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Forge Beta: 10-26-2012 ver 1.3.0

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

Forge Beta: 10-26-2012 ver 1.3.0

Postby Chris H. » 26 Oct 2012, 11:05

Forge Beta: 10-26-2012 ver 1.3.0

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

11492 cards in total.


The new damage dialog now uses the new UI.

We have decided to increase the version number to 1.3 as there were some substantial changes and improvements made in recent weeks. In the recent past we had some improvements made to the draft, sealed deck and quest modes.

This version includes quest mode sets unlocks, an 'enforced format quest', and custom formats. A new Gauntlet mode has been added. A new multiplayer mode has also been added. You should be able to play against multiple AI opponents at this time. You should note that the current Archenemy mode does not use Schemes at this time.

A lot of things are planned for this new multiplayer mode and it will take time to finish. Please enjoy what we have at this time and be patient. :)

Since Multiplayer is so new, not all cards will be 100% compatible right away as we expand scripting to handle multiple players.

The older match layout files are incompatible with the new multiplayer mode. The original match_default.xml, match_preferred.xml and the match_preferred.xml saved to a different name files have to go and can no longer be used. You can keep your editor_preferred.xml file. But you will have to setup your match view panels using the new match_default.xml file.

Some people reported that the new targeting arcs are not being redrawn when the target moves to another area. This is a work in progress and we hope to fix it at some point in the future. If this happens, you should try turning the targeting arcs to off and then back on again.

Several people have asked if it is still possible to resize (change the width) of the columns in the deck editors. In version 1.2.15 the mouse cursor would not change. This has been fixed in later versions.

--

On several occasions people have noticed that the forge deck editor and/or quest mode card shop would not open or display. We have also received reports that some of the tabs/panels in the deck editor are missing. Try deleting the file named "editor_preferred.xml" which is found in the "res/layouts" folder. This should force forge to then use the "editor_default.xml" file instead.

Several people have noticed that the cards displayed on the battlefield will fail to be displayed when the number of cards on the battlefield increases. Maximizing the human panel can help to re-display the cards.

Some time was spent turning the static ETB triggers into the proper ETB replacement effects they should be, mainly to interact correctly with eachother. This work is not yet finished. As a result there is currently some inconsistencies with "Enters the battlefield with counters" (Not incredibly noticeable).

It seems like the front face of double faced cards aren't triggering properly, but the back face and single faced cards are.

A recent contribution to the code base should fix some of the bugs that people noticed with cloning type abilities. At this time there are two remaining issues that we hope will be addressed in the near future.

1. Leave play triggers don't work correct for clones.
2. Copies of cards that setup Zone Change triggers via addComesIntoPlayCommand and addLeavesPlayCommand will not function correctly.

We are now using a different system for our snapshot and beta releases. Unfortunately, this new system builds a jar file which does not accurately display the SVN revision number.

Forge may not be fully java 7 compatible at this time. We recommend that people downgrade to java 6.

--

The Forge archive includes a readme.txt file and we ask that you spend a few minutes reading this file as it contains some information that may prove useful. We do tend to update this file at times and you should quickly read this file and look for new information for each and every new release. Thank you.

The archive format used for the Forge distribution is ".tar.bz2". There are utilities for Windows, Mac OS and the various *nix's that can be used to extract/decompress these ".tar.bz2" archives. We recommend that you extract/decompress the Forge archive into a new and unused folder.

Some people use the Windows application 7zip. This utility can be found at http://www.7-zip.org/download.html. Mac users can double click on the archive and the application Archive Utility will launch and extract the archive. Mac users do not need to download a separate utility.


Many people helped with this version. A special thank you goes out to them. (Attempted to list names alphabetically):

ArsenalNut
Doublestrike
Edessa
Hellfish
Marc
Max
mcrawford
Nordos
RumbleBBU
Sloth
Sol
Swordshine
Chris H


Added the following cards:

NEW CARD LIST | Open
Angel of Serenity
Aura Finesse
Barrin's Unmaking
Blood Clock
Book Burning
Breaking Point
Brine Seer
Browbeat
Cinder Seer
Cloudstone Curio
Detainment Spell
Epic Experiment
Flay
Gifts Ungiven
Glittering Lion
Glittering Lynx
Grand Melee
Grip of Amnesia
Ivy Seer
Jasmine Seer
Kjeldoran Pride
Measure of Wickedness
Memoricide
Monomania
Mundungu
Nightshade Seer
Piety Charm
Power Taint
Realms Uncharted
Rhystic Tutor
Rotting Giant
Sacellum Godspeaker
Sands of Time
Shifting Borders
Sphinx of the Chimes
Stasis Cell
Stonehewer Giant
Three Dreams
Tsabo's Assassin
Tyrannize
Umbilicus
Vectis Dominator
Vile Consumption
Wicked Akuba



The links to the various archives:

The Forge 10/26/2012 Windows and Linux archive (requires java 6):

forge-1.3.0.tar.bz2 (46.4 MB, at cardforge.org)


Forge 10/26/2012 BETA packaged as a Mac OS application:

forge-1.3.0-osx.tar.bz2 (47.6 MB, at cardforge.org)
 
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby goldaryn » 26 Oct 2012, 11:30

Awesome! Downloading it and trying it now :)

Logged in to say, noticed a small card bug:

Painbringer should exile any type of card, not just creatures.
ExileFromGrave<X/Card>, not ExileFromGrave<X/Creature.YouCtrl> :)

EDIT: The new load times are awesome!!
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Sloth » 26 Oct 2012, 11:32

A note for the Archenemy mode:
Please do not post bugs related to rules enforcement or AI behavior in multiplayer yet

I'm aware of hundreds of cards that need to be changed to be compatible and there is no point in cluttering this topic with them.
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Chris H. » 26 Oct 2012, 11:44

Sloth wrote:A note for the Archenemy mode:
Please do not post bugs related to rules enforcement or AI behavior in multiplayer yet

I'm aware of hundreds of cards that need to be changed to be compatible and there is no point in cluttering this topic with them.
 
