Current Known Bugs list
by mtgrares
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Re: Current Known Bugs list
by Mr.Chaos » 08 Aug 2009, 05:40
Thanks Dennis!DennisBergkamp wrote:The reason some of the text has disappeared from some of the land cards is because I started merging some of the manapool code Zerker wrote, but I couldn't get it to work. Stupid me forgot to make a backup of the stuff before I started merging and for some reason Eclipse's local history didn't save my original files either. Anyway, I had to revert by hand, and some of Zerker's code removes this text, then adds it in later. Probably removed the "adds it in later" part, and kept the part where it removes the text for mana abilities...
Very strange though, Enchantress's Presence has nothing to do with this... I'll check it out.
EDIT: Fixed Enchantress's Presence along with Mesa Enchantress, Argothian Enchantress and Verduran Enchantress (looks like I just replaced the call to this method with the newly added Mold Adder). Also fixed Thelonite Druid.
EDIT 2: Just because it only took a sec, I created a quick fix for these bugs.
- Fixed Rootwater Thief (cards should show up in Removed zone).
- Fixed Enchantress's Presence, Mesa Enchantress, Argothian Enchantress, Verduran Enchantress.
- Fixed Thelonite Druid.
Download it here: http://forgedb.net78.net/mtgforge_releases/quickFix.rar, then unrar its contents and replace the previous version's run-forge.jar.

Good to know it was a (relative) easy fix.
No back up? Mmm... Princess Maxima had the right words for that: "Een beetje dom".

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Re: Current Known Bugs list
by DennisBergkamp » 08 Aug 2009, 10:57
Indeed
Well, hopefully I'll be able to get zerker's manapool stuff working for the next version... then things should be back to normal again.

Well, hopefully I'll be able to get zerker's manapool stuff working for the next version... then things should be back to normal again.
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Re: Current Known Bugs list
by Chris H. » 08 Aug 2009, 12:32
Thank you for your time and effort, Dennis. We are sorry to hear about the problem you had merging the code. We will try to be patient and give you the time that you need to get things sorted out.DennisBergkamp wrote:Indeed![]()
Well, hopefully I'll be able to get zerker's manapool stuff working for the next version... then things should be back to normal again.

I guess that your vacation is over by now and we hope that you enjoyed yourself and found some time to have some fun.

I'm sure that real life and the manapool stuff will keep you busy for a while.
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Re: Current Known Bugs list
by Mr.Chaos » 10 Aug 2009, 14:52
Not really a bug, just a little oddity:
If you have a stack of saproling tokens and wish to attack with them, clicking the top token 4 times makes all 4 tokens in the stack attack.
Try this with white soldier- or angel tokens and it does not work, you have to pixel hunt the edge of each card and set it as attacker. (probably is the case for other tokens as well, did not test them all yet)
I can see this is not a bug but a feature. Still, I would prefer it if this "feature" was fixed so that all token stacks let you click the top token to set/select the rest in the stack as well.
If you have a stack of saproling tokens and wish to attack with them, clicking the top token 4 times makes all 4 tokens in the stack attack.
Try this with white soldier- or angel tokens and it does not work, you have to pixel hunt the edge of each card and set it as attacker. (probably is the case for other tokens as well, did not test them all yet)
I can see this is not a bug but a feature. Still, I would prefer it if this "feature" was fixed so that all token stacks let you click the top token to set/select the rest in the stack as well.
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Re: Current Known Bugs list
by Mr.Chaos » 10 Aug 2009, 15:27
Found another feature: Mana pool with trample!
(I think it is an "easter egg")
Garruk Wildspeaker gave all my creatures +3/+3 and trample. I had mana in my mana pool and a Chameleon Colossus in play so I checked to see if I had 4 mana...
Not only did I have 4 mana but my mana pool had trample! That Garruk is more powerfull than I gave him credit for!
Is there a special reward for finding this easer egg?
No need to fix this. It made me laugh and it is a unique "feature". No other magic game out there has a mana pool with trample.
)
(this beats the double striking, lifelinked Llanowar elves
)

Garruk Wildspeaker gave all my creatures +3/+3 and trample. I had mana in my mana pool and a Chameleon Colossus in play so I checked to see if I had 4 mana...
Not only did I have 4 mana but my mana pool had trample! That Garruk is more powerfull than I gave him credit for!

