LackeyCCG

LackeyCCG Forum => Bug Report Forum => Topic started by: Trevor on November 23, 2011, 08:43:54 AM

Title: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on November 23, 2011, 08:43:54 AM
http://lackeyccg.com/changelog.html

Plugin makers can now add card sounds to plugins that play when cards are played. The card sounds can also be played explicitly by users. This is a really fun feature. Enabling it is simple. The plugin maker puts sound files in sounds folder (which should automatically download via the updatelist). And then the plugin maker makes a new column in card data file with a header named "Sound". In this column, he puts the sound file names (you can omit the .wav suffix). The corresponding sound will play automatically whenever that card is first place onto the table. You can also CTRL+ALT+ mouse click on a card on the table to have it play it's sound. Or in the deck editor, you can also CTRL+ALT+ mouse click a card, but clicking in the deck editor will not make the sound play for the opponents.

Fixed some depth related bugs.
Automatically sorting cards on the table has been disabled (possibly temporarily). This is the option so a card that is higher in the Y axis will appear on the top (or bottom) of lower cards.

When a deck is loaded, the Shuffle sound now plays.

Scripts in canned messages can now be labeled. E.g., "!Set Display!/zoom;/scale;/tilt;/pancenter;/erasedrawing" will appear as "!Set Display!" .

Lackey can now better import funky characers such as ? or smart quotes.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on November 23, 2011, 08:49:08 AM
There are still a number of Shared Zone related bugs which Jynks brought to my attention. Also, I want to improve the limited size of pulldown menus.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Ascent on November 23, 2011, 10:44:34 AM
Awesome. That sound feature will indeed be fun. There's lots of sounds to use with SWTCG. Playing a Wookiee roar on a Wookiee card, Ewok battle cries, X-wing/TIE Fighter engine roars, the MF's engines taking off or failing (in the case of Falcon's Needs). Oh, this is going to be really fun.  :D

For those who would like to capture sounds being played on their computer from any media source, go to http://www.nch.com.au/soundtap/index.html .
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Ascent on November 23, 2011, 10:58:39 AM
Would there be any way to add a dice roll sound effect when the /roll command is given? Or a shuffle sound effect when the Shuffle command is given? Is it already available and I just don't know it?

Also, is there a way for the die roll result and shuffle result to appear after the sound effect is complete? It is a slight delay, but it makes it more engaging in digital games.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on November 23, 2011, 01:28:57 PM
Quote from: Ascent on November 23, 2011, 10:58:39 AM
Would there be any way to add a dice roll sound effect when the /roll command is given? Or a shuffle sound effect when the Shuffle command is given? Is it already available and I just don't know it?

Also, is there a way for the die roll result and shuffle result to appear after the sound effect is complete? It is a slight delay, but it makes it more engaging in digital games.
Shuffle, roll, and flip already have sounds.

And I don't think artificially delaying the result of a dice roll would be a popular change.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: INWO911 on November 24, 2011, 01:50:15 AM
Is anybody else having issues with mac vs pc play?
I cannot play magic with my brother (he is on the mac), bu I have no problem playing with other (possibly pc) players.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on November 24, 2011, 07:30:33 AM
Quote from: INWO911 on November 24, 2011, 01:50:15 AM
Is anybody else having issues with mac vs pc play?
I cannot play magic with my brother (he is on the mac), bu I have no problem playing with other (possibly pc) players.
This is very unlikely to be mac-windows related. Its more likely to be either a plugin incompatibility or a network issue. Are you on the same LAN? How are you trying to connect?

Are you plugins both up to date?

What do you mean you can't play with each other exactly? You can't connect, or problems arise when you do?
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: AndO3131 on November 24, 2011, 10:16:25 AM
After two years I've came back to Lackey and this forum. I'm impressed on amount of work done by Trevor and plugin creators. There is almost everything I wanted to see in Lackey - except one thing.

In MTG plugin I see, that you can add multiple cards of the same name in set (eg. four 'swamps') and they are visible in deck editor, but I can't add them to current deck (just one card with one image is added). I wanted to ask if this feature is yet to be finished?

