SVN Bug Reports
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Re: SVN Bug Reports
by jendave » 11 Jul 2011, 01:21
I'll take a look at which ones are still maintained and include the latest versions back. Some of the ones we were using were quite old/unmaintained.Chris H. wrote:`SoulStorm wrote:I get this error when I try to change my display options:org.jvnet.substance.skin.SubstanceRavenLookAndFeel
Detailed error trace:
java.lang.ClassNotFoundException: org.jvnet.substance.skin.SubstanceRavenLookAndFeel
Currently, some work is being done to reduce the heap space needed by forge. The LAF jars were removed, not sure if we will get them back or not in the future. It would be best at this time to not change your LAF.
Re: SVN Bug Reports
by SoulStorm » 11 Jul 2011, 01:36
I'm not a programmer Braids, I just add cards and fix card text errors/omissions here and there when I have some free time.Braids wrote:@SoulStorm, how comfortable are you with editing forge's startup script and/or your system's CLASSPATH? i think if we made the LNF jars available separately, you might be able to tweak these settings to use them. maybe. what Operating System are you running?
If it were something relatively simple, however, and I had a step-by-step guide, I'd probably give it a shot. I use Vista 64.
Re: SVN Bug Reports
by SoulStorm » 11 Jul 2011, 02:00
As long as Raven is available I'll be happy.Chris H. wrote:It may may be possible to give people the ability to set a preference for the color used in the panels. We at some point could let people choose orange, purple, brown, etc and at the same time consume less heap space.

I've heard about people having issues with slow-down, but I've only ever played one deck that caused the game to become unplayably slow, and that was my old Kiki-Jiki, Mirror Breaker deck. 4x Doubling Season, Kiki-Jiki, Mirror Breaker, and a Roc Egg put out some serious tokens (264), but I haven't played that deck in over a year. When these optimizations have been finished, I'll have to pull that deck out again to see if it's playable. Maybe I'll use Wurmcoil Engine instead for a whopping 512 Tokens. If the team can make that work I'll be impressed.Chris H. wrote:I can not predict how this will turn out except to say that java heap space errors and slow downs which make the game unplayable are probably a bigger concern at this time.

Re: SVN Bug Reports
by SoulStorm » 11 Jul 2011, 02:06
That would be much appreciated. I really only cared about Raven anyway, and a black background really should be an option.jendave wrote:I'll take a look at which ones are still maintained and include the latest versions back. Some of the ones we were using were quite old/unmaintained.
Re: SVN Bug Reports
by jeffwadsworth » 11 Jul 2011, 03:06
I sometimes wonder how Rares was able to stomach the time it must have taken to compile Forge on an old system. I use a high-end box and it still takes about 5 secs or so to come up. Which means it took upwards of a minute or more in the past. The guy must have patience out of the wazoo. I am going to check Forge out on an old laptop at the office and see how it performs.
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Re: SVN Bug Reports
by Braids » 11 Jul 2011, 03:51
i've tested it on a 1.4GHz Intel with 1 GB RAM running Windows XP Home. it's slow loading, but it's better than it used to be. startup for the Deck Editor is painful. the rest of the game is a tad sluggish, but responsive enough to not be annoying. except when i reorder cards in my hand by right dragging. it doesn't always pick up the card. that annoys me.jeffwadsworth wrote:I sometimes wonder how Rares was able to stomach the time it must have taken to compile Forge on an old system. I use a high-end box and it still takes about 5 secs or so to come up. Which means it took upwards of a minute or more in the past. The guy must have patience out of the wazoo. I am going to check Forge out on an old laptop at the office and see how it performs.
"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: SVN Bug Reports
by Braids » 11 Jul 2011, 03:58
well, first, you'd have to get your hands on a jar with the LNF(s) you want inside it. i'm not sure where you'd get that. Chris H. or Dave jendave might know.SoulStorm wrote:Braids wrote:@SoulStorm, how comfortable are you with editing forge's startup script and/or your system's CLASSPATH? i think if we made the LNF jars available separately, you might be able to tweak these settings to use them. maybe. what Operating System are you running?always appreciated.SoulStorm wrote:I'm not a programmer Braids, I just add cards and fix card text errors/omissions here and there when I have some free time.SoulStorm wrote:If it were something relatively simple, however, and I had a step-by-step guide, I'd probably give it a shot. I use Vista 64.
second, you'd have to run forge from the Command Prompt or whateva Vister calls it. or use cygwin! i <3 cygwin. if you get that far, i can provide the next steps. if you want to move this to pm, that's fine.
"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: SVN Bug Reports
by Braids » 11 Jul 2011, 04:04
and, from what i gather, he was using a computer in a library for a good portion of the coding.jeffwadsworth wrote:I sometimes wonder how Rares was able to stomach the time it must have taken to compile Forge on an old system. I use a high-end box and it still takes about 5 secs or so to come up. Which means it took upwards of a minute or more in the past. The guy must have patience out of the wazoo. I am going to check Forge out on an old laptop at the office and see how it performs.
what rares lacked in experience he made up for with determination. forge may be a ball of mud, with higher quality code in some places than others, but it's not a stinking pile of Nightsoil Kami.
"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: SVN Bug Reports
by Chris H. » 11 Jul 2011, 11:00
`SoulStorm wrote:As long as Raven is available I'll be happy.![]()
I've heard about people having issues with slow-down, but I've only ever played one deck that caused the game to become unplayably slow, and that was my old Kiki-Jiki, Mirror Breaker deck. 4x Doubling Season, Kiki-Jiki, Mirror Breaker, and a Roc Egg put out some serious tokens (264), but I haven't played that deck in over a year. When these optimizations have been finished, I'll have to pull that deck out again to see if it's playable. Maybe I'll use Wurmcoil Engine instead for a whopping 512 Tokens. If the team can make that work I'll be impressed.
Dave says that he will re-add the LAFs with LAFs that are not to old, buggy or unmaintained.
The game became unplayable for my computer which has 4 GB of memory a number of months ago. Fnoed helped with creating the various launchers which increase the java heap space. I can now play a full game using the new battlefield GUI and it is responsive.
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Re: SVN Bug Reports
by Chris H. » 11 Jul 2011, 11:19
`jeffwadsworth wrote:I sometimes wonder how Rares was able to stomach the time it must have taken to compile Forge on an old system. I use a high-end box and it still takes about 5 secs or so to come up. Which means it took upwards of a minute or more in the past. The guy must have patience out of the wazoo. I am going to check Forge out on an old laptop at the office and see how it performs.
Imagine not being able to use a dev system like Eclipse. Editing class files in a text editor like Notepad. Building and running the project from the command line.

