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Current Known Bugs list

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Re: Current Known Bugs list

Postby apthaven » 15 Dec 2009, 13:13

Marek14 wrote:As for the LQ download bug, just change multani_maro_morcerer.jpg in the card_pictures.txt to multani_maro_sorcerer.jpg, and it will work.
Didn't notice this earlier. But it worked.

Downloading the HQ version of the misnamed jpg name removes the bug however.
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Re: Current Known Bugs list

Postby Marek14 » 15 Dec 2009, 15:43

When I drop Captain of the Watch via Preeminent Captain, its ability will trigger and resolve, then I can select more attackers - and if they are more Soldiers, they will already attack without tapping!

Anything that triggers during attack declaration (like the ability of Preeminent Captain) should be put on stack only after the declaration is complete.
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Re: Current Known Bugs list

Postby Corwin72 » 15 Dec 2009, 18:43

got this a few times playing the big deck on the 12 14 version.
Any ideas?


Forge -- official beta: 09/11/25, SVN revision: 199

Detailed error trace:
java.lang.OutOfMemoryError: Java heap space
at java.awt.image.DataBufferByte.<init>(Unknown Source)
at java.awt.image.ComponentSampleModel.createDataBuffer(Unknown Source)
at java.awt.image.Raster.createWritableRaster(Unknown Source)
at javax.imageio.ImageTypeSpecifier.createBufferedImage(Unknown Source)
at javax.imageio.ImageReader.getDestination(Unknown Source)
at com.sun.imageio.plugins.jpeg.JPEGImageReader.readInternal(Unknown Source)
at com.sun.imageio.plugins.jpeg.JPEGImageReader.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at forge.ImageCache.getImage(ImageCache.java:77)
at forge.GuiDisplayUtil.getCardPanel(GuiDisplayUtil.java:42)
at forge.GuiDisplayUtil.getCardPanel(GuiDisplayUtil.java:36)
at forge.GuiDisplay3$18.update(GuiDisplay3.java:644)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.MyObservable.updateObservers(MyObservable.java:10)
at forge.DefaultPlayerZone.update(DefaultPlayerZone.java:111)
at forge.DefaultPlayerZone.add(DefaultPlayerZone.java:41)
at forge.GameAction.drawCard(GameAction.java:710)
at forge.Input_Mulligan.selectButtonCancel(Input_Mulligan.java:31)
at forge.GuiInput.selectButtonCancel(GuiInput.java:33)
at forge.GuiDisplay3.cancelButtonActionPerformed(GuiDisplay3.java:1077)
at forge.GuiDisplay3.access$2(GuiDisplay3.java:1076)
at forge.GuiDisplay3$24.actionPerformed(GuiDisplay3.java:801)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
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Re: Current Known Bugs list

Postby apthaven » 15 Dec 2009, 18:53

The ability of Phytohydra to gain +1/+1 counters does not seem to work, although it triggers and is put into the stack.

For instance, Phytohydra blocks a 1/1 creature, naturally the attacker dies, the Phytohydra lives, however it remains as a 1/1 creature instead of a 2/2. (since it should gain a +1/+1 counter)
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Re: Current Known Bugs list

Postby Marek14 » 15 Dec 2009, 19:34

apthaven wrote:The ability of Phytohydra to gain +1/+1 counters does not seem to work, although it triggers and is put into the stack.

For instance, Phytohydra blocks a 1/1 creature, naturally the attacker dies, the Phytohydra lives, however it remains as a 1/1 creature instead of a 2/2. (since it should gain a +1/+1 counter)
Well, Phytohydra's ability shouldn't use the stack at all...
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Re: Current Known Bugs list

Postby silly freak » 15 Dec 2009, 19:41

Corwin72 wrote:java.lang.OutOfMemoryError: Java heap space
could be the HQ pictures. It seems that forge takes up too much memory. try this on the console:
Code: Select all
java -Xmx128m -jar run-forge.jar
this doubles the maximum memory used by the virtual machine
___

where's the "trust me, that will work!" switch for the compiler?
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Re: Current Known Bugs list

Postby nantuko84 » 15 Dec 2009, 19:48

if u have 1Gb, then it's better to use
java -Xms128m -Xmx512m ...
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Re: Current Known Bugs list

Postby DennisBergkamp » 15 Dec 2009, 19:57

Wow, I have not noticed this yet myself... but I guess the HQ pics do require a lot more memory. Yes, setting your heap space to much higher should do the trick.
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Re: Current Known Bugs list

Postby DennisBergkamp » 15 Dec 2009, 20:08

When I drop Captain of the Watch via Preeminent Captain, its ability will trigger and resolve, then I can select more attackers - and if they are more Soldiers, they will already attack without tapping!

