UberFix
The UberFix is a compilation of bugfixes for Demigods version 1.2. The patches incorporated into the modare 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)
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
UberFix 1.01
UberFix 1.00
Current Buglist (Todo list: Verified and replicatable)
Bugs Requiring Research List (requires verification and a reliable replication method)
Current Unfixable Errors (Can't do list)
Current Nonbugs (Feature List)
Bugs Fixed by Previous Official Patches (SD & GPG fixed it list)(not complete, just ones that come up)
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.
I always thought ub suicide was something that was needed.
I have fixed the bug where TB always re-spawns in Ice Mode, and QoT in Open Mode. What is the procedure with getting my mod incorporated into UberFix?
After some research I believe that:
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!
May be impossible to fix. It appears that the lobby messages are sent by the host as nameless messages rather than displayed by each persons individual client. This is why they get the hosts settings instead of the users local settings. Unless we can somehow trap these messages and de-localize them I'm not sure what we can do.
Edit: I just spent an hour or so trying to work out if I could hook onto a message being sent to me to change its language but I cannot find such a spot, it seems the actual displaying of the message is handled by moho, I'd be happy to be proved wrong though.
As a formality, even though Ptarth knows already:
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Ball Lightning III and IV both suggest that nearby allies have an increased attack speed. However, this does not occur in-game and the code does not suggest that this is the case either.
Proposed fix:
- Update the tooltip to no longer suggest this (unrecommended since we decided against tool-tip updates already)
- (Balance change) Add in an attack speed buff to match the tooltip. It's hard to say what would be the "best" or "balanced" by 5%/10% progression would probably match because that is what we see for most other attack speed buffs.
Does anyone know someone who uses a non-English version of Demigods? I'd like to know what the 1.20 patch changed on their installation.
Looking at strings_db.lua it appears there aren't any chances to those files since the release:
C:\Program Files (x86)\Stardock Games\Demigod\loc\FR\strings_db.lua - Change Date: 6/22
C:\Program Files (x86)\Stardock Games\Demigod\loc\US\strings_db.lua - Change Date: 12/15
Similarily, FR does not have an ability string for: ABILITY_Oculus_0048
I'm inclined to believe it simply defaults to the English string.
This also suggests that Ball Lightning probably weren't supposed to have an attack speed buff. Hard to say, though.
That's the same thing I have on my install. However, I'm using an English version. I'm not sure if other localized versions have different effects of the patch. Are you running a nonEnglish version hedgie?
not legally.
I seem to remember it being said that the new Demigods were not localized, thus it would be assumed they default to the English settings. However I cannot find a tool tip for the increased attack speed buff, I get the feeling it was added to the tooltip and then decided against and then never removed from the tool tip.
Edit: Confirmed that if you run the game in a different language the English is used by default when no translation is present.
13. Oculus cannot autoattack directly beneath him
This would make sense considering he's on a giant chair and he has the ability to launch himself around apparently to overcome this weakness. I'm not so certain this is a bug except for the fact I cannot find the code that is actually restricting him from attacking downwards.
re: NonEnglish Install
Is this confirmed with an initial nonEnglish install and not just changing the Demigod initiation files? I know I sound like a stick-in-the-mud, but I try to make sure all the bases are covered. If we currently believe the patch was not localized, then we can change the blueprint string reference and it will work out.
re: Oculus not attacking beneath him
I investigated this a while back. The end result is no one could tell me why the unit could not attack beneath him. I'm guessing that it is an engine limitation which prevents units from firing through themselves. This would be annoying, but not horrible. What makes it broken is that the targeting and movement routines are also not functioning correctly. If Oculus locks onto a unit that moves beneath him, he will never switch to another target unless ordered to or if that unit dies. The Rook also suffers from this problem with his trebuchet. Something isn't quite right with the targetting routines with minradius weapons.
I swapped over the language files so I supposed this is insufficient.
Hmm, from your testing how "directly" underneath do you have to be for this to happen?
Pretty close to exactly beneath, I'd say within 1 map unit of his center. It is easy to replicate. Target a warrior and then right click to move next to it. He sometimes starts his attack animation but usually not.
Ooze still causing suicides!
I just had my first round of the tourney and Jaws8you the UB on my team suicided in this game. I don't remember what time it was but I will link the replay here for review.
http://www.gamereplays.org/demigod/replays.php?game=51&show=details&id=121755
Here is my fix for the TB and QoT state bug where they change do Ice or Opened state respectively on death regardless of what state you are in before death. I have sent this to Ptarth in a PM but it's probably best to have this here so anyone can see it.
