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Forge version 1.2.6

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Forge version 1.2.6

Postby Chris H. » 09 Mar 2012, 13:40

Starting a next version thread.

Tentative release target date: 23 March 2012.
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Re: Forge version 1.2.6

Postby Chris H. » 22 Mar 2012, 21:26

I think that we may want to delay the version 1.2.6 release date until 1 week later. Say Friday, March 30 2012?

Sol mentioned that he would like to see the quest mode become more stable prior to releasing 1.2.6.
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Re: Forge version 1.2.6

Postby Max mtg » 22 Mar 2012, 21:53

quest loading should no longer be an issue.

as for quest UI... sorry, I don't understand much of the new UI code logics.
Doublestrike, will you fix it? (please)
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Re: Forge version 1.2.6

Postby friarsol » 22 Mar 2012, 23:13

Max mtg wrote:quest loading should no longer be an issue.
Yea I played a bit last night and Quest seemed better. I'll play a few more games tonight and see how it is. I don't notice the same funkiness with multiple quest saves that I saw the other day.

As Max said, there's still some UI stuff that needs to be resolved. It seems like my Pet preferences are no longer saved (or possibly loaded).

Edit: I do occasionally get this comodification error. It doesn't seem to affect my being able to play, but it looks like a race condition.

RaceCon | Open
Detailed error trace:
java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
at java.util.AbstractList$Itr.next(Unknown Source)
at arcane.ui.PlayArea.wrap(PlayArea.java:351)
at arcane.ui.PlayArea.rowSpacing(PlayArea.java:272)
at arcane.ui.PlayArea.doLayout(PlayArea.java:186)
at java.awt.Container.validateTree(Unknown Source)
at java.awt.Container.validateTree(Unknown Source)
at java.awt.Container.validateTree(Unknown Source)
at java.awt.Container.validate(Unknown Source)
at javax.swing.RepaintManager.validateInvalidComponents(Unknown Source)
at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source)
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)
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Re: Forge version 1.2.6

Postby friarsol » 22 Mar 2012, 23:28

Quest issues:

Pets do not appear to be the color that's listed in the .txt file. (Everything is colorless)
(Mentioned above) Pet preferences don't save
Challenges Pet preferences aren't in sync with the Duel preferences
Zeppelin Icon is visible on the Challenge screen, even though I don't have it.

I'll add more as I see em.
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Re: Forge version 1.2.6

Postby Chris H. » 22 Mar 2012, 23:35

I noticed a day or two ago that when forge starts my pet plus plant choices from the last game are no longer active and I have to reselect them. I had a match expecting them to show up and they were not on the battlefield at the start of the first game. :(

Max noticed an issue with the card shop filters and it would be nice to get these fixed.

I have played a number of matches the last several days and did not notice the other errors that were reported.

If these last couple of issues are taken care of this weekend then I can perform the build and release on Monday March 26 if this sounds good to everyone else.
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Re: Forge version 1.2.6

Postby moomarc » 23 Mar 2012, 03:59

friarsol wrote:Quest issues:

Pets do not appear to be the color that's listed in the .txt file. (Everything is colorless)
Either the new code that allows you to script the card color if it has no manacost only works for alternate states or it doesn't work at all (except for setting the border color for the card info box). This could explain the bug Milod keeps reporting with Ravager of the Fells dealing damage to creatures with protection.

For now I'll just add "CARDNAME is green" etc keywords to the pet scripts (and change the plants killer touch to wither)
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Re: Forge version 1.2.6

Postby Max mtg » 23 Mar 2012, 05:18

friarsol wrote:Quest issues:

Pets do not appear to be the color that's listed in the .txt file. (Everything is colorless)
I found a problem with forge.card.cardfactory.CardFactoryUtil.copyCharacteristics(Card, Card).
It was not copying explicitly set colors since 11392

14870 has put an end to this unfairness.

friarsol wrote:(Mentioned above) Pet preferences don't save
`
Should they be sent go into save-file? why?
`
friarsol wrote:Challenges Pet preferences aren't in sync with the Duel preferences
Zeppelin Icon is visible on the Challenge screen, even though I don't have it.
`
The UI code does not seem to read current preferences before presenting the frame. It's Doublestrike's priority.


