Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by friarsol » 20 Dec 2013, 16:55
Hmm.. Just checked the latest release and it seems like the button is there, but it just looks like a label(?) so I guess I just never noticed it until your changes.drdev wrote:When is it supposed to be available then? I thought the whole point of it was to be able to view the full catalog when your card pool is restricted like that. It's not like it lets you buy anything from that view.
I'm not sure who added it, but it seems very confusing for quest mode since when you switch to it, it looks like there are cards you can buy "Quantity > 0" even though you can't buy them.
Does anyone know the reason for actually being able to show a full catalog here? I thought the intention of the full catalog feature was to be able to choose from any card in any set in the normal deck editor. (I want Urza's Saga Plains #3, not random Plains from M13 that the deck editor selected; Maybe I'm thinking of something else)
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Re: Bug Reports (snapshot builds)
by moomarc » 21 Dec 2013, 12:04
I think it was added to quest for Collector Questors so they could easily see what cards they're missing from a set. And I have a feeling it was RumbleBBU that added it. Came in with the quest worlds iirc.friarsol wrote:Hmm.. Just checked the latest release and it seems like the button is there, but it just looks like a label(?) so I guess I just never noticed it until your changes.drdev wrote:When is it supposed to be available then? I thought the whole point of it was to be able to view the full catalog when your card pool is restricted like that. It's not like it lets you buy anything from that view.
I'm not sure who added it, but it seems very confusing for quest mode since when you switch to it, it looks like there are cards you can buy "Quantity > 0" even though you can't buy them.
Does anyone know the reason for actually being able to show a full catalog here? I thought the intention of the full catalog feature was to be able to choose from any card in any set in the normal deck editor. (I want Urza's Saga Plains #3, not random Plains from M13 that the deck editor selected; Maybe I'm thinking of something else)
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Re: Bug Reports (snapshot builds)
by Pux » 23 Dec 2013, 12:16
I have a question, how do you download the recent snapshot builds? There used to be archives here, but for the newer versions there only seem to be pom files and their checksums.
Re: Bug Reports (snapshot builds)
by Max mtg » 23 Dec 2013, 12:30
Single class for single responsibility.
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Re: Bug Reports (snapshot builds)
by Agetian » 23 Dec 2013, 16:47
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Re: Bug Reports (snapshot builds)
by drdev » 23 Dec 2013, 17:13
Can you let me know if r24040 fixed this? I know setShape works on my Windows machine and was crashing on Mac (should now be fixed), but I'm not entirely sure what's going on here in Linux.Agetian wrote:r24039: On Linux, I have a really weird appearance of the Sideboard dialog that is obviously glitchy... Here it is.issue.png
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Re: Bug Reports (snapshot builds)
by Agetian » 23 Dec 2013, 17:16
@ drdev: No, unfortunately, still the same glitch as of r24040... 
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Re: Bug Reports (snapshot builds)
by GnapM » 23 Dec 2013, 21:21
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Re: Bug Reports (snapshot builds)
by Devilman06 » 25 Dec 2013, 05:28
it would seem that either PROLIFERATE isn't working in the newest snapshot forge-gui-1.5.8-20131224.143415-11
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Re: Bug Reports (snapshot builds)
by Max mtg » 25 Dec 2013, 05:54
I've just checked in a different edition of proliferate. Now it works for creatures as intended.Devilman06 wrote:it would seem that either PROLIFERATE isn't working in the newest snapshot forge-gui-1.5.8-20131224.143415-11
Thank you!
Another bug: Wall of Omens + 4 M1M1 Counters + enchanted by Seton's Desire didn't survive the end turn phase.
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Re: Bug Reports (snapshot builds)
by Agetian » 26 Dec 2013, 05:13
r24066: [FIXED, see below] Since recently, I started having this window pop up for me in Sealed Deck mode. I can't read the entire title of the window, but I'm assuming it's showing the list of cards that the AI can't play with. Granted, these are the cards that ended up in the AI's sideboard and that the AI won't play anyway. I think there was a check in the code previously that checked if the game was in Sealed Deck or Booster Draft mode, in which case it didn't nag the player about the cards that the AI can't play (since the AI only puts playable cards into its main deck anyway). Was that removed at some point or something?...
EDIT: Self-fixed in r24067.
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EDIT: Self-fixed in r24067.
