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Forge Beta: 03-27-2013 ver 1.3.11

Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins

Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby Diogenes » 28 Mar 2013, 09:47

Agetian wrote:Now this was a weird thing...
The opponent attacked with its creature in my Declare Attackers phase, dealt 2 damage to me. :\ Not sure what happened here, can't say that there were any weird plays before or anything. Dev mode off if that matters.

WeirdAttack.png


The log, interestingly enough, says that it was me who attacked myself with the opponent's creature:

WeirdAttack2.png


- Agetian
I had this happen once too, but I haven't been able to reproduce it (and I tried a bunch.) I figured it just disappeared during the subsequent dailies.

My suspicion is that this issue has something to do with the "end turn" button. Currently, if you press the "end turn" button before your end of combat step, it passes priority through all steps but stops at end of combat. From that point, pressing the "end turn" button will pass priority through to the opponent's turn.

The one time I had this issue affect me, I started my turn, got a useless draw, and used the "end turn" button. It passed to the end of my combat phase, and I used the spacebar to pass through the rest of my phases. I wasn't paying careful attention (I was looking for something else and was kind of screwing around at this point) but I did see the step indicator go through my own turn. The AI attacked me (I assumed on its turn,) combat ended, and immediately after that the AI untapped and took its turn. I noticed something was wrong when the AI attacked me a second time.

I am not clear on what happened in between my passing priority and the actual start of the AI's turn, but the log clearly shows that the first attack happened before Forge had processed the end of my turn and the start of the AI's turn (it also shows me both as the attack declarer and the defender.) It's possible that the AI went through its full untap through combat without the game updating whose turn it was and then reset back to its start of turn after the end of combat step, or that there was an extra combat after my cleanup phase and before the start of the AI's turn.

Out of curiosity, did you use the end-turn button on your own turn before your declare attackers step?
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby sidaism » 28 Mar 2013, 10:01

thank for the update, but Forge can't recognize card pics with name like "abandon_hope". is there any way to fix this problem?
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby Max mtg » 28 Mar 2013, 11:32

ozks wrote:i only have 12265 cards instead 12427 cards in total. (deck editor) Why???
Does the number you see include vanguards, planes and schemes used in variants?
Single class for single responsibility.
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby Chris H. » 28 Mar 2013, 12:23

ozks wrote:i only have 12265 cards instead 12427 cards in total. (deck editor) Why???
 
The constructed mode deck editor does not include Planes, Schemes, Phenomenons and Vanguard Avatars.
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby gos » 28 Mar 2013, 12:24

friarsol wrote:
gos wrote:. Cephalid Constable and Mistblade Shinobi are still bugged. They trigger & target, but nothing happens when their abilities resolve.
Got anymore information? I just tested this and it worked for me. Are you skipping your combat damage and end combat phases?
I am skipping my combat damage and end combat phases. I generally only have my M1, BC, DA, M2 and ET highlighted.

I tested the Constable with all the combat phases highlighted and it worked correctly. When I tested it again with my usual settings, I got the same bug.

When the Constable damages an opponent his ability triggers and I am prompted to choose a creature (this happens in the combat damage phase).
a) If I have the combat damage phase highlighted, the ability goes on the stack, still in the combat damage phase, and resolves with the expected effect, still in the combat damage phase.
b) If I don't have the combat damage and end combat phases highlighted, the ability goes on the stack, but the phase marker has advanced to my second main phase, and the it resolves but has no effect, in my second main phase.
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby friarsol » 28 Mar 2013, 14:05

gos wrote:I am skipping my combat damage and end combat phases. I generally only have my M1, BC, DA, M2 and ET highlighted.

I tested the Constable with all the combat phases highlighted and it worked correctly. When I tested it again with my usual settings, I got the same bug.
Yep, this should be fixed due to Max's synchronized input work. The issue was the trigger was "sliding" phases due to the phase not stopping correctly when asking for a target. So by the time it actually resolved, your combat was over and there wasn't anything as a defending player.
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby gos » 28 Mar 2013, 16:39

I cast Lobotomy and target my opponent. The spell reveals my own hand. I did not choose any card to exile. The same thing happens with Denying Wind.
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby myk » 28 Mar 2013, 16:48

Users who get pics via the in-game content downloaders can disregard this post -- there are no special steps for you for the data migration.

