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Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby AndyTron » 01 Jan 2012, 18:30

Bug: When a creature with an EtB ability (such as Stoneforge Mystic or Snapcaster Mage) is removed from the battlefield with the EtB trigger on the stack it fizzles.

Also, is it possible to get a storm counter?

-Andy
Last edited by AndyTron on 02 Jan 2012, 11:50, edited 2 times in total.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Xitax » 01 Jan 2012, 19:27

I'd also like to put in my vote for *not* having the card borders added to the card picture window. My screen space is just right at the moment, and I don't want to give up another 20 pix in each axis to have the cards at original jpg size. (I have a custom set of cards 400 pix high that I created from the HQ scans available on this site.)

That's probably a long shot. :)
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby gos » 01 Jan 2012, 22:44

Bug: After a large attack 2 Wurmcoil Engine s I controlled and 5 of my opponent's creatures, including a Puppeteer Clique, died. I received 2 deathtouching Wurm tokens and 2 lifelinking Wurm tokens. So far, so good.

When the Puppeteer Clique returned to the battlefield through its persist ability, it chose one of the Wurmcoil Engine s in my graveyard to target. The Wurmcoil Engine came into play under my opponent's control. So far, so good.

However, at the end of my opponent's turn, the Wurmcoil Engine died, and went to my graveyard (instead of being exiled by the Clique's ability), and I received 1 deathtouching Wurm token and 1 lifelinking Wurm token (which should have been received by my opponent, as he was the one who controlled the Engine when it died).
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby gos » 01 Jan 2012, 23:00

Bug: I enchanted one of my swamps with Tourach's Gate. When I attacked, I tapped the swamp and activated its ability. All creatures in play received +2/-1, not just my attackers.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby slapshot5 » 01 Jan 2012, 23:19

gos wrote:Bug: I enchanted one of my swamps with Tourach's Gate. When I attacked, I tapped the swamp and activated its ability. All creatures in play received +2/-1, not just my attackers.
Now fixed in SVN. Thanks.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Roujin » 01 Jan 2012, 23:24

Bug: When buying a plant or pet in the bazaar in quest mode, it doesn't show the next tier of the item you bought, but stays at the one you just bought, until you restart the game. I do not know what happens if you buy it again, don't want to risk wasting the money :lol:
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Doublestrike » 02 Jan 2012, 12:04

serrasmurf wrote:I can't even finish 1 match in quest mode without forge approaching zero kelvin.
guess i'll have to wait a month to enjoy the great new UI.
Sorry about that - very bad news, hopefully can be sublimated soon! :(

Out of curiousity, what are your system specs?

serrasmurf wrote:1 remark after playing 1 game: it seems that I have to mouse bigger distances, might be more convenient to have the OK button, which is currently left-bottom, more centered (at least at the top of the box)
Not sure what you mean; the old UI had the same button at the top of the screen (very far from the hand). If you want quick access to the stack, combat, and player info, you should be able to press "S", "C", and "P" by default - you can change this in the keyboard shortcuts dock button.

If this isn't what you mean please elaborate - could be potential there.

Xitax wrote:I'd also like to put in my vote for *not* having the card borders added to the card picture window. My screen space is just right at the moment, and I don't want to give up another 20 pix in each axis to have the cards at original jpg size. (I have a custom set of cards 400 pix high that I created from the HQ scans available on this site.)
Do you mean the internal padding inside the panel, or the margin separating that panel from others, or the actual line border around the image? Either way I suppose this could be translated into a "padding" setting slider which could amplify or diminish the general extra space everywhere. Interesting idea - moar info?

[Various card bugs]
Just a reminder: These generally don't have to do with the big-picture build; they're script-specific hiccups and will definitely get more attention in the bug discussion.
---
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Roujin » 02 Jan 2012, 16:31

Got this crash when I lost a match in quest mode against ned flanders (hard). IIRC it was the second match, I won the first one. The cards listed in the error message are the ones I had on the battlefield in the moment of losing. Ante was activated.

Code: Select all
This is a Crash Report. An error has occurred. Please save this message to a file.
Please follow the instructions at this address to submit this Crash Report, plus what you were doing at the time:
   http://tinyurl.com/3zzrnyb
Reporting bugs in Forge is very important. We thank you for your time.

