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Current Known Bugs list

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Re: Current Known Bugs list

Postby Chris H. » 19 Mar 2009, 21:37

I attacked Chandra Nalaar with three unblocked creatures, Veteran Armorer, Kami of Old Stone and Youthful Knight. The three were unbuffed, no power increase.

I was expecting to do 5 damage which would have been enough to end Chandra Nalaar existence. Yet only 3 not 5 counters were removed.

Here is the out put from Console:

Code: Select all
3/19/09 5:24:27 PM [0x0-0x13c13c].com.apple.JarLauncher[1774] Total attack: 3
3/19/09 5:24:27 PM [0x0-0x13c13c].com.apple.JarLauncher[1774] Total attack: 0
3/19/09 5:24:27 PM [0x0-0x13c13c].com.apple.JarLauncher[1774] Total attack: 3
3/19/09 5:24:27 PM [0x0-0x13c13c].com.apple.JarLauncher[1774] Total attack: 0
3/19/09 5:24:27 PM [0x0-0x13c13c].com.apple.JarLauncher[1774] Total attack: 3
3/19/09 5:24:27 PM [0x0-0x13c13c].com.apple.JarLauncher[1774] Total attack: 0
3/19/09 5:24:29 PM [0x0-0x13c13c].com.apple.JarLauncher[1774] Total First Strike attack: 0
3/19/09 5:24:29 PM [0x0-0x13c13c].com.apple.JarLauncher[1774] Total First Strike attack: 0
3/19/09 5:24:29 PM [0x0-0x13c13c].com.apple.JarLauncher[1774] Total First Strike attack: 0
3/19/09 5:24:32 PM [0x0-0x13c13c].com.apple.JarLauncher[1774] Total attack: 0
3/19/09 5:24:32 PM [0x0-0x13c13c].com.apple.JarLauncher[1774] Total attack: 0
Is the First Strike damage from the Youthful Knight being ignored?
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Re: Current Known Bugs list

Postby DennisBergkamp » 19 Mar 2009, 21:39

Just downloaded the latest version, started a draft, built a deck and then.... When I want to play a game, nothing happens... I just keep clicking [Start Game], but nothing happens..... ](*,)
Is this in the 03-16 version? When merging some of Forge's code, I noticed that some of the code was still pointing to the all-decks file, while it probably got saved into the boosterDecks file. Anyway, I will test this on my version and see if I'm getting the same problem.

EDIT: I am getting the same problem. However, when I delete my booster-decks file, and try again, things seem to work alright #-o
This is still a very buggy area in MTGForge.
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Re: Current Known Bugs list

Postby DennisBergkamp » 20 Mar 2009, 02:52

I finished rewriting some of the state based effects. I don't really know if it's faster (it seems faster?), I'm wondering if you guys can notice a difference.
Gando especially, since you've reported some slowdowns at various points, I hope things run smoother for you in the next version :)

Here's an interesting screenshot when I was stress-testing performance with like 100+ tokens in play using Thelonite Hermit and Rhys the Redeemed, notice how tokens seem to "wrap" :D
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lots_of_tokens.jpg
a LOT of tokens
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Re: Current Known Bugs list

Postby Mr.Chaos » 20 Mar 2009, 07:12

In response to the overdose of saproling tokens in that screeny:
Inviolability on a Wall of Glare, problem solved. :wink:
Unfortunately, neither of those cards are in MTGForge yet. (hint, hint)
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby indicatie » 20 Mar 2009, 11:50

Mr.Chaos wrote:In response to the overdose of saproling tokens in that screeny:
Inviolability on a Wall of Glare, problem solved. :wink:
Unfortunately, neither of those cards are in MTGForge yet. (hint, hint)
Fortunately, there's a little card called Brawn in green that solves this solution... Which also isn't in MTGForge yet (even bigger hint....)
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Re: Current Known Bugs list

Postby indicatie » 20 Mar 2009, 13:49

DennisBergkamp wrote:
Just downloaded the latest version, started a draft, built a deck and then.... When I want to play a game, nothing happens... I just keep clicking [Start Game], but nothing happens..... ](*,)
Is this in the 03-16 version? When merging some of Forge's code, I noticed that some of the code was still pointing to the all-decks file, while it probably got saved into the boosterDecks file. Anyway, I will test this on my version and see if I'm getting the same problem.

EDIT: I am getting the same problem. However, when I delete my booster-decks file, and try again, things seem to work alright #-o
This is still a very buggy area in MTGForge.
I deleted the boosterdecks file and started a new draft. Deck building is no problem, but after deckbuilding I still couldn't start a game..... :roll:
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Re: Current Known Bugs list

Postby indicatie » 20 Mar 2009, 16:09

Almost_Clever wrote:Kabuto Moth gives +3/+0 instead of +1/+2.
This is still the case... Just lost a creature, while trying to save it from combat damage...
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Re: Current Known Bugs list

Postby DennisBergkamp » 20 Mar 2009, 16:23

Indicatie,

After drafting, you have to go into the deck editor and finish editing your deck. Click on deck editor and click "Open Deck - Draft". For me, this is still hit and miss, sometimes it can't load the draft pool I just created... but once I manage to load in these cards, I'm always able to play the draft. Build your deck and click save. Then select the deck you've created and hit start game.... this should do the trick.

