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.

1,094,849 views 519 replies
Reply #126 Top

Somewhere above mentioned that this occurred with shamblers.

did you mulch shamblers, or did you have max number of shamblers before you summoned new ones (would cause OnDestroy script)? if so it might be that you are trying to apply your buff (i assume its a buff that fixes minion health, but just use it as an example if not - i havent looked at your code for it) to a dead minion.

OnDestroy - i would assume this would be the script to mulch or involved in killing alive minions when you hit max (wouldnt occur with oak or EB only with yetis and shamblers.

Maybe make the game remove your minion fix on death

 

For example (psuedocode)

unit.onkilled:Removeability:minionhealth fix

hope it helps. if you cant solve it soon let me know and i will have a look :)

Cheers Exx

Reply #127 Top

The minion +hp fix just sets minion health to max a few lines after they are summoned, nothing else. I'm also confused as to how individual players can desync, but still have the other players play as normal. Usually what happens is that the entire game crashes.

Reply #128 Top

you use the -healthadj function to adjust health?

 

Reply #129 Top

this is what i use to adjust minion health per lvl, it adjusts the total health of my towers but works on all minions, affects after they are summoned. you may be able to read something into it to help you out with code

AbilityBlueprint {
    Name = 'AchievementFlameHB',
    AbilityType = 'Quiet',
    Buffs = {
        BuffBlueprint {
            Name = 'AchievementFlameHB',
            Debuff = false,
            CanBeDispelled = true,
            BuffType = 'AchievementFlameHB',
            Stacks = 'REPLACE',
            Duration = -1,
            Affects = {
                Dummy = {Add = 0},

            },           

OnBuffAffect = function(self, unit, params)
    local oldMaxHealth = unit:GetMaxHealth()
    local aiBrain = unit:GetAIBrain()
    local hero = aiBrain:GetHero()
    local herolvl = hero:GetLevel()
    local mxhlth = oldMaxHealth + 300 + 150 *  herolvl
    unit:SetMaxHealth(mxhlth)
    unit.Sync.MaxHealth = mxhlth
    local maxHealthAdjustment = mxhlth - oldMaxHealth
    local currentHealth = unit:GetHealth()
    unit:AdjustHealth(maxHealthAdjustment)
    end,

Added to the unit by adding to unitname_unit.bp

goes directly after audio finishes

    Abilities = {
        Default = {
            'AchievementFlameHB',
        },
    },

Reply #130 Top

I will see if I can recreate the Shambler thing.

The one combo that seems to cause the invalid gamestate for me is having various levels of shamblers in play, a + health minion item is added, and then using shamblers III.

Hrmm.... this also means I am at the health crystal all the time when I do this. Wonder if there is something funky with the healing and the minion health fix.

Reply #131 Top

Quoting Ptarth, reply 104
re: Oak Soul Power

1) 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.

2) 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.

1) You don't honestly think they intentionally made Soul power level II and Level III each grant only 20 extra damage, and soul power 1 grant up to 80?

Should be
20 + 1-3 spirits (20 + 20) 60
20 + 4-6 spirits (20 + 20) 120
20 + 7-10 spirits (20+20) 180

They just suck at making equations...

2) The icon is fire and says soul of ice
The icon is ice and says heart of fire.

I am not suggesting that the skills actually be reversed in their effects. Just the descriptions of the effect icon. (where all the other effect icons you are currently under go)

Specifically
I am suggesting that when you go into ice form, the "ice" effect icon should say "soul of ice" and not "heart of fire".
When you swicth to fire form, the "fire" effect icon should say "heart of fire" and not "soul of ice".

3) New bug

Forgot about this one, but it has made me crazy insane since day 1.

Look at the background image on the maps when you zoom in and out. It is reversed. When you zoom out the background gets closer, when you zoom in the background gets further away.

Reply #132 Top

re:Shambler hp Fix

More specifically I use:

  • shambler:SetHealth(shambler:GetMaxHealth()) in SpawnShamblers in HQueen_Abilities.lua.

re: LO & Shamblers 3

How often have you manage to reach an invalid gamestate in this manner? I tried it a few times right now using a various combination of +hp items and Summon Shambler 2 & 3, but was not able to crash the game.

re: Soul Power

This is the table for the complete buff from Soul Power, which includes base buff and everything.

