Ptarth Ptarth

UberFix v1.02

UberFix v1.02

UberFix


The UberFix is a compilation of bugfixes for Demigods version 1.2. The patches incorporated into the mod
are listed below along with the creator of the patch.


Download:

v1.02

Installer format: www.box.net (Recommended Download)

filesize: 334,609 bytes

MD5 Checksum: 5322667e9be4dbd0fc9cb44823a6dc81

Source Code: www.box.net


Old Versions


 

v1.01

Installer format: www.box.net

filesize: 322,544 bytes (Downloaded 223 times)

Source Code: www.box.net

 

v1.00

Downloaded 178 times 

zip format:  16.5 KB  v1.00 Mediafire  v1.00 Box.net  

exe format: 301.2KB v1.00 Box.net  

 


Currently Included Patches

Uberfix 1.02 

  1. Lord Erebus Poisoned Blood Potion Fix by Ptarth
    • Poisoned Blood Potions can no longer be used by Lord Erebus to farm himself. He and his teammates treat his Poisoned Blood Potions as regular potions now.
  2. Oculus Electrocution Fix by Ptarth
    • Health and Mana regeneration are now correctly stopped.
  3. Torch Bearer Projectile slowdown Fix by Ptarth
    • Toch Bearer's fireballs and fireblasts now correctly accelerate to maximum speed when their target moves a great distance. This includes his Fireball Ability.
  4. Unclean Beast Ooze Suicide Fix by Ptarth
    • Ooze now correctly ends when the Unclean Beast is low on Health.
  5. Oculus Sacrifice Fix by Ptarth
    • Sacrifice now will heal allied units.
  6. Unclean Beast Post Mortem Plague Conflict Fix by Exxcentric
    • Plague I and II no longer remove the Post Mortem death effect.
  7. Rook Move Attack Fix by Ptarth
    • Rook now attacks while moving correctly.

UberFix 1.01

  1. Lord Erebus Mist Form Fix by Ptarth
    • updated to end when mana drops below 125.
  2. ZikFix (Zikurat Tower Fix) by mrappard
    • The Dark side towers on Zikurat while playing Conquest now spawn correctly, instead of at warscore 6.
  3. Orb of Veiled Storms Fix by Ptarth (bug reported by awuffleablehedgie)
    • The Orb of Veiled Storms now deals ArmorImmune damage like every other demigod ability and weapon ability (except for the Doomspite Grips and Girdle of Giants, which have a cleave attack).

UberFix 1.00

  1. Minion +hp Fix by Ptarth
    • Minions summoned by Demigods Generals [Sedna, Lord Erebus, Oak, Queen of Thorns, Oculus] with +minion hp items now have the correct health
  2. Oculus Brain Storm Fix by Ptarth
    • Brain Storm now has a visual effect at all levels, instead of only when Oculus has Mental Agility
    • Brain Storm now removes debuffs on targeted unit as specified by the rollover tooltip text
  3. Queen of Thorns Attack Animation Glitch Fix by Ptarth
    • Reduced the lifetime of the QoT's root attack animation to make the animation look better.
    • This is only a cosmetic change.
  4. Oculus Lightning Ball Summons Fix by Ptarth
    • Lightning Balls will no longer summon in map void space.
  5. Oculus Lightning Blast Fix by Ptarth
    • Lightning Blast now occurs at the origin of the target instead of the origin of the unit that procs the effect.
  6. Missing Oculus Shield Effect Fix by Ptarth
    • Oculus now has a visible Shield effect.
  7. Heart of Life and Wings of the Seraphim Healing ends effect Fix by Ptarth (awuffleablehedgie provided starter code)
    • The Heart of Life and Wings of Seraphim no longer stop their regeneration effects when the user is healed.
  8. Parasite Egg and Sludge Slinger Partial Fix by Ptarth
    • Changed the Parasite Egg and Sludge Slinger so they can be used, although it isn't perfect.

