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Forge version 1.2.1

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Re: Forge version 1.2.1

Postby Sloth » 12 Jan 2012, 14:30

Hellfish wrote:That's... odd. Is the logo included on the sprite.png for your default skin?
That was the problem. Thank you Hellfish. Must have been some problem with ignore lists. The skins weren't updated properly.
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Re: Forge version 1.2.1

Postby Doublestrike » 13 Jan 2012, 00:04

Sloth wrote:I get this error...
It looks like your sprites aren't updated. I added the logo and start button to each skin sprite; as a result they became taller. That error is from a "getSubImage()" method; fairly self explanatory (the coords provided are outside the image bounds).

[EDIT] Ah yeah, didn't see the final post at the top of this page. Nailed it already, I see.
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Re: Forge version 1.2.1

Postby Chris H. » 13 Jan 2012, 03:21

I am calling it a night and will check back in tomorrow.

I would like to thank Slapshot and Doublestrike for their efforts to fix the memory issues noticed with 1.2.0.

I will release forge 1.2.1 tomorrow unless someone feels that we should devote this upcoming weekend to making a few more adjustments.
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Re: Forge version 1.2.1

Postby slapshot5 » 13 Jan 2012, 06:18

Ok. I've updated the Guava dependency to 11.0.1 since it contains fixes for Caches without a removalListener (which is us). Also, tried to clear out the cache at the end of matches.

It'd be nice to do a couple nightly builds with these changes to see if people have any better experience with long Quest sessions. But if you want to release tomorrow, go for it. It certainly didn't hurt anything memory-wise.

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Re: Forge version 1.2.1

Postby Chris H. » 13 Jan 2012, 11:42

slapshot5 wrote:It'd be nice to do a couple nightly builds with these changes to see if people have any better experience with long Quest sessions. But if you want to release tomorrow, go for it. It certainly didn't hurt anything memory-wise.
`
I will release a couple of snapshot builds to our testers this weekend and will try to post a few links here and there in our forums.

I will release the 1.2.1 beta on Monday provided that we do not come up with any big issues this weekend. :)
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Re: Forge version 1.2.1

Postby Sloth » 13 Jan 2012, 13:51

moomarc wrote:Edit: WRT the mana overlay, I've noticed that there's no mana or P/T overlay if the cards are above a certain size. Is that what you're talking about?
I'm playing against a sliver deck at the moment and not having the actual P/T visible is very annoying. Not being able to check the loyalty counters on planeswalker at a glance is also unpleasant.

I think that has to be fixed for the beta, otherwise our users will complain for sure.
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Re: Forge version 1.2.1

Postby friarsol » 13 Jan 2012, 14:37

Sloth wrote:
moomarc wrote:Edit: WRT the mana overlay, I've noticed that there's no mana or P/T overlay if the cards are above a certain size. Is that what you're talking about?
I'm playing against a sliver deck at the moment and not having the actual P/T visible is very annoying. Not being able to check the loyalty counters on planeswalker at a glance is also unpleasant.

I think that has to be fixed for the beta, otherwise our users will complain for sure.
I agree, those overlays are the only visual clue we really have in the game and need to be around.
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Re: Forge version 1.2.1

Postby Chris H. » 13 Jan 2012, 15:23

At one point the old code would only display the overlays if the card image was below a certain size. I remember that there was some discussion about this and we decided that the overlays should always be visible.

We have a setting to turn off these overlays incase someone feels that they would rather play without them.
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Re: Forge version 1.2.1

Postby Sloth » 13 Jan 2012, 15:46

Chris H. wrote:At one point the old code would only display the overlays if the card image was below a certain size. I remember that there was some discussion about this and we decided that the overlays should always be visible.

We have a setting to turn off these overlays incase someone feels that they would rather play without them.
Now i feel like a Hellfish.

Thanks Chris. It was just the preferences Doublestrike uploaded.
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Re: Forge version 1.2.1

Postby friarsol » 13 Jan 2012, 15:52

The default value should be "on" for this though, otherwise there will be a ton of confusion.
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Re: Forge version 1.2.1

Postby ArsenalNut » 13 Jan 2012, 20:01

friarsol wrote:The default value should be "on" for this though, otherwise there will be a ton of confusion.
Agreed!!! I got caught by this the other night too. Only reason I figured it out was that it had turned off developer mode. Otherwise I wouldn't have thought to look in the settings.
So many cards, so little time
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Re: Forge version 1.2.1

Postby Hellfish » 13 Jan 2012, 20:30

Sloth wrote:Now i feel like a Hellfish.
Hey! :P

I'm not sure if I should feel flattered or insulted. ;) :mrgreen:
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: Forge version 1.2.1

Postby Doublestrike » 14 Jan 2012, 00:03

It seems to me that the text/mana overlay should not include the counters or the attack/defend icons - those are pretty critical to the gameplay! Maybe a separate option?
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Re: Forge version 1.2.1

Postby Sloth » 14 Jan 2012, 06:55

Hellfish wrote:
Sloth wrote:Now i feel like a Hellfish.
Hey! :P

I'm not sure if I should feel flattered or insulted. ;) :mrgreen:
I thought i read a post from you about this very problem with a Nevermind Edit, but i can't find it anymore. No offense meant.

Doublestrike wrote:It seems to me that the text/mana overlay should not include the counters or the attack/defend icons - those are pretty critical to the gameplay! Maybe a separate option?
I don't think they need another option. Who wants to turn off counters or the attack/block icons?
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Re: Forge version 1.2.1

Postby Doublestrike » 14 Jan 2012, 07:45

Sloth wrote:I don't think they need another option. Who wants to turn off counters or the attack/block icons?
Yeah, that's why I was surprised as the rest of you when they disappeared. So, they should never be hidden, it sounds like.
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