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Dominion => Dominion Online at Shuffle iT => Dominion General Discussion => Goko Dominion Online => Topic started by: SCSN on October 11, 2015, 10:55:18 pm

Title: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on October 11, 2015, 10:55:18 pm
MAKiNG MORE FUN 0.48a for Windows, OSX and Linux

This mod enhances the look and extends the functionality of Making Fun's Dominion Online 2.0 for Windows, OSX and Linux. Features include Blitz Dominion, autoplay functionality, multi coin token input, alternative "End Actions/Turn" buttons, moving the chat to below the log, alternative hand layout for having a large number of uniques in hand, player counters being permanently visible, buttons to use Watchtower's abilities with a single click, control over the background graphics, a more readable, more compact log with better coloring, session statistics (score and first player count), card grouping in the log and the replacement of the Masq dark-blue border by a lighter tint—all combined with a GUI that provides you an easy way to customize your experience.

(http://www.makingmorefun.com/download/MMF04529c1.PNG)

(http://www.makingmorefun.com/download/BlitzFig2.PNG)

Autoplay

Since 0.44.2d autoplay functionality is available that automates certain trivial but repetitive actions, like deciding what Copper to trash with Moneylender, revealing a bane to Young Witch or not trashing your Urchin(s) after playing an attack. As of now the following cards admit autoplay: Alchemist, Bishop, Counting House, Torturer, Treasury, Urchin, Watchtower, Moat, Mountebank, Fool's Gold, Walled Village, Mining Village, Horse Traders, Tournament, Tunnel, Plaza, Stash, Moneylender, Trader and Bane reveal to Young Witch.

Installation Instructions

1. Download the mod: Windows (http://bit.ly/24ErXyK) | Mac (http://bit.ly/1oT4wRs) | Linux (http://bit.ly/1TTzRjO)

2. Under Windows, extract the downloaded .rar file to your "Program Files (x86)\Dominion\Dominion_Data\Managed" folder (or wherever you installed Dominion). If your file manager doesn't let you do this, restart it with admin privileges. For installation under OS X, consult the included text file or read this post (http://forum.dominionstrategy.com/index.php?topic=14009.msg540024#msg540024). No special instructions apply for Linux, just get the MMF files into your Dominion_Data\Managed folder.

3. Enjoy!

If you want to back-up the old file first, rename Assembly-CSharp.dll to something of your liking prior to extracting.

Updates

I'll be updating this mod to maintain compatibility with MF's client until they implement all these lovely features themselves (expected somewhere late March 2019). If you want your improved gameplay experience to continue uninterrupted, it's prudent to wait with updating your Dominion Online client to versions beyond 2.0.48 until an updated mod has been released.

Praise for MAKiNG MORE FUN

Man, that's amazing. I played two games, everything seems to be working and it's so much more pleasant than Goko or MF.

Just tried this out and it works perfectly. This combined with the faster speed settings from 2.0.42.1 really seem to make this version as good as / better than Goko Dominion, finally.

Big thumbs up from me - having a problem and deciding to actually do something about it.

This is great, thanks for going the extra half mile. It is amazing how much it actually improves the UI and speed of the game.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Chris is me on October 11, 2015, 11:31:59 pm
Just tried this out and it works perfectly. This combined with the faster speed settings from 2.0.42.1 really seem to make this version as good as / better than Goko Dominion, finally.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Awaclus on October 11, 2015, 11:46:37 pm
Just tried this out and it works perfectly. This combined with the faster speed settings from 2.0.42.1 really seem to make this version as good as / better than Goko Dominion, finally.

Well, it's not better than Goko as long as I can get into #vpoff games by accident, but the game itself is super good.

I'm somewhat disappointed that the name isn't MAKiNG MAKiNG FUN FUN though.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Beyond Awesome on October 12, 2015, 12:55:12 am
Nice.  Good work.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Voltaire on October 12, 2015, 12:59:11 am
Colored borders are fine to me - that's a good UI decision. The animations of them, on the other hand...
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Drab Emordnilap on October 12, 2015, 01:36:59 am
The thread title made me think you could only use this until you lost a game.

(Win Only)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: sudgy on October 12, 2015, 01:41:20 am
For the card borders, if it's simple enough, you could release a few different versions that have differing amounts of animation for those.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: assemble_me on October 12, 2015, 02:01:21 am
The thread title made me think you could only use this until you lost a game.

(Win Only)

Surely you got this wrong. It says if you use this client you'll never lose a game again
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Donald X. on October 12, 2015, 04:06:37 am
The one thing that's still present in the current patch are the colored borders to highlight your cards, although without the burning flames. I'm not quite sure what to do with them yet, so suggestions are welcome, including "I like them as they are".
Here's what I would do (though I don't know how much control you have):

- When picking a card to play, highlight it. You could have nothing here; the physical game handles it with card color. However it's fair to point out that orange and gray and blue and tan all mean Action and wouldn't it be nice to group them. So, instead of highlighting, you could change the card images to have the light gray title bar on all Actions, regardless of the rest of the card's color. However if you're ever more limited (e.g. "you may play a Cultist") you'd want highlighting for the relevant cards. So I might just always highlight playable cards.
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Burning Skull on October 12, 2015, 04:31:07 am
Now that's a new level of dedication!
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: drsteelhammer on October 12, 2015, 06:07:06 am
Let's keep in mind that it took SCSN 3-4 days to make a working version of animation-free Dominion, so we now know that it was unreasonable to expect it to be done from MF within the last 5 months.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: AdamH on October 12, 2015, 06:17:20 am
I would strongly caution anyone in the US (really anywhere, you really should look into that regardless IMO) against using this until someone who actually knows something about the laws behind this weighs in and says exactly how legal this is.

Does anyone at MF know that this exists? It's difficult for me to understand why we are so impatient that we want to do this now so we don't have to wait until they get to it. I really really really really think that you should take the link down temporarily, ask MF for permission to do this, and then put it back up when/if they give it to you; but I know you won't do that.

I would also be interested in seeing a "before and after" video of what this thing looks like. I bet you Jeff at MF would also be interested in seeing that. I'd be willing to make one, but there's no way I'm touching this at all until I know 100% that I can't possibly get in any trouble with anyone for doing it.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: -Stef- on October 12, 2015, 06:56:25 am
...strongly caution anyone...

Wow Adam. It's just a modification to some local code that changes the way things are displayed. He is not affecting the client/server interaction in any way.
Neither is SCSN trying to make money by selling this mod.

Big thumbs up from me - having a problem and deciding to actually do something about it.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Chris is me on October 12, 2015, 06:57:35 am
Just a hunch, but something tells me that nobody at Making Fun is going to sue their own customer base for replacing one text file on their computer with another. I don't think we need to assume that legal repercussions are on the horizon for everyone who dares to do this. At the very least, someone from MF would probably ask us not to use it first? What would make this illegal but Salvager just fine?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Beyond Awesome on October 12, 2015, 07:01:40 am
Why should MF mind? They know there is a segment that doesn't want animations. This solves that problem.

Anyway, I think you're being a bit paranoid here Adam.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: SCSN on October 12, 2015, 07:46:05 am
I would strongly caution anyone in the US (really anywhere, you really should look into that regardless IMO) against using this until someone who actually knows something about the laws behind this weighs in and says exactly how legal this is.

The Netherlands does not, in general, use capital punishment, but they make a singular exception for patching a .dll file in such a way that it disables some animations in a game client. It's just that I love you guys so much that I'm willing to risk my life to provide the Dominion experience I believe you deserve.

Quote
It's difficult for me to understand why we are so impatient that we want to do this now so we don't have to wait until they get to it.

So first I should wait for them to do their job (which, incidentally, I've been doing for five months (http://forum.makingfun.com/showthread.php?6596-FR-Option-to-completely-disable-all-animations-forrest-fires-soap-bubbles-and-other-nonsense&p=33555#post33555))...

Quote
I bet you Jeff at MF would also be interested in seeing that.

...and then I should take it upon myself to show them how to do it?

Man, if you want to be taken seriously, the least thing you could do is make sure your criticism is internally consistent.

But you're right on one point: I really do not care whether MF OKs this patch or not. In fact I hope they loath the thing, as that would be its greatest possible endorsement.

And just to be clear to everyone: the patch isn't going anywhere. The only person capable of making a take-down request that I might consider is Donald, and he's here in this very thread, making useful suggestions.

Neither is SCSN trying to make money by selling this mod.

The long con is to make all of you thoroughly dependent before introducing a monthly subscription with steadily increasing fee.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Burning Skull on October 12, 2015, 08:17:46 am
The long con is to make all of you thoroughly dependent before introducing a monthly subscription with steadily increasing fee.

In ducats, right?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: pubby on October 12, 2015, 08:40:16 am
Remember:

Only you can prevent forest fires.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: AdamH on October 12, 2015, 09:43:56 am
You can call it paranoid, but I know that where I'm from, this is getting close to being illegal (like into the gray area), so it's my responsibility to do some research to make sure what I'm doing is legal before doing it or else I'm breaking the law. I really don't want to break the law, that's important to me.

Maybe you all would do it differently, that's fine, go ahead. I actually was hoping to see what this thing looked like for myself because maybe it's awesome. I'm not saying it isn't. But at the same time, I'm not going to download an executable/patch from the internet made my some guy I've never met before (in person) and run it on my computer when I have reason to believe I might be breaking a law, no matter how small the percentage is.

Many people take computer security/legality too lightly, but as someone who works in that industry, I take it very seriously. You can call me paranoid but I know what I'm talking about here and being on the safe side is important to me. I never said you all shouldn't use it (despite being misquoted in the OP as having said that -- BTW I'm not mad about that, I actually found that really funny), I just said make sure to do your research before downloading and running an executable/patch from the internet on your computer. I don't understand why this advice is being criticized, everyone should always do that anyways.

I don't know what modifications to the file he made, I don't know that it doesn't mess with the client/server interactions. I could find out but I'm not going to buy a license to IDA and poke around and see what he did nor can I really take his word for it and just hope that holds up as a legal defense. I also don't know if these particular modifications are going to be any good once the next version of MF Dominion is released, maybe he'll have to patch that one separately, who knows?

Big thumbs up from me - having a problem and deciding to actually do something about it.

I'm going to say this the nicest way I can: F.DS as a whole has done a really awful job of explaining to MF what they want out of MF's client. SCSN's post that he links is a great example of this. The fact that his request hasn't been implemented in five months does not mean they will never do it; nobody here knows how hard that is to do, and their product is still in beta. We still have Goko to play on. This fix will probably only work for one version of a beta piece of software that nobody will be using two weeks from now. I'm not saying there isn't value in this (that's why I suggested that someone make a video of this and show it to Jeff) but let's not misrepresent what's happening here: aside from that video, the only value in this would come from SCSN having to potentially do more RE and release a different patch for every single version of MF Dominion that ever comes out. Maybe some day this patch will just stop working altogether. I don't know the details of this but I'd be surprised to hear otherwise.

On the other hand, I made a video a while back about the animation delay, sent it to some people at MF, and wasn't a total jerkbag. This most recent version of the software shows actual improvement as a direct result of that. This improvement, without any additional work from me, will be in every future version of MF Dominion, and the people who actually develop this thing understand the feedback, why it's important, and have now incorporated it into their design. It's, like, good software engineering practice instead of a hack. Sure, it isn't perfect, but it's an improvement and they're still developing the software. I don't think this thing is perfect either (maybe it is, I haven't tried it). Since then I've exchanged several PMs with people at MF, helped them with a few other things, and I'd like to think that if there's something I can share with them that represents what people here care about, maybe I can help bring that to MF's attention in a way that they can understand and use, since this forum in general doesn't have a good track record of that.

If this is well-received by the community here, then I'd love to use this experience and my contact with them to translate this into something constructive that they can use. A video of this thing along with maybe an explanation of what exactly about it is desirable would go a long way.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: theory on October 12, 2015, 09:48:03 am
There's a difference between cautioning against downloading an exe file to your computer and cautioning against doing something illegal.  The former is good advice independent of whether the negative outcome is illegal; the latter is implausible here absent some kind of scienter on your part.

In other words this seems on par with Goko Salvager, no?  The main difference is that people used Goko Salvager for a long time and it built up some trust with the users, trust which SCSN is still building.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: AdamH on October 12, 2015, 09:54:40 am
There's a difference between cautioning against downloading an exe file to your computer and cautioning against doing something illegal.  The former is good advice independent of whether the negative outcome is illegal; the latter is implausible here absent some kind of scienter on your part.

One was about computer security and the other is about law, so yes they're totally different. I actually don't know what you mean by the bolded part, though. I don't have time to read MF's EULA right now, umm, obviously I need to do some more research, which was the whole point of what I said, yeah? What am I missing here?

In other words this seems on par with Goko Salvager, no?  The main difference is that people used Goko Salvager for a long time and it built up some trust with the users, trust which SCSN is still building.

You aren't wrong, though the fact that Salvager was open-source helped a lot. I could just look at the code and know that it wasn't doing anything super-shady or illegal (Goko also said they were OK with it at some point, didn't they? That was a long time ago.)

This is much harder because it requires knowledge of a lot of components we don't have source for, and some more detailed information about what exactly SCSN did. For my own intellectual curiosity I'd certainly like to see that, and it would also be a prerequisite for me ever running this thing on my computer (realistically, though, I'd have to do a LOT of RE into MF's client as well, and I really really hate RE so it's probably not going to happen).
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Chris is me on October 12, 2015, 10:05:33 am
Minor pedantic point - this isn't an executable file, it is just a replacement DLL file with some of the contents deleted. You don't have to run anything on your computer to make this work - you just replace the old one with this one. Haven't tried this but I bet you can use any number of text editors to compare the two files and confirm that its all just deletions.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: AdamH on October 12, 2015, 10:07:08 am
Minor pedantic point - this isn't an executable file, it is just a replacement DLL file with some of the contents deleted. You don't have to run anything on your computer to make this work - you just replace the old one with this one. Haven't tried this but I bet you can use any number of text editors to compare the two files and confirm that its all just deletions.

DLLs are executable files. The fact that it's all deletions doesn't really mean much.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Watno on October 12, 2015, 10:08:42 am
I'm going to say this the nicest way I can: F.DS as a whole has done a really awful job of explaining to MF what they want out of MF's client. SCSN's post that he links is a great example of this. The fact that his request hasn't been implemented in five months does not mean they will never do it; nobody here knows how hard that is to do, and their product is still in beta. We still have Goko to play on. This fix will probably only work for one version of a beta piece of software that nobody will be using two weeks from now. I'm not saying there isn't value in this (that's why I suggested that someone make a video of this and show it to Jeff) but let's not misrepresent what's happening here: aside from that video, the only value in this would come from SCSN having to potentially do more RE and release a different patch for every single version of MF Dominion that ever comes out. Maybe some day this patch will just stop working altogether. I don't know the details of this but I'd be surprised to hear otherwise.

On the other hand, I made a video a while back about the animation delay, sent it to some people at MF, and wasn't a total jerkbag. This most recent version of the software shows actual improvement as a direct result of that. This improvement, without any additional work from me, will be in every future version of MF Dominion, and the people who actually develop this thing understand the feedback, why it's important, and have now incorporated it into their design. It's, like, good software engineering practice instead of a hack. Sure, it isn't perfect, but it's an improvement and they're still developing the software. I don't think this thing is perfect either (maybe it is, I haven't tried it). Since then I've exchanged several PMs with people at MF, helped them with a few other things, and I'd like to think that if there's something I can share with them that represents what people here care about, maybe I can help bring that to MF's attention in a way that they can understand and use, since this forum in general doesn't have a good track record of that.

It can't be that hard to implement, considering SCSN did it in a say. Also I really think you should need a video to understand "option to turn off animations".
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: -Stef- on October 12, 2015, 10:14:02 am
Big thumbs up from me - having a problem and deciding to actually do something about it.

I'm going to say this the nicest way I can: F.DS as a whole has done a really awful job of explaining to MF what they want out of MF's client.

I don't agree with you at all. I've been very active in their closed beta release, I've given them way more feedback then I guess anyone else and got really nice thank you notes for each and every one of them. However, the only kind of thank you I was interested in was actually fixing the things I reported. And this almost never happened. In fact, quite often things got worse.

I also think I have a pretty good feeling for how hard it is to make a product like this, and how hard it is to do better then what MF is doing here.
It isn't hard at all. They're doing a terrible job, having their priorities completely mixed up. They're close to killing the game I love so much.
My best and almost only hope is that MF goes broke asap and we can have new party give it a go. Man, I'd love to be part of that.
And then I mean actually a new party, not just the same guys with a new name and a new bag of money reimplementing their own stupid UI.
Fortunately the game is just too good to die out completely, but it's ridiculously small as an online game and that is their fault entirely.

I don't think it's really up to f.ds to explain to Making Fun what they're doing wrong. That only starts working once they're up to a certain base level and want to improve even further.
For now the way they're dealing with feedback is just ridiculous to the point that they don't deserve to receive it any further. There is no point in talking to a wall, and it certainly isn't enjoyable.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Awaclus on October 12, 2015, 10:20:21 am
I'm streaming on this patch now.

http://www.twitch.tv/awaclus_
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: AdamH on October 12, 2015, 10:22:59 am
It can't be that hard to implement, considering SCSN did it in a say. Also I really think you should need a video to understand "option to turn off animations".

Developing software is hard. I don't know what their code looks like, but depending on their design/implementation, it might be difficult to do this. I don't know the details of SCSN's patch, but maybe he just turned off their display pixels or something -- the point is, coming up with a solution that works well with their design may be more complicated than adding in a check box and changing 3 lines of code. The fact that many people here, who aren't software engineers, think that they know how to develop code they've never seen before better than the people who actually wrote the code and who are software engineers, shows a lack of respect.

Many people here think they don't deserve respect. OK, it's OK to think that. I don't. But if someone shows that they don't have respect for me, I'm not going to make their complaints the top priority just to shut them up.

As for the video, I was hoping to see that to satisfy my curiosity for what this thing actually does, since I'm not willing to put it on my computer. Based on my previous experience, it seems that videos are a great way to communicate other animation-related issues that I've helped with in the past, but that's a separate thing, more related to my desperate attempt to try and find some actual value in this.

Sorry if I was unclear about that.

I don't agree with you at all.

OK, actually I agree with a good chunk of what you said. I addressed most of it up there and the rest I feel like we can just agree to disagree. Cool.

I don't think it's really up to f.ds to explain to Making Fun what they're doing wrong.

You're right here. I'm bringing that up because there seems to be this attitude around here that we can all be jerks to them and complain about stuff in a non-constructive way (I'm not saying you ever did that, I'm pretty sure you didn't) and then expect to have our complaints be their highest priority. As long as we still have Goko to play on I really don't see what the rush is.

I'm streaming on this patch now.

http://www.twitch.tv/awaclus_

Crap, I can't watch that right now. Please highlight?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Watno on October 12, 2015, 10:57:09 am
It can't be that hard to implement, considering SCSN did it in a say. Also I really think you should need a video to understand "option to turn off animations".

Developing software is hard. I don't know what their code looks like, but depending on their design/implementation, it might be difficult to do this. I don't know the details of SCSN's patch, but maybe he just turned off their display pixels or something -- the point is, coming up with a solution that works well with their design may be more complicated than adding in a check box and changing 3 lines of code. The fact that many people here, who aren't software engineers, think that they know how to develop code they've never seen before better than the people who actually wrote the code and who are software engineers, shows a lack of respect.

If they cared about nice code, it shouldn't be hard to turn off the animations. If they don't, why would they mind doing it whatever way SCSN did it?
I don't claim I would be able to write a better Dominion Online. What I'm saying is that MF should be able to do it better, since they're software engineers and I'm not.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 11:04:29 am
This patch isn't really grounds for criticism that adding this feature should have been easy.  Removing the animation content from the game entirely isn't a proper software engineering solution.  You don't tell one of your software engineers to compose a different source file with some of its contents missing, and add an option to use that instead.  You make an option in your code to set up a "animations on" global variable, and add "if" statements in front of animation playback that check the global variable throught your code.  There might be various different logics for playing an animation, and if the code is bad and messy it might be more complicated than just one "if" statement to stop the playback.  This is a one click answer that uses a bad coding practice to make a quick change.


It still totally shouldn't take more than a week, but don't relate the patch to the feature.  The patch can be done in O(1) man hours, or O(2) if there's a couple places where the animation was stored.  A proper fix is more like O(n) where n is the number of animation calls.  There's not a relationship between those two things, adding an animation call wouldn't make SCSN's fix easier and storing three more animations in a different section of that DLL file wouldn't make MF's solution harder.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: AdamH on October 12, 2015, 11:11:30 am
What I'm saying is that MF should be able to do it better, since they're software engineers and I'm not.

Not knowing anything about their code, I can't say whether or not I think they should be doing a better job because I don't actually know. This (which I believe is the sentiment of many other people here) just assumes they should be doing better because we wish they were. It's just speculation and disrespect.

Whether or not you're right (maybe you are), I don't think this is a constructive thing to think, so I don't think it.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: sc0UT on October 12, 2015, 11:14:01 am
I'm streaming on this patch now.

http://www.twitch.tv/awaclus_

Still watching. Nice work SCSN! Thumbs up!
 :)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Watno on October 12, 2015, 11:19:35 am
What I'm saying is that MF should be able to do it better, since they're software engineers and I'm not.

Not knowing anything about their code.
Well you know that they wrote it. It's not like they got given some code that they had to work with, they're completely responsible themselves for their code.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: AdamH on October 12, 2015, 11:21:55 am
What I'm saying is that MF should be able to do it better, since they're software engineers and I'm not.

Not knowing anything about their code.
Well you know that they wrote it. It's not like they got given some code that they had to work with, they're completely responsible themselves for their code.

I can think of reasonable designs for games with animations where it would be difficult to add a switch to just turn them completely off, especially if they want to support taking other actions while animations are still resolving.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: SCSN on October 12, 2015, 11:25:49 am
This patch isn't really grounds for criticism that adding this feature should have been easy.

Except that it is, because there is in fact the equivalent of a global variable controlling these things and implementing a fix would be as simple as creating a GUI element somewhere that controls its value.

The fact that they haven't done it so far is evidence of either sheer unwillingness or utter incompetence (possibly both).

Removing the animation content from the game entirely isn't a proper software engineering solution. 

I haven't removed any animation content.

It still totally shouldn't take more than a week, but don't relate the patch to the feature.  The patch can be done in O(1) man hours, or O(2) if there's a couple places where the animation was stored.  A proper fix is more like O(n) where n is the number of animation calls.

It's the other way around. If I had access to the entire source code rather than just a partially decompiled version of it, a proper fix would have taken me 30 minutes max rather than the ~10 hours I've spend on it so far (including hours of trying to repair decompiled gibberish).
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Watno on October 12, 2015, 11:37:24 am
It still totally shouldn't take more than a week, but don't relate the patch to the feature.  The patch can be done in O(1) man hours, or O(2) if there's a couple places where the animation was stored.  A proper fix is more like O(n) where n is the number of animation calls.  There's not a relationship between those two things, adding an animation call wouldn't make SCSN's fix easier and storing three more animations in a different section of that DLL file wouldn't make MF's solution harder.

O(1)=O(2).
A proper fix might need O(n), but it shouldn't.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 11:38:30 am
But you didn't use the global variable?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 11:43:55 am
It still totally shouldn't take more than a week, but don't relate the patch to the feature.  The patch can be done in O(1) man hours, or O(2) if there's a couple places where the animation was stored.  A proper fix is more like O(n) where n is the number of animation calls.  There's not a relationship between those two things, adding an animation call wouldn't make SCSN's fix easier and storing three more animations in a different section of that DLL file wouldn't make MF's solution harder.

O(1)=O(2).
A proper fix might need O(n), but it shouldn't.
Yeah if the code is written right, there is a "Play animation" master funciton that can just check the global variable at the start to decide if it should do anything at all.  But there's ways to write it poorly enough that you'd need to check at every separate possible way you can call for the animations.

I presumed that without the source code SCNS had to remove the animations or break something in the pipe that allowed animations to be played back in general, like killing the function that calls animations.  If he did enough reverse engineering to do something more proper than I'd have to retract.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: AdamH on October 12, 2015, 11:46:15 am
This patch isn't really grounds for criticism that adding this feature should have been easy.

Except that it is, because there is in fact the equivalent of a global variable controlling these things and implementing a fix would be as simple as creating a GUI element somewhere that controls its value.

If you are that sure, show me some evidence and I might believe you. Like, I'm actually interested in everything you believe you've learned throughout this process. I found AI's write-ups that were posted a couple of years ago about the leaderboard or something really fascinating.

But even if that's the case, and let's say you even prove that it's something they can easily change and it has no adverse side effects that you just haven't come across yet, I don't think that's grounds to say that they're incompetent or even that you could do better. I mean, they are the ones that get to decide what the priorities are.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Watno on October 12, 2015, 11:49:50 am
I don't get where all this mistrust comes from. Why would SCSN lie about this?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: AdamH on October 12, 2015, 11:53:21 am
I don't get where all this mistrust comes from. Why would SCSN lie about this?

RE is really hard, something that looks like a global flag could be something that the compiler added or ten other things.

I also have unrelated issues with SCSN but I feel like I've been doing a good job keeping that separate.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: SCSN on October 12, 2015, 11:57:35 am
I don't get where all this mistrust comes from. Why would SCSN lie about this?

I think it's just that Adam hates me for some reason. I don't understand why, I've always considered him a great guy and until recently we've always been on good terms. I still have nothing against him but I am getting a bit tired of his interference with this thread.

To be clear: I made this patch for my personal use and decided to release it for the benefit of others. If you like to use it: you're welcome and I'll continue to provice you updates for as long as I'm capable. If you're not interested: you're equally welcome, but please leave this thread alone.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: AdamH on October 12, 2015, 12:14:31 pm
I saw you encouraging some people to do something that is of questionable legal status and computer security, so I posted here to warn people about that. Sorry if you find that annoying, but you aren't going to convince me that I shouldn't have done that.

Then I'm trying to get enough of an idea about what people like about the way this looks to present something meaningful to MF for the benefit of everyone involved, but most importantly linux and mac users and even you (so you don't have to patch every future release).

And I'm the bad guy here? All of this is interference? On top of that stuff, because of the discussion I brought up, there's (hopefully) going to be a video of what your thing does so people can watch it before downloading it. Excuse me for trying to help.

You want me to stop posting here? Well I wanted you to stop posting (http://forum.dominionstrategy.com/index.php?topic=11583.0) in other threads when you had absolutely nothing positive to add, and you were just trolling and you didn't really comply, but fine. I'm not helping you anymore, and I'm not reading any more replies to this thread.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Voltaire on October 12, 2015, 12:28:39 pm
Not knowing anything about their code, I can't say whether or not I think they should be doing a better job because I don't actually know. This (which I believe is the sentiment of many other people here) just assumes they should be doing better because we wish they were. It's just speculation and disrespect.

Whether or not you're right (maybe you are), I don't think this is a constructive thing to think, so I don't think it.

It's not disrespectful to expect a client we enjoy, and be disappointed, frustrated, or even angry when they fail to deliver.

I've certainly seen plenty of bad-faith interactions with MF. David certainly was disrespected plenty of times when he was posting here. That's a shame and reflects badly on fds. However, plenty of other people were polite and mature about things.

The fact is, the fundamental fault lies with a company that inherited a bad program, made the correct decision to take a long time to re-code everything from scratch, and has just committed unforced error after unforced error ever since. Pointing out that fact is not disrespectful, even if you aren't a programmer.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Awaclus on October 12, 2015, 12:29:06 pm
It can't be that hard to implement, considering SCSN did it in a say. Also I really think you should need a video to understand "option to turn off animations".

Developing software is hard. I don't know what their code looks like, but depending on their design/implementation, it might be difficult to do this. I don't know the details of SCSN's patch, but maybe he just turned off their display pixels or something -- the point is, coming up with a solution that works well with their design may be more complicated than adding in a check box and changing 3 lines of code. The fact that many people here, who aren't software engineers, think that they know how to develop code they've never seen before better than the people who actually wrote the code and who are software engineers, shows a lack of respect.

Many people here think they don't deserve respect. OK, it's OK to think that. I don't. But if someone shows that they don't have respect for me, I'm not going to make their complaints the top priority just to shut them up.

As for the video, I was hoping to see that to satisfy my curiosity for what this thing actually does, since I'm not willing to put it on my computer. Based on my previous experience, it seems that videos are a great way to communicate other animation-related issues that I've helped with in the past, but that's a separate thing, more related to my desperate attempt to try and find some actual value in this.

Sorry if I was unclear about that.

I don't agree with you at all.

OK, actually I agree with a good chunk of what you said. I addressed most of it up there and the rest I feel like we can just agree to disagree. Cool.

I don't think it's really up to f.ds to explain to Making Fun what they're doing wrong.

You're right here. I'm bringing that up because there seems to be this attitude around here that we can all be jerks to them and complain about stuff in a non-constructive way (I'm not saying you ever did that, I'm pretty sure you didn't) and then expect to have our complaints be their highest priority. As long as we still have Goko to play on I really don't see what the rush is.

I'm streaming on this patch now.

http://www.twitch.tv/awaclus_

Crap, I can't watch that right now. Please highlight?

Done. (http://www.twitch.tv/awaclus_/v/20363548)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 12:38:29 pm
There's not really any reason to be worried about legality here. 



Once I've checked all those boxes I click the download button on anything, like Super Mario World rom hacks since I've bought that game from Nintendo like 3 times. (cept maybe it gives me an unfair advantage just in general because after riding a rocket Yoshi I'm a baller at lyfe)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 12:39:52 pm
Those were supposed to be brackets with X's in them.

Theory your forum is governmental overreaching into my posts wtf

Theory I threaten to hack my copy of Mozilla so that my posts are not animated to contain bullets, ban me pls.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Kirian on October 12, 2015, 12:55:41 pm
  • It isn't harmful towards other users
  • It doesn't give you an unfair advantage in competing with other users.
Importantly, these two aren't even grounds for legal action.  I played WoW for eight years; Blizzard closed accounts for this sort of thing, but never really took legal action because there were no damages to recover and no laws broken.

The worst that can come of doing this is to get your account closed.  But Blizzard could afford to close 1% of its WoW accounts because WoW brings in money hand over fist--and the other 99% actively wanted the botting jerks closed.  If MF decides to close accounts because a user provided a service that a majority of people want... they can't afford that sort of bad publicity.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Awaclus on October 12, 2015, 01:21:28 pm
  • It isn't harmful towards other users
  • It doesn't give you an unfair advantage in competing with other users.
Importantly, these two aren't even grounds for legal action.  I played WoW for eight years; Blizzard closed accounts for this sort of thing, but never really took legal action because there were no damages to recover and no laws broken.

The worst that can come of doing this is to get your account closed.  But Blizzard could afford to close 1% of its WoW accounts because WoW brings in money hand over fist--and the other 99% actively wanted the botting jerks closed.  If MF decides to close accounts because a user provided a service that a majority of people want... they can't afford that sort of bad publicity.

And even Blizzard isn't really putting in a huge amount of effort to prevent botting in their games.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 02:04:21 pm
Those last two are things that I am simply unwilling to do as an individual because I'm not a douche, not things I expect reprisals for or expect to be legally relevant.

