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Forge version 1.1.6

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Forge version 1.1.6

Postby Chris H. » 11 Oct 2011, 22:37

It has been almost two weeks since the last beta release. Sloth and Marc has added a few new features to the battlefield display. I thought that it might be time to release the next beta this upcoming Friday.
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Re: Forge version 1.1.6

Postby friarsol » 12 Oct 2011, 02:28

If a version is coming out on Friday, someone should really fix the bug in Quest Mode related to cards that start the game on the battlefield. Today I had a crash because the AI had equipped a creature that started in play with something. Then I killed the AI. But when the next game started it couldn't find the equipped card. Something isn't being cleared properly at the end of a game.
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Re: Forge version 1.1.6

Postby Chris H. » 14 Oct 2011, 11:09

We can delay the next beta release. I can post a link to today's nightly build release instead.
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Re: Forge version 1.1.6

Postby Doublestrike » 15 Oct 2011, 04:26

friarsol wrote:If a version is coming out on Friday, someone should really fix the bug in Quest Mode related to cards that start the game on the battlefield. Today I had a crash because the AI had equipped a creature that started in play with something. Then I killed the AI. But when the next game started it couldn't find the equipped card. Something isn't being cleared properly at the end of a game.
Didn't find this post until today. Will have a look. Any further details to reproduce?
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Re: Forge version 1.1.6

Postby friarsol » 15 Oct 2011, 04:29

Doublestrike wrote:
friarsol wrote:If a version is coming out on Friday, someone should really fix the bug in Quest Mode related to cards that start the game on the battlefield. Today I had a crash because the AI had equipped a creature that started in play with something. Then I killed the AI. But when the next game started it couldn't find the equipped card. Something isn't being cleared properly at the end of a game.
Didn't find this post until today. Will have a look. Any further details to reproduce?
Sometimes starting cards disappear for no reason that I can tell. The one Reactor Quest is unplayable because the Counters aren't reset after the first game, and once the AI wins with the Reactor they will automatically win the next game as well.

http://cardforge.org/bugz/view.php?id=287
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Re: Forge version 1.1.6

Postby Doublestrike » 15 Oct 2011, 09:30

Resolved r11182.
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Re: Forge version 1.1.6

Postby friarsol » 15 Oct 2011, 22:48

Looks like the Reactor quest is fixed for sure. Chris, I don't have any hang-ups for releasing the next beta.
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Re: Forge version 1.1.6

Postby Chris H. » 16 Oct 2011, 11:13

I can release the 1.1.6 beta tomorrow, that is Monday. I'd like to give people a chance to make a few last small commits this weekend before I release.
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Re: Forge version 1.1.6

Postby jeffwadsworth » 16 Oct 2011, 17:19

I believe there are some rumblings about the AI pumping cards outside of the battlefield. Probably a good idea to fix that first.
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Re: Forge version 1.1.6

Postby Hellfish » 16 Oct 2011, 18:40

It may have been fixed in the latest revision or there were other factors, but I couldn't reproduce it. (A deck with 7 Glory of Warfare, 7 Memnite) Both AI's and my Memnites stayed 1/1's throughout)
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Re: Forge version 1.1.6

Postby Sloth » 16 Oct 2011, 18:52

I couldn't reproduce it either. It must be a rare occurrence, nothing to hold a beta off for.
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Re: Forge version 1.1.6

Postby moomarc » 17 Oct 2011, 12:00

Not a "stop the press" but I need a quick reply if possible. I uploaded the latest tokens from Innistrad to the server and while there I cleaned up the tokens a bit. I moved the alternative art for tokens into a separate folder so there's only one copy of each token in the /tokens folder. I then sent a list to slapshot so he could update the links (and decide whether to link the extras at all) but the PMs here are so slow its still sitting in my outbox.

So basically I need to know: will the images download break with the moved token images (in which case I must put the old duplicates back quickly), or did it only download tokens specifically named by Forge (in which case it shouldn't make any difference because the extras wouldn't have been downloaded anyway)?
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Re: Forge version 1.1.6

Postby jendave » 17 Oct 2011, 16:13

Chris H. wrote:I can release the 1.1.6 beta tomorrow, that is Monday. I'd like to give people a chance to make a few last small commits this weekend before I release.
Hey Chris,

Next release, could you try the release build without having to reboot into Snow Leopard? I changed the code that retrieves the Build Number.
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Re: Forge version 1.1.6

Postby Chris H. » 17 Oct 2011, 16:23

jendave wrote:Hey Chris,

Next release, could you try the release build without having to reboot into Snow Leopard? I changed the code that retrieves the Build Number.
`
I can try a "nightly build" from Lion OS this afternoon. Let me update the changes.txt file and give it a shot.
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Re: Forge version 1.1.6

Postby Chris H. » 17 Oct 2011, 16:30

Chris H. wrote:Let me update the changes.txt file and give it a shot.
`
Hmm, I started the script without the updated changes.txt file, but this should still be a reasonable test.
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