Developing Bugs
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Re: Developing Bugs
by RumbleBBU » 01 Oct 2012, 12:38
I think I've found the commit that broke Fireball. It seems to be this one (17116):
http://svn.slightlymagic.net/websvn/dif ... &peg=17116
I tried replacing InputPayManaCostAbility.java with an earlier version, and presto, Fireball works again, no infinite recursion/stack overflow anymore.
Unfortunately, that disables the Phyrexian mana code in this commit.
Here's hoping that Sloth (who seems to have committed version 17116) chimes in and fixes it so that it behaves like he intended it to behave.
http://svn.slightlymagic.net/websvn/dif ... &peg=17116
I tried replacing InputPayManaCostAbility.java with an earlier version, and presto, Fireball works again, no infinite recursion/stack overflow anymore.
Unfortunately, that disables the Phyrexian mana code in this commit.
Here's hoping that Sloth (who seems to have committed version 17116) chimes in and fixes it so that it behaves like he intended it to behave.
Re: Developing Bugs
by Sloth » 01 Oct 2012, 16:21
Fixed! Thanks RumbleBBU.RumbleBBU wrote:I think I've found the commit that broke Fireball. It seems to be this one (17116):
http://svn.slightlymagic.net/websvn/dif ... &peg=17116
I tried replacing InputPayManaCostAbility.java with an earlier version, and presto, Fireball works again, no infinite recursion/stack overflow anymore.
Unfortunately, that disables the Phyrexian mana code in this commit.
Here's hoping that Sloth (who seems to have committed version 17116) chimes in and fixes it so that it behaves like he intended it to behave.
Oh these filthy hard-coded cards.
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Re: Developing Bugs
by RumbleBBU » 01 Oct 2012, 17:53
Good work, Sloth! Fireball works nicely again!
...and that was the last major SVN issue I've come across. Things are looking good for the next beta.
...and that was the last major SVN issue I've come across. Things are looking good for the next beta.
Re: Developing Bugs
by friarsol » 01 Oct 2012, 20:10
Challenge accepted.Sloth wrote:Oh these filthy hard-coded cards.
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Re: Developing Bugs
by Max mtg » 01 Oct 2012, 20:56
Let me just commit the CardFactorySorceries where each spell is returned from its own functionfriarsol wrote:Challenge accepted.Sloth wrote:Oh these filthy hard-coded cards.
... I'm done.
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Re: Developing Bugs
by Max mtg » 01 Oct 2012, 23:36
Broken everything
17274 has eliminated CardList but unfortuntelly along with playability. I am sorry.
Shall return to this problem in the morning
Upd: (in the monring) strange, it works. Why didn't it work yesterday's night?
17274 has eliminated CardList but unfortuntelly along with playability. I am sorry.
Shall return to this problem in the morning
Upd: (in the monring) strange, it works. Why didn't it work yesterday's night?
Last edited by Max mtg on 02 Oct 2012, 08:05, edited 1 time in total.
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Re: Developing Bugs
by Sloth » 02 Oct 2012, 07:43
I also thought the code was broken. Using the Project -> Clean... command did the trick for me.Max mtg wrote:Broken everything
17274 has eliminated CardList but unfortuntelly along with playability. I am sorry.
Shall return to this problem in the morning
Upd: (in the monring) stragnge, it works. Why didn't it work yesterday's night?
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Re: Developing Bugs
by Hellfish » 03 Oct 2012, 20:29
There appears to be a problem with the Deck Editor filters, still. Searching for Bolt does not include Lightning Bolt for instance. Also, trying to clear the filters afterwards (by clearing the Contains field and pressing enter) only shows 1000 cards, with what rhyme or reason I do not know.
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: Developing Bugs
by Max mtg » 03 Oct 2012, 20:40
Speaking of you -Hellfish wrote:There appears to be a problem with the Deck Editor filters, still. Searching for Bolt does not include Lightning Bolt for instance. Also, trying to clear the filters afterwards (by clearing the Contains field and pressing enter) only shows 1000 cards, with what rhyme or reason I do not know.
http://svn.slightlymagic.net/websvn/dif ... &peg=17327
There you have removed any chance to get cards from any other player's zone besides stack
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Re: Developing Bugs
by Hellfish » 03 Oct 2012, 20:54
Yeah, sorry about that. I realised at about the same time I read your commit message
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: Developing Bugs
by Sloth » 03 Oct 2012, 21:04
The filter is working fine. You have to uncheck the multicolor checkbox. The logic must have changed somehow.Hellfish wrote:There appears to be a problem with the Deck Editor filters, still. Searching for Bolt does not include Lightning Bolt for instance. Also, trying to clear the filters afterwards (by clearing the Contains field and pressing enter) only shows 1000 cards, with what rhyme or reason I do not know.
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Re: Developing Bugs
by Max mtg » 03 Oct 2012, 21:53
They were doing it wrong.Hellfish wrote:There appears to be a problem with the Deck Editor filters, still. Searching for Bolt does not include Lightning Bolt for instance. Also, trying to clear the filters afterwards (by clearing the Contains field and pressing enter) only shows 1000 cards, with what rhyme or reason I do not know.
I have to fix that by myself =(.
Filtering by set just clears the list of cards
Look at r17335 - seems way better now, besides SFilterUtil.java is now 100 lines shorter
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Re: Developing Bugs
by Sloth » 05 Oct 2012, 21:15
Using 17364, i can't start a game. Clicking Start with a random deck, fixed deck or quest mode will always return to the home screen after the loading window appears briefly.
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Re: Developing Bugs
by ArsenalNut » 05 Oct 2012, 23:13
Max Mtg's r17360 is the culprit. Max could you please at least try to start a game and play a little before you check in code.Sloth wrote:Using 17364, i can't start a game. Clicking Start with a random deck, fixed deck or quest mode will always return to the home screen after the loading window appears briefly.
So many cards, so little time
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Re: Developing Bugs
by Max mtg » 06 Oct 2012, 06:19
I gave up yesterday because r17364 by friarsol contained compilation errors.ArsenalNut wrote:Max Mtg's r17360 is the culprit. Max could you please at least try to start a game and play a little before you check in code.Sloth wrote:Using 17364, i can't start a game. Clicking Start with a random deck, fixed deck or quest mode will always return to the home screen after the loading window appears briefly.
- Code: Select all
The method getOrderChoices(String, String, int, Object[], Object[]) in the type GuiChoose is not applicable for the arguments (String, String, int, Object[], null, Card) AbilityFactoryClash.java /Forge-devel/src/main/java/forge/card/abilityfactory line 770 Java Problem
The method getOrderChoices(String, String, int, Object[], Object[]) in the type GuiChoose is not applicable for the arguments (String, String, int, Object[], null, Card) AbilityFactoryReveal.java /Forge-devel/src/main/java/forge/card/abilityfactory line 2053 Java Problem
The method getOrderChoices(String, String, int, Object[], Object[]) in the type GuiChoose is not applicable for the arguments (String, String, int, Object[], null, null) AbilityFactoryReveal.java /Forge-devel/src/main/java/forge/card/abilityfactory line 2417 Java Problem
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final List<Object> firstPile = GuiChoose.getOrderChoices("Place into two piles", "Pile 1", -1, pool.toArray(), null, card);
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