To Ptarth: This version is even newer than the newest version I sent you, the latest version I sent you had a silly bug in it.
http://www.mediafire.com/file/jhyz0myznnz/StateFix.v.1.0.2.zip
re: UB Ooze Suicide
It is 25:20 in the video. The UB is under the effects of a Sigil of Life and Penitence. When the Sigil ends he takes 63 (or 68) points of damage, most likely from Ooze. He then dies. I'd imagine that the check for ooze hits, it passes, and then the sigil health reduction occurs between that check at the damage done from the ooze.
re: TB/QoT Form Respawn
Acknowledged. I'll patch it in later tonight or tomorrow. What was the silly mistake? (I downloaded but didn't try out your previous version).
re: New helper for the UberFix
Also, as it is probably obvious now, we have a new coder for the UberFix. Hopefully he takes over and does everything, so I can go retire in the Bahamas. Until then I'll probably continue to misspell his name.
Oh I just changed the global variable to be "self.Sync" however since it wasn't in a function it was throwing warnings because Self didn't exist. The line wasn't needed anyway so I just removed it.
Heh, it's Norwegian, Uhellig Gud is Unholy God the extra n at the end is a long story.
PS: Hopefully you don't go to the Bahamas, everything I try to fix seems to lead to a dead end written in moho. I have spent an couple of hours trying to track down either a place where the restriction on the distance is in place (This seems to run into a moho dead end) or find a way that I can change targets if this occurs. I thought I had some luck in the Weapon.lua however I can't seem to get any modifications to that file to have any effect, can you confirm or deny that LOG() works in mods?
so, couple additions I think would be nice:
Make summoned idols able to move like demigods. Rather than turn around and take forever, just copy the same code for demigods where they instantly turn around. I would think it should help with the pathing issues they still experience.
Create a hard barrier around the citadel so both enemy and friendly units can't go inside of it. Monks getting stuck in there is painful, and those people who put their minions inside the citadel with almost nothing the other team can do about it is ridiculous.
I don't think either of those changes would be hard to do, but I don't know terribly much about coding.
lazy... too much work to explain, but you can update your website to current in 2-3 days or so, eh.
WHAT IS THE N?
It's really not that interesting. It just used to be "UnholyGodness" except everyone mistook it as "UnholyGodESS" which obviously wasn't what I wanted. Then I signed up for a site one day and it had a 10 character limit or something and truncated it to just "UnholyGodn" which is what I've kept since translated into Norwegian because I've never once had "Username Taken" on a website sign up page
Rawr: the "hard barrier" is a map fix.
How maps work in demigod is there is a black and white 2D bitmap that the game loads on startup. One color represents "void" space that you cannot walk into. Currenly, it is virtually impossible to get monks stuck on the light-side. It can happen easily on dark however. I would guess this is the case because the dark side of the bitmap was copy-pasted a few pixels off. All you would have to do to fix it is edit the bitmap to be the proper block.
Monk fix... meh. Hard to say. Demigods have all sorts of targeting and moving issues as it is.
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you should update your semi-active. Including me ;; I provide enough support I think I count dammit.
Should probably update the current bug list as well to show TB as fixed, add Oculus Ball Lightning issue, and perhaps a better description of the "Oculus cannot attack beneath him" bug as to avoid confusion again (As the issue is more that he does not change target than cannot attack below him)
I personally don;'t think he should be able to attack beneath him even if it could be fixed, it's weird enough when he auto attacks really close to him, his animation directly down would probably divide by 0 and end the universe.
re: RAWRRR on Summon Idols
I don't disagree that it may be a better solution. However it is a balance fix. In the last few patches the values to make minions steer were purposefully adjusted. I don't know whyk so o don'tthink they should be adjusted until then.
re: RAQRR on Map Barrier
I don't really know much about maps, I'm deferring to Hedgie and mrappard on this one. I seem to recall them talking about things. However I haven't looked it up recently.
re: awuffeablehedgie on map BMP
What is this file? I took a quick look, but couldn't find anything. The best I found was the minmap, but that has nothing to do with anything. mrappard suggested it was the *.scmap.
re: awuffleablehedgie as semi-active
I removed the plee to the community and job lists because it didn't go anywhere. I'll put up a new version with you and some others.
