Bug reports
by ubeefx
Moderators: ubeefx, beholder, melvin, ShawnieBoy, Lodici, CCGHQ Admins
Re: Bug reports
by ubeefx » 13 Apr 2011, 21:18
Looked into code and did some quick testing and this behavior did not show up.
There must have been another reason for the flying.
There must have been another reason for the flying.
Popup refresh issue
by Huggybaby » 26 Apr 2011, 18:45
Here's a niggle I've had for a while. It's not a bug really, but does affect game flow a bit:
When you play a card from your hand, the next card under the cursor does not pop up until the cursor is moved. I think the pop up should be refreshed automatically, without having to move your mouse.
In the video, I'm playing a Copperline Gorge, but the Island doesn't pop up until I move my mouse.
http://www.mediafire.com/file/1mtqh1jy0 ... apopup.swf
When you play a card from your hand, the next card under the cursor does not pop up until the cursor is moved. I think the pop up should be refreshed automatically, without having to move your mouse.
In the video, I'm playing a Copperline Gorge, but the Island doesn't pop up until I move my mouse.
http://www.mediafire.com/file/1mtqh1jy0 ... apopup.swf
-
Huggybaby - Administrator
- Posts: 3226
- Joined: 15 Jan 2006, 19:44
- Location: Finally out of Atlanta
- Has thanked: 741 times
- Been thanked: 601 times
Re: Bug reports
by ubeefx » 26 Apr 2011, 21:51
Indeed, this is the case. Problem is that the tooltips work with mouse motion events.
Re: Bug reports
by Aswan jaguar » 28 May 2011, 10:31
AI bug.
I have reported this again AI wont kill you instantly if it overpowers you immensely and delay its win probably as seen in my video to protect creatures that might loose if attack with everything.In the video I play "default" so AI doesn't play safe since it doesn't know what I have in hand or library I could have Wrath of God or similar to clear the battlefield and then win.
I have reported this again AI wont kill you instantly if it overpowers you immensely and delay its win probably as seen in my video to protect creatures that might loose if attack with everything.In the video I play "default" so AI doesn't play safe since it doesn't know what I have in hand or library I could have Wrath of God or similar to clear the battlefield and then win.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
-
Aswan jaguar - Super Tester Elite
- Posts: 8129
- Joined: 13 May 2010, 12:17
- Has thanked: 748 times
- Been thanked: 477 times
Re: Bug reports
by beholder » 27 Jul 2011, 13:25
- Raging Kavu uses a non-english picture -> http://magiccards.info/scans/en/ptc/12.jpg
Should be: http://magiccards.info/scans/en/in/262.jpg
- Computer uses Scattershot Archer 's ability while I have no creatures with flying on the battlefield.
Should be: http://magiccards.info/scans/en/in/262.jpg
- Computer uses Scattershot Archer 's ability while I have no creatures with flying on the battlefield.
If debugging is the process of removing bugs, then programming must be the process of putting them in.
-
beholder - Programmer
- Posts: 123
- Joined: 17 Jul 2011, 17:56
- Location: Netherlands
- Has thanked: 16 times
- Been thanked: 25 times
Re: Bug reports
by madmarcel » 27 Jul 2011, 23:43
The Latin Raging Kavu image is due to an issue with magiccards site. Site shows that version by default instead of English version.
At a guess magiccards site always shows most recently printed version of a given card. MagArena (and most of the other magic software) use scripts to automatically assign the "latest" version of a given cards' image from the magiccards site to a card...
Trivia: here's why it is in Latin:
"The prerelease promos for Invasion block were printed in three different dead languages. Raging Kavu is in Latin, Questing Phelddagrif is in classical Greek, and Fungal Shambler is printed in Sanskrit!"
Check the images of the other two on the magiccards site
I'll see if I can spot a reason for the scattershot archer "bug", did notice something similar with AI using abilities when there is no gain or need to do so. Might have to add a check to ensure there are valid targets for an ability.
At a guess magiccards site always shows most recently printed version of a given card. MagArena (and most of the other magic software) use scripts to automatically assign the "latest" version of a given cards' image from the magiccards site to a card...
Trivia: here's why it is in Latin:
"The prerelease promos for Invasion block were printed in three different dead languages. Raging Kavu is in Latin, Questing Phelddagrif is in classical Greek, and Fungal Shambler is printed in Sanskrit!"
Check the images of the other two on the magiccards site

