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Re: Forge version 1.2.16

PostPosted: 16 Oct 2012, 00:19
by Doublestrike
Chris H. wrote:Appears to be more buttony in appearance.
Yep, now that I don't have to focus on "getting things working" I can focus on "getting things looking good." Should be fun for everyone involved.

it looks good on my Mac for the most part.


Whew. Great news!

The title label for the views look off.
That was supposed to be a drop shadow effect to add some depth to the title...if people don't like it I'll try something else, let me know everyone.

Your screenshot does show something else though - the selected menu (constructed) is supposed to have the same color/texture as the display area. Apparently it's not painting properly. Good to know. Screenshots are always helpful! =D>

The Exit Forge button did not work...
Ahh ok will get that working very soon.

Re: Forge version 1.2.16

PostPosted: 16 Oct 2012, 00:59
by friarsol
I basically can't start a game (of any type) at all on my laptop because the decklists (or other things on the top of the screen) are much larger than they used to be, and the start button is pushed off screen.

Was there more preferred files I was s'posed to delete? I really hope this is going to be resolved.

http://imgur.com/2HdBM
http://imgur.com/5J9bV

Re: Forge version 1.2.16

PostPosted: 16 Oct 2012, 01:22
by Doublestrike
@Chris - exit button fixed.

@Friarsol - Ahh ok yes sorry I know exactly the problem. Give me a half hour and I think I can nail it.

(just FYI only the match UI has the "preferred" issue. Only one file needs/needed to be reset, match_preferred.xml.)

EDIT

@sol - Should be functional now, but not yet beautiful.

Re: Forge version 1.2.16

PostPosted: 16 Oct 2012, 01:37
by Chris H.
Doublestrike wrote:
Chris H. wrote:The title label for the views look off.
That was supposed to be a drop shadow effect to add some depth to the title...if people don't like it I'll try something else, let me know everyone.
 
If possible, can you take another look at my screenshot. :)

The title label is being pushed to the right by about 100 pixels or so. My screenshot is full sized and notice how the right side of the title label is being drawn off screen. I did not cut off that portion of my screen while doing the screenshot.

I suspect that if a vertical scrollbar is being drawn it is being drawn off screen.

The title text itself is not centered inside of the title label but that is not as much of a problem. :)

Re: Forge version 1.2.16

PostPosted: 16 Oct 2012, 01:48
by Doublestrike
@Chris - all of that is on purpose :lol:

Maybe it's not interpreted as I intended...do other people have the same "off-kilter" feeling Chris is describing?

Re: Forge version 1.2.16

PostPosted: 16 Oct 2012, 21:52
by Max mtg
Ok, I have removed AllZone.getXXXPlayer, but the game won't start now :(
won't commit that until its playable.

The main problem is: on launch UI tries to subscribe to events from MagicStack and other classes that do not exist until the game is started.

Re: Forge version 1.2.16

PostPosted: 17 Oct 2012, 00:30
by Doublestrike
Draft submenu has been updated.

Besides the aesthetics, a few architectural changes:
- No more list of names
- Start button area has radio button for "single" or "gauntlet" choice
- "Directions" panel removed
- Concise "Directions" blurb added

Sealed submenu has also been updated.

Re: Forge version 1.2.16

PostPosted: 17 Oct 2012, 01:07
by Doublestrike
Max mtg wrote:The main problem is: on launch UI tries to subscribe to events from MagicStack and other classes that do not exist until the game is started.
I can have a look at this if you want; what class is causing trouble?

Re: Forge version 1.2.16

PostPosted: 17 Oct 2012, 07:36
by Doublestrike
Quest Duels and Challenges menu has been partially updated.

I had to make a few changes to their control classes, please alert if problems.

Re: Forge version 1.2.16

PostPosted: 17 Oct 2012, 09:18
by Max mtg
Doublestrike wrote:
Max mtg wrote:The main problem is: on launch UI tries to subscribe to events from MagicStack and other classes that do not exist until the game is started.
I can have a look at this if you want; what class is causing trouble?
Sure.
I'll commit a branch (if my account has enough priveledges) in 8-9 hours.

Although that would mean developing a branch, there's already no way to avoid it.

Re: Forge version 1.2.16

PostPosted: 17 Oct 2012, 12:13
by friarsol
Max mtg wrote:
Doublestrike wrote:
Max mtg wrote:The main problem is: on launch UI tries to subscribe to events from MagicStack and other classes that do not exist until the game is started.
I can have a look at this if you want; what class is causing trouble?
Sure.
I'll commit a branch (if my account has enough priveledges) in 8-9 hours.

Although that would mean developing a branch, there's already no way to avoid it.
If you are so averse to creating a branch why not just create a patch of your code and post it up on the forums?

Re: Forge version 1.2.16

PostPosted: 17 Oct 2012, 20:38
by Max mtg
Branch is not a big problem, yet will have to move changesets from trunk. But now making a branch seems to be inevitable.
I thought my project would not affect code that deep.

To see my efforts, switch to /branches/hotseat/

Now the game crashes on end of round, since game results collection is not working yet.

Re: Forge version 1.2.16

PostPosted: 18 Oct 2012, 00:06
by Doublestrike
Max mtg wrote:Now the game crashes on end of round, since game results collection is not working yet.
So, the issue you mentioned before is OK now?

Re: Forge version 1.2.16

PostPosted: 18 Oct 2012, 05:38
by Max mtg
Doublestrike wrote:
Max mtg wrote:Now the game crashes on end of round, since game results collection is not working yet.
So, the issue you mentioned before is OK now?
Yes, as I moved subscription to game-related events from constructor to a dedicated method for CMessage, CLog and CStack and called that method at the beginning of a match, the problem mentioned yesterday has gone.

Re: Forge version 1.2.16

PostPosted: 18 Oct 2012, 06:44
by Max mtg
So, is the trunk version playable now?