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.
On Occ's auto-attack - this might have been covered previously, sorry if so, but -
Occ's auto-attack isn't target-dedicated if the primary target is out of range. So if you select UB as the target, for example, but he is at range 25, then Occ will treat it as an attack-move, and attack every available enemy target while moving up to the UB.
Occ's attack speed is pretty low, so if you are trying to kite somebody but shoot at that mino instead it gets kinda frustrating.
Thanks
I have assumed everyone has seen this thread but I had forgotten about it completely:
http://forums.demigodthegame.com/379675/page/4
It seems GPG is working on some of these bugs already (Oculus not attacking below is a bug apparently!) does anyone know if it's worth waiting for these changes, or at least trying to fix things not on this list first to avoid wasting our efforts on things that may be officially patched sometime soon? Can anyone get progress on how this official change list is going?
Edit:
I just realized that hedgie is quite active in that thread, it would be great if GPG could fix all those bugs though it would take a good wack out of what we need to do. I wonder if we could get in contact with Frogboy and see if they could focus specifically on bugs we can't fix ourselves. That way we can actually get a patch with something rather than everything (if everything will take forever) and we can try and patch the rest ourselves and then maybe get that put in an official patch. What is the status in terms of getting this patch integrated with the game how much discussion has been made with Stardock/GPG people?
re: http://forums.demigodthegame.com/379675/page/4 and re:http://forums.demigodthegame.com/374315/get;2597455
The list Frogboy posted was actually formed predominately from the list I created. I've updated the OP so the cross references don't match up, but if you look at the list you can see references to #8 and so forth. These were the original bug numbers on my list. This isn't to say that there were some additional bugs added (there were, and I included after Frogboy posted them).
I've been avoiding posting in that post because I don't people to get upset over what is and is not being done. The commitments from SD have been some assurances that Frogboy is still supporting Demigod and that he will try to get the UberFix added into the base install. His language has been nebulous if this would be as an official patch or as an addon mod. I've also been in contact with Sorian and he has promised to look in on us every now and then and has answered some questions about Demigod code. He was relatively recently hired and is only familiar with the DA & Oculus updates. However, he has been kind enough to question some of the original team for me. I haven't bothered him with many questions because I don't want to overwhelm him with things.
Also, GPG just released Supreme Commander 2, which means they are focusing on it with all of their resources. I don't think there are any immediate plans to work on Demigod until they have fixed Supreme Commander 2. I've requested documentation for Demigod, however the question was never directly addressed. I'm taking this as meaning the documentation does not exist, it was not available to my source, or it is for in house use only. Given how the Supreme Commander 1's modding community is treated, I'm guessing either the first or the last. It is understandable that GPG wouldn't want to give away industry secrets though.
re: Thread Organization
I've tried to organize the thread, but there is only so much I can do with the manpower I have available to me. Including full documentation links in the OP sounds like a good idea, but it is going to be a lot of work. I'm not sure having a bug tracking system would be necessary at this point. At one point in time there was a Demigod modding site which I put some time and effort into updating. However it went down and disappeared. That annoyed me, but I understand. If someone wants to go ahead and recreate the buglist adding in the appropriate thread references, I'll be glad to update the OP.
re: SD & GPG Help
Several months ago Frogboy did a monthly question and answer post (he sadly stopped doing it without warning, but given the horrendous community backlash against completely fair answers it was also understandable). I'm tempted to try to get a list like that operational and send it to GPG to see if we can find some answers. There are a number of problems with this though.
One of the biggest problems is that people think that GPG and SD owe us something, they don't. They made Demigod. It is a playable game. It does have some issues, but for the most part it works. If we want to get something done, we need to do it ourselves and then ask GPG/SD for help after we have demonstrated how much we are willing to work. GPG/SD write code for their livelihood. It is unreasonable to demand they perform work that they will not be paid for. Anything they do is essentially for charity, and a business ran for charity doesn't feed your family.
re:Oculus Autoattack on Out of Range target converting to AttackMove
This isn't exactly true. I've tested before and I retested it just now to make sure. The behavior is not displayed. However, what I think you are seeing is the same attack order issue that hedgie has reported with the QoT. I still haven't been able to follow his directions to duplicate it, but I'm willing to believe it does exist. I'm not sure what exactly is causing it, nor the situation that causes it to occur.