Also, please set some reasonable prices on fat packs and starters (the same file as for boosters)
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Re: Forge version 1.2.6

Postby moomarc » 23 Mar 2012, 08:21

I guess I don't need to add the extra keywords then. Thanks Max.

I've changed the level 5 and 6 Plant Wall to have wither instead of deathtouch as was decided a while ago with discussions of levelling the pets. Chris, you might want to put a small notice in the release notes pointing it out to players. Might change some strategies a bit ;)
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Re: Forge version 1.2.6

Postby Max mtg » 23 Mar 2012, 09:41

moomarc wrote:I've changed the level 5 and 6 Plant Wall to have wither instead of deathtouch
Remember to update the text descriptions to be displayed in the bazaar interface.
You will probably want to update the token picture - it's filename is stored in bazaar/index.xml as well
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Re: Forge version 1.2.6

Postby friarsol » 23 Mar 2012, 12:34

moomarc wrote:I guess I don't need to add the extra keywords then. Thanks Max.

I've changed the level 5 and 6 Plant Wall to have wither instead of deathtouch as was decided a while ago with discussions of levelling the pets. Chris, you might want to put a small notice in the release notes pointing it out to players. Might change some strategies a bit ;)
Moomarc, this is going to put the images different than the cards. I already have all of the new balanced scripts ready (and said I would take care of it), but I wanted the new Quest data stuff stable before they went in. I will need new images for all of the pets though.
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Re: Forge version 1.2.6

Postby friarsol » 23 Mar 2012, 12:37

Max mtg wrote:
friarsol wrote:(Mentioned above) Pet preferences don't save
`
Should they be sent go into save-file? why?
Because preferences are things that get saved? If I start a game and play with a specific pet and the wall. Then the next time I launch Forge I expect that same pet and wall to be selected. I shouldn't have to reclick on them each time I launch Forge. I don't have to reselect the last save game I was playing, or the last deck I was playing with. It's reasonable that whether or not you are using a Pet is stored somewhere (especially since it used to be saved).
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Re: Forge version 1.2.6

Postby SBeauchamp » 23 Mar 2012, 12:59

Chris H. wrote:Max noticed an issue with the card shop filters and it would be nice to get these fixed.
Already took a quick look, got a couple of ideas of how to adress the problem. I should be able to figure out and commit the fix during the weekend, so monday sounds like a good moment to release.
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Re: Forge version 1.2.6

Postby Chris H. » 23 Mar 2012, 13:22

When we first launch Forge we have to select a pet and the plant wall to make them active.

At the end of the first match the pet and the plant wall remain selected and we do not have to continue to re-select them as we then play the 2nd, 3rd, 4th, etc match without exiting forge.

So our pet/plant prefs are saved between matches and are only lost when we exit forge. :)
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Re: Forge version 1.2.6

Postby moomarc » 23 Mar 2012, 14:10

friarsol wrote:
moomarc wrote:I guess I don't need to add the extra keywords then. Thanks Max.

I've changed the level 5 and 6 Plant Wall to have wither instead of deathtouch as was decided a while ago with discussions of levelling the pets. Chris, you might want to put a small notice in the release notes pointing it out to players. Might change some strategies a bit ;)
Moomarc, this is going to put the images different than the cards. I already have all of the new balanced scripts ready (and said I would take care of it), but I wanted the new Quest data stuff stable before they went in. I will need new images for all of the pets though.
My sincere apologies; I hadn't realised that the revised scripts were done already so thought I'd get this one in :oops: I have prepared the two images, but if you'd prefer I'll just revert for now? Otherwise I'll upload the images and adjust the descriptions. Let me know which way to go.

Edit: How are the pets being handled at the moment? Via download, or included in the release package?
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