Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by PowerClaws » 14 Jul 2012, 08:43
I think this is something to do with java and not forge, but whenever something reaches an obscenely big number (i think at one point in the range of about 1800000000) it becomes negative, would there be any way to stop/prevent this from occuring?
I ask coz i had a deck with Ajani Goldmane, True Conviction, Boon Reflection and Rhox Faithmender and reached such a huge life total, that i lost when it changed to a negative
I ask coz i had a deck with Ajani Goldmane, True Conviction, Boon Reflection and Rhox Faithmender and reached such a huge life total, that i lost when it changed to a negative
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Re: Bug Reports (snapshot builds)
by Hellfish » 14 Jul 2012, 10:28
2147483647 life,power,toughness,counter amount among other things isn't enough???
We could change to using BigInteger everywhere instead of Integer, which would limit these only by your memory amount but I think this would be too much work for too little gain.

We could change to using BigInteger everywhere instead of Integer, which would limit these only by your memory amount but I think this would be too much work for too little gain.
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: Bug Reports (snapshot builds)
by Milod » 14 Jul 2012, 12:53
activated desolated lighthouse to draw a card then discard a card in ai turn i drawed temporal mastery and asked me to use its miracle cost and i dit then discarded a card is this the corect way?
Re: Bug Reports (snapshot builds)
by friarsol » 14 Jul 2012, 14:38
This is how it should work. You have to reveal it right away and then a trigger hits the stack once the Static Effects are run when the current ability finishes resolving. Then once the trigger is resolving you can pay for the spell if it's still in your hand. http://forums.mtgsalvation.com/showthread.php?t=417614Milod wrote:activated desolated lighthouse to draw a card then discard a card in ai turn i drawed temporal mastery and asked me to use its miracle cost and i dit then discarded a card is this the corect way?
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Re: Bug Reports (snapshot builds)
by moomarc » 14 Jul 2012, 16:16
Perhaps there should be a catch for this that causes the AI player to concede? Seems more reasonable than changing loads of code if the player hasn't decided to win by the time their life exceeds a billion.Hellfish wrote:2147483647 life,power,toughness,counter amount among other things isn't enough???![]()
We could change to using BigInteger everywhere instead of Integer, which would limit these only by your memory amount but I think this would be too much work for too little gain.
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Re: Bug Reports (snapshot builds)
by friarsol » 14 Jul 2012, 16:24
Why would the AI Player concede? It makes sense to catch the attempted overflow, and set it at the MAX Value instead.moomarc wrote:Perhaps there should be a catch for this that causes the AI player to concede? Seems more reasonable than changing loads of code if the player hasn't decided to win by the time their life exceeds a billion.
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Re: Bug Reports (snapshot builds)
by moomarc » 14 Jul 2012, 16:37
I was just thinking that usually in these situations the player is in control and just going for the mmmmonster kill. But I suppose there's enough instant win/lose scenarios that a straightforward concession is probably wrong. So your solution is definitely better.friarsol wrote:Why would the AI Player concede? It makes sense to catch the attempted overflow, and set it at the MAX Value instead.moomarc wrote:Perhaps there should be a catch for this that causes the AI player to concede? Seems more reasonable than changing loads of code if the player hasn't decided to win by the time their life exceeds a billion.
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Re: Bug Reports (snapshot builds)
by PowerClaws » 15 Jul 2012, 14:02
When i start a new game (doesnt matter what the decks are) the game loads the match screen, but doesnt set the field up, flip the coin, etc and the cards in the library, hand, grave, etc and all the types of mana have 99 in the boxes, when i click any button, i get the following error
This works with the marble theme, when i set the theme to default, the error doesnt occur
This works with the marble theme, when i set the theme to default, the error doesnt occur
- Error Message | Open
- This is a Crash Report. An error has occurred. Please save this message to a file.
Please follow the instructions at this address to submit this Crash Report, plus what you were doing at the time:
http://tinyurl.com/3zzrnyb
Reporting bugs in Forge is very important. We thank you for your time.
null
Version:
Forge version 1.2.11-SNAPSHOT
OS: Windows 7 Version: 6.1 Architecture: x86
Java Version: 1.6.0_31 Vendor: Sun Microsystems Inc.
Detailed error trace:
java.lang.NullPointerException
at forge.gui.GuiInput.selectButtonOK(GuiInput.java:92)
at forge.gui.match.controllers.CMessage$2.actionPerformed(CMessage.java:52)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
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Re: Bug Reports (snapshot builds)
by moomarc » 15 Jul 2012, 16:01
Just a guess at this stage but I think the main sprite icons wasn't adjusted when the default icon changed so the code points to a pixel that doesn't exist.PowerClaws wrote:When i start a new game (doesnt matter what the decks are) the game loads the match screen, but doesnt set the field up, flip the coin, etc and the cards in the library, hand, grave, etc and all the types of mana have 99 in the boxes, when i click any button, i get the following error
This works with the marble theme, when i set the theme to default, the error doesnt occur
-Marc
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Re: Bug Reports (snapshot builds)
by Jaedayr » 15 Jul 2012, 18:43
1.2.10-20120712.110201-17
Early in a game, AI has Kor Duelist equipped with Spidersilk Net and Basilisk Collar. It is a 5/7 creature. AI has no cards in graveyard and no cards exiled. I do not have debug turned on so I don't know if there are cards in deck that are causing this. I am playing quest opponent Wonder Woman (I think) mono-W with equipment. I killed the Duelist.
