Forge Beta: 05-06-2013 ver 1.3.15
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Possibility Storm and Curse of Exhaustion
by alfax » 08 May 2013, 02:41
Related: Forge is not thrilled by casting after putting a second Possibility Storm in play.alfax wrote:Looks like the the engine is ignoring Curse of Exhaustion for the second spell cast via Possibility Storm. I'm led to believe that this combo should be a lock on casting anything from hand, since Storm permits them to cast the second spell, not just put it on the stack. Current Forge behavior is resolving the post-Storm spell.
Description: [I attempted to cast Pacifism on a creature when there were two Possibility Storms in play. First effect resolved successfully, second caused this crash.]
- IndexOutOfBoundsException | Open
- Code: Select all
Forge Version: 1.3.15-r21351
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_21 Oracle Corporation
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at forge.card.ability.effects.PlayEffect.resolve(PlayEffect.java:70)
at forge.card.spellability.AbilitySub.resolve(AbilitySub.java:130)
at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1060)
at forge.card.ability.AbilityUtils.resolveSubAbilities(AbilityUtils.java:1053)
at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1066)
at forge.card.ability.AbilityUtils.resolveSubAbilities(AbilityUtils.java:1053)
at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1066)
at forge.card.ability.AbilityUtils.resolve(AbilityUtils.java:1039)
at forge.card.spellability.HumanPlaySpellAbility.fillRequirements(HumanPlaySpellAbility.java:107)
at forge.game.player.HumanPlayer.playSpellAbilityNoStack(HumanPlayer.java:172)
at forge.card.trigger.WrappedAbility.resolve(WrappedAbility.java:368)
at forge.card.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1060)
at forge.card.ability.AbilityUtils.resolve(AbilityUtils.java:1039)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:618)
at forge.game.phase.PhaseHandler$1.run(PhaseHandler.java:743)
at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:751)
at forge.game.player.PlayerController.passPriority(PlayerController.java:82)
at forge.game.ai.AiController.onPriorityRecieved(AiController.java:829)
at forge.game.ai.AiInputCommon$1.run(AiInputCommon.java:74)
at forge.FThreads$1.run(FThreads.java:113)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Re: Forge Beta: 05-06-2013 ver 1.3.15
by fbr » 08 May 2013, 04:27
Description: Countering Rathi Trapper's ability used vs Ulamog's Crusher, using Not of this World.
- ArrayIndexOutOfBoundsException | Open
- Code: Select all
Forge Version: 1.3.15-r21351
Operating System: Mac OS X 10.7.5 x86_64
Java Version: 1.6.0_37 Apple Inc.
java.lang.ArrayIndexOutOfBoundsException: Array index out of range: 0
at java.util.Vector.get(Vector.java:694)
at forge.game.zone.MagicStack.peekAbility(MagicStack.java:890)
at forge.gui.match.views.VStack.updateStack(VStack.java:141)
at forge.gui.match.controllers.CStack$1.run(CStack.java:43)
at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:209)
at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:702)
at java.awt.EventQueue.access$400(EventQueue.java:82)
at java.awt.EventQueue$2.run(EventQueue.java:663)
at java.awt.EventQueue$2.run(EventQueue.java:661)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(AccessControlContext.java:87)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:672)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:296)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:211)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:201)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:196)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:188)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)
Re: Forge Beta: 05-06-2013 ver 1.3.15
by Gilgamesh » 08 May 2013, 04:35
Description: Starting up a game of planechase, and forge stopped working. Afterwards, none of the modes worked, and they all gave me this error.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.3.15-r21351
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_21 Oracle Corporation
java.lang.NullPointerException
at forge.gui.match.VMatchUI.populate(VMatchUI.java:106)
at forge.control.FControl.changeState(FControl.java:217)
at forge.game.MatchController.startRound(MatchController.java:185)
at forge.gui.home.variant.CSubmenuVanguard$7.doInBackground(CSubmenuVanguard.java:186)
at javax.swing.SwingWorker$1.call(Unknown Source)
at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at javax.swing.SwingWorker.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Re: Forge Beta: 05-06-2013 ver 1.3.15
by Sloth » 08 May 2013, 06:25
Could you give some more info? What was on the battlefield? Did you set some phases to skip?missalexis wrote:I'm not 100% sure this is a bug, but I've played a couple of games where the computer got to attack *during my turn* and I could neither attack nor block. I didn't see any card in play that would allow it to do so, or know of any that permits this?
