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Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins

Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby lugaru » 05 Jan 2012, 15:57

friarsol wrote:
lugaru wrote:One more GUI thing... does anyone else sometimes get lag between the GUI updating? Sometimes I need to change turn before the phase, hand, graveyard, life and all those counts update. Not often, but it happens.
There are a few scenarios that don't update the observers immediately. If you notice them specifically, please write it down for us so we can get them sorted out.
I'll get back to you on that... did some playing last night and it always happens on my first turn (I need to be careful not to miss my M1) but it has not been as bad.

Also: dont know if this is a bug or rules I'm not clear on, but when Cackling Counterpart, Evil Twin and other cloning spells target a creature that is 0/0 and comes into play with X +1/+1 counters, the clone dies instantly. I know it will not clone the counters, but does it not trigger the coming into play effect of having counters?

This is an example:

http://magiccards.info/query?q=!Helium+Squirter
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby atar » 05 Jan 2012, 21:29

Nice work indeed team!Kudos for your job! I would prefer only the addition of challenges to the quest mode like the old version...
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby friarsol » 05 Jan 2012, 21:40

atar wrote:Nice work indeed team!Kudos for your job! I would prefer only the addition of challenges to the quest mode like the old version...
The Challenges are still there. Once you reach a certain win level, they should appear to the right of the Duel opponents.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Chris H. » 06 Jan 2012, 19:31

Slapshot has fixed the memory leaks that he could find over the last several days. It would be great if those people who noticed slow downs with the 1.2.0 beta could download the newest snapshot build at one of the links below.

And we would aapreciate a report this weekend if these fixes now have forge working on your computer without the slow downs that were reported over the last week.

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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Roujin » 06 Jan 2012, 22:42

I'm sorry to report that the game still starts to slow down with this version. I started a new quest with this version and played a bunch of games in a row. In the second match (out of three, lost the first one) of the sixth game it started to hang noticably. As in the previous version whenever it starts, it gets worse and worse - I'm now in the middle of match three and every single action (e.g. progressing from a phase to the next) takes more than a minute now. This is the point where I kill java and restart the app, setting me back to before the running game :(
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Chris H. » 06 Jan 2012, 23:32

Roujin wrote:I'm sorry to report that the game still starts to slow down with this version. I started a new quest with this version and played a bunch of games in a row. In the second match (out of three, lost the first one) of the sixth game it started to hang noticably. As in the previous version whenever it starts, it gets worse and worse - I'm now in the middle of match three and every single action (e.g. progressing from a phase to the next) takes more than a minute now. This is the point where I kill java and restart the app, setting me back to before the running game :(
`
Thank you for the report Roujin.

Do you think that this new version slows down as quickly as the original 1.2.0 beta version?

We are hoping that the recent code changes have improved this slow down problem.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Roujin » 07 Jan 2012, 00:59

I am unsure if it's as quickly, or slower.. As I said it happened now in the 6th consecutive match, but I never paid attention to how many matches it took in the previous version. If I were to guess, I'd say about the same.. it's a vague guess though.
Maybe the guy who had slowdowns in the very first match already can give better insight if it improved.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Zirbert » 07 Jan 2012, 04:40

friarsol wrote:
lugaru wrote:One more GUI thing... does anyone else sometimes get lag between the GUI updating? Sometimes I need to change turn before the phase, hand, graveyard, life and all those counts update. Not often, but it happens.
There are a few scenarios that don't update the observers immediately. If you notice them specifically, please write it down for us so we can get them sorted out.
Here's one. Actually from the new snapshot 1.2.1-20120106.121635-8, but I figure the principle probably holds.

In the AI's end-of-turn step, it has 3 cards in its graveyard. I tap 2 slivers using the ability of Screeching Sliver to mill 2 more, one at a time. The AI's graveyard count remains at 3, even through my turn. I checked its graveyard just to make sure all 5 were really in there, and they were.

The AI's graveyard count spontaneously changed to 5 at the beginning of its next turn (or possibly at the beginning of its upkeep). The AI's library count also doesn't change/update until the graveyard count does.

Also noted - I'm finding the new snapshot much more playable. The memory leak in 1.2.0 was keeping me from playing more than one or two matches before closing and restarting.
Last edited by Zirbert on 07 Jan 2012, 05:19, edited 1 time in total.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby slapshot5 » 07 Jan 2012, 04:53

Zirbert wrote:Also noted - I'm finding the new snapshot much more playable. The memory leak in 1.2.0 was keeping me from playing more than one or two matches before closing and restarting.
Good to know. The next nightly build should be even better than the one you used. Please give it a try when it comes out.

-slapshot5
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby friarsol » 07 Jan 2012, 05:16

Zirbert wrote:In the AI's end-of-turn step, it has 3 cards in its graveyard. I tap 2 slivers using the ability of Screeching Sliver to mill 2 more, one at a time. The AI's graveyard count remains at 5, even through my turn. I checked its graveyard just to make sure all 5 were really in there, and they were.

The AI's graveyard count spontaneously changed to 5 at the beginning of its next turn (or possibly at the beginning of its upkeep). The AI's library count also doesn't change/update until the graveyard count does.
At the end of turn there's 3 cards in the grave. You mill 2 cards and the count remains at 5? http://www.youtube.com/watch?v=xOrgLj9lOwk
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Zirbert » 07 Jan 2012, 05:21

friarsol wrote:
Zirbert wrote:In the AI's end-of-turn step, it has 3 cards in its graveyard. I tap 2 slivers using the ability of Screeching Sliver to mill 2 more, one at a time. The AI's graveyard count remains at 5, even through my turn. I checked its graveyard just to make sure all 5 were really in there, and they were.

The AI's graveyard count spontaneously changed to 5 at the beginning of its next turn (or possibly at the beginning of its upkeep). The AI's library count also doesn't change/update until the graveyard count does.
At the end of turn there's 3 cards in the grave. You mill 2 cards and the count remains at 5? http://www.youtube.com/watch?v=xOrgLj9lOwk
Ack. Typo / brainfreeze. Count remains at *3*, doesn't update until later as described above. I've edited my original message to hide the evidence of my stupidity avoid confusing anyone else who happens upon it.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Xitax » 07 Jan 2012, 05:42

GUI: When paying for multikicker or the like, it would be better to have a 'Done' button. Currently you have to indicate you're done by hitting 'Cancel.'
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby jmartus » 07 Jan 2012, 07:57

seams about the same i'm playing my 3rd game and its so slow. Current memory shows 400,344 k with task manager. Going to have to close program now turns are taking to long.
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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby Chris H. » 07 Jan 2012, 13:15

slapshot5 wrote:
Zirbert wrote:Also noted - I'm finding the new snapshot much more playable. The memory leak in 1.2.0 was keeping me from playing more than one or two matches before closing and restarting.
Good to know. The next nightly build should be even better than the one you used. Please give it a try when it comes out.
`
The next nightly build is ready for people to try out. :)


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Re: Forge Beta: 12-30-2011 ver 1.2.0 rev 12887

Postby jmartus » 08 Jan 2012, 09:37

downloaded that version and didnt start slowing down to my 3rd game and memory usage is only at 357,104k. The slow downs are not as sever but there still there. There like a 2 second leg in the game everytime i hit the ok button
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