It is currently 18 May 2024, 13:23
   
Text Size

Forge 04/01/2011 (unofficial BETA) version

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

Forge 04/01/2011 (unofficial BETA) version

Postby Chris H. » 01 Apr 2011, 11:49

Forge 04/01/2011 (unofficial BETA) version


(Quest icons used created by Teekatas, from his Legendora set
http://raindropmemory.deviantart.com)

7662 cards in total.

This version is based upon the revision # 7936 which is found on our SVN.

This beta includes some new cards and a number of bug fixes. The work pace has slowed somewhat. Work continues on the Ability Factory and cards sets. Some improvements were made to the AI and additional cards were added to the list of cards that will not appear in a randomly generated deck.

I found a utility to remove the hidden Mac-related files. I removed the ".SVN" and the /res/lib/ folders from this archive as they are not needed. We have changed the archiving format to ".tar.bz2" since this may help to store the file permissions for the Mac OS X launcher. There are utilities for Windows, Mac OS and the various *nix's that can be used to decompress these archives.


The Mac OS application version:

We have packaged the Forge 04/01/2011 BETA version as a Mac OS application. You can double click the Forge.app icon to launch the forge application on your Apple computer running Mac OS. This application will automatically increase the java heap space memory for you as it launches. This version does not require the forge.command file and it does not need to start the Terminal application as part of the start up process. This version should only require java 1.5.

You can move a copy of your pictures and decks over to the Forge.app application. Right click or control click on the Forge.app icon. Select Show Package Contents form the contextual menu. A Finder window will open and will display a folder named Contents. Navigate to the folder:

/Contents/Resources/Java/res/

Your decks can be placed in the decks folder, your pics can be placed in the pics folder, etc.


Many people helped with this version. A special thank you goes out to them:

Dennis Bergkamp
Snacko
Friar Sol
Sloth
Slapshot5
Hellfish
Jeff Wadsworth
Jaedayr
Zirbert
SoulStorm
Chris H


Added many cards, including:

NEW CARD LIST | Open
Bonethorn Valesk
Cabal Conditioning
Carrion
Centaur Chieftain
Death's-Head Buzzard
Dega Disciple
Deus of Calamity
Disappear
Dominate
Dragon Mage
Dwarven Patrol
Elemental Mastery
Extra Arms
Forcemage Advocate
Foul Presence
Fungus Elemental
Hope and Glory
Hunting Grounds
Jagged Poppet
Kavu Mauler
Keldon Battlewagon
Kithkin Daggerdare
Latulla's Orders
Lightning Surge
Mask of Intolerance
Masked Gorgon
Mercenary Informer
Mtenda Griffin
Mwonvuli Ooze
Nantuko Monastery
Nihil Spellbomb
Nullmage Advocate
Ophidian
Overburden
Overgrown Estate
Pain Magnification
Provoke
Pulsemage Advocate
Puncture Blast
Razor Pendulum
Razorgrass Screen
Rebel Informer
Repopulate
Royal Herbalist
Savage Gorilla
Second Chance
Shattered Crypt
Soulcatcher's Aerie
Spirit Cairn
Spurnmage Advocate
Storm Cauldron
Storm Elemental
Straw Golem
Suffocating Blast
Symbiotic Deployment
Tallowisp
Thorntooth Witch
Toil to Renow
Tolarian Entrancer
Trained Pronghorn
Trap Digger
Tunneler Wurm
Veteran of the Depths
Vigilant Sentry
Wave of Terror
Whirling Catapult
Wild Research
Wrap in Flames


The links to the various archives:

The Forge 04/01/2011 archive (requires java 5, possibly java 6):

forge04012011.tar.bz2 (7.78 MB, at MediaFire)

(at cardforge.org)


Forge 04/01/2011 BETA packaged as a Mac OS application:

Mac Forge 04012011.7z (7.91 MB, at MediaFire)


The quest opponent icons (Same as the previous betas, unchanged):

Quest_Opponent_icons_02-14-2011.7z (1013 KB, at MediaFire)
.
User avatar
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 04/01/2011 (unofficial BETA) version

Postby Chris H. » 01 Apr 2011, 11:50

Fixes/Features:


