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.

1,095,858 views 519 replies +12 Loading…
Reply #201 Top

 However, once he gets in range, his speed drops to a crawl.
End of quote

This is related to how ranged characters chase. He thinks he is a melee demigod, and tries to get to max range for his arrows. However, I don't think that arrows have a ... standard? range to chase with, so he merely just goes very slow in an attempt to guess it. It is important to note, however, that he will stay in range with his arrows. 

Reply #202 Top

an interesting change I would like to say, even though it's not 100% a "bugfix" so it falls in "Bugs Requiring Research". 

The 1750gold gloves, called "Gloves of Despair" has the following tooltip: "15% chance to drain 300 mana". I would like to to see it actually made into a "mana drain" rather than a "mana burn" as it is now. What I mean by that, is that you do indeed burn 300 of your enemies' mana. However, you don't actually DRAIN it (it is not added to your own pool).

This is me raging about bad tooltips (like Armor of Vengence). 

Light/Dark capping all flags creates "Invalid Game State" error (http://forums.demigodthegame.com/362132)

End of quote

Please see comments here: http://forums.demigodthegame.com/379675/page/1/#replies

Reply #203 Top

re:Rook as a ranged character

Hmm, I'm not sure I believe your hypothesis. When I get a chance I'll remove the Rook ranged weapons and see what happens. Incidentally the arrows do have a standard range, they are declared as normal weapons in his blueprint. When I increased his melee range it made it larger than the arrow range, so it should have kicked in, but it didn't. Likewise as I increased the melee range of his attack his following distance also increased.

Okay, now I'm confused. I was retesting some random things, I added CanFileWhileMoving= true, and suddenly it looks like the Rook autoattacks without any problem at all while chasing. I'm going to test it some more and then put it up as a test mod.

re: Gloves of Despair

The effect is straightforward enough that I doubt it was intended to grant the user mana. I will concur that the wording was not as precise as one might wish.

re: Invalid state when map is controlled

I understand that they haven't been able to replicate it. I'm just not certain I believe it. I'll try to whip up a mod to allow for quick testing of this one.

Reply #204 Top

Okay, now I'm confused. I was retesting some random things, I added CanFileWhileMoving= true, and suddenly it looks like the Rook autoattacks without any problem at all while chasing. I'm going to test it some more and then put it up as a test mod.
End of quote

ooo - interesting :)

 

Reply #205 Top

UberFix 1.02b version

It now includes the Rook fix. If you guys could test out the Rook and make sure he doesn't do anything weird, that would be great.


Forces of XXX MapTest

I built a map to test for the Forces of XXX Control the map crash. Please download and test it with others online.

I moved all the flags on Cataract to the center so they can all be captured at the same time. I tried removing most of the flags, but that was glitching on me, so I did it this way. I also boosted the Rook's movement and hp so he would be the best to test things with. What I'd like people to do is to test this out in multiplayer. Just swap the flags back and forth triggering the Forces of XXX Control the map event. Also give it a shot after a player drops to see if that changes anything.

If anyone manages to replicate the crash post up a version of their demigod log file and the circumstances that trigger it.

Thanks

Reply #206 Top

If anyone manages to replicate the crash post up a version of their demigod log file and the circumstances that trigger it.
End of quote

sigh... you can replicate this 90% of the time by triggering a desync just before the last flag is capped (oddly about the time when the other team knows for sure they can't win - strange, that one).  The only way to reproduce this bug randomly if for a connectivity issue to come up (read not intentionally initated by a user) at about the same time the flag is taken.  So, its possible to happen due to bad connections normally, but I can only imagine that happening .5% of the time, if even.  Let irek do the leg work on this as i think he's still the only person that believes this is an actual bug.  My 2 cents.  I won't be spending any further time testing that though (as i did quite extensively back with the "issue" was discovered), but hey - anyone that wants to give it a shot, go for it. 

Oh - and we are going to use your new version of the map in the tournament :) :moon:

Reply #207 Top

Given that I'm a nut, I did try a me versus AI game and there is a curious event. Whenever the Forces of X control the map event occurs, the game triggers a CVPUpdateGame event. Otherwise this is event only (as far as I can see right now) occurs at the end of a game. I've also noticed that quite a few times that the game also breaks after the victory screen. If something can glitch when the servers are updated with the game state, this may cause a invalid game state.

re: Forces control is just a result of cheating

I'm hesitant to accept this as true. Just like I was hesitant to accept that Shamblers, Oculus's Sacrifice skill, Oculus's Electrocution skill, and Oculus's Lighting Blast skills all worked as intended. I'm not saying it definitely does cause crashes. I'm just suggesting that there may be merit for the claim and that it should be investigated.