I do things that are a) moral + b) unlikely to get me in trouble due to illegality.  Many forms of piracy fail A but not B.  Putting money into other people's parking meters in certain cities passes A but not B.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 02:09:13 pm
Fun story guys, a couple weeks ago I played me some Pokemon Red version, an 8 bit game published in 1996 that also fought with the struggles of developing software for portable platforms!

The first thing I did was disable animations! Fascinatingly I did not need to wait for "patch" in yellow version or any other sequel for that.  The feature was just already there.  For an 8 bit black and white children's game controlled with three buttons and a control pad it was still considered a bare bones minimum necessary function for the animations to be removable since, while flavorful (oops, I ruined my metaphor because Dominion animations aren't even remotely flavorful), they were not necessary to communicate the facts of gameplay.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Cave-o-sapien on October 12, 2015, 02:23:25 pm
Did I miss something where MF said that disabling animations was too difficult to implement?

Or is this just a design choice?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Watno on October 12, 2015, 02:26:53 pm
They claimed to have put it on their to-do-list half a year ago. Nothing happened since then.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 02:28:11 pm
They should at least be like Blizzard and say they want to force players to subject themselves to them whether they like it or not
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Cave-o-sapien on October 12, 2015, 03:01:50 pm
They should at least be like Blizzard and say they want to force players to subject themselves to them whether they like it or not

Yep.

I mean, it seems kind of silly for people on both sides to be arguing that this is just too difficult for them to do if it's a design choice.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: LastFootnote on October 12, 2015, 03:14:49 pm
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.

Maybe you're picturing something different from what I'm picturing, but wouldn't a giant red X obscure the card itself?

Now that they've got the gauntlet hand cursor, maybe there could be separate cursors for trashing and discarding.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Drab Emordnilap on October 12, 2015, 03:26:01 pm
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.

Maybe you're picturing something different from what I'm picturing, but wouldn't a giant red X obscure the card itself?

Now that they've got the gauntlet hand cursor, maybe there could be separate cursors for trashing and discarding.

In my head, what he was describing was a non 100% opaque X,'so the card was still visible through it. Obviously the more visible you make the X, the less visible you make the card through the X.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: GendoIkari on October 12, 2015, 03:58:45 pm
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.

Maybe you're picturing something different from what I'm picturing, but wouldn't a giant red X obscure the card itself?

Now that they've got the gauntlet hand cursor, maybe there could be separate cursors for trashing and discarding.

I think the real answer is to first select the cards you want to trash/discard, and then press a button for trash/discard. Isotropic did something like this, though there you had to use a separate interface than your actual hand to make the selections, so that wasn't good. In my Temporum client, as you select each item in your hand, it moves upward to separate it from other cards in your hand.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: yed on October 12, 2015, 04:24:13 pm
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.

Maybe you're picturing something different from what I'm picturing, but wouldn't a giant red X obscure the card itself?

Now that they've got the gauntlet hand cursor, maybe there could be separate cursors for trashing and discarding.

I think the real answer is to first select the cards you want to trash/discard, and then press a button for trash/discard. Isotropic did something like this, though there you had to use a separate interface than your actual hand to make the selections, so that wasn't good. In my Temporum client, as you select each item in your hand, it moves upward to separate it from other cards in your hand.

No, that is one more click. Too slow...
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 04:27:50 pm
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.

Maybe you're picturing something different from what I'm picturing, but wouldn't a giant red X obscure the card itself?

Now that they've got the gauntlet hand cursor, maybe there could be separate cursors for trashing and discarding.

Um, X's leave something visible in the north, south, east, and west part of the card.  Fortunately the name is in the north part of the card, which should tell you everything you need to know about the card.  If you can't remember whether Nobles is also an action card because the red crossbar is blocking the typeline, I think you're fated to make a bad trashing decision anyway.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Drab Emordnilap on October 12, 2015, 04:32:03 pm
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.

Maybe you're picturing something different from what I'm picturing, but wouldn't a giant red X obscure the card itself?

Now that they've got the gauntlet hand cursor, maybe there could be separate cursors for trashing and discarding.

Um, X's leave something visible in the north, south, east, and west part of the card.  Fortunately the name is in the north part of the card, which should tell you everything you need to know about the card.  If you can't remember whether Nobles is also an action card because the red crossbar is blocking the typeline, I think you're fated to make a bad trashing decision anyway.

If I play Chapel, and big red Xs obscure every card in my hand, and I want to trash that one card that lets me gain an attack, but I can't remember which one that was, that information should be as easy as possible to acquire.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: GendoIkari on October 12, 2015, 04:32:55 pm
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.

Maybe you're picturing something different from what I'm picturing, but wouldn't a giant red X obscure the card itself?

Now that they've got the gauntlet hand cursor, maybe there could be separate cursors for trashing and discarding.

Um, X's leave something visible in the north, south, east, and west part of the card.  Fortunately the name is in the north part of the card, which should tell you everything you need to know about the card.  If you can't remember whether Nobles is also an action card because the red crossbar is blocking the typeline, I think you're fated to make a bad trashing decision anyway.

Well probably the most important part in being able to make a good decision to trash is the ability to see the card art, because I'm assuming most people identify cards based on the art moreso than they check the name line. But I still agree with your point; an X through the card isn't going to be enough to stop you from quickly identifying the card based on the art.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: GendoIkari on October 12, 2015, 04:40:47 pm
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.

Maybe you're picturing something different from what I'm picturing, but wouldn't a giant red X obscure the card itself?

Now that they've got the gauntlet hand cursor, maybe there could be separate cursors for trashing and discarding.

Um, X's leave something visible in the north, south, east, and west part of the card.  Fortunately the name is in the north part of the card, which should tell you everything you need to know about the card.  If you can't remember whether Nobles is also an action card because the red crossbar is blocking the typeline, I think you're fated to make a bad trashing decision anyway.

If I play Chapel, and big red Xs obscure every card in my hand, and I want to trash that one card that lets me gain an attack, but I can't remember which one that was, that information should be as easy as possible to acquire.

(http://i.imgur.com/5qJIA8o.png?1)


Hmmm, I guess I have to agree with you. If someone is looking at that card and trying to decide if they want to keep it for the on-play money, or trash it for the attack, then they'd have to go through extra effort to figure out how much the on-play money is.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 04:49:46 pm
Is there something I'm missing that will make it impossible for you to view the card in the supply in the event you bought a card but forgot what it does?

I thought most players have a card memorized by the time they've chosen to make it part of their deck.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 04:52:00 pm
Also, I thought Donald's suggestion was that the red X only appears on mouseover.  So to view the information, you move the mouse just a little in like, any direction, and bam, the information is available to you.  So that information is "as easy as possible to acquire". 
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Voltaire on October 12, 2015, 04:53:15 pm
I thought most players have a card memorized by the time they've chosen to make it part of their deck.

We are not most players.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: GendoIkari on October 12, 2015, 05:02:35 pm
I thought most players have a card memorized by the time they've chosen to make it part of their deck.

We are not most players.

Yeah this. I think it's pretty likely that a more casual player, the type who doesn't spend time on forums about Dominion strategy, will sometimes, if not often, not know what a card does when it's in his hand. And in that case, looking up to the supply to find the same card is a step that he shouldn't have to take. However, if indeed the red x only appears on mouseover, then I think that's just perfect.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 05:05:13 pm
I thought most players have a card memorized by the time they've chosen to make it part of their deck.

We are not most players.

Yeah this. I think it's pretty likely that a more casual player, the type who doesn't spend time on forums about Dominion strategy
Yeah, but we are like, discussing a patch that is circulated primarily through a forum about Dominionstrategy, so like, that's the relevant subgroup !??!?!?!?!?!!?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: GendoIkari on October 12, 2015, 05:05:45 pm
I thought most players have a card memorized by the time they've chosen to make it part of their deck.

We are not most players.

Yeah this. I think it's pretty likely that a more casual player, the type who doesn't spend time on forums about Dominion strategy
Yeah, but we are like, discussing a patch that is circulated primarily through a forum about Dominionstrategy, so like, that's the relevant subgroup !??!?!?!?!?!!?

Best counterpoint ever. Touche.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: assemble_me on October 12, 2015, 05:15:06 pm
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.

Maybe you're picturing something different from what I'm picturing, but wouldn't a giant red X obscure the card itself?

Now that they've got the gauntlet hand cursor, maybe there could be separate cursors for trashing and discarding.

I think the real answer is to first select the cards you want to trash/discard, and then press a button for trash/discard. Isotropic did something like this, though there you had to use a separate interface than your actual hand to make the selections, so that wasn't good. In my Temporum client, as you select each item in your hand, it moves upward to separate it from other cards in your hand.

I really really like this. That would be the best solution for me. You have your hand and then you have that kind of layer (like the one you have for example when looking at the cards from Black Market or something like that). You click on the cards and they get moved to that layer. If you have misclicked and chosen a wrong card, you can click on the card in that layer and the card will be moved back to your hand (Click safety 1). After you've finished choosing you have to click a button that says trash or discard (safety 2). But also, I guess that's really something to implement and I doubt it can be done easily. Also, it actually might be a bit annoying with cards like Hamlet.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Voltaire on October 12, 2015, 05:36:37 pm
I thought most players have a card memorized by the time they've chosen to make it part of their deck.

We are not most players.

Yeah this. I think it's pretty likely that a more casual player, the type who doesn't spend time on forums about Dominion strategy
Yeah, but we are like, discussing a patch that is circulated primarily through a forum about Dominionstrategy, so like, that's the relevant subgroup !??!?!?!?!?!!?

I thought we were talking about our dreams for what MF itself should do...but I now see your point.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: popsofctown on October 12, 2015, 05:42:53 pm
I thought most players have a card memorized by the time they've chosen to make it part of their deck.

We are not most players.

Yeah this. I think it's pretty likely that a more casual player, the type who doesn't spend time on forums about Dominion strategy
Yeah, but we are like, discussing a patch that is circulated primarily through a forum about Dominionstrategy, so like, that's the relevant subgroup !??!?!?!?!?!!?

I thought we were talking about our dreams for what MF itself should do...but I now see your point.
The red X originally came from Donald's suggestion for SCSN's patch, so yeah, that is what we've been talking about.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Voltaire on October 12, 2015, 05:45:56 pm
I'm just off in this fantasy-land where clean functional UI can coexist with pleasing graphic design by the official programmer for Dominion online so...someone hold me.  :(
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Donald X. on October 12, 2015, 06:19:41 pm
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.

Maybe you're picturing something different from what I'm picturing, but wouldn't a giant red X obscure the card itself?

Now that they've got the gauntlet hand cursor, maybe there could be separate cursors for trashing and discarding.

I think the real answer is to first select the cards you want to trash/discard, and then press a button for trash/discard. Isotropic did something like this, though there you had to use a separate interface than your actual hand to make the selections, so that wasn't good. In my Temporum client, as you select each item in your hand, it moves upward to separate it from other cards in your hand.
Yes that would be good. It seems beyond the scope for SCSN though.

I don't like the gauntlet, but yes a different cursor would do the trick too.

Obv. it has to be possible to read all cards no matter what (which it isn't), so obscuring text with the X isn't an issue (once that's otherwise fixed). Mostly I will know how many coins Squire makes, and when I don't I can go look, and that extra trouble is nothing next to trashing a card I thought I was playing.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Cave-o-sapien on October 12, 2015, 06:50:51 pm
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.

Maybe you're picturing something different from what I'm picturing, but wouldn't a giant red X obscure the card itself?

Now that they've got the gauntlet hand cursor, maybe there could be separate cursors for trashing and discarding.

I think the real answer is to first select the cards you want to trash/discard, and then press a button for trash/discard. Isotropic did something like this, though there you had to use a separate interface than your actual hand to make the selections, so that wasn't good. In my Temporum client, as you select each item in your hand, it moves upward to separate it from other cards in your hand.

No, that is one more click. Too slow...

I'd like this option for multiple-selection discards or trashes, but if it's just a single card I would prefer only a single click (or no click for Moneylender).

(and I'm not sure I can explain why this doesn't seem inconsistent to me)

Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Chris is me on October 12, 2015, 07:07:43 pm
- When picking a card to trash or return-to-supply, put a giant red X over the entire card image. No amount of highlighting does the trick.
- When picking a card to discard or put-on-deck, put a giant left arrow over the card image.

Maybe you're picturing something different from what I'm picturing, but wouldn't a giant red X obscure the card itself?

Now that they've got the gauntlet hand cursor, maybe there could be separate cursors for trashing and discarding.

I think the real answer is to first select the cards you want to trash/discard, and then press a button for trash/discard. Isotropic did something like this, though there you had to use a separate interface than your actual hand to make the selections, so that wasn't good. In my Temporum client, as you select each item in your hand, it moves upward to separate it from other cards in your hand.
Yes that would be good. It seems beyond the scope for SCSN though.

I don't like the gauntlet, but yes a different cursor would do the trick too.

Obv. it has to be possible to read all cards no matter what (which it isn't), so obscuring text with the X isn't an issue (once that's otherwise fixed). Mostly I will know how many coins Squire makes, and when I don't I can go look, and that extra trouble is nothing next to trashing a card I thought I was playing.

A simple solution would be to put the X over just the art of the card. Still visible, doesn't block anything vital.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Donald X. on October 12, 2015, 07:16:34 pm
Developing software is hard.
That was never my experience, back when I was a programmer. I used to say, every programming task was either trivial or impossible. And I don't mean, impossible-hard, I mean, impossible-the-hardware-won't-do-that. It was rare that there was a meaty thing to work on.

Most of the work on a Dominion program is this boring stuff that people have endlessly done. The one interesting area is the AI. For something like disabling animations, all the work is in playing a couple games of Dominion to see if it's working.

As Jack Handey says, a man doesn't just automatically earn my respect; he has to get down on his knees and beg for it.

Then we have the question of legality and all that. I think there's nothing to worry about eight ways from Sunday, but here's a terse argument that requires no IANAL:

- MF has to keep me happy or they are done. In the end I hold the rights. I don't even have a contract with them to worry about the fine print in. I am friendly, I try to do what a disinterested third party would find reasonable; do not be getting your hopes up, I am just proving a point here. They do in fact have to worry about my opinion of them.
- They know this.
- I will not be happy if they so much as cancel an account for someone downloading a replacement file to turn animations off. Why am I doing business with these crazy customer-hating people, I would be thinking. Surely third parties would be similarly incredulous.

three dots, they are not doing anything about it, QED.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Donald X. on October 12, 2015, 07:18:51 pm
A simple solution would be to put the X over just the art of the card. Still visible, doesn't block anything vital.
Yes but.

Currently, with no big X anywhere, there are times when you cannot see what your card does and in fact have no way to find out within the system. This has come up in the MF forums - I'm not familiar with Dark Ages, my hand has a Hovel, it's behind Copper so I can't read the text, there's nowhere to see that text.

When you solve that problem then it doesn't matter if the big X hides part of Squire.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: faust on October 12, 2015, 07:23:52 pm
A simple solution would be to put the X over just the art of the card. Still visible, doesn't block anything vital.
Yes but.

Currently, with no big X anywhere, there are times when you cannot see what your card does and in fact have no way to find out within the system. This has come up in the MF forums - I'm not familiar with Dark Ages, my hand has a Hovel, it's behind Copper so I can't read the text, there's nowhere to see that text.

When you solve that problem then it doesn't matter if the big X hides part of Squire.

Isn't the easiestsolution to that to just put a card in front of all other cards while you hover your cursor over it? Or is there a more general problem, and the argument is you should be able to see any card at any time, no matter whether in your hand or even in the supply? I guess this might matter with Knights/Ruins and Black Market, so hum.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: ehunt on October 12, 2015, 07:29:08 pm

I'm going to say this the nicest way I can: F.DS as a whole has done a really awful job of explaining to MF what they want out of MF's client.

Maybe try to say it a meaner way, because as is I don't follow your argument at all. It's incredibly clear what F.DS as a whole wants out of MF's client; it's been clearly expressed in threads that MF employees are reading.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: yed on October 12, 2015, 07:36:57 pm
Linux version:
http://forum.dominionstrategy.com/index.php?topic=14014.msg530918#msg530918

Credit goes to SCSN, I just used hexeditor to apply his binary changes and it works. Maybe someone can do that for Mac.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: jsh357 on October 12, 2015, 08:16:07 pm
This is great, thanks for going the extra half mile. It is amazing how much it actually improves the UI and speed of the game.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: singletee on October 12, 2015, 08:51:09 pm
This thread has reminded me of something I've been wondering about - how does the client resolve inconsistencies between players' animation speeds? If I've chosen Normal and my opponent selects Very Fast, does he experience a delay every time I do some action? Do both clients just go with the slower (or faster) of the two speeds?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: funkdoc on October 12, 2015, 09:02:28 pm
as someone coming from PC/video games, MF's performance throughout this has been downright shocking to me.  in that world, people would not stand for this quality of product, period.  the price, the horribly ugly graphics in general, the lack of attention to fixing basic issues (and yes, i would consider "animation options" pretty darned basic)...

you think we treated them badly here? i'll bet you that if dominion online were a video game people were invested in, 4chan would've found all MF employees' addresses and phone numbers by now.

in short: respect for taking this shit into your own hands. if history is anything to go by, that may well be necessary yet again
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 13, 2015, 12:01:56 am
The default behavior of the colored borders that highlight the cards is to oscillate their transparency between alpha values of 0.5 (semi-transparent) and 1 (fully opaque). Disabling the oscillation and using some fixed alpha evoked the extremely unpleasant association with a frozen Goko client—an experience I don't wish on any of you.

I might experiment some more with different transparency ranges and mixing up some colors (the upcoming troll edition will feature the same ones for both Trash and Play), but for now I expect things to remain largely the same, although I'm still open to simple suggestions.

More complicated stuff like having new layers displayed on top of the cards is really best handled by Making Fun, unless someone manages to convince them that it's a good idea to make the client open source.

Then some mildly amusing part of the decompiled code:

Code: [Select]
switch (num)
{
    case 0:
        white = Color.green;
        [...]
        break;

    case 1:
        white = Color.blue;
        [...]
        break;

    case 2:
        white = this.HexToColor("87cefa");
        [...]
        break;

    case 3:
        white = this.HexToColor("ff000000");
        [...]
        break;

    case 4:
        white = this.HexToColor("ffa500");
        [...]
        break;

    case 5:
        white = this.HexToColor("ff1493");
        [...]
        break;
}

White really is all the colors!
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Kirian on October 13, 2015, 01:43:14 am
Quote
this.HexToColor("ff000000")

Dominion, now with an extra dimension of color.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Cave-o-sapien on October 13, 2015, 01:47:51 am
Quote
this.HexToColor("ff000000")

Dominion, now with an extra dimension of color.

That's the UV channel.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: yed on October 13, 2015, 03:41:19 am
I like colored borders as they are and I would like if the changes remain as small as possible.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: assemble_me on October 13, 2015, 04:12:31 am
I guess they should just open source the UI part of the game. Though, I guess it might be hard to split this into two modules if it wasn't prepared for it from the start / developed in a clean way.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Awaclus on October 13, 2015, 07:23:59 am
I like the colored borders when playing, trashing and discarding. The blue atrocity when passing a card with Masquerade is horrible though, and I'm not sure what makes it particularly distracting, but I would like it more if it was less like what it is now.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Witherweaver on October 13, 2015, 10:00:38 am
Also, I thought Donald's suggestion was that the red X only appears on mouseover.  So to view the information, you move the mouse just a little in like, any direction, and bam, the information is available to you.  So that information is "as easy as possible to acquire".

I really couldn't imagine preferring it any other way. 
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Witherweaver on October 13, 2015, 10:03:43 am
It's too bad something like this isn't illegal; we could have a whole outlaw image for ourselves.  We could make "Free SCSN" shirts and hold protests. 
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Voltaire on October 13, 2015, 10:37:42 am
I like colored borders as they are and I would like if the changes remain as small as possible.

Colored borders are one of the few great UI decisions that adds information without being distracting or ugly. They're a huge positive of an online adaptation, I'd say.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Witherweaver on October 13, 2015, 10:38:59 am
I like colored borders as they are and I would like if the changes remain as small as possible.

Colored borders are one of the few great UI decisions that adds information without being distracting or ugly. They're a huge positive of an online adaptation, I'd say.

Colored borders that sparkle... that's where it's at.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Voltaire on October 13, 2015, 10:41:14 am
I swear, I honestly think my brain is disassociating from reality. You had to remind me they now sparkle. Sparkling colored borders, they're awful.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 13, 2015, 10:44:38 am
Updated patch (https://www.dropbox.com/s/e5qtnsf6ixzmswb/Assembly-CSharp.rar?dl=0) that changes the ugly dark-blue border highlight (visible when passing with Masq or revealing a Bane) to a lighter color.

The blue atrocity when passing a card with Masquerade is horrible though, and I'm not sure what makes it particularly distracting, but I would like it more if it was less like what it is now.

Let me know if you like this one better.

Sparkling colored borders, they're awful.

They are. Fortunately, this patch disables them.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Witherweaver on October 13, 2015, 10:47:07 am
I swear, I honestly think my brain is disassociating from reality. You had to remind me they now sparkle. Sparkling colored borders, they're awful.

Ha, do they really?  I was just making that up.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Awaclus on October 13, 2015, 11:05:59 am
The blue atrocity when passing a card with Masquerade is horrible though, and I'm not sure what makes it particularly distracting, but I would like it more if it was less like what it is now.

Let me know if you like this one better.

Yes, this is a lot better.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: popsofctown on October 13, 2015, 11:21:17 am
It still seems like it would have made sense for everyone to just pay money to whoever chose to buy the license for online dominion and continue playing on Isotropic.  You can even take dougz out of the equation, remove isotropic entirely, and just have in 2013: "RGG decrees that Isotropic closes down.  We sold the license for online dominion to Goko.  You guys have to make your own open source implementation of Dominion, then pay Goko to play on it."  As much as it makes no sense, it makes less sense for a fan to need to volunteer to reverse engineer code from an existing implementation in order to add critical, trivial features.

Hilariously, I have an awful lot of trouble believing people would be paying more/getting less in that scenario.  And I have trouble believing online dominion is now larger than it is in that parallel universe, Isotropic seemed to me to be on a growth arc to do much better than dominion is doing now, especially with Hearthstone's release opening lots of people to the idea of playing card games on their computers.

I'm probably wrong, I hope I'm wrong, Adam Horton come tell me I'm wrong.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Chris is me on October 13, 2015, 12:07:31 pm
It still seems like it would have made sense for everyone to just pay money to whoever chose to buy the license for online dominion and continue playing on Isotropic.  You can even take dougz out of the equation, remove isotropic entirely, and just have in 2013: "RGG decrees that Isotropic closes down.  We sold the license for online dominion to Goko.  You guys have to make your own open source implementation of Dominion, then pay Goko to play on it."  As much as it makes no sense, it makes less sense for a fan to need to volunteer to reverse engineer code from an existing implementation in order to add critical, trivial features.

Hilariously, I have an awful lot of trouble believing people would be paying more/getting less in that scenario.  And I have trouble believing online dominion is now larger than it is in that parallel universe, Isotropic seemed to me to be on a growth arc to do much better than dominion is doing now, especially with Hearthstone's release opening lots of people to the idea of playing card games on their computers.

I'm probably wrong, I hope I'm wrong, Adam Horton come tell me I'm wrong.

I've suggested the paying for Isotropic model once or twice over the past few months, and there's a lot going for it. We already know that Isotropic has Adventures implemented, so we would get instant access to that. The program is fast and beloved by everyone here evidently, with a utilitarian interface. The main thing against it is that it doesn't seem very casual-friendly, but there's no reason you couldn't have both MF Dominion and pay-to-play Isotropic at the same time, other than diluting the user base.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: rrenaud on October 13, 2015, 01:25:28 pm
I'd throw in $1000 for a return of dominion isotropic, which requires MF or Goko authorization credentials to play.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 13, 2015, 02:07:40 pm
There's this ridiculous function that calculates a factor that affects how long cards stay up in the air:

Code: [Select]
public static float getFlightTimeMultiplier(string source, string destination)
{
    float num = 1f;
    if ((source != null) && (destination != null))
    {
        if (source == destination)
        {
            if (source == "play")
            {
                return 0.6f;
            }
            return (!source.Contains(".0") ? 0.1f : 0.4f);
        }
        if (source.StartsWith("deck"))
        {
            if (destination.StartsWith("hand"))
            {
                num = !(destination == "hand.0") ? 0.3f : 0.9f;
            }
            return num;
        }
        if (((destination == "globalReveal") || (destination == "globalRevealTwo")) || ((destination == "globalRevealBlackMarket") || destination.StartsWith("reveal")))
        {
            return 0.45f;
        }
        if (source.StartsWith("discard"))
        {
            if (destination.StartsWith("deck"))
            {
                num = !(destination == "deck.0") ? 0.3f : 0.5f;
            }
            return num;
        }
        if (source.StartsWith("hand"))
        {
            if (destination.StartsWith("discard"))
            {
                num = !(destination == "discard.0") ? 0.4f : 0.8f;
            }
            return num;
        }
        if (destination == "play")
        {
            return (!(source == "hand.0") ? 1f : 0.5f);
        }
        if ((source == "play") && destination.StartsWith("discard"))
        {
            num = !(destination == "discard.0") ? 0.5f : 0.7f;
        }
    }
    return num;
}

Being a fan of both speed and concision, I'm making this slight simplification:

Code: [Select]
public static float getFlightTimeMultiplier(string source, string destination)
{
    return 0f;
}
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: jsh357 on October 13, 2015, 02:13:01 pm
That is a welcome change in my book. I can see the delays being nice for newer players, but I prefer the extra speed myself.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: popsofctown on October 13, 2015, 02:50:54 pm
There's this ridiculous function that calculates a factor that affects how long cards stay up in the air:

Code: [Select]
public static float getFlightTimeMultiplier(string source, string destination)
{
    float num = 1f;
    if ((source != null) && (destination != null))
    {
        if (source == destination)
        {
            if (source == "play")
            {
                return 0.6f;
            }
            return (!source.Contains(".0") ? 0.1f : 0.4f);
        }
        if (source.StartsWith("deck"))
        {
            if (destination.StartsWith("hand"))
            {
                num = !(destination == "hand.0") ? 0.3f : 0.9f;
            }
            return num;
        }
        if (((destination == "globalReveal") || (destination == "globalRevealTwo")) || ((destination == "globalRevealBlackMarket") || destination.StartsWith("reveal")))
        {
            return 0.45f;
        }
        if (source.StartsWith("discard"))
        {
            if (destination.StartsWith("deck"))
            {
                num = !(destination == "deck.0") ? 0.3f : 0.5f;
            }
            return num;
        }
        if (source.StartsWith("hand"))
        {
            if (destination.StartsWith("discard"))
            {
                num = !(destination == "discard.0") ? 0.4f : 0.8f;
            }
            return num;
        }
        if (destination == "play")
        {
            return (!(source == "hand.0") ? 1f : 0.5f);
        }
        if ((source == "play") && destination.StartsWith("discard"))
        {
            num = !(destination == "discard.0") ? 0.5f : 0.7f;
        }
    }
    return num;
}

Being a fan of both speed and concision, I'm making this slight simplification:

Code: [Select]
public static float getFlightTimeMultiplier(string source, string destination)
{
    return 0f;
}

Your solution is inferior, SCSN.  It doesn't create a variable in order to initialize it and then use it only 0 - 1 times. 

What's next, you're going to try to tell me I'm a bad dominion player for buying Feast with 5$ to spend so that I can trash it for a Duchy?

You're clearly trying to destroy everything I love about Dominion.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: werothegreat on October 13, 2015, 03:11:19 pm
That is a welcome change in my book. I can see the delays being nice for newer players, but I prefer the extra speed myself.

Bear in mind that it's not just your cards that are delayed, but opponent's cards.  I get that you all want this to be as close an experience to ASCII Dominion as possible, but I like getting a visual reference of what my opponent is doing, other than just the log.  This was a problem at the beginning of the 2.0 beta when cards were moving too fast and I had no idea what my opponent was even doing.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: jsh357 on October 13, 2015, 03:28:32 pm
That is a welcome change in my book. I can see the delays being nice for newer players, but I prefer the extra speed myself.

Bear in mind that it's not just your cards that are delayed, but opponent's cards.  I get that you all want this to be as close an experience to ASCII Dominion as possible, but I like getting a visual reference of what my opponent is doing, other than just the log.  This was a problem at the beginning of the 2.0 beta when cards were moving too fast and I had no idea what my opponent was even doing.

Well, nobody is forcing you to use the modifications if you don't care for them. I don't see the issue here.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: werothegreat on October 13, 2015, 03:30:41 pm
Okay, the Bane animation needs to die.  That's distracting.  Embargo and Grand Market/Contraband are fine, though.

EDIT: What did they do to the seeking crystal ball?  It was fine, and now it's an utter eyesore.  Jeebus.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: GendoIkari on October 13, 2015, 03:47:31 pm
That is a welcome change in my book. I can see the delays being nice for newer players, but I prefer the extra speed myself.

Bear in mind that it's not just your cards that are delayed, but opponent's cards.  I get that you all want this to be as close an experience to ASCII Dominion as possible, but I like getting a visual reference of what my opponent is doing, other than just the log.  This was a problem at the beginning of the 2.0 beta when cards were moving too fast and I had no idea what my opponent was even doing.

Well, nobody is forcing you to use the modifications if you don't care for them. I don't see the issue here.

It sounds like issue is that he wants the modifications for his plays, but not so much for his opponents' plays.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 13, 2015, 03:48:22 pm
I have a speedfreak patch (https://www.dropbox.com/s/t283dapzxh9cflp/Assembly-CSharp-speedfreak.rar?dl=0) ready that eliminates every source of artificial delay I've so far been able to find.

Because I imagine this isn't for everyone, I'll be maintaining it alongside the regular patch.

I'm interested in hearing how it's working, especially from those having a keen interest in fast play.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: jsh357 on October 13, 2015, 04:17:53 pm
I just played a game with the hyper speed patch. I liked it fine, but I was OK without it too. The opponent's play speed was the most noticeable delay.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Donald X. on October 13, 2015, 07:09:32 pm
There's this ridiculous function that calculates a factor that affects how long cards stay up in the air:
I am really curious if this kind of thing is the norm in the twisted world we live in, or as bad as it looks to me.

It is checking card destinations (etc.) against possibilities. And to do this it compares strings. Not, I dunno, numbers. In a good language it would be an enumerated type, perfect. You would actually be comparing 16 or 32 bits, when 8 would do, since computers prefer bigger numbers these days. But still, a comparison of two numbers. Rather than seeing, is the first letter g, is the second letter l, etc., as if your meaningful information is a bunch of characters when in fact it is no such thing.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Donald X. on October 13, 2015, 07:17:40 pm
Jeff says there will be an option to disable animations in the next version.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Schneau on October 13, 2015, 07:39:42 pm
There's this ridiculous function that calculates a factor that affects how long cards stay up in the air:
I am really curious if this kind of thing is the norm in the twisted world we live in, or as bad as it looks to me.

