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Forge for Android v1.6.15.003

Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins

Which version of Android are you using on the primary device that you run Forge on?

Poll ended at 01 Aug 2017, 08:12

Android 4
3
9%
Android 5
4
12%
Android 6
10
29%
Android 7
17
50%
 
Total votes : 34

Re: Forge for Android v1.5.63.003

Postby timmermac » 17 May 2017, 00:39

Ayssia wrote:I'm using 300dpi pics, when I play quests, I got a booster pack after each match, which means forge loads 15 xlhq pics into memory, after a few battles all memory(~1.5GB) are consumed and forge crashed. This also happens when I'm building a deck.
Is it possible to reduce memory usage of pictures? (e.g. Add an option to keep only a few pics in memory)
My personal recommendation is to exclusively use LQ pics. That way, you'll save on memory and hard drive consumption.
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Re: Forge for Android v1.5.63.003

Postby Ayssia » 17 May 2017, 03:21

timmermac wrote:My personal recommendation is to exclusively use LQ pics. That way, you'll save on memory and hard drive consumption.
LQ pics performs really bad on my device >.<
I have no problem on hard drive.
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Re: Forge for Android v1.5.63.004

Postby Agetian » 18 May 2017, 05:55

UPDATE (05/18/17): Forge for Android v1.5.63.004 has been released. It's an incremental update featuring some bug-fixes and improvements. It also features a change in the odds of drawing higher rarity cards from the Aether in Planar Conquest mode, which makes it significantly more difficult to exploit the system to gain a potentially infinite amount of free shards via using a Common rarity filter.

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Re: Forge for Android v1.5.63.004

Postby gecktrix » 18 May 2017, 07:39

Quest tournaments don't work for me here. If the tournament starts, and the human player is not the first match to go, the tournament gets stuck after the first match concludes. If you try to start the next match, it says that there's already an ongoing match, and it wont get past that screen.

The groundwork for quest tournaments is in the program, can we have have the tournament without doing the Quest mode?
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Re: Forge for Android v1.5.63.004

Postby Agetian » 18 May 2017, 11:58

gecktrix wrote:Quest tournaments don't work for me here. If the tournament starts, and the human player is not the first match to go, the tournament gets stuck after the first match concludes. If you try to start the next match, it says that there's already an ongoing match, and it wont get past that screen.

The groundwork for quest tournaments is in the program, can we have have the tournament without doing the Quest mode?
Currently quest draft tournaments will only work on mobile Forge if you set Simulate AI vs. AI Results to 1 in quest preferences.

You can have drafts outside quest mode, though not in a tournament format.

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Re: Forge for Android v1.5.63.004

Postby CokedUpZombie » 19 May 2017, 22:37

Sidar Kondo of Jamuraa is broke or I'm reading it incorrectly. Nothing is able to block my opponents creatures including my Atraxa.
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Re: Forge for Android v1.5.63.004

Postby martinisam » 20 May 2017, 15:02

I'm using an LG G3 & every time I try to use a different theme than the default, all the play modes crash. This is the message:
Description: [describe what you were doing when the crash occurred]

NullPointerException | Open
Code: Select all
Forge Version:    1.5.63.004
Operating System: Linux 3.4.0-perf-g1ac374b armv7l
Java Version:     0 The Android Project

java.lang.NullPointerException: Attempt to read from field 'com.badlogic.gdx.graphics.Texture com.badlogic.gdx.graphics.g2d.TextureRegion.texture' on a null object reference
   at com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(SpriteBatch.java:592)
   at forge.Graphics.drawImage(Graphics.java:543)
   at forge.assets.FTextureRegionImage.draw(FTextureRegionImage.java:42)
   at forge.Graphics.drawImage(Graphics.java:537)
   at forge.screens.match.views.VAvatar.draw(VAvatar.java:59)
   at forge.Graphics.draw(Graphics.java:144)
   at forge.toolbox.FContainer.draw(FContainer.java:64)
   at forge.Graphics.draw(Graphics.java:144)
   at forge.toolbox.FContainer.draw(FContainer.java:64)
   at forge.toolbox.FScrollPane.draw(FScrollPane.java:312)
   at forge.Graphics.draw(Graphics.java:144)
   at forge.toolbox.FContainer.draw(FContainer.java:64)
   at forge.screens.FScreen.draw(FScreen.java:164)
   at forge.Forge.render(Forge.java:326)
   at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:422)
   at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1522)
   at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1239)
Would love to know how to fix this (fyi every version of the app does this). Thanks.
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Re: Forge for Android v1.5.63.005

Postby Agetian » 21 May 2017, 07:27

UPDATE (05/21/17): Forge for Android v1.5.63.005 has been released. It's an incremental update with several bug fixes.

