocking all the playable decks the game has to offer.

Last night 2 of my friends and I decided to try some of the new decks people have made with the Steam version of the game. One friend and I had no problem installing the signature check disable and decks. For my other friend his game would crash at the Ignite Sparks screen. We realized that one big difference between what we had done with our games is what we had unlocked in game. The friend with the crash issue had not unlocked all the built in playable decks (Jace and Ajani). He removed the mods, finished unlocking those decks, and put the mods back in his Magic2014 directory. And it worked! Hope this helps someone else.
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Re: DotP 2014 - WAD signature check disabling

Postby thefiremind » 09 Jul 2013, 09:07

Rick wrote:The value after Data_DLC_ must be numeric if it's a WAD archive rather than an unpacked directory. IE: Data_DLC_999 (I could be wrong about this)
I can assure there's no such restriction: I successfully implemented the content pack enabling on my DATA_DLC_TFM_OTHER.wad. :)
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Re: DotP 2014 - WAD signature check disabling

Postby Yak » 22 Jul 2013, 21:31

Could someone please provide me with a working URL for the dynamic patcher wrapper DLL. The current link says file found not. I am annoyed with the startup time for DoP2014 and want it to load fast like DoP2013 did.
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Re: DotP 2014 - WAD signature check disabling

Postby RiiakShiNal » 22 Jul 2013, 21:54

It does currently seem to be down (I get connection Timed Out) so I've temporarily put it up on my site:
Dynamic patcher wrapper dll
I'll take it down once I notice that Rick's site is back up.

Edit: Rick's site is back up so I removed it from my site.
Last edited by RiiakShiNal on 23 Jul 2013, 00:58, edited 1 time in total.
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Re: DotP 2014 - WAD signature check disabling

Postby Yak » 22 Jul 2013, 22:46

Thanks, that did it!
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Re: DotP 2014 - WAD signature check disabling

Postby Rick » 12 Aug 2013, 17:11

Just chiming in that this is still working with the patch released today.
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Re: DotP 2014 - WAD signature check disabling

Postby Zarroc » 12 Aug 2013, 19:12

Seems like it doesn't work anymore :(
Can somebody else confirm pls?
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Re: DotP 2014 - WAD signature check disabling

Postby ironfisted » 12 Aug 2013, 19:40

Confirmed; I crash whenever I load any modded deck with the DLL in my Duels 2014 folder. If I remove all modded decks, it will still load even with the DLL still in place, but the addition of any modded deck ( I tried a few of TFM's ) causes a crash just before 'Ignite Your Spark'.
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Re: DotP 2014 - WAD signature check disabling

Postby RiiakShiNal » 13 Aug 2013, 00:38

I just tried loading and playing a game with a modded deck in the Steam version and I had no problems (I do have the update it downloaded at 1:18 pm today EDT). I was able to load the game, view the modded deck in the deck manager, and play a custom game using it against a random deck (AI picked Chant of the Mul Daya), I lost (though I was just playing a test deck). Created cards and the modded deck both appeared in game perfectly. Now I don't know if it makes a difference, but I'm using the old version of the DLL Patcher (before it was combined with the 2013 version) as I just didn't see the need to update when it was working perfectly well (I'll try with the current version shortly).

Edit: Version 1.0.0.0 (current version) of the patcher works fine too, so I'm not seeing any problems with modding the Steam version currently (even with the patch).

Edit 2: For those interested in the details of my test and what mods I put in for the test:
Test Details | Open
Mods:
  • Data_Decks_819399_Artifact_Test_Deck (Test deck, in content pack 8193, unpacked directory)
  • Data_DLC_8192_Core_Artwork (v1.1 [not yet released], unpacked directory)
  • Data_DLC_8192_Core_Cards (v1.1 [not yet released], unpacked directory)
  • Data_DLC_8192_ManualMana (v1.1 [not yet released], unpacked directory)
  • Data_DLC_8192_ObjectDC (v1.0, unpacked directory)
  • Data_DLC_Core_Fixes (v1.09, unpacked directory)
  • Data_DLC_8193_Content_Pack_Enabler.wad (packed wad with just header, created by my 2014 Deck Builder)

Patcher (separate test for each patcher):
  • d3dx9_43.dll (old version, MD5 hash: 151F42CF1A092F412B7D97D0351001CC)
  • d3dx9_43.dll (v1.0.0.0, MD5 hash: 483DAD77267217A39F906DD5FE92BE45)

DotP 2014 Files (build date 13.07.31, build 7062, English):
  • DotP_D14.exe (MD5: F5E89FF799E836D9D5A8A5BE6BC7C36B)
  • steam_api.dll (v1.68.8.89, MD5: 36B0A21D3FD736AAED9D461FB3C4D858)
  • DATA_CORE.wad (MD5: 03CB236DE105D554D60161FED95BEC9D)
  • DATA_DECKS_D14.wad (MD5: 28DDC22AA3ADE5EE953101477C054817)
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Re: DotP 2014 - WAD signature check disabling

Postby Zarroc » 13 Aug 2013, 01:36

I played around a bit with the wads and figured out the problem only occures when using DATA_DLC_S62.WAD (Sumomole's core). I don't know what changes were made with the new patch but it seems like sumomole's wad is the only one which is conflicting with them.
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Re: DotP 2014 - WAD signature check disabling

Postby sumomole » 13 Aug 2013, 10:26

Zarroc wrote:I played around a bit with the wads and figured out the problem only occures when using DATA_DLC_S62.WAD (Sumomole's core). I don't know what changes were made with the new patch but it seems like sumomole's wad is the only one which is conflicting with them.
I know, my core file is fine, just because the checking mechanism after this update become very strict, if any deck list has a card that can't be found in the game, the game will crash, and there is a test deck in my core file that always have some unreleased cards. I'll del the test deck and update core file to v4.1 now, and 2013 mod has the same problem, since Chandra deck has a error card name, I'll fix too.
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