It is checking card destinations (etc.) against possibilities. And to do this it compares strings. Not, I dunno, numbers. In a good language it would be an enumerated type, perfect. You would actually be comparing 16 or 32 bits, when 8 would do, since computers prefer bigger numbers these days. But still, a comparison of two numbers. Rather than seeing, is the first letter g, is the second letter l, etc., as if your meaningful information is a bunch of characters when in fact it is no such thing.

While I totally agree that there's got to be a better way (my preference would be something like symbols in Ruby or keywords in Clojure), comparing strings vs. comparing integers/enumerated types will not have significant performance differences unless this code is run literally billions of times. It's still really ugly though, and should probably be in a case statement.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Donald X. on October 13, 2015, 07:50:04 pm
While I totally agree that there's got to be a better way (my preference would be something like symbols in Ruby or keywords in Clojure), comparing strings vs. comparing integers/enumerated types will not have significant performance differences unless this code is run literally billions of times. It's still really ugly though, and should probably be in a case statement.
It's not just ugly and slow. Man. Let's say I have a typo in one of the strings. With the enumerated types, it doesn't compile. Oh, typo, fixed, compile. With these strings, it compiles, it runs, you've got a bug. In this case the bug is that the time it takes a card to go from one place to another isn't the intended time in certain situations, so, it does not loom large, unless it's awful enough to notice. But you know. If they're doing this here they're doing it in other places.

Say what you mean! Is my first rule of computer programming. When you don't mean a string, don't use a string.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 13, 2015, 08:30:30 pm
Jeff says there will be an option to disable animations in the next version.

I'll have to sue them for plagiarism.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: GendoIkari on October 13, 2015, 08:37:18 pm
I don't want to sidetrack this thread too much; but to respond to Donald's code-related stuff; while perhaps not the "norm" in our twisted world, it's also far from the worst thing I've see in code that I've inherited from other companies to maintain. My favorite example of silliness is this bit from some old VB6 code that I had to work wtih (though written here as c# for my own sanity):

Code: [Select]
for (int x = 1; x <=5; x++)
{
    switch (x)
    {
        case 1:
            [Do some stuff];
            break;
        case 2:
            [Do some stuff];
            break;
        case 3:
            [Do some stuff];
            break;
        case 4:
            [Do some stuff];
            break;
        case 5:
            [Do some stuff];
            break;
    }
}
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Cave-o-sapien on October 13, 2015, 08:56:07 pm
I don't want to sidetrack this thread too much; but to respond to Donald's code-related stuff; while perhaps not the "norm" in our twisted world, it's also far from the worst thing I've see in code that I've inherited from other companies to maintain. My favorite example of silliness is this bit from some old VB6 code that I had to work wtih (though written here as c# for my own sanity):

Code: [Select]
for (int x = 1; x <=5; x++)
{
    switch (x)
    {
        case 1:
            [Do some stuff];
            break;
        case 2:
            [Do some stuff];
            break;
        case 3:
            [Do some stuff];
            break;
        case 4:
            [Do some stuff];
            break;
        case 5:
            [Do some stuff];
            break;
    }
}

This is amazing.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Witherweaver on October 13, 2015, 08:57:19 pm
Looks solid.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Witherweaver on October 13, 2015, 08:58:08 pm
Wait I think I can optimize it:

Code: [Select]
for (int x = 1; x <=5; x++)
{
    switch (x)
    {
        case 5:
            [Do some stuff];
            break;
        case 4:
            [Do some stuff];
            break;
        case 3:
            [Do some stuff];
            break;
        case 2:
            [Do some stuff];
            break;
        case 1:
            [Do some stuff];
            break;
    }
}
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Voltaire on October 13, 2015, 11:57:55 pm
Someone translate that bad code into a language I can understand so I can be a part of this.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: GendoIkari on October 14, 2015, 12:22:19 am
Someone translate that bad code into a language I can understand so I can be a part of this.

The result of running that code is identical to just writing the [Do some stuff] parts without anything else. It loops through the whole thing 5 times, and in each iteration of the loop, it does 1 of those things, in order.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: popsofctown on October 14, 2015, 12:29:05 am
Now the joke is funnier, because GendoIkari has explained it.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: pacovf on October 14, 2015, 12:55:56 am
Code: [Select]
if (joke.explained == 1)
    joke.fun++;
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: popsofctown on October 14, 2015, 01:42:12 am
Code: [Select]
if (joke.explained == 1)
    joke.fun++;

This code means that if the joke has been explained - that is, if the joke's "explaindness" component has been set to 1, which is a way of storing "true" or "false" using 1 or 0 instead of a boolean variable, usually considered tacky, which adds to the humor - then you should increment the joke's "fun" component - that is, some supposed variable that measures how funny the joke is and needs to be increased to reflect that knowledge of the joke having been explained and the inevitable positive impact that will have.

Posting this code snippet is funny because it is topical, the previous joke was about code snippets.  And it is also topical because I recently mentioned the "explaining the joke makes it funnier" tradition.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: assemble_me on October 14, 2015, 01:56:12 am
Congrats, you've started this project just in time, it appears...
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 14, 2015, 04:21:58 am
Gotta make sure you never multiply by zero:

Code: [Select]
private int getVPFromSpecialCards()
{
    int num = 0;
    if (this.numFairgrounds > 0)
    {
        num += (this.numFairgrounds * 2) * (this.numOfDifferentCards / 5);
    }
    if (this.numSilkroads > 0)
    {
        num += this.numSilkroads * (this.numVictoryCards / 4);
    }
    if (this.numVineyards > 0)
    {
        num += this.numVineyards * (this.numActionCards / 3);
    }
    if (this.numDukes > 0)
    {
        num += this.numDukes * this.numDuchiesCards;
    }
    if (this.numGardens > 0)
    {
        num += this.numGardens * (this.numCards / 10);
    }
    if (this.numFeodums > 0)
    {
        num += this.numFeodums * (this.numSilvers / 3);
    }
    return num;
}

At least they tried...
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Burning Skull on October 14, 2015, 04:32:26 am
That code is clearly incomplete and dangerous. That is more secure version:

Code: [Select]
private int getVPFromSpecialCards()
{
    int num = 0;
    if (this.numFairgrounds > 0)
    {
        if (this.numOfDifferentCards > 0)
        {
            num += (this.numFairgrounds * 2) * (this.numOfDifferentCards / 5);
        }
    }
    if (this.numSilkroads > 0)
    {
        if (this.numVictoryCards > 0)
        {
            num += this.numSilkroads * (this.numVictoryCards / 4);
        }
    }
    if (this.numVineyards > 0)
    {
        if (this.numActionCards > 0)
        {
            num += this.numVineyards * (this.numActionCards / 3);
        }
    }
    if (this.numDukes > 0)
    {
        if (this.numDuchiesCards > 0)
        {
            num += this.numDukes * this.numDuchiesCards;
        }       
    }
    if (this.numGardens > 0)
    {
        if (this.numCards > 0)
        {
            num += this.numGardens * (this.numCards / 10);
        }
    }
    if (this.numFeodums > 0)
    {
        if (this.numSilvers > 0)
        {
            num += this.numFeodums * (this.numSilvers / 3);
        }
    }
    return num;   
}
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: michaeljb on October 14, 2015, 06:25:25 am
There's this ridiculous function that calculates a factor that affects how long cards stay up in the air:

Code: [Select]
public static float getFlightTimeMultiplier(string source, string destination)
{
    float num = 1f;
    if ((source != null) && (destination != null))
    {
        if (source == destination)
        {
            if (source == "play")
            {
                return 0.6f;
            }
            return (!source.Contains(".0") ? 0.1f : 0.4f);
        }
        if (source.StartsWith("deck"))
        {
            if (destination.StartsWith("hand"))
            {
                num = !(destination == "hand.0") ? 0.3f : 0.9f;
            }
            return num;
        }
        if (((destination == "globalReveal") || (destination == "globalRevealTwo")) || ((destination == "globalRevealBlackMarket") || destination.StartsWith("reveal")))
        {
            return 0.45f;
        }
        if (source.StartsWith("discard"))
        {
            if (destination.StartsWith("deck"))
            {
                num = !(destination == "deck.0") ? 0.3f : 0.5f;
            }
            return num;
        }
        if (source.StartsWith("hand"))
        {
            if (destination.StartsWith("discard"))
            {
                num = !(destination == "discard.0") ? 0.4f : 0.8f;
            }
            return num;
        }
        if (destination == "play")
        {
            return (!(source == "hand.0") ? 1f : 0.5f);
        }
        if ((source == "play") && destination.StartsWith("discard"))
        {
            num = !(destination == "discard.0") ? 0.5f : 0.7f;
        }
    }
    return num;
}

So I don't know much about RE, and I've only done a little work in school with C#, but some of this *has* to be the result of you only being able to look at the code after it was compiled and then decompiled, right? Like, the compiler could make optimizations that are less readable, right? For my own sanity I just need to know a human didn't actually write that code.

But I'm afraid it doesn't make sense for the compiler to use nested ifs sometimes and ternaries other times...and why on earth is the ternary always written with "!" in front of the condition it's checking? Surely a compiler optimization would not have that, and surely a human would not write it that way, because code should be written to be readable.

 :'(

edit: So I've gone through and removed nested ifs from the code; it's still not great, but at least I can read it. I'm not actually compiling/running/testing this so I'm not 100% sure that it's correct, but it should be pretty close.

Code: [Select]
public static float getFlightTimeMultiplier(string source, string destination)
{
    if (source == null || destination == null)
    {
        return 1f;
    }

    if (source == destination && source == "play")
    {
        return 0.6f;
    }

    if (source == destination && source.Contains(".0")
    {
        return 0.4f;
    }

    if (source == destination)
        return 0.1f;
    }

    if (source.StartsWith("deck") && destination == "hand.0")
    {
        return 0.9f;
    }

    if (source.StartsWith("deck") && destination.StartsWith("hand"))
    {
        return 0.3f;
    }

    if (source.StartsWith("deck"))
    {
        return 1f;
    }

    if ((destination == "globalReveal") || (destination == "globalRevealTwo") || (destination == "globalRevealBlackMarket") || destination.StartsWith("reveal"))
    {
        return 0.45f;
    }

    if (source.StartsWith("discard") && destination == "deck.0")
    {
        return 0.5f;
    }

    if (source.StartsWith("discard") && destination.StartsWith("deck"))
    {
        return 0.3f;
    }

    if (source.StartsWith("discard"))
    {
        return 1f;
    }

    if (source.StartsWith("hand") && destination == "discard.0")
    {
        return 0.8f;
    }

    if (source.StartsWith("hand") && destination.StartsWith("discard"))
    {
        return 0.4f;
    }

    if (source.StartsWith("hand"))
    {
        return 1f;
    }

    if (destination == "play")
    {
        return 1f;
    }

    if (source == "play" && destination == "discard.0")
    {
        return 0.7f;
    }

    if (source == "play" && destination.StartsWith("discard"))
    {
        return 0.5f;
    }

    return 1f;
}

It's not just ugly and slow. Man. Let's say I have a typo in one of the strings. With the enumerated types, it doesn't compile. Oh, typo, fixed, compile. With these strings, it compiles, it runs, you've got a bug. In this case the bug is that the time it takes a card to go from one place to another isn't the intended time in certain situations, so, it does not loom large, unless it's awful enough to notice. But you know. If they're doing this here they're doing it in other places.

Say what you mean! Is my first rule of computer programming. When you don't mean a string, don't use a string.

What do you know, I think there's a bug with this function when source is "hand.0" and destination is "play". The code posted by SCSN contains this snippet:

Code: [Select]
if (destination == "play")
{
    return (!(source == "hand.0") ? 1f : 0.5f);
}

This snippet wants to return 0.5f if source is "hand.0" and destination is "play", but the chunk above that, that starts with
Code: [Select]
if (source.StartsWith("hand")) will return 1f.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: pedroluchini on October 14, 2015, 08:12:52 am
TL;DR: Don't judge a programmer by his decompiled code.

So I don't know much about RE, and I've only done a little work in school with C#, but some of this *has* to be the result of you only being able to look at the code after it was compiled and then decompiled, right? Like, the compiler could make optimizations that are less readable, right? For my own sanity I just need to know a human didn't actually write that code.

I can't speak for C#/CLR, but in the world of C/assembly that's exactly what happens. For instance, these two snippets of code...

Code: [Select]
if (a && b)
{
   do_stuff();
}
rest_of_program();

Code: [Select]
if (a)
{
   if (b)
   {
      do_stuff();
   }
}
rest_of_program();

...would be indistinguishable when compiled to machine code; i.e., both of them would become something like this (very roughly speaking):

Code: [Select]
compare a, 0;
jmp_if_eq after_if;
compare b, 0;
jmp_if_eq after_if;
call do_stuff;
after_if:
call rest_of_program;

A decompiler has to look at that sequence of instructions and try to figure out which logic structures would produce such a sequence, and the result is usually incorrect (i.e., it doesn't match the structure that the C programmer originally wrote).

I have absolutely zero sympathy for MF and their piece of junk software, but criticizing their craftsmanship based this reverse-engineered chunk of code is misguided. We have plenty of legitimate reasons to criticize their craftsmanship, after all.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 14, 2015, 08:30:32 am
The thing is that if you look at the CIL code (which I can post if anyone is interested), the C# code generated by the decompiler is close to the upperbound of reasonableness of code that could have produced this particular CIL sequence, in the sense that the decompiler always settled for the former of these two:

Code: [Select]
if (a && b)
{
   do_stuff();
}
rest_of_program();

Code: [Select]
if (a)
{
   if (b)
   {
      do_stuff();
   }
}
rest_of_program();

In other words: there are a lot of ways in which their actual code could be more convoluted, but it can't be much simpler. The unnested code by michaeljb, for example, would have produced very different CIL code.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Witherweaver on October 14, 2015, 09:01:56 am
About string comparisons, I actually had the same bug Donald was talking about.  It took me a while to figure out why I was getting weird results.  Though this program is a bit of a quick proof-of-concept hack, and that's probably one of the minor issues with how I wrote it.  It needs to be rewritten before actually being used.  But I guess that's why we have developers. 
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: popsofctown on October 14, 2015, 11:38:35 am
Well, to be an apologist, suppose that "getnum of Duchy cards" and "getnum of different cards" are really slow operations.  In that case, checking if the special victory card is present at all will speed up execution, since that function won't get called at all.  So maybe it's worth making the code less readable.

The only issues with that are:
1. The function is only getting called about 400 times per game or so.
2. It's kinda crazy to envision a scenario where those operations are hard.
3. If those operations DO become hard, then an additional check whether the special victory card or Black Market is in the kingdom at all should come before the check for the card being in the deck, because that check itself would also be slow.

EDIT:Wait, did michaeljb find a bug where the code is always spending double animation time for cards in hand? Lololol...
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Witherweaver on October 14, 2015, 11:46:04 am
Why are they numDuchiesCards instead of numDuchies, like the others?  Duchy is name of card, not  a type.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Schneau on October 14, 2015, 11:47:55 am
Gotta make sure you never multiply by zero:

Code: [Select]
private int getVPFromSpecialCards()
{
    int num = 0;
    if (this.numFairgrounds > 0)
    {
        num += (this.numFairgrounds * 2) * (this.numOfDifferentCards / 5);
    }
    if (this.numSilkroads > 0)
    {
        num += this.numSilkroads * (this.numVictoryCards / 4);
    }
    if (this.numVineyards > 0)
    {
        num += this.numVineyards * (this.numActionCards / 3);
    }
    if (this.numDukes > 0)
    {
        num += this.numDukes * this.numDuchiesCards;
    }
    if (this.numGardens > 0)
    {
        num += this.numGardens * (this.numCards / 10);
    }
    if (this.numFeodums > 0)
    {
        num += this.numFeodums * (this.numSilvers / 3);
    }
    return num;
}

At least they tried...

This code is awful and should have never been written. Using a variable called "num" for victory points? That's begging to cause problems.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: popsofctown on October 14, 2015, 12:08:20 pm
Why are they numDuchiesCards instead of numDuchies, like the others?  Duchy is name of card, not  a type.

There are some private data members we don't know about, that increment the number of Duchies in the kingdom that your deck represents as you buy more cards.  For instance, if you buy both a Farming Village and a Market, that combination of economy and commerce expands the your numDuchies to 2 as the imaginary kingdom represented by your deck inevitably expands due to that robust development.  The Duchies are stored as a linked list of complex objects, each one has a name, the one generated by your Farming Village and Market might, for instance, be called "Nottingham".  It also has data about the people that live there, like Beatrice, who was born on a cold winter the same year her father was Swindled out of his Woodcutting business and had to take up the dirty act of Smuggling just to get by, and she works in the Farming Village now that she has grown older, and sells her goods for whatever she can get in the Market.  She has some pointers that correspond to men she is attracted to in your opponent's Duchies, but crossdeck romance is forbidden, so these pointers are never used.  It is a deep metaphor for the things we want but cannot have.  Eventually she marries the new Woodcutter from the same kingdom and they exchange some data.

Once the game is over, all this data is destroyed and there is no way to view any of it.  However, you are all benefiting from a rich backstory from the growing Duchies mechanic in ways you can't possibly understand, and it adds meaning and substance to your dominion games.

This is totally unrelated to the number of Duchy cards in your deck, which is totally different, those are worth VP, so they have to be named differently.  That's just good coding.


Now you guys know, the code is fine, you just don't have the big picture.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: michaeljb on October 14, 2015, 01:19:37 pm
A decompiler has to look at that sequence of instructions and try to figure out which logic structures would produce such a sequence, and the result is usually incorrect (i.e., it doesn't match the structure that the C programmer originally wrote).

I thought that this would have to be the case; it's like playing telephone with code.

Now I'm just curious about why all the ternaries look like "not X? then A else B" instead of "X? then B else A". It seems like making it "not X" is just adding an extra operation. Maybe it is actually an optimization because the value X needs to be evaluated like a boolean (1 or 0) anyway, and "!" is a good way to convert it to boolean (1 or 0)?

Now I'm thinking about the multiply-by-zero example more, could that be the compiler's method of short-circuiting multiplication by 0? We can't see the types of those properties here, they could all be unsigned.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Donald X. on October 14, 2015, 07:24:08 pm
Well, to be an apologist, suppose that "getnum of Duchy cards" and "getnum of different cards" are really slow operations.  In that case, checking if the special victory card is present at all will speed up execution, since that function won't get called at all.  So maybe it's worth making the code less readable.
It's not a function here, it's a variable. If this isn't C and it's somehow a function, it's a function both times (much worse in your scenario), since it looks the same.

Code: [Select]
if (this.numFairgrounds > 0)
    {
        num += (this.numFairgrounds * 2) * (this.numOfDifferentCards / 5);
    }

Some other routine counted Fairgroundses, now this one looks at that number. Why another routine calculated it and stored it when it's only used here, I couldn't tell you. Maybe they expect a future expansion with counting copies of Fairgrounds as a theme.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: eHalcyon on October 14, 2015, 07:55:26 pm
Some other routine counted Fairgroundses, now this one looks at that number. Why another routine calculated it and stored it when it's only used here, I couldn't tell you. Maybe they expect a future expansion with counting copies of Fairgrounds as a theme.

Maybe they keep running tallies of all those things all the time no matter what.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 14, 2015, 08:16:17 pm
Let's say I have a typo in one of the strings.

You mean like accidentally typing "possesion" rather than "possession"? These guys are pros, they totally saw that one coming:

Code: [Select]
public void setPlayerAvatarStates(string state)
{
    if (this.pState != state)
    {
        this.pState = state;
        if (this.pState == "turn")
        {
            this.pBgAvatar.color = Color.yellow;
        }
        else if (state == "normal")
        {
            this.pBgAvatar.color = Color.grey;
        }
        else if (state == "possesion")
        {
            this.pBgAvatar.color = Color.magenta;
        }
    }
}

Now there's just hoping that they don't suddenly employ someone who knows how to spell, or we'd risk missing out on those lovely magenta avatar backgrounds during "possesion" turns.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 14, 2015, 09:11:12 pm
Remember how "Jack of All Trades" got written in the log as "JackOfAllTrades"?

Here is how they fixed that problem:

Code: [Select]
private string replaceColor(string str)
{
    string str2 = str;
    if ((str2.Length > 5) && str2.StartsWith("-----"))
    {
        string str3 = GamePlayUtils.getColor(this.getPlayerIndex(str2.Substring(str2.IndexOf(" ") + 1), ":"), true);
        string[] textArray1 = new string[] { "<Color=", str3, ">", str2, "</Color>" };
        return string.Concat(textArray1);
    }
    str2 = this.imageText(str2).Replace("JackOfAllTrades", "Jack of All Trades");
    foreach (KeyValuePair<string, string> pair in this.pColorCards)
    {
        str2 = this.replaceListCardColor(str2, pair.Key, pair.Value);
    }
    int playerIndex = this.getPlayerIndex(str2, " ");
    string str4 = GamePlayUtils.getColor(playerIndex, true);
    if (playerIndex >= 0)
    {
        str2 = str2.Replace(GamePlayHud.i().pPlayers[playerIndex].pName + " -", "<Color=" + str4 + ">" + GamePlayHud.i().pPlayers[playerIndex].pName + "</Color> -");
    }
    return str2;
}
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: werothegreat on October 14, 2015, 09:16:06 pm
Have they not heard of refactoring?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 14, 2015, 09:34:35 pm
Coming soon:

(http://s13.postimg.org/3vjvaw4h3/log.png)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Kirian on October 14, 2015, 10:02:24 pm
Have they not heard of refactoring?

I don't think they've even heard of just factoring.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Schneau on October 14, 2015, 10:16:58 pm
Have they not heard of refactoring?

I don't think they've even heard of just factoring.

Or re.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: rspeer on October 15, 2015, 01:01:53 am
SCSN, you're doing amazing work.

With your hackery, would it be at all possible to change the log font to something that's actually comfortably readable as running text -- y'know, like 11pt Arial* -- instead of an all-caps font that's meant for card titles?

* Helvetica. Verdana. I don't care. Some font that has never tried to be exciting.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Witherweaver on October 15, 2015, 09:23:38 am
Have they not heard of refactoring?

I don't think they've even heard of just factoring.

Let's hope they never hear of factorializing.  We'd probably have endless recursive stacks popping up all over the place.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Witherweaver on October 15, 2015, 09:23:58 am
SCSN, you're doing amazing work.

With your hackery, would it be at all possible to change the log font to something that's actually comfortably readable as running text -- y'know, like 11pt Arial* -- instead of an all-caps font that's meant for card titles?

* Helvetica. Verdana. I don't care. Some font that has never tried to be exciting.

*Wingdings
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 15, 2015, 09:42:48 am
I've been trying to figure out how to change the chat font for the last 3 days or so but it looks like it's not going to happen.

The code doesn't just say "use this font" so that you can respond with "no, I don't want that crap, use Arial". In stead, the fonts available to the application are located in a so-called .asset file, a proprietary Unity format that stores every game resource, including images and sounds. There are a few 3rd party tools available that can read this format, but only one of them seems to work with Unity 5.x files, and that thing doesn't really provide much useful information:

(http://i58.tinypic.com/33v2sjr.png)

I have no reason to assume they've even added Arial to this file, and that long non-searchable list isn't exactly being helpful in figuring out whether they did (so far I can't find anything, and I have no way of knowing whether it hides behind one of those awful strings of random characters). This isn't really Unity's fault—I suspect they deliberately obfuscate things so that people can't easily steal resources from a game—but it does make things a lot harder.

I haven't completely given up yet, but there are some people out there for whom changing the chat font would be about 3 or 4 orders of magnitude less time-consuming than it is for me, maybe you could try asking them (and buy a lottery ticket, while you're at it).
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 15, 2015, 06:15:13 pm
For people who already moved to 2.0.43, here (https://www.dropbox.com/s/wzlybakgq4g0eut/Assembly-CSharp_0.43beta.rar?dl=0) is a quick patch that changes the log to make it more readable:

(http://s2.postimg.org/dkoimarnd/chat.png)

It doesn't yet contain any other features (though the disabling of animations is now a native feature).
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 15, 2015, 07:25:09 pm
The regular patch (https://www.dropbox.com/s/rj4y7zn4f3h1tc8/Assembly-CSharp_0.43.rar?dl=0) for 2.0.43 is now ready, but I'm curious if there's still interest in this one or whether I can just focus exclusively on the speed version.

Right now the regular one is just the updated log + nicer Masq/Bane reveal color. Is there anyone who really likes these features but hates the high speed version?

Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: popsofctown on October 15, 2015, 07:56:11 pm
For people who already moved to 2.0.43, here (https://www.dropbox.com/s/wzlybakgq4g0eut/Assembly-CSharp_0.43beta.rar?dl=0) is a quick patch that changes the log to make it more readable:

(http://s2.postimg.org/dkoimarnd/chat.png)

It doesn't yet contain any other features (though the disabling of animations is now a native feature).

Does it find the first initial that doesn't match?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 15, 2015, 08:10:06 pm
Does it find the first initial that doesn't match?

No, you'll just have to distinguish by color.

Speed patch (https://www.dropbox.com/s/nchxpdpn0zragf4/Assembly-CSharp_0.43_speed.rar?dl=0) for 2.0.43 now ready too. It should even be a little bit faster than the previous one.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: assemble_me on October 16, 2015, 03:30:23 am
Btw: While we're talking about it in the other thread, do you have a chance to control button positions?

So, uh.. is it just me, or should the buttons for making selections (Hamlet) be in a different place than the buttons for ending a particular phase?

That has been a problem with Goko since 2012.

Isn't that kind of layout 101?
That's why Salvager had those extra buttons I loved that much. I've said it before that those Buttons should not be in the same spot at all. There are other obnoxious things like when you overpay and you have Potions and the buttons get bigger once you don't have a Potion in your "cash pool" any more and stuff like that. They've always been there but yeah, there was some hope MF would think about the layout before re-implementing all silly UI design decisions Goko has made... but no. (I haven't played with Potions and overpay yet but I just assume it's all the same)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 16, 2015, 12:07:27 pm
It's possible in the sense that since the buttons are there, there must be something controlling their placement, and that something must run on your computer. So it becomes a matter of finding that something, figuring out how it works, and then changing its behavior.

I found some stuff related to buttons, but I've yet to figure out how their placement works.

Incidentally, if you (or anyone else) is interested in helping out: please do. More people looking can only be a good thing, especially since I'm slowly becoming oblivious to things that might be hiding in plain sight because of the half-conscious process of "I've looked there before, I didn't find it then, so I don't expect to find it now" and thus not even really looking anymore.

You don't need any special skill besides being able to read code. I recommend .NET Reflector (https://www.red-
gate.com/dynamic/products/dotnet-development/reflector/download) (14-day free trial) or DotNet Resolver (http://dotnetresolver.eu5.org/). In case you also want to try editing IL code, the latter has this ability built-in but it's quite limited and buggy, while in the former it works great but you'd have to download the free Reflexil add-on.

Right now I'm interested in three things: moving the buttons, moving opponent's counters so they aren't hidden beneath the avatar, and changing the font of the in-game log to that of the chat/post-game log.

Some/most/all of these might be impossible without patching the .exe file, so if someone figures out how to decompile that thing that could help as well.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: pedroluchini on October 16, 2015, 03:32:45 pm
I think this is a dead-end:

Some/most/all of these might be impossible without patching the .exe file, so if someone figures out how to decompile that thing that could help as well.

As far I know, the game code is entirely contained in the .dlls and the .exe file is just a stub that launches them.

My basis for this claim is this: a few years ago I played around with Unity and I still have builds for 3 different projects on my hard drive. The .exe files for these 3 projects are identical (I did a binary comparison, and every single byte matches).

Sorry I can't offer any concrete help... The MF client doesn't even run on my laptop.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on October 19, 2015, 02:55:20 pm
The regular patch (https://www.dropbox.com/s/rj4y7zn4f3h1tc8/Assembly-CSharp_0.43.rar?dl=0) for 2.0.43 is now ready, but I'm curious if there's still interest in this one or whether I can just focus exclusively on the speed version.

Right now the regular one is just the updated log + nicer Masq/Bane reveal color. Is there anyone who really likes these features but hates the high speed version?

I haven't had a chance to try this out yet, but I think I would prefer a version that doesn't completely eliminate animations.



I'd be interested in trying to help out, but may not have a ton of time available immediately. Do you have a repository you are using to track your changes?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Voltaire on October 19, 2015, 03:35:23 pm
So this patch is just speed at this point, or does it turn animations off even more than MF's "minimal" setting?

I'm honestly curious how it could make MF faster at this point, I suppose I should try it out, as I had to slow down their speed setting from its max because I was loosing track of what was happening.

I would be more interested in a feature to change the font of the log than the text colors of the log, btw, if that feedback is relevant. Changing the background to something with a better contrast (ie not jet-black) would be sweet.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: jsh357 on October 19, 2015, 04:14:18 pm
Personally I am happy with the minimal animations settings as it is now, though I appreciate SCSN working on this before we knew that was going to be a thing.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Beyond Awesome on October 20, 2015, 01:16:34 am
A speed patch is much appreciated. As it is, it is way, way, way too slow for my preferences. I am going to download this and try it out.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 20, 2015, 11:37:25 am
So this patch is just speed at this point, or does it turn animations off even more than MF's "minimal" setting?

The normal patch just gives the updated log and changed Masq highlight color, nothing else.

Quote
I'm honestly curious how it could make MF faster at this point, I suppose I should try it out, as I had to slow down their speed setting from its max because I was loosing track of what was happening.

The high-speed patch sets all flight times and artificial delays to zero, effectively disabling things like the Hunting Party and Scrying Pool reveal animations: the cards you draw appear in your hand immediately (up to server latency), just like they did on iso. As on iso, if you want to know what got discarded with HP you have to check the log.

You may think "man, I want to see those nice informative reveal things", but once you try this out you realize you really don't: they slow down the game by a relatively insane amount, you usually don't care what gets revealed, and the few times you do it passes by so fast that you want to check the log anyway. Just having to always check the log makes for a much faster, and, counterintuitively, more relaxing experience. Of course your mileage may vary.

I might make a video today or tomorrow briefly showcasing the high-speed patch so that people can see for themselves before/without downloading anything.

Quote
I would be more interested in a feature to change the font of the log than the text colors of the log, btw, if that feedback is relevant. Changing the background to something with a better contrast (ie not jet-black) would be sweet.

I haven't found a way to change the log font yet, but I read on the MF forums that Jeff would like to see this changed as well, so there's even a chance they might get to it before I do.

I'd be interested in trying to help out, but may not have a ton of time available immediately. Do you have a repository you are using to track your changes?

Right now it's all in my head, but if you let me know when you think you'd have some time to spare I'll try to have some sort of log available by then.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on October 20, 2015, 12:45:11 pm
I'd be interested in trying to help out, but may not have a ton of time available immediately. Do you have a repository you are using to track your changes?

Right now it's all in my head, but if you let me know when you think you'd have some time to spare I'll try to have some sort of log available by then.

Okay, don't worry about setting anything up for now unless you get to a point where you want to do that.  If I find some time, I'll see if I can get the code decompiled and start looking for ways to move hidden information around (or something else if you've already figured it out).  If I get that far, we can look at ways to share changes.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: JW on October 26, 2015, 01:07:28 pm
The normal patch just gives the updated log and changed Masq highlight color, nothing else.

