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Forge Mobile Backport for Linux/Windows v1.6.53.001

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Re: Forge Mobile Backport for Linux/Windows v1.6.36.001

Postby Agetian » 14 Jul 2020, 08:44

UPDATE (07/14/20): Forge Mobile Backport v1.6.36.001 has been released. It's a release based on Forge for Android v1.6.36.001 and desktop Forge v1.6.36. Enjoy! :)

IMPORTANT UPGRADE REMINDER: When upgrading from the previous version of the mobile backport, please remember that it's always best to start with a fresh empty folder, unpack the new version there, then move the profile folder from your previous version to the new folder. This will help avoid mixing executables and resources from the old and the new versions of the game.

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Re: Forge Mobile Backport for Linux/Windows v1.6.36.001

Postby Nigol » 27 Jul 2020, 05:32

From what I can see you create these backport versions manually and you need to change 2 lines so it works on a release build, but since the assetDir has moved it doesn't work while debugging. I changed the file so it detects if it's running from source and sets the dir automatically.

https://git.cardforge.org/Nigol/forge/-/commit/d0bfcde3d626f417f315ee9a2249c7889c809df9

Merge it into the master if you find this useful. It might be possible to automate the build for release.cardforge.org. I just find this easier when testing thing and then later creating a build for play.
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Re: Forge Mobile Backport for Linux/Windows v1.6.36.001

Postby Agetian » 28 Aug 2020, 12:47

@ Nigol: Yeah, it's a nice feature - feel free to open a MR on git.

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Gaea's Touch Doesn't Work

Postby dungeonmasterforhire » 16 Nov 2020, 10:43

Gaea's Touch doesn't work, it won't allow you to play an extra land on your turn.
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Re: Forge Mobile Backport for Linux/Windows v1.6.38.001

Postby Agetian » 13 Feb 2021, 15:33

UPDATE (02/13/21): Forge Mobile Backport v1.6.38.001 has been released. It's a release based on Forge for Android v1.6.38.001 and desktop Forge v1.6.38. Enjoy! :)

IMPORTANT UPGRADE REMINDER: When upgrading from the previous version of the mobile backport, please remember that it's always best to start with a fresh empty folder, unpack the new version there, then move the profile folder from your previous version to the new folder. This will help avoid mixing executables and resources from the old and the new versions of the game.

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Re: Forge Mobile Backport for Linux/Windows v1.6.38.001

Postby N25 » 16 Feb 2021, 08:01

Very stupid question, but can this run on a Raspberry Pi 4/400?
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Re: Forge Mobile Backport for Linux/Windows v1.6.38.001

Postby friarsol » 16 Feb 2021, 15:38

N25 wrote:Very stupid question, but can this run on a Raspberry Pi 4/400?
Can it run Java?
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Re: Forge Mobile Backport for Linux/Windows v1.6.38.001

Postby N25 » 17 Feb 2021, 03:08

friarsol wrote:
N25 wrote:Very stupid question, but can this run on a Raspberry Pi 4/400?
Can it run Java?
It seems to be the case: https://pimylifeup.com/raspberry-pi-java/

I'll have to try it out sometime, but just wondering if anyone has already tried it just to see if it's worth the time and effort to do it.
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Re: Forge Mobile Backport for Linux/Windows v1.6.39.001

Postby Agetian » 07 Mar 2021, 05:36

Raspberry Pi 4 can run standard desktop Forge - I have an overclocked Raspberry Pi 4 (at 2 GHz) running Forge pretty confidently. It's a bit slow, but playable. I haven't succeeded in running the mobile backport though, it seems to be lacking native ARM binaries for LibGDX.

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Re: Forge Mobile Backport for Linux/Windows v1.6.39.001

Postby Agetian » 07 Mar 2021, 05:36

UPDATE (03/07/21): Forge Mobile Backport v1.6.39.001 has been released. It's a release based on Forge for Android v1.6.39.001 and desktop Forge v1.6.39. Enjoy! :)

IMPORTANT UPGRADE REMINDER: When upgrading from the previous version of the mobile backport, please remember that it's always best to start with a fresh empty folder, unpack the new version there, then move the profile folder from your previous version to the new folder. This will help avoid mixing executables and resources from the old and the new versions of the game.

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Re: Forge Mobile Backport for Linux/Windows v1.6.40.001

Postby Agetian » 24 Apr 2021, 06:11

UPDATE (04/24/21): Forge Mobile Backport v1.6.40.001 has been released. It's a release based on Forge for Android v1.6.40.001 and desktop Forge v1.6.40. Enjoy! :)

IMPORTANT UPGRADE REMINDER: When upgrading from the previous version of the mobile backport, please remember that it's always best to start with a fresh empty folder, unpack the new version there, then move the profile folder from your previous version to the new folder. This will help avoid mixing executables and resources from the old and the new versions of the game.