 

Current Buglist (Todo list: Verified and replicatable)

  1. Rook Shoulder weapons having target locking issues
    • I thought I had something to fix it. However, I'm having problems replicating the effect to test it.
  2. Fix the skill queue.
    •  Eg, if you tell a UB to grasp he tries to get into melee range and execute the grasp. If you tell him to spit, then it gets thrown to the back of the skill queue and he doesn't spit, he continues to follow like an r'tard. To fix it you have to issue a move command, then spit.
    • AbilityTask.lua has the functions related to this. There are many interesting things in it.
    • After finishing a command the demigod reverts to an attack/move order if previously moving towards a target
  3. AA targeting issues
    • Like how Oak frequently swings with his Axe and does no damage or how Sedna will stand by a target without attacking
    • This may be linked to the Rook Shoulder weapon problem or the command queue
    • (http://forums.demigodthegame.com/356419)
    • Demon Assassin stops auto-attack after warp strike. It should continue to attack the locked target... this would be natural.
  4. Rollover Data Error on flag tooltip while being captured behind fog of war.
  5. Demigods do not resume auto-attack immediately or change targets after using an ability.
  6. UB Post Mortem damage does not count as UB damage for the purpose of awarding gold.
  7. Move order is canceled when using effects (http://forums.demigodthegame.com/356694). The move order is turned into an auto-attack order.
  8. Inaccurate health bar on zoom in (http://forums.demigodthegame.com/356347)
  9. Language for engine messages (xxx has left, xxx has joined...) in game lobby uses the hosts language setting (this should be the users language setting): my russian is a bit rusty!
  10. Torchbearer respawns in Ice mode by default. This should be the last used mode (Fire/Ice)! Same for QoT.
  11. Queuing to grab a potion and then being Foul Grasped while picking up the potion and then UB getting Shadow Swaps allows you to pick up the potion instantly as long as you have contiguous line of sight. I've been able to do this roughly 25 in-game yards away.
  12. When a demigod switches primary weapon the window information doesn't update properly (mainly a QoT issue)
    1. This is a visual glitch, the weapon does change, but the window does not update correctly.
  13. Oculus cannot autoattack directly beneath him

Bugs Requiring Research List (requires verification and a reliable replication method)

  1. Light/Dark capping all flags creates "Invalid Game State" error (http://forums.demigodthegame.com/362132)
    1. This happens enough to know that there is an issue, but without a way to replicate it reliably it is beyond me to fix
  2. Torch Bearer's stat progression for PermaFrost Movement Debuff is 3%/10%/15%. It should probably be 5%/10%/15%
  3. "War Score" display at each teams' citadel is incorrect.
    • It shows the average of the two teams' warscore, it really should show just yours.
    • The citadels look to upgrade correctly.
  4. Minions still get stuck in citadels
    • Need a map person to look into hedgie's proposed fix idea
  5. Oculus's Ball Lightnings attack animation sometimes sticks with permanent bolt from minion to target.
  6. Oculus's Chain Lightning effect sticks until his or target's death if target teleports during cast.
  7. Oculus sometimes becomes unresponsive after using Blast Off.
  8. Sedna's Silence debuff never expires under certain circumstances.
  9. Oculus moves very slowly when selected with Ball Lightnings.
  10. Pathing issues on Prison
  11. Selling Monk idols sometimes destroy summoning button
    • To replicate: Summon Monks, Sell Monks (while idol is recharging), Buy a different type of idol (siege archer or warrior, possibly any other item too), Buy new Monk Idol. I can't replicate this any more for some reason.

Current Unfixable Errors (Can't do list)