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Re: Forge for Android v1.5.63.005

Postby Agetian » 21 May 2017, 07:29

@ martinisam: Hmm, looks like your skin-related files might be broken or something like that... I'd advise to try reinstalling Forge completely to rule that out. Also, when exactly are you getting this exception? As soon as you switch to the new skin or later when the match is about to start?

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Re: Forge for Android v1.5.63.005

Postby poipoi » 21 May 2017, 15:21

Is there a possibility that in the future we can play human vs human with Bluetooth?
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Re: Forge for Android v1.5.63.005

Postby ninja » 22 May 2017, 22:07

One of the more recent updates seems to have broken Fog Bank
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Re: Forge for Android v1.5.63.005

Postby DaniUG » 23 May 2017, 17:20

Description: playing Commander on mobile. Nothing weird, just passing the turn.
Screenshot_2017-05-23-19-18-13.png


OutOfMemoryError | Open
Code: Select all
Forge Version:    1.5.63.005
Operating System: Linux 3.10.90-ge124f87 armv7l
Java Version:     0 The Android Project

java.lang.OutOfMemoryError: Failed to allocate a 136 byte allocation with 4194304 free bytes and 5MB until OOM; failed due to fragmentation (required continguous free 16384 bytes for a new buffer where largest contiguous free 12288 bytes)
   at forge.game.spellability.SpellAbility.<init>(SpellAbility.java:117)
   at forge.game.spellability.SpellAbility.<init>(SpellAbility.java:176)
   at forge.game.spellability.AbilityActivated.<init>(AbilityActivated.java:69)
   at forge.game.ability.AbilityApiBased.<init>(AbilityApiBased.java:22)
   at forge.game.ability.AbilityFactory$AbilityRecordType.buildSpellAbility(AbilityFactory.java:71)
   at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:183)
   at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:145)
   at forge.game.GameActionUtil.grantBasicLandsManaAbilities(GameActionUtil.java:102)
   at forge.game.GameAction.checkStaticAbilities(GameAction.java:728)
   at forge.game.spellability.Spell.canPlay(Spell.java:99)
   at forge.game.spellability.SpellAbilityView.updateCanPlay(SpellAbilityView.java:57)
   at forge.game.spellability.SpellAbility.setActivatingPlayer(SpellAbility.java:352)
   at forge.ai.ComputerUtilAbility.getOriginalAndAltCostAbilities(ComputerUtilAbility.java:98)
   at forge.ai.AiController.chooseSpellAbilityToPlayFromList(AiController.java:1102)
   at forge.ai.AiController.getSpellAbilityToPlay(AiController.java:1093)
   at forge.ai.AiController.chooseSpellAbilityToPlay(AiController.java:1073)
   at forge.ai.PlayerControllerAi.chooseSpellAbilityToPlay(PlayerControllerAi.java:395)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:944)
   at forge.game.GameAction.startGame(GameAction.java:1497)
   at forge.game.Match.startGame(Match.java:100)
   at forge.match.HostedMatch$2.run(HostedMatch.java:224)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1113)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:588)
   at java.lang.Thread.run(Thread.java:833)
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Re: Forge for Android v1.5.63.005

Postby KatotohanaN » 24 May 2017, 00:09

Great job as always by the developmet team! Wish I could learn how to code myself.

I don't know if this is the right place to post this, but would it be possible to add a feature that let's you sideboard for your AI opponent? I could rearrange my opponent's deck when I exit after the first match but could it be possible to do it in the match without quitting?
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Re: Forge for Android v1.5.63.005

Postby Agetian » 24 May 2017, 07:17

UPDATE (05/24/17): Forge for Android v1.5.63.006 has been released. It features an assortment of fixes, as well as a rather major overhaul of Planar Conquest:

Planar Conquest received a rather major overhaul of planes. Additional cards from Commander-specific sets and other variant sets (most notably Conspiracy and Planechase) have been added to planes where they are relevant according to the plane theme and lore. Implemented planes now have descriptions that are displayed on the "Select a Plane" and "Planeswalk" screens when the player taps the plane art. Four-color commanders from C16 are now supported in Planar Conquest (the player will start with a random 3-color deck matching random three of the four colors of the color identity of such a planeswalker). There is also experimental support for planeswalkers that can also be commanders (e.g. Daretti, Scrap Savant), although this hasn't been extensively tested yet, so certain issues are possible.
Some adjustments have been made to the algorithm used for calculating probabilities of drawing a card from the Aether which is of rarity that is higher than selected in the filter. Higher rarity cards should now be considerably less common and thus the Aether should not be nearly as susceptible to being exploited for shards.

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Re: Forge for Android v1.5.63.005

Postby Agetian » 24 May 2017, 07:17

@ KatotohanaN: Sounds like an interesting option! I'll think about how it might be possible to implement that.

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