Thanks for this, speed patch is great. Is there a way that you can make it so that the log shows the full player names at the very start of the game? If I'm going first, it's strange not to know who I'm playing until after my first buy! Sorry if this has already been covered.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Beyond Awesome on October 26, 2015, 04:58:11 pm
The normal patch just gives the updated log and changed Masq highlight color, nothing else.

Thanks for this, speed patch is great. Is there a way that you can make it so that the log shows the full player names at the very start of the game? If I'm going first, it's strange not to know who I'm playing until after my first buy! Sorry if this has already been covered.

Yah. That is so annoying. Along with the chat interface it makes the game much more impersonal.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Awaclus on October 26, 2015, 05:00:03 pm
I would actually like some sort of delay when I'm playing with Possession because the log doesn't tell me what cards I have in my hand. I don't know if it's possible to make it happen for just Possession though, probably not.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Witherweaver on October 26, 2015, 05:35:54 pm
I would actually like some sort of delay when I'm playing with Possession because the log doesn't tell me what cards I have in my hand. I don't know if it's possible to make it happen for just Possession though, probably not.

The correct solution isn't a delay, the correct solution is to allow you to toggle to view your hand.  Though doesn't the log show what you drew from the previous turn?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Awaclus on October 26, 2015, 05:42:29 pm
Though doesn't the log show what you drew from the previous turn?

No, and this is actually what I requested on MF's forums.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 27, 2015, 05:53:48 am
The normal patch just gives the updated log and changed Masq highlight color, nothing else.

Thanks for this, speed patch is great. Is there a way that you can make it so that the log shows the full player names at the very start of the game? If I'm going first, it's strange not to know who I'm playing until after my first buy! Sorry if this has already been covered.

Yes, that's possible. My first try was this:

(http://s28.postimg.org/5fbdm88bh/starting.png)

But then I thought "hey, this could be a neat way to also highlight shuffling throughout the game" and ended up with this:

(http://s13.postimg.org/pemdtb213/shuffling.png)

Updated patch (https://www.dropbox.com/s/67ixo2gz1kvevbe/Assembly-CSharp_0.43_speed_update.rar?dl=0) (speed only).
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 27, 2015, 06:10:33 am
I would actually like some sort of delay when I'm playing with Possession because the log doesn't tell me what cards I have in my hand. I don't know if it's possible to make it happen for just Possession though, probably not.

I've looked into it a bit and will look into it a bit more, but it's probably not going to happen. Hopefully MF will write the cards to the log.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on October 27, 2015, 03:59:23 pm
I would actually like some sort of delay when I'm playing with Possession because the log doesn't tell me what cards I have in my hand. I don't know if it's possible to make it happen for just Possession though, probably not.

I've looked into it a bit and will look into it a bit more, but it's probably not going to happen. Hopefully MF will write the cards to the log.

Except, (not that it couldn't be changed but...) I'm pretty sure the log that is shown during the game is the "public" log, and doesn't contain any information that isn't available to all players. (The same log is probably sent to all players.)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: sc0UT on October 27, 2015, 04:18:55 pm
For people who already moved to 2.0.43, here (https://www.dropbox.com/s/wzlybakgq4g0eut/Assembly-CSharp_0.43beta.rar?dl=0) is a quick patch that changes the log to make it more readable:

(http://s2.postimg.org/dkoimarnd/chat.png)

It's funny, player name truncation doesn't effect coin and vp icons in the log. They still appear at the same spot as with full names.

Edit:
Watch this for example. (http://www.twitch.tv/shecantsayno/v/22726273) 15:00min - Awaclus turn 11.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Cave-o-sapien on October 27, 2015, 05:37:10 pm
I would actually like some sort of delay when I'm playing with Possession because the log doesn't tell me what cards I have in my hand. I don't know if it's possible to make it happen for just Possession though, probably not.

The correct solution isn't a delay, the correct solution is to allow you to toggle to view your hand.  Though doesn't the log show what you drew from the previous turn?

Maybe this has been answered elsewhere, but are you allowed in F2F Dominion to look at your previous hand during your Possession turn? At that point it's not your turn with your deck. It's your turn with your opponent's deck. I could see how someone would interpret the rules such that you can't look at your own deck during this Possession turn.

Nevermind: just re-read the rules. It seems pretty clear you can see both hands.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Accatitippi on October 27, 2015, 05:41:34 pm
I would actually like some sort of delay when I'm playing with Possession because the log doesn't tell me what cards I have in my hand. I don't know if it's possible to make it happen for just Possession though, probably not.

The correct solution isn't a delay, the correct solution is to allow you to toggle to view your hand.  Though doesn't the log show what you drew from the previous turn?

Maybe this has been answered elsewhere, but are you allowed in F2F Dominion to look at your previous hand during your Possession turn? At that point it's not your turn with your deck. It's your turn with your opponent's deck. I could see how someone would interpret the rules such that you can't look at your own deck during this Possession turn.

Well it's technically their turn, and I don't see why you shouldn't be allowed to look at your hand during other players' turns. ;)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Cave-o-sapien on October 27, 2015, 05:45:20 pm
The normal patch just gives the updated log and changed Masq highlight color, nothing else.

Thanks for this, speed patch is great. Is there a way that you can make it so that the log shows the full player names at the very start of the game? If I'm going first, it's strange not to know who I'm playing until after my first buy! Sorry if this has already been covered.

Yes, that's possible. My first try was this:

(http://s28.postimg.org/5fbdm88bh/starting.png)

But then I thought "hey, this could be a neat way to also highlight shuffling throughout the game" and ended up with this:

(http://s13.postimg.org/pemdtb213/shuffling.png)

Updated patch (https://www.dropbox.com/s/67ixo2gz1kvevbe/Assembly-CSharp_0.43_speed_update.rar?dl=0) (speed only).

This is a big improvement. It's SO MUCH EASIER TO READ.

One thing I would experiment with is making shuffles even more noticeable by putting a full line of tildes before or after a shuffle. Maybe it would look terrible, maybe it would help.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 28, 2015, 04:03:20 am
One thing I would experiment with is making shuffles even more noticeable by putting a full line of tildes before or after a shuffle. Maybe it would look terrible, maybe it would help.

How about this:

(http://s21.postimg.org/3mlxcuf9z/colors.png)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Witherweaver on October 28, 2015, 09:16:40 am
One thing I would experiment with is making shuffles even more noticeable by putting a full line of tildes before or after a shuffle. Maybe it would look terrible, maybe it would help.

How about this:


I think the words "shuffle" should shake around, like it's shuffling.  Maybe also with some blinking or sparkling, or general pyrotechnic animations. 
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 28, 2015, 09:28:47 am
I think the words "shuffle" should shake around, like it's shuffling.  Maybe also with some blinking or sparkling, or general pyrotechnic animations.

The place for these sort of requests is here (http://forum.makingfun.com/forumdisplay.php?96-Feedback-amp-Suggestions). I'm sure they'll be so in love with your idea that they'll make it their top priority.

In other news, the updated patch is now available for download (https://www.dropbox.com/s/yjzdvt1iljdl3s6/Assembly-CSharp_0.43_speed_update2.rar?dl=0).
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: drsteelhammer on October 28, 2015, 10:15:55 am
So this is the non-speed version without animations and with a pretty log, right?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 28, 2015, 07:09:15 pm
No it's the speed version now with fully colored shuffling.

I got the impression that no one is interested in the non-speed patch. If I'm mistaken please let me know and I'll release one with improved log highlighting once 2.0.44 is out.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: drsteelhammer on October 28, 2015, 08:35:22 pm
Personally, I like to play on the speed that was "fast" on the old goko (no animations, but you could take a quick look on what cards you discarded when playing HP), so the speed patch woudln't work for me. However, I really love the improvements you made to the log.

But I get that the speed thing is the reason people download your patch so I don't expect you two work on two patches simultaneiously if I'm the whole target audience :)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Burning Skull on October 29, 2015, 05:35:27 am
I am with drsteelhammer here.

Also, how is the work on adding Mic's head to chrystal ball going?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Mic Qsenoch on October 29, 2015, 08:12:57 am
I am with drsteelhammer here.

Also, how is the work on adding Mic's head to chrystal ball going?

I haven't found a high enough resolution image to capture all of my beauty.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Burning Skull on October 29, 2015, 08:32:44 am
As if all the others are super good quality
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 29, 2015, 08:38:16 am
Mic didn't dare to join Sea Hag in the beauty contest, afraid that he would lose.

But I get that the speed thing is the reason people download your patch so I don't expect you two work on two patches simultaneiously if I'm the whole target audience :)

It's okay, now that I know there's some interest I'll keep releasing non-speed patches with every MF update.

Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Awaclus on October 29, 2015, 08:42:19 am
Here's a pretty high-res picture of mic's head:

(http://www.performanceaudio.com/images/products/2/1500/12991_sq.jpg)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 29, 2015, 07:05:19 pm
Hmm, which would be the more readable font of the two?

(http://s29.postimg.org/nzhtmh97b/chatlog.png)

It's a tough call to make; I'm glad I'm not standing in MF's designer's shoes.

I would actually like some sort of delay when I'm playing with Possession because the log doesn't tell me what cards I have in my hand. I don't know if it's possible to make it happen for just Possession though, probably not.

I've looked into it a bit and will look into it a bit more, but it's probably not going to happen. Hopefully MF will write the cards to the log.

Deadlock and I figured out a way to write the gamelog and server messages like which cards you draw to a file on disk, which opens the way for external displaying tools that could also address the Possession issue.

The release of anything like that is a long, long way off (if it ever happens at all), but we're competing here with MF on the implementation of a completely trivial feature, which means we have all the time in the world.

Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 30, 2015, 11:12:49 pm
MF's Dominion Online 2.0.43 no longer works. With 2.0.44 causing all sorts of hanging issues, I'll hold of on creating an updated patch until these are resolved as this likely means 2.0.45 is arriving "soon".
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 31, 2015, 12:17:30 am
I'll hold of on creating an updated patch

Deeply saddened by this news, MF have decided to rollback to 2.0.43.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on October 31, 2015, 04:50:56 am
(http://s23.postimg.org/stjo7cx3f/csharpthanks.png)

(http://s2.postimg.org/zcqhht5xl/cilsend.png)

(http://s7.postimg.org/5cp74ssor/thankyou.png)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on November 01, 2015, 01:12:55 pm
I'm going to be able to write the cards you draw to the (local) gamelog. Would people like to see this happen all the time or only at the end of the turns on which you played a Possession?

Example: "S - Draws 4 Cards" would be replaced by something like "S - Draws King's Court, King's Court, Goons, Masquerade" (pin not included).
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Donald X. on November 01, 2015, 01:19:05 pm
I'm going to be able to write the cards you draw to the (local) gamelog. Would people like to see this happen all the time or only at the end of the turns on which you played a Possession?

Example: "S - Draws 4 Cards" would be replaced by something like "S - Draws King's Court, King's Court, Goons, Masquerade" (pin not included).
It doesn't sound exciting to me (someone who will probably never download your thing, since I sometimes need to be reporting opinions of the official version in all its purity).

For me a top log improvement would be, turning the pair of lines "dude buys x" and "dude gains x" into one line, "dude buys/gains x." Just, to see more. Obv. sometimes an ability squeezes in and you don't get to do that.

And then, what do you look at the log to see? Often, it's gained cards. So you could change the color on those lines, draw attention to them.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on November 01, 2015, 01:56:52 pm
The proposed change certainly isn't exciting but the idea is to solve the problem of being unable to look at your new hand before and during a Possession turn. Because it's a bit easier to code the general case I'm asking whether people would like to see that or rather not.

I agree that collapsing the buy/gain lines into one would be a big improvement but the server is sending those addLog commands and the client is processing them one by one, independently of each other, meaning that the change is best made server-side and that introducing a client-side processing buffer that doesn't just hang the client would be quite tricky, but I have some ideas and will look into it.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Awaclus on November 01, 2015, 02:43:33 pm
I'm going to be able to write the cards you draw to the (local) gamelog. Would people like to see this happen all the time or only at the end of the turns on which you played a Possession?

Example: "S - Draws 4 Cards" would be replaced by something like "S - Draws King's Court, King's Court, Goons, Masquerade" (pin not included).

I'd prefer all the time.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on November 02, 2015, 02:44:40 am
(http://s2.postimg.org/cs85t3dh5/buysgainsdraws.png)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on November 02, 2015, 03:05:31 am
I'm also thinking about printing sessions stats at the top of the log, like Win-Lose-Tie (not counting games that don't make it to T2) and number of P1's since you started the current client session.

Another, longer-term project I'm considering is Blitz Dominion: the first player to use n minutes or more auto-resigns. Both users would need to use the mod because fortunately it's not possible to remote-resign another player. You can request, say, a 5-minute blitz game by typing something like #blitz 5 in chat, the other player is asked to confirm and then the mods shake hands to make sure both players are running it and off they go.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: assemble_me on November 02, 2015, 03:35:42 am
I love the display of drawn cards. I would have needed that in my Possession game yesterday. Can I already download that new version of the patch?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on November 02, 2015, 05:43:40 am
Not yet, perhaps tonight.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Mic Qsenoch on November 02, 2015, 08:22:31 am
Blitz mode would be fantastic. As long as you can switch the timer to the other player when they need to respond to stuff during your turn.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Beyond Awesome on November 02, 2015, 08:32:45 am
Thanks for the work SCSN! You're doing an amazing job. I love the work you're doing. MF should be paying you.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on November 02, 2015, 06:42:36 pm
The updated patch is delayed because the "buys & gains" thing broke some dependency I should have foreseen. Yes, I bet you guessed it... the VP counter works by parsing the local gamelog, after it's all nicely colored up and stuff—gotta look your best when it counts.

I was going to include some pointed profanities directed at MF, but then it occurred to me that it would be more fair to let them speak for themselves, so here is some of their horrible code:

Code: [Select]
public void addVictoryPointCard(string cardName, CardMethod method)
{
    switch (method)
    {
        case CardMethod.Gaining:
            this.numCards++;
            if (this.cardsCount.ContainsKey(cardName))
            {
                int num = this.cardsCount[cardName];
                num++;
                this.cardsCount[cardName] = num;
            }
            else
            {
                this.cardsCount[cardName] = 1;
            }
            break;

        case CardMethod.Thrashing:
            this.numCards--;
            if (this.cardsCount.ContainsKey(cardName))
            {
                int num2 = this.cardsCount[cardName];
                num2--;
                if (num2 < 1)
                {
                    this.cardsCount.Remove(cardName);
                }
                else
                {
                    this.cardsCount[cardName] = num2;
                }
            }
            break;
    }
    if (cardName == "silver")
    {
        if (method == CardMethod.Gaining)
        {
            this.numSilvers++;
        }
        else if (method == CardMethod.Thrashing)
        {
            this.numSilvers--;
        }
    }
    else if (cardName == "duchy")
    {
        if (method == CardMethod.Gaining)
        {
            this.numDuchiesCards++;
        }
        else if (method == CardMethod.Thrashing)
        {
            this.numDuchiesCards--;
        }
    }
    else if (cardName == "fairgrounds")
    {
        if (method == CardMethod.Gaining)
        {
            this.numFairgrounds++;
        }
        else if (method == CardMethod.Thrashing)
        {
            this.numFairgrounds--;
        }
    }
    else if (cardName == "silk road")
    {
        if (method == CardMethod.Gaining)
        {
            this.numSilkroads++;
        }
        else if (method == CardMethod.Thrashing)
        {
            this.numSilkroads--;
        }
    }
    else if (cardName == "vineyard")
    {
        if (method == CardMethod.Gaining)
        {
            this.numVineyards++;
        }
        else if (method == CardMethod.Thrashing)
        {
            this.numVineyards--;
        }
    }
    else if (cardName == "duke")
    {
        if (method == CardMethod.Gaining)
        {
            this.numDukes++;
        }
        else if (method == CardMethod.Thrashing)
        {
            this.numDukes--;
        }
    }
    else if (cardName == "gardens")
    {
        if (method == CardMethod.Gaining)
        {
            this.numGardens++;
        }
        else if (method == CardMethod.Thrashing)
        {
            this.numGardens--;
        }
    }
    else if (cardName == "feodum")
    {
        if (method == CardMethod.Gaining)
        {
            this.numFeodums++;
        }
        else if (method == CardMethod.Thrashing)
        {
            this.numFeodums--;
        }
    }
    [...]
}

Now when you're programming a deck-building game you might stumble across some data structure eerily resembling an actual deck to which you can add and remove cards and count their occurrence with one-lined ease, but why would you settle for something like that when you can just keep track of things with lovely counters like these, one for each relevant card?

Though I'm sure the decompiler made it all up (https://www.youtube.com/watch?v=2g5Hz17C4is).
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: blueblimp on November 02, 2015, 06:54:40 pm
the VP counter works by parsing the local gamelog
Edit: I thought this was weird at first but I think it makes some sense (although I don't have familiarity with the code). It's legit to want to implement the counter on client only, instead of server+client (like isotropic did), so that if you want to make changes to the counter, you only need to change one codebase instead of two. Also it helps prevent the counter from leaking secret information, like isotropic's counter did in 3p+ Masquerade games.

It's possible that to count on client only, there isn't enough information to do so if you don't use the log.

This though:
after it's all nicely colored up
I gotta think is just an accident.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: LastFootnote on November 02, 2015, 06:58:21 pm
So Masquerade breaks it, right? With more than 2 players, at least.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on November 02, 2015, 08:51:08 pm
It's fixed thanks to Deadlock assisting me with his amazing regex skills; I'll release the patch tomorrow morning.

So Masquerade breaks it, right? With more than 2 players, at least.

Masq's passing info doesn't get into the log even for 2 players yet the point counter gets updated, so it gets feeded from at least one channel other than the log. I haven't looked into it but I wouldn't rule out that it still works for >2P.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: LastFootnote on November 02, 2015, 10:34:08 pm
Masq's passing info doesn't get into the log even for 2 players yet the point counter gets updated, so it gets feeded from at least one channel other than the log. I haven't looked into it but I wouldn't rule out that it still works for >2P.

Is it possible that that entire function is just leftover code and not actually called?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on November 03, 2015, 12:30:53 am
Masq's passing info doesn't get into the log even for 2 players yet the point counter gets updated, so it gets feeded from at least one channel other than the log. I haven't looked into it but I wouldn't rule out that it still works for >2P.

Is it possible that that entire function is just leftover code and not actually called?

Oh, for sure it
Masq's passing info doesn't get into the log even for 2 players yet the point counter gets updated, so it gets feeded from at least one channel other than the log. I haven't looked into it but I wouldn't rule out that it still works for >2P.

Is it possible that that entire function is just leftover code and not actually called?

Nah, it is definitely called. We wouldn't have been able to break the counter by changing the gaining string if it didn't pass through the function that calls that one. (called parseLogLineForVPs)

I'm not sure how they correct for Masquerade passes in 3p.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on November 03, 2015, 01:34:31 am
(http://i.imgur.com/cI1UaWX.png)    Hey all you MMF fans! I've been working with SCSN on the Graverobber plugin for MAKiNG MORE FUN.

I've just completed the first goal for the plugin and have pretty pictures to show off, so here they are.  The Graverobber plugin processes (in real time) a data log that is written out by MMF and generates a game log that is colorized in the style of our dearly departed Salvager.

Planned features include:
  • Filling in publicly known cards for actions like cards drawn from your deck (a MMF feature), passed with Masquerade, Picked up by Native Village, ect.
  • Collapsing simple buys into "X buys & gains Y" (also a MMF feature)
  • Baker token warning
  • Shelters warning on 5/2 split
  • Displaying all the public counters that hide in the crazy pop-out HUD or hide under mat cards on the MF client.
  • Option to collapse (i.e. 5 Copper, 2 Estate) cards that are revealed by deck diggers (e.g. Golem), and other places in the log.
  • Track session wins and losses (also a MMF feature)
  • Display Isotropish levels for players in game
  • Witty name such as "(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)Transmute plugin for MMF"
  • You tell me... I'm sure you have ideas
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on November 03, 2015, 05:06:42 am
Is it possible that that entire function is just leftover code and not actually called?

Humanity would be in a sorry state if the time spent on that work of utmost beauty did go to waste. I am happy to confirm that it did not.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Beyond Awesome on November 03, 2015, 05:07:35 am

(http://i.imgur.com/cI1UaWX.png)    Hey all you MMF fans! I've been working with SCSN on a <yet to be named after a witty Dominion card> plugin for MAKiNG MORE FUN.

I've just completed the first goal for the plugin and have pretty pictures to show off, so here they are.  This plugin processes (in real time) a data log that is written out by MMF and generates a game log that is colorized in the style of our dearly departed Salvager.

Planned features include:
  • Filling in publicly known cards for actions like cards drawn from your deck (a MMF feature) and cards passed with Masquerade
  • Collapsing simple buys into "X buys & gains Y" (also a MMF feature)
  • Baker token warning
  • Shelters warning on 5/2 split
  • Displaying all the public counters that hide in the crazy pop-out HUD or hide under mat cards on the MF client.
  • Option to collapse (i.e. 5 Copper, 2 Estate) cards that are revealed by deck diggers (e.g. Golem).
  • Witty name such as "(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)Transmute plugin for MMF"
  • You tell me... I'm sure you have ideas

Oh man this is so awesome. I don't have any ideas, but great work.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on November 03, 2015, 07:15:03 am
MAKiNG MORE FUN 0.43c is now available for download (https://www.dropbox.com/s/bilze58htd5enmz/MMF_043c.rar?dl=0). It consists of two files: the patched Assembly-CSharp.dll and my own MMF.dll, which was compiled using the .NET 4.0 compiler but should work on older versions of the framework (if not you know what to do). Both files should be placed in your Dominion_Data\Managed folder.

Most changes are neatly captured by this one picture:

(http://s22.postimg.org/46jb72hnl/MMF043c.png)

Additionally, a gamelog of your current game is written to \Users\Public\MMF, together with the file jsonlog.txt that contains everything the server has ever wanted to tell you but didn't dare to say out loud. Unfortunately for me, this file does not contain your password, credit card information or instructions for accessing that Singaporean bank account you've been hiding for all those years, and even if it did I'd have no way of reading it anyway. You can use it to satisfy your curiosity or for debugging purposes, or even leave it completely alone. Freedom of choice is a marvelous thing.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Accatitippi on November 03, 2015, 11:36:55 am
Awesome and impressive work, guys.  :o
I suggest Apprentice as a name. It's cute because it's kind of a reimplementation of Salvager (like the cards, in a way) and "learned" from it.
And it also gives hope that one day they'll look at him and learn.  :P
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: mameluke on November 03, 2015, 11:54:16 am
"Rebuild" would be an amusing poke at what MF supposedly did for the last six months.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Accatitippi on November 03, 2015, 12:26:15 pm
"Rebuild" would be an amusing poke at what MF supposedly did for the last six months.

I love it but it might become confusing, since build and rebuild have actually meaning in context. Or maybe not.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on November 03, 2015, 12:36:17 pm
While Rebuild is a Dominion card, and depending on perspective, might be descriptive of this plugin, it is a stupid card and I don't think I could be happy with naming a project after it.

Right now the top contenders in my mind are Transmute, Bridge, and Graverobber.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: sc0UT on November 03, 2015, 12:43:01 pm
Great Job SCSN! Nice improvements so far.
The starting cards 1liner is sweet. :)
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: GendoIkari on November 03, 2015, 12:44:54 pm
Wait a minute.... are they actually misspelling "Trashing" as "Thrashing"??
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: GendoIkari on November 03, 2015, 12:48:06 pm
This has probably been discussed in the past, but what IS the actual "correct" behavior for a VP counter in 3+ player Masq games? The current scores are not meant to be trackable by the game rules. Should the VP counter just be interpreted as "this is what the VP would be if no VP cards were passed with Masq ever"?
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: sc0UT on November 03, 2015, 12:52:51 pm
Wait a minute.... are they actually misspelling "Trashing" as "Thrashing"??

Well, there are other misspellings around...

I know that possession is consistently misspelled in the code for just such a reason.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: GendoIkari on November 03, 2015, 01:02:24 pm
Wait a minute.... are they actually misspelling "Trashing" as "Thrashing"??

Well, there are other misspellings around...

I know that possession is consistently misspelled in the code for just such a reason.

Yes but I can understand the posession one. That's not knowing how to spell a word that's not an immediately obvious spelling. Thrashing is not just a misspelling of Trashing, it seems more like they were under the impression that "Thrash" is a Dominion term instead of "Trash".
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Awaclus on November 03, 2015, 01:08:06 pm
Yes but I can understand the posession one. That's not knowing how to spell a word that's not an immediately obvious spelling. Thrashing is not just a misspelling of Trashing, it seems more like they were under the impression that "Thrash" is a Dominion term instead of "Trash".

Well, considering how often English-as-a-foreign-language people talk about a genre of music called "trash metal", I really wouldn't be surprised if it was just a misspelling of trashing.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Donald X. on November 03, 2015, 01:32:34 pm
Wait a minute.... are they actually misspelling "Trashing" as "Thrashing"??
It's decompiled code, so you can only guess as to the word they have there. Whereas stuff in quotes, they actually have.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Accatitippi on November 03, 2015, 01:36:44 pm
Wait a minute.... are they actually misspelling "Trashing" as "Thrashing"??

Well, there are other misspellings around...

I know that possession is consistently misspelled in the code for just such a reason.

Yes but I can understand the posession one. That's not knowing how to spell a word that's not an immediately obvious spelling. Thrashing is not just a misspelling of Trashing, it seems more like they were under the impression that "Thrash" is a Dominion term instead of "Trash".
I think it might be. The "th" sounds are not native for many of us foreigners, and non-proficient speakers may associate/substitute them with sounds that are used in their language, like some form of "T" or "F" in this case. Once you've done that, you'll have trouble remembering which words contained "t" and which "th".
This is a wild guess, as I don't know much about linguistics.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Donald X. on November 03, 2015, 02:00:01 pm
Most changes are neatly captured by this one picture:
A few obvious things you could do:

- When there's a list of cards, group them, e.g. "4 COPPER, HOVEL."
- Add missing color-coding, e.g. Beggar in blue.
- When the player's name is so long that the Turn line will go to two lines (happens a lot in the campaigns), cut out some dashes. If it's still too long, hack off the name where needed so that it isn't.
- Change the background color to a very dark gray for your own turns.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: ehunt on November 03, 2015, 06:09:51 pm
Wait a minute.... are they actually misspelling "Trashing" as "Thrashing"??

i saw that earlier and figured Thrashing was a programming term of art I didn't know!
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on November 03, 2015, 07:25:41 pm
On the inconsequential news front, We've picked Graverobber for the name of the plugin. Scratch one thing off the ToDo list.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Nakamura on November 03, 2015, 09:43:00 pm
Any chance the font of MMF can change to not being all caps? It's so hard to read.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on November 03, 2015, 10:54:47 pm
Any chance the font of MMF can change to not being all caps? It's so hard to read.

I believe SCSN tried to find a way to change the font and was not successful. Fortunately the base client moved to a different font with the first 2.0.44 patch that came out, so I assume the change was kept with the recent re-release. MMF version 0.44 should pick up the better font for free.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on November 04, 2015, 02:45:03 am
Releasing MMF 0.44.1.a (https://www.dropbox.com/s/7i7e48cj61zveij/MMF_0.44.1a.rar?dl=0), now compatible with Dominion Online 2.0.44.1 and featuring session statistics (towards which games that don't make it past T1 don't count).

(http://s12.postimg.org/neobg0pst/MMF044.png)

Edit: because the high-speed settings are now part of the official release, as of now there's just one patch again.

Edit2: some debug code made it into the release (some variables got dumped to chat at the end of the game); people who downloaded before 8:39 UTC should download again.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on November 04, 2015, 06:49:16 am
- When there's a list of cards, group them, e.g. "4 COPPER, HOVEL."
- Add missing color-coding, e.g. Beggar in blue.
- When the player's name is so long that the Turn line will go to two lines (happens a lot in the campaigns), cut out some dashes. If it's still too long, hack off the name where needed so that it isn't.
- Change the background color to a very dark gray for your own turns.

The first two of these will be in the next release:

(http://s29.postimg.org/nn7z7kw53/MMF044b.png)

The 3rd is something I might look into some day (it happens a lot with reasonably normal names during Possession turns) but has low priority. The 4th would involve doing things I so far haven't been able to figure out how to do.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: Mic Qsenoch on November 04, 2015, 08:28:47 am
It might be useful to update the OP with links to the most recent versions.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: werothegreat on November 04, 2015, 09:21:29 am
I'm giving you a +1, SCSN, only because the color you picked for Reactions isn't burning out my retinae, unlike all the colors MF picked.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Windows)
Post by: SCSN on November 04, 2015, 12:23:25 pm
I'm giving you a +1, SCSN, only because the color you picked for Reactions isn't burning out my retinae, unlike all the colors MF picked.

I tried very hard to find something bright and in-your-face, but MF had already exhausted all possibilities, so I had to settle for something more bland.

Joking aside, I have a rather astonishing conjecture: the guy who coded this part isn't using these bright colors by choice, but because he doesn't know any better. It uses the standard words red, yellow, magenta, cyan, etc. The standard blue is impossible to read against a black background, so hey, let's smuggle a bit and just not implement the reaction coloring, no one will probably notice.

Then one day another guy takes a look at it and thinks "man, that standard green looks pretty bad", and, knowing a thing or two about hex coloring (he's the senior engineer), he goes ahead and implements the following fix:

Code: [Select]
    if (color == "green")
    {
        color = "#56ff00ff";
    }

It's probably the same guy as the one who fixed the JackOffAllTrades thing—his stylistic signature is clear for all to see.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 05, 2015, 11:14:23 am
Releasing MAKiNG MORE FUN 0.44.2a (https://www.dropbox.com/s/pv8qr1sagwuw0se/MMF_0.44.2a.rar?dl=0). This version includes compatibility with Dominion Online 2.0.44.2, grouped draw cards, coloring for the reactions as well as our beloved Necropolis, and a reduction in brightness of the default cyan, adding a few years to your eyes' lifespan. Some bugs with the first player counter and the log display were fixed, and the file graverobber.dat is now written to Users\Public\MMF for use with the upcoming Graverobbber extension.

(http://s13.postimg.org/qq1zuua4n/MMF0442a.png)

Installation instructions: extract the .rar file into your \Dominion\Dominion_Data\Managed folder and enjoy. If your file manager doesn't let you do this, restart it with admin privileges.

Edit: I've also updated the OP and started referring to the thing as a "mod" rather than a "patch": in stead of patching essential things up, it now modifies and extends functionality.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 05, 2015, 01:12:05 pm
Let's say a line in the log can contain 30 capitals "W" before it starts running over, what would then be a good character limit that is maximally permissive without leading to spilled lines in practice?

Alternatively: what are some of the names that are both long and have a high space-consumption/character ratio that you've seen around?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Donald X. on November 05, 2015, 03:32:11 pm
Let's say a line in the log can contain 30 capitals "W" before it starts running over, what would then be a good character limit that is maximally permissive without leading to spilled lines in practice?

