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Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 04:59
by slapshot5
Doublestrike wrote: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?
Yeah, it's known. Check out the Produced$ Any trhead in the Dev forum. Sol's response here also provides insight:

viewtopic.php?f=26&t=787&start=6315#p79099


-slapshot5

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 06:15
by Doublestrike
Thanks slapshot.

I made a bunch of minor changes, here's a summary, hopefully no errors come flying back at us. Holla if sumpin' ain't right, y'hear:

- "Dynamic devmode" from settings should be fixed now, along with a few others. Mana overlay isn't working properly I think (investigating shortly).

- Removed the internal padding from the card picture area as suggested by an end-user.

- Fixed the bug where the human phase isn't highlighted on the very first turn of play

- Refactored ForgePreferences for ease of use, sorted output, less LOC, and a few other things I forget

- Fixed visual artifacts on "smith" skin in home screen

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 06:26
by moomarc
Doublestrike wrote:Thanks slapshot.

I made a bunch of minor changes, here's a summary, hopefully no errors come flying back at us. Holla if sumpin' ain't right, y'hear:

- "Dynamic devmode" from settings should be fixed now, along with a few others. Mana overlay isn't working properly I think (investigating shortly).

- Removed the internal padding from the card picture area as suggested by an end-user.

- Fixed the bug where the human phase isn't highlighted on the very first turn of play

- Refactored ForgePreferences for ease of use, sorted output, less LOC, and a few other things I forget

- Fixed visual artifacts on "smith" skin in home screen
Just updated but it would seem that you didn't commit the null folder in skins so Forge won't launch.

Edit: WRT the mana overlay, I've noticed that there's no mana or P/T overlay if the cards are above a certain size. Is that what you're talking about?

Edit2: Tried starting Forge with a copy of default skin renamed to null and Eclipse didn't like that, so perhaps its another problem. Here's the NPE crash report (after removing the null folder again):
Code: Select all
GuiUtils > newFont: can't find "res/images/skins/null/font1.ttf"
FSkin.java: Can't find res/images/skins/null/bg_texture.jpg
FSkin.java: Can't find res/images/skins/null/bg_match.jpg
FSkin.java: Can't find res/images/skins/null/bg_splash.jpg
FSkin.java: Can't find
java.lang.NullPointerException
   at forge.view.home.ViewConstructed.populateHuman(ViewConstructed.java:95)
   at forge.view.home.ViewConstructed.<init>(ViewConstructed.java:50)
   at forge.view.home.HomeTopLevel.<init>(HomeTopLevel.java:71)
   at forge.control.ControlAllUI.changeState(ControlAllUI.java:134)
   at forge.view.swing.ApplicationView$3.run(ApplicationView.java:155)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$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)

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 06:39
by Doublestrike
There is no "null" folder in skins, that means the code is returning "null" as the name of the skin, i.e. the correct name wasn't retrieved properly. I had that bug earlier but I thought it was fixed? Perhaps a non-refreshed Eclipse? or something? works OK on my end but I'll have another look.

====

Yeah, that's what I was talking about, but didn't know it was related to size.

===

[EDIT]
Had a look but I'm not getting that bug and apparently I've committed everything. The forge.preferences file is the culprit here, but I can't repro so not sure where to start...maybe if someone can upload their current forge.preferences I'll put it into my code here and see what I can see. Here's mine (txt extension appended per slightlymagic.net rules).

[EDIT2]
( :!: Watch out before upload because the forge.preferences file has some potentially sensitive information, a user name and password!)

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 06:56
by moomarc
Just checked and my forge.preferences wasn't changed after the update (I'd hazard a guess that its because its an unversioned file or is included in the svn:ignore). So that could be what's causing my issues.

...Testing it now...

Indeed, that seems to have been the problem. Deleted my old file and started a new game. Launched perfectly.

Edit: I see you came to the same conclusion. Thanks.

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 07:07
by Doublestrike
Okey doke. I hope everyone doesn't have this problem, I thought the old file would just be overwritten with no ill effects. 8-[

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 11:17
by slapshot5
Doublestrike wrote:Okey doke. I hope everyone doesn't have this problem, I thought the old file would just be overwritten with no ill effects. 8-[
It doesn't overwrite. It only creates default values if the file does not exist. Either we need to change that, or when anyone updates (not a fresh install/tree), they need to delete forge.preferences. That's what I ended up doing.

Edit: I should be clear - it still will write to this file, but the first time you launch after this change, you don't have needed values in the old file, like ui.use.skin, so you get errors.

-slapshot5

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 12:09
by Chris H.
I will delay the snapshot build at this time as I do not want to confuse our snapshot build testers. :)

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 12:32
by Doublestrike
Grr sorry about that. Definitely fixed now.

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 12:59
by Tranberry
Just wanted to continue on Dublestrikes auto mana selection; Shimmering Grotto seems to auto force add one color of any kind for 1, unless there are only 1 colorless mana left to pay. Which also lost me a couple of games, as I can't undo/cancel the select mana window/dialogue.

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 13:00
by Chris H.
Doublestrike wrote:Grr sorry about that. Definitely fixed now.
`
=D>

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 13:30
by Sloth
I get this error when trying to run r13107:

| Open
Code: Select all
(y + height) is outside of Raster


Version:
Forge version SVN

OS: Windows XP Version: 5.1 Architecture: x86

Java Version: 1.6.0_27 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.awt.image.RasterFormatException: (y + height) is outside of Raster
   at sun.awt.image.ByteInterleavedRaster.createWritableChild(Unknown Source)
   at java.awt.image.BufferedImage.getSubimage(Unknown Source)
   at forge.view.toolbox.FSkin.loadFontAndImages(FSkin.java:163)
   at forge.view.toolbox.FSkin.<init>(FSkin.java:100)
   at forge.view.swing.Main.main(Main.java:57)

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 13:44
by Hellfish
The darkascension skin's sprite.png hasn't been updated to include the logo and start buttons, that's the problem. I think Marc's on that, the other skins are usable in the meantime.

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 14:08
by Sloth
I never used any skin, but the default one. :?:

Re: Forge version 1.2.1

PostPosted: 12 Jan 2012, 14:24
by Hellfish
That's... odd. Is the logo included on the sprite.png for your default skin?