miriyaka

miriyaka

Joined Member # 3401066
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With some substantial testing to back up the viability of the existing code, I could create new 'original' versions of every file in the Uberfix within maybe two hours. A 'changes only' version shouldn't really required (although that's exactly what the latest versions of the Uberfix are), as anyone reviewing the code for official inclusion will most certainly have a decent text comparison tool at their disposal. Keep in mind, however, that GPG is in the midst of

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I'm actually getting off my ass and fixing up a new Uberfix release that, among other things, patches up the enemy gold display at the source. If anyone enterprising wants to try it out, throw it against the wall, attempt to break it horribly, etc there's a link to a new test version at the end of the Uberfix 1.02 thread here . The following posts tell you how to enable logging, if you want to be really helpful if an

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In the commandline: /log "log.txt" ..or whatever you want the filename to be. Don't remember where the log ends up by default, so you might want to specify a full path as well. Posted my thoughts on the solution to the Oak ward issue here . If there's sufficient interest, I'll work on it - otherwise it's going on the back burner. Also

519 Replies 1,100,558 Views

I've got one right now that was stable and error-free for one skirmish game, played as Oculus. As long as you're running with a log file, and can tell me what (if anything) went wrong with it, you're welcome to use it. Changes from the last 1.03 RC: - IgnoreFacing flags are now set on the appropriate item abilities, and not on the items themselves. They should actually work now (I did not get a chance to test this). Affected items are Sludge Slinger, Parasite

519 Replies 1,100,558 Views

Replying to your post in the UI mod thread here, as this is the more relevant thread: [quote who="awuffleablehedgie" reply="23" id="2829090"]did you merge in the Ironwalker's change and stuff? I've looked around on the google.code website but it was such a terrible mess it chased me away [/quote] Yes, it's in the current version that's on the google code downloads page (which has at least one major Oculus bug, and a possible hidden second). However, I used a 95%-o

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With that in consideration, the current Oak v Oak and Erebus v Erebus situation is actually a lot worse (although more difficult to intentionally manipulate), in that in any given fight, one of them will almost always get more minions than the other. Each adds a buff to all units around them, overwriting any existing buffs, at an interval of 1 second. So if Oak 1's aura is only 0.2s ahead of Oak 2's aura, Oak 2 will get 80% time coverage of the surrounding units. Likewise,

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I just realized that a dying unit can spawn both a spirit and a nightwalker at once, if it is within an Erebus aura and an Oak ward aura. Is this worth fixing? Does anyone care? I don't think it'd be too much trouble - mostly a matter of making the two abilities aware of each other within the functions they add to the unit's OnKilled callback, and figuring out some way to decide between them (or just go first-come first-served?), but I don't want to go through the effort &

519 Replies 1,100,558 Views

It wouldn't be much trouble at all to do a more limited release for now, with just the Oculus, enemy gold, and item-facing fixes. I'm realizing that I should probably have more time to test the UI additions, anyway. Was there anything else other than the Oculus issues that you found problematic about 1.03? Because it's far easier to fix those things, or simply remove potential offending fixes, than it is to try to migrate dozens of other fixes back to 1.022.

519 Replies 1,100,558 Views

I see you implemented a value cap for initial item purchases - this is great. From what little I know of the AI purchasing functions, it should also be fairly simple to change this (for all purchases) to a graduating value cap dependent upon how many open slots there are in inventory, i.e. a lower cap with 3 slots free than with 2 free, to encourage the AI to fill its inventory before it splurges on an expensive item. In a case where the AI can find no prioritized items under the

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Thanks guys. If all goes well, I'll release another RC of the Uberfix with this change, and a lot of other things. For what it's worth, I had managed to somehow screw up Oculus' Brain Storm in the last release, and I found a few other fixes dating back to 1.02 that weren't actually implemented properly, and weren't working (like the IgnoreFacing flags on Sludge Slinger et al).

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Believe it or not, I haven't died yet. Provided I don't run into any huge problems, I'll be posting another test version of the 1.03 Uberfix tonight or tomorrow with a fix for enemy gold accessibility issue, and a whole bunch of demigod stat values added to the sync. This will allow a UI mod to display things like evasion, life steal, gold production, death penalty mult, experience mult, damage return, damage taken mult, etc. While I'm not planning on extending the UI mys

519 Replies 1,100,558 Views

Don't feel like you have to play an actual game with it - it's something that runs every time gold is given, which happens within the first 0.1 seconds of the game. A desync should be nearly instant if it's going to happen at all. I'm probably being unnecessarily paranoid about this, but I haven't been testing my code thoroughly enough (and not at all in multiplayer), and I want to make sure I'm not creating more problems than I'm fixing.

