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Forge version 1.2.1

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Forge version 1.2.1

Postby slapshot5 » 02 Jan 2012, 15:06

Hi all,

How do we want to handle a 1.2.1 release? Do we want to reserve this to fix somewhat serious bugs in 1.2.0 that we can put out another beta fairly soon, or should we start committing big new features (like replacement and any-mana) for a beta 2+ weeks down the road?

And maybe replacement and any-mana are good enough already that this isn't an issue.

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Re: Forge version 1.2.1

Postby Chris H. » 02 Jan 2012, 15:26

I can pretty much release a 1.2.1 version at any time. Once Doublestrike gets back from his honeymoon he will be able to make a few edits. I can then release a few new versions with only a week or less between releases to get out a few of the more important changes.

Most of the reports that we have gotten so far have been suggestions for further improvements to the UI rather than game-stopping types of bugs.

One person has found that the game on his machine becomes unresponsive during his first match. I have not been able to experience the same problem on my machine. But I may have far more system ram available in my machine.
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Re: Forge version 1.2.1

Postby Hellfish » 02 Jan 2012, 15:33

Replacement effects are progressing rapidly.Proper "chaining" of replacement effects (for the Reflection cards) is implemented and lifegain,damage and card draw can be replaced.The big problem is how the AI would evaluate them but then again, the current hardcoded replacement effects have that problem as well, AFAICT.
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Re: Forge version 1.2.1

Postby friarsol » 02 Jan 2012, 15:46

At least if we have a structured replacement effect system the AI could have a chance to add checks for them in the appropriate AFs.
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Re: Forge version 1.2.1

Postby Hellfish » 02 Jan 2012, 19:45

I am in the process of converting the last couple of possible cards to the new system.(EDIT:Treacherous Link and Crumbling Sanctuary remain hardcoded atm. The first because replacement effects can't be statically pumped yet and the second because it's effect can't be scripted yet)After that, I feel confident in committing it right away. Testing so far has been very promising so it should be up to the standard of the current hardcoded cards, if not better, by the next beta either way.
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Re: Forge version 1.2.1

Postby ArsenalNut » 02 Jan 2012, 20:35

I merged my "Any" mana keyword changes into the trunk today (r12922). I haven't seen any issues related to my changes over the three days of play testing.
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Re: Forge version 1.2.1

Postby lazylockie » 04 Jan 2012, 06:51

Are there still memory leaks on those 1.2.1 Snapshots?
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Re: Forge version 1.2.1

Postby slapshot5 » 04 Jan 2012, 14:11

lazylockie wrote:Are there still memory leaks on those 1.2.1 Snapshots?
Don't know for sure, but I don't think there have been any fixes related to these kinds of things yet. So, I would guess "yes" is the answer to your question.

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Re: Forge version 1.2.1

Postby Chris H. » 10 Jan 2012, 15:30

Yesterday, I played several matches using yesterday's snapshot build. I noticed that the memory being used steadily increased during the games and matches.

At the end of the match I went back to the home screen and noticed that the memory being used did not decrease in size. So it looks like we still have the memory leak.

Now that Doublestrike is back he may be able to address this issue at some point in the future. Do we want to release another beta this Friday or do we want to hold off a few weeks to see if we can get the two biggest bugs fixed before the 1.2.1 release.

I think that the two biggest bugs at this time are:

1) the memory leak.

2) the thread issue which leads to the occasional "Buffers have not been created" crash reports.
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Re: Forge version 1.2.1

Postby silly freak » 10 Jan 2012, 18:43

I have to add that Garbage collection is "on demand", which means that it may just be that you have so much spare memory that nothing was collected yet. I still think it's to investigate though...
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Re: Forge version 1.2.1

Postby Hellfish » 10 Jan 2012, 21:46

So we'll just need a System.gc() call in GameAction.newGame()? Huh.
EDIT: Nevermind, I'm a jackass.
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Re: Forge version 1.2.1

Postby friarsol » 10 Jan 2012, 22:02

Hellfish wrote:So we'll just need a System.gc() call in GameAction.newGame()? Huh.
EDIT: Nevermind, I'm a jackass.
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Re: Forge version 1.2.1

Postby Chris H. » 11 Jan 2012, 14:33

I think that I will go ahead and release 1.2.1 on Friday the 13th. We have a few good fixes already in the code base.

The thread issue and the memory leak/slow dow/garbage collection issue may take awhile to fix. But the fix will provide us with a good reason to release 1.2.2 and 1.2.3. :)
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Re: Forge version 1.2.1

Postby Doublestrike » 12 Jan 2012, 00:04

OK thanks Chris. Yeah, the leak stuff could be a while, or could not, not sure. I'm making progress though but I've got to leap forward on the learning curve.

I'll do the settings fixes today and tomorrow in between leak testing and whatnot, will try to have that in place for the release.
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Re: Forge version 1.2.1

Postby Doublestrike » 12 Jan 2012, 04:54

BTW not sure where to put this but I've noticed the "automatic mana selection" funtionality has disappeared. If I play a 1R spell, pay the 1, then use Lotus Petal or something for the R, I've got to physically select "Red" from the dialog. Since "White" is first, I've lost a few games because of it :(

Before, it would just automagically know I wanted red. It's a global thing since it happens on all multi-mana producing cards. Has anyone else noticed this / is it a problem / what's the rationale behind the change? Hopefully easy to fix?
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