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Current Known Bugs list

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Re: Current Known Bugs list

Postby zerker2000 » 29 Jan 2010, 07:36

Err yes, that's what "setDescription(orig)" is supposed to do...
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
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Re: Current Known Bugs list

Postby LutherBlissett » 29 Jan 2010, 11:46

I got the "Java Heap Space" error in version 0126 after only 5 turns in my booster draft.
OS 10.5.7 Macbook Pro 4gb Ram 2.5 core2duo
:'(
*edited*
Interestingly doesn't seem to happen in the easy game (not sure about medium)
Eventually I get the message below and can't continue through phases/turns.
It says 0117 though I know this is 0126 i've downloaded.

An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgerror@yahoo.com


Index: 0, Size: 0


Version:
Forge -- official beta: 10/01/17, SVN revision: 301

Detailed error trace:
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.RangeCheck(ArrayList.java:546)
at java.util.ArrayList.remove(ArrayList.java:389)
at forge.MagicStack.pop(MagicStack.java:43)
at forge.Input_StackNotEmpty.selectButtonOK(Input_StackNotEmpty.java:19)
at forge.GuiInput.selectButtonOK(GuiInput.java:32)
at forge.GuiDisplay3.okButtonActionPerformed(GuiDisplay3.java:1280)
at forge.GuiDisplay3.access$3(GuiDisplay3.java:1279)
at forge.GuiDisplay3$27.actionPerformed(GuiDisplay3.java:1012)
at javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:1882)
at javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2202)
at javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:420)
at javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:258)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(BasicButtonListener.java:236)
at java.awt.Component.processMouseEvent(Component.java:5602)
at javax.swing.JComponent.processMouseEvent(JComponent.java:3135)
at java.awt.Component.processEvent(Component.java:5367)
at java.awt.Container.processEvent(Container.java:2010)
at java.awt.Component.dispatchEventImpl(Component.java:4068)
at java.awt.Container.dispatchEventImpl(Container.java:2068)
at java.awt.Component.dispatchEvent(Component.java:3903)
at java.awt.LightweightDispatcher.retargetMouseEvent(Container.java:4256)
at java.awt.LightweightDispatcher.processMouseEvent(Container.java:3936)
at java.awt.LightweightDispatcher.dispatchEvent(Container.java:3866)
at java.awt.Container.dispatchEventImpl(Container.java:2054)
at java.awt.Window.dispatchEventImpl(Window.java:1801)
at java.awt.Component.dispatchEvent(Component.java:3903)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:463)
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(EventDispatchThread.java:269)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:190)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:184)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:176)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:110)
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Re: Current Known Bugs list

Postby Almost_Clever » 29 Jan 2010, 21:29

This isn't a bug of this program, but the file linked in for the HQ image for Water Elemental is actually an image of Twiddle.
Poison counters don't seem to be cleared out between games. If you win the first game via 10+ poison counters, you automatically win the next game (and the match).
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
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Re: Current Known Bugs list

Postby DennisBergkamp » 29 Jan 2010, 21:52

zerker2000 wrote:Err yes, that's what "setDescription(orig)" is supposed to do...
You're not understanding what I'm saying... in Ability_Mana try changing setDescription(orig); to setDescription("123");
The "123" will not show up anywhere, not for any mana ability.

What I tried initially was parsing the string I passed ("tap: add G:Count$TypeOnBattlefield.Elf") and converting it into the actual ability's text ("tap: add G to your mana pool for each Elf on the battlefield."), then using setDescription to set it to that converted text... the Strings I would build were correct, but the change would not show up in the descriptions of the card, that's how I found out it doesn't do anything.
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Re: Current Known Bugs list

Postby DennisBergkamp » 29 Jan 2010, 22:11

Almost_Clever wrote:This isn't a bug of this program, but the file linked in for the HQ image for Water Elemental is actually an image of Twiddle.
Poison counters don't seem to be cleared out between games. If you win the first game via 10+ poison counters, you automatically win the next game (and the match).
I fixed the poison counter problem, not sure how I didn't catch that the first time...
The Water Elemental thing happens because it's incorrect on the picture server.