Two turns later AI played Myr Adapter and attached Spidersilk Net to it and it got proper enhancements. The following turn AI attached Basilisk Collar to it and with both equipments on it, it was 7/9.
Early in a game, AI has Kor Duelist equipped with Spidersilk Net and Basilisk Collar. It is a 5/7 creature. AI has no cards in graveyard and no cards exiled. I do not have debug turned on so I don't know if there are cards in deck that are causing this. I am playing quest opponent Wonder Woman (I think) mono-W with equipment. I killed the Duelist.
Two turns later AI played Myr Adapter and attached Spidersilk Net to it and it got proper enhancements. The following turn AI attached Basilisk Collar to it and with both equipments on it, it was 7/9.
Re: Bug Reports (snapshot builds)
by Jaedayr » 15 Jul 2012, 19:10
1.2.10-20120712.110201-17
AI cast Eyeblight's Ending and destroyed my Rune-Tail, Kitsune Ascendent which was still in my hand.
AI cast Eyeblight's Ending and destroyed my Rune-Tail, Kitsune Ascendent which was still in my hand.
Re: Bug Reports (snapshot builds)
by friarsol » 15 Jul 2012, 19:35
Didn't someone already say below that Basilisk Collar was giving inappropriate PT bonuses?Jaedayr wrote:1.2.10-20120712.110201-17
Early in a game, AI has Kor Duelist equipped with Spidersilk Net and Basilisk Collar. It is a 5/7 creature. AI has no cards in graveyard and no cards exiled. I do not have debug turned on so I don't know if there are cards in deck that are causing this. I am playing quest opponent Wonder Woman (I think) mono-W with equipment. I killed the Duelist.
Two turns later AI played Myr Adapter and attached Spidersilk Net to it and it got proper enhancements. The following turn AI attached Basilisk Collar to it and with both equipments on it, it was 7/9.
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Re: Bug Reports (snapshot builds)
by ArsenalNut » 15 Jul 2012, 19:38
Sloth fixed Basilisk Collar on 7/12.Jaedayr wrote:1.2.10-20120712.110201-17
Early in a game, AI has Kor Duelist equipped with Spidersilk Net and Basilisk Collar. It is a 5/7 creature. AI has no cards in graveyard and no cards exiled. I do not have debug turned on so I don't know if there are cards in deck that are causing this. I am playing quest opponent Wonder Woman (I think) mono-W with equipment. I killed the Duelist.
Two turns later AI played Myr Adapter and attached Spidersilk Net to it and it got proper enhancements. The following turn AI attached Basilisk Collar to it and with both equipments on it, it was 7/9.
So many cards, so little time
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Re: Bug Reports (snapshot builds)
by Chris H. » 15 Jul 2012, 20:06
friarsol wrote:Jaedayr wrote:1.2.10-20120712.110201-17
Early in a game, AI has Kor Duelist equipped with Spidersilk Net and Basilisk Collar. It is a 5/7 creature. AI has no cards in graveyard and no cards exiled. I do not have debug turned on so I don't know if there are cards in deck that are causing this. I am playing quest opponent Wonder Woman (I think) mono-W with equipment. I killed the Duelist.
Two turns later AI played Myr Adapter and attached Spidersilk Net to it and it got proper enhancements. The following turn AI attached Basilisk Collar to it and with both equipments on it, it was 7/9.
Didn't someone already say below that Basilisk Collar was giving inappropriate PT bonuses?
Looks like Jaedayr is using a snapshot build from before the last beta release. Current snapshots are
1.2.11-{date}.{time}-{release num}
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Re: Bug Reports (snapshot builds)
by DeadSpeak » 19 Jul 2012, 05:33
Hey everyone...
Using the latest snapshot (forge-1.2.11-20120718.105458-4) I'm having some problems with Huntmaster of the Fells and Birthing Pod.
When I activate Birthing Pod and sacrifice the unflipped Huntmaster of the Fells to it, Forge will only let me find a 1 CMC creature instead of the 5 CMC creature I was actually looking for.
I assume this might have something to do with the "flip-sided" nature of Huntmaster of the Fells, and I know that if the card had been flipped to the Ravager of the Fells side, this is how it should be.
Later,
DeadSpeak
Using the latest snapshot (forge-1.2.11-20120718.105458-4) I'm having some problems with Huntmaster of the Fells and Birthing Pod.
When I activate Birthing Pod and sacrifice the unflipped Huntmaster of the Fells to it, Forge will only let me find a 1 CMC creature instead of the 5 CMC creature I was actually looking for.
I assume this might have something to do with the "flip-sided" nature of Huntmaster of the Fells, and I know that if the card had been flipped to the Ravager of the Fells side, this is how it should be.
Later,
DeadSpeak
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