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.

1,095,943 views 519 replies +12 Loading…
Reply #101 Top

Can someone make a debug mode of the fix? We were playing many games last night, and bout 1/2 of them crashed with invalid gamestates.

I have a suspicion that it is the + minion fix.... because one of them happened at the same time I summoned shamblers III while having just purchased hauberk. eg: I hit the summon button and right at the same time the invalid game state went off.

Reply #102 Top

Good memory! I don't think I was able to do anything the one game with UF I was in. Happened before I even got to control my dewd

Reply #103 Top

I'm not sure what you'd want in a debug mode. Can you be more specific?

re: Shambler HP Fix

The Minion HP Fix has its change in the function that is used by all levels of Summon Shambler. So, I would expect it to have issues with any +hp item and any level of summon shambler.

The one thing I changed between the .exe version and the .zip version was that I renamed the base directory from UberFix to UberFix v1.00. Pacov said that everyone had installed it as a .exe, so there shouldn't have been any difference between the directories. The space or period in the directory name may be causing a higher chance of issues.

Reply #104 Top

re: Oak Soul Power

You have to be more specific, I'm not sure what bug you are talking about. I don't see anything that suggests Soul Power should capped with a maximum effective spirit number.

re: Heart of Fire & Soul of Ice

The abilities are somehwat mixed up. Whenever you turn into Cold form, you get the Fire Buff. Whenever you turn into Fire Form, you get the Cold Buff. Also, it isn't the descriptions, it is the icons that are mixed up.

Personally it would make sense that you get a weapon buff when you switch into fire mode, and a mana regen buff when you switch into cold mode. But that is a balance issue, and not a bugfix.

re:mod updates

The next set of bugs aren't easy ones. I took care of most of those. Exxcentric made code that fixes the plague/Post Mortem glitch, but it was suggested it was inefficient. I'm trying to find a better way to do it.

re: mod instability

I'm not sure what's going on with this. I need more information. I haven't actually got to play much Demigods lately. The time I've got has been spent on looking into bugs and fixes.

Reply #105 Top

Ptarth - request from me.  Would it be possible to get 1.01 released sometime in the near future (preferably as an executable only)?  I'm at the point where all of my debugging steps to try and get everyone playing the same version isn't worth it (too much time).  A new version though might be just what the doctor ordered. 

Reply #106 Top

So far the 1.01 doesn't actually contain that much. Just last week you wanted me to wait a month between releases. I'll do it, are you sure you want it?

Reply #107 Top

Quoting Ptarth, reply 106
So far the 1.01 doesn't actually contain that much. Just last week you wanted me to wait a month between releases. I'll do it, are you sure you want it?
End of Ptarth's quote

I am.  I probably won't have any more uberfix games until a new version comes out.

edit -  and yeah, I'm still on board for only having monthly releases (and would generally prefer that), but I'm at the point where I'm not even willing to give it a shot as I know the outcome will be a desync.  I'm sure its not that much of a pain for people playing in smaller games, but in 5v5 games, its a pretty sure bet that someone has installed he patch incorrectly... and then we have to dick around to figure out who is causing the problem... etc.

All of that said, please release just the exe version of 1.01.  It might help if you go with a brand new uid.  Also.... I honestly don't know much about this, but I noticed that sorian in his demo mod linked to a website that would create a uid for you.  And I noticed that you just created your own.  Not sure if that's an issue or not.  Here's the link Sorian provided for creating a uid:  --uid must be unique. See http://www.somacon.com/p113.php to have one generated for you.

And, as I'm bringing up everything i can think of, it still might be a good idea to change the name of your mod to something quite generic like BugFixMod.  Not a requirement, of course, but just my 2 cents.  I'm still very confident that I can get quite a few people using this mod, but only if we bottom out desyncs due to user error or unknown factors.

 

Reply #108 Top

If I'm not mistaken, Occulus' sacrifice skill is bugged.  I've used it a couple times but I never actually saw it work.  I had an Oak use penitence and a TB use rain of ice and fireball on me late game and I've never seen it actually heal anything standing close to Occulus.  It could just be a problem with it not showing that it's healing allies, since I never took the time to see if their hp increased.  However, I'm convinced it simply doesn't work.

+1 Loading…
Reply #109 Top

UID

The UID is just an identifier that "names" the mod. The UID I use for the Uberfix is unique, however there may be problems with me using characters that are not hexidemical consistent. However, it should return an inability to find the mod, and not just let it run. For every version of the Uberfix I've made, I have used a unique UID. I've only released one, so this isn't a big deal either.

