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-   -   New Patch & Mods - Possible bugs. (http://forum.shrapnelgames.com/showthread.php?t=47547)

Soyweiser June 27th, 2011 08:31 PM

New Patch & Mods - Possible bugs.
 
See this thread:

http://z7.invisionfree.com/Dom3mods/...?showtopic=471

So be careful when updating.

How did this not come up in testing?

Gandalf Parker June 27th, 2011 09:19 PM

Re: New Patch & Mods - Possible bugs.
 
Are they going to report it?
I think the modder testers are in that forum. You might ask there

Soyweiser June 28th, 2011 02:17 AM

Re: New Patch & Mods - Possible bugs.
 
I copied your post over to the other forum.

Edi June 28th, 2011 03:38 AM

Re: New Patch & Mods - Possible bugs.
 
That bug was fixed in the latest version of the 3.27 patch, but apparently Shrapnel put up a slightly older version by accident.

At least on the Windows version it was.

Edi June 28th, 2011 05:49 AM

Re: New Patch & Mods - Possible bugs.
 
Having read the conversation at Sombre's place, did the #clearweapons and #cleararmor commands solve the weapons and armor appearing double for modded units?

llamabeast June 28th, 2011 10:55 AM

Re: New Patch & Mods - Possible bugs.
 
Yes, they do. The new behaviour is fine in itself, it's just different to the old behaviour, so that mods written for the old version now behave badly.

Fear not though, CBM is the main mod affected and I will release fixed versions of all the old versions in the next few days.

llamabeast June 28th, 2011 10:55 AM

Re: New Patch & Mods - Possible bugs.
 
Yes, they do. The new behaviour is fine in itself, it's just different to the old behaviour, so that mods written for the old version now behave badly.

Fear not though, CBM is the main mod affected and I will release fixed versions of all the old versions in the next few days.

LDiCesare June 28th, 2011 02:30 PM

Re: New Patch & Mods - Possible bugs.
 
llamabeast, will you update the CBM1.6 version too? I'm eagerly waiting to start my game but would rather wait for it to behave correctly.

LoloMo June 28th, 2011 09:44 PM

Re: New Patch & Mods - Possible bugs.
 
Did anybody see any change to magic sites? I saw one in one of my games, and that game had modded sites.

Edi June 29th, 2011 08:05 AM

Re: New Patch & Mods - Possible bugs.
 
Not that I know of, but magic site modding processing is a bit of a question mark with regard to how commands are processed.

If you modify sites by assigning them new attributes in addition to old or changing existing attributes, all attributes of the site are reset.

Site attributes are the effects the site can have (gem income, recruitable monsters, curse, disease, horrormarks, lab etc). Modifying a site's attributes has no effect on its inherent properties (rarity, locmask, path, level, etc.), but modifying inherent properties may nullify attributes.

For this reason all site modding should be done with the assumption that a modded site's active attributes must be defined in full in the mod file for things to work.

For example, if you modify Pyramid of Life (+2 S, +2 D) to give +3 S, you also need to add the command to give +2 D or you will only get +3 S.

I suspect the reason for this is that there is no #clearsite command, so any command will clear all attributes because there can only be five attributes per site. Without resetting them, the game won't have any idea whether there are already five and when the limit is reached.

llamabeast June 29th, 2011 09:49 AM

Re: New Patch & Mods - Possible bugs.
 
Sorry, what did you see LoloMo?

Edi June 29th, 2011 10:47 AM

Re: New Patch & Mods - Possible bugs.
 
There is a new version (v3.27a) of the modding manual available from the patch download page. The newer version contains some more detailed explanation of the new mechanics of the #weapon and #armor commands.

It was not worth redoing the entire patch just for the document change, so if you want the most up to date modding manual, get the copy from the patch page.

LDiCesare June 29th, 2011 02:36 PM

Re: New Patch & Mods - Possible bugs.
 
Quote:

Originally Posted by Edi (Post 779545)
It was not worth redoing the entire patch just for the document change, so if you want the most up to date modding manual, get the copy from the patch page.

Well, the document change maybe not, but frankly I'm holding to start a game until mods are changed, so reverting the modding commands change would actually have been a better idea. The current patch simply breaks all mods that add or change a weapon to any unit, which means all versions of CBM, which means a lot of games.

Edi June 29th, 2011 04:12 PM

Re: New Patch & Mods - Possible bugs.
 
The current patch breaks all mods because the old mechanic for the #weapon and #armor commands was broken in relation to modifying old monsters (as opposed to creating new ones) and did not work correctly.

That was Johan's assessment of the situation when it was asked in light of this thread, so you may have a very hard time trying to convince him of the need to revert it.

You could actually see some of the problems in action if you tried certain kinds of things. llamabeast has actually produced a script that can fix mods by adding the #clearweapons and #cleararmor commands to a mod in the appropriate places and the CBM mods are getting an overhaul to address the issue pretty soon.

I'm afraid the current sitaution is here to stay.

LDiCesare June 30th, 2011 02:13 AM

Re: New Patch & Mods - Possible bugs.
 
