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[08-01-2012] DOTP 2013 Community DLC MOD Released

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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby RolandHazoto » 07 Aug 2012, 00:50

RiiakShiNal wrote:... if you edit the profile you need to change the hash file to reflect the new hash, but I don't know the hashing algorithm so it would just wipe the profile and start over when you started the game next.
...
I was just working on the hash file and profile files. The hash seems to be randomly generated, I can't find any pattern. But I can see some consistency in the profile file.
I always have trouble describing these because my hexeditor (HxD) seems to display things differently from other but here goes:
Hash:
Unknown
Profile:
line 750 offset 2-4: 96 97 95
line 770 offset 2-3: ?? 8e (I forgot to write it down :( )
2nd file:
Hash:
23 bc 94 e5
Profile:
line 750 offset 2-4: 97 95 96
line 770 offset 3: 8f
3rd file:
Hash:
67 09 40 86
Profile:
line 750 offset 2-4: 96 95 97
line 770 offset 5-6: A5 9E (in 2nd file was 9F A5)

So there is some semblance of a pattern involved it's just not worked out. For further research I will start a separate thread so as to not clog this thread up.

Edit: Thread here.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby RiiakShiNal » 07 Aug 2012, 01:14

There is plenty of consistency in the profile file as it is not that hard to figure out parts of. The hash is never random there is some algorithm used to generate it, if it were random then it would not be able to detect when I make a change to the profile.

Edit: After a while I decided to make a clean profile save with the promo unlocks (mainly for those people who are having problems with the game crashing when they try to enter the codes). The only cards that are unlocked in this clean profile are the cards unlocked by entering the promo codes (and any custom promo cards present in our 3rd party mods as for what ever reason the codes also unlock ours).
Attachments
CleanProfileWithPromoUnlocks.zip
Clean Profile with Promo Unlocks
(614 Bytes) Downloaded 440 times
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby yuriap » 08 Aug 2012, 20:48

Is it possible to add more basic land pictures on the game engine? In my opinion, as a casual player, the present ones are becoming uncomfortably repetitious, making the game a little monotonous. And I think someway card's picture esthetics improves the MTG game experience by inducing a expansion on player's imagination into the wilderness of the exotic fantasy proposed worlds... Well, at least for me is one of the core reason for playing this wonderful and highly elaborated game. Anyway, if you modders don't think it is a good idea working on it, can you teach how to do it? Thank you! :D
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby thefiremind » 08 Aug 2012, 21:35

yuriap wrote:Is it possible to add more basic land pictures on the game engine?
I find more challenging (and thus funny) to code cards rather than making copies of basic lands that differ just for the illustrations, but I'm working on a Coldsnap deck, so I had to include basic snow lands, and I did it with this nice tutorial by kev:
viewtopic.php?f=63&t=7746
Note that there isn't a "big cauldron" of basic lands from which the game picks up a random illustration: if you make another pack of basic lands, you can let a deck use it, but then it will use that pack only, rather than the old pack plus the new pack. I hope I have been clear about what I meant.

If you look at the tutorial, and then you extract my WAD and look at what I did there, you should be ready to do the same with basic lands from the expansion that you prefer. Of course this requires modding, and I don't know how much you are into modding... anyway, if you can do it, now you know exactly how.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby yuriap » 08 Aug 2012, 22:36

thefiremind wrote:
yuriap wrote:Is it possible to add more basic land pictures on the game engine?
I find more challenging (and thus funny) to code cards rather than making copies of basic lands that differ just for the illustrations, but I'm working on a Coldsnap deck, so I had to include basic snow lands, and I did it with this nice tutorial by kev:
viewtopic.php?f=63&t=7746
Note that there isn't a "big cauldron" of basic lands from which the game picks up a random illustration: if you make another pack of basic lands, you can let a deck use it, but then it will use that pack only, rather than the old pack plus the new pack. I hope I have been clear about what I meant.

If you look at the tutorial, and then you extract my WAD and look at what I did there, you should be ready to do the same with basic lands from the expansion that you prefer. Of course this requires modding, and I don't know how much you are into modding... anyway, if you can do it, now you know exactly how.
I'll have to investigate more about modding to do that. But, thanks, you're clear and explained a lot.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby Emashzed » 11 Aug 2012, 14:32

I have just released into the community SVN PC ports of my iPad DLC ( viewtopic.php?f=102&t=7713 ) and translated every card in the mod to every available language as best as I could.

