Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
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Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by Rob Cashwalker » 27 Jun 2011, 17:42
No big rush...
Speaking of rankings, some of the http stuff I had to work out will be used later for the player statistics.
Speaking of rankings, some of the http stuff I had to work out will be used later for the player statistics.
Keep in mind that the change log lists changes for both the main branch and the minmax branch. The changes being checked in are on that branch.Let me give Braids some more time. Braids will see this message and will let us know that this work is finished.
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Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by Chris H. » 27 Jun 2011, 22:47
I synced my local copy up to the then head rev 10114 and built through Eclipse and ran forge. Forge is not stable enough for a beta release at this time.
The lazy CardFactory work is not yet finished. In game the card detail panel looks good but inside of the deck editor, well this portion still needs some work.
I played a portion of a game using Generate Deck using 2-Color Deck (original) for both players. Both players only received colorless cards in addition to the lands. As they say, it is a work in progress.
Nonetheless, I used my Maven command which builds a snapshot with local archives but does not upload the archives to google cardforge. I get a build success in the terminal window. I'm looking at the forge-1.0.15-SNAPSHOT.tar.bz2 and it is only 9.7 MB in size. I uncompressed the archive and the forge.exe file is only 172 KB in size.
Good job Dave, thank you.
The lazy CardFactory work is not yet finished. In game the card detail panel looks good but inside of the deck editor, well this portion still needs some work.
I played a portion of a game using Generate Deck using 2-Color Deck (original) for both players. Both players only received colorless cards in addition to the lands. As they say, it is a work in progress.

Nonetheless, I used my Maven command which builds a snapshot with local archives but does not upload the archives to google cardforge. I get a build success in the terminal window. I'm looking at the forge-1.0.15-SNAPSHOT.tar.bz2 and it is only 9.7 MB in size. I uncompressed the archive and the forge.exe file is only 172 KB in size.
Good job Dave, thank you.
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Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by Braids » 28 Jun 2011, 00:57
*smirk*Chris H. wrote:Braids will see this message and will let us know that this work is finished.

actually, that's a non-issue. that's a merge away from the trunk. r10108 is off in its own little world, a broken branch called braids-minimax.Chris H. wrote:Braids is doing a major merge starting at rev 10108. I think that I should wait until this merge is finished as there is a note that "Still need to fix compile" . . . Let me give Braids some more time.
REDACTED:

REDACTED:Chris H. wrote:Sometime this evening the rate of merges will slow down and I will be able to build and upload of the beta using Dave's fixed Maven script.
REDACTED:
Edit 1: redacted unimportant stuff because i broke forge.


Last edited by Braids on 28 Jun 2011, 06:09, edited 2 times in total.
"That is the dumbest thing I've ever seen." --Rob Cashwalker, regarding Innistrad double-sided cards. One of the first times he and I have ever agreed on something. 

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Re: Forge is not stable enough for a beta release at this ti
by Braids » 28 Jun 2011, 01:14
Chris H. wrote:I synced my local copy up to the then head rev 10114 and built through Eclipse and ran forge. Forge is not stable enough for a beta release at this time. The lazy CardFactory work is not yet finished.

no more 1am commits for me.Chris H. wrote:In game the card detail panel looks good but inside of the deck editor, well this portion still needs some work.

now, that's just bizarre.Chris H. wrote:I played a portion of a game using Generate Deck using 2-Color Deck (original) for both players. Both players only received colorless cards in addition to the lands. As they say, it is a work in progress.
i'm going to fix and test the Blightning out of it.
meanwhile in earlier posts:
sorry, these are still nowhere near the main line.Chris H. wrote:Having the basic hinting system helps, adding a min-max system can improve things.
you were right on the money, rob.Rob Cashwalker wrote:Keep in mind that the change log lists changes for both the main branch and the minmax branch. The changes being checked in are on that branch.
Edit 1: i try to make sure in commit comments that i make it crystal clear in which direction the merge is going. for a while, merges will be going away from the trunk. googlecode's servers can't handle lateral branch merges due to the size of res/cardsfolder, so i have to merge in fragments manually. when i need to merge in the other direction, i assure you, there will be fanfare of me tooting my own horn.
"That is the dumbest thing I've ever seen." --Rob Cashwalker, regarding Innistrad double-sided cards. One of the first times he and I have ever agreed on something. 

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Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by Chris H. » 28 Jun 2011, 01:40
I see that with all of the work and issues being discussed that I completely forgot about the new branch.
We can wait awhile for another beta release. Rob and I were anxious to test out Dave's Maven script fix. Turns out I was able to test it locally.
Rob also wants to watch as some draft mode card rankings/ratings start to flow into cardforge.org. These results should be helpful in improving the AI for draft and sealed. These results may also help to improve the AI in other areas.
We can wait awhile for another beta release. Rob and I were anxious to test out Dave's Maven script fix. Turns out I was able to test it locally.
Rob also wants to watch as some draft mode card rankings/ratings start to flow into cardforge.org. These results should be helpful in improving the AI for draft and sealed. These results may also help to improve the AI in other areas.
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Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by Rob Cashwalker » 28 Jun 2011, 13:40
Braids, use the progress bar gui I just added.
Chris, I did test draft last night, and I fixed the http code, which caused a null crash due to my wireless being disabled. (was at the laundromat with no WiFi)
I'm not so sure the lazy CardFactory is ready for prime time yet. While the start up time was reduced, the time to begin a draft took forever. I need to look into the change Braids suggested in there about using getCards.... Once the cardinfo was cached, subsequent runs of the game following debugging efforts were never a problem.
Chris, I did test draft last night, and I fixed the http code, which caused a null crash due to my wireless being disabled. (was at the laundromat with no WiFi)
I'm not so sure the lazy CardFactory is ready for prime time yet. While the start up time was reduced, the time to begin a draft took forever. I need to look into the change Braids suggested in there about using getCards.... Once the cardinfo was cached, subsequent runs of the game following debugging efforts were never a problem.
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Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by Braids » 28 Jun 2011, 15:15
i understand. i'm undoing the commits right now using svn merge -c <negativeNumber>Rob Cashwalker wrote:I'm not so sure the lazy CardFactory is ready for prime time yet. While the start up time was reduced, the time to begin a draft took forever. I need to look into the change Braids suggested in there about using getCards.... Once the cardinfo was cached, subsequent runs of the game following debugging efforts were never a problem.
that will have to wait until someone resurrects the lazy CardFactory and ReadCard. i'll add it as a note to the rev so i don't forget.Rob Cashwalker wrote:Braids, use the progress bar gui I just added.
unit tests will eventually need the option to defer loading all the cards at startup. otherwise, it will take over a minute just to bootstrap a test suite. perhaps this will be a parameter passed to CardFactory's constructor at a future time.
"That is the dumbest thing I've ever seen." --Rob Cashwalker, regarding Innistrad double-sided cards. One of the first times he and I have ever agreed on something. 