RE: Posts & SD/GPG Help
That would certainly explain the similarities I saw I know both Stardock and GPG are busy with new games and if they had displayed no intention to fix these bugs I wouldn't have even considered them dedicating more time to the game than they could afford, it makes no business sense to do so. However if they do intend to fix them it does seem more economical to interface with the mod community who is essentially doing the work for them, while it still takes time, it takes less time, which would obviously be more economical.
Of course it all depends on how much SD/GPG intend to continue supporting the game, they have already done more than I expected considering what could be considered a fairly small fan base, the two extra Demigods actually materialized and they have fixed quite a number of bugs already. The fact we can mod the game at all is a big contribution they have allowed us to try and fix these bugs. It certainly would be nice if they could find time to help out the game, it seems such a shame that there is so little post-release love for games but I guess it makes sense when the game isn't really generating any new income. I mean they just had to sell it for $5 just to get people to buy it, the margins on that can't be great
RE: Thread Organisation
Totally understandable, the offer is there if we ever need a better system but it is a lot of work so I hardly expect people to be clamoring to help out, I suppose it would be best to have some sort of "questions" thread perhaps, where people could mention they were going to look into a bug, or how to go about doing something, and could get a reply. Then it would only need to be organized on a need-to-know basis, could just find various links to help the person if it already existed etc then. Seems to be the least work while keeping this thread clear for discussion without having to go over things not currently on the agenda.
I can try to get a Mantis server up on my secnodary computer if you would like. It's been forever since I've looked into setting one up so no promises. I use JiRA at work and love it but I don't think there is a free version of that.
It would probably be extremely useful migrating to a bug-server rather than forcing Ptarth to keeping this up-to-date since he is the only one able to post things.
But you guys will have to wait for Ubuntu 10.4 to come out in 3 days ~~~
re: Bug List Maintence
I would do more coding if we had a Subversion server set up and we could commit at will.
Though I won't promise that Sedna's heal I may be 6000 instead of 600. oops :3
RE: Version Control/Bug Tracker
We could use GitHub (as to not need to fiddle setting up SVN) if you guys wanted it's free if its open source which this would be, and I much prefer Git over Subversion for ease of use anyways. I'm happy with any bug tracker I don't really have a preference there, I usually use BaseCamp but that isn't free so...
I spent about a half hour trying to fix some formatting in the OP for the buglist, but I gave up in the end. If we do transfer over to Google or something else, this work would be redundant, so I'm skipping it for now.
1.03 Patch List (unreleased)
i know what you mean... I HATE updating lists on these forums... always something crazy happens...
Heh I like my description in the post Amen on the updating lists, who knows what goes on with this weird forum I have posts disappearing, my number of Karma bounces up and down all the time, and editing threads sometimes just does absolutely nothing.
I'm thinking of tackling the health bar zoom problem next, has anyone looked into this already? I'm hoping this is something that should be LUA only so it should hopefully be fixable without running into a dead end.
re: health bar sizes
Yeah it happens to me in game all the time because I'm zoomed out so far and it's really annoying, so I figured I'd fix the bugs that annoy me most first
After much hopeful searching it appears that there is no way to adjust the life bars that float over each units head. There is a way to modify how far away from the player the health bar floats, but that is about it. You can modify the players HUD health bars, but it appears that the unit health bars are not only rendered in game, but there isn't even a call in the LUA to the render health bars function, it is however toggled on or off with ConExecute('UI_RenderUnitBars true') then the game does the rest of sorting out what bar to show and how to render them. Fairly disappointing really, someone may wish to spend a little while looking over this error just to make sure I am not mistake but it seems yet another bug headed for the "undo-able" pile.
If anyone is interested in a head-start on checking this issue, as far as I can tell they are referenced as "lifebars" in terms of the function that is called when the tilde key is pressed, then that calls the renderunitbars function which essentially just leads to a wall. I also looked for any functions that may have set the values and then render just rendered based on those values (since it would make sense that render didn't do calculations) but I cannot find any such location of calculations or values, only values to position the health bar.