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I made a post in Pacov's new thread ( here ) about how to modify your copy of this mod to still display allied gold, but not enemy gold (it's pretty simple, just a quick copy-and-paste). I also posted an absolute sim-side fix for this that will make it into at least some version of the Uberfix if it passes desync testing, either if I get around to releasing another, or if Pacov adds it to his 1.02 tournament version.

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Does it actually not throw a fit when you go online with this? Obviously you can't play in any multiplayer game with a dgdata.zip that differs from other players' copies, but I'm surprised it doesn't just re-update your Demigod.exe when you go to internet multiplayer with a modified executable. Good work with this Peppe, even if the necessary method is a bit rough. Now what we need is a way to mod the exe to use any files outside dgdata.zip, or to re-activate its use of mo

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AIBrain.lua hook with the absolute sim-side fix This will be in any further releases of the Uberfix that I do (test or otherwise), and anyone can feel free to include it in any sim-side mod they want - it will play nice with itself, no matter how many copies of it are running. I figured out a simple way to do it non-destructively, too. I left gold visibility for observers in. It's easy to remove if there's popular dema

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Took a quick look at how it works, and each AIBrain just creates a sync table every beat containing its own gold, which gets pushed to all user sync tables. InternalGiveResources and TakeResource would have to be destructively overridden to do an 'if IsAlly(GetFocusArmy(), self:GetArmyIndex()) then' check when populating this table, so each player's sync table only has allied gold in it. Seems really simple and straightforward, but I've never messed with GetFocusArmy(), because

24 Replies 53,900 Views

Yikes. Yeah, that's a bit of work. I experimented a bunch with trying to get a lobby-level mod loaded, and even got the game to mount additional zip files and folders with a modified retailpath.lua, but it refused to actually hook or use the lua files in them. All of this was possible, even easy in SCFA, so I assume this change is some kind of safety measure added to insure against desyncs or exploits. The moddability progression of FA -> Demigod -> SC2 is not

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I still have fun writing code for Demigod-- although I don't have a lot of motivation or time for extensive testing-- so I'm happy to do little mods as well, as long as there's actually interest in / demand for something, and I can get feedback on it.

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Oh, and you also MUST have logging enabled if you want to be able to make serious changes or learn to mod by trial and error. Make a new debugging shortcut for Demigod that you run whenever you're testing your mod. Use these commandline switches: /skipintro (obvious) /size x y (runs in windowed mode, where x and y are the resolution of the window - use something smaller than your desktop, like 1024 768) /showlog (displays the log window,

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You don't need any special tools - the moddable parts of the game are all dynamically-compiled lua code, so you only need a text editor. Basically, you create a mod folder with a mod_info.lua (copying someone else's and changing the name, version and UID is the easiest way to learn how) and a \hook folder, where you place files to be merged ('hooked') with original Demigod files, using the same directory structure found \Demigod\dgdata.zip (where all the game's moddable

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When you say invisible, was he still targetable by creeps/towers/minions and simply wasn't visible, or could he literally just walk past towers without being fired upon (from his perspective - you might not see the tower beam because it needs an endpoint to display properly). Post here again if you guys decide to get another tournament together, and I'll take a stab at fixing some of these things.

8 Replies 37,493 Views

Welp, I kind of lost interest in maintaining this too. I never got any feedback, and didn't have the opportunity to test it in multiplayer, so it's quite possible that my Oculus fixes introduced the issues that you've observed. Rook's code was untouched in 1.03, and that chain link bug you saw is related to Demigod's many inherent beam / chain issues (some of which I fixed in Oculus' Chain Lightning ability, though those fixes would relate in no way to Rook's towers). &n

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[quote who="awuffleablehedgie" reply="212" id="2786037"]Uberfix is currently at 1.03 and has several new tweaks and is compatible with 1.03. I can look around at the google code and make sure all the fixes are applied (stuff like Ironwalkers) and then try to do an "official" tourny release (possibly with a few of the "outstanding" issues being fixed). [/quote] Neither Ptarth nor I really have the time or motivation to 'finalize' it per se, but the RC for 1.03 that I posted on the

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Yes, and yes. Checking demigod types on a team is easy (I already have a function in the file for doing half of this), as is getting a quantity of surviving forts (you'd have to check for sufficient war rank first, of course). I haven't yet had time to work on this further, but I haven't forgotten about it.

54 Replies 152,008 Views