  1. Sedna's low quality Silence effect causes speakers to silence
    1. Unfixable since we can't access and change the sound files
    2. Setting sound quality to medium fixes this for most people.
  2. Ping times periodically spike in-game (despite sufficient upload bandwidth).
    1. This is not handleable within lua
  3. Multi-game achievements fail to record progress properly.
    1. This is controlled by Impulse
  4. Overlay friend chat buttons constantly reappear.
    1. Controlled by Impulse
  5. Game result stats include players who joined and left lobby before match start.
    1. Controlled by Impulse?
  6. demigods.exe is looking for version 1.20.211 but is version 1.20.214 with the last patch
    1. GPG compiles the exe
  7. warning: 00:03:04: Granny: FileReading (c:\Work\forge\main\code\src\libs\granny\granny_file_info.cpp(152): File has run-time type tag of 0x8000002d, which doesn't match this version of Granny (0x80000026).  Automatic conversion will be attempted.)
    info: 00:03:04: Total Material Count: 24 Total Mesh Count: 24
    info: 00:03:05: Can't find texture "/env/common/layers/none_normal.dds" -- trying fallback.
    1. Internal and Granny related, all GPG accessible only
  8. Oculus Stun Animation does not loop fluidly
    1. The animations are scripted in Granny which we don't have access to.
  9. Demon Assassin's movie on the character select screen was filmed using the wrong skin.
    1. The movie was made using Granny and Bink, we don't have access to Granny
  10. Assorted replay playback issues
  11. Game result stats include players who joined and left lobby before match start.

Current Nonbugs (Feature List)

  1. Mana/Health loss on item drop (http://forums.demigodthegame.com/360939)
    • Working as intended I believe
  2. Oak's Shield can be interrupted
    • This is most likely a lag effect
  3. Scroll of Restoration doesn't cure stuns
    • The scroll only affects debuffs, not stuns

 Bugs Fixed by Previous Official Patches (SD & GPG fixed it list)(not complete, just ones that come up)

  1. Match ending while dead results in "wind" effect persisting until game is closed.
  2. Sound looping issue (http://forums.demigodthegame.com/356935).

Current Potential Additions to the BugFix (Addition list)
    1. SkillInfoMod
    2. AIMod by Peppe


Current Semi-Active Project Members

Ptarth - guy who does stuff

awuffleablehedgie - guy who finds bugs

UhelligGudn - new guy with lots of energy


Plea to Community

If we want Stardock and Gas Powered Games to increase their support of Demigods, we need to demonstrate our commitment and our willingness to support it. If we want to accomplish anything worthwhile to demonstrate our commitment, we need to work together. If you have time, please consider helping out. Every little bit helps.

1,095,113 views 519 replies
Reply #501 Top

Sorry, the Rook Autoattack should have been fixed in prior versions of Uberfix, not prior versions of demigod. 

Reply #502 Top

I have no problem with the change to Permafrost, and agree that 5/10/15 seems to be developer intent, and that it was an overlooked QA issue. If this is the general consensus, and nobody has objections, I can put this into the UberFix. Just so we're clear, it's not the movement speed debuff, but the ROF debuff. Movement speed is 3/7/10, which is inline with all other snares. ROF is 3/10/15.

Don't make this change for uber now plz - I'd prefer not to have any change changers in the version we'll be using in the tournament (granted, its a minor change, but a change all the same). 

Reply #503 Top

and hey - I haven't started testing the last rc of uberfix. Will do so today.  If you have any additional changes you wanted to put into a release candidate, if you did that in the next few hours, I could test using that version if you like. 

Reply #504 Top

I can post one now, but like I said, I haven't actually tested some of the new Oculus code at all.  It's probably fine, and as long as you don't mind if it breaks (and can get me a log), knock yourself out.

1.03 RC4

Reply #505 Top

I can post one now, but like I said, I haven't actually tested some of the new Oculus code at all. It's probably fine, and as long as you don't mind if it breaks (and can get me a log), knock yourself out.

I can test the specifics in occ's code for you.  Any changes in particular I should test?

Reply #506 Top

Chain Lightning and Brain Storm, mostly.  Just kill a bunch of creeps with CL as much as you can, see how often the lightning skips links, and definitely tell me if it ever breaks and sticks.

The main change I made is moving the target check from IsDead to BeenDestroyed, so lightning should still happen on dead targets, as long as they still exist as an entity.  I also moved the trashbag that the effects are added to on the target to standard Trash, from TrashOnKilled.  TrashOnKilled is only emptied when the unit's Kill() is performed.

If the unit is already dead from something else, and has an effect on it that gets added to TrashOnKilled, A. the adding itself can cause an error if TrashOnKilled has already been destroyed, B. if it somehow gets added, it won't get emptied/destroyed when the unit itself is destroyed, which could be yet another cause of sticky lightning, and C., if the unit is killed BY Chain Lightning, TrashOnKilled will be emptied instantly, making the effect only stick around for 0.1 seconds, if it shows up at all.