 

Spirits No Soul Power Soul Power 1 Soul Power 2 Soul Power 3
0 0 20 40 60
1 0 40 80 120
3 0 60 100 140
6 0 80 120 160
9 0 100 140 180

For the Weapon Damage increase due only to Spirits (i.e., subtracting out the base increase just for having the ability)

Spirits No Soul Power Soul Power 1 Soul Power 2 Soul Power 3
0 0 0 0 0
1 0 20 40 60
3 0 40 60 80
6 0 60 80 100
9 0 80 100 120

I'm not sure I see a problem. Level 1 Allows a boost of 100 weapon damage, levels 2 and 3 add 40. However, to get this boost you also have to invest in the spirit skill. So to get 100 weapon damage, you have to spend 4 skill points (25 damage per point). To get 180 weapon damage, you have to send 6 skill points (30 damage per point).

re: Heart of Fire and Soul of Ice

Right now when you switch to Ice form:

  1. Gains the buff Heart of Fire.
  2. It has the rollover name: Heart of Fire.
  3. It has the Icon for Soul of Ice.
  4. It has a weapon damage buff.

You wish for me to switch it so that when you switch to Ice form:

  1. Gains the buff Heart of Fire.
  2. It has the rollover name: Soul of Ice.
  3. It has the Icon for Soul of Ice.
  4. It has a weapon damage buff.

Is this correct?

re:background Zoom

This is an intended visual effect. There was a discussion on it a while back.

Reply #133 Top

using this mod now and love it! great work man!

One suggestion: maybe u can think about integrating these "popular" UI mods to your UberFix Mod, or group them in one optional package UI UberFix. I think it will make it easier for the community to play games with mods online.

 

Bman's Godlike Team Panel v1.2.3 by bman654

 

Bman's Rampaging Minion Overlay 0.6 by bman654

 

Rollover Ally Info v1.4.2 by Chirmaya

 

Squelch and Ignore Fix v1.0 by Chirmaya (I don't know if this one was fixed in the latest patch)

 

Always visible health and mana text by gunblob

 

 

 

 

 

Reply #134 Top

Shamblers: Has to be online, it doesn't crash offline. Has happened 2 times in the way I described. Thinking deeper, there was a QoT on both teams this happened.

Doesn't mean it is the cause, I am just trying to figure it out by throwing stuff out there.

Soul Power: let's look at chart 2 and not count the 20 base damage.
Level 1- 80 points spirit potential
Level 2- 20 points spirit potential
Level 3- 20 points spirit potential

You are telling me they intentionally made the formula have level 1 twice as powerful as level 2 and 3 combined? No way. The developer was daydreaming when he made the formula. He was thinking he needed 60 DMG a level, and blew it twice by forgetting to count the 20 based DMG at level 1, and by giving 60 spirit DMG instead of 40, thus wrecking the formula a level 2 and 3 also.

There is no way they meant 1 point to give 100 DMG, especially when spirits do damage too.

Heart of Fire and Soul of Ice- I will not give up in explaining this... :D

Look at the effect bar, where you can see your positive effects. (they appear as little circles above your life bar)

You switch to fire mode. You get a orange yellow fire circle to let you know your mana is +50% temporarily. Mouse over it. It says "Soul of Ice" when it should say "Heart of Fire"

Switch to ice mode. You get a blue white circle to let you know your damage is increased temporarily. Mouse over it. It says "Heart of Fire" when it should say "Soul of Ice"

Background perspective: Sounds like a cop out in order to not fix an obvious defect. :)
It is truly irritating on Zig because the clouds cast shadows and your brain should immediately pick up that something is not right with the perspective.

If you can't fix it that is fine, but you should add it to the list anyways. There is one way 3D perception works, and the way they do it is not the right way. :) (Perspective gets smaller, not bigger the further away the object is)

Reply #135 Top

re:Izuz

Thank you for your kind words. I do believe the squelch and ignore fix was added to the last patch. I will also not distribute a combined community UI mod. To do so would violate the copyright on those mods.

re:Lord Orion

Cause of crashes

I'm working (or watching really) with chirmaya over on the GPG to find a fix.

Soul Power

I understand what you mean, however there isn't sufficient support to the claim of what GPG intended. That being the ase, I classify this as a balance issue, and not for the UH.

Backgrounds

Consider the effort involved in creating the effect that is currently used. Does it seem like GPG would go to such lengths to create a visual effect that is not what they intended? Again, this is a aesthetic feature, not a bug.

Reply #136 Top

I understand what you mean, however there isn't sufficient support to the claim of what GPG intended. That being the ase, I classify this as a balance issue, and not for the UH.

I agree.  He might be right, but once this becomes other than clear fixes, I probably won't use it, so I'm glad you chose to put a fence around it.