Anything that triggers during attack declaration (like the ability of Preeminent Captain) should be put on stack only after the declaration is complete.
This ties in directly with the bug of Jedit Ojanen of Efrava (it being able to create tokens that can attack/block right then)... it will probably be tricky to fix, but possible. We would need on attack/block triggers to occur after all attackers/blockers have been declared.

I just fixed Phytohydra, it won't use the stack anymore either.
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Re: Current Known Bugs list

Postby Marek14 » 15 Dec 2009, 21:04

DennisBergkamp wrote:
When I drop Captain of the Watch via Preeminent Captain, its ability will trigger and resolve, then I can select more attackers - and if they are more Soldiers, they will already attack without tapping!

Anything that triggers during attack declaration (like the ability of Preeminent Captain) should be put on stack only after the declaration is complete.
This ties in directly with the bug of Jedit Ojanen of Efrava (it being able to create tokens that can attack/block right then)... it will probably be tricky to fix, but possible. We would need on attack/block triggers to occur after all attackers/blockers have been declared.

I just fixed Phytohydra, it won't use the stack anymore either.
Ideally, if there's a planeswalker, the triggers should wait even after the selection of attackers/blockers for planeswalker combat.
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Re: Current Known Bugs list

Postby freestorageaccount » 16 Dec 2009, 01:39

It appears that even with the revealing fix the opponent's hand is shown only when he actually has a card that can be discarded to an effect (I played Duress, then the computer's single card in hand, which must have been a creature or a land, wasn't displayed). Also, the inconsistency between discard effects that do and do not display the victim's hand in a window separate from the window asking for the card to be discarded is unnerving -- I understand only one window is necessary for discard effects without restrictions, such as Coercion (and none when the target already has no cards in hand or for randomised discard a la Hymn to Tourach), but my hand is heavily accustomed to progressing through a turn by quickly hitting the space-bar (after putting the focus on the 'OK' button) the appropriate number of times and an unanticipated difference (e.g., the one above with the windows or forgetting to enable 'Stop at End of Turn') completely throws off my cadence.

EDIT: Hmm. I can attack during my first turn without any visible problems, but the computer often opens with a Spark Elemental and refuses to attack. Not to mention it also always plays Bribery after combat to fetch my . . . Ball Lightning. :-? Way to go!
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Re: Current Known Bugs list

Postby Mr.Chaos » 16 Dec 2009, 16:37

Thank you for tuning in to Double You Tee Ef. I am your host, Mr. Chaos.
In today's show: playing a land during opponent's end of turn phase!

I used the UW-Allyweeny V2 deck and Compy had a randomly generated deck.
I just used Exclude to counter a Ghost Warden and got to draw a card. The card was a Tundra.
During Compy's end of turn phase, I accendently click the Tundra and get a pop-up menu with the option: Play land. I click OK and the Tundra is put into play. :shock:
There you have it folks! A genuine Double You Tee Ef moment. And also, a Double You Tee Ef exclusive!
Yes folks, you heard it here first!
Be sure to tune in next time for another Double You Tee Ef special.
I am your host, Mr. Chaos wishing you all good night.

(Bug reports tend to get tedious so I decided to spice things up a little. :wink: )
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Current Known Bugs list

Postby DennisBergkamp » 16 Dec 2009, 19:12

WTF indeed, ugh I'll see if that's fixable.
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Re: Current Known Bugs list

Postby DennisBergkamp » 17 Dec 2009, 03:58

I think I figured out how to do the triggered checks on "Whenever ... attacks" in one go. I just check it right at the beginning of the Declare Blockers phase... (before blockers are actually declared though). This would also take into account planeswalker attackers.

I also see Triadasoul added Knotvine Paladin, in the current way forge works that card is bugged, since it will only check once (if you attack with it first, and then assign more attackers, it will still keep the bonus even though at that point there might not even be a single untapped creature).
But with the check happening at the end, that issue should be resolved as well, and cards like Goblin Piledriver can be added :)
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Re: Current Known Bugs list

Postby Marek14 » 17 Dec 2009, 08:01

DennisBergkamp wrote:I think I figured out how to do the triggered checks on "Whenever ... attacks" in one go. I just check it right at the beginning of the Declare Blockers phase... (before blockers are actually declared though). This would also take into account planeswalker attackers.

I also see Triadasoul added Knotvine Paladin, in the current way forge works that card is bugged, since it will only check once (if you attack with it first, and then assign more attackers, it will still keep the bonus even though at that point there might not even be a single untapped creature).
But with the check happening at the end, that issue should be resolved as well, and cards like Goblin Piledriver can be added :)
Unfortunately, this doesn't seem to be right - players get a chance to play effects between declaration of attackers and blockers, would this happen before they get a chance to do that? You should check the triggers a bit sooner.

If this works, could you make exalted a true triggered ability?
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