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Re: Bug Reports (snapshot builds)
by Devilman06 » 26 Dec 2013, 17:06
Description: [describe what you were doing when the crash occurred]
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.8-SNAPSHOT-r${forge.revision}${forge.specialStatus} (mixed revisions detected; please update from the root directory)
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_45 Oracle Corporation
java.lang.NullPointerException
at java.lang.String$CaseInsensitiveComparator.compare(Unknown Source)
at java.lang.String$CaseInsensitiveComparator.compare(Unknown Source)
at java.util.TreeMap.getEntryUsingComparator(Unknown Source)
at java.util.TreeMap.getEntry(Unknown Source)
at java.util.TreeMap.get(Unknown Source)
at forge.game.ability.ApiType.smartValueOf(ApiType.java:164)
at forge.game.ability.AbilityFactory$AbilityRecordType.getApiTypeOf(AbilityFactory.java:70)
at forge.game.ability.AbilityFactory.buildEntwineAbility(AbilityFactory.java:384)
at forge.game.GameActionUtil.getOptionalCosts(GameActionUtil.java:414)
at forge.gui.player.HumanPlay.chooseOptionalAdditionalCosts(HumanPlay.java:150)
at forge.gui.player.HumanPlay.playSpellAbility(HumanPlay.java:99)
at forge.gui.player.PlayerControllerHuman.takePriority(PlayerControllerHuman.java:714)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:996)
at forge.game.GameAction.startGame(GameAction.java:1495)
at forge.game.Match$1.run(Match.java:140)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Re: Bug Reports (snapshot builds)
by swordshine » 27 Dec 2013, 00:29
Fixed. Thanks,Devilman06Devilman06 wrote:Description: [describe what you were doing when the crash occurred]received this when trying to play journey of discovery
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.8-SNAPSHOT-r${forge.revision}${forge.specialStatus} (mixed revisions detected; please update from the root directory)
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_45 Oracle Corporation
java.lang.NullPointerException
at java.lang.String$CaseInsensitiveComparator.compare(Unknown Source)
at java.lang.String$CaseInsensitiveComparator.compare(Unknown Source)
at java.util.TreeMap.getEntryUsingComparator(Unknown Source)
at java.util.TreeMap.getEntry(Unknown Source)
at java.util.TreeMap.get(Unknown Source)
at forge.game.ability.ApiType.smartValueOf(ApiType.java:164)
at forge.game.ability.AbilityFactory$AbilityRecordType.getApiTypeOf(AbilityFactory.java:70)
at forge.game.ability.AbilityFactory.buildEntwineAbility(AbilityFactory.java:384)
at forge.game.GameActionUtil.getOptionalCosts(GameActionUtil.java:414)
at forge.gui.player.HumanPlay.chooseOptionalAdditionalCosts(HumanPlay.java:150)
at forge.gui.player.HumanPlay.playSpellAbility(HumanPlay.java:99)
at forge.gui.player.PlayerControllerHuman.takePriority(PlayerControllerHuman.java:714)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:996)
at forge.game.GameAction.startGame(GameAction.java:1495)
at forge.game.Match$1.run(Match.java:140)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Re: Bug Reports (snapshot builds)
by swordshine » 27 Dec 2013, 10:35
Description: r24078, DevMode Planewalk to
- IllegalStateException | Open
- Code: Select all
Forge Version: SVN
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_25 Oracle Corporation
java.lang.IllegalStateException: forge.game.GameAction.checkStaticAbilities may not be accessed from the event dispatch thread.
at forge.FThreads.assertExecutedByEdt(FThreads.java:29)
at forge.game.GameAction.checkStaticAbilities(GameAction.java:691)
at forge.game.GameAction.changeZone(GameAction.java:132)
at forge.gui.GuiDisplayUtil.devModePlaneswalkTo(GuiDisplayUtil.java:484)
at forge.gui.match.controllers.CDev.planeswalkTo(CDev.java:142)
at forge.gui.match.controllers.CDev$12.mousePressed(CDev.java:139)
at java.awt.AWTEventMulticaster.mousePressed(AWTEventMulticaster.java:280)
at java.awt.Component.processMouseEvent(Component.java:6502)
at javax.swing.JComponent.processMouseEvent(JComponent.java:3321)
at java.awt.Component.processEvent(Component.java:6270)
at java.awt.Container.processEvent(Container.java:2229)
at java.awt.Component.dispatchEventImpl(Component.java:4861)
at java.awt.Container.dispatchEventImpl(Container.java:2287)
at java.awt.Component.dispatchEvent(Component.java:4687)
at java.awt.LightweightDispatcher.retargetMouseEvent(Container.java:4832)
at java.awt.LightweightDispatcher.processMouseEvent(Container.java:4489)
at java.awt.LightweightDispatcher.dispatchEvent(Container.java:4422)
at java.awt.Container.dispatchEventImpl(Container.java:2273)
at java.awt.Window.dispatchEventImpl(Window.java:2719)
at java.awt.Component.dispatchEvent(Component.java:4687)
at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:735)
at java.awt.EventQueue.access$200(EventQueue.java:103)
at java.awt.EventQueue$3.run(EventQueue.java:694)
at java.awt.EventQueue$3.run(EventQueue.java:692)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:87)
at java.awt.EventQueue$4.run(EventQueue.java:708)
at java.awt.EventQueue$4.run(EventQueue.java:706)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:705)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:242)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:161)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:150)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:146)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:138)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:91)
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Re: Bug Reports (snapshot builds)
by Agetian » 27 Dec 2013, 16:07
r24081: The Phasing icon does not immediately appear/disappear when a creature with phasing phases in/out (a UI update problem, I assume). The effect is there but the icon is not until you move your mouse over the creature or move on to the next phase or do something else that forces the UI to update.
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