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Re: Forge version 1.5.6

PostPosted: 24 Nov 2013, 00:09
by lujo
I got one more bug (sorry for being clueless as to where to report it) - Mercy Killing kills someting and puts an ammount of tokens into play equal to the killed creature's power. But it doesn't take into account if the power had been modified. I'm not sure if this is the right interaction.

Re: Forge version 1.5.6

PostPosted: 24 Nov 2013, 00:52
by Chris H.
lujo wrote:I got one more bug (sorry for being clueless as to where to report it) - Mercy Killing kills someting and puts an ammount of tokens into play equal to the killed creature's power. But it doesn't take into account if the power had been modified. I'm not sure if this is the right interaction.
 
Read number five in the Forge Frequently Asked Questions.

Re: Forge version 1.5.6

PostPosted: 24 Nov 2013, 07:33
by Max mtg
I've moved some packages around - this is to make an easier translation of related classes to game module (less files will be affected)

Re: Forge version 1.5.6

PostPosted: 25 Nov 2013, 03:51
by friarsol
drdev wrote:
squee1968 wrote:I would like that setting. Also, IMHO, I think the default setting should be set to "off", as the panel would be pretty crowded for some cards, especially for those who make that panel smaller than the default size, making the text harder to read.
I just added the "Hide Reminder Text" setting to the Graphic preference section. However, I chose to default that setting to "off" (so reminder text still displays by default) so as not to change existing behavior.
I think this looks great, but it seems like we need to get reminder text for the rest of the abilities, since not all abilities have it. (I would offer to compile a list, but it looks like I won't have any time until Sunday, if noone has done it by then I'll sift through them).

The few that I've noticed are:
Miracle
Ripple
Exalted
Fading (I bet Vanishing as well)
Flashback
Totem Armor

Re: Forge version 1.5.6

PostPosted: 26 Nov 2013, 16:14
by Chris H.
The snapshot builds from the last several days will not launch on my Macintosh computer. Forge freezes while it tries to read in the card files.

Has anyone else noticed this problem? I would like to see this fixed before the next beta release.

Re: Forge version 1.5.6

PostPosted: 26 Nov 2013, 17:40
by Max mtg
Chris H. wrote:The snapshot builds from the last several days will not launch on my Macintosh computer. Forge freezes while it tries to read in the card files.

Has anyone else noticed this problem? I would like to see this fixed before the next beta release.
That's my bad. Fixed in 23805.


By the way, Chris, how do you like the new screen for constructed games?

Re: Forge version 1.5.6

PostPosted: 26 Nov 2013, 20:59
by Chris H.
I updated my local copy to rev 23805. I can launch forge from within Eclipse.

I did another build and deploy and now get a different type of freeze when launching the snapshot. My terminal window states:

(ThreadUtil first call): Running on a machine with 2 cpu core(s)
Exception in thread "main" java.lang.ArithmeticException: / by zero
at forge.CardStorageReader.makeTaskListForFiles(CardStorageReader.java:277)
at forge.CardStorageReader.loadCards(CardStorageReader.java:177)
at forge.StaticData.<init>(StaticData.java:41)
at forge.Singletons.initializeOnce(Singletons.java:79)
at forge.view.Main.main(Main.java:40)
 
And I now get a different message in the progress bar:
 

Re: Forge version 1.5.6

PostPosted: 26 Nov 2013, 21:04
by Chris H.
Max mtg wrote:By the way, Chris, how do you like the new screen for constructed games?
 
I have been trying to get use to the new constructed mode screen. I now find that I can figure it out without any problem. I assume that most people will adjust with time.

If we get too many complaints I guess that we could revert the constructed mode back to the old setup. We could then add in this recent change to the variant mode section.

Re: Forge version 1.5.6

PostPosted: 26 Nov 2013, 23:31
by drdev
I'd be interested at taking a stab at designing a nicer and easier to use game launch screen. Something more like those StarCraft screenshots somebody posted. Ideally I'd like to merge all the Variant launch screens into the Constructed launch screen as part of this. How does that sound?

Re: Forge version 1.5.6

PostPosted: 27 Nov 2013, 05:12
by Hellfish
Re: constructed home: I'm tinkering with creating a version of DeckLister for players for this purpose, it's just slower going than I thought, mainly due to work.

Merging the screens sounds... intriguing. :-)
Would certainly eliminate a fair bit of code duplication.

Re: Forge version 1.5.6

PostPosted: 29 Nov 2013, 03:26
by Agetian
A little something I wanted to discuss regarding r23810 ("Don't show Command Zone if game type doesn't need it"). Won't this break cards like Circles of Protection and Nafs Asp whose effects are shown in command zone even in standard Constructed game? (or has the latter changed already so it's a non-issue?)

- Agetian

Re: Forge version 1.5.6

PostPosted: 29 Nov 2013, 04:07
by Max mtg
I'd like to see active effects somewhere during constructed games as well, and command zone was quite a good option.

Re: Forge version 1.5.6

PostPosted: 29 Nov 2013, 04:59
by drdev
I did not realize such effects would end up in the Command zone. I definitely intend to rework how the command zone (and other zones) are shown or accessed in the future, but for now I'll revert that change to avoid breaking existing behavior.

EDIT: Fixed in r23820. Note that if you saved a match layout with the command panes hidden from the now reverted change, you'll need to either manually add them back to the layout file or reset your match layout to see them again. This won't affect any end users since they never saw this change.