 

So this should hopefully fix a bunch of CL problems, but I haven't so much as run the code once, so with my luck there's a syntax error in there somewhere. :x

Reply #507 Top

started testing uber 1.03 rc4.

All tests were just in SP for now.

Chain lightning seemed to be working fine.  It did not stick at any point and seemed to go the appropriate number of jumps. 

I only was able to test brain storm on myself, but it removed ub's spit as expected.  Not sure if it will remove effects on other players... will try that as soon as I get a chance. 

 

Reply #508 Top

I did test occ's brain storm on other players - I can confirm that it does remove status effects as expected.  The only thing left to test is that its not removing status effects on both occ and another dg.

 

Side note, and an important one - I was chatting with Brad and he did confirm that he will make sure that Chris Taylor sees the changes we request, so we will be moving forward with compiling some fixes along with testing and detailed explanations.  There is no real guarantee at this point that GPG will assign a developer and make the changes we request, but we can be confident that they will receive any information we submit.

My plan is still the same as discussed in the other thread - we'll pick whatever we consider the highest priority changes and request those be implemented.  In addition, I'll be requesting that certain mods be included in the distribution of demigod.  Not sure if they will bite on that or not.  So, we'll need to prioritize specific fixes (I'd say any know exploits are the number 1 priority).  I definitely want to include the fix that hides the other teams gold values (so, if you want to develop that code further to allow for the possibility of other stats being viewable in an overlay, that would be great).  Anyway, much to discuss about this.  With regards to any mods attempt to get included - we'd (mostly me) would have to ensure they pass some qa testing to ensure things are good.  For instance, the AI skirmish mod, while good, doesn't pass qa now and wouldn't be included.  Hopefully by the time we submit it will be in good enough shape to add as a mod.  As we'll be requesting a big chunk of uberfix to be added to the game itself, uberfix won't be added as a mod unless we can figure out a way to create an alternate version of uberfix that backs out changes we've submitted (AND KNOW WILL BE IMPLEMENTED). 

Reply #509 Top

I don't totally think that Frogboy said that... 

I think he said that he'll bug Chris about it (like he has been doing already) but not to get any hopes up. I don't think that's indicative of a forthcoming update. Of course, if he said something else to you privately that's totally different.  

Reply #510 Top

I don't totally think that Frogboy said that...

"private message" = conversation

edit - but it is true - there is no guarantee GPG will make the changes we request.  There is a guarantee that they will see what we request. 

Reply #511 Top

Just throwing this all together so I can test.  Any chance you'll compile all of the changes? 

I've got one right now that was stable and error-free for one skirmish game, played as Oculus. As long as you're running with a log file, and can tell me what (if anything) went wrong with it, you're welcome to use it.

Changes from the last 1.03 RC:

- IgnoreFacing flags are now set on the appropriate item abilities, and not on the items themselves. They should actually work now (I did not get a chance to test this). Affected items are Sludge Slinger, Parasite Egg, and now Deathbringer as well.

- Enemy gold visibility fix

- Fix for gold loss/gain on unsuccessful item transaction during death

- Brain Storm now working again (whoops!)

- Mental Agility now correctly removes debuffs on the target, rather than the caster

- Ironwalkers activation speed now more closely adheres to the original item spec for standard speed demigods.

This version has none of the UI extension additions, as those are proving a chore to fully implement and test. I did have a working version of the TB/QoT weapon stat fix that I had actually tested in multiplayer, but I went and merged it into the rest of the UI/sync mess, and forgot to save an earlier version that I knew was stable. Welp.

Chain Lightning and Brain Storm, mostly. Just kill a bunch of creeps with CL as much as you can, see how often the lightning skips links, and definitely tell me if it ever breaks and sticks.

The main change I made is moving the target check from IsDead to BeenDestroyed, so lightning should still happen on dead targets, as long as they still exist as an entity. I also moved the trashbag that the effects are added to on the target to standard Trash, from TrashOnKilled. TrashOnKilled is only emptied when the unit's Kill() is performed.