Fix it by following these steps:

Delete the water_elemental.jpg file found in your res/pics folder, then,
change the water_elemental url found in res/pics_link/card-pictures_w.txt
from
Code: Select all
water_elemental.jpg   http://[server]/4E/Water%20Elemental.full.jpg
to:
Code: Select all
water_elemental.jpg   http://[server]/B/Water%20Elemental.full.jpg
Restart Forge, and redownload the picture.
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Re: Current Known Bugs list

Postby Almost_Clever » 29 Jan 2010, 22:23

DennisBergkamp wrote:The Water Elemental thing happens because it's incorrect on the picture server.
That's what it looked like to me. Your workaround did the job, thanks!
A woman came up to me and said / "I'd like to poison your mind / With wrong ideas that appeal to you / Though I am not unkind."
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Re: Current Known Bugs list

Postby zerker2000 » 30 Jan 2010, 00:56

DennisBergkamp wrote:
zerker2000 wrote:Err yes, that's what "setDescription(orig)" is supposed to do...
You're not understanding what I'm saying... in Ability_Mana try changing setDescription(orig); to setDescription("123");
The "123" will not show up anywhere, not for any mana ability.

What I tried initially was parsing the string I passed ("tap: add G:Count$TypeOnBattlefield.Elf") and converting it into the actual ability's text ("tap: add G to your mana pool for each Elf on the battlefield."), then using setDescription to set it to that converted text... the Strings I would build were correct, but the change would not show up in the descriptions of the card, that's how I found out it doesn't do anything.
That is probably because Card.getText uses toString, which is elsewhere hardcoded to orig.
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
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Re: Current Known Bugs list

Postby DennisBergkamp » 30 Jan 2010, 01:36

Possibly, however, the Priest of Titania had his original Ability still, so if I clicked on him (her?) I got the selection dialog window... the new Mana Ability still had the incorrect description. So I'm not sure what's going on...

But I guess it doesn't really matter though, I got it working by just passing the literal ability text.
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Re: Current Known Bugs list

Postby freestorageaccount » 30 Jan 2010, 01:39

Random AI fact: two heads are typically better than one, but it doesn't seem to realise this isn't the case for a planeswalker and his or her identical twin.

By the way, when I talked about face-down creatures going to the graveyard I didn't mean to say they stayed face-down there -- they just were at time of destruction. Sorry for the confusion about that!

EDIT: I thought milling as a win condition was added, but the computer doesn't appear to lose after drawing a card from its empty library. Also, a little prompt other than 'select target player' might be helpful for landfall triggers such as for Hedron Crab. I played a land and was wondering why I couldn't cast any of the cards in my hand for about a minute. :lol:

EDIT2: Like the pinging ability of Niv-Mizzet, the Firemind, Goblin Grenade has a weird implementation: First choose a Goblin to sacrifice, then pay mana cost, and finally select target. These three steps should roughly be in the reverse order, and the poor Goblin shouldn't die until the end of the spell's announcement (when payment is made for the total cost, usually {R} plus a sacrificial Goblin, which is actually determined in an earlier step). This distinction is a bit pedantic, but the following isn't: clicking on a Goblin immediately sends it to the graveyard, and pressing 'cancel' doesn't refund it. Granted, it might be hard to return it without triggering coming-into-play abilities, but marking rather than sacrificing it right there and then seems viable.
-- freestorageaccount (= accurate forge notes) This is not a subliminal message. At least for the prosilver theme.