I figured since I failed at fixing up the Health Bars issue I may tackle either or both of these, any information on specifics would be helpful or any failed or otherwise attempts at such bugs.
re:UhelligGudn on lifebars
That's about what I found. I recall a few other things in the UI folder that looked promising, but nothing definite.
re:UhelligGudn on Other bugs
I'm pretty sure they have Lua solutions. I'd put them on the low end of my list because they did not effect gameplay.
re: Oculus Blast Off
So, I was toying around with Oculus and found out that his Blast Off is bugged. Only his level 4 Blast Off has a knock back effect, while the tooltip says all levels should get it. The question is, is the tooltip bugged or is the ability? I also am downgrading my bug reports for missing this.
info: 00:18:29: Setting audio parameter 'WARSCORE' to value '2.000000'debug: 00:18:53: Loading module '\000/lua/usermusic.lua\000'warning: 00:19:04: Error running lua script: ...games\demigod\dgdata.zip\lua\system\localization.lua(131): invalid option to `format' stack traceback: [C]: in function `format' ...games\demigod\dgdata.zip\lua\system\localization.lua(131): in function `LOCF' ...ardock games\demigod\dgdata.zip\lua\sim\flagunit.lua(72): in function `ArmyLosingFlag' ...ardock games\demigod\dgdata.zip\lua\sim\flagunit.lua(324): in function `CaptureFlag' ...dgdata.zip\units\un\b\unbflag01\unbflag01_script.lua(12): in function `CaptureFlag' ...ardock games\demigod\dgdata.zip\lua\sim\flagunit.lua(266): in function <...ardock games\demigod\dgdata.zip\lua\sim\flagunit.lua:112>warning: 00:19:07: Checksum for beat 1650 mismatched: 0a254d73fbf10e82829d8c3649e6ef5e (sim) != 0940ce107389c3ee3b311a3effd92a28 (pacov).debug: 00:19:07: Loading module '\000/lua/ui/dialogs/desync.lua\000'warning: 00:19:13: Checksum for beat 1700 mismatched: 6e3b631901d9c7871a3f3bc4d2867bf3 (sim) != 4e3fc9c5aca336a4d1c793b58e97e088 (pacov).info: 00:19:16: Closing connection to Pc:54386:54386 because of end of inputinfo: 00:19:16: Eject of pacov[28414] requested by NeVeR-FuCKWiT-aOaK[70326]info: 00:19:16: Sending conn info
Log from test me and pacov did
Exactly how it happends:
One side caps all the flags, then if enemy caps one flag the audio file "forces of ... control the map" plays and desync occur.
Funny thing that I have noticed is forces of light will always get this error at first time when playbacking "forces of ... control the map" while it takes 3 or 4 times for the forcess of darkness for this to occur.
Oh btw.
Cataract, no mod, no nat problem. Come back on vent lets test other map or maps.
another thing.
"info: 00:19:54: LOBBY: Processing LOBMSG_PublicScriptData messageinfo: 00:19:54: GI = \000{info: 00:19:54: GameMods={ },info: 00:19:54: GameOptions={info: 00:19:54: GameType="conquest",info: 00:19:54: conquest={info: 00:19:54: AiGoldXPValue="Low",info: 00:19:54: AiHitpoints="VeryHigh",info: 00:19:54: DeathPenalty="Normal",info: 00:19:54: ExperienceRate="Normal",info: 00:19:54: FlagCaptureTime="Moderate",info: 00:19:54: FogOfWar="explored",info: 00:19:54: GameSpeed="normal",info: 00:19:54: GoldIncome="High",info: 00:19:54: GruntStrength="Low",info: 00:19:54: ScenarioFile="/maps/map05/map05_scenario.lua",info: 00:19:54: SpawnRate="Normal",info: 00:19:54: StartingGold="Rich",info: 00:19:54: StartingLevel="Twenty",info: 00:19:54: StartingWarRank="1",info: 00:19:54: Timeouts="0",info: 00:19:54: TowerStrength="Normal",info: 00:19:54: Victory="conquest",info: 00:19:54: WarScoreIncome="Normal",info: 00:19:54: achievements="true"info: 00:19:54: },"
This is from log when I hosted the game. My question is: can we thru mod disable achivment rekording by swithing info: 00:19:54: achievements="true" to false?
I know is not really a bug fix but - currently stats are broken and by habing mod that allows you to play unranked games will somehow be a solution. Sorry i have never created mod so i cant really help much with this.
Just a copy paste from another thread in case its useful.
