Bug Reports 1.3.0 dev 2015-03-14
by BetaSteward
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Re: Bug Reports 1.3.0 dev 2015-03-14
by XMstrider » 31 Mar 2015, 16:11
Is it because all the North/South American players are using the European servers? Maybe it will get better tomorrow when the NA server comes back online?LevelX wrote:In my opinion the provider of the virtual private server (VPS) has done changes to his net structure or integration of the server in his structures. I did not change anything on the server myself.
Also, if there were more servers, I don't think that would help because the players would all go to the most popular server because there is a better selection of matches. Look at the Ice Mage and Asia servers. They are empty but the Europe server is overloaded, no?
Could you separate the match selection from the servers, similar to load balancing? Example: all matches, from all servers, are listed together. Then all the players see all the matches and it doesn't matter which server is hosting which match.
Last edited by XMstrider on 31 Mar 2015, 17:35, edited 1 time in total.
Re: Bug Reports 1.3.0 dev 2015-03-14
by Grahf » 31 Mar 2015, 17:28
When you create game, you must change deck type and game type to tiny leaders format, otherwise you play with standard constructed rules (20 life, no command zone..).killkrazed wrote:While testing Tiny Leaders I was unable to tap Command Tower at all - no response when clicking on it.
It seems as though it currently does not work.
Also, can't seem to figure out how to summon my commander (nothing shows in the command zone). Not sure if this is a bug, or I just have no idea what I'm doing.
Re: Bug Reports 1.3.0 dev 2015-03-14
by killkrazed » 31 Mar 2015, 18:51
... oops.
Thanks, my eyes were bad - I had only selected the deck type as Tiny Leaders.
I didn't even notice the game type tab.
Ignore my comment, it's working correctly after testing with the correct selections.
Thanks, my eyes were bad - I had only selected the deck type as Tiny Leaders.
I didn't even notice the game type tab.
Ignore my comment, it's working correctly after testing with the correct selections.
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Re: Bug Reports 1.3.0 dev 2015-03-14
by Kegger » 31 Mar 2015, 21:16
Something along this may actually be very good and I agree with the poster.XMstrider wrote:Is it because all the North/South American players are using the European servers? Maybe it will get better tomorrow when the NA server comes back online?LevelX wrote:In my opinion the provider of the virtual private server (VPS) has done changes to his net structure or integration of the server in his structures. I did not change anything on the server myself.
Also, if there were more servers, I don't think that would help because the players would all go to the most popular server because there is a better selection of matches. Look at the Ice Mage and Asia servers. They are empty but the Europe server is overloaded, no?
Could you separate the match selection from the servers, similar to load balancing? Example: all matches, from all servers, are listed together. Then all the players see all the matches and it doesn't matter which server is hosting which match.
Quite often all the other servers are empty except Europe 1 which is packed.
A list that shows games to join may be a better option instead of servers to join.
(the host of the game would pick the server to host on, and hopefully pick local)
Thinking on it that's how most game sites work, you pick what you want to play and
your put into a room with games matching your description to join and or host there.
Not sure how easy that would be to implement but it "should" help share the load here.
Re: Bug Reports 1.3.0 dev 2015-03-14
by SpringsTea » 31 Mar 2015, 22:35
So I've put Xmage down to java seven as per instructed. I know I did it properly because Xmage lets me know that a newer version of java is available when I log on. Still getting the same errors, game is still unplayable for me.SpringsTea wrote:Pretty much of of my games end when this error pops up ad infinitum (see attached).
I just started this game, and it comes up, and it will keep popping up 10 at a time.
I've completely deleted xmage and reinstalled and it's still here, what else can I do?
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Re: Bug Reports 1.3.0 dev 2015-03-14
by LevelX » 31 Mar 2015, 23:33
I switched all launcher configs back to java 7. So you should update to what the launcher suggests.SpringsTea wrote:So I've put Xmage down to java seven as per instructed. I know I did it properly because Xmage lets me know that a newer version of java is available when I log on.
He always says newer, if the java version is different.
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Re: Bug Reports 1.3.0 dev 2015-03-14
by LevelX » 31 Mar 2015, 23:38
Of course not easy to implement.Kegger wrote:Something along this may actually be very good and I agree with the poster.XMstrider wrote:Is it because all the North/South American players are using the European servers? Maybe it will get better tomorrow when the NA server comes back online?LevelX wrote:In my opinion the provider of the virtual private server (VPS) has done changes to his net structure or integration of the server in his structures. I did not change anything on the server myself.
Also, if there were more servers, I don't think that would help because the players would all go to the most popular server because there is a better selection of matches. Look at the Ice Mage and Asia servers. They are empty but the Europe server is overloaded, no?
Could you separate the match selection from the servers, similar to load balancing? Example: all matches, from all servers, are listed together. Then all the players see all the matches and it doesn't matter which server is hosting which match.
Quite often all the other servers are empty except Europe 1 which is packed.
A list that shows games to join may be a better option instead of servers to join.
(the host of the game would pick the server to host on, and hopefully pick local)
Thinking on it that's how most game sites work, you pick what you want to play and
your put into a room with games matching your description to join and or host there.
Not sure how easy that would be to implement but it "should" help share the load here.
Probably it's a better solution to replace the not correctly working network layer.
