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Forge Beta: 11-15-2013 ver 1.5.5

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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby Chris H. » 16 Nov 2013, 14:49

Zirbert wrote:
NullPointerException | Open
Code: Select all
Forge Version:    1.5.5-r${forge.revision}${forge.specialStatus} (mixed revisions detected; please update from the root directory)
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?
 
We recently made some changes to the code base and this may be related in some fashion. Do not worry about it. :)
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby 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.
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby 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.
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby drdev » 17 Nov 2013, 06:45

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.
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.
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby 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)
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby 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! :D
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby drdev » 17 Nov 2013, 23:03

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)
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.
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby 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?
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby drdev » 18 Nov 2013, 02:21

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?
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?
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby 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.
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby drdev » 18 Nov 2013, 14:39

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.
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?
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby 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.
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby 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.
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby Zirbert » 18 Nov 2013, 21:08

drdev wrote:
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?
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?
Seems to me that would lead to a lot of accidental selections of the first ability.
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Re: Forge Beta: 11-15-2013 ver 1.5.5

Postby drdev » 18 Nov 2013, 21:09

Zirbert wrote:
drdev wrote:
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?
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?
Seems to me that would lead to a lot of accidental selections of the first ability.
That's part of why I didn't do it that way, in addition to not following context menu standards.

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.
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