Current Known Bugs list
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Current Known Bugs list
by Chris H. » 14 Dec 2010, 16:19
`timmermac wrote:The picture SVAR for Ramosian Revivalist has it going to Hell's Caretaker instead. Fixed on my local copy.
Thank you, one more bug fixed.
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Re: Current Known Bugs list
by Corwin72 » 14 Dec 2010, 17:50
build 4363
Skyshroud Ridgeback should not be rare. It should be common.
Skyshroud Ridgeback should not be rare. It should be common.
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Re: Current Known Bugs list
by slapshot5 » 14 Dec 2010, 18:49
fixed. thanks.Corwin72 wrote:build 4363
Skyshroud Ridgeback should not be rare. It should be common.
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Re: Current Known Bugs list
by Jaedayr » 14 Dec 2010, 19:42
r4374
For testing I set
"You have not lost once! Bonus: +10 credits.
You have earned 62 credits in total."
I think the number of credits earned is correct but the first part of the message is not.
For testing I set
- Code: Select all
matchRewardBase=11
matchRewardTotalWins=0.3
matchRewardNoLosses=50
"You have not lost once! Bonus: +10 credits.
You have earned 62 credits in total."
I think the number of credits earned is correct but the first part of the message is not.
Re: Current Known Bugs list
by Corwin72 » 14 Dec 2010, 21:23
Not really a bug but user error.
I started a new quest... But I am lazy so I edited the Quest.preferences file.
I changed the booster pack commons to 700 the uncommmons 300 and the rares to 1000.
Are these settings copied into the creation of the QuestData file or should those changes go away if I go back to the original quest.preferences file?
I started a new quest... But I am lazy so I edited the Quest.preferences file.
I changed the booster pack commons to 700 the uncommmons 300 and the rares to 1000.
Are these settings copied into the creation of the QuestData file or should those changes go away if I go back to the original quest.preferences file?
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Re: Current Known Bugs list
by friarsol » 14 Dec 2010, 21:28
If quest.preferences exists it'll load whatever state that currently is in.
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Re: Current Known Bugs list
by slapshot5 » 14 Dec 2010, 21:38
If I attack with a creature with 0 power, and the AI blocks it with multiple creatures, the Gui_MultipleBlockers window pops up, and you can click all day, but it will never close. The assign damage counter goes negative.
Why would the computer make this block? I dunno, I suppose if it was a creature like Crypt Cobra with zero power, it would...
Why would the computer make this block? I dunno, I suppose if it was a creature like Crypt Cobra with zero power, it would...
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Re: Current Known Bugs list
by Chris H. » 15 Dec 2010, 01:27
When the AI uses the Lurking Informant ability the following error exception appears:
- Code: Select all
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:
http://www.slightlymagic.net/forum/viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgerror@yahoo.com
There is an error in the card code for Lurking Informant:
Version:
Forge -- official beta: $Date: 2010-09-14 08:34:27 -0400 (Tue, 14 Sep 2010) $, SVN revision: $Revision: 2039 $
OS: Mac OS X Version: 10.6.5 Architecture: x86_64
Java Version: 1.6.0_22 Vendor: Apple Inc.