If the unit is already dead from something else, and has an effect on it that gets added to TrashOnKilled, A. the adding itself can cause an error if TrashOnKilled has already been destroyed, B. if it somehow gets added, it won't get emptied/destroyed when the unit itself is destroyed, which could be yet another cause of sticky lightning, and C., if the unit is killed BY Chain Lightning, TrashOnKilled will be emptied instantly, making the effect only stick around for 0.1 seconds, if it shows up at all.

So this should hopefully fix a bunch of CL problems, but I haven't so much as run the code once, so with my luck there's a syntax error in there somewhere.

I'm looking to do quite a bit of testing to ensure that all is working as described in the near future. 

 

Reply #512 Top

I already did, check the last page, here.  Only thing missing from that list that I remembered afterward was the Ball Lightning formation movement fix.  Also, that list doesn't include any of the UI extension mod stuff, since I haven't merged that with the main mod yet.

I also took a look at the code that results in the ROLLOVER DATA ERROR when a neutral flag that your team hasn't seen yet gets captured, and I really don't have any idea why it's doing that, or how to prevent it.  Maybe I'll take another look later and hope I see something different.

Don't worry about Brain Storm doing something unexpected - like I said, I overrode it this time, and it should work just fine.  There's no way it could remove status effects from both caster and target the way I have it set up now.  With Chain Lightning, you don't have to specifically test it, just run a log for any games where someone's playing as Occ, and make note of anything unexpected that happens with CL (like sticking, beams not appearing, etc).  Either way, anything that happens should happen a hell of a lot less frequently than it did before, if at all.  Which is why it won't be productive to try to specifically stress-test it - when things went wrong with 1.3 CL, it would always be in the heat of battle with lots of creeps dying and people teleporting and such.  It's just not possible to test that specifically.

 

Re: official patches, like I said a few posts ago, you push for whatever fixes you feel are most important.  I'm not expecting anything to come of it, and either way it'll only affect me if some fixes actually get officially added to the game, and I have to remove them from the UberFix, which takes an insignificant amount of work.

Reply #513 Top

ah - I thought I saw it somewhere before.

Darkliath identified another couple of bugs today that could be used as an exploit.  I'll pm you the information a little later in case you wouldn't mind taking a look. 

 

Reply #514 Top

miriyaka - would you mind making a proper post for the latest uberfix and provide an executable?  The change log can be viewed on multiple pages atm, you can't update the OP with links to the latest version (its 1 or 2 pages back), and the current version isn't an executable.  I tried to get "experienced" folks to join a game tonight and at least 1 of them didn't understand how to install the zip file mod, resulting in invalid game states and ending our game.  Any help you can provide me at making things easier to access results in me being able to provide more testing.  I would have had a 3v3 test tonight with occulus (eg the last time we testing this occ went invisible).  Anyway, help me help me help you. 

Reply #515 Top

I can make a new post with a changelog, but I don't have any software for making installers.  If you want to do that, I can host it on the google code site and link to it.

Think I'm gonna go ahead and merge the UI changes in, although I'm too lazy to make full docs for them (beyond what's already in the readme and the comments in BuffAffects.lua).

Reply #516 Top

I can make a new post with a changelog, but I don't have any software for making installers. If you want to do that, I can host it on the google code site and link to it.

I will take care of that for you... just make your new post, I'll create an installer, and you can add it to your post

happy to assist.

Reply #517 Top

Too tired to do this, I'll try to take care of it tomorrow.

Reply #518 Top

"I also took a look at the code that results in the ROLLOVER DATA ERROR when a neutral flag that your team hasn't seen yet gets captured, and I really don't have any idea why it's doing that, or how to prevent it.  Maybe I'll take another look later and hope I see something different."

IIRC this was more or less fixed with the last official patch.

Reply #519 Top

Hey, welcome back.  And nope, it still happens, but now it only happens to flags that your team has never had any viz on.  So at worst, you might see it once at the beginning of the game, if your team is slacking.  Which is why I haven't rushed to find a fix.