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.

1,095,868 views 519 replies +12 Loading…
Reply #326 Top

I always thought ub suicide was something that was needed.

Reply #327 Top

I have fixed the bug where TB always re-spawns in Ice Mode, and QoT in Open Mode. What is the procedure with getting my mod incorporated into UberFix?

Reply #328 Top

After some research I believe that:

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!

May be impossible to fix. It appears that the lobby messages are sent by the host as nameless messages rather than displayed by each persons individual client. This is why they get the hosts settings instead of the users local settings. Unless we can somehow trap these messages and de-localize them I'm not sure what we can do.

Edit: I just spent an hour or so trying to work out if I could hook onto a message being sent to me to change its language but I cannot find such a spot, it seems the actual displaying of the message is handled by moho, I'd be happy to be proved wrong though.

Reply #329 Top

As a formality, even though Ptarth knows already:

 

---

Ball Lightning III and IV both suggest that nearby allies have an increased attack speed. However, this does not occur in-game and the code does not suggest that this is the case either.

Proposed fix:

- Update the tooltip to no longer suggest this (unrecommended since we decided against tool-tip updates already)

- (Balance change) Add in an attack speed buff to match the tooltip. It's hard to say what would be the "best" or "balanced" by 5%/10% progression would probably match because that is what we see for most other attack speed buffs. 

Reply #330 Top

Does anyone know someone who uses a non-English version of Demigods? I'd like to know what the 1.20 patch changed on their installation.

Reply #331 Top

Looking at strings_db.lua it appears there aren't any chances to those files since the release:

C:\Program Files (x86)\Stardock Games\Demigod\loc\FR\strings_db.lua - Change Date: 6/22

C:\Program Files (x86)\Stardock Games\Demigod\loc\US\strings_db.lua - Change Date: 12/15

Similarily, FR does not have an ability string for: ABILITY_Oculus_0048

I'm inclined to believe it simply defaults to the English string. 

This also suggests that Ball Lightning probably weren't supposed to have an attack speed buff. Hard to say, though. 

Reply #332 Top

That's the same thing I have on my install. However, I'm using an English version. I'm not sure if other localized versions have different effects of the patch. Are you running a nonEnglish version hedgie?

Reply #333 Top

not legally. 

Reply #334 Top

I seem to remember it being said that the new Demigods were not localized, thus it would be assumed they default to the English settings. However I cannot find a tool tip for the increased attack speed buff, I get the feeling it was added to the tooltip and then decided against and then never removed from the tool tip.

Edit: Confirmed that if you run the game in a different language the English is used by default when no translation is present.

Reply #335 Top

13. Oculus cannot autoattack directly beneath him

This would make sense considering he's on a giant chair and he has the ability to launch himself around apparently to overcome this weakness. I'm not so certain this is a bug except for the fact I cannot find the code that is actually restricting him from attacking downwards.

Reply #336 Top

re: NonEnglish Install

Is this confirmed with an initial nonEnglish install and not just changing the Demigod initiation files? I know I sound like a stick-in-the-mud, but I try to make sure all the bases are covered. If we currently believe the patch was not localized, then we can change the blueprint string reference and it will work out.

 

re: Oculus not attacking beneath him

I investigated this a while back. The end result is no one could tell me why the unit could not attack beneath him. I'm guessing that it is an engine limitation which prevents units from firing through themselves. This would be annoying, but not horrible. What makes it broken is that the targeting and movement routines are also not functioning correctly. If Oculus locks onto a unit that moves beneath him, he will never switch to another target unless ordered to or if that unit dies. The Rook also suffers from this problem with his trebuchet. Something isn't quite right with the targetting routines with minradius weapons.

 

Reply #337 Top

Quoting Ptarth, reply 336
re: NonEnglish Install

Is this confirmed with an initial nonEnglish install and not just changing the Demigod initiation files? I know I sound like a stick-in-the-mud, but I try to make sure all the bases are covered. If we currently believe the patch was not localized, then we can change the blueprint string reference and it will work out.
 