Fixes / Features | Open
- Fixed Ambush.
- Text fix.
- Spacing fix.
- Text fix.
- Updated some SVars. (Letters T)
- Updated some SVars. (Domain cards)
- Text fix.
- Fixed some other cards.
- Fixed Mirror-Sigil Sergeant, it will now generate the token during upkeep if you have a blue color permanent in play.
- Fixed Necrite.
- Fixed Wall of Hope.
- Fixed Ringskipper.
- Fixed Guiltfeeder, converted to trigger + AF and commented out the non-functional code block.
- Added the keyword "Protection from Gorgons".
- Removed Citadel of Pain.
- Fixed the computer's morphed cards with auras, card detail panel now states "Morph" rather than the card name.
- Use single instance of Random.
- Added a space.
- Text fix.
- Fixed the most cornery of theoretical corner cases yet. (If the card that
recieves the trigger object with ID 0 at launchtime is in a match with a card whose triggers are taken away (usually something animated), the animated cards trigger would get ID 0 because IDs are reset to 0 at every newGame() and when that is supposed to be removed TriggerHandler would remove Trigger ID 0, being the card that recieved the trigger object at launchtime, so the animated will keep it's trigger when it shouldn't and the launctime card will lose it's trigger when it shouldn't! Solution: Reset IDs to 50000 on newGame() instead. Simple. :))
- Added Flash to Teroh's Vanguard.
- Updated some SVars. (Letters S)
- Updated some SVars. (Paladins)
- Fixed Nirkana Cutthroat, reversed the order of the two abilities.
- Converted Wheel of Torture to script (hardcoded stuff was already removed).
- Fixed Leering Emblem.
- Hacked Gui_DownloadSetPictures_LQ into a new class which copies and renames local HQ MWS pictures into the various set folders. I'm not sure if the file delimiters I used work on non-windows systems, also, HQ pics are quite large (I just looked at my /res/pics directory, and it was well over 3 gigs :) To make this work, just put all pictures subdirectories in "C:\MTGForge\HQPICS". Another thought would be to accept user input for a path (so it would also work for non-windows systems), and link it into the Gui_NewGame menu.
- Minor text edit to Rack and Ruin.
- Updated some SVars. (Champion)
- Updated some SVars. (Sunburst)
- Updated some SVars. (Medallion)
- Updated some SVars. (pain lands)
- Added spaces.
- Updated some SVars. (Letter F)
- Fix space in script
- Updated some SVars. (Letters R)
- Updated some SVars. (Letters Q)
- Fixed Reach of Silklash Spider.
- Addded SVar:RemAIDeck:True to Haunting Misery.
- Updated some SVars. (Letters P)
- Updated some SVars. (Letters O)
- Ran set info.
- Text fix.
- Updated some SVars. (Letters N)
- Ran set info.
- Fixed Brion Stoutarm, corrected the CostDesc$.
- Added a space.
- Fixed Magosi, the Waterveil, corrected the SpellDescription$.
- Converted Dissipation Field to Trigger.
- Fixed Gratuitous Violence.
- Added Trigger for Exalted Angel.
- Improved the AI of AF ChangeZone with Hidden origin.
- Changed Exhume to make use of it.
- Updated some SVars. (Letter G)
- etbCounter keyword will now accept "X" and calculate from SVar:X:<value>
- Converted Chimeric Mass.
- Updated some SVars. (Letters M)
- Updated some SVars. (*vore creatures)
- Added space.
- Converted Eternity Vessel, Feral Hydra, Ivy Elemental, Krakilin, Lightning Serpent, Maga Traitor to Mortals, and Shifting Wall to etbCounter.
- Fixed Floodbringer, corrected the toughness.
- Fixed Golem Artisan and Contaminated Bond.
- Changed 2 SVars from SVar:RemRandomDeck:True to SVar:RemAIDeck:True on newly added cards.
- Updated some SVars. (Letters L)
- Updated some SVars. (Letters K)
- Fixed Basal Sliver.
- Fixed Vigilant Sentry, em-dash is now a dash.
- Kami of False Hope does not need the SVar.
- Fixed Fault Line, it now has a SVar:RemAIDeck:True.
- Removed a card.
- Removed space.
- Updated some SVars. (Letters J)
- Fixed Aura Shards rarity.
- Fixed Angelic Favor alternate spell description.
- Updated a bunch of rarities.
- Updated some SVars. (Letters I)
- Updated some SVars. (Letters H)
- Added a CostDesc$ to Abjure.
- Necropede's trigger is optional.
- Apparently Illusory Demon didn't have Flying.
- Fixed the CostDesc$ for Atogatog.
- Fixed the ability cost for Balshan Griffin.
- Changes and fixes to card text files.
- Reverted Angelic Renewal.
- Ran set info script.
- Added a CostDesc$ to Coral Reef.
- Added SVars to a few new cards.
- Fixed Angelic Favor description to read properly, even though the text is disjointed.