Ok - I'm guessing ptarth is going to post something in more detail later, but yes, this bug apparently does exist. It is reproducible and it is based on map control. I made quite a few tests with irek to confirm and yup, it happens. The issue occurs, without a doubt, between the russian and us versions of the game. That's the reason why I could never reproduce the bug - it doesn't appear to exist in US to US games.
So - here's the basics on how it happens.
At least 1 user has a US copy of the game. At least 1 user has a Russian copy of the game.
1 team takes all of the flags. The other team reclaims 1 flag. Boom. Invalid game state. It seemed to happen almost immediately when the forces of light are the team that is taking all of the flags. If forces of dark took all of the flags, then light took 1, it didn't always happen immediately. Sometimes swap the flags a few times.
I tested this with irek using a map that ptarth created that moves all flags to middle of the map. Once that triggered invalid gamestates consistently, we played an unmodified cataract and the invalid gamestate still occurs (i was light - took all flags, then irek, on dark, took 1 flag).
So, its reproducible. As far as a precise fix, something is probably off in the Russian localization file. Its unclear whether or not Russian v Russian games will have the same problem or not (but I'd think so).
So the conditions sufficient to reproduce the Critical Game state.
I'm looking at the logs to try to make sense of what is going on. The best clue I currently have is that after the Forces of Light have complete flag control and they lose one of their flags, a localization error occurs. A critical game state then occurs 1-6 seconds after this event. This was replicated 5 times, so I'm pretty sure it is real.
I found the problemThe string definitions used in Demigod are case sensitive. This can lead to problems, one of which is when two strings exist that only differ by in case only. In the following I show examples of this, as well as what is most likely causing the problem. The following are excerpts from strings_da.lua from the English, French, and Russian string_db.lua files.English
French
Russian
So, the first two entries, FLAG_0000 and FLAG_0001 are the tooltips for the Celerity Flag (I'm not sure they are used in game). Comparing across languages it is apparent that they are similar. Also, notice that all contain [GetCooldownBonus]. This is the syntax that is interpreting to allow the strings to referenced defined values in the blueprints. In this case, GetCooldownBonus is defined in the blueprint of whatever calls FLAG_0000.Now, let's look at another set of strings.English
Notice that the French and English strings match. Now, check out the Russian version (at least I assume it is Russian). Notice that flag_0000 contains [GetCooldownBonus] only in the Russian version. Also notice that FLAG_0000 and flag_0000 for the Russian versions are identical. I believe that happened is that flag_0000 was replaced by FLAG_0000 somehow. When flag_0000 is called it then wants to call have [GetCooldownBonus] defined. However, since GetCooldownBonus is not defined, it errors out and causes a desync.The solution is to fix the strings_db.lua for the Russian version by removing the [GetCooldownBonus] from flag_0000. Ideally you'd want to replace the faulty string with the correct one, but either way the problem would be resolved.
FIX RELEASED Beta (but I'm pretty sure it works)If you use the Russian localized version of Demigod, the following will fix your problem:
ptarth - I assume this is something that can't be implemented via uberfix. Is that correct? Just curious if this fix requires a new build to get it out there (i know people can copy and paste the files).
I will be working on getting a server with JiRA up today since Ubuntu came out.
The "free" version of Jira actually requires making a $10 donation to charity :-/ I'm going to work on finding a torrent unless someone decides to support me ^^;
There is a trial version so I'll be doing that at first.
Also, I know disabling achievement recording would significantly improve performance and reduce lag. Stardock's achievement webservers are horrendous and frequenly timeout and have massive latency which is terrible.
Do you need to replace the entire RU version with the US version? Surely you could just fix the problematic lines or such, wouldn't that be faster than re-translating it all? Or am I just confused?
okay, I have it running on my secondary notebook. I'm going to attempt to get it running on my PS3 right now, because I figure that PS3 will be better at just sitting there and I rarely play it anyway.
Though, similiar to my notebook, it may have spontaneous outages. But less than if its on my notebook...
Correct me if I'm wrong, anyone - if you just replace the RU version with the US version - that would work... but Russian speaking players would then hear and see US localizations (eg no more russian translations are spoken). If you tell me the fix if for me to hear and read everything in german, I'd be pissy
There are many great features available to you once you register, including:
Sign in or Create Account