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Re: SVN
by DennisBergkamp » 16 Oct 2009, 17:03
Ok, it should be updated. The reason the multicolor option didn't work, is because for some reason GenerateConstructedMultiColorDeck.java didn't even get uploaded at all.
Not sure why.
Anyway, the updates compared to the 10-15 version are:
- Fixed Life Burst and Kjeldoran Warcry.
- Zerker submitted a manapool related fix.
- Fixed Tremor (it shouldn't damage pro red creats anymore).
- Fixed Kazandu Blademaster in cards.txt.
- Fixed card-pictures.txt.
Not sure why.
Anyway, the updates compared to the 10-15 version are:
- Fixed Life Burst and Kjeldoran Warcry.
- Zerker submitted a manapool related fix.
- Fixed Tremor (it shouldn't damage pro red creats anymore).
- Fixed Kazandu Blademaster in cards.txt.
- Fixed card-pictures.txt.
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Re: SVN
by Marek14 » 16 Oct 2009, 19:01
As for the Bursts, there is a handful of such cards that might be doable:
Accumulated Knowledge - no targeting, just needs the number for card draw
AEther Burst - up-to targeting, tricky
Feast of Flesh - uses number for damage and life gain
Flame Burst - uses number for damage, also could be hacked to count Pardic Firecat cards in graveyards.
Kindle - basically the same thing as Flame Burst
Mind Burst - uses number for discard
Muscle Burst - uses number for +X/+X, could be hacked to count Diligent Farmhand cards.
Rite of Flame - uses number for mana
Rune Snag - uses number for mana payment (after MTG Forge supports cards like Mana Leak etc.)
Sound the Call - belongs to the cycles, but doesn't directly use number of cards in graveyard, the tokens it creates do.
Accumulated Knowledge - no targeting, just needs the number for card draw
AEther Burst - up-to targeting, tricky
Feast of Flesh - uses number for damage and life gain
Flame Burst - uses number for damage, also could be hacked to count Pardic Firecat cards in graveyards.
Kindle - basically the same thing as Flame Burst
Mind Burst - uses number for discard
Muscle Burst - uses number for +X/+X, could be hacked to count Diligent Farmhand cards.
Rite of Flame - uses number for mana
Rune Snag - uses number for mana payment (after MTG Forge supports cards like Mana Leak etc.)
Sound the Call - belongs to the cycles, but doesn't directly use number of cards in graveyard, the tokens it creates do.
Re: SVN
by DennisBergkamp » 16 Oct 2009, 19:38
I could've sworn I added Accumulated Knowledge, anyway some of these should be very easy. Thanks for posting 

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Re: SVN
by Marek14 » 16 Oct 2009, 21:12
Well, it's not that easy to check on what is implemented and what isn't... you have to either scroll through deck builder or search for each card separately in cards.txt (which is not alphabetized). And since the text in cards.txt is not necessarily the Oracle text, I can't search by key phrases either.DennisBergkamp wrote:I could've sworn I added Accumulated Knowledge, anyway some of these should be very easy. Thanks for posting
Anyways, some more suggestions:
You have Terravore and Tarmogoyf, probably because they are the two Lhurgoyfs that are played the most. You also have Lord of Extinction. But most of the other ones are very similar:
Original Lhurgoyf (counts creatures)
Others from Terravore cycle:
Cantivore (counts enchantments, has vigilance)
Cognivore (counts instants, has flying)
Magnivore (counts sorceries, has haste - and I think this one was played competitively)
Mortivore (counts creatures, regenerates)
Detritivore (the most complex Lhurgoyf, requires suspend to work first)
Other cards that count something in all graveyards:
Odyssey cycle of Shrines:
Aven Shrine
Cabal Shrine
Cephalid Shrine (requires Mana Leak technology first)
Dwarven Shrine
Nantuko Shrine
Exoskeletal Armor (basically Aura version of Lhurgoyf)
Invigorating Falls (lifegain equal to creatures in all graveyards)
Soulless One (in a way)
Re: SVN
by frwololo » 19 Oct 2009, 00:54
zerker2000 wrote:Which could be problematic if some of us happened to use e.g. Linux.frwololo wrote:I use tortoiseSVN, which is integrated in the menus of windows, and I have no such issue.
+1Rob Cashwalker wrote:But then you wouldn't have any problem in the first place - Linux has SVN from the git-go.
And it is a well known fact that Linux users never need help. They only need to know how to use "man" and "apt-get install"