- Fixed Adnate's CostDesc.
- Fixed Casting Cost for Strangling Soot.
- Untap toString had an extra space.
- Fixed cost for Coral Reef.
- Fixed Animal Boneyard and Caustic Tar. Changed "Enchant land" to "Enchant Land".
- Added a CostDesc$ to Gaze of Justice.
- Added a SVar:RemAIDeck:True to Gemstone Array.
- Ran set info script.
- When clashing, the carddisplaypanel now shows the drawn card when you get to decide where to put it.
- Hopefully optimized the running of triggers. Now, when triggers are registered in newGame() or by pumps the triggerhandler keeps a list of which modes are actually used by cards. When a triggermode is run, it is skipped early [at the same time suppressed modes are skipped] if the mode isn't used by any card in the game.
- Predatory Advantage now uses the stack properly.
- Added Tapped$ as valid for counting. (i.e. SVar:X:Tapped$CardPower)
- Ceremonial Guard should be a Destroy, not a Sacrifice at End of Combat.
- Fixed the trigger optimizations in relation to delayed triggers.
- Added the DamageAmount parameter to the DamageDone trigger. (Format "DamageAmount$ <operator><operand>" where <operator> is one of "LT,LE,EQ,GE or GT" and <operand> is a positive integer)
- Fixed Angelic Favor tokens' keywords.
- Ran set info script.
- Fixed Sarcomancy's TokenOwner$.
- Fixed a rather silly Pithing Needle bug.
- Improved Kazandu Tuskcaller so that it properly lacks the abilities it has leveled too low or high for.
- Added ExileFromTop<1/Card> (for example) as a Cost. Added Royal Herbalist as an example.
- Added SetInfo for Royal Herbalist.
- Fixed Soulcatchers' Aerie cardname. This was added since the last beta, so it shouldn't affect users, only SVN.
- Improved the following in the same vein as Kazandu Tuskcaller: Brimstone Mage; Guul Draz Assassin; Joraga Treespeaker; Kabira Vindicator; Kargan Dragonlord (Also converted hardcoded pump ability to script.)
- Added a CostDesc$ to Starlit Sanctum.
- Updated Inferno Titan and Bogardan Hellkite to triggers based on Arc Lightning.
- Added spacing.
- Minor cosmetic text fix to War Dance.
- Converted Arc-Slogger to AF.
- Ran set info script.
- Fixed possible NPE when computer Taps For Mana (trigger)
- Iona, Shield of Emeria and Painter's Servant no longer use the stack. Not sure why this commit didn't work yesterday.
- The AI will now use cards like Aeolipile and Seal of Fire to kill creatures.
- ChangeZoneAll will now actually use player targets (this fixes Reminisce and some other card that target players).
- Little fix to the last commit (to prevent bugs with future cards).
- Converted Tormod's Crypt to script.
- Little updates and fixes of card text files.
- Fixed NPE I produced in ChangeZoneAll.
- Fixed the text of Dingus Staff.
- Ran set info script.
- Changed occurrences of "clearSpellAbility()" to "clearFirstSpellAbility()" that are located in CardFactory_Auras.java.
- The AI will no longer hold back creatures from attacking if they can't block any of the human creatures (for example creatures with shadow).
- Added LifeTotal restrictions to triggers: LifeTotal$ defines the life total to check (You or Opponent) LifeAmount$ uses standard GE5, LEX, etc. (Convalescense and Convalescent Care can be converted to use this)
- Added Second Chance (from Urza's Legacy) as example of LifeTotal$ trigger restrictions.
- Fixed Cascade Bluffs, the card description now reds correctly.
- Fixed Enigma Sphinx, it now has Flying.
- Improved the generic aura code. This code will now check to see if the keyword ends with " you control". If found, the human will only be able to target his or her own cards of the appropriate type. It is assumed that we will not have any auras that also need to end in "Curse" for the AI to determine a target for the aura.
- Converted Caribou Range to use this new code.
- Ran set info script.
- Gave the generic auras code some AI. Will now check for aura magnets. If none are found it will check for unenchanted cards. If there are none the AI will enchant a previously enchanted card.
- Ran set info script.
- Implemented the keyword handling of "All creatures able to block CARDNAME do so." and "CARDNAME blocks each turn if able." for human blocking (was already implemented for the AI).
- Removed SVar:RemAIDeck:True from some card text files.
- Ran set info script.
- Fixed weird usage of Card.addCounter() in Heartmender's upkeep code.
User avatar
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 04/01/2011 (unofficial BETA) version