Keep up the good work  :)
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on November 24, 2011, 05:51:37 PM
Quote from: AndO3131 on November 24, 2011, 10:16:25 AM
After two years I've came back to Lackey and this forum. I'm impressed on amount of work done by Trevor and plugin creators. There is almost everything I wanted to see in Lackey - except one thing.

In MTG plugin I see, that you can add multiple cards of the same name in set (eg. four 'swamps') and they are visible in deck editor, but I can't add them to current deck (just one card with one image is added). I wanted to ask if this feature is yet to be finished?

Keep up the good work  :)
You probably have "Ignore doubles" checked. You can add multiple cards with the same name and have a different card images while playing.
If you save the deck normally, it will remember your exact choices (in the .dek format), but if you export as .txt it will not remember the exact set you picked the card from. This is because the .txt format is only quantity and Name, and cannot remember set accordingly.

If you still can't figure out how to add multiple cards of the same name to a deck, let me know.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: AndO3131 on November 24, 2011, 07:09:08 PM
I think we've misunderstood one another. My bad ;)
Adding cards with the same name from different sets work very well. I meant something one step further.

What I did was add three new cards to MTG plugin - 'Plains' with following card numbers to 'Starter' set. I left the same card name, only changing imagefile numbers. I was happy with the fact that in deck editor (lower window) I could see 4 'plains' in 4 rows with nice images different for each of them and with the same set - 'starter'. Unfortunately they don't want to add to the deck (upper window) as different cards, instead blending into one 'plains' with one of the images present. Changing their id's in the .dek file doesn't have the desired effect - they still present the same image in deck view.

It's of course a minor feature, but seams to be just a step from ideal :D
I can take a screenshot of the situation I'm talking about, if you want.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on November 25, 2011, 02:41:48 AM
Quote from: AndO3131 on November 24, 2011, 07:09:08 PM
I think we've misunderstood one another. My bad ;)
Adding cards with the same name from different sets work very well. I meant something one step further.

What I did was add three new cards to MTG plugin - 'Plains' with following card numbers to 'Starter' set. I left the same card name, only changing imagefile numbers. I was happy with the fact that in deck editor (lower window) I could see 4 'plains' in 4 rows with nice images different for each of them and with the same set - 'starter'. Unfortunately they don't want to add to the deck (upper window) as different cards, instead blending into one 'plains' with one of the images present. Changing their id's in the .dek file doesn't have the desired effect - they still present the same image in deck view.

It's of course a minor feature, but seams to be just a step from ideal :D
I can take a screenshot of the situation I'm talking about, if you want.
Altering a plugin will cause it to be incompatible with other plugins. It is not recommended.

At the moment, lackey only fully supports one card with both the same name and same set.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: innuendo on November 25, 2011, 11:25:08 AM
Trevor, is it possible to have the plugin maker determine the unique identifier? I have cards in my game that share names and are functionally different cards. So in this case the name is not the unique identifier.

I'm not sure how this would change the backbone of your card class, but it seems like if there was a way to allow some other card field in plugin be the unique field it would help a lot.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: INWO911 on November 25, 2011, 03:10:15 PM
Issue resolved!
The mac moved the location of the file and it was no working right. When he moved it back, it was good to go.
I did like the change in the previous edition where when a new card is placed on top of another card, it goes to the bottom of the stack.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on November 26, 2011, 12:09:51 AM
Quote from: innuendo on November 25, 2011, 11:25:08 AM
Trevor, is it possible to have the plugin maker determine the unique identifier? I have cards in my game that share names and are functionally different cards. So in this case the name is not the unique identifier.

