Forge Beta: 04-25-2014 ver 1.5.17
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Beta: 04-25-2014 ver 1.5.17
by Xitax » 26 Apr 2014, 01:43
Image downloader for new tokens is not working. Here is a zip of token images for anyone who wants it.
http://www.filedropper.com/tokensmedium
http://www.filedropper.com/tokensmedium
Re: Forge Beta: 04-25-2014 ver 1.5.17
by kvothe » 26 Apr 2014, 01:46
I believe it would be useful if they were associated with the respective editions, as it matches the convention from the CCGHQ torrent and it wouldn't need the complicated names it uses now. But it's just my opinionXitax wrote:There's currently only a token assignment per card name. Each card is assigned the token that it generated in it's first printing, if any, or else a default token. I assigned set specific token pictures back to Mirrodin; earlier cards get the promo or default token. So unless in the future there are different tokens assigned based on the particular set of the card generating it there's not much point to moving them to the set pics folders.

I tried removing my pictures (I also use other pictures) and downloading from the content downloader so I would have a reference for the new names, but it only downloaded the pet tokens.Xitax wrote:The token card names are all listed in /Forge/res/lists/token-images.txt. If you want to set up your own there are a few ways to manage this. One might be to back up your tokens folder, delete images, download images (when it works) and replace from your backup to your own satisfaction.
It looks like there might be errors in token-images.txt. The script generating the file has run-on the token filenames.
If it would be possible to correct this situation or provide an updated token-images.txt I would be very thankful.
Edit: Thanks for the zip, it would do

Edit2: b_1_1_harpy should be b_1_1_harpy_ths
Last edited by kvothe on 26 Apr 2014, 02:12, edited 2 times in total.
Re: Forge Beta: 04-25-2014 ver 1.5.17
by Fizanko » 26 Apr 2014, 01:48
I didn't even noticed the scrollbar was there until you posted, sorry for the false alarmfriarsol wrote:Isn't that a scrollbar on that dialog? Can't you just scroll to find out which one is which?

No problem then as next time it happens i will be able to see which one was the kicker.
Now i don't know if it's a bug or some game mechanic that is escaping me but i cast Blood Tribute
selected the Kicker (the dialogue was shorter so i could see)

I kicked it by tapping a vampire and as a result instead of losing half his life and me then gaining that half of it, the AI lose 0 and i gain 0
But on the battlefield i don't see anything that protect the AI against that card ?
probably outdated by now so you should avoid : Innistrad world for Forge (updated 17/11/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
Re: Forge Beta: 04-25-2014 ver 1.5.17
by LokiUndergod » 26 Apr 2014, 04:04
Thanks for the fixed version of the shell file. Runs like a charm now!Zirbert wrote:It did - once I replaced the filename placeholder with the release filename.Chris H. wrote: I think that this converted version should work for you.
For the benefit of my fellow relative noobs, this line:should be:
- Code: Select all
java -Xmx1024m -jar $project.build.finalName$
I'm attaching a corrected version.
- Code: Select all
java -Xmx1024m -jar forge-gui-desktop-1.5.17-jar-with-dependencies.jar
Thanks, Chris!

