Bug Reports
by BetaSteward
Moderators: North, BetaSteward, noxx, jeffwadsworth, JayDi, TheElk801, LevelX, CCGHQ Admins
Re: Bug Reports
by jmartus » 04 Sep 2011, 21:16
Just got this bug in a game
Game exception occurred: java.lang.NullPointerException
Server version: 0.7.5
mage.abilities.effects.common.PutOnLibraryTargetEffect.apply(PutOnLibraryTargetEffect.java:78)
mage.abilities.AbilityImpl.resolve(AbilityImpl.java:140)
mage.game.stack.Spell.resolve(Spell.java:88)
mage.game.stack.SpellStack.resolve(SpellStack.java:64)
mage.game.GameImpl.playPriority(GameImpl.java:547)
mage.game.turn.Step.priority(Step.java:75)
mage.game.turn.Phase.playStep(Phase.java:144)
mage.game.turn.Phase.play(Phase.java:108)
mage.game.turn.Turn.play(Turn.java:120)
mage.game.GameImpl.start(GameImpl.java:355)
mage.game.GameImpl.start(GameImpl.java:341)
mage.server.game.GameWorker.call(GameWorker.java:57)
java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
java.util.concurrent.FutureTask.run(Unknown Source)
java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source)
java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
java.lang.Thread.run(Unknown Source)
Game exception occurred: java.lang.NullPointerException
Server version: 0.7.5
mage.abilities.effects.common.PutOnLibraryTargetEffect.apply(PutOnLibraryTargetEffect.java:78)
mage.abilities.AbilityImpl.resolve(AbilityImpl.java:140)
mage.game.stack.Spell.resolve(Spell.java:88)
mage.game.stack.SpellStack.resolve(SpellStack.java:64)
mage.game.GameImpl.playPriority(GameImpl.java:547)
mage.game.turn.Step.priority(Step.java:75)
mage.game.turn.Phase.playStep(Phase.java:144)
mage.game.turn.Phase.play(Phase.java:108)
mage.game.turn.Turn.play(Turn.java:120)
mage.game.GameImpl.start(GameImpl.java:355)
mage.game.GameImpl.start(GameImpl.java:341)
mage.server.game.GameWorker.call(GameWorker.java:57)
java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
java.util.concurrent.FutureTask.run(Unknown Source)
java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source)
java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
java.lang.Thread.run(Unknown Source)
Re: Bug Reports
by delirimouse » 05 Sep 2011, 04:22
Stormfront Pegasus might be coded as a 4/3 instead of a 2/1 (unless the computer chose to pump my Pegasus).
Also, the AI played a Sign in Blood on me on turn 2 while I was at 20 life. I can see why it would think this was a good idea, but it shouldn't do that.
The AI repeatedly played a Boros Garrison bouncing itself.
The AI regenerates its Odious Trow for no reason, often multiple times in the same turn.
The AI used Argivian Restoration to return a Sangromancer from the graveyard to the battlefield.
When Proliferating after Core Prowler died, pressing "done" did nothing and I had to restart.
The AI leveled his Student of Warfare up to level 12 even though this had no effect (it attains its full potential at level 7).
---------------------
More seriously, I commented before that I was having issues with stability in Mac OS. It seems to be much more stable in one game matches than it is in drafts. I have yet to have the program make it to round two of a draft without grinding to a halt and becoming unusable. Usually performance degrades slowly over the first match, but then becomes unusable. This also sometimes happens during match play, but I can usually make it through several games before I have to restart the program. It should be noted that it is the server which starts consuming massive quantities of memory and becomes unresponsive. Eventually the client disconnects, but the client remains able to register button presses.
Also, the AI played a Sign in Blood on me on turn 2 while I was at 20 life. I can see why it would think this was a good idea, but it shouldn't do that.
The AI repeatedly played a Boros Garrison bouncing itself.
The AI regenerates its Odious Trow for no reason, often multiple times in the same turn.
The AI used Argivian Restoration to return a Sangromancer from the graveyard to the battlefield.
When Proliferating after Core Prowler died, pressing "done" did nothing and I had to restart.
The AI leveled his Student of Warfare up to level 12 even though this had no effect (it attains its full potential at level 7).
