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Bug Reports (snapshot builds)

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Re: Bug Reports (snapshot builds)

Postby Chris H. » 03 Dec 2012, 00:12

swordshine wrote:The spelldescription of Judge Unworthy missed a word "Choose".
 
Fixed, thank you swordshine.
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Re: Bug Reports (snapshot builds)

Postby swordshine » 04 Dec 2012, 05:33

The threshold trigger of Treacherous Werewolf did not work. When it dies, nothing happened.
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Re: Bug Reports (snapshot builds)

Postby Bundy » 04 Dec 2012, 18:19

Computer cast Telekinesis on my creature on turn 7, by turn 23 it's still not untapped :(
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Re: Bug Reports (snapshot builds)

Postby Agetian » 04 Dec 2012, 18:20

Umm I'm not sure if this is a bug or a feature, I got quite used to it by now but a friend of mine has reported it as rather weird - in the limited mode deck editor, e.g. in Sealed (probably Draft too, for memory), the only way to exit the editor is to X out of it, which is counter-intuitive and may be interpreted as an action to quit the editor without saving the deck.

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Re: Bug Reports (snapshot builds)

Postby Agetian » 05 Dec 2012, 10:28

1) By the way, in addition to my previous report, I'd like to add that the particularly weird thing is that there is no "Save deck" button in limited mode deck editor (at all). The only way to save the deck is to X out of the editor and confirm saving the deck. In constructed mode, there is a "save deck" button.

2) And another thing, also reported by my friend:
This is related to the "Add 4 of card" button in limited mode deck editor:
1. Go to Sealed Mode
2. Create new, set up params (I did Ice Age Block Al/Al/Al/Al/IA/IA/IA/IA, 2 decks, 7 players)
3. Save as whatever (I did "iceall")
4. When Deck Builder opens up, sort card pool on left by Color
5. (This might be optional: add a number of cards to the deck)
6. Select the basic land at the very bottom of the sorted list, and click Add 4 of Card
7. Observe the wonkiness - in particular, to quote my friend, [when I clicked Add 4 of Card on a Swamp], "my deck received only 2 swamps (there were 19 in the pool), a forest for some reason (I had no green cards in the deck), the card ordering got messed up, and the Deck Statistics showed a different amount of cards from the deck summary above the card list."

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Re: Bug Reports (snapshot builds)

Postby Agetian » 05 Dec 2012, 13:45

Agetian wrote:1) By the way, in addition to my previous report, I'd like to add that the particularly weird thing is that there is no "Save deck" button in limited mode deck editor (at all). The only way to save the deck is to X out of the editor and confirm saving the deck. In constructed mode, there is a "save deck" button.
This particular bug is fixed in r18596, I added the save button to the Limited deck editor with a mode-specific confirmation message. This needed quite a bit more code than I thought, not sure if I did it optimally, so feel free to move things around/consolidate/etc. as necessary.

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Re: Bug Reports (snapshot builds)

Postby goonjamin » 05 Dec 2012, 18:09

Agetian wrote:1) By the way, in addition to my previous report, I'd like to add that the particularly weird thing is that there is no "Save deck" button in limited mode deck editor (at all). The only way to save the deck is to X out of the editor and confirm saving the deck. In constructed mode, there is a "save deck" button.

2) And another thing, also reported by my friend:
This is related to the "Add 4 of card" button in limited mode deck editor:
1. Go to Sealed Mode
2. Create new, set up params (I did Ice Age Block Al/Al/Al/Al/IA/IA/IA/IA, 2 decks, 7 players)
3. Save as whatever (I did "iceall")
4. When Deck Builder opens up, sort card pool on left by Color
5. (This might be optional: add a number of cards to the deck)
6. Select the basic land at the very bottom of the sorted list, and click Add 4 of Card
7. Observe the wonkiness - in particular, to quote my friend, [when I clicked Add 4 of Card on a Swamp], "my deck received only 2 swamps (there were 19 in the pool), a forest for some reason (I had no green cards in the deck), the card ordering got messed up, and the Deck Statistics showed a different amount of cards from the deck summary above the card list."