End of Ptarth's quote

I swapped over the language files so I supposed this is insufficient.

Quoting Ptarth, reply 336

re: Oculus not attacking beneath him

I investigated this a while back. The end result is no one could tell me why the unit could not attack beneath him. I'm guessing that it is an engine limitation which prevents units from firing through themselves. This would be annoying, but not horrible. What makes it broken is that the targeting and movement routines are also not functioning correctly. If Oculus locks onto a unit that moves beneath him, he will never switch to another target unless ordered to or if that unit dies. The Rook also suffers from this problem with his trebuchet. Something isn't quite right with the targetting routines with minradius weapons.
 
End of Ptarth's quote

Hmm, from your testing how "directly" underneath do you have to be for this to happen?

Reply #338 Top

Pretty close to exactly beneath, I'd say within 1 map unit of his center. It is easy to replicate. Target a warrior and then right click to move next to it. He sometimes starts his attack animation but usually not.

Reply #340 Top

Here is my fix for the TB and QoT state bug where they change do Ice or Opened state respectively on death regardless of what state you are in before death. I have sent this to Ptarth in a PM but it's probably best to have this here so anyone can see it.

To Ptarth: This version is even newer than the newest version I sent you, the latest version I sent you had a silly bug in it.

http://www.mediafire.com/file/jhyz0myznnz/StateFix.v.1.0.2.zip

Reply #341 Top

re: UB Ooze Suicide

It is 25:20 in the video. The UB is under the effects of a Sigil of Life and Penitence. When the Sigil ends he takes 63 (or 68) points of damage, most likely from Ooze. He then dies. I'd imagine that the check for ooze hits, it passes, and then the sigil health reduction occurs between that check at the damage done from the ooze.

re: TB/QoT Form Respawn

Acknowledged. I'll patch it in later tonight or tomorrow. What was the silly mistake? (I downloaded but didn't try out your previous version).

re: New helper for the UberFix

Also, as it is probably obvious now, we have a new coder for the UberFix. Hopefully he takes over and does everything, so I can go retire in the Bahamas. Until then I'll probably continue to misspell his name.

Reply #342 Top

Quoting Ptarth, reply 341

re: TB/QoT Form Respawn

Acknowledged. I'll patch it in later tonight or tomorrow. What was the silly mistake? (I downloaded but didn't try out your previous version).
End of Ptarth's quote

Oh I just changed the global variable to be "self.Sync" however since it wasn't in a function it was throwing warnings because Self didn't exist. The line wasn't needed anyway so I just removed it.

Quoting Ptarth, reply 341
re: New helper for the UberFix

Also, as it is probably obvious now, we have a new coder for the UberFix. Hopefully he takes over and does everything, so I can go retire in the Bahamas. Until then I'll probably continue to misspell his name.
End of Ptarth's quote

Heh, it's Norwegian, Uhellig Gud is Unholy God the extra n at the end is a long story.

PS: Hopefully you don't go to the Bahamas, everything I try to fix seems to lead to a dead end written in moho. I have spent an couple of hours trying to track down either a place where the restriction on the distance is in place (This seems to run into a moho dead end) or find a way that I can change targets if this occurs. I thought I had some luck in the Weapon.lua however I can't seem to get any modifications to that file to have any effect, can you confirm or deny that LOG() works in mods?

Reply #343 Top

so, couple additions I think would be nice:  

Make summoned idols able to move like demigods.  Rather than turn around and take forever, just copy the same code for demigods where they instantly turn around.  I would think it should help with the pathing issues they still experience.

 

Create a hard barrier around the citadel so both enemy and friendly units can't go inside of it.  Monks getting stuck in there is painful, and those people who put their minions inside the citadel with almost nothing the other team can do about it is ridiculous.

 

I don't think either of those changes would be hard to do, but I don't know terribly much about coding.