Alternatively: what are some of the names that are both long and have a high space-consumption/character ratio that you've seen around?
I think you could just truncate names at 13 characters. That's a "W" over SheCantSayNo and so looks like about what you can fit on that screen image. It's unlikely your opponent has the same name as you up to that point and hey there's color-coding. You don't really care which Gentleman you're fighting in the campaigns.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 05, 2015, 04:23:15 pm
Yes, something like that sounds good. I'll probably allow for a bit more, replace "turn X" with "TX" and shorten [Possessed] and [Outpost] (or whatever the exact wording and capitalization is) into [Pos] and [Out].

In other news, the first player counter is still broken w.r.t. T1 restarts, so don't rely on it for your tournament matches (the score thing works fine). If I can't find a fix soon I'll just have it replaced with the record from previous games (like the score), it's all you're really interested in because you can just see who goes first right now, but it would still be nice to have the current game included.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 05, 2015, 06:13:51 pm
MMF 0.44.2b (http://bit.ly/1WBYrba) with fixed first player counter, "turn " replaced with "T", "[possessed]" with "[pos]" (apparently there's nothing for Outpost) and one other string replacement (more to follow).

Edit: FWIW, in 0.44.2a the first player counter works as it should until a game is resigned on T1, after which not all variables get reset properly and the mod assumes who was P1 in the resigned game will be P1 in all future ones. It would make for a great troll feature.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 05, 2015, 11:16:06 pm
(http://s17.postimg.org/sizmcadyn/chatalert.png)

You obviously won't be getting an alert for your own messages, but I had no choice here: Villager Bot is a man of action, not of words.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: werothegreat on November 05, 2015, 11:51:13 pm
Hopefully MF will take my suggestion soon and shove the chat at the bottom of the log, like Salvager.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on November 06, 2015, 01:36:14 am
I don't know if they will, but we sure will.

(http://i.imgur.com/357lWfY.png)

But... Sadly we can't type into that chat box.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 06, 2015, 08:09:12 pm
Releasing MAKiNG MORE FUN 0.44.2c (http://bit.ly/1PfVwAK). New features include a chat alert that's ever so slightly harder to miss than MF's default, every list of cards (Hunting Party reveal, Chapel trashing, etc.) now being counted and grouped, trimming of dashes for long usernames, as well as some small bug fixes like the name of Ill-Gotten Gains not being shown correctly when drawn.

(http://s4.postimg.org/iuufaiy5p/MMF044c.png)

The coloring of excessively long usernames may fail due to the way MF has set up the coloring. For now I haven't bothered to fix it because I don't expect MMF users to encounter it in the wild, but please report it if you do and I may make it a bigger priority.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Cave-o-sapien on November 07, 2015, 01:59:13 am
The changes to the log are a huge improvement. Kudos!

Now I need to port it to the Mac version.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: assemble_me on November 07, 2015, 04:53:52 am
Can you give a short instruction what to do with those files in the MMF directory to get the colored log?
All I see is two txt files and that strange dat file. If I open it in my Chrome it looks just like... a txt file
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 07, 2015, 05:57:04 am
Deadlock has created a webpage that will let you load the .dat file and then parses it and live-updates the colored log. It's up to him to publish the url.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on November 07, 2015, 10:26:27 am
Can you give a short instruction what to do with those files in the MMF directory to get the colored log?
All I see is two txt files and that strange dat file. If I open it in my Chrome it looks just like... a txt file

gamelog.txt is just the log from your game.  If you want to save the log from a game, you can copy that file before you start a new game. jsonlog.txt is a log of the communications from the server that the client sends (as SCSN said before, no passwords or scary things to be found in there).

As SCSN mentioned, graverobber.dat is the file that the graverobber plugin will use to generate the Salvager style logs I have been posting screenshots of.  I have a short list of features I am working on before it is where I want it to before the initial release. If everything goes well, I hope to release this weekend.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: drsteelhammer on November 07, 2015, 12:13:46 pm
Is it possible to group up the "receives coin token" lines in the log aswell? I just played a Merchant Guild engine where half of the log consisted of that one line. (The same applies to VP tokens, I believe)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on November 07, 2015, 04:25:05 pm
Is it possible to group up the "receives coin token" lines in the log aswell? I just played a Merchant Guild engine where half of the log consisted of that one line. (The same applies to VP tokens, I believe)

Based on some things SCSN told me I think this is somewhat difficult within the game client (but not impossible since it is pretty similar to the buys/gains). It should be super easy to add to Graverobber, so I will add it to my feature list.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: michaeljb on November 07, 2015, 05:01:33 pm
The changes to the log are a huge improvement. Kudos!

Now I need to port it to the Mac version.
I tried using Hex Fiend to look at the hex diffs between the .dll files and apply changes manually, but I haven't got it to work. If you could find a way to decompile the .dll files and just add the C# changes that might work better. I could browse the decompiled source in Mono, but couldn't edit/recompile.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 07, 2015, 06:34:52 pm
Is it possible to group up the "receives coin token" lines in the log aswell? I just played a Merchant Guild engine where half of the log consisted of that one line. (The same applies to VP tokens, I believe)

I'll look into this once I have Blitz Dominion working, which should hopefully be within a week from now.

The changes to the log are a huge improvement. Kudos!

Now I need to port it to the Mac version.
I tried using Hex Fiend to look at the hex diffs between the .dll files and apply changes manually, but I haven't got it to work. If you could find a way to decompile the .dll files and just add the C# changes that might work better. I could browse the decompiled source in Mono, but couldn't edit/recompile.

It's going to be extremely hard to get a working recompilation because there are a few hundred instructions all decompilers I've tried can't resolve. But if anyone succeeds, by all means let me know.

In the meantime, could any of you send me the Mac version of Assembly-CSharp.dll? I'm curious as to whether I can do something with it under Windows.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: MdLC on November 07, 2015, 06:45:48 pm
Is it possible to group up the "receives coin token" lines in the log aswell? I just played a Merchant Guild engine where half of the log consisted of that one line. (The same applies to VP tokens, I believe)

I'll look into this once I have Blitz Dominion working, which should hopefully be within a week from now.

The changes to the log are a huge improvement. Kudos!

Now I need to port it to the Mac version.
I tried using Hex Fiend to look at the hex diffs between the .dll files and apply changes manually, but I haven't got it to work. If you could find a way to decompile the .dll files and just add the C# changes that might work better. I could browse the decompiled source in Mono, but couldn't edit/recompile.

It's going to be extremely hard to get a working recompilation because there are a few hundred instructions all decompilers I've tried can't resolve. But if anyone succeeds, by all means let me know.

In the meantime, could any of you send me the Mac version of Assembly-CSharp.dll? I'm curious as to whether I can do something with it under Windows.

I managed to port your Assembly-CSharp.dll to the Mac version by disassembling it, making the Windows to Mac changes in the IL, and reassembling it (using a Windows VM). But on Dominion startup, MMF is throwing an exception, and the game seems to be hanging whenever it receives network data (it won't log me in or allow me to play a campaign scenario).

Here is the exception:
Code: [Select]
Platform assembly: /Applications/Dominion 2.0.44.2.app/Contents/Resources/Data/Managed/MMF.dll (this message is harmless)
ArgumentException: Invalid SpecialFolder
  at System.Environment.InternalGetFolderPath (SpecialFolder folder) [0x00000] in <filename unknown>:0
  at System.Environment.GetFolderPath (SpecialFolder folder) [0x00000] in <filename unknown>:0
  at MMF.MakeMeSomeFun.initializeMMF () [0x00000] in <filename unknown>:0
  at MMF.MakeMeSomeFun.receiveServerMessage (SimpleJSON.JSONNode serverMessage) [0x00000] in <filename unknown>:0
  at NodeReceive.processReceive (SimpleJSON.JSONNode vJSONMsg) [0x00000] in <filename unknown>:0
  at NodeReceive+<processList>c__Iterator4.MoveNext () [0x00000] in <filename unknown>:0
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 07, 2015, 07:11:56 pm
That looks promising!

The exception is caused by OS X not being able to comply with my request for the path of the "Users\Public\" folder. The game hangs whenever you receive a server message because it tries to write it to a file located along this path. Under Windows this should never ever fail, so there was no point in me using a try-catch construction, but I will include one now that will disable the output of these files on Mac just to see whether you can get it to work.

Ready (http://bit.ly/1Nj6teU)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: MdLC on November 07, 2015, 10:08:21 pm
Success! Here is a screenshot of the Mac client running with the modified MAKiNG MORE FUN 0.44.2c:
(https://photos-3.dropbox.com/t/2/AABV4Voiz8SdJ3mbJ5RhIKMNCedO5zVZ8PODRuv4Z6cWsw/12/14163623/png/32x32/3/1446966000/0/2/dominion-mac-with-MMF.png/EL7dwwoY8MYCIAcoBw/kqWLMeu04cCi8Veetk7G5H95avCljnQzhrEwYf5bCQM?size_mode=2&size=1024x768)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 08, 2015, 08:39:09 am
Mac and Linux versions
MdLC has offered to help port and maintain a Mac and I think also a Linux version of MMF, which is greatly appreciated and especially awesome coming from someone who just signed up to the forum. So in addition to my thanks: a big warm welcome!

The exception he ran into (see a few posts above) was due to there being no OS X value for System.Environment.SpecialFolder.CommonDocuments. As of the next release I'm going to move the MMF folder to System.Environment.SpecialFolder.MyDocuments, which points to the following locations:

Windows:   C:\Users\userName\Documents
Linux:   /home/userName
OS X:   /Users/userName

The \Users\Public folder I had initially chosen for the Windows location was picked just because it was the shortest path I could immediately think of that didn't require admin privileges to write and I saw no reason to change it, until now.

The Future
Once Blitz Dominion is done, the next major feature I'll be working on are auto-play tags: #urchin will never trash another Urchin for the rest of the game (typing it again will toggle it off); #bane will always reveal bane; #moat will always reveal Moat, etc. I'll try to intercept these chat messages because the #moat feature is a lot less useful if you have to inform your opponent that you're not going to reveal a Moat, but as of right now I can't guarantee that I can make this happen (though I obviously think it's just a matter of time and persistence).

What other useful auto-play scenarios are there other than the three I mentioned? I'm talking about auto-play for trivial logistics only; I'm not going to include stuff that auto-builds you a game-winning engine (pretending for a second that I could).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Watno on November 08, 2015, 08:49:46 am
What other useful auto-play scenarios are there other than the three I mentioned? I'm talking about auto-play for trivial logistics only; I'm not going to include stuff that auto-builds you a game-winning engine (pretending for a second that I could).

Automatically taking a curse from Torturer (for when curses are empty), automatically putting all Alchemsists/Treasuries back on your deck, automatically revealing Horse Traders, auto-trashing incoming curses with Watchtower/turning them to Silver with Trader are some I could think of.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: yed on November 08, 2015, 10:23:41 am
I'm talking about auto-play for trivial logistics only; I'm not going to include stuff that auto-builds you a game-winning engine (pretending for a second that I could).
So not engine, but #AutoBMSmithy yes?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 08, 2015, 10:36:01 am
Automatically taking a curse from Torturer (for when curses are empty), automatically putting all Alchemsists/Treasuries back on your deck, automatically revealing Horse Traders, auto-trashing incoming curses with Watchtower/turning them to Silver with Trader are some I could think of.

Cool. I'll get to all of these except for the Watchtower/Trader thing, as they rarely are things you have to do a lot of during a game.

So not engine, but #AutoBMSmithy yes?

Sure, I'd be happy to give you #AutoResign with some sort of movie.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Schneau on November 08, 2015, 10:36:20 am
I'm talking about auto-play for trivial logistics only; I'm not going to include stuff that auto-builds you a game-winning engine (pretending for a second that I could).
So not engine, but #AutoBMSmithy yes?

I was thinking #rebuild would be nice for playing Rebuild boards.  ;D
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: JW on November 08, 2015, 11:24:14 am
What other useful auto-play scenarios are there other than the three I mentioned? I'm talking about auto-play for trivial logistics only; I'm not going to include stuff that auto-builds you a game-winning engine (pretending for a second that I could).

If Wandering Minstrel reveals only the same action, then if it's 2-3 copies of that action auto-put them back on top in "any" order.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Donald X. on November 08, 2015, 12:44:26 pm
What other useful auto-play scenarios are there other than the three I mentioned? I'm talking about auto-play for trivial logistics only; I'm not going to include stuff that auto-builds you a game-winning engine (pretending for a second that I could).
Spy / Scrying Pool: IRL it is common to say "just keep that for the rest of the turn." Dunno if that's worth the typing.

Tournament: Always reveal Province to their Tournament.

Walled Village: Always on top.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 08, 2015, 01:51:25 pm
What other useful auto-play scenarios are there other than the three I mentioned? I'm talking about auto-play for trivial logistics only; I'm not going to include stuff that auto-builds you a game-winning engine (pretending for a second that I could).

If Wandering Minstrel reveals only the same action, then if it's 2-3 copies of that action auto-put them back on top in "any" order.

Ah yes, there's a lot of this nonsense where you have to decide between multiple cards that are all exactly the same. Also Mystic/WW guessing or Doctor naming when the deck is empty, maybe Chancellor/Scavenger option to discard when the draw pile is empty (not sure if they ask you, but it would be consistent, so they probably don't).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Accatitippi on November 08, 2015, 01:57:42 pm
What other useful auto-play scenarios are there other than the three I mentioned? I'm talking about auto-play for trivial logistics only; I'm not going to include stuff that auto-builds you a game-winning engine (pretending for a second that I could).
Spy / Scrying Pool: IRL it is common to say "just keep that for the rest of the turn." Dunno if that's worth the typing.

Tournament: Always reveal Province to their Tournament.

Walled Village: Always on top.
You could have a #smartspy: once I choose to have you keep a card, always keep it for this turn.
No idea about how hard that would be to implement.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Cave-o-sapien on November 08, 2015, 01:59:19 pm
What other useful auto-play scenarios are there other than the three I mentioned? I'm talking about auto-play for trivial logistics only; I'm not going to include stuff that auto-builds you a game-winning engine (pretending for a second that I could).

Has Moneylender auto-trashing already been handled?

I'd second the notion that Watchtower would be nice, and not just for Curses. There are certain Goons setups where I'd prefer being able to toggle on auto-trashing and then toggle it off rather than go through the carpal tunnel-inducing full-screen drag-to-trash motions.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 08, 2015, 02:37:04 pm
Has Moneylender auto-trashing already been handled?

I'd second the notion that Watchtower would be nice, and not just for Curses. There are certain Goons setups where I'd prefer being able to toggle on auto-trashing and then toggle it off rather than go through the carpal tunnel-inducing full-screen drag-to-trash motions.

Ok, two votes is enough for me to reconsider. I can see something like #wt that auto-trashes incoming Curses, Ruins, Coppers and Rats, and #wts that also trashes Silvers and Spoils. The Moneylender thing is included with "a lot of this nonsense where you have to decide between multiple cards that are all exactly the same."

You could have a #smartspy: once I choose to have you keep a card, always keep it for this turn.
No idea about how hard that would be to implement.

The non-trivial part is reverse-engineering the basic functionality that would allow me to implement any of this and then gaining a sufficient amount of control over it to be able to do with it what I want. Once I've that down anything else is just a matter of putting in the hours. I'm not even 100% sure that I'm going to succeed here, but I've seen and done enough to make me confident that I will.

Another thing: I'm considering replacing the "Starting Cards: {Estates, Shelters}" with "Starting Cards: {Estates, Shelters} (, Colonies) (, Baker)", except that the "Starting Cards" wording wouldn't make a whole lot of sense anymore and I can't immediately think of anything better. I was thinking of "Relevant Cards" or "Key Cards" or something but that would sound really silly in a Colony game with Worker's Village, Watchtower and Goons, so suggestions are welcome.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Mic Qsenoch on November 08, 2015, 02:38:47 pm
Just call it "Setup"
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 08, 2015, 02:41:24 pm
Yes, that's great.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on November 08, 2015, 04:06:39 pm
Hey everyone! The Graverobber Plug-in is alive, kicking, and 100% ready (for you to find all the bugs and report them to me)

I started a separate thread for the plug-in here (http://forum.dominionstrategy.com/index.php?topic=14200) so we don't spam this one with any bug reports related to stupid things I did.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 08, 2015, 09:20:57 pm
(http://s21.postimg.org/rgiojpiif/blitz2.png)

(http://s28.postimg.org/nty2zpr7x/blitz1.png)

The lightblue text is generated by MMF.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: thespaceinvader on November 09, 2015, 03:57:02 am
What other useful auto-play scenarios are there other than the three I mentioned? I'm talking about auto-play for trivial logistics only; I'm not going to include stuff that auto-builds you a game-winning engine (pretending for a second that I could).
Treasury always on top.
Alchemist always on top.
Herbalist always topdeck highest calue treasure/never topdeck treasure.
Tunnel always reveal for gold.  Can be very useful sometimes when you're playing a deck designed to flip multiple tunnels per round.

Maybe Oracle don't care about topdeck order when returning cards from my Oracle?  That's one that always bugest me when I play the card in some implementations - I don't care which order I return the cards from my Oracle when I'm immediately going to draw them anyway.  Not sure how MF currently handles this one though.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Burning Skull on November 09, 2015, 05:32:07 am
Treasury always on top.
Alchemist always on top.
Herbalist always topdeck highest calue treasure/never topdeck treasure.

But that is not a super good idea, right?

Treasuries and Alchemists might not be wanted at top because of presence of discard attacks, or Scrying Pool.
You might want to topdeck, say, Potion with Herbalist, but in some cases you definitely not, and it is not infrequent when you want it one way on turn X and the other way on turn Y during a single game.

Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: thespaceinvader on November 09, 2015, 05:41:27 am
Treasuries, if I buy them at all, I almost always want to topdeck, and I would certainly expect there to be a lot more cases where I'd want to topdeck all of them than when I wouldn't.

Same with Alchemists., though you tend to accumulate more and topdeck more than you do with Treasuries.

And on the occasions you DON'T want to topdeck (e.g. Minion games, maybe), you don't have to use the setting.

Herbalists was a bit more of any iffy case, but I certainly play a lot of games with it where what I want is the +buy and I don't want to gum my engine by putting anything that's not an action in my next hand  Again, I can think of enough cases where I would want to set it one way and leave it that way that I'd want the setting.  Otherwise I wouldn't have suggested it ;).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: SCSN on November 09, 2015, 05:46:16 am
Not a big fan of the Herbalist suggestion, but if at some point I have implemented everything I ever wanted and am devoid of further ideas I don't see any harm in including it as option.

As for the points about Alchemist and Treasury: there will be two categories of automated game-play. One that's always on whenever you're using the mod—and this includes things like not having to chose the copper you trash with Moneylender, not having to manually put back the cards with Oracle you're about to draw and not having to guess when your deck+discard are empty with Mystic—and another category that consists of options that are toggleable, options you can turn on or off at will.

Alchemist and Treasury will obviously be included in the latter category. For these speficic cards the default will probably be that you put them back, but I'll let you customize your defaults through some sort of config file or, hopefully, a pop-up window (though right now the client hangs when I try to launch as much as a simple messagebox due to Unity's shitty support of Winforms).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: GendoIkari on November 09, 2015, 01:55:38 pm
Hey, so what's with the specific title / capitalization of this? Why capitalize everything but the "i"?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: GendoIkari on November 09, 2015, 01:57:45 pm
Tournament: Always reveal Province to their Tournament.


Do you mean just after you've revealed a Province to a first Tournament, or actually always? Because I think there's enough edge cases where you don't want to reveal Province; basically if you'd rather them have their Prize in hand now instead of next turn.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: werothegreat on November 09, 2015, 03:15:56 pm
So for my grad-level software class, I'm going to be doing a presentation on reverse engineering.  SCSN - might I ask what tools you're using to decompile code?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: xyz123 on November 09, 2015, 03:22:24 pm
Tournament: Always reveal Province to their Tournament.


Do you mean just after you've revealed a Province to a first Tournament, or actually always? Because I think there's enough edge cases where you don't want to reveal Province; basically if you'd rather them have their Prize in hand now instead of next turn.

Aren't there also plausible edge cases for other scenarios mentioned? For example, you may want to discard to Torturer when curses are out to gain a Gold from Tunnel, to remove a duplicate from your hand to activate Menagerie, etc.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Chris is me on November 09, 2015, 03:29:26 pm
Tournament: Always reveal Province to their Tournament.


Do you mean just after you've revealed a Province to a first Tournament, or actually always? Because I think there's enough edge cases where you don't want to reveal Province; basically if you'd rather them have their Prize in hand now instead of next turn.

Aren't there also plausible edge cases for other scenarios mentioned? For example, you may want to discard to Torturer when curses are out to gain a Gold from Tunnel, to remove a duplicate from your hand to activate Menagerie, etc.

In these cases, you wouldn't toggle the feature on. Im assuming the intent is that these won't be on by default unless they are truly unimportant (choosing a Copper to trash with Moneylender will literally never matter)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Windows)
Post by: Deadlock39 on November 09, 2015, 04:24:10 pm
Tournament: Always reveal Province to their Tournament.


Do you mean just after you've revealed a Province to a first Tournament, or actually always? Because I think there's enough edge cases where you don't want to reveal Province; basically if you'd rather them have their Prize in hand now instead of next turn.

Aren't there also plausible edge cases for other scenarios mentioned? For example, you may want to discard to Torturer when curses are out to gain a Gold from Tunnel, to remove a duplicate from your hand to activate Menagerie, etc.

In these cases, you wouldn't toggle the feature on. Im assuming the intent is that these won't be on by default unless they are truly unimportant (choosing a Copper to trash with Moneylender will literally never matter)

Except when the auto trash feature trashes my favorite Copper :'(.  copper.5 was special to me.

#EveryCopperIsSpecial
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 09, 2015, 04:36:33 pm
Releasing MAKiNG MORE FUN 0.44.2c (http://bit.ly/1Y0r9Qs) for Mac. Big thanks to MdLC for the port, testing and suggestions for better cross-platform compatibility. This version is equivalent to 0.44.2c for Windows but includes a fix for a bug that incorrectly combined the buys and gains log lines for various cards (Haggler, Hoard, an Embargoed pile, etc.). This bugfix will be in 0.44.2d for Windows but eager users can download the Mac release and just copy MMF.dll (make sure to leave Assembly-CSharp.dll alone).

Included also is a textfile containing the following install instructions, courtesy again of MdLC:

Code: [Select]
Installation via GUI:
1. In a new Finder window, navigate to your Applications folder
2. Right-click on Dominion 2.0.44.2.app and select “Show Package Contents”
3. Navigate to down Contents/Resources/Data/Managed
4. Rename Assembly-CSharp.dll to Assembly-CSharp-original.dll
   (this will require a password for admin privileges)
5. Copy the Assembly-CSharp.dll and MMF.dll from this folder into the Managed folder
   (this will again require a password for admin privileges)

Installation via Terminal from this folder:
$ sudo cp -a /Applications/Dominion\ 2.0.44.2.app/Contents/Resources/Data/Managed/Assembly-CSharp.dll /Applications/Dominion\ 2.0.44.2.app/Contents/Resources/Data/Managed/Assembly-CSharp-original.dll
$ sudo cp Assembly-CSharp.dll MMF.dll /Applications/Dominion\ 2.0.44.2.app/Contents/Resources/Data/Managed/

A Linux version is being looked at, but the 2.0.44.2 release is prohibitively unstable, so that might take a while.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Deadlock39 on November 09, 2015, 04:53:05 pm
Regarding the bug and fix, I'm curious what your opinion is for gains from things like Talisman, Embargo on the Curse pile, (Port someday), and any others I forgot. In these cases, the original log would show:

Player buys X
Player gains X
Player gains X

If you want to get super technical, it is wrong to change these instances to:
Player buys & gains X
Player gains X

but I would imagine prohibitively difficult to exclude the case in MMF.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 09, 2015, 05:08:37 pm
Through my clarity-tainted glasses the two look fully equivalent, the latter more concise and thus preferable, and it also happens to be the current implementation. Huray to laziness! I.e. I do understand what you're saying but I think it benefits no one to change things up.

So for my grad-level software class, I'm going to be doing a presentation on reverse engineering.  SCSN - might I ask what tools you're using to decompile code?

I'm currently using .NET Reflector, which only works for .NET projects. Other things I've used earlier (before I had my first working patch) include dotPeek and DotNet Resolver. Note that the decompiled code is only use to learn about how the software works and about where to make changes in the IL, because while most decompilers include the option to export the decompiled code to a Visual Studio project, faithful recompilation is effectively impossible for any sufficiently complex project. The most popular general RE tools are probably IDA Pro and ollydbg.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: werothegreat on November 09, 2015, 10:01:01 pm
Through my clarity-tainted glasses the two look fully equivalent, the latter more concise and thus preferable, and it also happens to be the current implementation. Huray to laziness! I.e. I do understand what you're saying but I think it benefits no one to change things up.

So for my grad-level software class, I'm going to be doing a presentation on reverse engineering.  SCSN - might I ask what tools you're using to decompile code?

I'm currently using .NET Reflector, which only works for .NET projects. Other things I've used earlier (before I had my first working patch) include dotPeek and DotNet Resolver. Note that the decompiled code is only use to learn about how the software works and about where to make changes in the IL, because while most decompilers include the option to export the decompiled code to a Visual Studio project, faithful recompilation is effectively impossible for any sufficiently complex project. The most popular general RE tools are probably IDA Pro and ollydbg.

Okay.  Mainly what I want to do is write a simple program (no more than 30 or so lines), compile it into an .exe, then decompile it, and show the differences between the two sets of code.  This would most likely be in Java.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Cave-o-sapien on November 10, 2015, 12:04:41 am
The Mac version works great!

Thanks!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: assemble_me on November 10, 2015, 12:54:48 am
Through my clarity-tainted glasses the two look fully equivalent, the latter more concise and thus preferable, and it also happens to be the current implementation. Huray to laziness! I.e. I do understand what you're saying but I think it benefits no one to change things up.

So for my grad-level software class, I'm going to be doing a presentation on reverse engineering.  SCSN - might I ask what tools you're using to decompile code?

I'm currently using .NET Reflector, which only works for .NET projects. Other things I've used earlier (before I had my first working patch) include dotPeek and DotNet Resolver. Note that the decompiled code is only use to learn about how the software works and about where to make changes in the IL, because while most decompilers include the option to export the decompiled code to a Visual Studio project, faithful recompilation is effectively impossible for any sufficiently complex project. The most popular general RE tools are probably IDA Pro and ollydbg.

Okay.  Mainly what I want to do is write a simple program (no more than 30 or so lines), compile it into an .exe, then decompile it, and show the differences between the two sets of code.  This would most likely be in Java.

1) You can't compile Java to exe files, but you can decompile class files.
2) Actually, I don't know, I've never tried decompiling my own code. What should happen is that simple comments in the code get lost and variable names will be messed up. There are a bunch of free / 30 day trial decompilers out there for Java as well that should suit your purpose.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: werothegreat on November 10, 2015, 09:15:55 am
You can't compile Java to exe files

http://stackoverflow.com/questions/2011664/compiling-a-java-program-into-an-exe
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: assemble_me on November 10, 2015, 09:22:14 am
You can't compile Java to exe files

http://stackoverflow.com/questions/2011664/compiling-a-java-program-into-an-exe

*shivers*
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: GendoIkari on November 10, 2015, 09:50:58 am
You can't compile Java to exe files

http://stackoverflow.com/questions/2011664/compiling-a-java-program-into-an-exe

Hey, look who used Stackoverflow to find helpful information.  ;)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: werothegreat on November 10, 2015, 09:56:07 am
You can't compile Java to exe files

http://stackoverflow.com/questions/2011664/compiling-a-java-program-into-an-exe

Hey, look who used Stackoverflow to find helpful information.  ;)

I know, I know, I'm a filthy hypocrite.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: ravi on November 10, 2015, 11:40:15 am
Tried installing the Mac version and it wouldn't let me log in. Reset the old dll and it worked fine again. With the MMF dll the sign in box came up where I could enter my credentials but then clicking sign in did nothing.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Deadlock39 on November 10, 2015, 11:42:33 am
I think there was an update pushed last night, so the version they just put up for Mac might be out of date already.  (Just a guess)

Looks like maybe the Mac wasn't updated.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 10, 2015, 11:53:41 am
Tried installing the Mac version and it wouldn't let me log in. Reset the old dll and it worked fine again. With the MMF dll the sign in box came up where I could enter my credentials but then clicking sign in did nothing.

Do you see a MMF folder under /Users/userName? If you do and it contains the file jsonlog.txt, please post the content here or send it to me via pm.

I think there was an update pushed last night, so the version they just put up for Mac might be out of date already.  (Just a guess)

For me the Mac link on the MF site still points to 2.0.44.2.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: MdLC on November 10, 2015, 12:15:05 pm
Tried installing the Mac version and it wouldn't let me log in. Reset the old dll and it worked fine again. With the MMF dll the sign in box came up where I could enter my credentials but then clicking sign in did nothing.

Thanks for the bug report. I'm a little embarrassed that there is one like this to report. I am at work right now, but I'll look into it as soon as I am done.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Accatitippi on November 10, 2015, 01:07:03 pm
Tried installing the Mac version and it wouldn't let me log in. Reset the old dll and it worked fine again. With the MMF dll the sign in box came up where I could enter my credentials but then clicking sign in did nothing.

Thanks for the bug report. I'm a little embarrassed that there is one like this to report. I am at work right now, but I'll look into it as soon as I am done.

Oh, don't worry, the rest of his hard drive is safe, at least.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: ravi on November 10, 2015, 05:11:59 pm
Tried installing the Mac version and it wouldn't let me log in. Reset the old dll and it worked fine again. With the MMF dll the sign in box came up where I could enter my credentials but then clicking sign in did nothing.

Do you see a MMF folder under /Users/userName? If you do and it contains the file jsonlog.txt, please post the content here or send it to me via pm.

Don't see any folder like that in my username folder
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 10, 2015, 08:06:41 pm
Could you download this (http://bit.ly/1RMEN62) version of MMF.dll and try again? You should use the same Assembly-CSharp dll (the patched, not the original from MF).

The folder and some files should be created at the initialization, if that fails the bool writeEnabled gets set to false, which should disable all writing except for one thing I had overlooked and only included a conditional to today. To be completely sure this version here simply disables all the file output period.

Please let us know whether this works, and if it does we can then try to figure out why the creation of the folder and files fails. Any information you could give about your system and usage (e.g. are you perhaps running the MF client sandboxed or have you some other settings that might disable writing to that folder). I'm not a Mac user though so I hope MdLC would be able to help you with that part.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: MdLC on November 10, 2015, 08:41:57 pm
Tried installing the Mac version and it wouldn't let me log in. Reset the old dll and it worked fine again. With the MMF dll the sign in box came up where I could enter my credentials but then clicking sign in did nothing.

Do you see a MMF folder under /Users/userName? If you do and it contains the file jsonlog.txt, please post the content here or send it to me via pm.