Is there a special reward for finding this easer egg?

No need to fix this. It made me laugh and it is a unique "feature". No other magic game out there has a mana pool with trample.

(this beats the double striking, lifelinked Llanowar elves

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Re: Current Known Bugs list
by Rob Cashwalker » 10 Aug 2009, 16:21
Well, that is a bug - the ability of Garruk probably just iterates through all cards in play. It SHOULD filter out just the creatures and assign the trample ability. I bet if you had another walker or an enchantment in play, they would have trample too....
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Re: Current Known Bugs list
by Professor » 10 Aug 2009, 20:52
When you are done drafting you type in a name. Open the deck editor and select "Open Deck - Draft" and open the draft, which is whatever name you gave it.mtgrares wrote:Professor wrote:I've drafted 3 times now and I have yet to play a game because it can't find the deck to edit. I read above that a workaround is to open a second MtGForge, so I'll try that.
Thx,
Prof
No, I tried that. It seemed to save fine, but when I click on Open Deck - Draft, it just says "No Decks Found". I'll keep at it.
Thx
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Re: Current Known Bugs list
by Mr.Chaos » 11 Aug 2009, 13:16
Welcome to the department of weird things.
With all the updates and changes of late, I decided to see again how far I could pump Chameleon Colossus before the game crashed or otherwise decided it had enough.
And I wasn't disappointed!
For good messure, I put a Loxodon Warhammer on my Chameleon Colossus and , with loads of elf tokens (Thank you, Rhys the Redeemed), a Gaea's Cradle, a Priest of Titania adn 3 Wirewood Lodge in play, the Colossus was living up to it's name.
At 1.073.741.824/1.073.741.824 all was fine. So I put 4 more mana to good use and... -2.147.483.648/2.147.483.648
Yes, compy decided that it was time to throw a spanner in the works. The power was now a negative number!
Not impressed, I used 4 more mana and... POOF! Gone was my Chameleon Colossus! The Loxodon Warhemmer remained in play but the colossus had gone to my graveyard.
Since I had another Chameleon Colossus in play, I tried again on the next turn. It was a perfect repeat, down to the same numbers!
I ended the game to try again, but the game pretty much hung up on me so I quit completely and restarted the program.
This time, same deck, but I would not use the Loxodon Warhammer...
1.711.276.032/1.711.276.032 and all is fine. The next boost will take it over the number that went negative last time...
Yup, POOF again! Poor lil colly went to the graveyard without saying goodbye.
Well, at least this shows that it was not due to the Loxodon Warhammer.
Still, pumping a Chameleon Colossus beyond 2.000.000.000 seems to result in negative power and pumping it beyond 3.000.000.000 kills it.
Oh, well. We will just have to restrain ourselves then.
But I do have over 200 mana left in my mana pool now and nothing to use it on... I wanna see a truly MEGA Chameleon Colossus!
With all the updates and changes of late, I decided to see again how far I could pump Chameleon Colossus before the game crashed or otherwise decided it had enough.
And I wasn't disappointed!
For good messure, I put a Loxodon Warhammer on my Chameleon Colossus and , with loads of elf tokens (Thank you, Rhys the Redeemed), a Gaea's Cradle, a Priest of Titania adn 3 Wirewood Lodge in play, the Colossus was living up to it's name.
At 1.073.741.824/1.073.741.824 all was fine. So I put 4 more mana to good use and... -2.147.483.648/2.147.483.648

Yes, compy decided that it was time to throw a spanner in the works. The power was now a negative number!
Not impressed, I used 4 more mana and... POOF! Gone was my Chameleon Colossus! The Loxodon Warhemmer remained in play but the colossus had gone to my graveyard.
Since I had another Chameleon Colossus in play, I tried again on the next turn. It was a perfect repeat, down to the same numbers!
I ended the game to try again, but the game pretty much hung up on me so I quit completely and restarted the program.
This time, same deck, but I would not use the Loxodon Warhammer...
1.711.276.032/1.711.276.032 and all is fine. The next boost will take it over the number that went negative last time...
Yup, POOF again! Poor lil colly went to the graveyard without saying goodbye.
Well, at least this shows that it was not due to the Loxodon Warhammer.
Still, pumping a Chameleon Colossus beyond 2.000.000.000 seems to result in negative power and pumping it beyond 3.000.000.000 kills it.
Oh, well. We will just have to restrain ourselves then.

