Forge version 1.2.3
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Re: Forge version 1.2.3
by otherright » 28 Jan 2012, 16:40
Much thanks. I couldn't make it without Forge.
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Re: Forge version 1.2.3
by Doublestrike » 29 Jan 2012, 01:18
Actually it looks like the Monster will get off the chain today. I'm doing some final tweaks and tests and it should be OK. Once people play with it for one or two days, it should be fine, ready to release. With that in mind, Monday should be OK.Chris H. wrote:I am considering releasing the upcoming version 1.2.3 beta on Monday. This will give us the weekend to hopefully add in the set info for DKA into the code base. I did a couple of quick checks and from what I can tell it looks like this is now complete.
I guess that Doublestrike will want to tame and add his "Monster" job into the code base after the upcoming version 1.2.3 beta release.
Does Monday look good for everyone? Does anyone need more time before the next release?
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Re: Forge version 1.2.3
by Doublestrike » 29 Jan 2012, 01:19
It sounds like Forge has gone past being just a social drug, otherright. I think they have support groups for that. :veryserious:otherright wrote:Much thanks. I couldn't make it without Forge.
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Re: Forge version 1.2.3
by Chris H. » 30 Jan 2012, 13:18
`Chris H. wrote:I am considering releasing the upcoming version 1.2.3 beta on Monday.
I suspect that it might be best if we wait until Wednesday or Friday.
Max's precon work is a nice addition, there might be a few more precons that can be added in the next few days. I think that we should also raise the price of the first two precons above 20 credits.
Doublestrike's recent UI work may still have a few rough edges for us to find and fix before release. I see that he made a few bug fixes in the last few hours.
The new DKA set info additions to the code base may be up to date. There might be a few card scripts to fix before release. Someone mentioned Sorin, Lord of Innistrad was not working correctly.
Oh, two different problems with mulligans were also reported. Not sure if we can get these fixed before release.
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Re: Forge version 1.2.3
by Doublestrike » 31 Jan 2012, 00:14
The preloader attachment to the skin should be fully working now and is essentially finished.
At the same time I tightened up the thread conditions for FProgressBar - @slapshot is that problem with the resizing on start fixed? :fingerscrossed:
At the same time I tightened up the thread conditions for FProgressBar - @slapshot is that problem with the resizing on start fixed? :fingerscrossed:
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Re: Forge version 1.2.3
by slapshot5 » 31 Jan 2012, 05:27
nope.Doublestrike wrote:@slapshot is that problem with the resizing on start fixed? :fingerscrossed:
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Re: Forge version 1.2.3
by Chris H. » 02 Feb 2012, 13:28
I would like to release the beta tomorrow unless someone thinks that we should wait until we fix another bug or two.
Forge appears to be fairly stable at this time with the recent fixes from Doublestrike and Max.
We still have the mulligan bugs I assume.
On my Mac the Forge window opens at the minimum size (800 x 600) when launched.
On my Mac the Forge battlefield (forge.view.match) adjustments that I make do not persist to the next game/match/launch. Hmm, just ran a test (rev 13751) and it now appears to be working on my local copy.
I ran a test using rev 13751 and the phase stops that I set persisted to the next game, match and relaunch.
Forge appears to be fairly stable at this time with the recent fixes from Doublestrike and Max.
We still have the mulligan bugs I assume.
On my Mac the Forge window opens at the minimum size (800 x 600) when launched.
On my Mac the Forge battlefield (forge.view.match) adjustments that I make do not persist to the next game/match/launch. Hmm, just ran a test (rev 13751) and it now appears to be working on my local copy.
I ran a test using rev 13751 and the phase stops that I set persisted to the next game, match and relaunch.
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