Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by Agetian » 10 Nov 2016, 17:38
It looks like Cumulative Upkeep is not working (at all?), the AI played several cards with cumulative upkeep but never had to pay any upkeep cost (tested in r32522).
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Re: Bug Reports (snapshot builds)
by Thrint » 10 Nov 2016, 18:14
Got the following:
Description: [describe what you were doing when the crash occurred]
Description: [describe what you were doing when the crash occurred]
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.58-SNAPSHOT-r32531
Operating System: Windows 8 6.2 x86
Java Version: 1.8.0_40 Oracle Corporation
java.lang.NullPointerException
at forge.screens.home.quest.PnlEvent.<init>(PnlEvent.java:49)
at forge.screens.home.quest.CSubmenuChallenges.update(CSubmenuChallenges.java:166)
at forge.screens.match.QuestWinLose.actionOnQuit(QuestWinLose.java:74)
at forge.screens.match.ControlWinLose$3.actionPerformed(ControlWinLose.java:54)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Re: Bug Reports (snapshot builds)
by Hanmac » 10 Nov 2016, 18:22
fixed the AI problem with False Prophet, it did ignore the mandatory stuff.Devilman06 wrote:version forge-gui-desktop-1.5.58-SNAPSHOT-32530.tar Used Ugin in a Commander game to kill a False Prophet on a full battlefield. nothing happened. no exile of any creatures as there should have been. I have also noticed if it hasn't been mentioned that Panharmonicon adds 2 additional triggers to the stack
what exactly is the problem with Panharmonicon? because False Prophet should not be able to effect Panharmonicon.
===
i finally implemented Rule 605.3c
nice explained there: Eldritch Moon Rules Changes
it prevents the game from crashing in a very ugly way.A new rule that says once you begin to activate a mana ability, you can't activate it again until the original activation resolves. The addresses a corner case involving mana filters like Bog Initiate. You could activate the ability, which requires a payment of. Great! Now you have a chance to activate mana abilities, so you activate Bog Initiate again. Great! Now you have a chance to activate mana abilities, so you activate Bog Initiate again. Great! Now you...you see where this is going. At the end of all of that, the result is the same as if you just activated it once. Additionally, digital Magic really wants to not care about any of this. So we just closed the loophole.
Re: Bug Reports (snapshot builds)
by Marek14 » 10 Nov 2016, 21:02
Wall of Shards has wrong logic for cumulative upkeep -- you shouldn't be forced to give the entire amount of life to one opponent, you can split it (plus, the lifegain is actually a sequence of 1-life gains, important for things like Ajani's Pridemate).
Re: Bug Reports (snapshot builds)
by fmartel » 10 Nov 2016, 21:22
-r32533, while computer processed more than 100 stack actions (life gain [Trostani, Selesnya's Voice] and +1/+1 counter on creatures [Archangel of Thune]) I broke the Bug report
But a thing that bugs me is the land issue, I added specific BFZ Lands (Full art) and some comes as "Normal" (ugly) lands. even if I edit the deck and replace them, some will still come up not as I like them.
But a thing that bugs me is the land issue, I added specific BFZ Lands (Full art) and some comes as "Normal" (ugly) lands. even if I edit the deck and replace them, some will still come up not as I like them.
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Re: Bug Reports (snapshot builds)
by Devilman06 » 11 Nov 2016, 05:10
Sorry With the Panharmonicon. I meant that as a separate issue. With it on the field an ability like acidic slime or similar would activate the original time then 2 more times on the stack for a total of 3 times rather than the 2 it should
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Re: Bug Reports (snapshot builds)
by Hanmac » 11 Nov 2016, 06:43
i did a check and could not reproduce it.Devilman06 wrote:sorry With the Panharmonicon. I meant that as a separate issue. With it on the field an ability like Acidic Slime or similar would activate the original time then 2 more times on the stack for a total of 3 times rather than the 2 it should
can you show a test case when it did happen?
(are you sure you didn't had TWO Panharmonicon?)