---------------------
More seriously, I commented before that I was having issues with stability in Mac OS. It seems to be much more stable in one game matches than it is in drafts. I have yet to have the program make it to round two of a draft without grinding to a halt and becoming unusable. Usually performance degrades slowly over the first match, but then becomes unusable. This also sometimes happens during match play, but I can usually make it through several games before I have to restart the program. It should be noted that it is the server which starts consuming massive quantities of memory and becomes unresponsive. Eventually the client disconnects, but the client remains able to register button presses.
- delirimouse
- Posts: 39
- Joined: 30 Aug 2011, 23:33
- Has thanked: 0 time
- Been thanked: 3 times
Re: Bug Reports
by oneiwilll » 05 Sep 2011, 23:00
Scepter of Empires can target creatures even though it should only be able to target players.
- oneiwilll
- Posts: 1
- Joined: 06 Jan 2011, 09:06
- Has thanked: 0 time
- Been thanked: 0 time
Re: Bug Reports
by delirimouse » 06 Sep 2011, 00:11
The regeneration bug is really annoying. I keep encountering the AI spending its full 30 seconds to decide if it should regenerate something, then doing it, an then repeating this as many times as it has mana for. It slows the game WAY down.
The same thing has happened with level up.
Also, less consistently, with equipment. I watched the AI pay the equip cost of a Dark Steel Axe two times in a row to equip it to the creature it was already attached to.
The same thing has happened with level up.
Also, less consistently, with equipment. I watched the AI pay the equip cost of a Dark Steel Axe two times in a row to equip it to the creature it was already attached to.
Last edited by delirimouse on 06 Sep 2011, 02:53, edited 1 time in total.
- delirimouse
- Posts: 39
- Joined: 30 Aug 2011, 23:33
- Has thanked: 0 time
- Been thanked: 3 times
Re: Bug Reports
by delirimouse » 06 Sep 2011, 00:35
I'm at 5 life, the computer casts Fireball targeting me for 5 and... redirects it to my Gideon Jura...
The AI targets himself with Goblin Bangchuckers.
The AI played a Master Thief and didn't steal one of my artifacts.
The AI has often cast Giant Growth on one of my creatures.
The AI targets himself with Goblin Bangchuckers.
The AI played a Master Thief and didn't steal one of my artifacts.
The AI has often cast Giant Growth on one of my creatures.
- delirimouse
- Posts: 39
- Joined: 30 Aug 2011, 23:33
- Has thanked: 0 time
- Been thanked: 3 times
Re: Bug Reports
by delirimouse » 06 Sep 2011, 21:10
The default is to do 4 person drafts instead of 8 person drafts because the AIs have to play the matches in the background which can cause a lot of slow down, so I understand this.
The default in real life for doing 4 person drafts, though, is to use 4 packs per person instead of 3. Is there any way this could be added as an option?
The default in real life for doing 4 person drafts, though, is to use 4 packs per person instead of 3. Is there any way this could be added as an option?
- delirimouse
- Posts: 39
- Joined: 30 Aug 2011, 23:33
- Has thanked: 0 time
- Been thanked: 3 times
Re: Bug Reports
by delirimouse » 07 Sep 2011, 00:22
Permanents I exile with Venser, the Soujourner only sometimes come back.
The AI does not mulligan when it starts with a no land hand. In tournaments this is PAINFUL because there are huge gaps between turns (while the games are playing in the background I presume) and of course there isn't much suspense when come turn 5 the opponent still has no lands.
The AI does not mulligan when it starts with a no land hand. In tournaments this is PAINFUL because there are huge gaps between turns (while the games are playing in the background I presume) and of course there isn't much suspense when come turn 5 the opponent still has no lands.
- delirimouse
- Posts: 39
- Joined: 30 Aug 2011, 23:33
- Has thanked: 0 time
- Been thanked: 3 times
Re: Bug Reports
by delirimouse » 07 Sep 2011, 06:23
The computer should pick a picture for each opponent at the beginning of a draft. Presently, the picture switches randomly between games of a match, and that can be quite jarring.
Also, while talking about draft, tournaments never seem to finish. We do all the games so the winner is determined and then it just leaves the tournament window open. It never changes the number of points any of the players have either.
Also, while talking about draft, tournaments never seem to finish. We do all the games so the winner is determined and then it just leaves the tournament window open. It never changes the number of points any of the players have either.