I'm not sure how this would change the backbone of your card class, but it seems like if there was a way to allow some other card field in plugin be the unique field it would help a lot.
You can always make a card name unique. The point of a card name is to be able to say to someone "I have card X in my deck." You can't do that unless each unique card has a unique name. If you can't use subtitles, you can make a card name with a number or letter added on, or a set name abbreviation.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: AndO3131 on November 26, 2011, 03:26:38 AM
I understand that for functionally different cards in the set it would be better to have unique name (with for example number referring to cards' strength or something), but in MTG case cards are almost the same, the only difference being in graphics. The reason I've posted is that this feature is close to completion. My question to Trevor is - will you finish it in some future release?
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: innuendo on November 27, 2011, 10:46:57 AM
You are making an assumption about the role of card names based on previous games Trevor. It's easy to differentiate cards by something other than name, and I would say the other way games do it isn't necessarily the best way. In my game for example you would say "Greek Mine" or "Roman Mine"

Mine is the card's name. Greek or Roman is it's allegiance. Both are identical cards save different allegiances. It makes sense to name the card based off it's identical function, the allegiance is just a tag that changes how that specific copy of the card interacts with other card effects. I guess I would update it so the plugin has those cards as "Mine (greek)" But it would really be preferable to not have to do that.

If it's not practical it's not a big deal. I just wasn't sure if there was some easy way to control that unique ID from the plugin level so I would have to go tagging card names to preserve uniqueness.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on November 27, 2011, 01:30:45 PM
Quote from: innuendo on November 27, 2011, 10:46:57 AM
You are making an assumption about the role of card names based on previous games Trevor. It's easy to differentiate cards by something other than name, and I would say the other way games do it isn't necessarily the best way. In my game for example you would say "Greek Mine" or "Roman Mine"

Mine is the card's name. Greek or Roman is it's allegiance. Both are identical cards save different allegiances. It makes sense to name the card based off it's identical function, the allegiance is just a tag that changes how that specific copy of the card interacts with other card effects. I guess I would update it so the plugin has those cards as "Mine (greek)" But it would really be preferable to not have to do that.

If it's not practical it's not a big deal. I just wasn't sure if there was some easy way to control that unique ID from the plugin level so I would have to go tagging card names to preserve uniqueness.
I don't want to get into a semantics debate. If you need to call a card "Greek Mine" in Lackey, you can still think of the card's name as simply "Mine" if you want to.
Cards need to be distinguished from one another. Either you do something like I require (where unique cards have unique names), or you have a more complicated way that makes it more difficult to communicate. It's just an abstract labeling.

As an aside, I think it's just sloppy design to give cards the same names. It's confusing, and shows a lack of imagination. There are a number of ways to do things, from subtitles (like Decipher's lotr), to appending labels (like WOTC Star Wars), to just different names (like magic).
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: innuendo on November 27, 2011, 02:14:14 PM
the allegiance can be seen as essentially a subtitle, so what you propose, I'm already doing. But I don't want to have to put the allegiance in the card name data field for all cards (that would be messy and long).

Like I said, it's a small issue, and it's easy enough to work around.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Saethori on November 28, 2011, 02:48:39 PM
For the given Mine example, you could, say;

Append the allegiance to the name in some fashion (such as "[Greek] Mine", or "Mine (Roman)")...
Differentiate the card names, relying on other zones to tell you the difference ("Mine (1)" and "Mine (2))...
Or simply fuse them into the same card, and have the card itself gain some property that says it has dual allegiance.

Also note that you can also use truncated labels for nations to cut down on text in given fields. Instead of typing out [Greek] all the time, you could just use [Gr].


The issue of cards sharing a name is a tricky one, but one each card game has to get over in its own way. Unique identifiers is only really ever a problem if the set somehow requires multiple different cards in the same set, as the Pok?mon plugin tends to do. (Including multiple variations of particular Mons in the same set in that game occurs basically every set. The primary unique identifier was actually removed in later sets. >_>; )
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: innuendo on November 28, 2011, 10:24:32 PM
yup, that's always been the workaround, I was just discussion the option to not need to do that.

Thanks.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: 31415 on November 30, 2011, 10:26:10 PM
Not sure what you did to add more special character support, but it seems to have broken an o with umlaut that was previously working in my shadowfist setlist.  How should special characters be encoded in set lists now?