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Re: Bug Reports 1.3.0 dev 2015-03-14
by aieie » 01 Apr 2015, 11:30
That would be a good idea only if the players from the various countries would be directed to their nearest server.XMstrider wrote:Is it because all the North/South American players are using the European servers? Maybe it will get better tomorrow when the NA server comes back online?LevelX wrote:In my opinion the provider of the virtual private server (VPS) has done changes to his net structure or integration of the server in his structures. I did not change anything on the server myself.
Also, if there were more servers, I don't think that would help because the players would all go to the most popular server because there is a better selection of matches. Look at the Ice Mage and Asia servers. They are empty but the Europe server is overloaded, no?
Could you separate the match selection from the servers, similar to load balancing? Example: all matches, from all servers, are listed together. Then all the players see all the matches and it doesn't matter which server is hosting which match.
Re: Bug Reports 1.3.0 dev 2015-03-14
by rigeld2 » 01 Apr 2015, 12:32
Java has geo-ip libraries, right? I haven't looked at the code involved to see about difficulty, but it should be at least possible...
Re: Bug Reports 1.3.0 dev 2015-03-14
by noqxo » 01 Apr 2015, 13:44
hello,
I had a game versus a human today in which the situation came up, where I (cast a Restoration Angel and) blinked a Humble Defector (with the defector's ability already being on the stack).
The blink resolved normally, but after the ability of the Humble Defector resolved my controlled gained control over it, although it was blinked (and therefore a new instance of the creature).
I'm pretty sure that this behavior is not according to the mtg rules - thanks for fixing.
best,
noqxo
LevelX: Fixed beyond v5
I had a game versus a human today in which the situation came up, where I (cast a Restoration Angel and) blinked a Humble Defector (with the defector's ability already being on the stack).
The blink resolved normally, but after the ability of the Humble Defector resolved my controlled gained control over it, although it was blinked (and therefore a new instance of the creature).
I'm pretty sure that this behavior is not according to the mtg rules - thanks for fixing.
best,
noqxo
LevelX: Fixed beyond v5
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Re: Bug Reports 1.3.0 dev 2015-03-14
by XMstrider » 01 Apr 2015, 14:48
Instead of changing the existing Xmage code, would it be possible to create a stand-alone app which would interrogate all the public servers, independent from the Xmage app, and present the user with all the available matches on all the servers? Then, the user would choose a match from the app and it would pass the request to the Xmage app to connect to the relevant server and join the relevant match.rigeld2 wrote:Java has geo-ip libraries, right? I haven't looked at the code involved to see about difficulty, but it should be at least possible...
Re: Bug Reports 1.3.0 dev 2015-03-14
by fireshoes » 01 Apr 2015, 16:48
My opponent blocked my Siege Rhino with his Elvish Mystic, then flash bestowed Boon Satyr onto Elvish Mystic. When damage assignment came up, it let me only assign 1 damage to the Elvish Mystic, even though it had 3 toughness with the Boon Satyr enchanting it.
LevelX: Couldn't reproduce this problem
In another game, I attacked with a 1/1 Warden of the First Tree. After my opponent declared no blocks, I cast Dromoka's Command with the "Add a +1/+1 counter" targeting Warden and the fight mode targeting Warden and my opponent's Favored Hoplite. The counter was added to Warden and the game log said the fight happened, but the Favored Hoplite didn't die. I am guessing the +1/+1 counter that was added did not get factored into the fight damage. I forgot to check if the Hoplite showed any damage on it. My opponent hadn't cast any spells that turn, so it shouldn't have been the Hoplite damage prevention ability.
LevelX: Fixed beyond v5
LevelX: Couldn't reproduce this problem
In another game, I attacked with a 1/1 Warden of the First Tree. After my opponent declared no blocks, I cast Dromoka's Command with the "Add a +1/+1 counter" targeting Warden and the fight mode targeting Warden and my opponent's Favored Hoplite. The counter was added to Warden and the game log said the fight happened, but the Favored Hoplite didn't die. I am guessing the +1/+1 counter that was added did not get factored into the fight damage. I forgot to check if the Hoplite showed any damage on it. My opponent hadn't cast any spells that turn, so it shouldn't have been the Hoplite damage prevention ability.
LevelX: Fixed beyond v5
Re: Bug Reports 1.3.0 dev 2015-03-14
by Mikujin » 01 Apr 2015, 23:36
Copying cards that are copy of other cards copies the original, rather than the copy.
To wit, when The Mimeoplasm is out (and lets say is a copy of Elvish Mystic), and someone then plays Clone choosing to enter as the cloned Elvish Mystic, they are incorrectly getting The Mimeoplasm instead.
That might not read proper, but I'm sure you get the gist of what I'm saying.
LevelX: Fixed beyond 1.4.0v2
To wit, when The Mimeoplasm is out (and lets say is a copy of Elvish Mystic), and someone then plays Clone choosing to enter as the cloned Elvish Mystic, they are incorrectly getting The Mimeoplasm instead.
That might not read proper, but I'm sure you get the gist of what I'm saying.
LevelX: Fixed beyond 1.4.0v2
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Re: Bug Reports 1.3.0 dev 2015-03-14
by nathan » 02 Apr 2015, 03:11
Maelstrom Nexus had some issues last night with cascading into spells of incorrect cmc. I cast a three-mana spell which cascaded into a four mana spell and later put a 5 mana spell on top and cast a 7 cmc spell, and it failed to cascade into the 5-drop.
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