Agetian wrote:I had a complete HQ picture set for every MTG set ever released, including the cards not currently supported by Forge (just so that as cards get supported, I don't have to add the relevant pictures every time). However, after migration I only got the copied versions of cards currently supported by Forge, with the remaining cards still in their old locations. Moreover, the naming scheme for the card picture folders has changed (was there a reason for that, by the way?)
Agetian: this is a little late to save you time, but for others who have the same setup, you can manually rename the folders by copying the following lines into a command shell while in your card pics directory:
| Open
OSX and Linux users: just replace "move" with "mv" in the following commands:
Code: Select all
move LEA A
move LEB B
move 2ED U
move ARN AN
move ATQ AQ
move 3ED R
move LEG LG
move DRK DK
move FEM FE
move 4ED 4E
move ICE IA
move CHR CH
move HML HL
move ALL AL
move MIR MI
move VIS VI
move 5ED 5E
move POR PT
move WTH WL
move TMP TE
move STH SH
move EXO EX
move PO2 P2
move USG US
move ULG UL
move 6ED 6E
move UDS UD
move PTK P3
move S99 ST
move MMQ MM
move NMS NE
move S00 S2K
move PCY PY
move INV IN
move PLS PS
move 7ED 7E
move APC AP
move ODY OD
move TOR TO
move JUD JU
move ONS ON
move LGN LE
move SCG SC
move 8ED 8E
move MRD MR
move DST DS
move 5DN FD
move 9ED 9E
move GPT GP
move CSP CS
Alternately, if you don't mind maintaining a forge.profile.properties file, you can do a direct copy without renaming if you add the following line to forge.profile.properties:
Code: Select all
cardPicsSubDirs=LEA->LEA|LEB->LEB|2ED->2ED|ARN->ARN|ATQ->ATQ|3ED->3ED|LEG->LEG|DRK->DRK|FEM->FEM|4ED->4ED|ICE->ICE|CHR->CHR|HML->HML|ALL->ALL|MIR->MIR|VIS->VIS|5ED->5ED|POR->POR|WTH->WTH|TMP->TMP|STH->STH|EXO->EXO|PO2->PO2|USG->USG|ULG->ULG|6ED->6ED|UDS->UDS|PTK->PTK|S99->S99|MMQ->MMQ|NMS->NEM|S00->S00|PCY->PCY|INV->INV|PLS->PLS|7ED->7ED|APC->APC|ODY->ODY|TOR->TOR|JUD->JUD|ONS->ONS|LGN->LGN|SCG->SCG|8ED->8ED|MRD->MRD|DST->DST|5DN->5DN|9ED->9ED|GPT->GPT|CSP->CSP|HOP->HOP|MBP->MBP
The folder names were changed to exactly match the ones used by the HQ pics torrent to lower the barrier of entry for new users who download the torrent. "Extra" files were not migrated since we didn't want to pull over cruft (unrelated files that just happen to be in those directories) by accident. Unfortunately, we couldn't differentiate future cards from cruft : / However, you can always import the remaining pics when the cards become supported, and they will be recognized and copied in.
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby myk » 28 Mar 2013, 17:03

Agetian wrote:1) Started a random Constructed match after migration and got this NPE:
java.lang.NullPointerException
at forge.quest.QuestUtilCards$4.apply(QuestUtilCards.java:679)
I couldn't reproduce this -- and it seems like a strange connection. The code in question only runs when entering the spell shop. Had you been interacting with the spell shop before starting the match?

2) The AI avatar picture doesn't seem to show up (shows up as "?" every time), at least in the Random Constructed mode. I tried changing the AI avatar in the preferences and it didn't help. Also, a related thing - in the avatar choice screen itself, the human avatar picture and the AI avatar picture change places after I reload Forge.
I'll look into this. Edit: both issues fixed in r20639. Thanks for the report!
Last edited by myk on 28 Mar 2013, 17:37, edited 2 times in total.
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby moomarc » 28 Mar 2013, 17:09

gos wrote:I cast Lobotomy and target my opponent. The spell reveals my own hand. I did not choose any card to exile. The same thing happens with Denying Wind.
Ouch! #-o That must have been mine in r20603. I was scripting Oath of Lieges but the target player was overwriting the fetcher, DefinedPlayer (or Chooser, can't remember which, I just remember that it was having the same switched behaviour as you're seeing now for the other cards). Sorry about that! :oops:
-Marc
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby Agetian » 28 Mar 2013, 18:40

myk wrote:I couldn't reproduce this -- and it seems like a strange connection. The code in question only runs when entering the spell shop. Had you been interacting with the spell shop before starting the match?
Yeah, I was looking at my migrated quest and the last thing I did was I went into a quest shop, bought a card or two, then exited out of it and decided to play a random Constructed game instead of continuing the quest.

