Forge Beta: 11-15-2013 ver 1.5.5
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 11-15-2013 ver 1.5.5
by Chris H. » 16 Nov 2013, 14:49
Zirbert wrote:I have no idea what the "mixed revisions, please update from the "root directory" bit means, either. Do I have to do something about it?
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.5-r${forge.revision}${forge.specialStatus} (mixed revisions detected; please update from the root directory)
We recently made some changes to the code base and this may be related in some fashion. Do not worry about it.
-
Chris H. - Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: Forge Beta: 11-15-2013 ver 1.5.5
by drdev » 16 Nov 2013, 22:31
The issue with cascade and other alternative cost cards (such as playing without paying its mana cost) has been fixed.
- drdev
- Programmer
- Posts: 1958
- Joined: 27 Jul 2013, 02:07
- Has thanked: 189 times
- Been thanked: 565 times
Re: Forge Beta: 11-15-2013 ver 1.5.5
by Xitax » 17 Nov 2013, 00:02
Now that we have symbols visible in card descriptions, etc., would it be possible to allow modding the symbols? The default symbols could be improved IMHO. I tried overwriting the symbols but Forge reset them back the next time I started.
Also encountered this bug: computer played Rout as an instant on my turn without paying any mana.
Also encountered this bug: computer played Rout as an instant on my turn without paying any mana.
Re: Forge Beta: 11-15-2013 ver 1.5.5
by drdev » 17 Nov 2013, 06:45
The symbols are part of the skin files, so all you'd need to do is create a skin or modify an existing skin. See the Simpsons skin for an example of one that modded the symbols.Xitax wrote:Now that we have symbols visible in card descriptions, etc., would it be possible to allow modding the symbols? The default symbols could be improved IMHO. I tried overwriting the symbols but Forge reset them back the next time I started.
Also encountered this bug: computer played Rout as an instant on my turn without paying any mana.
- drdev
- Programmer
- Posts: 1958
- Joined: 27 Jul 2013, 02:07
- Has thanked: 189 times
- Been thanked: 565 times
Re: Forge Beta: 11-15-2013 ver 1.5.5
by BaloErets » 17 Nov 2013, 22:22
Description: Playing MMA, and received this error when removing the last counter off of a suspended card. This crash report is for Nantuko Shaman, but recieved a similar crash report earlier for Lotus Bloom. Forge remained responsive on both occasions, however I was not able to resolve the stack (pressing "OK" did nothing) and had to quit the game.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.5-r${forge.revision}${forge.specialStatus} (mixed revisions detected; please update from the root directory)
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_40 Oracle Corporation
java.lang.NullPointerException
at forge.card.ability.effects.PlayEffect.resolve(PlayEffect.java:214)
at forge.card.spellability.AbilitySub.resolve(AbilitySub.java:130)
at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1112)
at forge.card.ability.AbilityUtils.resolve(AbilityUtils.java:1094)
at forge.card.spellability.HumanPlaySpellAbility.playAbility(HumanPlaySpellAbility.java:93)
at forge.game.player.HumanPlay.playSpellAbilityNoStack(HumanPlay.java:245)
at forge.game.player.PlayerControllerHuman.playSpellAbilityNoStack(PlayerControllerHuman.java:176)
at forge.card.trigger.WrappedAbility.resolve(WrappedAbility.java:362)
at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1112)
at forge.card.ability.AbilityUtils.resolve(AbilityUtils.java:1094)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:538)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:1003)
at forge.game.GameAction.startGame(GameAction.java:1463)
at forge.game.Match$1.run(Match.java:104)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Re: Forge Beta: 11-15-2013 ver 1.5.5
by Erazmus » 17 Nov 2013, 22:51
Downloading it now. Looking forward to checking out the new release. Pretty cool seeing my name on the contributor list for this fine product. Made my day!