Uberfix Stability

Right now, I have no good idea why the Uberfix has been causing problems. Without better testing, I can't pin anything down. One thing that makes a 5v5 hard to isolate is that it only requires one player having a flawed installed, and that player would shutdown the other 9 players. If I recall correctly, adding an additional change to a mod will not cause a conflict until that ability is activated for the first time in game. The problem we had the last time I had a 5v5 with you guys, was someone having modded their version and forgetting to fix it. If that is the kind of problem that we are dealing with, then extra releases isn't going to solve anything. We need to either find a way to verify the entire contents of a mod (not possible to my knowledge without support from GPG, hence not a viable option), or find a better way to get people to keep their mod versions untampered.

Uberfix 1.01 Release

I can release a new version. However, without addressing the underlying issue of potentially corrupted installs and players corrupting their own installs, I'm not sure where this gets us. Odds are we will be back in the exact same situation.

Oculus Sacrifice

Can I get someone to do some tests to verify?

 

Reply #110 Top

Quoting Ptarth, reply 109

Uberfix Stability

Right now, I have no good idea why the Uberfix has been causing problems. Without better testing, I can't pin anything down. One thing that makes a 5v5 hard to isolate is that it only requires one player having a flawed installed, and that player would shutdown the other 9 players. If I recall correctly, adding an additional change to a mod will not cause a conflict until that ability is activated for the first time in game. The problem we had the last time I had a 5v5 with you guys, was someone having modded their version and forgetting to fix it. If that is the kind of problem that we are dealing with, then extra releases isn't going to solve anything. We need to either find a way to verify the entire contents of a mod (not possible to my knowledge without support from GPG, hence not a viable option), or find a better way to get people to keep their mod versions untampered.
 
End of Ptarth's quote

verifying the contents is actually not a big problem if its not done deliberately to destroy the game. if you have the skill to code it yourself you need a hashalgorithm (there are certainly some out there you can use) and access to the mod files (which you have, since you got access to the local filesystem). so you gotta load the files, hash the content and compare it to saved values. voila you know which of the files has been changed. i just dont know what you can do with that information because then you should stop the game instantly and i dont know how that works. also if someone wants to desync the game deliberately you got no chance.

Reply #111 Top

"

Personally it would make sense that you get a weapon buff when you switch into fire mode, and a mana regen buff when you switch into cold mode. But that is a balance issue, and not a bugfix."

That actually makes sense when put into context with the Fire and Ice Auras. Permaforst gives 0/4.5/9 mana per second, fire aura gives 0/15/30 Weapon Damage. However, prior to the most latest patch, +Weapon Damage on Fire TB was basically useless. Switching from Fire to Ice should give mana and Ice to Fire should give Wpn Damage.

THAT SAID, I think that would be somewhat of a nerf to TB. It takes a few seconds before you can AA when changing into fire already (little to no time when Fire to Ice) and it seems weird to go Ice -> Fire -> Fireball -> AA for +75. It would create a change in playstyle (early game) for TB and I think it would only be for the worse.

Reply #112 Top

Quoting awuffleablehedgie, reply 111

That actually makes sense when put into context with the Fire and Ice Auras. Permaforst gives 0/4.5/9 mana per second, fire aura gives 0/15/30 Weapon Damage. However, prior to the most latest patch, +Weapon Damage on Fire TB was basically useless. Switching from Fire to Ice should give mana and Ice to Fire should give Wpn Damage.

THAT SAID, I think that would be somewhat of a nerf to TB. It takes a few seconds before you can AA when changing into fire already (little to no time when Fire to Ice) and it seems weird to go Ice -> Fire -> Fireball -> AA for +75. It would create a change in playstyle (early game) for TB and I think it would only be for the worse.
End of awuffleablehedgie's quote

I agree 100%. If TBs weapon damage buff came from the form switch that requires him to stand still, life will get a lot harder.

Reply #113 Top

I can release a new version. However, without addressing the underlying issue of potentially corrupted installs and players corrupting their own installs, I'm not sure where this gets us. Odds are we will be back in the exact same situation.
End of quote

I still say give it a go.  Will people need to uninstall uberfix 1.0 to be able to use 1.01?  I'm hoping 1.01 shows up in the mod list as a brand new item (so that 1.0 and 1.01 could coexist).  That might be counterintuitive, but I want to get this down to a 2 step process for new users.  Run the installer.  Enable the mod.  Play.  Not delete the mod, make sure you put it in the correct directory, etc.

Reply #114 Top

re:hashing

Derog corrects me on a a few things so I'm removing the incorrect information from my post.

re: TB form changing buffs

I'm not going to make the switch on effects, that would be a question of balance. Does anyone have any objections of me switching the icons, so that Heart of Fire is Fiery and Soul of Ice is Icy? (Side note: Who is the world decided to spell Fiery the way it is spelled? I hate them.)

re: multiple UberFix Installs

When I created the executable installation I switched to including the version name in the directory structure. They are completely independent and labeled.