The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
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Re: Current Known Bugs list

Postby Mr.Chaos » 30 Jan 2010, 07:35

freestorageaccount wrote:EDIT2: Like the pinging ability of Niv-Mizzet, the Firemind, Goblin Grenade has a weird implementation: First choose a Goblin to sacrifice, then pay mana cost, and finally select target. These three steps should roughly be in the reverse order, and the poor Goblin shouldn't die until the end of the spell's announcement
Fact of life: Goblins die. Poor or not, they're just not meant to last long. They either win quickly or die quickly.:wink:
I do not remember which card it is, but it is a red goblin card anyway. It has this flavor text: "Fire, aim, ready". It basically describes exactly what you talk about with Goblin Grenade. :lol:

Seriously though, I have also pointed out once, in the FEATURE REQUEST thread, that it would be better for cards/effects to be more uniform.
Basically, Goblin Grenade and Siege-Gang Commander do the same thing: deal damage by sacrificing a goblin. Yet they go about it in totally different ways. The Grenade uses no pop-up menu and follows the "Fire, aim, ready!"(kill it, target it, pay for it) technique, while the Commander uses a pop-up menu and uses the "Ready, aim, fire!" (pay for it, target it, kill it) technique.
Once you know this, it works. But it is easy to do something wrong if you get the order of business wrong and instead of sacrifing something end up targeting it. Or vice versa.
](*,) = 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 zerker2000 » 30 Jan 2010, 09:00

It's Goblin War Strike, I think.
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
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Re: Current Known Bugs list

Postby serrasmurf » 30 Jan 2010, 14:17

hi there,

the quest mode has a serious performance issue, any suggestions? (me and others posted it on the blog, but not sure if that is picked up).

Question: anyone working on a good quest card selection that could go with the new version? Removing some rubbish (e.g. duplicates) and balancing the card pool and more mana fixing could make the quest even more fun for everyone.
thnx
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Re: Current Known Bugs list

Postby freestorageaccount » 30 Jan 2010, 21:26

Hmmmm... I just encountered another instance of the Orzhov deck bug from a while ago (with the large error dump), but this time I think I remember what I was doing at the time: Selecting or unselecting checkboxes or using filters in the deck editor sometimes produces false counts in the card pool, but exceeding the true count for any card doesn't have any visible effects even upon saving. Loading such a deck, however, seems to cause the bug. I'll have to investigate this -- of course after backing up my data first. :wink:
-- freestorageaccount (= accurate forge notes) This is not a subliminal message. At least for the prosilver theme.

The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
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Re: Current Known Bugs list

Postby Chris H. » 31 Jan 2010, 01:38

serrasmurf wrote:hi there,

the quest mode has a serious performance issue, any suggestions? (me and others posted it on the blog, but not sure if that is picked up).

Question: anyone working on a good quest card selection that could go with the new version? Removing some rubbish (e.g. duplicates) and balancing the card pool and more mana fixing could make the quest even more fun for everyone.
thnx
`
Could you .zip or .rar your questData file and attach the archive to a message? This would give people a chance to try for themselves.

Rares and Rob made card rarity file editors which can be used to remove cards from the potential quest pool. This would allow you to remove the cards that you dislike.
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Re: Current Known Bugs list

Postby freestorageaccount » 31 Jan 2010, 03:51

Is Aluren meant to put a creature into play upon resolution of its activated ability (even though it technically doesn't have one) so it can't be countered?

I also came across the following: Computer played Bribery post-combat (bad move; what if I had only Ball Lightning-type creatures?) and fetched Horned Kavu, but I was the one who had to return an appropriately coloured creature to owner's hand. I tried clicking on his newly minted Kavu anyway, and surely enough it returned to its original owner's hand (mine). When I play the Kavu, though, I can't return the computer's creature to its hand even if it has a red or green one. So the effect is right; it's just that the user always chooses. I vaguely remember some other cards like this -- perhaps the five tri-coloured Invasion dragons (e.g., Crosis, the Purger)?
-- freestorageaccount (= accurate forge notes) This is not a subliminal message. At least for the prosilver theme.

The Great Wall of Bugs. Gando, you will not be forgotten.
And a chip off the old block.
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