Reply #344 Top

Heh, it's Norwegian, Uhellig Gud is Unholy God the extra n at the end is a long story.
End of quote

lazy... too much work to explain, but you can update your website to current in 2-3 days or so, eh.

WHAT IS THE N?

Reply #345 Top

Quoting pacov, reply 344

Heh, it's Norwegian, Uhellig Gud is Unholy God the extra n at the end is a long story.
lazy... too much work to explain, but you can update your website to current in 2-3 days or so, eh.

WHAT IS THE N?
End of pacov's quote

It's really not that interesting. It just used to be "UnholyGodness" except everyone mistook it as "UnholyGodESS" which obviously wasn't what I wanted. Then I signed up for a site one day and it had a 10 character limit or something and truncated it to just "UnholyGodn" which is what I've kept since translated into Norwegian because I've never once had "Username Taken" on a website sign up page :P

Reply #346 Top

Rawr: the "hard barrier" is a map fix. 

How maps work in demigod is there is a black and white 2D bitmap that the game loads on startup. One color represents "void" space that you cannot walk into. Currenly, it is virtually impossible to get monks stuck on the light-side. It can happen easily on dark however. I would guess this is the case because the dark side of the bitmap was copy-pasted a few pixels off. All you would have to do to fix it is edit the bitmap to be the proper block. 

Monk fix... meh. Hard to say. Demigods have all sorts of targeting and moving issues as it is. 

--

you should update your semi-active. Including me ;; I provide enough support I think I count dammit. 

Reply #347 Top

Quoting awuffleablehedgie, reply 346
you should update your semi-active. Including me ;; I provide enough support I think I count dammit. 
End of awuffleablehedgie's quote

Should probably update the current bug list as well to show TB as fixed, add Oculus Ball Lightning issue, and perhaps a better description of the "Oculus cannot attack beneath him" bug as to avoid confusion again (As the issue is more that he does not change target than cannot attack below him)

I personally don;'t think he should be able to attack beneath him even if it could be fixed, it's weird enough when he auto attacks really close to him, his animation directly down would probably divide by 0 and end the universe.

Reply #348 Top

re: RAWRRR on Summon Idols

I don't disagree that it may be a better solution. However it is a balance fix. In the last few patches the values to make minions steer were purposefully adjusted. I don't know whyk so o don'tthink they should be adjusted until then.

re: RAQRR on Map Barrier

I don't really know much about maps, I'm deferring to Hedgie and mrappard on this one. I seem to recall them talking about things. However I haven't looked it up recently.

re: awuffeablehedgie on map BMP

What is this file? I took a quick look, but couldn't find anything. The best I found was the minmap, but that has nothing to do with anything. mrappard suggested it was the *.scmap.

re: awuffleablehedgie as semi-active

I removed the plee to the community and job lists because it didn't go anywhere. I'll put up a new version with you and some others.

re: updated buglist

Yeah. I'll get around to it tomorrow or the next day. I also need to grab the items from the last page too. The forum has issues with me editing and it saving what I edit.


re: Oculus Autoattacking

Well, as a guiding principle the UberFix fixes bugs, it doesn't incorporate balance changes. I do believe that Oculus was intended to attack all targets within his range, and that him currently being unable to attack targets below him is indeed a bug. Saying it is a positive feature because it is more realistic isn't a valid argument. This entire game is not realistic, really if you can wear 5 helmets at the same time...

re: LOG in Modding

It does work. Did you read the short introduction to modding a wrote a page back? It contains some information on it. I think. Maybe. Anyway, here is a short guide to the LOG command.

LOG('text :' .. repr(value) .. 'second value :' repr(value2))

I don't know if there is a difference between " and '.
I don't know if there is a difference between .. and ,.

Don't use LOG on a table that refers to another table. The function tries to list all nested tables, and this usually ends up in a recursive listing that runs the Logger out of memory. Someone wrote and posted a version that only captures the top level links, but I lost it a while back and haven't managed to dig it out yet.