For:

  • Stardock has said that this is the case.
  • pacov has tested it and found nothing.

 

Against:

  • I've experienced this event. I don't think it was caused by cheating, but it may be the case it was.
  • This is the most widely reported invalid game state problem report.

This being the case, I'm going to continue testing things. I hope, even if you don't agree with a particular issue, everyone will continue to assist and test the patches I produce. Sure some of them will turn out to not work, but as previously demonstrated, many of them do turn out to work. Every step forward for Demigods is another step forward for spending more time on a game that deserves better than what it got.

Reply #209 Top

Quoting awuffleablehedgie, reply 208
http://forums.demigodthegame.com/380048
End of awuffleablehedgie's quote

OMG!!! Rook dropped favor item!!! :omg:

Reply #211 Top

I looked into it. At this point, without more information, I'm going to classify it as a random glitch. There are too many possible ways to cause this error, many which are not Demigods related.

Now, someone go test The Forces of XXX Control the Map. (I try to do it, but I can't get volunteers to help me test it. It has to be tested with other people because you can't desync by yourself.)

Reply #212 Top

pacov might be willing to do it, since he has already been of a tremedous help to the UberFix :)

p.s. Dont hate me pacov, I only made a suggestion O:)

Reply #213 Top

I fixed a targeting issue with Brain Storm. It should now remove debuffs correctly. It will be put into UberFix release candidate 1.02c.

Reply #214 Top

Quoting Ptarth, reply 213
I fixed a targeting issue with Brain Storm. It should now remove debuffs correctly. It will be put into UberFix release candidate 1.02c.
End of Ptarth's quote

Makes me think we should be using 1.02 in the tournament

Reply #215 Top

Quoting Ke5trel, reply 214

Quoting Ptarth, reply 213I fixed a targeting issue with Brain Storm. It should now remove debuffs correctly. It will be put into UberFix release candidate 1.02c.
Makes me think we should be using 1.02 in the tournament
End of Ke5trel's quote

That's the current plan. pacov has been testing the pre-release versions to see if I screwed anything up. However, the more people testing it the better. If you can get others to test it too, and report back to me any glitches, that would be great.

I still can't explain why I screwed up fixing Brain Storm the first time. That was stupid on my part.

 

PS. If you can also test the "Forces of XXX control the map" causing an invalid gamestate, that would be great too. A few posts up I posted a map I coded to do it.

Reply #216 Top

If I'm correct, the two unlisted 1.02 changes will be Rook will chase properly with Autoattack and Occulus' Brainstorm will now properly remove debuffs from the target, not the caster. 

Reply #218 Top

ok so I have tested it some and have been able to replicate what happened every time. It also worked with any of the usable favor item i tried. (vial, wrath, BoS)

 

1. use the favor item

2. while its on cooldown purchase something at the shop (i have been just getting scaled helm)

3. while still in the shop menu right click your favor item (it may take 2 or 3 clicks but it will drop)

End of quote

Maxsteel copy-pate for convenience 

 

Reply #219 Top

Alright, I labbed it as well. It works perfectly, and it also works for characters besides Rook (I used Sedna and Cloak of Night).

Interesting things to note: First, this causes the game to lag ... horribly. I typically have a perfectly fluid game, and I run at 10 simspeed. I have an expensive computer, yes. Anyway, the frame rate drops to around 10, and it becomes incredibly jerky. I would guess it is because of it attempting to render the favor item (there is no treasure chest like when you drop a different item).

Reply #220 Top

Alright, related to 

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
End of quote

As a general, purchase any idol. Summon the minions. Then, open up the shop window. While they are still on cooldown, sell the idol. The idol will remain in your dashboard, and will remain clickable and you will begin to summon (those it "fizzles"). 

This is regardless of where you click, shop menu or your minion summon button.

Reply #221 Top

Alright guys, I have discovered an infinite gold glitch ^^;

Reply #222 Top

Note to self, don't play against Hedgie

Reply #223 Top

Quoting awuffleablehedgie, reply 221
Alright guys, I have discovered an infinite gold glitch ^^;
End of awuffleablehedgie's quote

LOL, of all the weird ones I have been reading today, this is the most extraordinary! :omg:

Reply #224 Top

Makes me think we should be using 1.02 in the tournament
End of quote

I'm cool with the first beta of 1.02 at this point.  MUCH testing needs to happen ASAP if we're going to go live with anything else though. 

Reply #225 Top

What about the infinite gold glitch? Or is it a lame hedgie joke? *_*