I'll see if I can spot a reason for the scattershot archer "bug", did notice something similar with AI using abilities when there is no gain or need to do so. Might have to add a check to ensure there are valid targets for an ability.
-
madmarcel - Posts: 18
- Joined: 17 Jul 2011, 03:18
- Location: New Zealand
- Has thanked: 0 time
- Been thanked: 0 time
Re: Bug reports
by melvin » 28 Jul 2011, 02:00
@beholder: Thanks for the bug report. I recently saw the card as the preview card on the main screen and I wanted to fix it but I couldn't figure out which card it is.
@madmarcel: Exactly right. My rather dumb script just grabs the first image that magiccards.info returns when queried for a specific card name. I guess one should never completely trust a script to do a dev's work.
@madmarcel: Exactly right. My rather dumb script just grabs the first image that magiccards.info returns when queried for a specific card name. I guess one should never completely trust a script to do a dev's work.
-
melvin - AI Programmer
- Posts: 1062
- Joined: 21 Mar 2010, 12:26
- Location: Singapore
- Has thanked: 36 times
- Been thanked: 459 times
Re: Bug reports
by beholder » 28 Jul 2011, 10:24
Nice trivia there madmarcel 
Another bug:
Beacon of Destruction always goes to the top of my library instead of being shuffled into it. I saw this in 3 different games and at one time I drew it 4 times in a row.
I can't repro this with some test decks I made, but it reproduces for me with the following deck:
Found another bug; When you cast Lightning Helix , the Stack reads: Lightning Bolt deals 3 damage to target creature or player (xxxx xxxx) and you gain 3 life.

Another bug:
Beacon of Destruction always goes to the top of my library instead of being shuffled into it. I saw this in 3 different games and at one time I drew it 4 times in a row.
I can't repro this with some test decks I made, but it reproduces for me with the following deck:
- Code: Select all
# 9 creatures
2 Bloodmark Mentor
4 Boros Recruit
2 Ember Hauler
4 Goblin Chieftain
1 Goblin Piledriver
1 Goblin Wardriver
2 Siege-Gang Commander
1 Spitemare
2 Tuktuk the Explorer
# 9 spells
1 Beacon of Destruction
2 Blaze
2 Dragon Fodder
3 Glorious Anthem
4 Lightning Bolt
4 Lightning Helix
2 Pacifism
2 Rise of the Hobgoblins
1 Smash to Smithereens
# 3 lands
12 Mountain
4 Plains
4 Sacred Foundry
Found another bug; When you cast Lightning Helix , the Stack reads: Lightning Bolt deals 3 damage to target creature or player (xxxx xxxx) and you gain 3 life.
If debugging is the process of removing bugs, then programming must be the process of putting them in.
-
beholder - Programmer
- Posts: 123
- Joined: 17 Jul 2011, 17:56
- Location: Netherlands
- Has thanked: 16 times
- Been thanked: 25 times
Re: Bug reports
by madmarcel » 29 Jul 2011, 04:36
Lightning Helix vs Lightning Bolt is just a typo in the
CardEventDefinitions.java file. Does not affect card function.
"Lightning Bolt deals 3 damage to target creature or player$ and you gain 3 life."
Hmmm...Beacon of Destruction uses same code as
Beacon of Unrest and Black Sun's Zenith, so if one does it, they should all do it.
library.addToTop(card);
library.shuffle();
Shuffle uses the psuedo-random number generator with the decksize as a seed.
It will always produce the same sequence thereafter when initialized with that seed, so..ehh...in plain English:
If you had X cards left in your library, drew Beacon and then cast Beacon;
Beacon goes back on top of Library, and then library is shuffled using seed of X, which produces a new ordering of cards called Y, which may leave topcard in same position after Y is applied to library.
Next turn you draw Beacon, cast Beacon, goes back on top of library...and guess what: shuffle() is called again with seed of X, which means the same identical ordering of Y is produced.
That's the theory, I could be wrong...I'll test it later tonight
CardEventDefinitions.java file. Does not affect card function.
"Lightning Bolt deals 3 damage to target creature or player$ and you gain 3 life."
Hmmm...Beacon of Destruction uses same code as
Beacon of Unrest and Black Sun's Zenith, so if one does it, they should all do it.
library.addToTop(card);
library.shuffle();
Shuffle uses the psuedo-random number generator with the decksize as a seed.
It will always produce the same sequence thereafter when initialized with that seed, so..ehh...in plain English:
If you had X cards left in your library, drew Beacon and then cast Beacon;
Beacon goes back on top of Library, and then library is shuffled using seed of X, which produces a new ordering of cards called Y, which may leave topcard in same position after Y is applied to library.
Next turn you draw Beacon, cast Beacon, goes back on top of library...and guess what: shuffle() is called again with seed of X, which means the same identical ordering of Y is produced.
That's the theory, I could be wrong...I'll test it later tonight