lsdmaster wrote:Description: AI tried to use Shuriken (owned by me, controlled by AI)
Both fixed! Thanks lsdmaster.lsdmaster wrote:Description: AI played Nightsol Kami (I suspect it's Kami of Fire's Roar trigger)
Did you try resizing the panel?sagephoenix wrote:Developer Tab is just going missing. If I use it for anything, in the next game and every one afterwards, it is missing. In preferences, it's still checked. I have to restart forge to use it again.
Both have already been fixed.horsekateer wrote:Has anyone else noticed that populate doesn't work for the computer when its an activated ability? I find if I ever face an opponent using a vitu-ghazi guildmage or a Trostani and they try and populate a token, nothing happens.
Also i noticed that the new DGM card Legion’s Initiative is giving the +1 bonuses to red and white creatures for both players, not just the controller of the card.
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Re: Forge Beta: 05-06-2013 ver 1.3.15
by musicexam » 08 May 2013, 09:39
There's a problem with Increasing Vengeance.
I cast Searing Spear (or any burn spell that targets), and copy it with Increasing Vengeance. It resolves, and I get prompted to choose a target. If I don't target anything (aka mash space bar), it resolves and does nothing.
The Gatherer ruling states that all properties are copied, including the target, but I can choose a new one.
Edit: I'm also having problems with the disappearing Dev Panel. And yes, I did try resizing the panels.
I cast Searing Spear (or any burn spell that targets), and copy it with Increasing Vengeance. It resolves, and I get prompted to choose a target. If I don't target anything (aka mash space bar), it resolves and does nothing.
The Gatherer ruling states that all properties are copied, including the target, but I can choose a new one.
Edit: I'm also having problems with the disappearing Dev Panel. And yes, I did try resizing the panels.
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Bug Report
by omnimirage » 08 May 2013, 09:48
Description: Not sure how, bit drunk, but clicked some buttons somewhere which causes the game to crash whenever I start a battle, can't back trace my steps to figure out which buttons I pressed 'cause it crashes before I can do that.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.3.15-r21351
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_17 Oracle Corporation
java.lang.NullPointerException
at forge.gui.match.VMatchUI.populate(VMatchUI.java:114)
at forge.control.FControl.changeState(FControl.java:217)
at forge.game.MatchController.startRound(MatchController.java:185)
at forge.gui.home.sanctioned.CSubmenuConstructed$7.doInBackground(CSubmenuConstructed.java:135)
at javax.swing.SwingWorker$1.call(Unknown Source)
at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at javax.swing.SwingWorker.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Re: Forge Beta: 05-06-2013 ver 1.3.15
by krishkrush » 08 May 2013, 10:37
Description: Was playing a game with Karn Liberated and used his restart ability. Then this crash happened. Anyways, it seems that the ability has resolved because I can finish the match after the message. Everything seems to have resolved as it should, so no idea what's the problem.
Edit: Tried again, happened again.
Edit: Tried again, happened again.
- RuntimeException | Open
- Code: Select all
Forge Version: 1.3.15-r21351
Operating System: Windows 7 6.1 amd64
Java Version: 1.7.0_07 Oracle Corporation
java.lang.RuntimeException: Trying to unlock input which is not locked! Do check when your threads terminate!
at forge.control.input.InputControl.unlock(InputControl.java:208)
at forge.FThreads$1.run(FThreads.java:114)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Last edited by krishkrush on 08 May 2013, 11:02, edited 1 time in total.
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Re: Forge Beta: 05-06-2013 ver 1.3.15
by krishkrush » 08 May 2013, 11:00
Another thing: If I am forced to play Scorched Ruins (e.g. through Druidic Satchel), I have no option to not sacrifice two lands. Which leads to situations like being forced to sacrifice one untapped land but Scorched Ruins still going directly to the graveyard (as it has to). I'm not sure if I'm right but I think there should be an option for choosing not to sacrifice anything according to the cards text, shouldn't it?
