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.
Sorry, the Rook Autoattack should have been fixed in prior versions of Uberfix, not prior versions of demigod.
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).
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.
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
I can test the specifics in occ's code for you. Any changes in particular I should test?
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.
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.
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).
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.
"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.
Just throwing this all together so I can test. Any chance you'll compile all of the changes?
I'm looking to do quite a bit of testing to ensure that all is working as described in the near future.
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.
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.
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.
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).
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.
Too tired to do this, I'll try to take care of it tomorrow.
"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.
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.
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