Re: Bug Reports (snapshot builds)
by Devilman06 » 11 Nov 2016, 07:02
no only one copy of panharmonicon. It was in a commander game. I'll see if I can reproduce and post screenshot once I figure out how to do that... Also I just loaded the latest version forge-gui-desktop-1.5.58-SNAPSHOT-32537.tar and It has the new commander 2016 Atraxa listed as an illegal commander.
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Re: Bug Reports (snapshot builds)
by Devilman06 » 11 Nov 2016, 07:27
1 panharmonicon and played Restoration Angel on a Reclamation sage. Triggered 3 times rather than the 2 it should have. Hope This Helps... sorry if it's a little blurry
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Re: Bug Reports (snapshot builds)
by Marek14 » 11 Nov 2016, 17:55
When paying mana with Gemstone Array, you still get mana when you decline to remove a counter.
Re: Bug Reports (snapshot builds)
by stormcat » 11 Nov 2016, 18:58
:r32540
When Kozilek, Butcher of Truth attacked with some creatures, Annihilator 4 triggered many times.
When Kozilek, Butcher of Truth attacked with some creatures, Annihilator 4 triggered many times.
Re: Bug Reports (snapshot builds)
by lk5316 » 12 Nov 2016, 12:31
I was clicking the "Great" button after win a duel in quest mode.
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Re: Bug Reports (snapshot builds)
by Marek14 » 12 Nov 2016, 17:21
The storm ability of Flusterstorm didn't trigger.
Is regeneration not tapping creatures anymore or is it a visual bug?
Is regeneration not tapping creatures anymore or is it a visual bug?
Re: Bug Reports (snapshot builds)
by Agetian » 13 Nov 2016, 04:54
I'm reposting these issue reports from the upcoming 1.5.58 thread here for maximum visibility. They are all tested against SVN r32554 (latest at the moment).
Cockatrice: the trigger does not fire if the AI controls Cockatrice that gets blocked.
Aboroth: the Cumulative Upkeep trigger does not fire if the AI controls Aboroth. It does fire if the human controls Aboroth, but in a somewhat weird way: the counter visually goes on Aboroth first (without adding -1/-1 to it), then the player is asked if he wants to put a -1/-1 counter on Aboroth. Then if the player says "yes", the -1/-1 portion is applied. I'm pretty sure it used to look differently (in particular, the counters were placed on the card, visually and functionally, only after the positive response from the player).
Vebulid: the "destroy at end of combat" trigger does not fire if the AI controls Vebulid. For the human, it does fire, but it comes with the "Phase: null" comment while on stack, indicating that there's probably something wrong with setting phases.
Similar conditions do not work on other cards that utilize triggers in a remotely similar fashion, and thus, triggers and phase setting appear to be partly broken. As such, this is a blocker for the upcoming release (in my opinion).
Note that this has been broken around 1.5.57 release time, and is thus also the reason why most people experience strange trigger/phase-related issues in that release as well.
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Cockatrice: the trigger does not fire if the AI controls Cockatrice that gets blocked.
Aboroth: the Cumulative Upkeep trigger does not fire if the AI controls Aboroth. It does fire if the human controls Aboroth, but in a somewhat weird way: the counter visually goes on Aboroth first (without adding -1/-1 to it), then the player is asked if he wants to put a -1/-1 counter on Aboroth. Then if the player says "yes", the -1/-1 portion is applied. I'm pretty sure it used to look differently (in particular, the counters were placed on the card, visually and functionally, only after the positive response from the player).
Vebulid: the "destroy at end of combat" trigger does not fire if the AI controls Vebulid. For the human, it does fire, but it comes with the "Phase: null" comment while on stack, indicating that there's probably something wrong with setting phases.
Similar conditions do not work on other cards that utilize triggers in a remotely similar fashion, and thus, triggers and phase setting appear to be partly broken. As such, this is a blocker for the upcoming release (in my opinion).
Note that this has been broken around 1.5.57 release time, and is thus also the reason why most people experience strange trigger/phase-related issues in that release as well.
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Re: Bug Reports (snapshot builds)
by Marek14 » 13 Nov 2016, 07:53
I've seen more weird triggers, like Ohran Viper's creature destruction not firing.
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