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.

1,095,872 views 519 replies +12 Loading…
Reply #276 Top

NeVeR: I dont think this is a bug, it seems intentional to me.

awuffleablehedgie: Give the man a break will ya, he is doing enough modding as it is. Geez, you people are so greedy, Ptarth is just 1 person doing all this work, and you people keep asking for more.

Reply #277 Top

I think permafrost and fire aura should end when you swap forms. Being able to use both of them same time is really OP.

Reply #278 Top

Quoting NeVeR-FuCKWiT-aOaK, reply 277
I think permafrost and fire aura should end when you swap forms. Being able to use both of them same time is really OP.
End of NeVeR-FuCKWiT-aOaK's quote

TB is OP now? O_o More seriously, yeah, it is strong. But I don't see it as some crazy thing. If you spend a whopping 6 skill points on Auras then you aren't putting points into things that actually do damage. Amiright? Plus, he can't move for ... 2? seconds after changing from Ice -> Fire so it only works if you change forms one way, which really only leaves Rain of Ice for dealing damage (and his nice Autoattack). 

Plus this is a balance deal :P 

Reply #279 Top

re: TB overlapping buffs

Well looking at the form switching code, the animation lasts 1.7 seconds. This means to engage for the additional buffs to be active, the form switching needs to occur 1.7 seconds before pursuit begins. Also during this period of time the TB is not attacking. The form switch occurs immediately after the change from fire to ice, and the auras either kick in at that point or 2 ticks later. I'm not sure which (it doesn't matter really). The end result is the the previous form aura is only effectively active for pursuit for only 3.3 seconds.

In summary, the TB gives up 1.7 seconds of autoattacking to gain 3.3 seconds of additional effective pursuit speed. I'm unconvinced this is a serious flaw. (Note: This assumes the time listed in the abilities is seconds and not ticks. If it is ticks (I think it might be), this time is reduced further (I don't recall what is the tick to second conversion).)

Edit: I made a slight error, the form specific weapon is enabled 0.1 seconds before the immobilize effect ends. That means the TB gets 3.3 seconds of pursuit time, and 3.4 seconds of attacking.

Additionally, to remove the aura overlap you'd want to alter the following bit of code in HEMA01_Script.lua.

Code: c++
  1. <p style="padding-left: 30px;">            if Buff.HasBuff(self, 'HEMA01FireWeaponEnable') then
  2.                 Buff.RemoveBuff(self, 'HEMA01FireWeaponEnable')
  3.             end
  4. <p style="padding-left: 30px;">

This code provides the framework for handling the weapon switch for the TB. What you want to do is add something like the following for each of the auras and aura levels.

Code: c++
  1. <p style="padding-left: 30px;">            if Buff.HasBuff(self, 'HEMA01FireAura01') then
  2.                 Buff.RemoveBuff(self, 'HEMA01FireAura01')
  3.             end
  4. <p style="padding-left: 30px;">

Edit: In retrospect this isn't quite sufficient, you would also need to check for the instigator of the buff to cover the case where there are two Torchbearers on the same team.

 

Lastly, to address the question of is this a bug or not.

I fail to see sufficient evidence to indicate this was or was not intentional. It seems most likely that it was not actively considered, however I don't see anything that would confirm this. The tooltips don't include anything suggestive. At this point in time I'm going to err on the side of conservatism and not advocate this as a bug. On the plus side, as described above, I do not believe the bonus is very significant.

re: Morpheas

I take it you want to help out with things? That's very kind of you to volunteer.

Reply #280 Top

Plus this is a balance deal
End of quote

Reply #281 Top

re: pacov's Erebus Stun

Quoting pacov, reply 264
I just skimmed the buglist, so sorry if i missed this.  Bug - erebus is stunned for the duration of the stun he cast.  I'm wondering if I'm just being crazy about this one.  Anyone else seen this?  I think it happens when I stun and then click on a character I'm trying to attack immediately after the stun.  I think I get this at lv1 + lv2 stun... the it just doesn't happy anymore once I hit lv3 stun.
End of pacov's quote

I looked into it. I found no evidence of him being stunned. However, I did find that all of the charm abilities do have:     FollowThroughTime = 1.0. This means that after the casting is complete, Lord Erebus spends 1 second in recovery before being available for other commands.

Reply #282 Top

I looked into it. I found no evidence of him being stunned. However, I did find that all of the charm abilities do have:     FollowThroughTime = 1.0. This means that after the casting is complete, Lord Erebus spends 1 second in recovery before being available for other commands.
End of quote

This is not uncommon. TB has a followThrough as well and so does Rook (with hammer slam). Silence is the only AoE "stun" that has no followthru :P This is also why it is a poor idea to use low-level stuns to try to get away (a common trap TBs suffer from). You suffer cast and follow through time which typically means you lose or barely break even the amount of time you stall. 

