Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
50 posts
• Page 3 of 4 • 1, 2, 3, 4
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by Caranthol » 19 Jul 2011, 20:05
Thank you, Chris.
I will remake the decks.
I will remake the decks.
Caranthol of Fornost, Dúnadan Knight, North Raider
-
Caranthol - Posts: 71
- Joined: 01 Dec 2009, 22:09
- Has thanked: 0 time
- Been thanked: 0 time
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by slapshot5 » 20 Jul 2011, 05:13
Happening with regards to what exactly? What kind of information are you looking for?zerker2000 wrote:Well, that's what InputControl.inputStack is supposed to mitigate, what's happening at setInput()?
-slapshot5
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by zerker2000 » 20 Jul 2011, 07:44
Checkpoint InputControl.setInput, run the debugger, enable the checkpoint a bit before the overwrite, step through to figure out why the Chains Input is skipping the inputStack. If it's not, checkpoint getInput, and generally try to find out where else it could have disappeared.
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
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
- zerker2000
- Programmer
- Posts: 569
- Joined: 09 May 2009, 21:40
- Location: South Pasadena, CA
- Has thanked: 0 time
- Been thanked: 0 time
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by friarsol » 20 Jul 2011, 12:57
zerker2000 wrote:Checkpoint InputControl.setInput, run the debugger, enable the checkpoint a bit before the overwrite, step through to figure out why the Chains Input is skipping the inputStack. If it's not, checkpoint getInput, and generally try to find out where else it could have disappeared.
I've worked most recently in this code, I'll see if I can figure something out for replacement abilities that basically need to put "Resolving" Inputs on hold, allow the overriding Input to occur, then re-institute the Resolving Input.
Edit: Ok, I think I confused myself in the early morning. It's not that Chains is a replacement ability, it's that SubAbilities don't "wait" to be called until after an Input is finished resolving. So the Chains gets added the InputStack, then the Anvil Input bumps the supercedes the Chains Input. We really just need callbacks here that will allow SubAbilities to "continue" after the Input has finished doing its things.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by jeffwadsworth » 20 Jul 2011, 20:17
Let me just put in my 2 cents on the "new" GUI. Love it. Automatic resizing is my cup of tea.
- jeffwadsworth
- Super Tester Elite
- Posts: 1172
- Joined: 20 Oct 2010, 04:47
- Location: USA
- Has thanked: 287 times
- Been thanked: 70 times
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by zerker2000 » 20 Jul 2011, 21:16
Could/should all subAbility inputs be simultaneously pushed onto the inputStack(in reverse order)?
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
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
- zerker2000
- Programmer
- Posts: 569
- Joined: 09 May 2009, 21:40
- Location: South Pasadena, CA
- Has thanked: 0 time
- Been thanked: 0 time
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by Taliesim » 23 Jul 2011, 13:34
maybe you already know it: when using a pumped creature with Altar of Dementia there's also a little bug. on the stack it's written correct to e.g. mill 30 cards but when milling, only the unpumped power is used e.g. 3.
cheers
taliesim
cheers
taliesim
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by lazylockie » 24 Jul 2011, 21:10
Is there a way to remove the random foil on quest mode? I like it, but I can't see the cards very well after some games
- lazylockie
- Posts: 508
- Joined: 13 Jul 2010, 22:44
- Has thanked: 74 times
- Been thanked: 15 times
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by Chris H. » 24 Jul 2011, 21:16
`lazylockie wrote:Is there a way to remove the random foil on quest mode? I like it, but I can't see the cards very well after some games
Try unchecking the Random Foiling checkbox.
-
Chris H. - Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by timmermac » 24 Jul 2011, 21:17
There's a check box for it on the main screen that comes up when you first open Forge.
Edit: lol... hey Chris. ain't stereo posting great? <grin>
Edit: lol... hey Chris. ain't stereo posting great? <grin>
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by Braids » 24 Jul 2011, 21:19
i almost made it a triple, but i cancelled out.timmermac wrote:Edit: lol... hey Chris. ain't stereo posting great? <grin>
"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. 

-
Braids - Programmer
- Posts: 556
- Joined: 22 Jun 2011, 00:39
- Location: Unknown. Hobby: Driving myself and others to constructive madness.
- Has thanked: 1 time
- Been thanked: 1 time
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by Chris H. » 24 Jul 2011, 21:43
`timmermac wrote:Edit: lol... hey Chris. ain't stereo posting great? <grin>

-
Chris H. - Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by lazylockie » 24 Jul 2011, 22:14
I unchecked that box and I still see foil cards on quest modetimmermac wrote:There's a check box for it on the main screen that comes up when you first open Forge.
- lazylockie
- Posts: 508
- Joined: 13 Jul 2010, 22:44
- Has thanked: 74 times
- Been thanked: 15 times
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by timmermac » 24 Jul 2011, 23:14
I'm not quite sure what to make of that. I immediately unchecked the box before starting a new quest, so I haven't seen foils. Are you already deep into a quest? If you are, you might want to just move your quest.dat file somewhere else and try starting a new quest. Forge might be set up so that if the Random Foiling box is checked when you are running a quest, you can't change your mind in the middle of that quest. Developers/programmers, please feel free to correct me if I'm wrong about this...
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Forge Beta: 07-15-2011 ver 1.1.00 SVN rev 10781
by Braids » 24 Jul 2011, 23:48
i've raised the issue to the foil implementation person, who does not seem to be frequenting this topic.
"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. 

-
Braids - Programmer
- Posts: 556
- Joined: 22 Jun 2011, 00:39
- Location: Unknown. Hobby: Driving myself and others to constructive madness.
- Has thanked: 1 time
- Been thanked: 1 time
50 posts
• Page 3 of 4 • 1, 2, 3, 4
Who is online
Users browsing this forum: No registered users and 37 guests