- delirimouse
- Posts: 39
- Joined: 30 Aug 2011, 23:33
- Has thanked: 0 time
- Been thanked: 3 times
Re: Bug Reports
by smsewell » 08 Sep 2011, 01:02
when i try to connect to the server it tells me this machine is already connected but i cant access the games
- smsewell
- Posts: 4
- Joined: 08 Sep 2011, 00:54
- Has thanked: 0 time
- Been thanked: 0 time
Re: Bug Reports
by blu » 14 Sep 2011, 00:33
Game exception occurred: java.lang.NullPointerException
Server version: 0.7.5
mage.abilities.effects.common.continious.SetCardSubtypeAttachedEffect.apply(SetCardSubtypeAttachedEffect.java:62)
mage.abilities.effects.ContinuousEffectImpl.apply(ContinuousEffectImpl.java:93)
mage.abilities.effects.ContinuousEffects.apply(ContinuousEffects.java:459)
mage.game.GameState.applyEffects(GameState.java:277)
mage.game.GameImpl.applyEffects(GameImpl.java:600)
mage.game.GameImpl.replaceEvent(GameImpl.java:1008)
mage.game.permanent.PermanentCard.moveToZone(PermanentCard.java:154)
mage.game.permanent.PermanentImpl.sacrifice(PermanentImpl.java:677)
mage.abilities.effects.common.SacrificeEffect.apply(SacrificeEffect.java:91)
mage.abilities.AbilityImpl.resolve(AbilityImpl.java:140)
mage.abilities.TriggeredAbilityImpl.resolve(TriggeredAbilityImpl.java:97)
mage.game.stack.StackAbility.resolve(StackAbility.java:90)
mage.game.stack.SpellStack.resolve(SpellStack.java:64)
mage.game.GameImpl.playPriority(GameImpl.java:547)
mage.game.turn.Step.priority(Step.java:75)
mage.game.turn.Phase.playStep(Phase.java:144)
mage.game.turn.Phase.play(Phase.java:108)
mage.game.turn.Turn.play(Turn.java:120)
mage.game.GameImpl.start(GameImpl.java:355)
mage.game.GameImpl.start(GameImpl.java:341)
mage.server.game.GameWorker.call(GameWorker.java:57)
java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
java.util.concurrent.FutureTask.run(Unknown Source)
java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
java.lang.Thread.run(Unknown Source)
thanks for your support!!!
Server version: 0.7.5
mage.abilities.effects.common.continious.SetCardSubtypeAttachedEffect.apply(SetCardSubtypeAttachedEffect.java:62)
mage.abilities.effects.ContinuousEffectImpl.apply(ContinuousEffectImpl.java:93)
mage.abilities.effects.ContinuousEffects.apply(ContinuousEffects.java:459)
mage.game.GameState.applyEffects(GameState.java:277)
mage.game.GameImpl.applyEffects(GameImpl.java:600)
mage.game.GameImpl.replaceEvent(GameImpl.java:1008)
mage.game.permanent.PermanentCard.moveToZone(PermanentCard.java:154)
mage.game.permanent.PermanentImpl.sacrifice(PermanentImpl.java:677)
mage.abilities.effects.common.SacrificeEffect.apply(SacrificeEffect.java:91)
mage.abilities.AbilityImpl.resolve(AbilityImpl.java:140)
mage.abilities.TriggeredAbilityImpl.resolve(TriggeredAbilityImpl.java:97)
mage.game.stack.StackAbility.resolve(StackAbility.java:90)
mage.game.stack.SpellStack.resolve(SpellStack.java:64)
mage.game.GameImpl.playPriority(GameImpl.java:547)
mage.game.turn.Step.priority(Step.java:75)
mage.game.turn.Phase.playStep(Phase.java:144)
mage.game.turn.Phase.play(Phase.java:108)
mage.game.turn.Turn.play(Turn.java:120)
mage.game.GameImpl.start(GameImpl.java:355)
mage.game.GameImpl.start(GameImpl.java:341)
mage.server.game.GameWorker.call(GameWorker.java:57)
java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
java.util.concurrent.FutureTask.run(Unknown Source)
java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
java.lang.Thread.run(Unknown Source)
thanks for your support!!!
- blu
- Posts: 1
- Joined: 14 Sep 2011, 00:27
- Has thanked: 0 time
- Been thanked: 0 time
Re: Bug Reports
by nantuko84 » 14 Sep 2011, 08:54
blu> fixed. thanks for bug reporting.