 

Reply #283 Top

re: Morpheas

I take it you want to help out with things? That's very kind of you to volunteer.
End of quote

LOL, no. I dont even play Demigod ^_^' I simply said, that they are pushing you a lot, and you're just 1 person doing all this work.

Reply #284 Top

Quoting GM-morpheas768, reply 283

re: Morpheas

I take it you want to help out with things? That's very kind of you to volunteer.
LOL, no. I dont even play Demigod I simply said, that they are pushing you a lot, and you're just 1 person doing all this work.
End of GM-morpheas768's quote

That's the best part. I don't really play Demigods either. Heck I've played less than 30 games since Christmas.

Reply #285 Top

New bug:

A Regulus who uses any sort of healing devices on himself or an ally who has Maim will maim himself or his ally, respectively.

This includes:

- Universal Gadget

- Combat Health Potions

- Dark Crimson Vial

This does NOT apply to lifesteal effects, Sigils, or other heals (monks, Sedna, dropped health potions from deaths, etc) and UB cannot do this to himself with Diseased Claws. 

What I would assume is that when "negative damage" is applied (how healing works, similar to the bug with Heart of Life and Wings), it checks for Maim and since all of Reg's abilities work with maim (unlike beast), it maims the target. 

This bug was initially reported to me by Irek, I just investigated a bit. 

 

Replay demonstration attached:

http://www.box.net/shared/hdaedokeam

Reply #286 Top

Yeah this is a known Regulus bug :S

Reply #287 Top

re: Regulus bug

It is interesting. It uses OnPostDamage to trigger the buff. Only Plague, Maim, and Poisoned Arrows seem to use this function. Poisoned Arrows only works with Arrow attacks. Plague might have the same glitch, at least part way. In my brief testing I believe I heard the plague sound effect when healing an ally, but the buff didn't show up.

Review of the code reveals the following:

Code: c++
  1. <p style="padding-left: 30px;">    MaimTarget = function(self, unit, target, data)
  2.         for k, buff in self.TargetBuffs do
  3.             Buff.ApplyBuff(target, buff, unit)
  4.         end
  5.     end,
  6. <p style="padding-left: 30px;">

To fix it:

Code: c++
  1. <p style="padding-left: 30px;">    MaimTarget = function(self, unit, target, data)
  2.         for k, buff in self.TargetBuffs do
  3.             if not IsAlly(target:GetArmy(), unit:GetArmy()) then
  4.                 Buff.ApplyBuff(target, buff, unit)
  5.             end
  6.         end
  7.     end,
  8. <p style="padding-left: 30px;">

So, I think I fixed it and added it to the 1.03 (unreleased).

 

re: "known Regulus bugs"

So... any other known bugs that aren't on my list and that I don't know about?

 

Reply #288 Top

FORUMS GO BOOM!

Reply #289 Top

Quoting Ptarth, reply 287
re: Regulus bug

It is interesting. It uses OnPostDamage to trigger the buff. Only Plague, Maim, and Poisoned Arrows seem to use this function. Poisoned Arrows only works with Arrow attacks. Plague might have the same glitch, at least part way. In my brief testing I believe I heard the plague sound effect when healing an ally, but the buff didn't show up.

Review of the code reveals the following:


Code: c++
    MaimTarget = function(self, unit, target, data)
        for k, buff in self.TargetBuffs do
            Buff.ApplyBuff(target, buff, unit)
        end
    end,
To fix it:


Code: c++
    MaimTarget = function(self, unit, target, data)
        for k, buff in self.TargetBuffs do
            if not IsAlly(target:GetArmy(), unit:GetArmy()) then
                Buff.ApplyBuff(target, buff, unit)
            end
        end
    end,
So, I think I fixed it and added it to the 1.03 (unreleased).
 
End of Ptarth's quote

Ok, I dont want to be negative here, and I am not a coder myself, but this part of the code for regulus's maim function, seem like an amateur work in GPG's part.

I am sorry, but thats how I see it -_-

Oh and Ptarth, here is k1 , for fixing this bug (even if the fix doesnt work, I am sure that you'll find a way ;) ).

Reply #290 Top

Well, since it seems to be my schtick, my response to critiques of GPG coding quality is the same as last time. The short version is that I don't feel confident in criticizing their production, especially given the situation. For further consideration I suggest the end of the Wikipedia article on bug fixing.

Anyway, I'm more concerned with finding and fixing bugs than blaming others for things. So do you have any other commonly known bugs I'm not aware of?

Also, since updating my OP isn't really working. I need to add: 1.03 Regulus Fix & Selling Favor items.