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Re: SVN Bug Reports
by SoulStorm » 11 Jul 2011, 11:35
I have 4GB of ram in a system I built a few years ago. I'm also using a Q6600 processor and Vista 64. I'm wondering if the 64 bit OS and/or the quad core processing are helping to prevent some of the issues you and others are reporting. I'm also still using HQ pictures. Any thoughts?Chris H. wrote:`SoulStorm wrote:As long as Raven is available I'll be happy.![]()
I've heard about people having issues with slow-down, but I've only ever played one deck that caused the game to become unplayably slow, and that was my old Kiki-Jiki, Mirror Breaker deck. 4x Doubling Season, Kiki-Jiki, Mirror Breaker, and a Roc Egg put out some serious tokens (264), but I haven't played that deck in over a year. When these optimizations have been finished, I'll have to pull that deck out again to see if it's playable. Maybe I'll use Wurmcoil Engine instead for a whopping 512 Tokens. If the team can make that work I'll be impressed.
Dave says that he will re-add the LAFs with LAFs that are not to old, buggy or unmaintained.
The game became unplayable for my computer which has 4 GB of memory a number of months ago. Fnoed helped with creating the various launchers which increase the java heap space. I can now play a full game using the new battlefield GUI and it is responsive.
Re: SVN Bug Reports
by Chris H. » 11 Jul 2011, 11:47
`SoulStorm wrote:I have 4GB of ram in a system I built a few years ago. I'm also using a Q6600 processor and Vista 64. I'm wondering if the 64 bit OS and/or the quad core processing are helping to prevent some of the issues you and others are reporting. I'm also still using HQ pictures. Any thoughts?
I have an Apple iMac with 3.06 GHz Intel Core 2 Duo with 4 GB memory.
In my case being able to increase the java heap space made the difference. I tend to have a number of apps open at the same time. Web browser with many tabs, text editor, Eclipse dev system, Graphics editor, etc.
As long as people have 2 to 4 GB of memory and increase the java heap space via the command line or using one of the launchers they should be OK.
Granted, a deck that puts out 100s of tokens will at some point slow the game down. There are also several cards that slow the game down from what I have heard.
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Re: SVN Bug Reports
by Jaedayr » 11 Jul 2011, 13:47
I am using a uber-modern 1.7GHz with 1 GB RAM and with the heap space parm I am able to run OK. I do see slowdowns when there are lots of tokens on the playing field.
I also sometimes notice slowdowns when the AI has some permanents out that can be activated to buff creatures. This usually appears when I am attacking and it appears it is trying to decide whether or not to buff and which creature to buff.
I also sometimes notice slowdowns when the AI has some permanents out that can be activated to buff creatures. This usually appears when I am attacking and it appears it is trying to decide whether or not to buff and which creature to buff.
Re: SVN Bug Reports
by jeffwadsworth » 11 Jul 2011, 20:43
Would someone mind testing Festival from version 10637? The effect token is there, but the keyword does not get placed on any creatures. Just want to verify it.
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Re: SVN Bug Reports
by Braids » 11 Jul 2011, 22:33
minimax is only going to make this situation worse, i'm afraid.Jaedayr wrote:. . . I also sometimes notice slowdowns when the AI has some permanents out that can be activated to buff creatures. This usually appears when I am attacking and it appears it is trying to decide whether or not to buff and which creature to buff.

"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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