This is the entry that used to work, but doesn't now:

Möbius Gardens (648)   thronewar   mobius_gardens_tw   Netherworld Feng Shui Site   0         0   1   7   When one or more opponents generate or gain Power from an Event played by an opponent, you gain 1 Power.   "We have to pay for the gardener's psychiatrist, but it's worth it."      Melissa Benson   Site   Feng Shui Site   Common   N    möbiu möbius garden gardens netherworld

Thanks, 31415
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Saethori on December 01, 2011, 01:45:27 PM
Quote from: 31415 on November 30, 2011, 10:26:10 PM
Not sure what you did to add more special character support, but it seems to have broken an o with umlaut that was previously working in my shadowfist setlist.  How should special characters be encoded in set lists now?

Based on what I talked to Trev about (and he can expand more upon this if needed), the change isn't so much special character support as it is special character importing. Which is to say, the client is more capable of converting the "?" in m?bius into an ordinary "o". The client itself still has difficulty using these symbols, so if you already cut out all the umlauts and acute marks and the like from your plugin, you should leave them out.

(As you might guess, I kind of had to learn a lot about this change, because a certain special character factors pretty heavily in my plugin. >_>; )
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on December 02, 2011, 07:55:12 AM
The issue is the font set I have only supports basic ASCII. There are an infinite number of potential fonts, so no system could support everything, but I am using a set of fonts that only support ASCII.

Funky characters have never been supported, so I don't know what you mean by the change broke your umlauts.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: 31415 on December 04, 2011, 07:11:56 AM
Fair enough; I can hunt around and make the necessary changes.

I may be misremembering that the umlauts worked; I don't have an older version of Lackey handy to go back and check.  I do know that I had several decks built and stored with a particular card, which appeared in the deck editor.  With the latest version of Lackey, I started seeing an error message about it, and my saved decks no longer included it.  So something resulted in the name of the card changing.

Easy enough to fix the plugin anyway.

Thanks,
31415
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on December 05, 2011, 08:01:51 AM
Quote from: 31415 on December 04, 2011, 07:11:56 AM
Fair enough; I can hunt around and make the necessary changes.

I may be misremembering that the umlauts worked; I don't have an older version of Lackey handy to go back and check.  I do know that I had several decks built and stored with a particular card, which appeared in the deck editor.  With the latest version of Lackey, I started seeing an error message about it, and my saved decks no longer included it.  So something resulted in the name of the card changing.

Easy enough to fix the plugin anyway.

Thanks,
31415
How things should work now is a funky character will be imported as a standard ASCII character if possible, like ? will be imported as a u. If you have a deck that you think is an example of a bug, send it to me and I will investigate.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: ghostdragon on December 05, 2011, 04:22:31 PM
Counters aren't showing up on cards in the LOTR plugin.

Also, if a card is played most of the way over another card the two cards won't line up length-wise.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: dasexiestpinky on December 06, 2011, 07:38:26 PM
I also seem to be having a problem with the server no one can see me chatting to them i also have a mac. i can make games and they can connect put they dont respond to me at all and they believe im ignoring them and wont play how do i fix this?
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Hyphen-ated on December 10, 2011, 12:28:40 AM
I have a hilarious problem with this version! In the windows registry I've "unbound" my windows key so it doesn't do anything, and I use it for my push-to-talk key in voip programs. When I updated lackey and pressed my windows key, it activated ALL of the bindable functions that are not bound to anything! It does all of these all at once:
disconnect from server
disconnect from game
revert to autosave 1
revert to autosave 2
clear log
clear table
toggle hidden play mode
etc

It's as if lackey is thinking "this key does nothing, and these functions are all bound to nothing, so when the nothing key is pressed, do them all"!  ;D

I worked around it by binding some other key combination to all those blank lines and that removed the windows key from all of them. I still have a bunch of blank lines now in the key bindings screen, but lackey no longer thinks my windows key should trigger any of them.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on December 10, 2011, 12:47:06 PM
Quote from: dasexiestpinky on December 06, 2011, 07:38:26 PM
I also seem to be having a problem with the server no one can see me chatting to them i also have a mac. i can make games and they can connect put they dont respond to me at all and they believe im ignoring them and wont play how do i fix this?
Talk to me on some IM client and we can trouble shoot. PM me for more info.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on December 10, 2011, 12:55:11 PM
Quote from: Hyphen-ated on December 10, 2011, 12:28:40 AM
I have a hilarious problem with this version! In the windows registry I've "unbound" my windows key so it doesn't do anything, and I use it for my push-to-talk key in voip programs. When I updated lackey and pressed my windows key, it activated ALL of the bindable functions that are not bound to anything! It does all of these all at once:
disconnect from server
disconnect from game
revert to autosave 1
revert to autosave 2
clear log
clear table
toggle hidden play mode
etc

