Forge version 1.2.14
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Forge version 1.2.14
by Chris H. » 08 Sep 2012, 11:10
Starting a next version thread.
Tentative release target date: Friday October 5th or possibly Monday the 8th. The Return to Ravnica prerelease will be on September the 29th and we need to give us some time to get the forge project up to date.
Tentative release target date: Friday October 5th or possibly Monday the 8th. The Return to Ravnica prerelease will be on September the 29th and we need to give us some time to get the forge project up to date.
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Chris H. - Forge Moderator
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Re: Forge version 1.2.14
by Doublestrike » 19 Sep 2012, 01:47
Hi guys, I've had a good break from Forge so I'll be back to poke around a bit now. Got massively burnt out before, so will take it slower this time around. Can't stay away 
My main goal will be to debug the small stuff that got smashed by the new UI juggernaut. I've just committed a fix for the "unlimited challenge" bug in quest mode, will stop in occasionally to see if any problems.
Since user's existing quest data files sometimes already have an inflated number of challenges available, for those data files this fix won't take effect until the user plays through a few challenges. Once they're back down to the "regular" level, things will work correctly.

My main goal will be to debug the small stuff that got smashed by the new UI juggernaut. I've just committed a fix for the "unlimited challenge" bug in quest mode, will stop in occasionally to see if any problems.
Since user's existing quest data files sometimes already have an inflated number of challenges available, for those data files this fix won't take effect until the user plays through a few challenges. Once they're back down to the "regular" level, things will work correctly.
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Doublestrike - UI Programmer
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Re: Forge version 1.2.14
by Chris H. » 19 Sep 2012, 02:38
Doublestrike wrote:Hi guys, I've had a good break from Forge so I'll be back to poke around a bit now. Got massively burnt out before, so will take it slower this time around. Can't stay away
Ah, nice to hear from you Doublestrike.

We have had dozens of people contribute to the project for a while and then disappear. We tend to assume a bad case of burnout combined with needing to attend to a few real life needs can draw them away from the project.
We all are human and we need to sometimes admit our limitations while we take care of situations that are not related to our project.

The new UI was a massive project for you to undertake and we all wish that we could have shared your burden and been more active in the workload. We did fix a couple of small bugs and tweaked a few minor things.

By all means take it slower this time around. We do not mind if you just check in to our forge forum and chat with us. No need to do such a massive code re-write.
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Re: Forge version 1.2.14
by Doublestrike » 19 Sep 2012, 04:52
Yep, that's exactly the case. Gave it a few months and now I've started playing Forge again, so of course gotta throw a wrench around too. Thankfully a lot of the UI-related code overhaul stuff is done from the last marathon, just need to polish it up. Thanks for the help, everyone, with the performance issues and whatnot.
After coming back from a break, it looks good and is definitely more entertaining than before. Quest mode is significantly more difficult - or should I say, "strategic?"
In related news, the long-standing Map/Zeppelin bug should be OK now. Just one problem, when the zep is launched, the panel doesn't refresh automatically. I think this is related to the problem where the images don't draw "the first time around". Anyway, the back-end works as it should, per the recommendations given by Max and Chris.
After coming back from a break, it looks good and is definitely more entertaining than before. Quest mode is significantly more difficult - or should I say, "strategic?"
In related news, the long-standing Map/Zeppelin bug should be OK now. Just one problem, when the zep is launched, the panel doesn't refresh automatically. I think this is related to the problem where the images don't draw "the first time around". Anyway, the back-end works as it should, per the recommendations given by Max and Chris.
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Doublestrike - UI Programmer
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Re: Forge version 1.2.14
by Sloth » 19 Sep 2012, 08:57
Good to see you back Doublestrike. Don't let things preassure you again, do what you feel like doing at your pace.Doublestrike wrote:Hi guys, I've had a good break from Forge so I'll be back to poke around a bit now. Got massively burnt out before, so will take it slower this time around. Can't stay away

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Re: Forge version 1.2.14
by Doublestrike » 20 Sep 2012, 07:24
Thanks for the greetz Sloth! Hi right back.
Zeppelin display bug fixed - should be ready to fly.
Also, the previous bug I mentioned involving the label icons not being painted properly is now fixed too - very tricky to nail down but got it in the end! Shouldn't affect performance but shout if it does and I'll find another solution.
Zeppelin display bug fixed - should be ready to fly.
Also, the previous bug I mentioned involving the label icons not being painted properly is now fixed too - very tricky to nail down but got it in the end! Shouldn't affect performance but shout if it does and I'll find another solution.
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Doublestrike - UI Programmer
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Re: Forge version 1.2.14
by moomarc » 20 Sep 2012, 10:54
When are we planning on releasing the next beta. I know Chris originally suggested 5 October, but I wonder if we shouldn't release one earlier. There's a large number of new cards and the expanded sealed deck mode to tie users over until RtR is released. Several bugs were also fixed and have started reappearing on the bug reports thread. We could then merge the RtR branch so that we can do some more widespread testing with the daily build users for a longer period and still release a new beta not too long after RtR is launched. But then again maybe we don't want fresh bug reports when we could really start concentrating on the new set
Opinions?

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Re: Forge version 1.2.14
by friarsol » 20 Sep 2012, 12:07
Heyyy Doublestrike is back. I thought you were lost to the void. Welcome back man, stop trying to burn yourself out. That ain't healthy.Doublestrike wrote:Thanks for the greetz Sloth! Hi right back.
Zeppelin display bug fixed - should be ready to fly.
Also, the previous bug I mentioned involving the label icons not being painted properly is now fixed too - very tricky to nail down but got it in the end! Shouldn't affect performance but shout if it does and I'll find another solution.
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Re: Forge version 1.2.14
by moomarc » 20 Sep 2012, 13:19
Agreed!friarsol wrote:Heyyy Doublestrike is back. I thought you were lost to the void. Welcome back man, stop trying to burn yourself out. That ain't healthy.

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Re: Forge version 1.2.14
by Sloth » 20 Sep 2012, 17:41
I agree that October the 5th is a little far away.moomarc wrote:When are we planning on releasing the next beta. I know Chris originally suggested 5 October, but I wonder if we shouldn't release one earlier. There's a large number of new cards and the expanded sealed deck mode to tie users over until RtR is released. Several bugs were also fixed and have started reappearing on the bug reports thread. We could then merge the RtR branch so that we can do some more widespread testing with the daily build users for a longer period and still release a new beta not too long after RtR is launched.
What bug reports? Of course, the beta will be bug free.moomarc wrote:But then again maybe we don't want fresh bug reports when we could really start concentrating on the new set

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Re: Forge version 1.2.14
by Chris H. » 20 Sep 2012, 18:45
I can release 1.2.14 on Monday 24. This will give us the weekend for a few more minor bug fixes before we release.
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