It's all right with llamabeast making an awesome job of fixing the mods, but this patch really adds little, and breaking everything that worked in order to allow for some new stuff without warning is still annoying. Then again, Illwinter don't have to patch the game so I know I'm behaving like a spoiled brat for complaining.
I mean, I have some mods that I used to change some units. It is broken by this patch. I'd have to patch it to use it. I haven't shared it because it's of really no value to anyone but me and I fiddled with it every other week. Had I been currently using it, I'd have had very weird and unexpected results without warning.
Anyway, thanks Illwinter for patching the game, but if you break all mods please provide a migration script or at least issue a warning beforehand.

Makinus June 30th, 2011 07:15 AM

Re: New Patch & Mods - Possible bugs.
 
I just updated DOM3 with the latest patch and now all menu options got changed to a mishmash of letters (CCCCCCc or DDDDDDd). I remember this happening on a patch a long time ago and the fix was a simple one... i simply cannot find it (or remember it)... can anyone help me?

Thanks

Edi June 30th, 2011 09:01 AM

Re: New Patch & Mods - Possible bugs.
 
You could try uninstalling and reinstalling the game. Just back up your saves, mods and maps first.

Gandalf Parker June 30th, 2011 10:16 AM

Re: New Patch & Mods - Possible bugs.
 
What screen size are you running at?
There was an update to the font files with this patch. We might have missed testing it with a particular screen setting

Do you run full screen? Do you use alt-return to step out then get back in?

Makinus June 30th, 2011 07:00 PM

Re: New Patch & Mods - Possible bugs.
 
Following Gandalf comment i tried other resolutions (hard to remember the option on the menu that changes resolutions) and discovered that the problem only shows up when i set the resolution for 1680x1050 or above... resolutions below this work normally...

Too bad i could not use the max resolution on my 32" LCD monitor...

Edit: and yes, i play with fullscreen and alt-tab frequently (to do other things while the turn is being processed)....

OmikronWarrior June 30th, 2011 07:19 PM

Re: New Patch & Mods - Possible bugs.
 
Man, did I pick the wrong time to start modding, or maybe the right time as things may work out. Regardless, I was working on a mod to better balance Pretenders, so as a work in progress no MP games are effected. Yet, now all the weaponless pretenders I gave weapons to still have "Fist" as a weapon alongside the weapons I gave them.

How do I go about rectifying this? Do I need to post #clearweapons with every Pretender?

Edi July 1st, 2011 01:03 AM

Re: New Patch & Mods - Possible bugs.
 
Yes. That should remove all weapons from them.

Makinus July 1st, 2011 07:03 AM

Re: New Patch & Mods - Possible bugs.
 
Just an update on the video issues i´m getting:

I noticed that i did not have the latest drivers for my graphics and updated them from the Intel site... now Dominions only accepts resolutions up to 1280x1024, with higher resolutions greyed out...

My graphics/monitor supports up to 1920x1080, and in fact it is the resolution that i use on my desktop... and before updating the drivers Dominions 3 detected that and accepeted it...

Edi July 1st, 2011 03:25 PM

Re: New Patch & Mods - Possible bugs.
 
What graphics card, what drivers and did you uninstall and reinstall Dom3 after the graphics driver upgrade?

Makinus July 1st, 2011 06:26 PM

Re: New Patch & Mods - Possible bugs.
 
Intel integrated G31/G33 family (GMA 3100)

The latest drivers from Intel website

Reinstalled Dom3 but kept older installation in flashdrive... both show the same behaviour.... at least the menus do not show a lot of strange letters anymore, i just got restricted to lower resolutions than before...

No problem for me, as i play Dom3 for the gameplya and not the graphics... just wanted to share the strange behaviour that i´m encountering...

Edit: I´m using Windows 7 Ultimate.

Makinus August 8th, 2011 09:50 AM

Re: New Patch & Mods - Possible bugs.
 
Anothe update on the graphic issue i found with the latest patch:

As i said before, after the latest patch, first dominions would show the menues completely garbled with a random string of letters instead of the options, then, after updating my graphics drivers it would appear ok, but would not allow me to select any resolution above 1280x1024 even with my monitor allowing bigger resolutions...

I suffered a crash on my computer and had to reinstall a clean windows copy, and installed all new drivers again and the garbled menus appeared again when i tried to play Dom3... but it allowed me to select up to 1920x1080... and now i discovered that if i leave the "Animated Backgrounds" active the garbled menus dissapear and it still allows me to select 1920x1080 in resolutions...

So, if i deactivate "Animated Backgrounds" the menus get garbled, but if i leave it active Dom3 functions normally and allows me to use up to 1920x1080 (the max resolution for my card/monitor). It would be perfect except that "animated backgrouds" make menu navigation very slow... not unbearable, but annoying...

edit: spoke too soon - now all screens where there is not a animated background (like in the game itslef) are still garbled... now i´m stumped...

Makinus August 9th, 2011 07:01 AM

Re: New Patch & Mods - Possible bugs.
 
I think i found the solution: never use intel auto-update feature for its drivers: it´s broken.

If i use Intel´s web updater for drivers it installs the most recent drivers wrong and you get the strange behavior i was getting with dominions 3 (did not see any problems with other games tough)... to install the drivers correctly and not get any problems with Dom3, download the files from Intel and install them manually...

After reinstalling intel graphic drivers manually i now can play Dom3 in my max resolution (1920 x 1080) without any graphical glitches...


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