It's as if lackey is thinking "this key does nothing, and these functions are all bound to nothing, so when the nothing key is pressed, do them all"!  ;D

I worked around it by binding some other key combination to all those blank lines and that removed the windows key from all of them. I still have a bunch of blank lines now in the key bindings screen, but lackey no longer thinks my windows key should trigger any of them.
I will need to investigate this further. It's possible your windows settings are done improperly, and it's also possible that the API I use for key input is bugged. Or it's also possible that there is a bug in Lackey. Please talk to me in some IM client some time and I can troubleshoot.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Tigt on December 14, 2011, 09:22:44 PM
The real bug I'm here to report is that counter display is not working correctly all of the time, at least for the MtG plugin. The numbers will just not show for some people during some games; not sure if there's a rhyme or reason to it. I'm on Windows 7, and my friend who reports the same problem is on XP.

The smaller not-quite-a-bug is that I defined the password for a game on the server as "%" which apparently my friends were unable to enter in the password field.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on December 14, 2011, 11:00:32 PM
Quote from: Tigt on December 14, 2011, 09:22:44 PM
The real bug I'm here to report is that counter display is not working correctly all of the time, at least for the MtG plugin. The numbers will just not show for some people during some games; not sure if there's a rhyme or reason to it. I'm on Windows 7, and my friend who reports the same problem is on XP.

The smaller not-quite-a-bug is that I defined the password for a game on the server as "%" which apparently my friends were unable to enter in the password field.
The password is alphanumeric I believe. If it allowed you to enter a "%" as a password, if you did indeed do that, then that is a bug.

I am aware of the other issue, I know what causes it, and am working on a fix.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: innuendo on December 20, 2011, 12:18:17 PM
Not a bug I don't think, but just a weird design issue with the UI. After you load a "deck to zone" it doesn't give any confirmation to you that the deck loaded until you manually return to game screen.

Seems related ot the adition of shared zones since loading to a shared zone pops you back to the game tab.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: r0cknes on December 20, 2011, 12:34:37 PM
Yea it is actually kind of annoying that when you load a deck it automatically sends you to game tab. A conformmation pop up would be nice, but seeing how many games require you to load to several different decks it would be nice to stay in the deck editor until you are done.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on December 20, 2011, 10:28:37 PM
Quote from: r0cknes on December 20, 2011, 12:34:37 PM
Yea it is actually kind of annoying that when you load a deck it automatically sends you to game tab. A conformmation pop up would be nice, but seeing how many games require you to load to several different decks it would be nice to stay in the deck editor until you are done.
Most people want to play the deck immediately if they load it that way. For the vast majority of people, this results in less buttons needing to be clicked.

If you are using a plugin that loads multiple decks, you can always use the load to specific zone button, and (due to one player making a similar comment), that will not take you away from the deck editor.

I'll tell you what would be annoying... opening a pop up dialogue as you suggested every time they load a deck.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: innuendo on December 21, 2011, 12:08:23 AM
Is it possible to put a small piece of text next to the load button that confirms they loaded. As it is, they have no visual indication the deck was loaded when you "load deck to: [zone]"
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on December 21, 2011, 10:04:43 AM
Quote from: innuendo on December 21, 2011, 12:08:23 AM
Is it possible to put a small piece of text next to the load button that confirms they loaded. As it is, they have no visual indication the deck was loaded when you "load deck to: [zone]"
I just loaded a pile of cards to a zone and there was indeed a log message reflecting that. What are you talking about?
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: innuendo on December 21, 2011, 10:57:23 AM
There is a log message, but from the deck editor screen you can't see that. When you load a deck to zone there is no visual indication that the deck is loaded. It remains on the same deck editor screen and you can't see the log from there.