Postby DemoneNero » 01 Apr 2011, 13:22

That's great ... :D
thanks guys
Hold The Heathen Hammer High
User avatar
DemoneNero
 
Posts: 91
Joined: 26 Jul 2010, 19:41
Location: Italy
Has thanked: 4 times
Been thanked: 1 time

Re: Forge 04/01/2011 (unofficial BETA) version

Postby Rob Cashwalker » 01 Apr 2011, 13:29

Shipping? There's no Apple Store? So how long are you going to be without a computer?

Love my PC....
The Force will be with you, Always.
User avatar
Rob Cashwalker
Programmer
 
Posts: 2167
Joined: 09 Sep 2008, 15:09
Location: New York
Has thanked: 5 times
Been thanked: 40 times

Re: Forge 04/01/2011 (unofficial BETA) version

Postby Chris H. » 01 Apr 2011, 14:13

Rob Cashwalker wrote:Shipping? There's no Apple Store? So how long are you going to be without a computer?

Love my PC....
`
Oh, yep, there is an Apple store that I will travel to. I will likely be without the iMac for a day or three. The built in hard drive died several months ago while I was downloading a largish file overnight. This apparently caused an overheating situation which left some hard to see scorch marks on the built in LCD display.

I might as well get Apple to replace the screen while it is still under warranty. :wink:
User avatar
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 04/01/2011 (unofficial BETA) version

Postby Chris H. » 01 Apr 2011, 14:26

The archives are now linked into the first message.


MediaFire is displaying an error message after I uploaded these two files. Could someone try to download and then run these two archives and let us know if they are OK?

The error message I got:

Connection error. Error@ -501
User avatar
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 04/01/2011 (unofficial BETA) version

Postby Corwin72 » 01 Apr 2011, 15:09

I was able to download the windows program.
User avatar
Corwin72
 
Posts: 793
Joined: 15 Sep 2009, 13:26
Location: Grayson, Ga
Has thanked: 25 times
Been thanked: 9 times

Re: Forge 04/01/2011 (unofficial BETA) version

Postby Chris H. » 01 Apr 2011, 15:13

Corwin72 wrote:I was able to download the windows program.
`
Thank you. MediaFire, just like our SVN will sometimes cause a little alarm. But things usually turn out OK.
User avatar
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 04/01/2011 (unofficial BETA) version

Postby Corwin72 » 01 Apr 2011, 15:31

My work did not like the popups at the site but no problems with the actual download.
User avatar
Corwin72
 
Posts: 793
Joined: 15 Sep 2009, 13:26
Location: Grayson, Ga
Has thanked: 25 times
Been thanked: 9 times

Re: Forge 04/01/2011 (unofficial BETA) version

Postby CatzPaw164 » 01 Apr 2011, 17:42

got the mac version without any problems...
----
What is, is. What was, will be. What will be, was, and will be again.
CatzPaw164
 
Posts: 21
Joined: 22 Sep 2009, 02:21
Location: Just South of Atlanta, GA
Has thanked: 1 time
Been thanked: 0 time

Re: Forge 04/01/2011 (unofficial BETA) version

Postby Corwin72 » 04 Apr 2011, 03:29

Man, it is quiet around here. 2 days after a new build I expect this thread to have 30 posts. What is going on?
User avatar
Corwin72
 
Posts: 793
Joined: 15 Sep 2009, 13:26
Location: Grayson, Ga
Has thanked: 25 times
Been thanked: 9 times

Re: Forge 04/01/2011 (unofficial BETA) version

Postby Chris H. » 04 Apr 2011, 14:26

Corwin72 wrote:Man, it is quiet around here. 2 days after a new build I expect this thread to have 30 posts. What is going on?
`
People Might be busy at the moment, they may chime in at some point later this week.

So far, the all 3 OS version has seen 86 downloads and the Mac OS only version has seen 7 downloads.
User avatar
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 04/01/2011 (unofficial BETA) version

Postby DennisBergkamp » 04 Apr 2011, 14:44

Strange, figured the download numbers would be a lot higher.
Although, the vast majority of downloads come from rares' blog, and there's also people that just check out a new version on the SVN on a daily basis.
User avatar
DennisBergkamp
AI Programmer
 
Posts: 2602
Joined: 09 Sep 2008, 15:46
Has thanked: 0 time
Been thanked: 0 time

Re: Forge 04/01/2011 (unofficial BETA) version

Postby Chris H. » 04 Apr 2011, 15:25

DennisBergkamp wrote:Strange, figured the download numbers would be a lot higher.
Although, the vast majority of downloads come from rares' blog, and there's also people that just check out a new version on the SVN on a daily basis.
`
Yeah, there is also the old style sneaker net, where people will take a copy over to their friends and family. It is hard to tell how many people are actually using forge.

On MediaFire I see counts from a couple of dozen downloads for several versions up to about 350 at the top end. Not bad.
User avatar
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 04/01/2011 (unofficial BETA) version

Postby Corwin72 » 04 Apr 2011, 17:31

I thought that the April 1 release date might be affecting it...
User avatar
Corwin72
 
Posts: 793
Joined: 15 Sep 2009, 13:26
Location: Grayson, Ga
Has thanked: 25 times
Been thanked: 9 times

Next

Return to Forge

Who is online

Users browsing this forum: No registered users and 21 guests


Who is online

In total there are 21 users online :: 0 registered, 0 hidden and 21 guests (based on users active over the past 10 minutes)
Most users ever online was 4143 on 23 Jan 2024, 08:21

Users browsing this forum: No registered users and 21 guests

Login Form