And thanks to everyone for their hard work. I'm always impressed, and love playing with the new cards so soon.
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Re: Forge Beta: 04-25-2014 ver 1.5.17
by rikkusguardian » 26 Apr 2014, 04:27
Thank you so much for this! Can't wait to try out the Journey into nyx cards!
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Re: Forge Beta: 04-25-2014 ver 1.5.17
by cc-drake » 26 Apr 2014, 05:37
The images for my Plant Wall an Bird Pet are not working anymore. Am I missing something? Where can I get new ones?
Re: Forge Beta: 04-25-2014 ver 1.5.17
by Xitax » 26 Apr 2014, 07:07
No, instead Abhorrent Overlord should have the token image designation removed. Since this is the first B 1/1 Harpy it should have no set code.kvothe wrote:Edit2: b_1_1_harpy should be b_1_1_harpy_ths
Re: Forge Beta: 04-25-2014 ver 1.5.17
by Marek14 » 26 Apr 2014, 07:53
Xitax:
I went through your token file and replaced the image with HQ versions for people who want those.
Some notes:
AVR Demon - there are two pictures, normal (which looks like ISD demon) and promo. If AVR Angels get two pictures, AVR Demons should too; not sure where to get HQ version of the promo pictures.
I think there was also a promo token of 1/1 white Bird in DGM.
I'm lacking HQ pictures for:
BNG tokens (1/1 Bird, 2/2 enchantment Bird, 1/1 Cat Soldier, 3/3 enchantment Centaur, 3/1 enchantment Elemental, 3/1 Elemental from Mirrodin, Gold, Kiora, the Crashing Wave Emblem, 9/9 Kraken, 1/1 enchantment Soldier, 2/2 Wolf, 2/2 enchantment Zombie)
JOU tokens (*/* Hydra, 2/3 Minotaur, 1/1 enchantment Snake, 4/4 Sphinx, 1/3 enchantment Spider, */* Zombie)
Special tokens (4/4 promo Angel from AVR, Chandra, the Firebrand Effect; Elspeth, Knight Errant Emblem, Koth of the Hammer Emblem, Riptide Replicator, Venser, the Sojourner Emblem; Volrath's Laboratory)
Tokens produced only by non-traditional cards or in non-traditional sets (3/2 Antelope, 3/3 Boar, 3/2 Cat, 7/7 Eldrazi, 1/1 Elf, 4/6 Golem, 3/2 Rhino)
Note that the 3/2 Antelope and 3/2 Rhino tokens are wrong - Master of the Wild Hunt Avatar should actually produce 2/3 Antelopes and 4/4 Rhinos. This is apparently a bug in the card code as well.
Tokens I have in HQ, but not in the version in archive (2/2 Ape, 2/2 Beast, 3/1 Carnivore, 1/1 Hound, 1/1 deathtouch Insect, 1/1 Insect from Mirrodin, 6/1 Insect, 1/1 Minor Demon, Morph, 2/2 Reflection, 1/1 Saproling from Ravnica, 1/1 soldier from Coldsnap, 1/1 Soldier from Mirrodin, 1/1 Spirit from Mirrodin). I put these tokens into "alternates" directory, but the ones you provided are usually better.
The "no set code for first token" rule is good, but it's still applied inconsistently. Black 1/1 Assassin, green 4/4 Rhino, green 5/5 Wurm, green/white 8/8 Elemental, red 2/2 Dragon and red 6/6 Dragon all have set codes despite only having one version. (Though this won't apply to 4/4 Rhino after Master of the wild Hunt Avatar is fixed.)
I added first version of JOU tokens; not sure what's the proper name for the Zombie, put it as b_x_y_Zombie.jpg for now.
http://www.filedropper.com/tokens
I went through your token file and replaced the image with HQ versions for people who want those.
Some notes:
AVR Demon - there are two pictures, normal (which looks like ISD demon) and promo. If AVR Angels get two pictures, AVR Demons should too; not sure where to get HQ version of the promo pictures.
I think there was also a promo token of 1/1 white Bird in DGM.
I'm lacking HQ pictures for:
BNG tokens (1/1 Bird, 2/2 enchantment Bird, 1/1 Cat Soldier, 3/3 enchantment Centaur, 3/1 enchantment Elemental, 3/1 Elemental from Mirrodin, Gold, Kiora, the Crashing Wave Emblem, 9/9 Kraken, 1/1 enchantment Soldier, 2/2 Wolf, 2/2 enchantment Zombie)
JOU tokens (*/* Hydra, 2/3 Minotaur, 1/1 enchantment Snake, 4/4 Sphinx, 1/3 enchantment Spider, */* Zombie)
Special tokens (4/4 promo Angel from AVR, Chandra, the Firebrand Effect; Elspeth, Knight Errant Emblem, Koth of the Hammer Emblem, Riptide Replicator, Venser, the Sojourner Emblem; Volrath's Laboratory)
Tokens produced only by non-traditional cards or in non-traditional sets (3/2 Antelope, 3/3 Boar, 3/2 Cat, 7/7 Eldrazi, 1/1 Elf, 4/6 Golem, 3/2 Rhino)
Note that the 3/2 Antelope and 3/2 Rhino tokens are wrong - Master of the Wild Hunt Avatar should actually produce 2/3 Antelopes and 4/4 Rhinos. This is apparently a bug in the card code as well.
Tokens I have in HQ, but not in the version in archive (2/2 Ape, 2/2 Beast, 3/1 Carnivore, 1/1 Hound, 1/1 deathtouch Insect, 1/1 Insect from Mirrodin, 6/1 Insect, 1/1 Minor Demon, Morph, 2/2 Reflection, 1/1 Saproling from Ravnica, 1/1 soldier from Coldsnap, 1/1 Soldier from Mirrodin, 1/1 Spirit from Mirrodin). I put these tokens into "alternates" directory, but the ones you provided are usually better.
The "no set code for first token" rule is good, but it's still applied inconsistently. Black 1/1 Assassin, green 4/4 Rhino, green 5/5 Wurm, green/white 8/8 Elemental, red 2/2 Dragon and red 6/6 Dragon all have set codes despite only having one version. (Though this won't apply to 4/4 Rhino after Master of the wild Hunt Avatar is fixed.)
I added first version of JOU tokens; not sure what's the proper name for the Zombie, put it as b_x_y_Zombie.jpg for now.
http://www.filedropper.com/tokens
Re: Forge Beta: 04-25-2014 ver 1.5.17
by mastroego » 26 Apr 2014, 08:11
Well, I for one second this, since I'm afraid this tokens business is getting a bit complicated.kvothe wrote:I believe it would be useful if they were associated with the respective editions, as it matches the convention from the CCGHQ torrent and it wouldn't need the complicated names it uses now. But it's just my opinion
Still I'm grateful for the packages posted by Xitax and Marek