I recently turned on 2 guys to lackey and they both hit "load deck to zone" about 5 times before they realized it may have worked. It's a small ui tweak.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Gordon228 on December 21, 2011, 01:40:27 PM
and yet it works for me every time
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on December 21, 2011, 08:07:39 PM
Quote from: innuendo on December 21, 2011, 10:57:23 AM
There is a log message, but from the deck editor screen you can't see that. When you load a deck to zone there is no visual indication that the deck is loaded. It remains on the same deck editor screen and you can't see the log from there.

I recently turned on 2 guys to lackey and they both hit "load deck to zone" about 5 times before they realized it may have worked. It's a small ui tweak.
Well, you don't want to have the game window be made active, and a pop up would be annoying, so there isn't much choice. I don't see this as a problem.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: yunari on December 22, 2011, 01:12:16 PM
Quote from: Trevor on December 10, 2011, 12:55:11 PM
Quote from: Hyphen-ated on December 10, 2011, 12:28:40 AM
I have a hilarious problem with this version! In the windows registry I've "unbound" my windows key so it doesn't do anything, and I use it for my push-to-talk key in voip programs. When I updated lackey and pressed my windows key, it activated ALL of the bindable functions that are not bound to anything! It does all of these all at once:
disconnect from server
disconnect from game
revert to autosave 1
revert to autosave 2
clear log
clear table
toggle hidden play mode
etc

It's as if lackey is thinking "this key does nothing, and these functions are all bound to nothing, so when the nothing key is pressed, do them all"!  ;D

I worked around it by binding some other key combination to all those blank lines and that removed the windows key from all of them. I still have a bunch of blank lines now in the key bindings screen, but lackey no longer thinks my windows key should trigger any of them.
I will need to investigate this further. It's possible your windows settings are done improperly, and it's also possible that the API I use for key input is bugged. Or it's also possible that there is a bug in Lackey. Please talk to me in some IM client some time and I can troubleshoot.

I got the same problem with more detail hopefully that could help you to find them out.
There have error when unexpected scancode have been entered.
As I found on japanese key board are
無変換   not convert character    scancode 07B
変換   reconvert      scancode 079
\   backslash on jp keyboard   scancode 073
When these key entered lackey execute these thing
(http://pathos.ddo.jp/yunari/images/webboard/log.png)
and then goto browse screenshot menu.

However hiragana/katakana button have been saved scancode 070
This autohotkey script shoudl help you to duplicate this error.
http://pathos.ddo.jp/yunari/misc/jp_extrakey.ahk (http://pathos.ddo.jp/yunari/misc/jp_extrakey.ahk)
ASDF mapped to not convert,reconvert,backslash and hiragana/katakana

(http://pathos.ddo.jp/yunari/images/webboard/jp_kbd.jpg)
As you can see they share principle with our lovely windows key which is difficult to avoid all the time.

And I still missing ALT+F4 Key.

Token as number some time hindered in back of some random card if it tap/uptap a lot. This never occured when display as token.  Number with arrow mark also obstructed by arrow itself render it useless.  Shouldn`t it easier to allow counter always on top regardless anything obstruct it? So we still could see counter even other card are above it which occur a lot when player play with different aspect ratio moniter and space between card are different.
And I wish to have option to have shadow around number or simply write solid background with token so it could read easier in some situation that color of number and card are so close like this.
(http://pathos.ddo.jp/yunari/images/webboard/mio.png)
I could change counter color but there are no better color to represent as damage counter than red. and number disappearing bug keep number counter useless anyway. But when counter grow up to 10+ and became taller than card I think I still need it.
with some aid it could read easier like this
(http://pathos.ddo.jp/yunari/images/webboard/sampletext.jpg)
PS. letter with shadow is optional. solid background is simply enough.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: innuendo on December 22, 2011, 06:25:28 PM
Quote from: Trevor on December 21, 2011, 08:07:39 PMWell, you don't want to have the game window be made active, and a pop up would be annoying, so there isn't much choice. I don't see this as a problem.