- Agetian
I've seen similar odd behavior of the add 4 button in the quest mode deck editor. It doesn't seem to work the first time you click it. In my case would only add one forest (there were 20 available). It then re sorted the list and a different card was selected. I clicked the new location of forest in the list and then the add 4 button functioned as expected.
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Re: Bug Reports (snapshot builds)

Postby Agetian » 05 Dec 2012, 18:26

Another bug report passed on from a friend of mine currently playing Forge: "...just found a bug with a card in Forge. I used Norrit's ability on an enemy creature, and the computer did indeed attack with it. However, at the end of MY next turn, the Norrit ability killed the creature (for not attacking during my turn, which is impossible). I believe it is incorrectly coded to take effect during the following turn's end phase instead of the same turn's"

And one more report from the same friend: "...the P/T overlay of Giant Tortoise does not get immediately updated when it is tapped." I checked it and, indeed, the power and toughness only show as 1/1 during the "declare blockers" phase (or earlier in case you cast a spell on the Giant Tortoise in the declare attackers phase). Otherwise it's shown as 1/4 despite the fact that Giant Tortoise is already tapped.

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Re: Bug Reports (snapshot builds)

Postby Agetian » 07 Dec 2012, 11:53

Here are some more bug reports coming from a friend of mine, in addition to the above-mentioned ones.
1. Looks like there's a bug with Armor of Thorns--I played it during a main phase, but forge still made me sacrifice it at end of turn.

2. I have a very heartfelt bug-fix request for Forge.
At least 4 times now, I've been constructing a sealed deck when suddenly I realized a lack of land. This either comes in 2 forms:
a) The pool has very very few land (maybe 1 or 2 of each)
b) The pool has a normal amount (around 20) of every land except 1 type
I realize that some or all of this problem might be caused by the block definitions. However, it doesn't ever make sense to have a pool with inadequate basic land. I'd either request a patch to all block definitions that are incorrect, or (this is easier, and preferable) put in some code that guarantees at least 8 (or some reasonable number) of each basic land upon creation of a Sealed Deck pool.

3. The computer played Ramosian Rally and did not have to tap one of his untapped creatures (he didn't pay the additional cost).

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Re: Bug Reports (snapshot builds)

Postby moomarc » 07 Dec 2012, 13:08

There seems to be a small timing issue related to unless costs during the human player's upkeep. For Slaughter Pact and Intervention Pact if the human doesn't pay, the stack will clear and you can play instants etc, then you lose as your draw step begins. Similarly for Phantasmal Sphere, although not quite identical, if you don't pay the unless cost the Sphere will be sacrificed, but the trigger for it leaving play will only go on thestack as you pass into your draw step. It does resolve before you draw a card though, so assume it is still happening in the correct phase, it just allows you to change the game state before it resolves.
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Re: Bug Reports (snapshot builds)

Postby RumbleBBU » 07 Dec 2012, 13:36

Agetian wrote:2. I have a very heartfelt bug-fix request for Forge.
At least 4 times now, I've been constructing a sealed deck when suddenly I realized a lack of land. This either comes in 2 forms:
a) The pool has very very few land (maybe 1 or 2 of each)
b) The pool has a normal amount (around 20) of every land except 1 type
There is a problem involved, just not the kind of problem it looks like. A Sealed Deck game will give you guaranteed basic lands. The problem is that if they have different set codes than the ones generated in your tournament packs, they do not show up correctly in the editor. (Exit the editor and you will see: the other displays show the correct number of cards in your deck, the sealed mode deck editor doesn't.)

To test if this is the case, try the following: in the editor, add all cards of one basic land type (that you have very few of) from your cardpool to your deck. The 'guaranteed' basic lands of that type (around 20, as you said) should show up now. Unfortunately, if you now add any of those lands (with the different set code) to your deck, your deck will likewise only show one type.