-
madmarcel - Posts: 18
- Joined: 17 Jul 2011, 03:18
- Location: New Zealand
- Has thanked: 0 time
- Been thanked: 0 time
Re: Bug reports
by melvin » 29 Jul 2011, 06:04
Thanks for the reports, beholder. Keep em coming. I've just fixed the wording on Lightning Helix's effect 
That's a great explanation, madmarcel, and you are right on the mark. I forgot to consider the case where the card is shuffled back to the top of the library.
Using deck size to determine the shuffle is not enough, will need to add some other variable to make it more unpredictable.

That's a great explanation, madmarcel, and you are right on the mark. I forgot to consider the case where the card is shuffled back to the top of the library.
Using deck size to determine the shuffle is not enough, will need to add some other variable to make it more unpredictable.
-
melvin - AI Programmer
- Posts: 1062
- Joined: 21 Mar 2010, 12:26
- Location: Singapore
- Has thanked: 36 times
- Been thanked: 459 times
Re: Bug reports
by beholder » 29 Jul 2011, 11:56
Ah, I understand the shuffle problem now. No wonder I had problems reproducing it.
The icons for Deathtouch and Infect are the same
Not sure if that can be called a bug, but it annoys me ...
The icons for Deathtouch and Infect are the same

Not sure if that can be called a bug, but it annoys me ...
If debugging is the process of removing bugs, then programming must be the process of putting them in.
-
beholder - Programmer
- Posts: 123
- Joined: 17 Jul 2011, 17:56
- Location: Netherlands
- Has thanked: 16 times
- Been thanked: 25 times
Re: Bug reports
by madmarcel » 29 Jul 2011, 12:07
BTW, thanks for the RW decklist beholder, just implemented Dispatch and Kemba, Kha Regent and have been using your list to test against Puresteel deck (From Wizards website 
For some reason AI will attack me with one lone 1/1 goblin even though I control 14 2/2 cat tokens and a 9/11 Kemba (with Prot Red, Prot Green, vigilance, lifelink, deatchtouch, etc)
That is annoying. Unless the AI has a bit of code that says "Yipes, I'm done for, might as well go out with a bang."

For some reason AI will attack me with one lone 1/1 goblin even though I control 14 2/2 cat tokens and a 9/11 Kemba (with Prot Red, Prot Green, vigilance, lifelink, deatchtouch, etc)
That is annoying. Unless the AI has a bit of code that says "Yipes, I'm done for, might as well go out with a bang."

-
madmarcel - Posts: 18
- Joined: 17 Jul 2011, 03:18
- Location: New Zealand
- Has thanked: 0 time
- Been thanked: 0 time
Re: Bug reports
by beholder » 29 Jul 2011, 13:23
Goblins are reckless, that's all
BTW, when can we expect some of those changes you've done to show up in the official release? Personally I'd love to see some triggers for discarding and card drawing, so cards like Liliana's Caress and Underworld Dreams are possible... ok back to topic:
Another bug:
According to this thread it should be possible to interrupt the card loading process but that doesn't work. Clicking 'Cancel' only gives the impression that downloading has stopped but in the background it continues to download them all.

BTW, when can we expect some of those changes you've done to show up in the official release? Personally I'd love to see some triggers for discarding and card drawing, so cards like Liliana's Caress and Underworld Dreams are possible... ok back to topic:
Another bug:
According to this thread it should be possible to interrupt the card loading process but that doesn't work. Clicking 'Cancel' only gives the impression that downloading has stopped but in the background it continues to download them all.
If debugging is the process of removing bugs, then programming must be the process of putting them in.
-
beholder - Programmer
- Posts: 123
- Joined: 17 Jul 2011, 17:56
- Location: Netherlands
- Has thanked: 16 times
- Been thanked: 25 times
Re: Bug reports
by melvin » 29 Jul 2011, 14:31
Arrgh, that shouldn't happen. Will look into it, thanks.beholder wrote:According to this thread it should be possible to interrupt the card loading process but that doesn't work. Clicking 'Cancel' only gives the impression that downloading has stopped but in the background it continues to download them all.
-
melvin - AI Programmer
- Posts: 1062
- Joined: 21 Mar 2010, 12:26
- Location: Singapore
- Has thanked: 36 times
- Been thanked: 459 times
Who is online
Users browsing this forum: No registered users and 2 guests