Is it possible then that the chat log could be visible while in deck editor panel? That way you could see the log at all times. I know for  fact this would be beneficial in many cases since often times we're building decks while chatting about it and having to cycle tabs is counter productive.

This also solves the problem of the log showing the deck is loaded.  And there is plenty of space beneath the bottom card display panel for the chat window (and if you didn't want it you could also hide it anyways).
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on December 23, 2011, 01:29:57 AM
Quote from: innuendo on December 22, 2011, 06:25:28 PM
Quote from: Trevor on December 21, 2011, 08:07:39 PMWell, you don't want to have the game window be made active, and a pop up would be annoying, so there isn't much choice. I don't see this as a problem.

Is it possible then that the chat log could be visible while in deck editor panel? That way you could see the log at all times. I know for  fact this would be beneficial in many cases since often times we're building decks while chatting about it and having to cycle tabs is counter productive.

This also solves the problem of the log showing the deck is loaded.  And there is plenty of space beneath the bottom card display panel for the chat window (and if you didn't want it you could also hide it anyways).
It's an interesting idea to have the log visible at all times, but on more careful thought, I think it would be worse. The main problem is it would just eat up too much real estate in the deck editor. And you might be thinking: "Then, just have it be an option." It's not a good idea to have there be too many options. Having lots of options overwhelms people and complicates the interface. Already, you are shown (for both the game chat and server chat) a number of unseen messages on their corresponding tab. So you are shown when a new message arrives. It would be nice to facilitate chatting during deck building better, but I don't want it to be at the expense of other things. The best solution I think is to just voice chat.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on December 23, 2011, 01:34:09 AM
Quote from: yunari on December 22, 2011, 01:12:16 PM
Quote from: Trevor on December 10, 2011, 12:55:11 PM
Quote from: Hyphen-ated on December 10, 2011, 12:28:40 AM
I have a hilarious problem with this version! In the windows registry I've "unbound" my windows key so it doesn't do anything, and I use it for my push-to-talk key in voip programs. When I updated lackey and pressed my windows key, it activated ALL of the bindable functions that are not bound to anything! It does all of these all at once:
disconnect from server
disconnect from game
revert to autosave 1
revert to autosave 2
clear log
clear table
toggle hidden play mode
etc

It's as if lackey is thinking "this key does nothing, and these functions are all bound to nothing, so when the nothing key is pressed, do them all"!  ;D

I worked around it by binding some other key combination to all those blank lines and that removed the windows key from all of them. I still have a bunch of blank lines now in the key bindings screen, but lackey no longer thinks my windows key should trigger any of them.
I will need to investigate this further. It's possible your windows settings are done improperly, and it's also possible that the API I use for key input is bugged. Or it's also possible that there is a bug in Lackey. Please talk to me in some IM client some time and I can troubleshoot.

I got the same problem with more detail hopefully that could help you to find them out.
There have error when unexpected scancode have been entered.
As I found on japanese key board are
無変換   not convert character    scancode 07B
変換   reconvert      scancode 079
\   backslash on jp keyboard   scancode 073
When these key entered lackey execute these thing
(http://pathos.ddo.jp/yunari/images/webboard/log.png)
and then goto browse screenshot menu.

However hiragana/katakana button have been saved scancode 070
This autohotkey script shoudl help you to duplicate this error.
http://pathos.ddo.jp/yunari/misc/jp_extrakey.ahk (http://pathos.ddo.jp/yunari/misc/jp_extrakey.ahk)
ASDF mapped to not convert,reconvert,backslash and hiragana/katakana

(http://pathos.ddo.jp/yunari/images/webboard/jp_kbd.jpg)
As you can see they share principle with our lovely windows key which is difficult to avoid all the time.

And I still missing ALT+F4 Key.