Reply #291 Top

Anyway, I'm more concerned with finding and fixing bugs than blaming others for things. So do you have any other commonly known bugs I'm not aware of?
End of quote

Hmm...you can check this list if you want: http://forums.demigodthegame.com/379675

Reply #292 Top

Hmm...you can check this list if you want: http://forums.demigodthegame.com/379675

Sometimes I get felling you and Syn are the same person: Post anything anywhere anytime just for the fun of hitting 'post reply' button.....

Reply #293 Top

*sigh*

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).

re: Post Mortem

So, I spent the afternoon backtracking the Post Mortem Experience Bug. I eventually rediscovered RAWRRR's post and this cross referenced the evidence that Overkill may indeed be the source of the experience loss. I haven't completely narrowed it down, but I"m getting there.

Reply #294 Top

Quoting NeVeR-FuCKWiT-aOaK, reply 292
Hmm...you can check this list if you want: http://forums.demigodthegame.com/379675

Sometimes I get felling you and Syn are the same person: Post anything anywhere anytime just for the fun of hitting 'post reply' button.....
End of NeVeR-FuCKWiT-aOaK's quote

What are you talking about? He asked for more bugs, and I tried to help him any way I can. Since I dont know of any more bugs, I just pointed out Frogboy's thread.

*sigh*

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).
End of quote

Ok, I didnt know that, Ptarth.

Reply #295 Top

I have done some more testing on the ub post mortem problem:

 

Interestingly if you change the PM explode code to this:

 

PMExplode = function(self, unit)
    #unit.IgnoreDeathThreadSequence = true
    local pos = table.copy(unit:GetPosition())
    pos[2] = 100
    local MetaImpactRadius = 10
    local MetaImpactAmount = 8
    local DamageAmt = 150


    # create unit post mortem explosion effects
    CreateTemplatedEffectAtPos( 'UncleanBeast', nil, 'PostMortem01', unit:GetArmy(), pos )

    local data = {
        Instigator = unit.AbilityData.PostMortem.Caster,
        InstigatorBp = unit.AbilityData.PostMortem.CasterBp,
        InstigatorArmy = unit.AbilityData.PostMortem.CasterArmy,
        Origin = table.copy(unit:GetPosition()),
        Radius = MetaImpactRadius,
        Amount = MetaImpactAmount,
        Category = "METAINFANTRY",
        DamageFriendly = false,
    }
    MetaImpact(data)


    unit.AbilityData.PostMortem = nil
end,

 

you get gold and xp 100% of the time for all units killed.

 

therefore i think it is the secondary effect (150 damage) that is causing the problem.

Looking for a solution atm, will post back soon

Reply #297 Top

Ok i have done some more testing,

This is a very complex problem.... :(. As far as i can tell, something about doing damage to a unit while it is in the air (meta'ed/overkilled) stops it hitting the ground properly (ie the unit disappears - NB: sometimes ub will chase an invisble unit). For you to get xp from an overkilled unit it must hit the ground (that is when the calculation is done).

1. Does anyone know where the code for this is (ie where the calculation for the vector and when to award xp) ?

2. Alone the Overkill and the Secondary damage effect will provide full xp, it is only when you have both occur simultaneously does this problem really arise ---> and only in the situation outlined in 3

3. Overkills while a demigod is directly over the creep will produce this effect 95% of the time (ie the unit disappearing -- i believe the overkill is pushing the creep through the bottom of the map - thus it never hits the ground and so you dont get xp).

Things i have tried to fix (just so you dont have to repeat them ptarth lol)

Applied secondary damage with a new buff - result : cannot award xp to ub

Applied secondary damage with a tandem PMexplode code (ie one for the meta and one for the damage).

Applied secondary damage by a fixed instant aoe (like flame circle but instant) -- NB: could very well work if i could work out how to not select units lined up for meta if the ^^ above assumption proves to be wrong.

various alterations to the order of meta/damage combo and selection processes for both.

Ok well its 5am and i have to work at 8 lol so i better go to bed.

Exx

 

Reply #298 Top

Globals.lua has MetaImpact.

Conquest.lua has UnitKilled.

HeroUnit.lua has GainExperience.

I was looking into how experience was awarded and there are some odds circumstances that I don't have a handle on.

Reply #299 Top

Ptarth, no offence, but why are you calling the game "Demigods"? Its without the "s" in the end.

Just curious, I dont mean to be a grammar nazi O:)

Reply #300 Top

regarding PostMortem: I would be willing to bet the level 15 ability of Warp Area that DA can get has the exact same issue as this. I do know that the level 15 ability will sometimes target the same creep twice (eg, it blasts a nearby creep into the air, but then DA uses another warp-attack on the airborne creep), which may just be a bug in and of itself.

But I think it may have XP/gold issues as well.

Also, I'm curious if other Overkill abilities, such as Heaven's Wrath work properly for units that fly off of the lane and into the "void".