Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by friarsol » 20 Jan 2015, 15:44
Hey Ghost,
Thanks for the lengthy report. I know you said you may not be checking back, but I wish you had posted some of these in turns so we could have responded before accumulated so many. It seems like many of your reports are based on how the rules used to work (damage on the stack) or cards printed text before erratas (Lords now being the thing they are lords of, albatross now being a bird). Some of the cases are just misunderstandings of the rules (mono artifacts need to be tapped to be activated, "as though it was just summoned" just means the creature has Summoning Sickness it doesn't cast the Minotaur from your hand.)
The most significant bug here is the end turn being fired unexpectedly (which is a UI bug I've reported before, and hopefully someone can look into soon). I've seen it in a few different instances, but I think the general case is, somehow during ability effect processing only the right button (the cancel button) is active, so it gains focus. And then when you gain priority it still is in focus, even though the OK button is normally in focus and now available again. Then if you press the space bar to pass priority, the turn goes into hyper drive which can potentially cause loses and much frustration.
Thanks for the lengthy report. I know you said you may not be checking back, but I wish you had posted some of these in turns so we could have responded before accumulated so many. It seems like many of your reports are based on how the rules used to work (damage on the stack) or cards printed text before erratas (Lords now being the thing they are lords of, albatross now being a bird). Some of the cases are just misunderstandings of the rules (mono artifacts need to be tapped to be activated, "as though it was just summoned" just means the creature has Summoning Sickness it doesn't cast the Minotaur from your hand.)
The most significant bug here is the end turn being fired unexpectedly (which is a UI bug I've reported before, and hopefully someone can look into soon). I've seen it in a few different instances, but I think the general case is, somehow during ability effect processing only the right button (the cancel button) is active, so it gains focus. And then when you gain priority it still is in focus, even though the OK button is normally in focus and now available again. Then if you press the space bar to pass priority, the turn goes into hyper drive which can potentially cause loses and much frustration.
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Re: Bug Reports (snapshot builds)
by Agetian » 20 Jan 2015, 16:03
Self-fixed this in r28668.Agetian wrote:Lash Out shows the revealed card from the library face down (for Clash), thus making it impossible to see its picture. Tested on the mobile version, but I've seen this behavior a couple times on the desktop version before as well (latest snapshots), will test more when I come back home from work.
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Re: Bug Reports (snapshot builds)
by matrix4767 » 20 Jan 2015, 17:20
When any flying creature enters the battlefield while Frontier Siege's dragon mode is present, this error appers:
- RuntimeException | Open
- Code: Select all
Forge Version: 1.5.33-SNAPSHOT-r-1u
Operating System: Windows XP 5.1 x86
Java Version: 1.8.0_25 Oracle Corporation
java.lang.RuntimeException: Element DB$ Fight not found in ApiType enum
at forge.game.ability.ApiType.smartValueOf(ApiType.java:167)
at forge.game.ability.AbilityFactory$AbilityRecordType.getApiTypeOf(AbilityFactory.java:66)
at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:110)
at forge.game.trigger.TriggerHandler.runSingleTrigger(TriggerHandler.java:448)
at forge.game.trigger.TriggerHandler.runNonStaticTriggersForPlayer(TriggerHandler.java:328)
at forge.game.trigger.TriggerHandler.runWaitingTrigger(TriggerHandler.java:301)
at forge.game.trigger.TriggerHandler.runWaitingTriggers(TriggerHandler.java:265)
at forge.game.zone.MagicStack.unfreezeStack(MagicStack.java:147)
at forge.game.zone.MagicStack.finishResolving(MagicStack.java:520)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:474)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:972)
at forge.game.GameAction.startGame(GameAction.java:1387)
at forge.game.Match.startGame(Match.java:71)
at forge.match.MatchUtil$2.run(MatchUtil.java:202)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Re: Bug Reports (snapshot builds)
by Agetian » 20 Jan 2015, 18:58
Fixed (r28670).matrix4767 wrote:When any flying creature enters the battlefield while Frontier Siege's dragon mode is present, this error appers:-28668
- RuntimeException | Open
- Code: Select all
Forge Version: 1.5.33-SNAPSHOT-r-1u
Operating System: Windows XP 5.1 x86
Java Version: 1.8.0_25 Oracle Corporation
java.lang.RuntimeException: Element DB$ Fight not found in ApiType enum
at forge.game.ability.ApiType.smartValueOf(ApiType.java:167)
at forge.game.ability.AbilityFactory$AbilityRecordType.getApiTypeOf(AbilityFactory.java:66)
at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:110)
at forge.game.trigger.TriggerHandler.runSingleTrigger(TriggerHandler.java:448)
at forge.game.trigger.TriggerHandler.runNonStaticTriggersForPlayer(TriggerHandler.java:328)
at forge.game.trigger.TriggerHandler.runWaitingTrigger(TriggerHandler.java:301)
at forge.game.trigger.TriggerHandler.runWaitingTriggers(TriggerHandler.java:265)
at forge.game.zone.MagicStack.unfreezeStack(MagicStack.java:147)
at forge.game.zone.MagicStack.finishResolving(MagicStack.java:520)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:474)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:972)
at forge.game.GameAction.startGame(GameAction.java:1387)
at forge.game.Match.startGame(Match.java:71)
at forge.match.MatchUtil$2.run(MatchUtil.java:202)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Re: Bug Reports (snapshot builds)
by Snowstorm » 21 Jan 2015, 00:35
r28663
Recently Found Bug(s):
Hive Mind suffers the same problem in 3+ multiplayer as some of the bugs I previously posted by only giving the first bot and myself a copy. But it also suffers another bug when copying certain cards such as Timetwister which causes the game to crash.