Detailed error trace:
java.lang.RuntimeException: AllZone : getZone() invalid parameters Library null
at forge.AllZone.getZone(AllZone.java:107)
at forge.CardFactory_Creatures$4.canPlayAI(CardFactory_Creatures.java:172)
at forge.ComputerAI_General.getPlayable(ComputerAI_General.java:172)
at forge.ComputerAI_General.getOtherPhases(ComputerAI_General.java:159)
at forge.ComputerAI_General.stackResponse(ComputerAI_General.java:286)
at forge.ComputerAI_General.stack_not_empty(ComputerAI_General.java:279)
at forge.ComputerAI_Input.think(ComputerAI_Input.java:68)
at forge.ComputerAI_Input.showMessage(ComputerAI_Input.java:31)
at forge.GuiInput.setInput(GuiInput.java:27)
at forge.GuiInput.update(GuiInput.java:21)
at java.util.Observable.notifyObservers(Observable.java:142)
at java.util.Observable.notifyObservers(Observable.java:98)
at forge.MyObservable.updateObservers(MyObservable.java:9)
at forge.Phase.nextPhase(Phase.java:433)
at forge.Phase.nextPhase(Phase.java:436)
at forge.Input_Cleanup.showMessage(Input_Cleanup.java:28)
at forge.GuiInput.setInput(GuiInput.java:27)
at forge.GuiInput.update(GuiInput.java:21)
at java.util.Observable.notifyObservers(Observable.java:142)
at java.util.Observable.notifyObservers(Observable.java:98)
at forge.MyObservable.updateObservers(MyObservable.java:9)
at forge.Phase.nextPhase(Phase.java:433)
at forge.GuiDisplay3$26.actionPerformed(GuiDisplay3.java:814)
at javax.swing.AbstractButton.fireActionPerformed(AbstractButton.java:2028)
at javax.swing.AbstractButton$Handler.actionPerformed(AbstractButton.java:2351)
at javax.swing.DefaultButtonModel.fireActionPerformed(DefaultButtonModel.java:387)
at javax.swing.DefaultButtonModel.setPressed(DefaultButtonModel.java:242)
at javax.swing.plaf.basic.BasicButtonListener$Actions.actionPerformed(BasicButtonListener.java:287)
at javax.swing.SwingUtilities.notifyAction(SwingUtilities.java:1639)
at javax.swing.JComponent.processKeyBinding(JComponent.java:2851)
at javax.swing.JComponent.processKeyBindings(JComponent.java:2886)
at javax.swing.JComponent.processKeyEvent(JComponent.java:2814)
at java.awt.Component.processEvent(Component.java:6129)
at java.awt.Container.processEvent(Container.java:2085)
at java.awt.Component.dispatchEventImpl(Component.java:4714)
at java.awt.Container.dispatchEventImpl(Container.java:2143)
at java.awt.Component.dispatchEvent(Component.java:4544)
at java.awt.KeyboardFocusManager.redispatchEvent(KeyboardFocusManager.java:1850)
at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(DefaultKeyboardFocusManager.java:712)
at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(DefaultKeyboardFocusManager.java:990)
at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(DefaultKeyboardFocusManager.java:855)
at java.awt.DefaultKeyboardFocusManager.dispatchEvent(DefaultKeyboardFocusManager.java:676)
at java.awt.Component.dispatchEventImpl(Component.java:4586)
at java.awt.Container.dispatchEventImpl(Container.java:2143)
at java.awt.Window.dispatchEventImpl(Window.java:2478)
at java.awt.Component.dispatchEvent(Component.java:4544)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:635)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:296)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:211)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:201)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:196)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:188)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:122)
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Re: Current Known Bugs list
by slapshot5 » 15 Dec 2010, 02:10
Yikes. I fixed a similar error in Suffer the Past earlier today, but it looks like Lurking Informant may have larger problems.Chris H. wrote:When the AI uses the Lurking Informant ability the following error exception appears:
I'll take a hack at fixing it up.
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Re: Current Known Bugs list
by Chris H. » 15 Dec 2010, 02:18
`slapshot5 wrote:Yikes. I fixed a similar error in Suffer the Past earlier today, but it looks like Lurking Informant may have larger problems.
I'll take a hack at fixing it up.
