Forge version 1.3.1
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Re: Forge version 1.3.1
by moomarc » 12 Nov 2012, 19:48
I don't exactly make huge commits so don't mind either option, but I can see even a two day lockdown being beneficial. Just two days of concentrated bug squashing should make for more stable betas (and lighten the load on Sloth a little
).
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Re: Forge version 1.3.1
by Chris H. » 12 Nov 2012, 23:48
The getting started wiki has a section entitled "Release Schedule and Guidelines".
Granted, with the new UI and the new multiplayer projects we have found a number of related issues. It may take us a while to fix them but the project is moving forward. No pain no gain.
5. Major changes/submissions to the code base that may be disruptive should be merged into the SVN on the weekend following a beta release. This will give people a chance to find and to fix any problems which may become apparent after a merge. It may be difficult to predict which merges are disruptive and which ones are safe. It could be viewed as something of a crap shoot.
6. Minor new material and bug fixes can be submitted at all times between beta releases. Granted, what is meant to be a minor submission or a minor bug fix could leave the code base in a problematic state. Stuff happens.
7. Major changes to the code base should be discussed with other members of the dev team on the dev topic in advance to submitting the changes to the SVN.
Granted, with the new UI and the new multiplayer projects we have found a number of related issues. It may take us a while to fix them but the project is moving forward. No pain no gain.
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Re: Forge version 1.3.1
by Agetian » 13 Nov 2012, 04:06
Agreed, Chris! And yep, moomarc has a related point too - I think that whenever we get close to release date, we just choose not to submit anything relatively major until after the beta is out, instead concentrating on the bug fixes (as pretty much stated on the wiki). Personally I'm totally OK with it. 
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Re: Forge version 1.3.1
by Sloth » 15 Nov 2012, 09:01
I'm still in favor of a beta release soonish. Most of the bugs posted in the 1.3.0 beta topic have been fixed already and it tires me to read them again and again.
If tomorrow is too soon to fix the remaining bugs RumbleBBU has posted (one of which has been around long before the 1.3.0 beta), maybe at the start of next week?
If tomorrow is too soon to fix the remaining bugs RumbleBBU has posted (one of which has been around long before the 1.3.0 beta), maybe at the start of next week?
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Re: Forge version 1.3.1
by Chris H. » 15 Nov 2012, 12:15
Sloth wrote:I'm still in favor of a beta release soonish. Most of the bugs posted in the 1.3.0 beta topic have been fixed already and it tires me to read them again and again.
If tomorrow is too soon to fix the remaining bugs RumbleBBU has posted (one of which has been around long before the 1.3.0 beta), maybe at the start of next week?
I think that we should release the 1.3.1 beta on Monday the 19th. I would like to get a beta out fairly soon with the new sound code and hope that a few of the users will be inclined to help us find a few sound files.
It looks like there is a Null and a Concurrent Modification Exception that is causing problems for RumbleBBU's portion of the project. I hope that this will be fixed by Monday.
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Re: Forge version 1.3.1
by moomarc » 15 Nov 2012, 16:23
I think Monday should be good. Hopefully the last of those quest issues will be sorted out, and it will give Agetian a few days to sort out the problem I discovered with the restricted mana for X being payable with any color from the mana pool.
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Re: Forge version 1.3.1
by Agetian » 15 Nov 2012, 17:15
Agreed, Monday is a good date, I think we should be good by then. The bug with the restricted X mana pool is fixed, by the way, thanks for catching it!
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Re: Forge version 1.3.1
by moomarc » 15 Nov 2012, 17:35
Excellent! Thanks Speedy!Agetian wrote:The bug with the restricted X mana pool is fixed, by the way, thanks for catching it!![]()
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Re: Forge version 1.3.1
by Agetian » 15 Nov 2012, 18:07
Hehe yep, trying to work fast.moomarc wrote:Excellent! Thanks Speedy!Agetian wrote:The bug with the restricted X mana pool is fixed, by the way, thanks for catching it!![]()
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Re: Forge version 1.3.1
by RumbleBBU » 15 Nov 2012, 18:47
Well, the quest challenge bug is not any worse (if not better either) than before, and as for the quest embark submenu NPE, I could take a look at that if I have time and Max or someone else doesn't beat me to it.
So yes, Monday sounds perfectly good.