Reply #115 Top

I'd prefer to keep the icons for TB as is. I'd get real confused if they changed.

Reply #116 Top

Quoting Ptarth, reply 114
re:hashing

I'm familiar with hasing, but I'm not sure it would work in this case. I'm pretty sure that the Demigods engine doesn't provide any file manipulation features.
End of Ptarth's quote

you dont need to manipulate anything. you just need to read the files and thats possible. i have done that. look at the code of this:

http://forums.demigodthegame.com/370813

 

Reply #117 Top

re:Derog

I looked at your code, and it will take me a while to get it. I tried getting a version of the recursive table to string function from the SupCom forum to work, but it didn't do exactly what I was hoping for. Hopefully your ModLog will. I'm going to have to take a while to understand your code. I'm not sure about how much writing mod verification code will be worth it. I'm not familiar enough with the lua constructs to have an intuitive feel for it, so I have to do everything the hard way. The time I'd have to spend on writing up the verification function may be more usefully spent on bug fixing.

re:pacov

I released a version of 1.01. I added a zipped version, but labeled it as source code.

re:1.01

It doesn't really have that much, but hopefully it will encourage stability among users. If someone can verify that it works with others in multiplay, that would be great.

Reply #118 Top

I've played 3 games today with uberfix 1.01 and favormod 1.7 stacked.  0 desyncs.  Everyone single game went smoothly.  All players used the 1.01 executable.  Thanks for releasing 1.01 even though it didn't have alot of additional fixes.  This got me playing the uberfix mod again and I will continue to push for widespread usage.

Reply #119 Top

The 5v5's played using the UberFix are seemingly having stability issues. Can people host their logs & perhaps a replay or two from any games that crash using the UberFix so I can try to figure out anything?

Thanks.

Reply #120 Top

Quoting Ptarth, reply 119
The 5v5's played using the UberFix are seemingly having stability issues. Can people host their logs & perhaps a replay or two from any games that crash using the UberFix so I can try to figure out anything?

Thanks.
End of Ptarth's quote

Info from last game sent to Ptarth.

Reply #121 Top

And to clarify - all of my games tonight that were uberfix 1.01 + favormod 1.7 had no issues.  Those were all 4v4 games.  Once we started playing uberfix only, all of those games were 5v5.  In those 5v5's we had some issues with disconnects.  Not necessarily caused by uberfix at all... might just be some people have so so connections or something. 

Reply #122 Top

might just be some people have so so connections or something.
End of quote

Remember Crucible? cause that was without Uberfix...

Reply #123 Top

Remember Crucible? cause that was without Uberfix...
End of quote

I don't.... we crashed on that too then?  You remember who dropped?

Reply #124 Top

we crashed on that too then? You remember who dropped?
End of quote

Everyone at least once :P, either in lobby or in the loading screen. Once we actually got past the first minute or so though it settled down.

Reply #125 Top

Can you guys try to keep track of which players can play each other and which combinations of players crash? The wierd part about the last game was that players crashed individually, it didn't bring down the entire game.

Looking over pacov's log, I don't know enough to say much. Some things that come up:

  • warning: 01:31:45: *ACHIEVEMENT WARNING: No tracking of goalIndex = goal1 - achievement = hoak17

This happens very frequently. I'm not sure why, or exactly what is going on. But it is there. The error comes from Achievements.lua.

  • info: 01:32:00: INCIDENT: Received conn info from 89336:9 regarding 47067:6
    info: 01:32:00: INCIDENT: Incident Active. Beat: 9471

There are also many of these. No idea.

Lastly, replaying the replay with logging enabled the game crashes with:

warning: 00:15:23: Checksum for beat 4900 mismatched: 7fb9d5dc4d88de873b267b342d8eec58 (sim) != 6292d9ad2abe89a2ab2cb34058a25f67 (Splitshadow).
warning: 00:15:25: Error running OnDestroy script in CScriptObject at 134dd170: ...mes\demigod\dgdata.zip\lua\sim\tasks\abilitytask.lua(195): attempt to call method `Remove' (a nil value)
         stack traceback:
             ...mes\demigod\dgdata.zip\lua\sim\tasks\abilitytask.lua(195): in function `CleanUp'
             ...mes\demigod\dgdata.zip\lua\sim\tasks\abilitytask.lua(125): in function <...mes\demigod\dgdata.zip\lua\sim\tasks\abilitytask.lua:124>

Any ideas?