I figured out how to fix it and it now works on my local copy. I am fairly sure that coders with more experience than myself could do a better job. This is what I ended up with:
- Code: Select all
//*************** START *********** START **************************
else if (cardName.equals("Lurking Informant")) {
final SpellAbility a1 = new Ability_Tap(card, "2") {
private static final long serialVersionUID = 1446529067071763245L;
@Override
public void resolve() {
Player player;
if (card.getController().isHuman()) {
player = getTargetPlayer();
} else {
player = AllZone.HumanPlayer;
}
PlayerZone lib = AllZone.getZone(Constant.Zone.Library, player);
PlayerZone grave = AllZone.getZone(Constant.Zone.Graveyard, player);
CardList libList = new CardList(lib.getCards());
Card c = libList.get(0);
String[] choices = {"Yes", "No"};
if (card.getController().equals(AllZone.HumanPlayer)) {
Object o = AllZone.Display.getChoice("Mill " + c.getName() + " ?", choices);
if(o.equals("Yes")) {
lib.remove(c);
grave.add(c);
}
} else {
CardList landlist = new CardList();
landlist.addAll(AllZone.Human_Battlefield.getCards());
// i have no better idea how AI could use it then letting draw unneeded lands
// this part will be good place to use card values lists or card values deck info
if (countLands(card) > 5 && !c.getType().contains("Land")) {
lib.remove(c);
grave.add(c);
}
if (countLands(card) <= 5) {
lib.remove(c);
grave.add(c);
}
}
}// resolve
private int countLands(Card c) {
PlayerZone play = AllZone.getZone(Constant.Zone.Battlefield, c.getController());
CardList lands = new CardList(play.getCards());
lands = lands.getType("Land");
return lands.size();
}
@Override
public boolean canPlayAI() {
PlayerZone lib = AllZone.getZone(Constant.Zone.Library, AllZone.HumanPlayer);
CardList libList = new CardList(lib.getCards());
return libList.size() > 0;
}
};//SpellAbility
card.addSpellAbility(a1);
a1.setDescription("2, tap: Look at the top card of target player's library. You may put that card into that player's graveyard.");
a1.setStackDescription("Lurking Informant ability");
a1.setBeforePayMana(new Input_PayManaCost(a1));
a1.setBeforePayMana(CardFactoryUtil.input_targetPlayer(a1));
}//*************** END ************ END **************************
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Re: Current Known Bugs list
by digorymuck » 15 Dec 2010, 11:05
First time poster here-
Since this is a really new build I suppose there are several new bugs to iron out, so I'll try to be diligent and record them here when they occur. Here is one that has happened to me twice.
The AI had "Sootwalkers" in play, and whenever it attacked I was unable to assign a blocker to it. It's supposed to be unblockable by white creatures only, but it seems to be currently coded as if it were unblockable in general.
Thanks,
DM
Since this is a really new build I suppose there are several new bugs to iron out, so I'll try to be diligent and record them here when they occur. Here is one that has happened to me twice.
The AI had "Sootwalkers" in play, and whenever it attacked I was unable to assign a blocker to it. It's supposed to be unblockable by white creatures only, but it seems to be currently coded as if it were unblockable in general.
Thanks,
DM
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Re: Current Known Bugs list
by slapshot5 » 15 Dec 2010, 12:37
Welcome digorymuck!digorymuck wrote:The AI had "Sootwalkers" in play, and whenever it attacked I was unable to assign a blocker to it. It's supposed to be unblockable by white creatures only, but it seems to be currently coded as if it were unblockable in general.
This is now fixed in the SVN. The logic was backwards. It could *only* be blocked by white creatures.
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Re: Current Known Bugs list
by Corwin72 » 15 Dec 2010, 14:21
Build 4408
Attempt to cast Transcendent Master. Received this error:
No enum const class forge.Counters.2LEVEL
Attempt to cast Transcendent Master. Received this error:
No enum const class forge.Counters.2LEVEL
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Re: Current Known Bugs list
by Jaedayr » 15 Dec 2010, 17:55
r4413
I have been using HQ pictures for several months, updating them every time I pick up the latest revision. Usually there are somewhere around 150 images that give an error message in Eclipse and are not downloaded. For those I see the none.jpg and that is fine.
Yesterday I downloaded the LQ pictures and now I have either a LQ or HQ picture for everything.
I just updated my LQ today and picked up 25 more that have been added since yesterday! When I went to update my HQ pictures I got a message that "All card pictures have been downloaded". It appears that the HQ download saw the LQ pictures and decided I didn't need the HQ ones. I know that I am still missing a bunch of HQ but am not sure how to get them to update now.
I have been using HQ pictures for several months, updating them every time I pick up the latest revision. Usually there are somewhere around 150 images that give an error message in Eclipse and are not downloaded. For those I see the none.jpg and that is fine.
Yesterday I downloaded the LQ pictures and now I have either a LQ or HQ picture for everything.

Re: Current Known Bugs list
by Rob Cashwalker » 15 Dec 2010, 18:15
The HQ picture files haven't been updated in a long time.
The best thing you can do if you want HQ, is to get the HQ archives from the picture section.
Be warned, HQ pictures don't play very well with the set images.
The best thing you can do if you want HQ, is to get the HQ archives from the picture section.
Be warned, HQ pictures don't play very well with the set images.
The Force will be with you, Always.
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