- Agetian
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby correioalternativo » 28 Mar 2013, 18:48

My two cents:

Mox Diamond works better with “Select a card” instead of “Choose cards to discard” (like Chrome Mox does).

Scroll Rack is easier to use clicking cards in hand instead of “Select a card” (less effort). I suggest left click to select a card and right click to undo it.

Please excuse my poor English and thank you for Forge =D> .
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby Agetian » 28 Mar 2013, 18:50

myk wrote:Agetian: this is a little late to save you time, but for others who have the same setup, you can manually rename the folders by copying the following lines into a command shell while in your card pics directory: [...]
Thanks for the script, myk, I think a lot of users will appreciate it! I think it might actually be worth it to bundle the script with the game among the tools (and write a little explanation about what it's for/how to use it in the readme) or at least put it up in the first post in a visible position so that it's found easily enough, otherwise this may be brought up a bunch of times in the future again. :)

Speaking of importing cruft btw - still, isn't it an option to put in an extra checkbox like "Import absolutely every single file from the card picture folders, I know what I'm doing" (off by default)? There's a much higher chance that inside those folders there will be valuable files coming from the picture archives than just random stuff. And assuming there is no randomness going on, if there are extra card pictures in the folders that Forge doesn't yet know about, they're there because they have to be, regardless of whether Forge supports them at this particular point in time (after all, new cards thankfully get supported every few days). And I mean, for people working with full set HQ pictures it can probably save quite a bit of extra effort (locating the proper script - if not found/not enough effort was invested into it, repeating the question on the forums and waiting for us to mention the script again; fixing the script for the OS if necessary; launching it; copying the stuff over hoping that you didn't mess up somewhere; coming here and cursing badly if some kind of a mistake did indeed occur). Importing new card pictures as cards get supported sounds acceptable enough, but it does require one to keep the remains of the old structure around until the entire MTG card base is supported, if ever - and as far as I understand, one of the reasons of migrating the data is getting rid of the old structure in favor of the new one...

It's really great that new users will be able to use the CCGHQ archives right off the bat, it really is, but all the core old-school users who have invested a lot of time and energy into collecting the necessary HQ picture files and actually renaming the folders to comply with the original Forge folder structure will gladly appreciate a more seamless experience with the reintegration into the newer structure, I'm sure. Just my $0.02 though, I don't care all that much personally anymore because I have already hand-rigged my installation to work the way it did before, but I just feel for all those people who will have to go through what I had to go through after me... ;)

myk wrote:Alternately, if you don't mind maintaining a forge.profile.properties file, you can do a direct copy without renaming if you add the following line to forge.profile.properties....
Oh, I don't, by the way - actually, the first thing I did when I saw where my files were getting migrated was figuring out how to properly set up my forge.profile.properties file because there's no way I'm using the default location for the data... It's probably just my thing but I really don't like using system-dependent non-portable locations residing somewhere in the deep bowels of my system drive... :\ I really enjoy my Forge the way it is - where all the data is inside one folder which can be put onto an external drive or anything and carried with me easily enough. I do appreciate the distinction between the core data and the user profile data/picture cache - personally I went for a setup where in addition to the "res" folder there's now a "profile" folder with all the migrated data including pictures. On the one hand, it's now easy to just copy that over to a newer version of Forge when necessary, on the other hand, it doesn't go overboard by using a system-dependent folder location on a system drive. :)

- Agetian
Last edited by Agetian on 28 Mar 2013, 19:18, edited 7 times in total.
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby Agetian » 28 Mar 2013, 19:05

Diogenes wrote:Out of curiosity, did you use the end-turn button on your own turn before your declare attackers step?
I might have used that - I mean, I use it in all my games but I'm not sure if I used it in that particular game and on that particular turn or not... just don't remember. More likely yes than no, though.

- Agetian
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Re: Forge Beta: 03-27-2013 ver 1.3.11

Postby myk » 28 Mar 2013, 20:05

Agetian wrote:Speaking of importing cruft btw - still, isn't it an option to put in an extra checkbox like "Import absolutely every single file from the card picture folders, I know what I'm doing" (off by default)?
This seems like it would address the use case succinctly. I hadn't put that in before since I didn't want cruft in general, but restricting the option to the one place "cruft" might be useful is an excellent idea. I'll get that in. Edit: implemented in r20644. Anyone who has leftover HQ files to import can now do it through the Import Data dialog, even if the original migration is already complete. No manual steps required.
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