Reply #137 Top

re: Everyone

I'm still not having much success trying to track down why there are stability issues with the patch in larger games. If you are playing in a game with it and crash out, I'd really appreciate a copy of your log file.

re:pacov

Have you noticed lines like the following showing up in your log? It frequently appeared in the game that crashed, but I didn't see it elsewhere. I'm trying to figure out if it is a sympton, a random unrelated occurence, or a cause of the crashes.

warning: 01:15:44: *ACHIEVEMENT WARNING: No tracking of goalIndex = goal1 - achievement = hoak11

Reply #138 Top

"

Have you noticed lines like the following showing up in your log? It frequently appeared in the game that crashed, but I didn't see it elsewhere. I'm trying to figure out if it is a sympton, a random unrelated occurence, or a cause of the crashes.

warning: 01:15:44: *ACHIEVEMENT WARNING: No tracking of goalIndex = goal1 - achievement = hoak11"

 

That has been happening since Day 1 Demigod came out don't worry about it too much.

Reply #139 Top

warning: 01:15:44: *ACHIEVEMENT WARNING: No tracking of goalIndex = goal1 - achievement = hoak11

agree with hedgie... this line is common for some reason or another.

Reply #141 Top

Hey Ptarth, what sort of help do you need?  I'd be interested in helping out (between work and school).  I do programming in several languages and have worked on battlefield 1942, battlefield 2, and Source engine mods.  The BF series uses LUAs, so am familiar with that, and have done menu work with a weird tier 3 binary language.  I don't think that last part really contributes to anything, lol, but there it is.

Let me know, I can look into a specific bug and see if I can help out.  If not, no worries :)  Less work, more demigod for me, haha!

Reply #142 Top

I'd love help. You can pick any bug on the buglist and work on it. If you tell me which one, I can tell you everything I know about it. It really depends on what you want to do. There are some complicated attack code problems, some ability fixes and checks, and whatever is causing so many desyncs.

(btw, this goes for anyone else too).

Reply #143 Top

New Bug:

 

Armor of Vengence does not correctly proc whenever you absorb damage:

- Groffing's 300 damage Shield

- Orb of Defiance

- Queen's Bramble Shield

- Oak's Shield

 

Armor of Vengence says:

"

  • When struck by melee and ranged attacks, wearers of this mystical armor reflect 35 damage back to the attacker."

Note this applies to Autoattack ONLY and not skills or independent weapons (such as Rook's arrows). It should stay that way, including when you are shielded. Basically, if you are "struck" but take no damage you should still reflect damage back.

Again, stressing that this should not work for skills or Rook's arrows. Just auto-attack.

Reply #144 Top

Update:

I've been busy, and progress when I've had time has been slow.

re: Armor of Vengeance

I'm not convinced it is a bug.

IIRC the shield check occurs before the reflect damage check in the damage code. Since no damage is dealt to the target, it doesn't allow for damage reflection.

If you consider that the shield blocks all of the damage, then the target does not get hit. The shield prevents it from occuring, thus: until an attack penetrates the shield, the target is not stuck.  This being the case, this is a feature, not a bug.

To put it into a more fluff perspective. Shielding creates a magical bubble around you. If someone hits you, but fails to deal enough damage to break the shield, the blow is completely blocked by the shield and does not hit you. If someone does manage to break through the shield, their attack will then also strike you.

As a side note, ability blueprints have a damagereflect tag that tells the engine if an attack can trigger damage reflection effect. This tag is set to false for rook's arrows and similiar abilities.

Reply #145 Top

If you consider that the shield blocks all of the damage, then the target does not get hit. The shield prevents it from occuring, thus: until an attack penetrates the shield, the target is not stuck.  This being the case, this is a feature, not a bug.

I would say that if I were wearing plate armor and someone hit me with a pebble I would still have been "struck" even though my armor completely blocked the "attack". I'm using the tooltip as a guide here. If the tooltip just read "Every time you take damage from a melee or ranged attack, you reflect 35 damage back to the attacker" that would be totally different. But it uses the word "struck" which just means that they used a successful AA on you.

Reply #146 Top

So just bumping this.

And I've talked to several members of the community and the vast majority agree that because of the wording of the Armor that it should continue to reflect damage even while you are immune to damage.

I'm glad you're keeping balance fixes out of this and you're being partisan about it but I don't see this as a balance issue. From the direct wording of the tool tip, if you are hit you should reflect. That is all.

Reply #147 Top

From the direct wording of the tool tip, if you are hit you should reflect. That is all.

This implies that rook's shoulder weapon should also trigger the armor effect, since it is not magical dmg (not affected by armor).

Reply #148 Top

Weapons are not attacks.

If I hit you in the face, that would be me attacking you.

If I shoot you with a gun, the bullet would be "attacking" you, not me. You would reflect damage to the bullet (which is impossible and therefore ignored).

Reply #149 Top

somehow faulty that argument. just think about regulus.

Reply #150 Top

well oak uses an axe and eribus a sceptre wouldnt those weapons be doing the attacking 2?

Shield prevents the damage (as a shield does) and so your attacking the shield not the demigod for the shielded period. IMO i think it is ok. lol change the tooltip !

:)