So yes, Monday sounds perfectly good.
Re: Forge version 1.3.1
by Max mtg » 15 Nov 2012, 21:11
commited some different brains for quest sets unlocks.
A set unlock token is awarded for each 20 wins. They are 'kept' in inventory and can be used at any time.
Number of wins doesn't really matter - might change it to 12 or 60, I don't care for now.
NPE mentioned above does not happen anymore.
As for me releasing a beta tomorrow would be better than doing so on Monday.
A set unlock token is awarded for each 20 wins. They are 'kept' in inventory and can be used at any time.
Number of wins doesn't really matter - might change it to 12 or 60, I don't care for now.
NPE mentioned above does not happen anymore.
As for me releasing a beta tomorrow would be better than doing so on Monday.
Single class for single responsibility.
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Re: Forge version 1.3.1
by moomarc » 15 Nov 2012, 21:30
I like the idea of the unlock token. Would you still have to pay as well, seeing as you get a starter and booster (or whatever the base pack was)? It's a great idea becuase you don't have to worry about missing your unlock by a handful of credits. Thanks!
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Re: Forge version 1.3.1
by Max mtg » 15 Nov 2012, 22:03
It gives the same initial cards as Rumble has designed.moomarc wrote:I like the idea of the unlock token. Would you still have to pay as well, seeing as you get a starter and booster (or whatever the base pack was)? It's a great idea becuase you don't have to worry about missing your unlock by a handful of credits. Thanks!
The prices are also unchanged
- Code: Select all
IStorageView<BoosterData> starters = Singletons.getModel().getTournamentPacks();
IStorageView<BoosterData> boosters = Singletons.getModel().getBoosters();
qData.getFormat().unlockSet(unlockedSet.getCode());
List<CardPrinted> cardsWon = new ArrayList<CardPrinted>();
if (starters.contains(unlockedSet.getCode())) {
UnOpenedProduct starter = new UnOpenedProduct(starters.get(unlockedSet.getCode()));
cardsWon.addAll(starter.open());
}
else if (boosters.contains(unlockedSet.getCode())) {
UnOpenedProduct booster = new UnOpenedProduct(boosters.get(unlockedSet.getCode()));
cardsWon.addAll(booster.open());
cardsWon.addAll(booster.open());
cardsWon.addAll(booster.open());
}
qData.getCards().addAllCards(cardsWon);
final CardListViewer cardView = new CardListViewer(unlockedSet.getName(), "You get the following bonus cards:", cardsWon);
cardView.show();
qData.save();
}
- Code: Select all
final ReadPriceList prices = new ReadPriceList();
final Map<String, Integer> mapPrices = prices.getPriceList();
final List<ImmutablePair<CardEdition, Integer>> setPrices = new ArrayList<ImmutablePair<CardEdition,Integer>>();
for (CardEdition ed : getUnlockableEditions(qData)) {
int price = 7500;
if (mapPrices.containsKey(ed.getName() + " Booster Pack")) {
price = Math.max( 50 * mapPrices.get(ed.getName() + " Booster Pack"), 7500 );
}
setPrices.add(ImmutablePair.of(ed, price));
}
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Re: Forge version 1.3.1
by Chris H. » 16 Nov 2012, 01:06
Max mtg wrote:commited some different brains for quest sets unlocks.
A set unlock token is awarded for each 20 wins. They are 'kept' in inventory and can be used at any time.
Number of wins doesn't really matter - might change it to 12 or 60, I don't care for now.
NPE mentioned above does not happen anymore.
As for me releasing a beta tomorrow would be better than doing so on Monday.
Thank you Max, I can release tomorrow if no one comes up with a major problem.
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Re: Forge version 1.3.1
by Max mtg » 16 Nov 2012, 03:16
Looks like the only concurrent modification is a problem 4 now.
Yet, it would be valuable to evaluate or test my code - it might contain new bugs
Why I consider friday a better day for release? Weekend would be a 'code freeze' period otherwise, that leaves less space for global changes (like replace sound and log calls in main code with events thrown into a channel)
Yet, it would be valuable to evaluate or test my code - it might contain new bugs
Why I consider friday a better day for release? Weekend would be a 'code freeze' period otherwise, that leaves less space for global changes (like replace sound and log calls in main code with events thrown into a channel)
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