re: updated buglist
Yeah. I'll get around to it tomorrow or the next day. I also need to grab the items from the last page too. The forum has issues with me editing and it saving what I edit.
re: Oculus Autoattacking
Well, as a guiding principle the UberFix fixes bugs, it doesn't incorporate balance changes. I do believe that Oculus was intended to attack all targets within his range, and that him currently being unable to attack targets below him is indeed a bug. Saying it is a positive feature because it is more realistic isn't a valid argument. This entire game is not realistic, really if you can wear 5 helmets at the same time...
re: LOG in Modding
It does work. Did you read the short introduction to modding a wrote a page back? It contains some information on it. I think. Maybe. Anyway, here is a short guide to the LOG command.LOG('text :' .. repr(value) .. 'second value :' repr(value2))I don't know if there is a difference between " and '.I don't know if there is a difference between .. and ,.
Don't use LOG on a table that refers to another table. The function tries to list all nested tables, and this usually ends up in a recursive listing that runs the Logger out of memory. Someone wrote and posted a version that only captures the top level links, but I lost it a while back and haven't managed to dig it out yet.
You'll often get /000 in your Logs. I don't recall what causes them, but on the GPG modding forum there is a version of log that strips it out. I just read around it.
Only use LOG within functions. If you try to use it as part of a table (like in a blueprint) it will break.
re: Moho targetting issues
Yeah. I ran into the same dead end. I believe I posted about it in one of my 18 page discussion posts. I might not have. I hear that I write too much anyway. If I haven't tell me and I'll write up something about it so no one has to reproduce my failed efforts.
re: Thread Volume
In the last couple of weeks the thread has increased by many pages. Many of the posts are are easy to understand and contain worthwhile information, however a significant portion are not. It would be great if everyone could try to follow the following rules.
re: Thread Diversity
It seems to me that the thread is becoming very divergent. I see discussion on general chatter, bug reports, bug fixes, balance change suggestions, and official release information. What do you guys think about creating different threads for each of these different areas instead of one general thread?
Hey Guys:
On the minions stuff - knockback - i havent played much in a while so thanks for clearing that up .
Thread Diversity
I think that having a single thread will actually benifit you more than diverging threads. First your post number looks higher (i know this is not neccessarily what you are aiming for but i think that it will make new users to the forums more attracted to your mod and therefore more likely to use it, i know that i always look for the most commonly posted/upto date/greatest # of replies when looking for user made content as a guide to how good it is). As for general banter, sure it is not going towards helping the mod out, but illustrating a friendly community to new users is more likely to get them to stick around.
Just my 2 cents.
On this:
What is this file? I took a quick look, but couldn't find anything. The best I found was the minmap, but that has nothing to do with anything. mrappard suggested it was the *.scmap
.
First does this affect flying units? Could you post up more info/dig up your old post on this so i can use it for my enfo's mod? Currently i am concerned about units/demigods crossing barriers, which could potentially cause problems for my mod and did not know that this existed (i figured the layout was designated by the Granny/3D studios Max map, but this would make sense as to why 3D -ie bridges etc- maps could not be produced with the moho engine).
Cheers Exx.
RE: Thread Diversity
I think that a single thread is probably best, but there needs to be some form of organization where we collect key posts on certain topics, say we could provide links under each bug in the top post to key posts discussing the involved bug or such. Even separate threads make it hard to find information on specific bugs, for example I read 14 pages to see if people had tackled the Oculus bug yet then found out it was apparently covered elsewhere entirely.
Depending on how seriously we want to take this I could set up a really simple hub where we could post up bugs and then leaves comments on each bug specifically. We could link to posts here on that system, or link from here to that system if we wished so that they had a sense of cohesion. Of course the loss of a seperate system is that you don't get passers by, but the benefit is we could organise the entire system ourselves really well making seperate sections for key knowledge and guides to help people get into helping out etc.
I guess it really depends on how much effort people are willing to put in etc to organize everything, the current system isn't working that badly, though I know as I have just started, I am finding it rather difficult to find ground already covered on specific issues and as such I seem to be retracing a lot of ground already covered by others (not always a bad thing, but you see my point).
I think the ability to train of thought issues is beneficial as you can reply to a number of topics easily and having to read through the thread means you learn quite a bit, but then it's also really hard to find exactly what you need etc. I've only been here a day or so, I'm sure you all have stronger opinions on how things operate.
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