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Re: Forge Mobile Backport for Linux/Windows v1.6.40.001

Postby orlydb » 07 May 2021, 21:13

I can't get it to work on Windows 10. I tried to execute the launcher and nothing happens, tried the other jar file but I only get a black screen and then crash. here is the log:

Code: Select all
Forge v.1.6.40.001 (forge.GuiMobile@60db68a5)
Windows 10 (10.0 amd64)
Language 'java.util.PropertyResourceBundle@1d686747' loaded successfully.
(ThreadUtil first call): Running on a machine with 16 cpu core(s)
Read cards: 21522 archived files in 638 ms (25 parts) using thread pool
The card Chicken à la King was not assigned to any set. Adding it to UNKNOWN set... to fix see res/editions/ folder.
Read cards: 459 files in 13 ms (4 parts) using thread pool
EDT > com.badlogic.gdx.utils.GdxRuntimeException: java.lang.ExceptionInInitializerError
   at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.<init>(Lwjgl3Application.java:122)
   at forge.app.Main.main(Main.java:112)
Caused by: java.lang.ExceptionInInitializerError
   at forge.screens.home.NewGameMenu.<clinit>(NewGameMenu.java:83)
   at forge.Forge.afterDbLoaded(Forge.java:236)
   at forge.Forge.access$300(Forge.java:48)
   at forge.Forge$1$1.run(Forge.java:192)
   at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.loop(Lwjgl3Application.java:159)
   at com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application.<init>(Lwjgl3Application.java:116)
   ... 1 more
Caused by: java.lang.NullPointerException
   at forge.assets.FSkinFont.updateScale(FSkinFont.java:325)
   at forge.assets.FSkinFont.getBounds(FSkinFont.java:178)
   at forge.menu.FMenuItem.<init>(FMenuItem.java:57)
   at forge.menu.FMenuItem.<init>(FMenuItem.java:49)
   at forge.screens.home.NewGameMenu$NewGameScreen.<init>(NewGameMenu.java:41)
   at forge.screens.home.NewGameMenu$NewGameScreen.<clinit>(NewGameMenu.java:27)
   ... 7 more
EDT > java.lang.NullPointerException
   at forge.assets.FSkinFont.updateScale(FSkinFont.java:325)
   at forge.assets.FSkinFont.getCapHeight(FSkinFont.java:309)
   at forge.assets.TextRenderer.updatePieces(TextRenderer.java:103)
   at forge.assets.TextRenderer.setProps(TextRenderer.java:530)
   at forge.assets.TextRenderer.getWrappedBounds(TextRenderer.java:552)
   at forge.toolbox.FTextArea.getPreferredHeight(FTextArea.java:70)
   at forge.error.BugReportDialog.doLayout(BugReportDialog.java:93)
   at forge.screens.FScreen.doLandscapeLayout(FScreen.java:110)
   at forge.screens.FScreen.doLayout(FScreen.java:85)
   at forge.toolbox.FContainer.setSize(FContainer.java:100)
   at forge.screens.FScreen.setSize(FScreen.java:134)
   at forge.Forge.setCurrentScreen(Forge.java:454)
   at forge.Forge.access$600(Forge.java:48)
   at forge.Forge$5.run(Forge.java:407)
   at forge.Forge$5.run(Forge.java:397)
   at forge.screens.FScreen.onSwitchAway(FScreen.java:64)
   at forge.Forge.openScreen(Forge.java:397)
   at forge.Forge.openScreen(Forge.java:386)
   at forge.error.BugReportDialog.show(BugReportDialog.java:30)
   at forge.GuiMobile.showBugReportDialog(GuiMobile.java:211)
   at forge.gui.error.BugReporter.reportException(BugReporter.java:97)
   at forge.gui.error.BugReporter.reportException(BugReporter.java:108)
   at forge.error.ExceptionHandler.uncaughtException(ExceptionHandler.java:108)
   at java.base/java.lang.ThreadGroup.uncaughtException(ThreadGroup.java:1053)
   at java.base/java.lang.ThreadGroup.uncaughtException(ThreadGroup.java:1048)
   at java.base/java.lang.Thread.dispatchUncaughtException(Thread.java:1993)
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Re: Forge Mobile Backport for Linux/Windows v1.6.42.001

Postby Agetian » 12 Jun 2021, 14:15

UPDATE (06/12/21): Forge Mobile Backport v1.6.42.001 has been released. It's a release based on Forge for Android v1.6.42.001 and desktop Forge v1.6.42. Enjoy! :) Please note that version 1.6.41 was skipped for technical reasons.

IMPORTANT UPGRADE REMINDER: When upgrading from the previous version of the mobile backport, please remember that it's always best to start with a fresh empty folder, unpack the new version there, then move the profile folder from your previous version to the new folder. This will help avoid mixing executables and resources from the old and the new versions of the game.

@ orlydb: I'll investigate that issue you reported above, sorry for the long response.

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Crashes when attempting to download card images

Postby dungeonmasterforhire » 28 Jun 2021, 12:37

Black screen on startup for a long time but does finally come up. Crashes when attempting to download card images.
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Re: Forge Mobile Backport for Linux/Windows v1.6.42.001

Postby Agetian » 15 Jul 2021, 09:24

Black screen on startup is a known issue for the mobile backport that I'm as of yet unable to figure out, so hopefully it'll be fixed in the future builds. Downloading card images was never tested on the backport, I'll give it a try at some point. For now, consider downloading the card images using the standard desktop Forge and then reusing the same cache for the mobile backport (the cache is fully compatible, including card images, achievements, quest images, and other stuff that goes into the cache).

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