Mage\MagicWars blog: http://mwars.blogspot.com/
Re: Bug Reports
by jmartus » 15 Sep 2011, 04:53
Kabira vindicator had 2 counter on it but nothing was getting +1+1. I attached a screenshot.
I was thinking I shouldn't have to tap it for that to happen and it should happen automatically
I was thinking I shouldn't have to tap it for that to happen and it should happen automatically
Last edited by jmartus on 15 Sep 2011, 16:51, edited 1 time in total.
Re: Bug Reports
by ZMAN3 » 15 Sep 2011, 09:32
Game exception occurred: java.lang.NullPointerException
Server version: 0.7.5
mage.abilities.effects.common.continious.SetCardSubtypeAttachedEffect.apply(SetCardSubtypeAttachedEffect.java:62)
mage.abilities.effects.ContinuousEffectImpl.apply(ContinuousEffectImpl.java:93)
mage.abilities.effects.ContinuousEffects.apply(ContinuousEffects.java:459)
mage.game.GameState.applyEffects(GameState.java:277)
mage.game.GameImpl.applyEffects(GameImpl.java:600)
mage.game.GameImpl.replaceEvent(GameImpl.java:1008)
mage.game.permanent.PermanentCard.moveToZone(PermanentCard.java:154)
mage.game.permanent.PermanentImpl.destroy(PermanentImpl.java:664)
mage.game.GameImpl.checkStateBasedActions(GameImpl.java:681)
mage.game.GameImpl.checkStateAndTriggered(GameImpl.java:632)
mage.game.GameImpl.playPriority(GameImpl.java:536)
mage.game.turn.Step.priority(Step.java:75)
mage.game.turn.Phase.playStep(Phase.java:144)
mage.game.turn.Phase.play(Phase.java:108)
mage.game.turn.Turn.play(Turn.java:120)
mage.game.GameImpl.start(GameImpl.java:355)
mage.game.GameImpl.start(GameImpl.java:341)
mage.server.game.GameWorker.call(GameWorker.java:57)
java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
java.util.concurrent.FutureTask.run(Unknown Source)
java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source)
java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
java.lang.Thread.run(Unknown Source)
Server version: 0.7.5
mage.abilities.effects.common.continious.SetCardSubtypeAttachedEffect.apply(SetCardSubtypeAttachedEffect.java:62)
mage.abilities.effects.ContinuousEffectImpl.apply(ContinuousEffectImpl.java:93)
mage.abilities.effects.ContinuousEffects.apply(ContinuousEffects.java:459)
mage.game.GameState.applyEffects(GameState.java:277)
mage.game.GameImpl.applyEffects(GameImpl.java:600)
mage.game.GameImpl.replaceEvent(GameImpl.java:1008)
mage.game.permanent.PermanentCard.moveToZone(PermanentCard.java:154)
mage.game.permanent.PermanentImpl.destroy(PermanentImpl.java:664)
mage.game.GameImpl.checkStateBasedActions(GameImpl.java:681)
mage.game.GameImpl.checkStateAndTriggered(GameImpl.java:632)
mage.game.GameImpl.playPriority(GameImpl.java:536)
mage.game.turn.Step.priority(Step.java:75)
mage.game.turn.Phase.playStep(Phase.java:144)
mage.game.turn.Phase.play(Phase.java:108)
mage.game.turn.Turn.play(Turn.java:120)
mage.game.GameImpl.start(GameImpl.java:355)
mage.game.GameImpl.start(GameImpl.java:341)
mage.server.game.GameWorker.call(GameWorker.java:57)
java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
java.util.concurrent.FutureTask.run(Unknown Source)
java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source)
java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
java.lang.Thread.run(Unknown Source)
- ZMAN3
- Posts: 6
- Joined: 15 Sep 2011, 09:30
- Has thanked: 0 time
- Been thanked: 0 time
Re: Bug Reports
by nantuko84 » 15 Sep 2011, 17:18
jmartus> fixed
ZMAN3> fixed
thanks for reporting
ZMAN3> fixed
thanks for reporting
Mage\MagicWars blog: http://mwars.blogspot.com/
Re: Bug Reports
by jmartus » 18 Sep 2011, 04:53
Some days it seams the server does not work because when i create a game and someone joins nothing happens. Below I posted a screen shot.
Who is online
Users browsing this forum: No registered users and 10 guests