Also I don't see who in their right mind would use Eclipse on Linux when they have emacs or vi.
In other word, what I wrote assumed that most people with SVN issues were using Windows. So my point stays: for windows I highly recommend tortoiseSVN. For Linux, the default svn client is probably the best solution.
Re: SVN
by zerker2000 » 19 Oct 2009, 01:36
Well then they obviously need root access on the computer they are using.frwololo wrote:zerker2000 wrote:Which could be problematic if some of us happened to use e.g. Linux.frwololo wrote:I use tortoiseSVN, which is integrated in the menus of windows, and I have no such issue.+1Rob Cashwalker wrote:But then you wouldn't have any problem in the first place - Linux has SVN from the git-go.
And it is a well known fact that Linux users never need help. They only need to know how to use "man" and "apt-get install"
One whose right mind likes Big Friendly ButtonsAlso I don't see who in their right mind would use Eclipse on Linux when they have emacs or vi.

If eclipse can be configured to use it...In other word, what I wrote assumed that most people with SVN issues were using Windows. So my point stays: for windows I highly recommend tortoiseSVN. For Linux, the default svn client is probably the best solution.
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
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Re: SVN
by mtgrares » 19 Oct 2009, 21:08
Using the SVN sounds really good. I don't have any idea how to really use it even though I've read a few books about source code control and it's advantages.
I added Zerker and Silly Freak so they can commit. I also added the e-mail addresses merlijn.vandenbos and
robcashwalker, which are hopefully Dennis and Rob, so that they are project administrators and can do anything, like add more people so they can commit. Dennis and Rob have both made huge contributions to MTG Forge.
p.s.
I'm not much of a project administrator since I'm not online alot. I'm just the guy that spits out a few words each week for his self-promoting blog.
I added Zerker and Silly Freak so they can commit. I also added the e-mail addresses merlijn.vandenbos and
robcashwalker, which are hopefully Dennis and Rob, so that they are project administrators and can do anything, like add more people so they can commit. Dennis and Rob have both made huge contributions to MTG Forge.
p.s.
I'm not much of a project administrator since I'm not online alot. I'm just the guy that spits out a few words each week for his self-promoting blog.

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Re: SVN
by DennisBergkamp » 19 Oct 2009, 22:06
Great, thanks! Now we can all upload our own updates... hopefully without messing up each other's code 

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Re: SVN
by silly freak » 23 Oct 2009, 21:55
small request: could we really add a src folder in the hierarchy, so that importing the project is easier? i just don't get it figured out, and I really want to use eclipse, because i know its compare/patch functionalities already
is there anything against it?
is there anything against it?
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where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
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Re: SVN
by DennisBergkamp » 23 Oct 2009, 21:58
Nothing against it at all.... but I'm not sure how. Would putting my local code in a src\ subdirectory fix that ?
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Re: SVN
by DennisBergkamp » 23 Oct 2009, 22:30
Ok, I'm not sure if this is correct, but messed around with the paths a bit.
Before we had stuff in trunk/MTGForgeNew.
R33 should have code in /src/src (this might be one "src" too many), would this work ?
Before we had stuff in trunk/MTGForgeNew.
R33 should have code in /src/src (this might be one "src" too many), would this work ?
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Re: SVN
by silly freak » 23 Oct 2009, 23:26
yes, thanks, it works for importing. however, i'm moving forge.properties and res out of the /src/src and into /src. eclipse takes the project as the working directory by default, so this is the more convenient way (and it doesn't really belong into src anyway)
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where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
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Re: SVN
by DennisBergkamp » 24 Oct 2009, 19:52
Ok good. However, for some reason I'm having trouble running it (and yes I think it has to do with forge.properties and it not being able to find /res/)... it really does seem like one /src/ too many. I'll upload the next one to just /src/, does that sound good ?
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Re: SVN
by silly freak » 24 Oct 2009, 20:34
what did you import in your project? I didn't import from the SVN's root but only the /src directory. that means that my project does only contain the inner src directory
is there any reason to import branch, trunk and so on too?
is there any reason to import branch, trunk and so on too?
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where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
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Re: SVN
by DennisBergkamp » 24 Oct 2009, 20:49
No, those are just different versions.
But I think I should release it to http://code.google.com/p/cardforge/source/browse/src instead of http://code.google.com/p/cardforge/sour ... se/src/src (which is what I did currently, and locally the game doesn't run well anymore).
But I think I should release it to http://code.google.com/p/cardforge/source/browse/src instead of http://code.google.com/p/cardforge/sour ... se/src/src (which is what I did currently, and locally the game doesn't run well anymore).
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