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.
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.
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
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.
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.
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.
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?
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.
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.
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?
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.
"
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.
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.
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.
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.
I'd prefer to keep the icons for TB as is. I'd get real confused if they changed.
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
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.
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.
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.
Info from last game sent to Ptarth.
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.
Remember Crucible? cause that was without Uberfix...
I don't.... we crashed on that too then? You remember who dropped?
Everyone at least once , either in lobby or in the loading screen. Once we actually got past the first minute or so though it settled down.
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:
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.
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?
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