Don't see any folder like that in my username folder

SCSN's suggestion exactly reproduces the reported behavior for me, but only when the MMF directory exists and is not writeable. In this situation, clicking the "Sign In" button does nothing, and there is a line in the Player.log file (located at ~/Library/Logs/Unity/Player.log) that looks like this:
Code: [Select]
UnauthorizedAccessException: Access to the path "/Users/matthieu/MMF/jsonlog.txt" is denied.
I've also reproduced a similar problem when the MMF.dll fails to load (I replicated by deleting MMF.dll). In this case, there is a "Please Wait" popup after clicking "Sign In", and the log file has a line like this:
Code: [Select]
FileNotFoundException: Could not load file or assembly 'MMF, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Would you please check your Player.log file (with MMF installed) for either of the two messages above? If one of those is in the log file, please let me know which one. If neither one is in the log file, please post or PM me the Player.log.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 12, 2015, 07:49:16 am
(http://www.makingmorefun.com/download/UrchinTrain.gif)

Unfortunately the server keeps sending the requests so the experience isn't quite as fluid as I would have liked. I'll try intercepting those highlight messages and see whether that saves time.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Burning Skull on November 12, 2015, 08:31:33 am
img

Unfortunately the server keeps sending the requests so the experience isn't quite as fluid as I would have liked. I'll try intercepting those highlight messages and see whether that saves time.

Wow, that's really useful.
Sometimes I just trash the damned brats because it is so much frustration otherwise.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 12, 2015, 02:07:05 pm
When you auto-reveal a bane, gain a copy of it, putting it into your hand.

(http://www.makingmorefun.com/download/Auto%20Bane.gif)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: yed on November 12, 2015, 02:21:01 pm
Does it let you play both of these bane cards? Does the copy stays in your deck after you reshuffle?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 12, 2015, 02:34:18 pm
The extra banes gained this way stay in your hand for the rest of the game, but, unfortunately, you can't do anything with them (not even reveal them). In a world where witches exist, it turns out, so do ghosts.

What I think is happening is that while I'm telling the server that I'm revealing one of the banes in my hand, I'm not telling the client that I'm moving the bane card from my hand to the reveal area, which should be easy to fix (famous last words).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Accatitippi on November 12, 2015, 02:44:49 pm
Young Witch, junking you at all costs since 2011.
Now even better.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 13, 2015, 05:48:58 pm
which should be easy to fix (famous last words).

I've learned my lesson...

(http://www.makingmorefun.com/download/AutoBane.gif)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 14, 2015, 08:06:51 am
Releasing MAKiNG MORE FUN 0.44.2d for Windows (http://bit.ly/1PsTPzY) (Mac is in the works). Aside from some bug-fixes, this release displays Colonies and Baker (when applicable) in the setup field in the log and brings you long-awaited auto-play functionality: you no longer need to click endlessly to not trash your Urchins, just type "#u" or "#urchin" in chat and all you have to do for the rest of the game is wait for them to not trash themselves!

(http://s18.postimg.org/wm5fufejd/0_44_2d.png)

Autoplay is included for the following cards (more to be added in future releases):

Moneylenderalways on
Treasurydefault on#t(reasury)
Alchemistdefault on#a(lchemist)
Bane revealdefault on#b(ane)
Moat revealdefault on#m(oat)
Urchin trashdefault off#u(rchin)

These autoplay tags will get intercepted so you won't be informing your opponent about any of this. For your convenience, the chat window will close itself after entering a tag. In case anyone finds this annoying I'd be happy to make it optional in the next release.

Disclaimer: the screenshot contained in this post is for informational purposes only and does not reflect my thoughts on proper auto-play strategy.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: drsteelhammer on November 14, 2015, 09:50:06 am
Does the tag also work backwards?

But great work either way
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 14, 2015, 09:58:58 am
Yes, entering a tag toggles the corresponding boolean, so for all those who like randomly flipping switches it provides a great opportunity for endless fun.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: assemble_me on November 14, 2015, 10:09:15 am
This works great so far.
While testing this thing, I played a big Merchant Guild engine against Lord Bottington. There's still the one feature I dream of and that is some way to use lots and lots of coin tokens without clicking for each one. Now, you already have this text interface for auto playing cards.
Would it be possible to add something like #c(oin) [number] to use said amount of coin tokens? Clicking for each one really sucks once you play 3, 4 Guilds every turn.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 14, 2015, 10:28:13 am
That should be possible one way or another, I'll look into it.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 15, 2015, 06:22:29 am
MMF 0.44.2d for OSX (http://bit.ly/1HLYcUi) is now available as well, again thanks to MdLC for the porting and testing.

Installation instructions:

Code: [Select]
Installation via GUI:
1. In a new Finder window, navigate to your Applications folder
2. Right-click on Dominion 2.0.44.2.app and select “Show Package Contents”
3. Navigate to down Contents/Resources/Data/Managed
4. Rename Assembly-CSharp.dll to Assembly-CSharp-original.dll
   (this will require a password for admin privileges)
5. Copy the Assembly-CSharp.dll and MMF.dll from this folder into the Managed folder
   (this will again require a password for admin privileges)

Installation via Terminal from this folder:
$ sudo cp -a /Applications/Dominion\ 2.0.44.2.app/Contents/Resources/Data/Managed/Assembly-CSharp.dll /Applications/Dominion\ 2.0.44.2.app/Contents/Resources/Data/Managed/Assembly-CSharp-original.dll
$ sudo cp Assembly-CSharp.dll MMF.dll /Applications/Dominion\ 2.0.44.2.app/Contents/Resources/Data/Managed/
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 15, 2015, 07:14:33 am
Would it be possible to add something like #c(oin) [number] to use said amount of coin tokens? Clicking for each one really sucks once you play 3, 4 Guilds every turn.

(http://www.makingmorefun.com/download/Automated%20Tokens.gif)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: ravi on November 15, 2015, 08:04:23 am
Bug with 0.44.2d (not sure if this happened before) on Mac.

Was testing autoplay and had Urchin, Young Witch, Witch, Moat, Militia, Upgrade and Menagerie as bane (not sure if all of this is pertinent)

Whenever I played Militia after an Urchin (not sure if it happened with other cards) after I had turned on #u, the Menagerie image would pop up on the screen like I had clicked it (happened multiple times).
-----------------
Feature request: type #a(utoplay) to get a list of all the autoplay options typed out in the chat with brief descriptions

Keep up the good work, it's awesome!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: ravi on November 15, 2015, 08:07:23 am
Just saw that #a is alchemist, so it would have to be something else.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: ravi on November 15, 2015, 08:10:37 am
Feature request 2: for all pertinent cards have the autoplay options given at the top of the log.

Example if Young Witch, Moat, Alchemist, Urchin are on the board have something like "Bane, Moat and Alchemist Autoplays are on. Urchin Autoplay is off"
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 15, 2015, 08:36:21 am
Bug with 0.44.2d (not sure if this happened before) on Mac.

Was testing autoplay and had Urchin, Young Witch, Witch, Moat, Militia, Upgrade and Menagerie as bane (not sure if all of this is pertinent)

Whenever I played Militia after an Urchin (not sure if it happened with other cards) after I had turned on #u, the Menagerie image would pop up on the screen like I had clicked it (happened multiple times).

Thanks for the report. By looking through the code I figured this should occur whenever your previous auto-play action was either a bane or a Moat reveal, and your current auto-play action is clicking on the button for one of Urchin, Alchemist or Treasury, in which case it clicks on the bane or Moat again. It should happen only rarely in the wild and there's exception handling in place for when it fails to find the card, so I'll just include the fix in the next release.

Feature request 2: for all pertinent cards have the autoplay options given at the top of the log.

Example if Young Witch, Moat, Alchemist, Urchin are on the board have something like "Bane, Moat and Alchemist Autoplays are on. Urchin Autoplay is off"

MdLC suggested this as well and I like it. Not sure if it will be in the next release already but it shouldn't be too far off.

Quote
Feature request: type #a(utoplay) to get a list of all the autoplay options typed out in the chat with brief descriptions

I'll consider this once I figure out how to write to the chat locally, as I don't want opponents to be spammed with this info.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: ravi on November 15, 2015, 09:03:35 am

Quote
Feature request: type #a(utoplay) to get a list of all the autoplay options typed out in the chat with brief descriptions

I'll consider this once I figure out how to write to the chat locally, as I don't want opponents to be spammed with this info.

Maybe you can write it to the log in case you can't find a way to write to the local chat
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: assemble_me on November 15, 2015, 10:06:17 am
Would it be possible to add something like #c(oin) [number] to use said amount of coin tokens? Clicking for each one really sucks once you play 3, 4 Guilds every turn.

(http://www.makingmorefun.com/download/Automated%20Tokens.gif)

Awesome! Thanks a lot
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Chris is me on November 15, 2015, 10:11:28 am
I should have gotten a screenshot, but I was running an older version of your mod (I think the second latest - just before the hashtag chat auto play commands started), and when my opponent bought cards with Haggler, it would say he bought and gained the cheaper of the two cards, and that he just gained the more expensive card. Pretty minor, but thought I should point it out.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 15, 2015, 10:12:54 am
Yes, that bug is fixed in the latest version.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 16, 2015, 07:35:33 am
(http://www.makingmorefun.com/download/WT-Trash.gif)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: werothegreat on November 16, 2015, 10:21:24 am
What if I want that Curse?  For Fairgrounds or Ambassador or Forager or Junk Dealer or Rats or Gardens or...
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: thespaceinvader on November 16, 2015, 10:25:23 am
Then you change the setting so you're not using it for that match or at all.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: MdLC on November 16, 2015, 07:19:23 pm
For anyone who was having problems installing the latest Mac release, I made a mistake while packaging it. The permissions are too restrictive on the MMF.dll so the copied file can't be loaded by the Dominion application.

If MMF is running fine for you, then you can ignore the rest of this post.

Otherwise, I'm sorry for any headaches I caused you. You can fix your MMF install by removing any existing MMF.dll and installing one from the fixed ZIP file (coming to a server near you soon).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: MdLC on November 16, 2015, 08:04:21 pm
Otherwise, I'm sorry for any headaches I caused you. You can fix your MMF install by removing any existing MMF.dll and installing one from the fixed ZIP file (coming to a server near you soon).

The fixed ZIP file (http://bit.ly/1HLYcUi) is now on the server.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 20, 2015, 02:53:18 pm
(http://www.makingmorefun.com/download/EndTurn.gif)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: sc0UT on November 20, 2015, 04:19:23 pm


Whoa awesome!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Voltaire on November 20, 2015, 04:44:20 pm
So while that's an upgrade, I'd prefer not to play in deep space. Some sort of mild pattern (as opposed to garish fantasy castle) would be a nice middle-ground.

However.

A+ work.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Witherweaver on November 20, 2015, 04:45:59 pm
How about shallow space?  Some stars in the background, quasars, nebula, galaxies.. would be pretty awesome. 
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: XerxesPraelor on November 20, 2015, 04:57:45 pm
So what do you all think is wrong with the animations/background? Well, apart from the animations getting in the way of gameplay, which is obviously bad.

I mean, the fantasy castle is fine. They can't all be the best art ever (and it doesn't hurt my enjoyment of the game at all).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 20, 2015, 05:01:16 pm
The black background isn't the only feature on display ;)

But no worries, the black will be replaced by a tiled version of the animated crystal ball.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: assemble_me on November 20, 2015, 05:05:53 pm
[...]

The buttons are back!

Did you have to get rid of the background to make it work or was it just a decision of your taste?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: XerxesPraelor on November 20, 2015, 05:08:56 pm
The black background isn't the only feature on display ;)
It's great that you managed to get the end actions/end turn farther away from the other buttons.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Voltaire on November 20, 2015, 05:13:55 pm
I mean, the fantasy castle is fine. They can't all be the best art ever (and it doesn't hurt my enjoyment of the game at all).

On a scale of how much it bugs me, the castle is 2 out of 10 (barely bugging me at all). However, the daylight version is too busy and colorful and is somewhat distracting/contributes to visual clutter.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 20, 2015, 05:31:09 pm
[...]

The buttons are back!

Did you have to get rid of the background to make it work or was it just a decision of your taste?

The two are unrelated other than that I learned to control both at more or less the same time.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: werothegreat on November 20, 2015, 05:58:36 pm
The black background isn't the only feature on display ;)

But no worries, the black will be replaced by a tiled version of the animated crystal ball.

As long as it's stuck on that weird crowned frog.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Witherweaver on November 20, 2015, 06:48:47 pm
Moar creepy crystal ball
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 21, 2015, 11:12:34 am
(http://www.makingmorefun.com/download/Solar2.gif)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Titandrake on November 21, 2015, 04:13:23 pm
I didn't even notice they reimplemented the day to night transition until now. (To be fair, it probably wasn't that much work if they already had the art assets.)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 23, 2015, 03:53:59 pm
(http://s10.postimg.org/gucpqbwm1/chattease.png)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Accatitippi on November 23, 2015, 04:15:32 pm
If I may make another suggestion for the list of autoplay requests:
#mini(ngvillage) does the same choice as you did with the first mining village you played this turn. It might not be strategically perfect but it would go a long way in making Engines viable on Mining Village boards.  :)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: singletee on November 23, 2015, 04:43:12 pm
Dunno how feasible this is, but it would be nice to get some kind of warning when you click Play Treasures if it would play your Coppers but you have enough other $ combined with coin tokens to buy Grand Market. Maybe (I think this was how Iso did it) simply never auto-play Coppers when GM is out, unless you already have Copper in play.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: schadd on November 23, 2015, 10:25:54 pm
eggs
i appreciate the subtle strategically dense kingdom
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: markusin on November 23, 2015, 10:29:36 pm
Dunno how feasible this is, but it would be nice to get some kind of warning when you click Play Treasures if it would play your Coppers but you have enough other $ combined with coin tokens to buy Grand Market. Maybe (I think this was how Iso did it) simply never auto-play Coppers when GM is out, unless you already have Copper in play.
Didn't the old Goko client already do this? Does MF Dominion Online not do this?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Awaclus on November 23, 2015, 10:32:16 pm
Dunno how feasible this is, but it would be nice to get some kind of warning when you click Play Treasures if it would play your Coppers but you have enough other $ combined with coin tokens to buy Grand Market. Maybe (I think this was how Iso did it) simply never auto-play Coppers when GM is out, unless you already have Copper in play.
Didn't the old Goko client already do this? Does MF Dominion Online not do this?

No. It did it if you already had enough coins, but it didn't count the coin tokens.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: markusin on November 23, 2015, 10:42:00 pm
Dunno how feasible this is, but it would be nice to get some kind of warning when you click Play Treasures if it would play your Coppers but you have enough other $ combined with coin tokens to buy Grand Market. Maybe (I think this was how Iso did it) simply never auto-play Coppers when GM is out, unless you already have Copper in play.
Didn't the old Goko client already do this? Does MF Dominion Online not do this?

No. It did it if you already had enough coins, but it didn't count the coin tokens.
Oh right I didn't read "coin token'. Yeah you're right it never took those into account.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: ravi on November 26, 2015, 04:41:33 am
Man 0.44.2e looks like it's going to be pretty amazing from the little teaser gifs you are posting. Any idea when you'll be releasing it for us peasants?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 26, 2015, 07:51:30 am
The plan was to never actually release 0.44.2e...

...because MF have been saying a new client version is coming soon ;)

If they wait for too long though I'll release something soonish with whatever I've ready. Right now that would be Watchtower and Oracle autoplay, mass coin token payment, alternative end actions/turn buttons, and everyone's favorite new feature: solar control. You can see some or all of these (depending on the boards) in action tonight at 19:00 UTC during my game against Stef.

I'm still working on an autoplay settings menu where you can just turn things on and off with a single click instead of using the tags, as well as moving the chat to the side which right now brings with it quite some log-related glitches. After that I'll start working on an alternative Blitz implementation (the naïve one that's actually ready didn't quite work: very often the optimal play once you get somewhat of a time lead is to just end turn immediately so your opponent times out because he can't end the game quickly enough).

MdLC has been doing some great work too, most notably the creation of a tool to automatically patch a new MF release.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Accatitippi on November 26, 2015, 03:55:07 pm
Bug report time!
I'm playing a bot, and I have the default autoplays on. I play Moneylender.
A window pops up:
(http://i.imgur.com/xPejaYd.png)
And my estate turns into a copper! (this would be a welcome change, if the game let me play that copper. But no, it's a copper that just stays in the way for the rest of the game - a copper sprite is hiding my Estate)
(http://i.imgur.com/nHBdphU.png)
I'm running Windows 8.
Here's the log: (note that from that point on I cannot play the middle card of my hand whenever I have an odd number of cards in my hand and the card is not playable by button.)
https://dominion-game-logs.s3.amazonaws.com/game_logs/20151126/log.0.1448571068714.txt (https://dominion-game-logs.s3.amazonaws.com/game_logs/20151126/log.0.1448571068714.txt)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 26, 2015, 04:40:56 pm
Thanks for the report. I suspect your experience is due to a race condition: the current release uses threading for the autoplay functionality, and, as I learned during the implementation of Watchtower autoplay, Unity isn't thread-safe.

I've already rewritten all autoplay code so as to be executed on the main thread, and now that I know the old implementation is actually causing problems in the wild rather than just in theory, I'll release an update tonight. This means that 0.44.2e is coming after all.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 26, 2015, 06:04:26 pm
Releasing MAKiNG MORE FUN 0.44.2e for Windows (http://bit.ly/1Xjv8L9) (Mac coming soon). New features include alternative "End Actions/Turn" buttons, autoplay for Watchtower and Torturer, the ability to use a large amount of coin tokens at once, "solar control" that lets you alter the background and a rudimentary GUI that gives you easy access to all these options.

Additionally, improvements were made to ensure that all code is now thread-safe, the icons for coin and vp tokens are no longer preceded by endless white space in the sidelog, and a specific sequence of multiple autoplay actions no longer results in some spurious clicks on cards in your hand.

(http://www.makingmorefun.com/download/0442e.PNG)

Since autoplay settings can now be accessed via a simple menu displaying all autoplay options relevant to the current kingdom, all tags but "#gui" and "#c n" are deprecated and will be removed in the future. For the sake of completeness, here is an overview of all autoplay options:

Moneylenderalways on
Treasurydefault on#t(reasury)
Alchemistdefault on#a(lchemist)
Bane revealdefault on#b(ane)
Moat revealdefault on#m(oat)
Urchin trashdefault off#u(rchin)
Watchtower trashdefault on#w(atchtower)
Torturer Curse gaindefault on#tor(turer)
Coin token payment-#c n

Autoplay for Watchtower will trash incoming Coppers and Curses (Ruins to be added later), Torturer will let you auto "gain" Curses once they've run out, and "#c n" will let you use n coin tokens, provided, of course, that you have them.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Beyond Awesome on November 26, 2015, 08:41:35 pm
Amazing work SCSN!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 27, 2015, 06:31:51 am
The Mac version (http://bit.ly/1NShWCp) is now available as well, thanks to the always amazing MdLC.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Mr Anderson on November 27, 2015, 07:02:37 am
The Mac version (http://bit.ly/1NShWCp) is now available as well, thanks to the always amazing MdLC.

I downloaded the patch for Mac but I wasn't able to log in, when I used the MF file it worked fine for me. But thanks for the work, that patch looks excellent.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 27, 2015, 07:22:07 am
The Mac version (http://bit.ly/1NShWCp) is now available as well, thanks to the always amazing MdLC.

I downloaded the patch for Mac but I wasn't able to log in, when I used the MF file it worked fine for me. But thanks for the work, that patch looks excellent.

Could you pm the content of your Player.log file (located at ~/Library/Logs/Unity/Player.log) to MdLC and me?

The last time this happened it was because MMF.dll had insufficient permissions, so you could try changing those to fix it yourself.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Mr Anderson on November 27, 2015, 08:45:56 am
Sorry, I missed to move the new MMF.dll file as well. Now it works fine. Thank you.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: sc0UT on November 27, 2015, 09:39:10 am
You can see some or all of these (depending on the boards) in action tonight at 19:00 UTC during my game against Stef.

Whatched it on Twitch and you struggled a bit with the positioning of the new buttons in the lower left corner in games with coin tokens. One solution for this is to move them to the upper left corner. There is much unused space except in games with 4 or more players. Then one doesn't need to change the window size or hide the buttons.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: jsh357 on November 29, 2015, 12:49:43 am
Ran into (I assume) a bug. It seems some streams got crossed somehow here. After the Curses ran out, Torturer prompted me to trash Urchin even though I had the setting on, then the game froze. Free win for my opponent, I suppose.

http://i.imgur.com/BZ55YEE.jpg

I am also not fond of how the buttons cover the resign and trash buttons (in some games) but that's lesser.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 29, 2015, 06:42:57 am
Thanks for the report. I managed to reproduce it and will release a fix later today.

If you want compensation for your loss I'd be happy to give you a free win either just before or just after my league match tonight (starting at 20:00 UTC).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 29, 2015, 02:45:26 pm
A bug fix for the client hanging when you play a Torturer with an Urchin in play after the Curses have run out is now available (http://bit.ly/1Xjv8L9). It has replaced the old files so all previous links should work. A fix for the Mac version should appear soon.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 29, 2015, 05:05:55 pm
You can see some or all of these (depending on the boards) in action tonight at 19:00 UTC during my game against Stef.

Whatched it on Twitch and you struggled a bit with the positioning of the new buttons in the lower left corner in games with coin tokens. One solution for this is to move them to the upper left corner. There is much unused space except in games with 4 or more players. Then one doesn't need to change the window size or hide the buttons.

I agree with both you and jsh that the button placement is far from ideal, but I don't see an easy solution. I think in the same games where they now obscure coin tokens and the resign button, they would obscure the Province pile and some kingdom card(s) if you'd place them at the top.

One thing I'm considering is just moving the end actions/turn buttons a bit to the left (maybe only in games where they overlap other things?) and having just one settings button that would also cover autoplay and in the future blitz, and should thus be easier to place.

I'm very much open to other suggestions though.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on November 29, 2015, 05:58:41 pm
Bugfix for Mac is now available (http://bit.ly/1NShWCp) as well.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: sc0UT on November 29, 2015, 06:38:33 pm
I agree with both you and jsh that the button placement is far from ideal, but I don't see an easy solution. I think in the same games where they now obscure coin tokens and the resign button, they would obscure the Province pile and some kingdom card(s) if you'd place them at the top.

No, they don't have to.
(http://i.imgur.com/3yz2L79.jpg)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Voltaire on November 30, 2015, 02:13:50 pm
Doesn't work for 3/4 player games. That's where the other players would go.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: sc0UT on November 30, 2015, 03:30:49 pm
Doesn't work for 3/4 player games. That's where the other players would go.

One solution for this is to move them to the upper left corner. There is much unused space except in games with 4 or more players.

I assume that most players who install MMF are active f.ds members and rarely play 4p (or more) games. But if they do, it's still possible to hide the buttons. ;) In games with 3 players not a single avatar touches any new positioned button btw.

Maybe I'm wrong and multiplayer games are popular here. In this case and also if MMF shall be designed for multiplayer games, then you are totally right and my suggestion isn't worth it.

Another solution could be to place them next to the draw and discard pile. Do you think that's a problem with big hands?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: JW on December 01, 2015, 02:21:33 pm
I agree with both you and jsh that the button placement is far from ideal, but I don't see an easy solution. I think in the same games where they now obscure coin tokens and the resign button, they would obscure the Province pile and some kingdom card(s) if you'd place them at the top.

Thanks again for the great work. I accidentally clicked the resign button and trash pile when I meant to click the End Actions/End Turn buttons in a kingdom that was very standard in terms of setup (Provinces, no coin tokens, no VP tokens), because they were on top of each other. I am not sure if the exact placement is impacted by the window size of the game (which took up almost the full screen).

As someone who never plays with >3 players, sc0UT's suggestion looks good.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Chris is me on December 01, 2015, 02:25:44 pm
Can the buttons go on the top of the log? It's where they were for Salvager and you can add some white space to the beginning of the log so that nothing is hidden. I guess the buttons need to keep existing when the log is not used.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: Fergesser on December 02, 2015, 05:48:14 pm
Big thanks for this. The Autoplay options are adorable.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: SCSN on December 02, 2015, 07:55:30 pm
Releasing MMF 0.45.29a (http://bit.ly/1XzY0yL) for Windows. This version adds compatibility with Dominion Online 2.0.45.29 in addition to a bugfix. All other features are the same as in 0.44.2e.

The UI buttons will be moved in the future but it will take some more work.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac)
Post by: MdLC on December 03, 2015, 02:01:34 am
With the new release from Making Fun, my Linux install of Dominion is finally playable again (the last one crashed every time I tried playing a game). I can finally test and support the Linux version of MMF!

Barring unforeseen circumstances, MMF 0.45.29a for Linux will be released along with the Mac version soon.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac/Linux)
Post by: SCSN on December 03, 2015, 04:27:35 am
Thanks to MdLC again, MMF 0.45.29a is now available for OSX (http://bit.ly/1RoXyyk) and Linux (http://bit.ly/1lax3AO) as well.

No special installation instructions apply for Linux. Just get the files into your Dominion_Data/Managed directory by whatever means necessary.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac/Linux)
Post by: SCSN on December 05, 2015, 06:22:41 pm
Releasing MMF 0.45.29b (http://bit.ly/1YQXA4k) for Windows. This version makes sure that the chat window is now, in the words of MF (http://forum.makingfun.com/showthread.php?8301-Release-Notes-v-2-0-45), "better placed". But this time for real:

(http://www.makingmorefun.com/download/045.29b.PNG)

Additional features include alternative button placement to avoid overlap with default GUI elements, resetting of autoplay settings at the beginning of each game, and autoplay for Curse discard against a Mountebank attack (optional, on by default).

One unfortunate side-effect of the new button placement is that the menus overlap with the kingdom, so if you're not careful you end up clicking on cards as well. The placement is not final and the old configuration is still available as an option, so for now this will have to do.

A supplementary tip: to avoid having to find the chatbar with your mouse, press [Tab] to select it and just start typing.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac/Linux)
Post by: Awaclus on December 06, 2015, 12:40:00 am
That's a crazy kingdom.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac/Linux)
Post by: SCSN on December 06, 2015, 04:43:52 am
Mac (http://bit.ly/1LWcyg1) | Linux (http://bit.ly/1RxcURn)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac/Linux)
Post by: SCSN on December 06, 2015, 02:01:08 pm
(http://www.makingmorefun.com/download/deckandcounters.PNG)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac/Linux)
Post by: Infthitbox on December 07, 2015, 11:58:46 am
I'd like to make an autoplay request: Don't trash Fool's Gold (not sure what the default should be).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac/Linux)
Post by: Dingan on December 07, 2015, 12:17:45 pm
That's a crazy kingdom.

My thoughts exactly.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac/Linux)
Post by: SCSN on December 07, 2015, 06:05:02 pm
I'd like to make an autoplay request: Don't trash Fool's Gold (not sure what the default should be).

I'll implement this with default off.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac/Linux)
Post by: sc0UT on December 08, 2015, 04:03:24 am
Ruins aren't colorized in the log. A shiny brown e.g. #a05000 can do it.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac/Linux)
Post by: ravi on December 08, 2015, 05:34:06 am
This is a bigger request and may not be possible but I'd love for the ability to decide which autoplays are opt-in and which are opt-out. Maybe you need a settings thing on the intro screen like Salvager had.

Another option may be to have the autoplay menu open up at the beginning of a game where there are autoplay options available so I am aware of them and just leave the defaults the way they are.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac/Linux)
Post by: SCSN on December 08, 2015, 06:01:03 am
Ruins aren't colorized in the log. A shiny brown e.g. #a05000 can do it.

Thanks. I'll probably pick something a bit darker and reserve this one for the Reserves, which are going to have to be brown as well.

This is a bigger request and may not be possible but I'd love for the ability to decide which autoplays are opt-in and which are opt-out. Maybe you need a settings thing on the intro screen like Salvager had.

A config file that stores your preferences (including autoplay defaults) between sessions and even between MMF releases is planned. Implementation will start once 0.45.29c is out. An optimistic ETA, to quote MF once more, would be "this year for sure".

Quote
Another option may be to have the autoplay menu open up at the beginning of a game where there are autoplay options available so I am aware of them and just leave the defaults the way they are.

I'll include this in the next release, and, if anyone would find this annoying (let me know!), an option to turn it off for the session as well (which once the config file is out would translate into turning it off indefinitely).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0 (Win/Mac/Linux)
Post by: sc0UT on December 08, 2015, 10:50:42 am
Ruins aren't colorized in the log. A shiny brown e.g. #a05000 can do it.

Thanks. I'll probably pick something a bit darker and reserve this one for the Reserves, which are going to have to be brown as well.

Yes, a darker brown is fine but that one for Reserves must be brighter and look like carton or old paper. My suggestions could probably look different as text on black background. You'll make the right choice, I'm sure.  ;)

#804000
(http://wiki.dominionstrategy.com/images/6/6d/Abandoned_Mine.jpg) (http://www.colorhexa.com/804000.png)

#e0b060
(http://wiki.dominionstrategy.com/images/a/a9/Transmogrify.jpg) (http://www.colorhexa.com/e3b060.png)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 12, 2015, 04:29:48 am
MAKiNG MORE FUN 0.45.29c
Windows (http://bit.ly/1M8K6Yx) | Mac (http://bit.ly/1TH8R3z) | Linux (http://bit.ly/1Q9WU8T)

Today we celebrate the two-month anniversary of MAKiNG MORE FUN, the mod that makes online Dominion great again. Paying homage to its origin as a patch that used to fix some glaring issues in a past version of Dominion Online, the present release squashes several bugs that are kickingly alive inside the current client:
To reassure those who may be tormented by the fear that MMF's sheer existence would somehow hamper the development of MF's pure, unadulterated client: these bug fixes have been shared with Jeff in advance of this release, and some of them were promptly put into their code. Making fun together makes more fun for all.

New Features

MAKiNG MORE FUN 0.45.29c is MMF's single largest update yet, bringing you a wide scala of exciting new functionality that drastically expands your capacity for fun making. Unfortunately there is no such thing as a free lunch, and this much fun can only be made at a significant cost.

Of the many great improvements over its predecessor the original Goko client brought us, the inimitable motions of the player trays at the side of the screen quickly became everyone's favorite. It is therefore with a deep sense of sadness and a throb in my throat that I announce their retirement from 2-player Dominion. Fans of this format will no longer be able to derive vicarious delight from seeing the trays move around in splendid zest as they go about their business. However, both as a tribute to their legacy and as an aid in your grieving process, the counters they used to reveal with such inspiring vitality will from now on be permanently visible, while the tray itself sits beneath them in stoic immobility:

(http://www.makingmorefun.com/download/MMF04529c1.PNG)

Miscellaneous improvements included in 0.45.29c:
Autoplay

Autoplay functionality has been significantly extended by offering options for six new cards:
But as great as all of this may be, the best was saved for last...

Blitz Dominion

MAKiNG MORE FUN proudly releases Blitz Dominion, a timed Dominion variant where each player gets an n second timebank to score as many points as he can. The player to first run out of time passes all subsequent turns until his opponent is out of time as well, at which point the player with the most VP wins (or the second player in case of a tie). Blitz is currently only available for 2-player games and is still a work in progress. The format may change or different formats may be offered alongside each other. You are encouraged to share your thoughts and suggestions.