Re: Forge Beta: 04-25-2014 ver 1.5.17
by mastroego » 26 Apr 2014, 08:14
A land played from top of the library with Oracle of Mul Daya doesn't trigger a landfall effect.
(which is unfortunate when you expect Ob Nixilis, the Fallen to save your skin...).
And I seem to remember it used to work, but I may be wrong.
EDIT:
Scratch that. It didn't work *immediately* since the land was Golgari Rot Farm, and it placed its own effect on the stack first. Also it seems you have to press "ok" before it actually triggers now. But it's good enough for me
Apologies for the alarm.
EDIT 2:
I can be more specific.
It seems that when a land is played from somewhere other than your hand (the library with the Oracle, or the Graveyard with Crucible of Worlds) the landfall effect triggers with a slight delay. It doesn't seem to work at first, then you do *something* (like tapping a land or pressing "ok") and it finally triggers. Don't know why that happens but, as I said, it's good enough
(which is unfortunate when you expect Ob Nixilis, the Fallen to save your skin...).
And I seem to remember it used to work, but I may be wrong.
EDIT:
Scratch that. It didn't work *immediately* since the land was Golgari Rot Farm, and it placed its own effect on the stack first. Also it seems you have to press "ok" before it actually triggers now. But it's good enough for me

Apologies for the alarm.
EDIT 2:
I can be more specific.
It seems that when a land is played from somewhere other than your hand (the library with the Oracle, or the Graveyard with Crucible of Worlds) the landfall effect triggers with a slight delay. It doesn't seem to work at first, then you do *something* (like tapping a land or pressing "ok") and it finally triggers. Don't know why that happens but, as I said, it's good enough