Good point, the new multiplayer Archenemy mode should be considered as being somewhat unfinished at this time. It may take a few weeks to find and to update the card scripts to make them multiplayer compatible.
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby gwurb » 26 Oct 2012, 12:18

Nice to see Gifts Ungiven. Needed it for a few decks I was going to build. Thanks!
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby kvothe » 26 Oct 2012, 14:10

Hi, thanks for another release.
Gifts Ungiven is not working the way it should, the two cards chosen by the AI are put in your hand. That way it's not possible to use the Gifts for 2 cards only trick.

Also, I'm not able to use the gauntlet. I built a gauntlet and it didn't appear in the load gauntlet or in the contests screens. After restarting it appears in the load screen. When I tried to load it I get a crash report.
(I'm trying to post the report, but I keep getting "Your post looks too spamy for a new user, please remove off-site URLs. ")

I later changed the gauntlet name to include "Locked" and after playing it in the Contests was able to load it.
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby lugaru » 26 Oct 2012, 14:31

I absolutely cannot wait to get home and play with this, talk about a big leap. Great work guys and thanks for the new cards too.
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Agetian » 26 Oct 2012, 15:00

Congratulations on a major milestone achievement, guys! Multiplayer possibilities sure sound interesting and I'm sure will only get better over time! :)

A minor thing I noticed: if a quest format is enforced and a custom quest format is set up, e.g., with older sets in mind (5th Ed. + expansions), spell shop still sells basic lands from the M10 set instead of one of the chosen ones.
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby jmartus » 26 Oct 2012, 15:54

quick request can we have a option for best of 3 matches in quest mode?
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby friarsol » 26 Oct 2012, 16:00

jmartus wrote:quick request can we have a option for best of 3 matches in quest mode?
Matches are already best out of 3 in Quest Mode?
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby jmartus » 26 Oct 2012, 16:03

whenever i create a quick gauntlet or build one I get this error.

Version:
Forge version 1.3.0-r17721

OS: Windows 7 Version: 6.1 Architecture: x86

Java Version: 1.6.0_37 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.ArrayIndexOutOfBoundsException: 0
at forge.deck.DeckgenUtil.getRandomCustomDeck(DeckgenUtil.java:156)
at forge.gui.home.gauntlet.CSubmenuGauntletQuick.startGame(CSubmenuGauntletQuick.java:270)
at forge.gui.home.gauntlet.CSubmenuGauntletQuick.access$3(CSubmenuGauntletQuick.java:207)
at forge.gui.home.gauntlet.CSubmenuGauntletQuick$4.actionPerformed(CSubmenuGauntletQuick.java:77)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$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.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.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$400(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(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)
Last edited by jmartus on 26 Oct 2012, 16:40, edited 1 time in total.
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby jmartus » 26 Oct 2012, 16:20

in Archenemy mode sometimes it seams I cant see my opponents card pics even though I have them all downloaded.
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Andy9973 » 26 Oct 2012, 17:42

Thanks to everybody who is working on Forge. Looking forward to the new multiplayer feature. Great to see Blood Clock / Umbilicus and Stonehewer Giant in now.
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby aaltomar » 26 Oct 2012, 18:23

For me every game crashes once you get to the playing field. You can concede and go back to the start view, you draft, you can open the deck editor and such, but no cards are displayed on the playing field.

For example random constructed error msg:

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.

null


Version:
Forge version 1.3.0-r17721

OS: Windows 7 Version: 6.1 Architecture: amd64

Java Version: 1.6.0_33 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.NullPointerException
   at forge.gui.match.VMatchUI.populate(VMatchUI.java:106)
   at forge.control.FControl.changeState(FControl.java:205)
   at forge.game.MatchController.startRound(MatchController.java:114)
   at forge.gui.home.sanctioned.CSubmenuConstructed$6.doInBackground(CSubmenuConstructed.java:117)
   at javax.swing.SwingWorker$1.call(Unknown Source)
   at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
   at java.util.concurrent.FutureTask.run(Unknown Source)
   at javax.swing.SwingWorker.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Re: Forge Beta: 10-26-2012 ver 1.3.0

Postby Max mtg » 26 Oct 2012, 18:44

aaltomar wrote:For me every game crashes once you get to the playing field. You can concede and go back to the start view, you draft, you can open the deck editor and such, but no cards are displayed on the playing field.
I guess Chris wrote about this very case

Chris H. wrote:The older match layout files are incompatible with the new multiplayer mode. The original match_default.xml, match_preferred.xml and the match_preferred.xml saved to a different name files have to go and can no longer be used. You can keep your editor_preferred.xml file. But you will have to setup your match view panels using the new match_default.xml file.
Single class for single responsibility.
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