(http://www.makingmorefun.com/download/BlitzFig1.PNG)

(http://www.makingmorefun.com/download/BlitzFig2.PNG)

Two words of warning before you try it out:
Thanks to Mic Qsenoch for assisting in early testing of the first Blitz implementation and for being instrumental in coming up with alternative formats after discovering that the naive version would not work. I think the current format is the result of one of his suggestions.

As a final word I want to express my deep gratitude to MdLC who has been doing terrific work behind the scenes, including but not limited to the writing of an automatic patching tool, debug utilities that facilitate the exploration of game objects, writing various utility functions as well as helping out with debugging and testing. Whatever credit anyone may feel inclined to give me, belongs equally to him.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: sc0UT on December 12, 2015, 06:06:07 am
Awesome! I'm looking forward to see this awesomeness™ in action. :)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 13, 2015, 03:23:48 am
Even more fun is in the making:

(http://www.makingmorefun.com/download/WT-Buttons.gif)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Witherweaver on December 13, 2015, 06:24:42 am
But how do you keep gaining it over and over?!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 13, 2015, 11:44:43 am
The ability to create closed timelike curves is one of MMF's many undocumented features.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 14, 2015, 05:46:45 am
(http://www.makingmorefun.com/download/Tokens4.gif)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Co0kieL0rd on December 14, 2015, 01:23:44 pm
This is awesome! Thank you guys a lot for developing this mod! That's how fun is made ;)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: jsh357 on December 14, 2015, 01:27:38 pm
Wow, these features seem to have required some real depth of thought. It's a wonder anyone ever would have come up with them. Shecantsayno is on another level, breaking new ground that humanity couldn't have dreamed of. Who else could have possibly determined a slider for coin tokens was a good idea? And I'm sure it could only be done with reverse engineering too!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 14, 2015, 01:47:17 pm
To be fair to MF, I'm sure this idea sits somewhere on one of their tickets.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 14, 2015, 05:03:23 pm
I've been gathering quite some ideas for the April Fool's Day edition of MMF, one of them being your cards playing Hide and Seek:

(http://www.makingmorefun.com/download/HideAndSeek.PNG)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: markusin on December 14, 2015, 05:24:01 pm
^ Dat space real estate efficiency tho...
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: michaeljb on December 14, 2015, 08:01:34 pm
Quote from: SheCantSayNo
(watchtower buttons)
(coin token slider/keyboard input/plus-minus buttons)

(http://i.imgur.com/Y0EhB4s.gif)

It even looks like you're scheming a way to flatten out the cards in hand... :D
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: liopoil on December 14, 2015, 09:05:56 pm
Even more fun is in the making:

(http://www.makingmorefun.com/download/WT-Buttons.gif)
This is by far the best feature.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 15, 2015, 01:56:51 am
It even looks like you're scheming a way to flatten out the cards in hand... :D

It isn't quite the finished product, but the one thing it has going for it already is that you can actually see what cards are in your hand:

(http://www.makingmorefun.com/download/BigHand2.PNG)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: assemble_me on December 15, 2015, 05:27:21 am
It even looks like you're scheming a way to flatten out the cards in hand... :D

It isn't quite the finished product, but the one thing it has going for it already is that you can actually see what cards are in your hand:

(http://www.makingmorefun.com/download/BigHand2.PNG)

While this is indeed a big upgrade, it would be still better to just get the card on top while you hover over it with your mouse while it's in your hand (also with played action cards when you scheme them). That might be harder to realize than just spreading them out further, though.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 15, 2015, 06:52:48 am
While this is indeed a big upgrade, it would be still better to just get the card on top while you hover over it with your mouse while it's in your hand (also with played action cards when you scheme them).

Well, I'd rather see my entire hand at once than having to discover it one card at a time by sending my mouse pointer on an expedition to clear up the fog of war while hoping my memory is attentive enough to make a map of the terrain :)

The best solution to the Scheme problem is probably something like a pop-up window once there are more than some user-definable number of cards in play that gives you an iso-like interface but then quite a bit better. This will definitely take some time though, as it really needs the click-through problem to be dealt with first and that is going to be quite cumbersome.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Haddock on December 15, 2015, 06:58:11 am
One thought that MIGHT help (I'm not massively experienced with online Dominion, so this might be a stupid idea) would be to group things even more.
As in, ALL basic treasures (+potion) in one block with a total value written somewhere (during your action phase), and all basic victory cards similarly.  Then have it so that if you need to trash or discard something from those groups, you click on the group to fan it out temporarily.
And all remaining action cards grouped during the buy phase.

I have no idea whether that would be implementable/really freaking awkward/who knows.  But it was my first thought.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: zeruf on December 15, 2015, 11:33:27 pm
Do you have a version working on 2.0.46.3?

Just updated and after replacing the dll files dominion.exe doesn't run.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Gherald on December 16, 2015, 12:34:55 am
Couple suggestions:

Reduce the volume of the start game and end game sounds by over 50%, or disable them entirely. I did this with a salvager-like userscript in the old web client.  You usually want all the normal sounds to be notified of events, but the start and end ones are jarringly loud

Better notification of when it is your turn to do things during an oponent's turn, like discard cards to an attack or replace cards when Oracle is played
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 16, 2015, 04:04:20 am
MAKiNG MORE FUN 0.46.3a
Windows (http://bit.ly/1ITHSkQ) | Mac (http://bit.ly/1YjFUfj) | Linux (http://bit.ly/1ITI0B4)

New Features

Improvements
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Accatitippi on December 16, 2015, 05:07:02 am
how does Prince interact with Blitz when you're out of time? Does the game still play the Princed cards?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 16, 2015, 05:24:32 am
I don't own Prince so I can't test it, but I'd imagine it does, yes.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: JW on December 16, 2015, 12:10:39 pm
New Features
  • Buttons to use Watchtower's topdeck or trash ability with a single click.

I get buttons to "topdeck" or to "trash" with Royal Seal (as if it's copying Watchtower). However, those buttons don't appear to do anything.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 16, 2015, 03:09:09 pm
New Features
  • Buttons to use Watchtower's topdeck or trash ability with a single click.

I get buttons to "topdeck" or to "trash" with Royal Seal (as if it's copying Watchtower). However, those buttons don't appear to do anything.

I'm deeply sorry to learn that Royal Seal's trash ability isn't working for you. I'll have it fixed in the next release.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: drsteelhammer on December 16, 2015, 10:10:16 pm
I'm surprised this bug took 8 hours to find considering the strength of the card
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: zeruf on December 17, 2015, 12:20:36 am
Thanks for the update!

Love the app by the way, it's clean and all the features make playing dominion better  8)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 17, 2015, 09:06:35 am
Thanks for the update!

Love the app by the way, it's clean and all the features make playing dominion better  8)

Thanks a lot for the kind words. It's little tokens of appreciation like yours that make working on the mod be unusually rewarding.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 20, 2015, 03:24:40 am
(http://www.makingmorefun.com/download/AllTheCards.PNG)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Co0kieL0rd on December 20, 2015, 06:42:39 am
Seems like a good approach to clearly arrange large hands but could you order them by category, and then by alphabet? What's the threshold number for handsize for this arrangement?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: assemble_me on December 20, 2015, 08:04:51 am
Very creative solution. Is there a threshold of different cards or do you always display hand cards that way? (oh this was asked above as well^^)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: thespaceinvader on December 21, 2015, 06:19:31 am
(http://www.makingmorefun.com/download/AllTheCards.PNG)
I'm astonished by how much you're able to fix the awful design of this app ex post facto.  Real respect for this.  As well as internet respect.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: XerxesPraelor on December 21, 2015, 10:42:35 am
(http://www.makingmorefun.com/download/AllTheCards.PNG)
I'm astonished by how much you're able to fix the awful design of this app ex post facto.  Real respect for this.  As well as internet respect.
Yes, he has 500+ respect just in this thread.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Chris is me on December 21, 2015, 11:21:00 am
(http://www.makingmorefun.com/download/AllTheCards.PNG)

You're the hero Dominion Online needs. This is so much better than Making Fun's half-assed solution to the problem. Thanks so much for making this game fun!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: sc0UT on December 21, 2015, 11:34:43 am
Why are only crads in hand on the right side alternating on top? Was it a proof of principle for design aspects and good looking? I am more in favour of the alternating thing.

The card counter for urchin und scrying pool is hardly visible. So, stacked cards should always be on top or you should center the red bobble marker.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Cave-o-sapien on December 21, 2015, 11:38:28 am
(http://www.makingmorefun.com/download/AllTheCards.PNG)

Bravo! It really makes it obvious that the only reason the cards are arranged in a "fan" in the app is to mimic how one would hold the physical cards. It's certainly not the most efficient way to display the critical information.

Functional UI >>> Skeuomorphic UI

(someone said we should use that word more)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: sc0UT on December 21, 2015, 11:40:32 am
PNG
I'm astonished by how much you're able to fix the awful design of this app ex post facto.  Real respect for this.  As well as internet respect.
Yes, he has 500+ respect just in this thread.

Yes, that and 4 entries in Messages of the Week :)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Limetime on December 21, 2015, 11:56:12 am
(http://www.makingmorefun.com/download/AllTheCards.PNG)
Wow banker bot is getting good at this game! It looks like he has piled the masterpieces. What a pro move!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Witherweaver on December 21, 2015, 12:02:36 pm
Wow banker bot is getting good at this game! It looks like he has piled the masterpieces. What a pro move!

Gotta dodge that single Young Witch from the Black Market deck.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Deadlock39 on December 21, 2015, 12:20:56 pm
Why are only crads in hand on the right side alternating on top? Was it a proof of principle for design aspects and good looking? I am more in favour of the alternating thing.

The card counter for urchin und scrying pool is hardly visible. So, stacked cards should always be on top or you should center the red bobble marker.

The card layout here is stacked up left to right, then top to bottom, and the effect you see is a result of that.
Code: [Select]
  3
 2 4
1 8 5
 7 9
6   10

To change it to what you are describing the cards would need stacked up from the center out and then top to bottom
Code: [Select]
  1
 2 3
4 6 5
 7 8
9   10
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: michaeljb on December 21, 2015, 07:38:15 pm
(http://www.makingmorefun.com/download/AllTheCards.PNG)

To reassure those who may be tormented by the fear that MMF's sheer existence would somehow hamper the development of MF's pure, unadulterated client: these bug fixes have been shared with Jeff in advance of this release, and some of them were promptly put into their code. Making fun together makes more fun for all.

I assume you've shared this image with them as well? If not, someone should start a thread in the MF forums requesting that big hands look like this instead of the fanned out cards.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Chris is me on December 21, 2015, 07:41:44 pm
(http://www.makingmorefun.com/download/AllTheCards.PNG)

To reassure those who may be tormented by the fear that MMF's sheer existence would somehow hamper the development of MF's pure, unadulterated client: these bug fixes have been shared with Jeff in advance of this release, and some of them were promptly put into their code. Making fun together makes more fun for all.

I assume you've shared this image with them as well? If not, someone should start a thread in the MF forums requesting that big hands look like this instead of the fanned out cards.

That's probably a good idea, but at the same time it feels pretty awful that we have to tell Making Fun that being able to see what cards we have is an important feature.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: JW on December 21, 2015, 07:55:17 pm
I assume you've shared this image with them as well? If not, someone should start a thread in the MF forums requesting that big hands look like this instead of the fanned out cards.

Done: http://forum.makingfun.com/showthread.php?8168-Hard-to-see-what-cards-are-in-your-hand&p=44229&viewfull=1#post44229
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 22, 2015, 12:34:29 am
Quote from: Jonah42;44233
My concern with the layout above is that you can't see what the cards do.

That's certainly a distinct disadvantage over the default layout, where with 35 uniques in hand you can see what each card does just fine.

And for the people wondering: I currently have it set to switch to the new system once you have 10 or more uniques in hand and to switch back once you have 6 or less (to prevent endlessly flipping back-and-forth around the threshold).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: pst on December 22, 2015, 05:14:15 am
That's probably a good idea, but at the same time it feels pretty awful that we have to tell Making Fun that being able to see what cards we have is an important feature.
Or that it would be a good idea to check the Dominion Online part of this forum from time to time.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Witherweaver on December 22, 2015, 09:29:29 am
I still like the idea of just making your mouseover card magnified.  Is this what the old UI did?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Deadlock39 on December 22, 2015, 09:55:32 am
I still like the idea of just making your mouseover card magnified.  Is this what the old UI did?

That would be a good feature, but I don't recall any Dominion UI that ever did that.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Witherweaver on December 22, 2015, 09:59:14 am
Why didn't this problem come up with Goko?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Deadlock39 on December 22, 2015, 10:00:54 am
Why didn't this problem come up with Goko?

I'm pretty sure it did.  The UI has not changed from there.


You can drag cards out of your hand to see what they are, so it isn't 100% unplayable, but you have to be careful when putting one back in or you might accidentally play it.

You can also try to recognize the tiny sliver of the left edge of the art, but it gets harder and harder as your hand grows.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Witherweaver on December 22, 2015, 10:10:01 am
Hm.. I don't remember having this trouble with Goko.  I thought it did a mouseover or something. 
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Deadlock39 on December 22, 2015, 10:12:24 am
It isn't a major problem a majority of the time. SCSN says he has it set to switch to the new UI once you have 10 uniques in hand, which certainly isn't going to happen in a huge percentage of games.

However, when it is a problem, it is super annoying.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: drsteelhammer on December 22, 2015, 02:39:41 pm

And for the people wondering: I currently have it set to switch to the new system once you have 10 or more uniques in hand and to switch back once you have 6 or less (to prevent endlessly flipping back-and-forth around the threshold).

This is the stuff that makes me the happiest about the mod: Thoughtful implementation even before the product is released. Really great work, I wish MF had the same philosophy.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: XD9 on December 22, 2015, 11:51:20 pm
Hello folks.  Big thanks to SheCantSayNo for putting together this app.  I am having a more enjoyable time playing Dominion with the app installed.  Great work and thanks again.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: tailred on December 24, 2015, 07:57:03 am
Hey, the drag options for coin tokens are really great! Any chance of similarly changing overpay? My masterpiece-buying ass would love you so much for it.

Edit: Also Butcher.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 25, 2015, 04:33:37 am
Hey, the drag options for coin tokens are really great! Any chance of similarly changing overpay? My masterpiece-buying ass would love you so much for it.

Edit: Also Butcher.

Good suggestion. I just finished implementing it and will include it in the next release.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Chris is me on December 25, 2015, 12:38:15 pm
Minor feature request that isn't super important - When the game is over and you're in the lead, an option to skip all of the decisions that you make after that point would be cool. I.e., not having to tell Scheme what cards I want to top deck on my last turn, etc. It might be difficult to work out all the logic for this so I wouldn't make it a priority, just something I thought I would mention.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 27, 2015, 03:12:22 pm
Minor feature request that isn't super important - When the game is over and you're in the lead, an option to skip all of the decisions that you make after that point would be cool. I.e., not having to tell Scheme what cards I want to top deck on my last turn, etc. It might be difficult to work out all the logic for this so I wouldn't make it a priority, just something I thought I would mention.

I've added this. It's on unless Hermit is in play, which you may want to put back with Scheme to prevent it from getting trashed.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: ravi on December 27, 2015, 10:29:49 pm
And for the people wondering: I currently have it set to switch to the new system once you have 10 or more uniques in hand and to switch back once you have 6 or less (to prevent endlessly flipping back-and-forth around the threshold).

Don't know if it is possible to make this customizable or not, but there are already some difficulties reading on my laptop screen at 7 uniques.  I would actually just prefer to have your version always on because I don't really see any advantage to seeing the fanned out version. Only thing I can think of is that I may forget which knight is which so I'd want to see the text on the card and it is impossible to see that from the board.

Looking forward to the next release.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 28, 2015, 06:39:00 am
Don't know if it is possible to make this customizable or not, but there are already some difficulties reading on my laptop screen at 7 uniques.  I would actually just prefer to have your version always on because I don't really see any advantage to seeing the fanned out version.

I've added the option to always use the alternative layout. If there's demand for it I'll enable manually setting the threshold via the config file once that thing is ready.

Quote
Looking forward to the next release.

MF said 2.0.47 is planned for the 30th. If they make that date I'll be releasing 0.47a shortly afterwards; if they don't, 0.46.3b will be released on the 31th.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: pst on December 29, 2015, 02:53:45 am
Suggestion: Autoplay options for how you play should not be active also for how you command someone else to play (during Possessed turns, that is).

I just played a game with Alchemists and Possession where I had to turn off topdecking Alchemists. Without looking through the list of options I imagine there are other cases where you don't want to force other people to play the way you prefer to play yourself, so I think the simplest would be to just that make a general rule that such autoplay rules only are for you you actually play, not how you dictate.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 29, 2015, 10:31:30 am
Suggestion: Autoplay options for how you play should not be active also for how you command someone else to play (during Possessed turns, that is).

I just played a game with Alchemists and Possession where I had to turn off topdecking Alchemists. Without looking through the list of options I imagine there are other cases where you don't want to force other people to play the way you prefer to play yourself, so I think the simplest would be to just that make a general rule that such autoplay rules only are for you you actually play, not how you dictate.

I've made it so that, when enabled, autoplay for Alchemist and Treasury simply won't do anything during a Possession turn, and autoplay for Mining Village and Tournament will do the reverse (always trash and never reveal Province, respectively).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 31, 2015, 04:38:09 am
MAKiNG MORE FUN 0.46.3b
Windows (http://bit.ly/1PyYVIs) | Mac (http://bit.ly/1NTLLFG) | Linux (http://bit.ly/1ZDfZSp)

MMF wishes you all a more fun 2016, towards which today's release will be our first contribution.

New Features

(http://www.makingmorefun.com/download/old_crossed2.png)

(http://www.makingmorefun.com/download/new.PNG)


New Blitz Features
Blitz Improvements
Bug Fixes & General Improvements
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Co0kieL0rd on December 31, 2015, 07:14:58 am
Thank you guys a lot for the constant commitment in this project. I was just wondering about this one point: Can you still manually put Alchemist, Walled Village and Treasury on top of your opponent's deck in case you have two or more consecutive Possession turns?

Happy new year's eve tonight, everybody!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on December 31, 2015, 07:40:29 am
Yes, autoplay not doing anything means you're free to do whatever you like.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: JW on December 31, 2015, 01:59:14 pm
New Blitz Features
  • Scout gives you a 15 second time bonus whenever you play it.
Scout finally gets the boost it so desperately needed! Does this change mean that 1 Scout is frequently a key card for engines when playing with 120-180 second time settings?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: assemble_me on December 31, 2015, 02:38:27 pm
New Blitz Features
  • Scout gives you a 15 second time bonus whenever you play it.
[/list]

Scout finally gets the boost it so desperately needed! Does this change mean that 1 Scout is frequently a key card for engines when playing with 120-180 second time settings?

After a couple of sessions I think that many engines can be played at 180 sec, I even successfully executed one at 120, but not always. But it's possible, you just need to hurry. It's not true for all engines. Some cards are pretty slow to resolve.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: mameluke on January 09, 2016, 02:51:47 pm
Feature request: any way to show a running cost sum for Forge? I know I should math better but especially with cost reduction it's tricky. I mean, MF keeps track of coins, actions, and buys, so this shouldn't really be cheating. I'd also like to undo trashing cards with Forge in case you accidentally go over your intended cost.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: enfynet on January 09, 2016, 03:02:08 pm
With On-trash as a card function, I don't think there will ever be an "Undo" available.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: mameluke on January 09, 2016, 03:17:07 pm
Does on-trash trigger before you trash all of the cards in Chapel, Steward, and Forge? I thought not.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: werothegreat on January 09, 2016, 08:07:40 pm
Does on-trash trigger before you trash all of the cards in Chapel, Steward, and Forge? I thought not.

It should not.  Yet another reason why you should select all the cards you want to trash, being able to deselect them, then click a "trash these mofos I've selected over here" button, and THEN trash them.  Unless it's Remake, then trash them one at a time like the directions say.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: florrat on January 09, 2016, 09:43:32 pm
I haven't played Dominion much lately, so I only installed this mod today. But I must say, it is amazing! Every individual feature of MMF is minor, but all those extra conveniences add up, and the resulting experience is much better.

I was a bit worried that autoplay would be confusing, and would do things I didn't want before I started using it. But the little button is very clear and autoplay (and multi-coin token payment) is very nice!

  • Auto-skip unnecessary cleanup decisions when the game is over.
I think it's not yet skipping the decision for Stash.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: mameluke on January 09, 2016, 09:58:29 pm
Does on-trash trigger before you trash all of the cards in Chapel, Steward, and Forge? I thought not.

It should not.  Yet another reason why you should select all the cards you want to trash, being able to deselect them, then click a "trash these mofos I've selected over here" button, and THEN trash them.  Unless it's Remake, then trash them one at a time like the directions say.

Exactly. Thanks, yes this is exactly what I would want. I don't know if it's a feature MMF can implement, though. At the very least, as you select (or deselect) each card to trash, giving a running total of how many coins your Forged card would cost would be awesome.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: LibraryAdventurer on January 09, 2016, 10:00:02 pm
I also just installed this today and I appreciate the work put into it. (Now if only it were possible to make a mod that fixes the overheating problem...)
The only additional feature I would ask for is to be able to exclude individual cards in casual mode.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: moktak on January 10, 2016, 11:33:36 am
Just want to say: Thank you for the great work!
The mod works like a charm, easy to get used to it, blends in the game well.
These cool features makes the game so much better, it almost breaks the laws of thermodynamics! :)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on January 10, 2016, 03:58:58 pm
  • Auto-skip unnecessary cleanup decisions when the game is over.
I think it's not yet skipping the decision for Stash.

This is my way of punishing you for owning Stash.

Though kind and forgiving as I am, if anyone who owns the card is willing to play a game with it against me within 1.5 hours from now, I'll see what I can do.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: kn1tt3r on January 11, 2016, 07:56:38 am
At first I wanna say thanks to SCSN and everyone else involved. Great work and a very nice improvenment to the already well functioning MF thing.

One thing I noticed in some youtube video (which might already fixed): During a Possession turn the log said something along those lines:

Player 1 [pos]
...
1 - plays cards xyz
1 - plays his money
2 - buys & gains Province
...

In this case the "buy" and "gain" should not be merged. It's a minor thing but as this mod is obiviously striving after perfection it's still a thing.  ;)

Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Accatitippi on January 11, 2016, 08:34:17 am
Unless I'm missing something, an autoplay for Counting house (take all copper) would be nice to have, since you want to do that virtually all the time.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Burning Skull on January 11, 2016, 09:02:58 am
Unless I'm missing something, an autoplay for Counting house (take all copper) would be nice to have, since you want to do that virtually all the time.

After your post Philosopher's Stone feels even more insecure and sobs silently in its dark corner.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: kn1tt3r on January 11, 2016, 09:51:04 am
Unless I'm missing something, an autoplay for Counting house (take all copper) would be nice to have, since you want to do that virtually all the time.

After your post Philosopher's Stone feels even more insecure and sobs silently in its dark corner.

Must be one hell of a board where you have to figure out, after going for both Counting House AND Philosopher's Stone, whether it's worth playing CH with a PS in hand...
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Limetime on January 11, 2016, 10:07:26 am
COunting house traveling fair gone wrong top decking p-stones instead of counting houses?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Accatitippi on January 11, 2016, 10:12:08 am
Unless I'm missing something, an autoplay for Counting house (take all copper) would be nice to have, since you want to do that virtually all the time.

After your post Philosopher's Stone feels even more insecure and sobs silently in its dark corner.

Must be one hell of a board where you have to figure out, after going for both Counting House AND Philosopher's Stone, whether it's worth playing CH with a PS in hand...

Make that two philosopher stones, since with only one ps taking all the coppers is essentially always the best choice (1c/card vs 0.2c/card) (somebody will edgecase this). If you have at least 2 PS in hand, and taking the last copper would drop your total card count to the lower tier, then you should leave some copper.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: gkrieg13 on January 11, 2016, 11:16:30 am
I just tried to install the mod for Mac, and when I finished the installation and started it up, I just get a connecting dialog that never goes away.  Is anyone else having this problem?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: assemble_me on January 11, 2016, 11:28:54 am
I just tried to install the mod for Mac, and when I finished the installation and started it up, I just get a connecting dialog that never goes away.  Is anyone else having this problem?
I had this once for the windows version when I only installed the Assembly-CSharp.dll and missed installing the MMF.dll.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: gkrieg13 on January 11, 2016, 11:31:23 am
I just tried to install the mod for Mac, and when I finished the installation and started it up, I just get a connecting dialog that never goes away.  Is anyone else having this problem?
I had this once for the windows version when I only installed the Assembly-CSharp.dll and missed installing the MMF.dll.

That's exactly what I did! Thanks!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on January 11, 2016, 05:34:37 pm
Player 1 [pos]
...
1 - plays cards xyz
1 - plays his money
2 - buys & gains Province
...

In this case the "buy" and "gain" should not be merged. It's a minor thing but as this mod is obiviously striving after perfection it's still a thing.  ;)

Fixed.

  • Auto-skip unnecessary cleanup decisions when the game is over.
I think it's not yet skipping the decision for Stash.

Fixed (thanks to Mic and assemble_me for helping out), and added Stash autoplay (put them on top).

Unless I'm missing something, an autoplay for Counting house (take all copper) would be nice to have, since you want to do that virtually all the time.

Done.

MdLC has also been doing some great work recently, so there's more to come!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: florrat on January 11, 2016, 08:05:33 pm
Great!

Another autoplay suggestion: don't trash to opponent Bishop (default off).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Burning Skull on January 13, 2016, 03:11:12 am
Unless I'm missing something, an autoplay for Counting house (take all copper) would be nice to have, since you want to do that virtually all the time.

After your post Philosopher's Stone feels even more insecure and sobs silently in its dark corner.

Must be one hell of a board where you have to figure out, after going for both Counting House AND Philosopher's Stone, whether it's worth playing CH with a PS in hand...

Make that two philosopher stones, since with only one ps taking all the coppers is essentially always the best choice (1c/card vs 0.2c/card) (somebody will edgecase this). If you have at least 2 PS in hand, and taking the last copper would drop your total card count to the lower tier, then you should leave some copper.

At your service: Grand Market :)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on January 13, 2016, 03:59:18 am
Great!

Another autoplay suggestion: don't trash to opponent Bishop (default off).

Added.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Co0kieL0rd on January 13, 2016, 11:56:13 am
Unless I'm missing something, an autoplay for Counting house (take all copper) would be nice to have, since you want to do that virtually all the time.

After your post Philosopher's Stone feels even more insecure and sobs silently in its dark corner.

Must be one hell of a board where you have to figure out, after going for both Counting House AND Philosopher's Stone, whether it's worth playing CH with a PS in hand...

Make that two philosopher stones, since with only one ps taking all the coppers is essentially always the best choice (1c/card vs 0.2c/card) (somebody will edgecase this). If you have at least 2 PS in hand, and taking the last copper would drop your total card count to the lower tier, then you should leave some copper.

At your service: Grand Market :)

Why would you ever go for Counting House if there is Grand Market on the board? Okay there might be some weird games but even then you can savely take all Coppers in hand as they don't curtail your ability to buy GMs as long as you keep them in hand.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: florrat on January 13, 2016, 08:57:22 pm
Two remarks about the overpay UI:

* The "Done overpaying" button has a bigger hitbox than the size of the button. So if you click just below the button, it will still recognize it as a click on the button. This makes it very easy to misclick this button when you want to drag the slider, since their hitboxes almost overlap (my game resolution is 1600x900, if that matters). Could you move the slider down a bit (or make the hitbox for "Done Overpaying" smaller)?
* There is a minor UI bug. The following steps reproduce it:
- play a kingdom with Stonemason a unique action card at some price. Say Ironmonger is the only card costing $4.
- Be in the buy phase with exactly $6 and 1 buy.
- Buy Stonemason, drag overpay slider to 4, and click overpay.
- You will now correctly gain 2 Ironmongers, but the "Overpay 1" and "Done Overpaying" buttons will stay on screen during your opponent's turn (the MMF overpay interface disappears).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: iamsparticus on January 18, 2016, 06:05:47 pm
A new version is out and I stupidly updated without checking for a MMF update. Any idea when it will be available?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on January 18, 2016, 06:18:22 pm
MAKiNG MORE FUN 0.47.11a
Windows (http://bit.ly/1PmI8pc) | Mac (http://bit.ly/1RPZQbu) | Linux (http://bit.ly/20anq3V)

New Features
Improvements
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: tailred on January 18, 2016, 10:14:25 pm
Oh yea, how about autoplay for Explorer?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: enfynet on January 18, 2016, 10:20:36 pm
Oh yea, how about autoplay for Explorer?
They can't all be the best autoplay ever...
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: kn1tt3r on January 19, 2016, 03:13:37 am
Yesterday MMF crashed when it tried to Autoplay Secret Chamber as a Bane card to Young Witch (I didn't reveal SC for the reaction effect when YW was played). The client showed a whole window of code (it was still in a clean MF popup window, but full of javascript (or whatever) code) and I couldn't do anything anymore.
Sorry, only after closing the client I realized I should have made a screenshot.

Edit: It was before yesterday's update.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on January 19, 2016, 07:04:45 am
Yesterday MMF crashed when it tried to Autoplay Secret Chamber as a Bane card to Young Witch (I didn't reveal SC for the reaction effect when YW was played). The client showed a whole window of code (it was still in a clean MF popup window, but full of javascript (or whatever) code) and I couldn't do anything anymore.
Sorry, only after closing the client I realized I should have made a screenshot.

Edit: It was before yesterday's update.

Unfortunately I can't reproduce this, and searching for kn1tt3r on gokosalvager.com for kingdoms that contain both Young Witch and Secret Chamber doesn't give any results. Do you have the log somewhere, or if not perhaps remember some other specifics about the kingdom and in particular the turn you experienced the crash on?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: kn1tt3r on January 19, 2016, 10:22:09 am
Yesterday MMF crashed when it tried to Autoplay Secret Chamber as a Bane card to Young Witch (I didn't reveal SC for the reaction effect when YW was played). The client showed a whole window of code (it was still in a clean MF popup window, but full of javascript (or whatever) code) and I couldn't do anything anymore.
Sorry, only after closing the client I realized I should have made a screenshot.

Edit: It was before yesterday's update.

Unfortunately I can't reproduce this, and searching for kn1tt3r on gokosalvager.com for kingdoms that contain both Young Witch and Secret Chamber doesn't give any results. Do you have the log somewhere, or if not perhaps remember some other specifics about the kingdom and in particular the turn you experienced the crash on?

Yeah, I don't find it either. Probably the log was not saved due to the crash or me just quitting and closing the client.

The kingdom had Crossroads, Hamlet, Secret Chamber, Young Witch, Torturer (I think) and some other things of no consequence (e.g. no trashing).

If I remember correctly I did not reveal Secret Chamber as a reaction before the autoplay crash happened, which probably means (and I don't remember this, it's just putting the pieces together) that this was her second Young Witch played that turn and I have revealed SC the first time (with autoplay working).
So maybe this has something to do with revealing or not revealing SC as an action card before using it as Bane?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: MdLC on January 19, 2016, 11:16:28 am
Yesterday MMF crashed when it tried to Autoplay Secret Chamber as a Bane card to Young Witch (I didn't reveal SC for the reaction effect when YW was played). [...]

