General UI support
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Re: General UI support
by Chris H. » 20 May 2012, 12:48
My local copy is updated to rev 15619. Forge will build and run under Eclipse. I have now run the Maven script twice this morning and both of my build and releases when run give me the following crash report:
- Crash Report | Open
- 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 1.2.8-SNAPSHOT-r15616
OS: Mac OS X Version: 10.7.4 Architecture: x86_64
Java Version: 1.6.0_31 Vendor: Apple Inc.
Detailed error trace:
java.lang.NullPointerException
at forge.gui.deckeditor.controllers.CEditorPreferences.initialize(CEditorPreferences.java:45)
at forge.view.FView.initialize(FView.java:97)
at forge.view.Main$2.run(Main.java:66)
at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209)
at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:682)
at java.awt.EventQueue.access$000(EventQueue.java:85)
at java.awt.EventQueue$1.run(EventQueue.java:643)
at java.awt.EventQueue$1.run(EventQueue.java:641)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(AccessControlContext.java:87)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:652)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:296)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:211)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:201)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:196)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:188)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)
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Re: General UI support
by friarsol » 20 May 2012, 13:10
Hey Doublestrike,
You should start creating branches for future UI work, that way when you start to feel "nervous" you will have been committing somewhere all the way through, and people can check out your progress and give hints before it gets merged back in. Anyway, thanks for the hard work.
You should start creating branches for future UI work, that way when you start to feel "nervous" you will have been committing somewhere all the way through, and people can check out your progress and give hints before it gets merged back in. Anyway, thanks for the hard work.
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Re: General UI support
by Doublestrike » 20 May 2012, 13:28
@Chris - thanks, FYI the column stuff is a touch buggy; sometimes the cell renderers won't work either.
@friarsol - Yeah, crossed my mind but didn't put it into action. Will do that next time, thanks for the tip.
Also, the match UI has taken a performance hit, which may be from my work, but I haven't really played the match UI in a while - can someone confirm it was working fast yesterday?
===
@friarsol - Yeah, crossed my mind but didn't put it into action. Will do that next time, thanks for the tip.
Also, the match UI has taken a performance hit, which may be from my work, but I haven't really played the match UI in a while - can someone confirm it was working fast yesterday?
===
Fixed....dev mode toggle...
Fixed.milod wrote:in dev mode(cheats) when i disable play unlimited lands it stil ables me to play unlimited lands even if the button is marked as black to disable play unlimited lands each turn its weird using latest forge
Fixed.friarsol wrote:Card Detail Panel should be scrolled to the top and not to the bottom.
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Re: General UI support
by friarsol » 20 May 2012, 14:21
Quest mode Card Shop seems to have confusing tab data. Card Catalog should probably be more like "Card Shop" and "Current Deck" should probably be "Card Pool" or some such. Also, it appears we've also lost the "Deck" Column in Quest mode which was extremely useful.
Oh, it'd be nice if we could get a filter for Card Packs for Quest Mode. Or perhaps, they should have their own tab.
(This feature didn't exist before). And maybe a way to select which columns to display, so I can hide ones that I don't want.
I'm not sure the Deck Generation tab makes sense in Quest Mode. I didn't really test what it did.
Edit:
Also, getting a crash when I close out of the Quest Deck Editor
Oh, it'd be nice if we could get a filter for Card Packs for Quest Mode. Or perhaps, they should have their own tab.
(This feature didn't exist before). And maybe a way to select which columns to display, so I can hide ones that I don't want.
I'm not sure the Deck Generation tab makes sense in Quest Mode. I didn't really test what it did.
Edit:
Also, getting a crash when I close out of the Quest Deck Editor
- | Open
- Detailed error trace:
java.lang.NullPointerException
at forge.gui.deckeditor.SEditorIO.confirmSaveChanges(SEditorIO.java:146)
at forge.gui.deckeditor.controllers.CEditorQuestCardShop.exit(CEditorQuestCardShop.java:360)
at forge.control.FControl$4.windowClosing(FControl.java:126)
at java.awt.Window.processWindowEvent(Unknown Source)
at javax.swing.JFrame.processWindowEvent(Unknown Source)
at java.awt.Window.processEvent(Unknown Source)
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Re: General UI support
by moomarc » 21 May 2012, 14:18
After updating card prices and pressing 'Done' the UI locks up. You can't close Forge without terminating the launch from Eclipse (or CtrAltDel I'm guessing).
The new deck editor seems awesome though and the only thing I might suggest is to use the tiling background for the editor BG instead of the battlefield image. Some images just make it too dificult to read some of the stats that arent on solid panels.
The new deck editor seems awesome though and the only thing I might suggest is to use the tiling background for the editor BG instead of the battlefield image. Some images just make it too dificult to read some of the stats that arent on solid panels.