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Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by Rob Cashwalker » 28 Jun 2011, 15:48
Braids, don't give up on it....
We're used to having the delay at startup... it's something we can count on... All programs tend to have start times that may take a while. There are ways to reduce the load time without necessarily having a lazy CardFactory. If you use the cardsfolder.zip option, then it should be a bit faster, as it's all memory operations... or copy cardsfolder to a ram disk. (linux instantiates /dev/shm with half the RAM every boot)
After startup the only major delay is loading the main deck editor, only part of which is actually loading the cards, it goes through a few sorting routines where I couldn't insert the progress bar update.
We're used to having the delay at startup... it's something we can count on... All programs tend to have start times that may take a while. There are ways to reduce the load time without necessarily having a lazy CardFactory. If you use the cardsfolder.zip option, then it should be a bit faster, as it's all memory operations... or copy cardsfolder to a ram disk. (linux instantiates /dev/shm with half the RAM every boot)
After startup the only major delay is loading the main deck editor, only part of which is actually loading the cards, it goes through a few sorting routines where I couldn't insert the progress bar update.
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302 Moved
by Braids » 28 Jun 2011, 16:25
Rob, my response is at http://www.slightlymagic.net/forum/viewtopic.php?f=52&t=4904&p=63546#p63546
"That is the dumbest thing I've ever seen." --Rob Cashwalker, regarding Innistrad double-sided cards. One of the first times he and I have ever agreed on something. 

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Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by jhamma66 » 29 Jun 2011, 13:19
The download link appears to be broken, fyi. I haven't been able to grab this latest version yet. I'm really looking forward to it - been having two interesting bugs with the previous version (6/12)...
Myr Propagator has been creating some copies of itself that are just 1/1 tokens with the name but no card picture and no abilities. Also, some cards just sit in my hand and can't be cast (nothing happens when I click on them), Copy Artifact, Deathbringer Liege and some others...
Myr Propagator has been creating some copies of itself that are just 1/1 tokens with the name but no card picture and no abilities. Also, some cards just sit in my hand and can't be cast (nothing happens when I click on them), Copy Artifact, Deathbringer Liege and some others...
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Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by Chris H. » 29 Jun 2011, 13:49
`jhamma66 wrote:The download link appears to be broken, fyi. I haven't been able to grab this latest version yet. I'm really looking forward to it - been having two interesting bugs with the previous version (6/12)...
I just now was able to download both of the forge archives. Can you try again?
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Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by tchiseen » 29 Jun 2011, 21:32
I have the problem in quest mode too; cards like Clone, Phyrexian Metamorph, Clone Artifact don't work for me. I have a theory why this is, too.jhamma66 wrote:The download link appears to be broken, fyi. I haven't been able to grab this latest version yet. I'm really looking forward to it - been having two interesting bugs with the previous version (6/12)...
Myr Propagator has been creating some copies of itself that are just 1/1 tokens with the name but no card picture and no abilities. Also, some cards just sit in my hand and can't be cast (nothing happens when I click on them), Copy Artifact, Deathbringer Liege and some others...
They don't work if I draw them in my opening hand. This might be because these cards require legal targets on the battlefield to copy, and when the game starts, there may not be one, so the requirements aren't met, and this persists for the rest of the game?
Also, when hit with a discard spell, if I click on Clone or what have you, it doesn't discard it from my hand but the spell will resolve as though I had.
I lost a game because I had Phyrexian Metamorph in hand and my opponent Elvish Piper'd in a Progenitus, but I couldn't cast the Phyrexian metamorph due to the bug. That's beats.
Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by jhamma66 » 30 Jun 2011, 00:42
Ah, downloaded without a hitch - thanks!
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Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by T-Rez » 01 Jul 2011, 05:36
When playing a sealed match I have noticed that sometimes the AI starts out with 7 cards in hand and only 22 in it's deck. It will not play any cards at all when this happens.
At other times it will start out with 7 cards in hand and only 31 in it's deck for a total of 38 instead of 40. In this case, the AI will play with no problems.
I did a search in the issues section on google code and did not find anything like it.
This issue makes me curious about when the AI creates it's deck.
At other times it will start out with 7 cards in hand and only 31 in it's deck for a total of 38 instead of 40. In this case, the AI will play with no problems.
I did a search in the issues section on google code and did not find anything like it.
This issue makes me curious about when the AI creates it's deck.
Re: Forge Beta: 06-24-2011 ver 1.0.14 SVN rev 10003
by Rob Cashwalker » 01 Jul 2011, 13:21
What format of sealed were you using? Which blocks/sets?
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