1. Casting Order of Succession and letting it resolve crashes the game.
3. Whenever the AI uses cards like Blatant Thievery and any Primordial creature such as Molten Primordialthey only target one player (which always seems to be me) and take cards for each player from me instead, so instead of losing one card I lose three in a game with two other AI that can be targeted.After further testing it appears the bots can target more than one person but they have a choice to choose more than one card from any player/bot instead of choosing one from each.
Recently Found Bug(s):
Hive Mind suffers the same problem in 3+ multiplayer as some of the bugs I previously posted by only giving the first bot and myself a copy. But it also suffers another bug when copying certain cards such as Timetwister which causes the game to crash.
- IllegalArgumentException | Open
- Code: Select all
Forge Version: 1.5.33-SNAPSHOT-r-1u
Operating System: Windows 8.1 6.3 x86
Java Version: 1.8.0_25 Oracle Corporation
java.lang.IllegalArgumentException: No element named Hand,Graveyard in enum Zone
at forge.game.zone.ZoneType.smartValueOf(ZoneType.java:44)
at forge.ai.ability.ChangeZoneAllAi.doTriggerAINoCost(ChangeZoneAllAi.java:178)
at forge.ai.SpellAbilityAi.doTriggerNoCostWithSubs(SpellAbilityAi.java:42)
at forge.ai.AiController.canPlayFromEffectAI(AiController.java:1049)
at forge.ai.PlayerControllerAi.playSpellAbilityForFree(PlayerControllerAi.java:289)
at forge.game.ability.effects.CopySpellAbilityEffect.resolve(CopySpellAbilityEffect.java:139)
at forge.game.ability.AbilityApiBased.resolve(AbilityApiBased.java:60)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1234)
at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1216)
at forge.player.HumanPlaySpellAbility.playAbility(HumanPlaySpellAbility.java:138)
at forge.player.HumanPlay.playSpellAbilityNoStack(HumanPlay.java:195)
at forge.player.PlayerControllerHuman.playSpellAbilityNoStack(PlayerControllerHuman.java:223)
at forge.game.trigger.WrappedAbility.resolve(WrappedAbility.java:412)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1234)
at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1216)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:467)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:972)
at forge.game.GameAction.startGame(GameAction.java:1387)
at forge.game.Match.startGame(Match.java:71)
at forge.match.MatchUtil$2.run(MatchUtil.java:202)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1. Casting Order of Succession and letting it resolve crashes the game.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.33-SNAPSHOT-r-1u
Operating System: Windows 8.1 6.3 x86
Java Version: 1.8.0_25 Oracle Corporation
java.lang.NullPointerException
at forge.game.card.CardView.addCards(CardView.java:1039)
at forge.game.card.Card.addImprintedCards(Card.java:626)
at forge.game.ability.effects.RepeatEachEffect.resolve(RepeatEachEffect.java:174)
at forge.game.spellability.AbilitySub.resolve(AbilitySub.java:119)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1234)
at forge.game.ability.AbilityUtils.resolveSubAbilities(AbilityUtils.java:1227)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1241)
at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1216)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:467)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:972)
at forge.game.GameAction.startGame(GameAction.java:1387)
at forge.game.Match.startGame(Match.java:71)
at forge.match.MatchUtil$2.run(MatchUtil.java:202)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
3. Whenever the AI uses cards like Blatant Thievery and any Primordial creature such as Molten Primordial
Last edited by Snowstorm on 22 Jan 2015, 03:10, edited 1 time in total.
