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Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 19 Jul 2011, 20:05
by Caranthol
Thank you, Chris.

I will remake the decks.

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 20 Jul 2011, 05:13
by slapshot5
zerker2000 wrote:Well, that's what InputControl.inputStack is supposed to mitigate, what's happening at setInput()?
Happening with regards to what exactly? What kind of information are you looking for?

-slapshot5

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 20 Jul 2011, 07:44
by zerker2000
Checkpoint InputControl.setInput, run the debugger, enable the checkpoint a bit before the overwrite, step through to figure out why the Chains Input is skipping the inputStack. If it's not, checkpoint getInput, and generally try to find out where else it could have disappeared.

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 20 Jul 2011, 12:57
by friarsol
zerker2000 wrote:Checkpoint InputControl.setInput, run the debugger, enable the checkpoint a bit before the overwrite, step through to figure out why the Chains Input is skipping the inputStack. If it's not, checkpoint getInput, and generally try to find out where else it could have disappeared.
The issue is that Chains is a replacement ability, which setInput can't handle right now.

I've worked most recently in this code, I'll see if I can figure something out for replacement abilities that basically need to put "Resolving" Inputs on hold, allow the overriding Input to occur, then re-institute the Resolving Input.

Edit: Ok, I think I confused myself in the early morning. It's not that Chains is a replacement ability, it's that SubAbilities don't "wait" to be called until after an Input is finished resolving. So the Chains gets added the InputStack, then the Anvil Input bumps the supercedes the Chains Input. We really just need callbacks here that will allow SubAbilities to "continue" after the Input has finished doing its things.

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 20 Jul 2011, 20:17
by jeffwadsworth
Let me just put in my 2 cents on the "new" GUI. Love it. Automatic resizing is my cup of tea.

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 20 Jul 2011, 21:16
by zerker2000
Could/should all subAbility inputs be simultaneously pushed onto the inputStack(in reverse order)?

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 23 Jul 2011, 13:34
by Taliesim
maybe you already know it: when using a pumped creature with Altar of Dementia there's also a little bug. on the stack it's written correct to e.g. mill 30 cards but when milling, only the unpumped power is used e.g. 3.

cheers
taliesim

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 24 Jul 2011, 21:10
by lazylockie
Is there a way to remove the random foil on quest mode? I like it, but I can't see the cards very well after some games

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 24 Jul 2011, 21:16
by Chris H.
lazylockie wrote:Is there a way to remove the random foil on quest mode? I like it, but I can't see the cards very well after some games
`
Try unchecking the Random Foiling checkbox.

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 24 Jul 2011, 21:17
by timmermac
There's a check box for it on the main screen that comes up when you first open Forge.

Edit: lol... hey Chris. ain't stereo posting great? <grin>

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 24 Jul 2011, 21:19
by Braids
timmermac wrote:Edit: lol... hey Chris. ain't stereo posting great? <grin>
i almost made it a triple, but i cancelled out.

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 24 Jul 2011, 21:43
by Chris H.
timmermac wrote:Edit: lol... hey Chris. ain't stereo posting great? <grin>
`
:lol:

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 24 Jul 2011, 22:14
by lazylockie
timmermac wrote:There's a check box for it on the main screen that comes up when you first open Forge.
I unchecked that box and I still see foil cards on quest mode

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 24 Jul 2011, 23:14
by timmermac
I'm not quite sure what to make of that. I immediately unchecked the box before starting a new quest, so I haven't seen foils. Are you already deep into a quest? If you are, you might want to just move your quest.dat file somewhere else and try starting a new quest. Forge might be set up so that if the Random Foiling box is checked when you are running a quest, you can't change your mind in the middle of that quest. Developers/programmers, please feel free to correct me if I'm wrong about this...

Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781

PostPosted: 24 Jul 2011, 23:48
by Braids
i've raised the issue to the foil implementation person, who does not seem to be frequenting this topic.