Re: Forge Beta: 04-25-2014 ver 1.5.17
by mastroego » 26 Apr 2014, 10:33
Ok, another issue. Possibly.
I am trying to get to know the Planechase and Archenemy formats.
So I navigate to "Constructed", tick Planechase and I get to build a Planar Deck.
Then I tick Archenemy box, and I get the option to build a Scheme Deck.
Except that the list of cards for the Scheme Deck is still a list of Plane cards...
So I tried ticking Archenemy without ticking Planechase first.
When I activate the Scheme Deck Editor that way, I get this:
I am trying to get to know the Planechase and Archenemy formats.
So I navigate to "Constructed", tick Planechase and I get to build a Planar Deck.
Then I tick Archenemy box, and I get the option to build a Scheme Deck.
Except that the list of cards for the Scheme Deck is still a list of Plane cards...
So I tried ticking Archenemy without ticking Planechase first.
When I activate the Scheme Deck Editor that way, I get this:
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.17-r25620
Operating System: Windows 7 6.1 amd64
Java Version: 1.7.0_25 Oracle Corporation
java.lang.NullPointerException
at forge.screens.deckeditor.VDeckEditorUI$1.run(VDeckEditorUI.java:39)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$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 Beta: 04-25-2014 ver 1.5.17
by moomarc » 26 Apr 2014, 12:23
The pet images are downloaded via the quest icons downloader if I recall correctly.cc-drake wrote:The images for my Plant Wall an Bird Pet are not working anymore. Am I missing something? Where can I get new ones?
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Re: Forge Beta: 04-25-2014 ver 1.5.17
by friarsol » 26 Apr 2014, 12:48
Technically this is wrong. It should go on the stack at the same time as that ETB of the land. As I mentioned in the last release someone reported a similar problem, and it was due to a refactoring of triggers and this was an issue with some of the cases. So this is just another one we have to hunt down and resolve. The person who did the refactoring hasn't been active of late, so it'll wait till someone else tries to figure out where to resolve the issue.mastroego wrote:EDIT 2:
I can be more specific.
It seems that when a land is played from somewhere other than your hand (the library with the Oracle, or the Graveyard with Crucible of Worlds) the landfall effect triggers with a slight delay. It doesn't seem to work at first, then you do *something* (like tapping a land or pressing "ok") and it finally triggers. Don't know why that happens but, as I said, it's good enough
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Re: Forge Beta: 04-25-2014 ver 1.5.17
by Fizanko » 26 Apr 2014, 12:59
Was playing a quest duel vs Lisa Simpson (Medium) , and on the AI attack phase, error

Description: [describe what you were doing when the crash occurred]

Description: [describe what you were doing when the crash occurred]
- ConcurrentModificationException | Open
- Code: Select all
Forge Version: 1.5.17-r25620
Operating System: Windows XP 5.1 x86
Java Version: 1.7.0_10 Oracle Corporation
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at com.google.common.collect.AbstractMapBasedMultimap$Itr.next(AbstractMapBasedMultimap.java:1150)
at forge.game.combat.Combat.getAttackers(Combat.java:197)
at forge.screens.match.TargetingOverlay.addArcsForCard(TargetingOverlay.java:234)
at forge.screens.match.TargetingOverlay.assembleArcs(TargetingOverlay.java:139)
at forge.screens.match.TargetingOverlay.access$100(TargetingOverlay.java:48)
at forge.screens.match.TargetingOverlay$OverlayPanel.paintComponent(TargetingOverlay.java:354)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JLayeredPane.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JLayeredPane.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintToOffscreen(Unknown Source)
at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(Unknown Source)
at javax.swing.RepaintManager$PaintManager.paint(Unknown Source)
at javax.swing.BufferStrategyPaintManager.paint(Unknown Source)
at javax.swing.RepaintManager.paint(Unknown Source)
at javax.swing.JComponent._paintImmediately(Unknown Source)
at javax.swing.JComponent.paintImmediately(Unknown Source)
at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.prePaintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.access$700(Unknown Source)
at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$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)
probably outdated by now so you should avoid : Innistrad world for Forge (updated 17/11/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
Re: Forge Beta: 04-25-2014 ver 1.5.17
by NivMizzet » 26 Apr 2014, 15:47
A Jugan, the Rising Star token created by a cloned Progenitor Mimic or a Followed Footsteps
and dying due to the Legendary rule should fire its death trigger but it doesn't.
and dying due to the Legendary rule should fire its death trigger but it doesn't.
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