Re: Forge Beta: 11-15-2013 ver 1.5.5
by drdev » 17 Nov 2013, 23:03
This is the cascade/alt costs bug that's already been fixed. Stay tuned for the next snapshot build or release for the fix. Meanwhile just avoid Suspend and Cascade cards.BaloErets wrote:Description: Playing MMA, and received this error when removing the last counter off of a suspended card. This crash report is for Nantuko Shaman, but recieved a similar crash report earlier for Lotus Bloom. Forge remained responsive on both occasions, however I was not able to resolve the stack (pressing "OK" did nothing) and had to quit the game.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.5-r${forge.revision}${forge.specialStatus} (mixed revisions detected; please update from the root directory)
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_40 Oracle Corporation
java.lang.NullPointerException
at forge.card.ability.effects.PlayEffect.resolve(PlayEffect.java:214)
at forge.card.spellability.AbilitySub.resolve(AbilitySub.java:130)
at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1112)
at forge.card.ability.AbilityUtils.resolve(AbilityUtils.java:1094)
at forge.card.spellability.HumanPlaySpellAbility.playAbility(HumanPlaySpellAbility.java:93)
at forge.game.player.HumanPlay.playSpellAbilityNoStack(HumanPlay.java:245)
at forge.game.player.PlayerControllerHuman.playSpellAbilityNoStack(PlayerControllerHuman.java:176)
at forge.card.trigger.WrappedAbility.resolve(WrappedAbility.java:362)
at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1112)
at forge.card.ability.AbilityUtils.resolve(AbilityUtils.java:1094)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:538)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:1003)
at forge.game.GameAction.startGame(GameAction.java:1463)
at forge.game.Match$1.run(Match.java:104)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
- drdev
- Programmer
- Posts: 1958
- Joined: 27 Jul 2013, 02:07
- Has thanked: 189 times
- Been thanked: 565 times
Re: Forge Beta: 11-15-2013 ver 1.5.5
by Xitax » 17 Nov 2013, 23:44
Small suggestion: with the new card menus - the LH upper corner of the menu is right at the mouse pointer - could you offset it a little more to the upper left so that when the menu opens the mouse pointer is pointing at the first menu pick instead of the corner?
Re: Forge Beta: 11-15-2013 ver 1.5.5
by drdev » 18 Nov 2013, 02:21
I thought of that, but I didn't want to break from standard context menu expectations. Is the idea to be able to double click to easily activate the first ability?Xitax wrote:Small suggestion: with the new card menus - the LH upper corner of the menu is right at the mouse pointer - could you offset it a little more to the upper left so that when the menu opens the mouse pointer is pointing at the first menu pick instead of the corner?
- drdev
- Programmer
- Posts: 1958
- Joined: 27 Jul 2013, 02:07
- Has thanked: 189 times
- Been thanked: 565 times
Re: Forge Beta: 11-15-2013 ver 1.5.5
by Marek14 » 18 Nov 2013, 09:04
The context menus on cards are nice, but I think there should be a line length limit. If an ability has very long text (for example, Nantuko Monastery), it can be a bit unreadable.
Re: Forge Beta: 11-15-2013 ver 1.5.5
by drdev » 18 Nov 2013, 14:39
Would you want the text to wrap if it's really long, or be truncated with "..." where you'd see the full text in a tooltip when hovering over the item?Marek14 wrote:The context menus on cards are nice, but I think there should be a line length limit. If an ability has very long text (for example, Nantuko Monastery), it can be a bit unreadable.
- drdev
- Programmer
- Posts: 1958
- Joined: 27 Jul 2013, 02:07
- Has thanked: 189 times
- Been thanked: 565 times
Re: Forge Beta: 11-15-2013 ver 1.5.5
by Chris H. » 18 Nov 2013, 15:03
drdev wrote:Would you want the text to wrap if it's really long, or be truncated with "..." where you'd see the full text in a tooltip when hovering over the item?
I vote for word wrap.
-
Chris H. - Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: Forge Beta: 11-15-2013 ver 1.5.5
by Marek14 » 18 Nov 2013, 18:53
Definitely word wrap, ideally with options to set the width.
EDIT: Rune Snag seems to be bugged. It always asks me to pay 0 when AI uses it.
EDIT: Rune Snag seems to be bugged. It always asks me to pay 0 when AI uses it.
Re: Forge Beta: 11-15-2013 ver 1.5.5
by Zirbert » 18 Nov 2013, 21:08
Seems to me that would lead to a lot of accidental selections of the first ability.drdev wrote:I thought of that, but I didn't want to break from standard context menu expectations. Is the idea to be able to double click to easily activate the first ability?Xitax wrote:Small suggestion: with the new card menus - the LH upper corner of the menu is right at the mouse pointer - could you offset it a little more to the upper left so that when the menu opens the mouse pointer is pointing at the first menu pick instead of the corner?
Re: Forge Beta: 11-15-2013 ver 1.5.5
by drdev » 18 Nov 2013, 21:09
That's part of why I didn't do it that way, in addition to not following context menu standards.Zirbert wrote:Seems to me that would lead to a lot of accidental selections of the first ability.drdev wrote:I thought of that, but I didn't want to break from standard context menu expectations. Is the idea to be able to double click to easily activate the first ability?Xitax wrote:Small suggestion: with the new card menus - the LH upper corner of the menu is right at the mouse pointer - could you offset it a little more to the upper left so that when the menu opens the mouse pointer is pointing at the first menu pick instead of the corner?
Xitax, are you ok if I leave the behavior alone, or would you want a preference available to make this adjustment for you and others interested in it working that way, but not by default?
It's worth mentioning the first item is still highlighted by default, so if you click then press Enter, it will activate the first ability the same as it used to with the dialogs.
- drdev
- Programmer
- Posts: 1958
- Joined: 27 Jul 2013, 02:07
- Has thanked: 189 times
- Been thanked: 565 times
Who is online
Users browsing this forum: No registered users and 71 guests