New Build Soon
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New Build Soon
by friarsol » 24 Nov 2010, 03:20
I definitely think we're coming up on a new build as Chris mentioned in the other thread. Is there anything anyone needs finished before that happens?
I'm away for Turkey day starting tomorrow, so I won't be able to help with any last minute things, but the piece I'd like to see before the new build is if someone can figure out how to save/load the Stop at Phase menu into an appropriate preference file.
It would be similar to saving of main menu options, just loading whenever a player moves to the board UI (new game), and saving whenever a player leaves the board UI (winLose). I don't think it's overall that complex, but it would work great to allow this functionality to be consistent per player.
Porting of the Stop at Phase menu to the old display would also be appreciated. That one should be pretty straightforward I think. I should have done that when I had some time earlier, but now I have to pack
So post your thoughts on what you want done before the new build, so we can figure out when the new build should be posted.
I'm away for Turkey day starting tomorrow, so I won't be able to help with any last minute things, but the piece I'd like to see before the new build is if someone can figure out how to save/load the Stop at Phase menu into an appropriate preference file.
It would be similar to saving of main menu options, just loading whenever a player moves to the board UI (new game), and saving whenever a player leaves the board UI (winLose). I don't think it's overall that complex, but it would work great to allow this functionality to be consistent per player.
Porting of the Stop at Phase menu to the old display would also be appreciated. That one should be pretty straightforward I think. I should have done that when I had some time earlier, but now I have to pack
So post your thoughts on what you want done before the new build, so we can figure out when the new build should be posted.
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Re: New Build Soon
by Rob Cashwalker » 24 Nov 2010, 04:55
I think the major card update for set data needs to settle-in as is for a while. The next major effort on that front is actually making sets functional in the game.
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Re: New Build Soon
by slapshot5 » 24 Nov 2010, 05:08
I want to make sure Lifelink is working as expected. I don't usually play lifelink decks, but a quick test deck shows me attackers and blockers triggering lifelink correctly, both when blocked and not blocked. Has anyone seen problems with this recently?
Also, I will be available for fixes if big issues are discovered over the next week or so.
Oh, and I'm back in business with a computer. Hopefully I can get back to AbilityFactory_ZoneAffecting Discard stuff.
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Also, I will be available for fixes if big issues are discovered over the next week or so.
Oh, and I'm back in business with a computer. Hopefully I can get back to AbilityFactory_ZoneAffecting Discard stuff.
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Re: New Build Soon
by friarsol » 24 Nov 2010, 05:11
I haven't seen any lifelink issues at all and I run across it a decent amount. I'm pretty sure it got fixed pretty early in this cycle.
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Re: New Build Soon
by Chris H. » 24 Nov 2010, 13:04
`friarsol wrote:I definitely think we're coming up on a new build as Chris mentioned in the other thread. Is there anything anyone needs finished before that happens?
I'm away for Turkey day starting tomorrow, so I won't be able to help with any last minute things, but the piece I'd like to see before the new build is if someone can figure out how to save/load the Stop at Phase menu into an appropriate preference file.
It would be similar to saving of main menu options, just loading whenever a player moves to the board UI (new game), and saving whenever a player leaves the board UI (winLose). I don't think it's overall that complex, but it would work great to allow this functionality to be consistent per player.
Porting of the Stop at Phase menu to the old display would also be appreciated. That one should be pretty straightforward I think. I should have done that when I had some time earlier, but now I have to pack![]()
So post your thoughts on what you want done before the new build, so we can figure out when the new build should be posted.
We have several projects taking place at this moment. The SVN appears to be fairly stable.
I have kept myself busy recently with trying to help with converting over as many cards as possible to the new AbilityFactory system. This part of the project will take weeks to finish. Once we convert over all of the cards we still may want to move over some of the AI from the scripted keywords.
We can hold off of releasing the next beta until the start of next week. Granted, thanksgiving and family commitments will slow us down over the next few days.
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Re: New Build Soon
by Chris H. » 27 Nov 2010, 21:54
I noticed a problem with abPumpTgt cards. In a quick test they seem to work OK for the human, but I did not perform an extensive test.
The abPumpTgt cards appear to work sometimes for the AI, that is, these cards will sometimes cause damage to the human and sometimes they will not.
In one test, the AI had a Jeska, Warrior Adept in play and it repeatedly went for the head turn after turn and I took no damage.
In another test the AI had in play Jeska, Warrior Adept, Thornwind Faeries and Prodigal Sorcerer. The first two did no damage to me but the last one did 1 point of damage.
The abPumpTgt cards appear to work sometimes for the AI, that is, these cards will sometimes cause damage to the human and sometimes they will not.
In one test, the AI had a Jeska, Warrior Adept in play and it repeatedly went for the head turn after turn and I took no damage.
In another test the AI had in play Jeska, Warrior Adept, Thornwind Faeries and Prodigal Sorcerer. The first two did no damage to me but the last one did 1 point of damage.
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Re: New Build Soon
by friarsol » 29 Nov 2010, 04:09
Chris, is this issue with Damage still occurring?
Did anyone else have anything they needed a hand with to get fixed up before the release? I was going to get SubAbility working for each AF next, but that doesn't need to be done for this release.
At this point we should lock down anything complex and only handle bugfixes, etc until the release occurs.
Did anyone else have anything they needed a hand with to get fixed up before the release? I was going to get SubAbility working for each AF next, but that doesn't need to be done for this release.
At this point we should lock down anything complex and only handle bugfixes, etc until the release occurs.
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Re: New Build Soon
by Rob Cashwalker » 29 Nov 2010, 04:42
Related to my set image work, that needs to be properly tested. It would also be nice if someone could figure out why the mouse-over image hammers the ImageCache, possibly relating to the memory leak and general performance issue that Sloth discovered.
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Re: New Build Soon
by Chris H. » 29 Nov 2010, 13:21
`friarsol wrote:Chris, is this issue with Damage still occurring?
At this point we should lock down anything complex and only handle bugfixes, etc until the release occurs.
Hellfish converted a number of these cards to AF_DealDamage. I just ran a couple of quick tests and these cards appear to be working correctly.
I do not plan to make any more updates to the SVN for a few days. I want to get the next beta out first. Afterwards I would like to finish converting the abPump cards over to AF_Pump. There are still almost 200 to go but they will have to wait until after the next beta.
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Re: New Build Soon
by slapshot5 » 29 Nov 2010, 15:17
I don't know when we're starting the release process, but I just checked in a fix for Stuffy Doll that was reported in the bugs thread. I'd like to get that into this beta.
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Re: New Build Soon
by Chris H. » 29 Nov 2010, 16:15
`slapshot5 wrote:I don't know when we're starting the release process, but I just checked in a fix for Stuffy Doll that was reported in the bugs thread. I'd like to get that into this beta.
Thank you for your recent card conversions and bug fixes. They will be added to the next beta.
I will wait an additional 24 hours from this message before I stop adding new material. So, the next beta will be based on at least rev 3938. And there may still be a few last minute bug fixes.
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Re: New Build Soon
by Rob Cashwalker » 29 Nov 2010, 18:22
There are a couple more issues with Set Images brought up in the thread, I will try to knock those out tonight, unless someone else does it first.
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