Token as number some time hindered in back of some random card if it tap/uptap a lot. This never occured when display as token.  Number with arrow mark also obstructed by arrow itself render it useless.  Shouldn`t it easier to allow counter always on top regardless anything obstruct it? So we still could see counter even other card are above it which occur a lot when player play with different aspect ratio moniter and space between card are different.
And I wish to have option to have shadow around number or simply write solid background with token so it could read easier in some situation that color of number and card are so close like this.
(http://pathos.ddo.jp/yunari/images/webboard/mio.png)
I could change counter color but there are no better color to represent as damage counter than red. and number disappearing bug keep number counter useless anyway. But when counter grow up to 10+ and became taller than card I think I still need it.
with some aid it could read easier like this
(http://pathos.ddo.jp/yunari/images/webboard/sampletext.jpg)
PS. letter with shadow is optional. solid background is simply enough.
I'm looking into the keys causing unintended functions.

Regarding the text outline, its actually somewhat tricky to get a proper outline. A box outline is easy enough to handle. I will make that an option. I am aware that some text can be hard to read with some colors and contrasts. But at the same time, I know many people don't want a box covering up what's behind it. I'll work on it and it should look better soon.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: geleroff on January 10, 2012, 05:39:05 AM
i have a bug... well i play on a laptop computer with Lantinmerican Spanish keyboard configuration (problem with questionmrks and so on... but i dont care about that)

in my keyboard Bloq Num is next to the delete arrow, and sometimes i misstype it, whener that happens a wild weird bug appears, kicking me out of the server and sending me to the plugin tab, not to mention that opens a window looking for screenshots of the plugins and says "good game" without actually typing it... it is funny because sometimes it happens and sometimes it doesn't, but whenever it does it makes itself sure that im in a very tough game or some just entered my game after 20 minutes waiting
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Saethori on January 11, 2012, 03:42:33 PM
Quote from: geleroff on January 10, 2012, 05:39:05 AM
i have a bug... well i play on a laptop computer with Lantinmerican Spanish keyboard configuration (problem with questionmrks and so on... but i dont care about that)

in my keyboard Bloq Num is next to the delete arrow, and sometimes i misstype it, whener that happens a wild weird bug appears, kicking me out of the server and sending me to the plugin tab, not to mention that opens a window looking for screenshots of the plugins and says "good game" without actually typing it... it is funny because sometimes it happens and sometimes it doesn't, but whenever it does it makes itself sure that im in a very tough game or some just entered my game after 20 minutes waiting
As mentioned in the post immediately preceding yours, Lackey is seemingly currently suffering from a bug where if you press a key Lackey doesn't recognize, it will automatically use as many functions as it can that aren't assigned to keys (as it is making an erroneous connection between a "blank" key and "blank" key commands). While this problem gets worked out, the easiest fix would be to look for everything in the settings that isn't assigned a key combination, and assign them key bindings that you are highly unlikely to press by accident (such as Ctrl+Shift+Alt+[number]).
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Verloren on January 15, 2012, 12:58:22 PM
I keep getting this "Are you still connected? For realz?" thing, which boots me from the server. It works just fine when I'm only sitting around on the server, but if I connect to a game, I can't even go a full turn without getting booted. Can someone help me?
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: sifur on January 23, 2012, 06:47:23 PM
OS: Windows 7
Monitor: 1920 x 1080

I notice that every single M12 card is about half the size of every other card. This is the only bug I have been experiencing.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on January 24, 2012, 03:13:00 PM
Quote from: sifur on January 23, 2012, 06:47:23 PM
OS: Windows 7
Monitor: 1920 x 1080

I notice that every single M12 card is about half the size of every other card. This is the only bug I have been experiencing.
That is not a bug with Lackey. That sounds like there is either a mistake with that plugin, or you need to update the plugin. The simplest way to fix it would be to delete your old plugin and reinstall it.
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: Trevor on January 24, 2012, 03:13:39 PM
There is a new version of Lackey. Please post bugs in the new thread.
http://www.lackeyccg.com/forum/index.php?topic=1435.0
Title: Re: I just posted a new version of Lackey, build date 11-23-11. Post bugs here.
Post by: sifur on January 26, 2012, 11:28:04 AM
I would like to say thank you for putting in so much time an effort into making this program and for keeping it maintained. This is one of the best magic programs I have ever used.