But I do have over 200 mana left in my mana pool now and nothing to use it on... I wanna see a truly MEGA Chameleon Colossus!

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Re: Current Known Bugs list
by DennisBergkamp » 11 Aug 2009, 14:55
We're using integers to keep track of power / toughness of creatures in Forge... I think 2.147.483.647 is the max of how much java can keep track of in the case of an int, after that it just loses count
By the way, I'd say a 1.073.741.824/1.073.741.824 Chameleon Colossus would count as a mega Chameleon Colossus already
Especially since mega = million, and this 1.073.741.824/1.073.741.824 is well over a million.

By the way, I'd say a 1.073.741.824/1.073.741.824 Chameleon Colossus would count as a mega Chameleon Colossus already

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Re: Current Known Bugs list
by silly freak » 11 Aug 2009, 17:10
for that matter, i think it would be much funnier to loose for overflow in the lifepoints.
ummm.... afk
ummm.... afk

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where's the "trust me, that will work!" switch for the compiler?
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where's the "trust me, that will work!" switch for the compiler?
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Re: Current Known Bugs list
by mtgrares » 11 Aug 2009, 17:36
I guess you could change the variables "int attack" and "int defense" in Card.java to "long attack" and long defense"? That would allow for a mega mega colossus. 
Chameleon Colossus is removed from play by state effects if its defense is 0 or less, like if it is negative. Unfortunately the state effects are sometimes a little off and don't kill the creature now but the next time the state effects are checked. By the way if you or the computer attack with a creature that has negative attack, your opponent will gain life.

Chameleon Colossus is removed from play by state effects if its defense is 0 or less, like if it is negative. Unfortunately the state effects are sometimes a little off and don't kill the creature now but the next time the state effects are checked. By the way if you or the computer attack with a creature that has negative attack, your opponent will gain life.
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Re: Current Known Bugs list
by mtgrares » 11 Aug 2009, 17:48
Professor wrote:When you are done drafting you type in a name. Open the deck editor and select "Open Deck - Draft" and open the draft, which is whatever name you gave it.
No, I tried that. It seemed to save fine, but when I click on Open Deck - Draft, it just says "No Decks Found". I'll keep at it.
Thx
This is just a guess. After you draft and name the file, close MTG Forge and then reopen it. Maybe your computer is "too fast" and is trying to read the file before the info is saved. Reading and writing files is always very complicated and error prone.
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Re: Current Known Bugs list
by Professor » 11 Aug 2009, 19:14
Well, it worked OK last night. Maybe I had been using New Decks - Draft" previously.mtgrares wrote:Professor wrote:When you are done drafting you type in a name. Open the deck editor and select "Open Deck - Draft" and open the draft, which is whatever name you gave it.
No, I tried that. It seemed to save fine, but when I click on Open Deck - Draft, it just says "No Decks Found". I'll keep at it.
Thx
This is just a guess. After you draft and name the file, close MTG Forge and then reopen it. Maybe your computer is "too fast" and is trying to read the file before the info is saved. Reading and writing files is always very complicated and error prone.
The play interface might be a little hard to deal with, but the drafting part is excellent.
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Re: Current Known Bugs list
by silly freak » 11 Aug 2009, 19:19
I don't think that is enough (though I also don't think you really thought so)mtgrares wrote:I guess you could change the variables "int attack" and "int defense" in Card.java to "long attack" and long defense"? That would allow for a mega mega colossus.
in the best case, many many syntax errors occur and complain about casting from long to int. the much worse case are the conversions from int to long. what helps the long field, if it is served by int setters and so on?
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where's the "trust me, that will work!" switch for the compiler?
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where's the "trust me, that will work!" switch for the compiler?
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Re: Current Known Bugs list
by gohongohon » 12 Aug 2009, 00:10
Not sure if it has been said but Plainswalkers abilitys are sorcery speed. I had a wind drake on the stack to cast and then i played Chandra's ablilty and Nicol Bolas's back to back (sick pool). (after a little testing it seems like it has half sorcery i cant do it on there turn but i can put it on the stack on my turn still trying to see if the computer casts a burn spell if i can use it on the stack)
The other is i cant sack my Bottle Gnome after i blocked even under new rules i can do that and still block.
The other is i cant sack my Bottle Gnome after i blocked even under new rules i can do that and still block.
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