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Re: General UI support
by Doublestrike » 21 May 2012, 21:28
Okey doke, I'll keep knocking this stuff out.
Hmm, mine uses a tiling background...but I usually launch straight into it without visiting the match UI first. It's a holdover from that. Will look into it, I wanted the editor to have its own image anyway.
Hmm, mine uses a tiling background...but I usually launch straight into it without visiting the match UI first. It's a holdover from that. Will look into it, I wanted the editor to have its own image anyway.
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Re: General UI support
by ArsenalNut » 22 May 2012, 04:26
Could you please add back the name and type filters that only filter on their respective fields? Those were probably the two things I used most in the old editor.
Also it would be nice if the load deck button opened in the res/decks folder by default.
Also it would be nice if the load deck button opened in the res/decks folder by default.
So many cards, so little time
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Re: General UI support
by Doublestrike » 22 May 2012, 09:48
@ArsenalNut - ok, on the list. Checkboxes should do it.
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Re: General UI support
by moomarc » 22 May 2012, 10:29
In the new deck editor there's no way to see the reverse side of a flip card. Probably a fairly important function to keep in with it being part of the current block. Maybe just clicking on the image in card image panel?
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Re: General UI support
by Chris H. » 22 May 2012, 10:58
Doublestrike wrote:@Chris - thanks, FYI the column stuff is a touch buggy; sometimes the cell renderers won't work either.
Today's snapshot build will launch and run without this crash report.
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Re: General UI support
by Doublestrike » 22 May 2012, 23:33
This is on the top of the list. Soon, when you mouseover the card, there will be some round and round arrows that incicate "click to flip" and you can flip any card. Soon.moomarc wrote:In the new deck editor there's no way to see the reverse side of a flip card. Probably a fairly important function to keep in with it being part of the current block. Maybe just clicking on the image in card image panel?
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Re: General UI support
by 7Durandal7 » 23 May 2012, 02:45
I'm having some pretty major issues with the quest card shop. I get a crash upon exiting the shop using the new deck editor UI (which looks awesome btw). It looks like the code is trying to call the save changes dialog from a regular deck editor dialog, but failing because there aren't decks to save. Should we just take this check out? I think this resolves the issues I'm having, but I don't know if it will break something else.
In CEditorQuestCardShop.java Change this:
In CEditorQuestCardShop.java Change this:
- Code: Select all
public boolean exit() {
final boolean okToExit = SEditorIO.confirmSaveChanges();
if (okToExit) {
SSubmenuQuestUtil.updateStatsAndPet();
AllZone.getQuest().save();
CSubmenuQuestDecks.SINGLETON_INSTANCE.update();
}
return okToExit;
}
- Code: Select all
public boolean exit() {
SSubmenuQuestUtil.updateStatsAndPet();
AllZone.getQuest().save();
CSubmenuQuestDecks.SINGLETON_INSTANCE.update();
return true;
}
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Re: General UI support
by SoMa » 23 May 2012, 07:51
From a user perspective, I think that's sup-optimal, because you have to take a specific action (mouse-over over a certain location) to see the button. The button should be visible at all times.Doublestrike wrote:This is on the top of the list. Soon, when you mouseover the card, there will be some round and round arrows that incicate "click to flip" and you can flip any card. Soon.moomarc wrote:In the new deck editor there's no way to see the reverse side of a flip card. Probably a fairly important function to keep in with it being part of the current block. Maybe just clicking on the image in card image panel?
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Re: General UI support
by Doublestrike » 23 May 2012, 12:12
Thanks mate but not working on that at the moment, hack away. With that particular fix though, what I can tell you is the "confirmSaveChanges" method checks that the user has saved their work on the current deck, so it's probably not the right solution to just slice it out.7Durandal7 wrote:EDIT: Looks like friarsol is having this same issue too. I think this fixes it, but I don't want to break something you're still working on Doublestrike.
Will probably hack into the bug list on the weekend when I have more time. The deck editor is pretty rough, like I said - functional, but like at the end of the Terminator movie where his face is half blown off. But the fixes shouldn't be difficult at this point, just some grunt work to finish up.
Good point...but then you've got arrows over your card all the time. It seems to me that users would be thinking "how can I flip this card" and their mouse would go over the card...arrows...click...flip. But I guess they could be small arrows. Anyway the code is the hard part, yet to be done, so it's not an issue yet. Changing the visibility won't be too difficult.SoMa wrote:From a user perspective, I think that's sup-optimal, because you have to take a specific action (mouse-over over a certain location) to see the button. The button should be visible at all times.
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Re: General UI support
by Chris H. » 23 May 2012, 14:11
The card shop table which displays the card catalog does not provide the card/pack names. Instead, I see the numbers "1" or "5" or "10".
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