CardList : remove(String cardname), error - card name not found: Mana Pool - contents of Arraylist:[Plant Wall (210), Forest (38), Vector Asp (43), Forest (35), Flayer Husk (18), Infiltration Lens (42), Swamp (10), Glissa, the Traitor (52)]


Version:
Forge version 1.2.0-r12891

OS: Windows 7 Version: 6.1 Architecture: amd64

Java Version: 1.6.0_22 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.RuntimeException: CardList : remove(String cardname), error - card name not found: Mana Pool - contents of Arraylist:[Plant Wall (210), Forest (38), Vector Asp (43), Forest (35), Flayer Husk (18), Infiltration Lens (42), Swamp (10), Glissa, the Traitor (52)]
   at forge.CardList.remove(CardList.java:289)
   at forge.PlayerUtil.inputSacrificePermanents(PlayerUtil.java:235)
   at forge.CombatUtil$16.resolve(CombatUtil.java:2332)
   at forge.MagicStack.resolveStack(MagicStack.java:908)
   at forge.Phase.passPriority(Phase.java:847)
   at forge.gui.input.InputPassPriority.selectButtonOK(InputPassPriority.java:73)
   at forge.GuiInput.selectButtonOK(GuiInput.java:86)
   at forge.control.match.ControlInput.btnOKActionPerformed(ControlInput.java:104)
   at forge.control.match.ControlInput.access$000(ControlInput.java:31)
   at forge.control.match.ControlInput$1.actionPerformed(ControlInput.java:51)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
   at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby friarsol » 02 Jan 2012, 18:47

Roujin wrote:Got this crash when I lost a match in quest mode against ned flanders (hard). IIRC it was the second match, I won the first one. The cards listed in the error message are the ones I had on the battlefield in the moment of losing. Ante was activated.
Ah, apparently there was some hardcoded references to removing the Mana Pool Card which didn't like the Mana Pool Card being removed. This bug should be fixed in the next nightly build.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby pwangsta » 02 Jan 2012, 20:56

1.2.0 r12891

Eladamri's Vineyard and Upwelling (the two enchantments the green medium difficulty quest challenge starts with) are only affecting my own mana pools. Although the compy has a +GG to mana pool statement on the stack, the 2 green mana never show up in its pool. Both effects are working fine on my turns though. Makes the challenge much easier, but I don't think that was quite the intended effect. xD
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Xitax » 03 Jan 2012, 05:44

Doublestrike wrote:
Xitax wrote:I'd also like to put in my vote for *not* having the card borders added to the card picture window. My screen space is just right at the moment, and I don't want to give up another 20 pix in each axis to have the cards at original jpg size. (I have a custom set of cards 400 pix high that I created from the HQ scans available on this site.)
Do you mean the internal padding inside the panel, or the margin separating that panel from others, or the actual line border around the image? Either way I suppose this could be translated into a "padding" setting slider which could amplify or diminish the general extra space everywhere. Interesting idea - moar info?
Oh, I suppose that wasn't very clear. :( I meant adding the extra margin to the card picture to make it look like a real card; i.e. the card border. Although now that you mention it the other ideas are worth thinking about.

EDIT: doggonit! I just realized that the card pic window wouldn't be any larger if you used the rest of the border space as the card border. Pic for clarity.
Image
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby lavino » 03 Jan 2012, 08:53

Sounds like I should wait for the next release ^_^
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby lugaru » 04 Jan 2012, 20:58

In my case the memory leak takes a few games to kick in, but yeah, it is crippling once it does. As far as the new GUI... I love it. My friends where pretty blown away too...

One more GUI thing... does anyone else sometimes get lag between the GUI updating? Sometimes I need to change turn before the phase, hand, graveyard, life and all those counts update. Not often, but it happens.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby friarsol » 04 Jan 2012, 21:04

lugaru wrote:One more GUI thing... does anyone else sometimes get lag between the GUI updating? Sometimes I need to change turn before the phase, hand, graveyard, life and all those counts update. Not often, but it happens.
There are a few scenarios that don't update the observers immediately. If you notice them specifically, please write it down for us so we can get them sorted out.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby serrasmurf » 05 Jan 2012, 15:17

Doublestrike wrote:
serrasmurf wrote:I can't even finish 1 match in quest mode without forge approaching zero kelvin.
guess i'll have to wait a month to enjoy the great new UI.
Sorry about that - very bad news, hopefully can be sublimated soon! :(

Out of curiousity, what are your system specs?

HP probook 4710s
Intel core duo 2 GHZ


serrasmurf wrote:1 remark after playing 1 game: it seems that I have to mouse bigger distances, might be more convenient to have the OK button, which is currently left-bottom, more centered (at least at the top of the box)
Not sure what you mean; the old UI had the same button at the top of the screen (very far from the hand). If you want quick access to the stack, combat, and player info, you should be able to press "S", "C", and "P" by default - you can change this in the keyboard shortcuts dock button.

If this isn't what you mean please elaborate - could be potential there.

You're right, it used to be top left, now bottom left. Moving from center to bottom left is however more restraining on the wrist than from center to top left, at least for me. From center (battlefield action) to center left (possible place for OK button) is the most easy move to make with your mouse..
I will try the keyboard shortcuts, thnx!
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