7 new decks (slightly renamed from their iPad counterpart) :

- DECK_0901_ST : Quest for Metal : Wheenies, Quest for the Holy Relic, Argentum Armor, Game over
- DECK_0902_ST : Fiery Mountains : Killing people with basic Mountains and Valakut, the Molten Pinnacle
- DECK_0903_ST : Affinity for Trouble : Affinity deck. Etched Champion madness
- DECK_0904_ST : Elvish Army : Create a million Elvish tokens. Watch opponent run screaming.
- DECK_0904_ST : White Knight Rises : Because 5/5 indestructible Mirran Crusader is fun
- DECK_0906_ST : Strobe Red : Direct Damage and fast Double Strike fun
- DECK_0907_ST : Full Metal Goblins : Mean, fast, big goblins with Kuldotha Rebirth
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby drleg3nd » 11 Aug 2012, 15:11

how can i dl these decks ?
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby MrDreadlock » 13 Aug 2012, 07:28

Is there any possibility to set all decks from this mod to unlock state from start?
I've played through custom campain twice, but because of the unlock limit(?)I always end up with 2-3 unlocked decks at most. :(
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby sadlyblue » 13 Aug 2012, 08:59

I make the request.
Untill the compatibility with the unlocks is solved, i would appreciate if you set them all unlocked (cards and decks). Its not fun to unlock the same cards over and over again.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby thefiremind » 13 Aug 2012, 10:19

For the decks, it's easy: just set them to always_available. For the cards, the best thing that can be done (as far as I know) is to give all the custom decks the same codes on APPID_LINKING, so you just have to open one of the decks in the deck manager, click on Unlock full deck or Premium foil deck, restart the game, and they are all unlocked.

Another possibility is to move (or copy) the normal unlocks to the promo unlocks: we discovered that entering any of the promo codes unlocks all the promo cards for the custom decks, so this would work as well.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby propel0 » 13 Aug 2012, 17:41

thefiremind wrote:For the decks, it's easy: just set them to always_available. For the cards, the best thing that can be done (as far as I know) is to give all the custom decks the same codes on APPID_LINKING, so you just have to open one of the decks in the deck manager, click on Unlock full deck or Premium foil deck, restart the game, and they are all unlocked.

Another possibility is to move (or copy) the normal unlocks to the promo unlocks: we discovered that entering any of the promo codes unlocks all the promo cards for the custom decks, so this would work as well.
hey firemind, can you clarify 'always_available' and using APPID_LINKING? I have the 3 DLC's installed, but cannot get all the decks to be available even though I've beaten the custom campaign, and also can't get the "Full Deck Unlock" to work in deck manager, everytime I click it, it sends me to the steam webpage.

just recently found this forum, and appreciate all the hard work, makes the game so much more enjoyable! Thanks for the help
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby thefiremind » 13 Aug 2012, 18:03

Sorry but with "easy" I was meaning "easy for modders"... it's not something that you can do without editing the WAD contents. But your information has been useful to me:
propel0 wrote:can't get the "Full Deck Unlock" to work in deck manager, everytime I click it, it sends me to the steam webpage.
so this is what happens on the original version, I guess. This means that the option of moving (or copying) the normal unlocks to the promo unlocks could be the only one that works for original versions as well. I'll test some more, and if nothing goes wrong, I'll do that for the next version of my mod. In the meanwhile, if kev and the other modders have other ideas in mind, please share them.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby kevlahnota » 14 Aug 2012, 05:29

In the next update the unlocks for custom decks will be unlocked and 5 intro decks from Avacyn Restored.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby Vavali » 15 Aug 2012, 01:51

kevlahnota wrote:In the next update the unlocks for custom decks will be unlocked and 5 intro decks from Avacyn Restored.
\:D/ Awesome! Do you have a timetable on around when we can expect the next release? :D
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby thefiremind » 16 Aug 2012, 22:52

Returning to the delicate topic of unlocks... I made some tests about my idea of using the promo unlocks as a means of making our unlocks always available. I discovered something useful: each of the promo codes unlocks 1 card for each possible deck, that's why they work in our custom decks, too. But if you give a high deckOrderId to the promo unlocks (I start from 100 and go on from there), a single code will unlock all of them (or at least, 10 of them, I didn't test what happens if I add more).
I also understood that the crash that can happen when entering a code has something to do with the custom decks inside the profile: this time I had the crashes and solved them by loading an old save that I made before starting to mod DotP2013.

EDIT: Nope, the promo unlocks plan is not viable: some decks lose their unlocks after restart, even with this method (again, probably according to a maximum number of saves).

Kev, what's your plan for making unlockables unlocked from the start?
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