There are basically two ways to fix this:
1) Make sure that the land code in every block matches the land codes that can be produced by the sets in that block. Unfortunately, this will not help if you have more than one set that can produce basic lands in the set and you choose to use 2 different tournament packs. Or if you choose a tournament pack that is different from the land-set-code set of the block.
2) Change the sanctioned-mode deck editor so that it shows the different edition cards. Currently it does not. This would be the preferred solution.
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Re: Bug Reports (snapshot builds)

Postby Agetian » 07 Dec 2012, 13:47

Here's a crash report from a friend of mine
"Just got an exception dialog, I'll attach the crash report. At the time, the deck editor was just opening (Sealed Ice Age Block CS/CS/AL/AL/IA/IA, 2 IA packs, 1 round)". The crash report is attached:

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 1.3.3-SNAPSHOT-r18445

OS: Windows 7 Version: 6.1 Architecture: x86

Java Version: 1.7.0_09 Vendor: Oracle Corporation

Detailed error trace:
java.lang.ClassCastException
   at javax.swing.LayoutComparator.compare(Unknown Source)
   at javax.swing.LayoutComparator.compare(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at javax.swing.SortingFocusTraversalPolicy.enumerateAndSortCycle(Unknown Source)
   at javax.swing.SortingFocusTraversalPolicy.getFocusTraversalCycle(Unknown Source)
   at javax.swing.SortingFocusTraversalPolicy.getFirstComponent(Unknown Source)
   at javax.swing.LayoutFocusTraversalPolicy.getFirstComponent(Unknown Source)
   at javax.swing.SortingFocusTraversalPolicy.getDefaultComponent(Unknown Source)
   at java.awt.FocusTraversalPolicy.getInitialComponent(Unknown Source)
   at java.awt.DefaultKeyboardFocusManager.dispatchEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(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$200(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.SequencedEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(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)
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Re: Bug Reports (snapshot builds)

Postby Agetian » 07 Dec 2012, 14:08

RumbleBBU wrote:2) Change the sanctioned-mode deck editor so that it shows the different edition cards. Currently it does not. This would be the preferred solution.
I'm currently trying to achieve this but I'm having a really hard time digging through the code trying to see what exactly is preventing the deck editor from showing cards of all editions... Do you have any idea where exactly I should be looking?

EDIT: Nevermind, found the necessary code. Would it be OK to change the mode from "forcing unique cards only" to "show all cards in every set"? I can easily do that, and I think it's the way to do it especially since we've changed over to individual sets, so not being able to view/add the same card from different sets is more of a source of issues than a beneficial thing, in my opinion.

EDIT 2: Will try to implement it as a preferences option.

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Re: Bug Reports (snapshot builds)

Postby Agetian » 07 Dec 2012, 15:58

kk, this is now implemented and the related issue is fixed:

RumbleBBU wrote:2) Change the sanctioned-mode deck editor so that it shows the different edition cards. Currently it does not. This would be the preferred solution.
This actually is a rather major change affecting multiple files in a rather major way, expect something unexpected that might have slipped in, please test. Basically, for Constructed, there's now an option in the Preferences tab to either display all cards (from all sets), which is currently the default (maybe we should set it to the other way around?.. not sure, the original behavior was actually the opposite from the current default) or to display the unique-per-name cards from one of the sets only (which was the Forge original behavior and is currently the default). The Sealed, Draft, and Quest mode deck editors will always display cards from all sets to avoid issues like described above and related confusion and frustration. Hope it helps.

P.S. The power/toughness overlay issue above is pretty difficult for me to fix... can someone assist or at least point me in the right direction? (where exactly is the P/T overlay updated and what causes it to update)?

P.P.S. The Ramosian Rally and Norritt bugs above are best solved by someone good with card scripts... Unfortunately, can't fix those ones on my own.

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Re: Bug Reports (snapshot builds)

Postby Tenneko » 07 Dec 2012, 20:49

Hello, I don't know if this is a bug, but I noticed over the last couple versions some of the old booster pack pictures have not been showing up in quest mode. Such as the Urza and Prophecy packs. If this is something I'm doing wrong, sorry. ^_^
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