Re: Bug Reports (snapshot builds)
by hervebronnimann » 21 Jan 2015, 02:04
I just ran into a weird infinite loop while maximizing and unmaximizing the window in MacOSX build (running from within the IDE with the current version r28576). Here's the stack trace
- Code: Select all
.......
at sun.awt.CGraphicsDevice.setDisplayMode(CGraphicsDevice.java:202)
at sun.awt.CGraphicsDevice.setFullScreenWindow(CGraphicsDevice.java:135)
at forge.gui.framework.SDisplayUtil.setFullScreenWindow(SDisplayUtil.java:161)
at forge.gui.framework.SDisplayUtil.setFullScreenWindow(SDisplayUtil.java:148)
at forge.view.FFrame.resetState(FFrame.java:170)
at forge.view.FFrame.setSize(FFrame.java:161)
at sun.awt.CGraphicsDevice.setDisplayMode(CGraphicsDevice.java:202)
at sun.awt.CGraphicsDevice.setFullScreenWindow(CGraphicsDevice.java:135)
at forge.gui.framework.SDisplayUtil.setFullScreenWindow(SDisplayUtil.java:161)
at forge.gui.framework.SDisplayUtil.setFullScreenWindow(SDisplayUtil.java:148)
at forge.view.FFrame.resetState(FFrame.java:170)
.......
at forge.view.FFrame.setSize(FFrame.java:161)
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Re: Bug Reports (snapshot builds)
by matrix4767 » 21 Jan 2015, 07:39
Elite Scaleguard has reach, which it shouldn't.
-28676
-28676
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Re: Bug Reports (snapshot builds)
by Agetian » 21 Jan 2015, 07:50
Fixed (r28678).matrix4767 wrote:Elite Scaleguard has reach, which it shouldn't.
-28676
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Re: Bug Reports (snapshot builds)
by Ghost » 21 Jan 2015, 10:48
Hi, friarsolfriarsol wrote:Hey Ghost,
Thanks for the lengthy report. I know you said you may not be checking back, but I wish you had posted some of these in turns so we could have responded before accumulated so many. It seems like many of your reports are based on how the rules used to work (damage on the stack) or cards printed text before erratas (Lords now being the thing they are lords of, albatross now being a bird). Some of the cases are just misunderstandings of the rules (mono artifacts need to be tapped to be activated, "as though it was just summoned" just means the creature has Summoning Sickness it doesn't cast the Minotaur from your hand.)
The most significant bug here is the end turn being fired unexpectedly (which is a UI bug I've reported before, and hopefully someone can look into soon). I've seen it in a few different instances, but I think the general case is, somehow during ability effect processing only the right button (the cancel button) is active, so it gains focus. And then when you gain priority it still is in focus, even though the OK button is normally in focus and now available again. Then if you press the space bar to pass priority, the turn goes into hyper drive which can potentially cause loses and much frustration.
yes, sorry, I had to do it as fast as possible before the motivation waned even further. =)
I began to notice a little of that and wrote it sometimes on the text.. Maybe in the future, as low priority of course, other old rules could have checkboxes similar to that of mana burn, to allow for a more vintage experience..
But another serious one is the game crashing with Mindstab Thrull, regardless of trying to make the opponent discard. I hope there are a few more that can be salvaged from the list. I may try to clarify things if going through it raises something potentially useful. Does PM here elicit emails? If not, feel free to use the email I wrote there.
So Lord of Pit now is a pit =) just kidding..
yes, I think that's exactly what happens, I think I wrote that too, we then get in the habit of pressing Enter/space to acknowledge, believing it will continue and boom... maybe assigning the Enter key ONLY for the OK, and if it isnt available then it simply fails would be enough to call the attention of the player.
Best,
MM
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Re: Bug Reports (snapshot builds)
by matrix4767 » 21 Jan 2015, 11:54
Monastery Siege's Dragons mode does not make targeting cards costing X cost 2 more.
I can only confirm this with Increasing Ambition through flashback.
If AI pays 4U, I mill 4 cards when it should have been 2.
I can only confirm this with Increasing Ambition through flashback.
If AI pays 4U, I mill 4 cards when it should have been 2.
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Re: Bug Reports (snapshot builds)
by swordshine » 21 Jan 2015, 12:40
I've just tested Monastery Siege in a Human vs Human game, it works.matrix4767 wrote:Monastery Siege's Dragons mode does not make targeting cards costing X cost 2 more.
I can only confirm this with Increasing Ambition through flashback.
If AI pays 4U, I mill 4 cards when it should have been 2.
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Re: Bug Reports (snapshot builds)
by matrix4767 » 21 Jan 2015, 12:51
Then the AI cheats.
Dragonrage does not give attacking creatures the Firebreathing-like ability.
Dragonrage does not give attacking creatures the Firebreathing-like ability.
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Re: Bug Reports (snapshot builds)
by friarsol » 21 Jan 2015, 13:22
Not really cheating, the card script is just wrong.matrix4767 wrote:Then the AI cheats.
I noticed the AI manifest slow down bug again last night, even though I had put things into place to resolve it and it looked better. I'll fiddle around with it when I get a chance and if I can add some basic AI for activating manifest cards too.
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Re: Bug Reports (snapshot builds)
by Agetian » 21 Jan 2015, 15:07
Fixed (r28685).matrix4767 wrote:Then the AI cheats.
Dragonrage does not give attacking creatures the Firebreathing-like ability.
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Re: Bug Reports (snapshot builds)
by matrix4767 » 21 Jan 2015, 16:33
A bestowed Boon Satyr goes to the graveyard right after it stops being attached to a creature.
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