Unfortunately I can't reproduce this, and searching for kn1tt3r on gokosalvager.com for kingdoms that contain both Young Witch and Secret Chamber doesn't give any results. Do you have the log somewhere, or if not perhaps remember some other specifics about the kingdom and in particular the turn you experienced the crash on?

Yeah, I don't find it either. Probably the log was not saved due to the crash or me just quitting and closing the client.

The kingdom had Crossroads, Hamlet, Secret Chamber, Young Witch, Torturer (I think) and some other things of no consequence (e.g. no trashing).

If I remember correctly I did not reveal Secret Chamber as a reaction before the autoplay crash happened, which probably means (and I don't remember this, it's just putting the pieces together) that this was her second Young Witch played that turn and I have revealed SC the first time (with autoplay working).
So maybe this has something to do with revealing or not revealing SC as an action card before using it as Bane?

It looks like this is the log (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160118/log.0.1453148287079.txt). I had to tell gokosalvager to allow quits in the search results.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: kn1tt3r on January 19, 2016, 11:31:42 am
Yesterday MMF crashed when it tried to Autoplay Secret Chamber as a Bane card to Young Witch (I didn't reveal SC for the reaction effect when YW was played). [...]

Unfortunately I can't reproduce this, and searching for kn1tt3r on gokosalvager.com for kingdoms that contain both Young Witch and Secret Chamber doesn't give any results. Do you have the log somewhere, or if not perhaps remember some other specifics about the kingdom and in particular the turn you experienced the crash on?

Yeah, I don't find it either. Probably the log was not saved due to the crash or me just quitting and closing the client.

The kingdom had Crossroads, Hamlet, Secret Chamber, Young Witch, Torturer (I think) and some other things of no consequence (e.g. no trashing).

If I remember correctly I did not reveal Secret Chamber as a reaction before the autoplay crash happened, which probably means (and I don't remember this, it's just putting the pieces together) that this was her second Young Witch played that turn and I have revealed SC the first time (with autoplay working).
So maybe this has something to do with revealing or not revealing SC as an action card before using it as Bane?

It looks like this is the log (http://gokosalvager.com/static/logprettifier.html?http://dominion-game-logs.s3.amazonaws.com/game_logs/20160118/log.0.1453148287079.txt). I had to tell gokosalvager to allow quits in the search results.

That's the game. Thanks!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Joseph2302 on January 24, 2016, 04:22:28 pm

Installation Instructions

1. Download the mod: Windows (http://bit.ly/1PmI8pc) | Mac (http://bit.ly/1RPZQbu) | Linux (http://bit.ly/20anq3V)

2. Under Windows, extract the downloaded .rar file to your "Program Files (x86)\Dominion\Dominion_Data\Managed" folder (or wherever you installed Dominion). If your file manager doesn't let you do this, restart it with admin privileges. For installation under OS X, consult the included text file or read this post (http://forum.dominionstrategy.com/index.php?topic=14009.msg540024#msg540024). No special instructions apply for Linux, just get the MMF files into your Dominion_Data\Managed folder.

3. Enjoy!

If you want to back-up the old file first, rename Assembly-CSharp.dll to something of your liking prior to extracting.

Having problems installing. If I extract it to the "Program Files (x86)\Dominion\Dominion_Data\Managed" folder, then when I open Making Fun it should run automatically right?

Coz I've got the files extracted to there, but Making Fun still looks as crap as ever for me.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on January 24, 2016, 04:33:03 pm
Yes, what you say you're doing should work.

If the client is working but you don't notice any changes (note that you won't see anything mod-related until you start a game), that probably means the Assembly-CSharp.dll isn't correctly overwritten. To make sure you actually have the MMF version you could rename the original one and then extract the .rar file again. You need admin privileges to write anything to your Program Files directory, and while Windows usually just asks, it can't hurt to start your explorer with them.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Joseph2302 on January 24, 2016, 05:48:28 pm
Working now. I'd accidentally extracted the files into a new subfolder of "Program Files (x86)\Dominion\Dominion_Data\Managed", rather than at "Program Files (x86)\Dominion\Dominion_Data\Managed" itself.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Gherald on January 25, 2016, 12:42:07 am
I now find the most annoying thing about Making Fun's client to be the chat sounds, while seeking a game.

If I turn off sound to mute the chat nonsense, I don't hear the game start when a match is found.

The loud endgame victory/defeat sounds are also quite jarring.

I wish we could do something about this, without muting the helpful start game and in-game sounds.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: JW on January 25, 2016, 01:10:45 pm
Another small auto-play request: Baron auto-play (always discard estate). Thanks!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on January 27, 2016, 05:16:31 pm
I requested a username change so that, thanks to theory, the mod is now family friendly and entirely child-safe!

Some cool features coming up, both courtesy of MdLC:

(https://trello-attachments.s3.amazonaws.com/569feefbeeaa1f029d359f92/788x1218/acce117f410fec62bb6e8b6ac22bbbde/new-avatar.png)

(https://trello-attachments.s3.amazonaws.com/56a210a8d95b8be2f1f76c54/3584x2368/e8dac7e8899609c82d6cfd58ae9c4b79/kingdom-preview-1680x1050.png)





Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on January 27, 2016, 05:16:52 pm
I wish we could do something about this, without muting the helpful start game and in-game sounds.

There are early plans for a sound manager that lets you either disable sounds or alter their volume. I can't give you an ETA.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: funkdoc on January 27, 2016, 05:19:10 pm
we PG Era boys~
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: tailred on January 29, 2016, 12:47:29 pm
Suggestion Saturday: How about a quick-discard button for oracle/survivors?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Deadlock39 on January 29, 2016, 01:01:32 pm
Suggestion Saturday: How about a quick-discard button for oracle/survivors?

Do you mean a quick put back?  I'm not sure discard can be much quicker.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: tailred on January 29, 2016, 01:22:17 pm
Maybe not for oracle, I was just going off memory there, but survivors still uses the godawful watchtower-esque method of card dumping.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: werothegreat on January 30, 2016, 01:14:40 am
IT'S HAPPENING

http://forum.makingfun.com/showthread.php?8592-Release-Notes-v-2-0-47&p=46320&viewfull=1#post46320
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Watno on January 30, 2016, 07:19:33 am
There's a small bug with the coloring of Ruins in the log. If the corresponding non-ruined card is in the kingdom, only the "ruined" part of the name is colored brown.
For example, if there's Village, Ruined Village will show up as Ruined Village (brown ruined, white village). The same happens for (Abandoned) Mine, (Ruined) Library, and (Ruined) Market.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Watno on January 31, 2016, 08:07:27 am
Another minor bug:
When revealing cards, not all the Coppers are grouped together. Forgot to grab the log though :(
(http://i.imgur.com/he5IPkF.jpg)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: tailred on January 31, 2016, 08:36:41 am
I've seen similar things happen to silver, so it's definitely not restricted to copper.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: florrat on January 31, 2016, 11:11:42 am
There's a small bug with the coloring of Ruins in the log. If the corresponding non-ruined card is in the kingdom, only the "ruined" part of the name is colored brown.
For example, if there's Village, Ruined Village will show up as Ruined Village (brown ruined, white village). The same happens for (Abandoned) Mine, (Ruined) Library, and (Ruined) Market.
A similar thing: in games with Black Market, at the start of the log it gives the content of the black market deck as
Quote
Black Market: ...
I've seen the "Market" part of this text colored white, while the rest was not.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Chris is me on January 31, 2016, 11:23:36 am
Weird things happen to the mod when you play it at 2880x1620. The buttons get smaller and when you have a hand big enough for the alternate hand layout to be displayed, it covers parts of the (regular, not MMF) interface. I'll take a screenshot the next time this happens. Some option to toggle between the alternate hand layout and the regular one would be cool as a temporary fix (though most of the time when you have a big hand you're not exactly itching to hit the resign button.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: werothegreat on January 31, 2016, 01:20:52 pm
I just realized that your kingdom is called Vaccara in the campaigns because Donald's last name is Vaccar... ino.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: ConMan on February 07, 2016, 10:33:29 pm
This post on the Making Fun forums (http://forum.makingfun.com/showthread.php?8757-Secret-Chamber-plus-Torturer-Crashes-Game&p=46879#post46879) looks like a MMF error.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: MdLC on February 08, 2016, 03:21:25 am
This post on the Making Fun forums (http://forum.makingfun.com/showthread.php?8757-Secret-Chamber-plus-Torturer-Crashes-Game&p=46879#post46879) looks like a MMF error.

Yes, it is an MMF error. Thanks for the heads up. This looks like it might be the same issue kn1tt3r reported earlier.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: kn1tt3r on February 08, 2016, 04:28:48 am
This post on the Making Fun forums (http://forum.makingfun.com/showthread.php?8757-Secret-Chamber-plus-Torturer-Crashes-Game&p=46879#post46879) looks like a MMF error.

Yes, it is an MMF error. Thanks for the heads up. This looks like it might be the same issue kn1tt3r reported earlier.
This looks similiar to the crash I have reported before.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: tailred on February 18, 2016, 04:42:49 am
Any chance of an ETA on the next patch? I'm really excited for the custom avatar feature and a fix for the really annoying overpay bug.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Dingan on February 19, 2016, 03:21:17 pm
Random feature request (and wasn't sure where else to post):
When the chain thingies go over the Grand Market after I play some Coppers, I can't see how many Grand Markets are left in the pile.  This can be annoying if, say, I overpay for Stonemason but can't remember if there are 1 or 2 Grand Markets left.  The same would apply for named Contraband cards, I think.  Maybe have the chains make a "+" instead of an "x", so that you can still see the supply count number.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Awaclus on February 19, 2016, 03:25:06 pm
When the chain thingies go over the Grand Market after I play some Coppers, I can't see how many of them are left on the pile.

Here's the answer: there are no chain thingies in the supply, it's just a visual to represent the fact that you can't buy any Grand Markets.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Donald X. on February 19, 2016, 03:33:16 pm
When the chain thingies go over the Grand Market after I play some Coppers, I can't see how many of them are left on the pile.

Here's the answer: there are no chain thingies in the supply, it's just a visual to represent the fact that you can't buy any Grand Markets.
In your mad drive to be contrary, you are failing to make any sense. He is saying, he wants a feature to modify MF software behavior, which in fact hides information with chains.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Dingan on February 19, 2016, 03:35:23 pm
When the chain thingies go over the Grand Market after I play some Coppers, I can't see how many of them are left on the pile.

Here's the answer: there are no chain thingies in the supply, it's just a visual to represent the fact that you can't buy any Grand Markets.

Can't tell if you were joking or serious.  I EDIITed the post to be more clear.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Awaclus on February 19, 2016, 04:32:28 pm
Can't tell if you were joking or serious.

Really?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Deadlock39 on February 19, 2016, 04:54:31 pm
Joke explanation:

You said:
When the chain thingies go over the Grand Market after I play some Coppers, I can't see how many of them are left on the pile.

Despite the fact that everyone here knows exactly what you meant, the word "them" in your statement is ambiguous as to whether it is referring to the Grand Markets, or the "chain thingies".  Awaclus has chosen to take the obviously incorrect interpretation that "them" refers to "chain thingies", and has explained to you that:

there are no chain thingies in the supply, it's just a visual to represent the fact that you can't buy any Grand Markets.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Limetime on February 19, 2016, 05:48:05 pm
Not sure if this is making fun's fault or the plugin's fault but I have noticed while watching assemble_me's match whenever the opponent plays a advisor It says that Assemble me discards the card not the opponent. According to the rules assemble should choose the card for opp. to discard not assemble just discards it. Assemble was using some version of MMF
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Awaclus on February 19, 2016, 06:14:11 pm
Not sure if this is making fun's fault or the plugin's fault but I have noticed while watching assemble_me's match whenever the opponent plays a advisor It says that Assemble me discards the card not the opponent. According to the rules assemble should choose the card for opp. to discard not assemble just discards it. Assemble was using some version of MMF

It's originally Goko's fault and then Making Fun implemented it again.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on February 20, 2016, 05:50:41 am
Any chance of an ETA on the next patch? I'm really excited for the custom avatar feature and a fix for the really annoying overpay bug.

Probably when MF releases a new version, or else a few weeks. Development has slowed down because I've been busier with other work, and with MF going down at the end of the year it's questionable whether it's worth the time to set up our own server to support custom avatars and other stuff we had in mind, like a Blitz-specific leaderboard. We could probably just enable custom avatars locally if there's any demand for that though.

Random feature request (and wasn't sure where else to post):
When the chain thingies go over the Grand Market after I play some Coppers, I can't see how many Grand Markets are left in the pile.  This can be annoying if, say, I overpay for Stonemason but can't remember if there are 1 or 2 Grand Markets left.  The same would apply for named Contraband cards, I think.  Maybe have the chains make a "+" instead of an "x", so that you can still see the supply count number.

The easiest solution would be printing all pile sizes in chat/the log upon entering #piles in chat. Or I can see if it's easy to just disable the lock entirely, though then you'd have to be perceptive enough to notice the absence of a blue plus.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Deadlock39 on February 20, 2016, 09:39:50 am
Or I can see if it's easy to just disable the lock entirely, though then you'd have to be perceptive enough to notice the absence of a blue plus.

This sounds awfully difficult. Do you think we could make the chains flash, glow, and spin?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Kirian on February 20, 2016, 03:50:39 pm
So this happened.  And as far as I can tell there's no way to dismiss the error. :(

(http://www.invirtuo.cc/img/MMFError.png)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on February 20, 2016, 04:57:27 pm
Sorry about that. What cards did you have in hand and what exactly was happening when this occurred?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Co0kieL0rd on February 21, 2016, 03:39:41 pm
I have an autoplay suggestion for Contraband: when you hit "play all treasures" play Contraband first.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Deadlock39 on February 21, 2016, 05:50:00 pm
I think since Contraband is a card you would somewhat frequently not want to play at all it is best to leave it out of "play all treasures". It is already excluded from that button correct?  What is really better in this type of case is the old Isotropic style "!?!" that makes you confirm actions you maybe don't want to do like ending your action phase when you still have actions in your hand.  That however is the type of thing that might be difficult to do with MMF (might not be, I'm not sure).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Co0kieL0rd on February 22, 2016, 07:52:53 am
I think since Contraband is a card you would somewhat frequently not want to play at all it is best to leave it out of "play all treasures". It is already excluded from that button correct?  What is really better in this type of case is the old Isotropic style "!?!" that makes you confirm actions you maybe don't want to do like ending your action phase when you still have actions in your hand.  That however is the type of thing that might be difficult to do with MMF (might not be, I'm not sure).

I think the case where I don't want to play a Contraband with the rest of my treasures is rare. I bought it so I can play it, after all. And when I do, I always want it to be played first - or not at all. That's why autoplay makes sense here. It's a function you can toggle on and off so it could be switched between "when you play all treasures, play Contraband first" and "when you play all treasures, don't play Contraband". I don't think there's any problem with that. You can still always click your cards individually but why not make it more convenient if possible and reasonable?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Beyond Awesome on February 22, 2016, 08:49:55 pm
I think since Contraband is a card you would somewhat frequently not want to play at all it is best to leave it out of "play all treasures". It is already excluded from that button correct?  What is really better in this type of case is the old Isotropic style "!?!" that makes you confirm actions you maybe don't want to do like ending your action phase when you still have actions in your hand.  That however is the type of thing that might be difficult to do with MMF (might not be, I'm not sure).

I think the case where I don't want to play a Contraband with the rest of my treasures is rare. I bought it so I can play it, after all. And when I do, I always want it to be played first - or not at all. That's why autoplay makes sense here. It's a function you can toggle on and off so it could be switched between "when you play all treasures, play Contraband first" and "when you play all treasures, don't play Contraband". I don't think there's any problem with that. You can still always click your cards individually but why not make it more convenient if possible and reasonable?

I think autoplay is fine as long as the default is always set to off.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: mameluke on February 23, 2016, 09:24:00 pm
RE: Kirian and the error

I just got the same, and I think the problem was Reacting with Secret Chamber to Torturer when all of the Curses were gone.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: MdLC on February 23, 2016, 10:52:25 pm
RE: Kirian and the error

I just got the same, and I think the problem was Reacting with Secret Chamber to Torturer when all of the Curses were gone.

Yes, I was able to reproduce the bug by reacting with Secret Chamber once the Curses are gone. Thanks. It should be much easier to fix now that we have a solid reproduction case.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Micha1980 on February 24, 2016, 03:52:03 pm
Is there an update available?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Deadlock39 on February 24, 2016, 03:58:59 pm
Right now the unmodded release is too unstable to verify an updated MMF release. Hopefully MF will resolve the stability issues soon and we can get an update out.
Title: Re: MAKiNG MORE FUN: Patch for Dominion Online 2.0 (Win Only)
Post by: Micha1980 on March 01, 2016, 04:19:00 pm
Will be there an update of the mod ... I´ve read a thread on th MF-page, that they solved their problems.

THX SCSN
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on March 02, 2016, 11:37:27 am
Contrary to what they might claim the stability issues with the latest client are not resolved and likely won't be until they release a new version. There will be no MMF release for what's currently the latest version unless they make updating to it mandatory.

In case you really want to try the untested internal build I guess I could hook you up with it, but I'd strongly urge you to just stick with what works.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: assemble_me on March 02, 2016, 01:56:13 pm
Contrary to what they might claim the stability issues with the latest client are not resolved and likely won't be until they release a new version. There will be no MMF release for what's currently the latest version unless they make updating to it mandatory.

In case you really want to try the untested internal build I guess I could hook you up with it, but I'd strongly urge you to just stick with what works.

They actually do make it mandatory, you can't start games with the 47 version any more, I had to update to 48 to play my last league match.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on March 02, 2016, 02:52:54 pm
In that case I'll be testing it in production 10 minutes from now and then release it later tonight if there aren't any hiccups.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: gkrieg13 on March 02, 2016, 03:35:35 pm
Contrary to what they might claim the stability issues with the latest client are not resolved and likely won't be until they release a new version. There will be no MMF release for what's currently the latest version unless they make updating to it mandatory.

In case you really want to try the untested internal build I guess I could hook you up with it, but I'd strongly urge you to just stick with what works.

They actually do make it mandatory, you can't start games with the 47 version any more, I had to update to 48 to play my last league match.

I'm still able to play without updating.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on March 03, 2016, 06:04:46 pm
MAKiNG MORE FUN 0.48a
Windows (http://bit.ly/24ErXyK) | Mac (http://bit.ly/1oT4wRs) | Linux (http://bit.ly/1TTzRjO)

Changes

Big thanks to MdLC for doing all of this work.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: wachsmuth on March 09, 2016, 12:12:24 am
Great mod!

Autoplay suggestion: Automatically name Ace of Spades when no cards are in the discard pile or deck for Mystic/Wishing Well/Doctor/Journeyman. Not very important for the latter two though.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: charles_hanon on March 10, 2016, 09:54:58 am
Long time lurker, I just registered so I could say thank you SCSN for making this mod.  It's better than Scout.  It might even fix my game-crashing-while-loading issues.  Thank you thank you thank you.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: wachsmuth on March 11, 2016, 06:09:48 am
Another suggestion for autoplay: Explorer. It's very, very rare that you don't want to reveal Province (I'm pretty sure I've never played Explorer and chosen not to reveal Province).
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: ThetaSigma12 on March 11, 2016, 07:46:21 am
Unless there's only one left and it would three-pile a loss, or two and it would let your opponent three-pile and win. EDGECASED Maybe only autoplay if there are more than three golds left.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: wachsmuth on March 11, 2016, 07:49:22 am
Unless there's only one left and it would three-pile a loss, or two and it would let your opponent three-pile and win. EDGECASED Maybe only autoplay if there are more than three golds left.

A far more relevant edge-case is Feodum. But still, it is very rare that one would prefer Silver over Gold.

Also I don't think complicated autoplay rules are a good idea in general. '3 golds left' and Explorer is almost never going to happen, so in the case where it matters you'd turn it off manually anyway.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Philipp_G on April 16, 2016, 04:17:29 pm
Hey there, thank you for this mod!
I'm sorry to off-top and, this question may sound weird here, but please give me a chance: I want to translate the windows version into Russian in order to raise the popularity of the game (just for instance: here in Russia we have only Base Set and Intrigue officially translated, first you may find in some stores while Intrigue is sold out completely and not to be printed again due to publishers' problems or whatever). Recently we found out about the online version and I bought all the available sets, spending my last ducats in real life :) Me, wife and my brother are enjoy playing and combining it, as we gained an access to the sets which are not available here in Russia. But it's a pity, but lots of my friends just don't know English enough and they would like to join us, but they need to make cribs/booklets/instructions or whatever, they just don't want to play things they do not understand.
My idea was to make an translation. I was trying to disassemble Unity *.sets files, but didn't succeed yet. Also I was wondering if cards are stored as images themselves or images+captions, which would be easier to translate only captions, without changing images in Photoshop. Would you guys give me an advice of software you were using or just tell me that translation is technically possible? If you don't want to answer in a public thread, I would be happy to receive any answer in personal message. Thank you.
PS: I have some skills in programming, so you can be straight to me :)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: werothegreat on April 16, 2016, 10:10:40 pm
Hey there, thank you for this mod!
I'm sorry to off-top and, this question may sound weird here, but please give me a chance: I want to translate the windows version into Russian in order to raise the popularity of the game (just for instance: here in Russia we have only Base Set and Intrigue officially translated, first you may find in some stores while Intrigue is sold out completely and not to be printed again due to publishers' problems or whatever). Recently we found out about the online version and I bought all the available sets, spending my last ducats in real life :) Me, wife and my brother are enjoy playing and combining it, as we gained an access to the sets which are not available here in Russia. But it's a pity, but lots of my friends just don't know English enough and they would like to join us, but they need to make cribs/booklets/instructions or whatever, they just don't want to play things they do not understand.
My idea was to make an translation. I was trying to disassemble Unity *.sets files, but didn't succeed yet. Also I was wondering if cards are stored as images themselves or images+captions, which would be easier to translate only captions, without changing images in Photoshop. Would you guys give me an advice of software you were using or just tell me that translation is technically possible? If you don't want to answer in a public thread, I would be happy to receive any answer in personal message. Thank you.
PS: I have some skills in programming, so you can be straight to me :)

I'm a native English speaker with some experience in Russian, so let me know if you have questions about any of the card names.  A couple of them are rather idiomatic.  Somehow the Germans managed to translate Salvager as "waste management company".
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on April 17, 2016, 05:31:47 pm
Hey there, thank you for this mod!
[...]

You're welcome, and your plan sounds like a great initiative. I've sent you a pm.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: werothegreat on April 17, 2016, 05:34:34 pm
Hey there, thank you for this mod!
[...]

You're welcome, and your plan sounds like a great initiative. I've sent you a pm.

Sort of on topic: do you have access to the official art for Adventures?  It would be great to have that up on the wiki as there is for all the previous expansions.  With Goko, you just had to find the right URL for each image, but I have no idea where MF has hidden away their image assets.  I've found a few on artist's personal websites, but not everything.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Awaclus on April 17, 2016, 05:39:13 pm
Somehow the Germans managed to translate Salvager as "waste management company".

But hey, Goko "waste management company" would have been a rather appropriate name for Goko Salvager, too.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Micha1980 on May 02, 2016, 06:42:47 pm
Dear Mr. President :)

ähm SCSN :)

Would you pls to be so kind to create the new MOD?!

Thx a lot !
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Kirian on May 03, 2016, 01:15:53 pm
So, I assume MMF development is over, since (1) SCSN is now working on a better system anyway, and (2) it's only useful for another 8 months.

That said, SCSN, are you willing to make the MMF code open-source?  I'm not someone who can make it work, but perhaps someone else can do so...
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Davio on May 03, 2016, 02:04:56 pm
Open sourcing it would be a great idea.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Accatitippi on May 03, 2016, 02:08:51 pm
If you choose that route, make sure you don't expose yourself to legal trouble by opensourcing stuff that might be ruled to be MF's intellectual property, or derivative of it.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: werothegreat on May 03, 2016, 02:17:22 pm
If you choose that route, make sure you don't expose yourself to legal trouble by opensourcing stuff that might be ruled to be MF's intellectual property, or derivative of it.

Under US law, you're allowed to reverse engineer code as long as you a) don't violate copyright protection software b) are doing so for interoperability purposes, rather than making your own competing version of it and c) you're not making money off of it.

SCSN better be *really* careful about b) if he doesn't want to get sued.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: LastFootnote on May 03, 2016, 02:23:48 pm
I don't see how it's "competing". All money that changes hands goes to MakingFun.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: werothegreat on May 03, 2016, 02:37:42 pm
I don't see how it's "competing". All money that changes hands goes to MakingFun.

But they're now making their own product which competed with (only to Donald and RGG, not to the public at large, which may make a difference), and will now replace, MF's.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Deadlock39 on May 03, 2016, 02:40:00 pm
I can try to touch base with MdLC. He did most of the work that made updating versions easier, and we should at least be able to run that and see if it "just works". 
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Mr Anderson on May 03, 2016, 02:48:42 pm
Yes, the MMF End Actions/Turn-button-placement would be very appreciated. I wasted like 6 turns in 2 testing games because of it, I feel like the End Turn button is located where the Play Treasures button used to be.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: LastFootnote on May 03, 2016, 02:53:40 pm
Yes, the MMF End Actions/Turn-button-placement would be very appreciated. I wasted like 6 turns in 2 testing games because of it, I feel like the End Turn button is located where the Play Treasures button used to be.

It is.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on May 03, 2016, 03:00:28 pm
There probably will be an update but I'm not making any promises as to when.

I don't see how it's "competing". All money that changes hands goes to MakingFun.

But they're now making their own product which competed with (only to Donald and RGG, not to the public at large, which may make a difference), and will now replace, MF's.

We started pitching our idea once we learned MF was going to lose the license; we never were in direct competition.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: werothegreat on May 03, 2016, 03:22:15 pm
There probably will be an update but I'm not making any promises as to when.

I don't see how it's "competing". All money that changes hands goes to MakingFun.

But they're now making their own product which competed with (only to Donald and RGG, not to the public at large, which may make a difference), and will now replace, MF's.

We started pitching our idea once we learned MF was going to lose the license; we never were in direct competition.

(http://www.three-sides-to-every-story.org/Benefits/images/thumbsup.jpg)
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Kirian on May 03, 2016, 03:24:07 pm
Guys, I think we've covered the legal aspects previously.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Haddock on May 03, 2016, 03:42:32 pm
Guys, I think we've covered the legal aspects previously.
True but I think it's easy (if perhaps not correct) to think that the new developments re. the new contract change the legal standings.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: GendoIkari on May 03, 2016, 03:52:11 pm
Guys, I think we've covered the legal aspects previously.
True but I think it's easy (if perhaps not correct) to think that the new developments re. the new contract change the legal standings.

Yeah I have to agree. While previously I was strongly with the majority that was saying that it was ridiculous to suggest that there was a possible legal problem with MMF, the fact that the creator of MMF is now also the creator of an official product that will replace MF could possibly introduce valid questions.

Basically MF could theoretically claim (whether at all accurate or not) that the new Online Dominion by Shuffle iT is based partially on the decompiled MF source, which as I understand it would be a copyright issue. Now, all Shuffle iT has to do is show that their source was made from scratch, and not from MF's code, which I imagine wouldn't be that hard.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Witherweaver on May 03, 2016, 03:55:12 pm
Reminds me of Silicon Valley last season!
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Kirian on May 03, 2016, 03:57:29 pm
Guys, I think we've covered the legal aspects previously.
True but I think it's easy (if perhaps not correct) to think that the new developments re. the new contract change the legal standings.

Yeah I have to agree. While previously I was strongly with the majority that was saying that it was ridiculous to suggest that there was a possible legal problem with MMF, the fact that the creator of MMF is now also the creator of an official product that will replace MF could possibly introduce valid questions.

Basically MF could theoretically claim (whether at all accurate or not) that the new Online Dominion by Shuffle iT is based partially on the decompiled MF source, which as I understand it would be a copyright issue. Now, all Shuffle iT has to do is show that their source was made from scratch, and not from MF's code, which I imagine wouldn't be that hard.

Especially given they're being programmed in completely different environments, I suspect it won't be difficult at all.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: GendoIkari on May 03, 2016, 04:00:46 pm
Guys, I think we've covered the legal aspects previously.
True but I think it's easy (if perhaps not correct) to think that the new developments re. the new contract change the legal standings.

Yeah I have to agree. While previously I was strongly with the majority that was saying that it was ridiculous to suggest that there was a possible legal problem with MMF, the fact that the creator of MMF is now also the creator of an official product that will replace MF could possibly introduce valid questions.

Basically MF could theoretically claim (whether at all accurate or not) that the new Online Dominion by Shuffle iT is based partially on the decompiled MF source, which as I understand it would be a copyright issue. Now, all Shuffle iT has to do is show that their source was made from scratch, and not from MF's code, which I imagine wouldn't be that hard.

Especially given they're being programmed in completely different environments, I suspect it won't be difficult at all.

They just need a judge who knows how to program; then he can look at the MF code and laugh hysterically at the notion that anyone would try to steal it for their own implementation.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Micha1980 on May 04, 2016, 02:52:09 pm
Will there be an update of this MOD, SCSN?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Witherweaver on May 04, 2016, 02:57:54 pm
Will there be an update of this MOD, SCSN?

The jury is still out.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on May 04, 2016, 03:00:16 pm
There probably will be an update but I'm not making any promises as to when.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Donald X. on May 04, 2016, 03:15:05 pm
I am firmly on the side of, SCSN should do no further mod work. If someone else does then whatever.

- Maybe there's no need to worry about legal issues; still, why risk it?
- SCSN has work to do dammit.
- When the new program comes out Jan 1, doesn't SCSN want the new program to look as much better than the old program as possible?
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: werothegreat on May 04, 2016, 03:28:05 pm
I am firmly on the side of, SCSN should do no further mod work. If someone else does then whatever.

- Maybe there's no need to worry about legal issues; still, why risk it?
- SCSN has work to do dammit.
- When the new program comes out Jan 1, doesn't SCSN want the new program to look as much better than the old program as possible?

My argument entirely.

*waves bullwhip at SCSN*
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: SCSN on May 04, 2016, 08:06:43 pm
I am firmly on the side of, SCSN should do no further mod work. If someone else does then whatever.

- Maybe there's no need to worry about legal issues; still, why risk it?

That's simple: I'm proud of the work and I like supporting its users.

Personally I'm not the least bit worried about any such frivolous lawsuit. The suggested accusations have no basis in reality, and it's a poor life that lets itself be governed by unfounded scaremongering.

Professionally I'm happy to take your concerns into account, and pass on the modded torch to someone experienced with handling the heat.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Kirian on May 04, 2016, 09:09:08 pm
...it's a poor life that lets itself be governed by unfounded scaremongering.

You just summed up like 90% of the problems with the United States.  I'm impressed.
Title: Re: MAKiNG MORE FUN: Mod for Dominion Online 2.0
Post by: Davio on July 18, 2016, 06:30:37 am
I need this, too many game losing misclicks today. :(

Being able to handle the bad UI is part of being a good player, but it's so frustrating at times!