Be sure to do this on the 03/13 version, since I'm pretty sure it's broken in the 03/16 version. Same deal with Kabuto Moth, it should be fixed in 03/13. I will probably release a merged version of 03/13 and 03/16 sometime today.
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Re: Current Known Bugs list

Postby Mr.Chaos » 20 Mar 2009, 17:20

Seeing how Dennis got 2 rows of saproling tokens, I wanted to generate that for myself.

I use the friday the 13th march version by Dennis.
So I grabbed my token generating deck, compy got a random generated one.
After a while, things got crazy. Compy could not beat me, so I just used Rhys the Redeemed every turn to multiply my tokens. See screenshot for some intresting details, even if the screenshot is small.

First, to the left we see how my 3 Essence Warden are giving me 1371 lives each.
This means I am getting 1371 saproling tokens from good old Rhys. :D

Secondly, to the centre, we see a double row of creatures. The lower row being saproling tokens.

Thirdly, notice the big empty grey area to the left of the cards in play. This is also seen on the far (and I do mean FAR) right of the game area, at the end of the token row.
This area gets bigger with each additional bunch of tokens.
To get an idea of the size of the play area + empty grey fields on the sides, see the little blue slide box at the bottom centre, just below the Nemata card.

Question: are the big empty grey areas a bug? Because it adds a large useless area to the already huge play area.
Please note: the game works normal, it just takes for ever for the game to calculate my tokens and the amount of lives I gain. :lol:
Also: using the horizontal scrollbar makes the screen zip past you at warpspeed. Making it hard to get to the exact card I need.

After I took the lives sees on screen I had 8289 lives. Poor compy, just 2 lives. :(
Gamepace got to a slowmotion crawl, so I attacked and put compy out of his missery. O:)
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby DennisBergkamp » 20 Mar 2009, 19:17

Wow, 4100+ life :D
The game really must've slowed down, how long did it take for the tokens coming into play / lifegain to resolve?

This would be a good thing to test again when I release the next version, which should have faster performance in cases like these (it will still be very slow though, most likely).

EDIT: and yes, I also had the weird blank spaces at the left and right of the screen.
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Re: Current Known Bugs list

Postby Mr.Chaos » 20 Mar 2009, 20:26

DennisBergkamp wrote:Wow, 4100+ life :D
The game really must've slowed down, how long did it take for the tokens coming into play / lifegain to resolve?

This would be a good thing to test again when I release the next version, which should have faster performance in cases like these (it will still be very slow though, most likely).

EDIT: and yes, I also had the weird blank spaces at the left and right of the screen.
In the end, it took over 3 minutes for the tokens to come into play. Because of that, I attacked and killed compy.
Without the immense slowdown, I would have been tempted to see if I could get a 3rd row of tokens and what that would have done to the game.
Maybe if I have time this weekend, I will make a little fake deck for compy and just sit there making tokens for like, an hour just to see how far it will go. :mrgreen:
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby GandoTheBard » 20 Mar 2009, 20:32

Imagine if you got a message when you get that much life and that many creatures: "You have obviously won this match. You cheater!"
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Re: Current Known Bugs list

Postby DennisBergkamp » 20 Mar 2009, 22:38

:lol:

By the way, I don't think my rewrite will speed up this case much (if at all). Essence Warden and Soul Warden I will keep the same way they are now. Because the way things would work with the rewrite, in Mr. Chaos' case it would generate 1371 separate cases (three times!) of gaining 1 life :roll:
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Re: Current Known Bugs list

Postby Mr.Chaos » 21 Mar 2009, 06:54

I figured that the life gain might slow things down so I made 2 new decks. 1 for the computer, with walls and a saproling token deck without lifegain for me.
Will play those over the weekend to see just how many tokens it takes to crash this game. LOL! :lol: :mrgreen:
I am aiming for 5000 tokens. (Hey, you have to have a goal in life. This is mine. :wink: )
And sorry about getting a bit sidetracked from the official bug reporting biz here, even if it is related to bugfinding.
Mmm... do saprolings count as bugs? :roll:
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby indicatie » 21 Mar 2009, 09:56

Exalted isn't working like it should be. I attacked with 2 Transluminant, with Rhox Bodyguard in play. Compy decides to block one of them, so I sac it. The other Transluminant now gets +1/+1 from Rhox Bodyguard, but this shouldn't happen. Exalted should work only when you initially attack with 1 creature.
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