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Re: Forge Beta: 05-06-2013 ver 1.3.15
by Sloth » 08 May 2013, 11:38
Scorched Ruins has a replacement effect that is not optional. You have to follow the instruction as much as possible, so you have to sac a land.krishkrush wrote:Another thing: If I am forced to play Scorched Ruins (e.g. through Druidic Satchel), I have no option to not sacrifice two lands. Which leads to situations like being forced to sacrifice one untapped land but Scorched Ruins still going directly to the graveyard (as it has to). I'm not sure if I'm right but I think there should be an option for choosing not to sacrifice anything according to the cards text, shouldn't it?
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Re: Bug Report
by Chris H. » 08 May 2013, 11:45
We have received several reports about a Null Pointer Exception crash report which contains the following info:
java.lang.NullPointerException
at forge.gui.match.VMatchUI.populate(VMatchUI.java:###)
at forge.control.FControl.changeState(FControl.java:###)
We currently suspect that this is a thread misuse issue. This will cause forge to crash eventually on some systems. Once the SwingWorkers that start different types of matches are refactored this problem should be fixed. The problem with a match starting with a blank screen will also be gone.
How to Provide a Useful Bug Report
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Re: Forge Beta: 05-06-2013 ver 1.3.15
by Chris H. » 08 May 2013, 11:46
Gilgamesh wrote:Description: Starting up a game of planechase, and forge stopped working. Afterwards, none of the modes worked, and they all gave me this error.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.3.15-r21351
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_21 Oracle Corporation
java.lang.NullPointerException
at forge.gui.match.VMatchUI.populate(VMatchUI.java:106)
at forge.control.FControl.changeState(FControl.java:217)
at forge.game.MatchController.startRound(MatchController.java:185)
at forge.gui.home.variant.CSubmenuVanguard$7.doInBackground(CSubmenuVanguard.java:186)
at javax.swing.SwingWorker$1.call(Unknown Source)
at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at javax.swing.SwingWorker.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
We have received several reports about a Null Pointer Exception crash report which contains the following info:
java.lang.NullPointerException
at forge.gui.match.VMatchUI.populate(VMatchUI.java:###)
at forge.control.FControl.changeState(FControl.java:###)
We currently suspect that this is a thread misuse issue. This will cause forge to crash eventually on some systems. Once the SwingWorkers that start different types of matches are refactored this problem should be fixed. The problem with a match starting with a blank screen will also be gone.
-
Chris H. - Forge Moderator
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- Location: Mac OS X Yosemite
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Re: Forge Beta: 05-06-2013 ver 1.3.15
by krishkrush » 08 May 2013, 13:30
Hm, I'm looking over the rules of replacement effects right now, but can't really find what you said (could be my bad english though, hehe). Well, I guess I just trust you with thisSloth wrote:Scorched Ruins has a replacement effect that is not optional. You have to follow the instruction as much as possible, so you have to sac a land.krishkrush wrote:Another thing: If I am forced to play Scorched Ruins (e.g. through Druidic Satchel), I have no option to not sacrifice two lands. Which leads to situations like being forced to sacrifice one untapped land but Scorched Ruins still going directly to the graveyard (as it has to). I'm not sure if I'm right but I think there should be an option for choosing not to sacrifice anything according to the cards text, shouldn't it?

Thanks.
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Re: Forge Beta: 05-06-2013 ver 1.3.15
by friarsol » 08 May 2013, 14:48
Basically it comes down to whether or not the word "may" appears. Look at a card like Abundance, when you are about to draw a card you don't have to replace it with digging through your deck. But with Scorched Ruins you have to do as much as the card states. There's no option to sacrifice nothing. So you sacrifice 0, 1, 2 lands depending on how many you have, and then if you sacrificed 2, it ETB normally.krishkrush wrote:Hm, I'm looking over the rules of replacement effects right now, but can't really find what you said (could be my bad english though, hehe). Well, I guess I just trust you with this
Thanks.
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Re: Forge Beta: 05-06-2013 ver 1.3.15
by Questioner » 08 May 2013, 15:24
The effect of Life and Limb is not applying to creatures made saprolings through Xenograft unless Xenograft entered first. This applies both to creatures already out and new ones entering the battlefield.
Last edited by moomarc on 08 May 2013, 17:22, edited 1 time in total.
Reason: Reworded to allow mouseover
Reason: Reworded to allow mouseover
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