You'll often get /000 in your Logs. I don't recall what causes them, but on the GPG modding forum there is a version of log that strips it out. I just read around it.

Only use LOG within functions. If you try to use it as part of a table (like in a blueprint) it will break.

re: Moho targetting issues

Yeah. I ran into the same dead end. I believe I posted about it in one of my 18 page discussion posts. I might not have. I hear that I write too much anyway. If I haven't tell me and I'll write up something about it so no one has to reproduce my failed efforts.

re: Thread Volume

In the last couple of weeks the thread has increased by many pages. Many of the posts are are easy to understand and contain worthwhile information, however a significant portion are not. It would be great if everyone could try to follow the following rules.

  • Don't post twice in a row, just edit your previous post.
  • Try to cut back on the unnecessary chatter.
  • Try to use formatting more. It is sometimes hard to follow what people are saying. (I know I'm really hard to understand sometimes.) I like bullets, indents, and bolded headings.
  • Don't quote entire posts

re: Thread Diversity

It seems to me that the thread is becoming very divergent. I see discussion on general chatter, bug reports, bug fixes, balance change suggestions, and official release information. What do you guys think about creating different threads for each of these different areas instead of one general thread?

Reply #349 Top

Hey Guys:

On the minions stuff - knockback - i havent played much in a while so thanks for clearing that up :).

Thread Diversity

I think that having a single thread will actually benifit you more than diverging threads. First your post number looks higher (i know this is not neccessarily what you are aiming for but i think that it will make new users to the forums more attracted to your mod and therefore more likely to use it, i know that i always look for the most commonly posted/upto date/greatest # of replies when looking for user made content as a guide to how good it is). As for general banter, sure it is not going towards helping the mod out, but illustrating a friendly community to new users is more likely to get them to stick around.

Just my 2 cents.

On this:

re: RAQRR on Map Barrier

I don't really know much about maps, I'm deferring to Hedgie and mrappard on this one. I seem to recall them talking about things. However I haven't looked it up recently.

re: awuffeablehedgie on map BMP

What is this file? I took a quick look, but couldn't find anything. The best I found was the minmap, but that has nothing to do with anything. mrappard suggested it was the *.scmap

.

First does this affect flying units? Could you post up more info/dig up your old post on this so i can use it for my enfo's mod? Currently i am concerned about units/demigods crossing barriers, which could potentially cause problems for my mod and did not know that this existed (i figured the layout was designated by the Granny/3D studios Max map, but this would make sense as to why 3D -ie bridges etc- maps could not be produced with the moho engine).

 

Cheers Exx.

Reply #350 Top

RE: Thread Diversity

I think that a single thread is probably best, but there needs to be some form of organization where we collect key posts on certain topics, say we could provide links under each bug in the top post to key posts discussing the involved bug or such. Even separate threads make it hard to find information on specific bugs, for example I read 14 pages to see if people had tackled the Oculus bug yet then found out it was apparently covered elsewhere entirely.

Depending on how seriously we want to take this I could set up a really simple hub where we could post up bugs and then leaves comments on each bug specifically. We could link to posts here on that system, or link from here to that system if we wished so that they had a sense of cohesion. Of course the loss of a seperate system is that you don't get passers by, but the benefit is we could organise the entire system ourselves really well making seperate sections for key knowledge and guides to help people get into helping out etc.

I guess it really depends on how much effort people are willing to put in etc to organize everything, the current system isn't working that badly, though I know as I have just started, I am finding it rather difficult to find ground already covered on specific issues and as such I seem to be retracing a lot of ground already covered by others (not always a bad thing, but you see my point).

I think the ability to train of thought issues is beneficial as you can reply to a number of topics easily and having to read through the thread means you learn quite a bit, but then it's also really hard to find exactly what you need etc. I've only been here a day or so, I'm sure you all have stronger opinions on how things operate.