The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

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  • Announcements regarding our community

    64 Topics
    140 Posts
    FichomF
    If you've played co-op missions Operation Blockade, Tha Atha Aez, Golden Crystals, or Overlord Surth Velsok recently, you've probably run into it. You saw patches of ground replaced by a red-and-black stripe pattern, where the mission's terrain should be. It wasn't a graphics setting or a broken install. Every player loading those four missions saw exactly the same thing. These four missions bring their own custom terrain textures, and the path to those textures had gone out of date, so the game couldn't find them anymore. Instead of showing the intended ground, it had nothing to draw there, so it fell back to the glaring placeholder pattern players have been reporting for a while. That's now fixed. The deployment chain has been corrected so it always points to the right path for each mission's own textures, and the fix has been checked thoroughly. It was checked against versions the community had already patched manually, and by loading the missions in-game, with several players confirming the terrain renders correctly and nothing else broke in the process. If these missions put you off before, now's the time to give them another shot. Load one up and see the difference for yourself. Have fun out there! Thanks to Seraphim-Noob and Brutus5000 for fixing this Bug! Full technical details are documented in the pull request. [image: 1787772060434-786a385e-70f1-4848-a4d0-0676f603b4fe-image-resized.png]
  • The real competition starts here.

    272 Topics
    7k Posts
    hybrid_H
    This is the official post for the second and final of the qualifiers for the 2026 Legend Of The Stars Championship. You can find the main post here: General Information Date: 14th of November 14 UTC Bracket: https://tournaments.faforever.com/t/df343f8644 Chat: via Discord or the tournament website Live Coverage: https://www.twitch.tv/faflive Tournament Director: TBA Format The open qualifier will be a double elimination bracket. The upper bracket will be BO3. However, depending on the amount of signups, the number of BO1s vs BO3s in the upper bracket may be adjusted to ensure a timely tournament. The losers bracket will be BO1. The seeding will be based on your ladder rating. So for example, the highest rated player will play the lowest rated player in the first round. Once the top 4 is decided in the bracket, the tournament will not continue. Top 4 will qualify to the Legend of the Stars Swiss Stage. The players that are closest to qualifying (5th+) will be substitutes for the Legend of the Stars Swiss Stage. Mappool TBA two weeks before qualifier start. There will be no veto's for the qualifier. Prizes The top 4 players will advance to the Swiss stage. The players that are closest to qualifying (5th+) will be substitutes for the Prelims/Swiss Stage. Rules The official FAF Tournament Rules apply. Some of the most important of these rules are: Disconnects within 5 minutes may result in a rehost. The Tournament Director has the last say afterwards. Players will replay the same map if they draw. If the incorrect map is hosted, the correct map will be hosted and the incorrect map will not count towards the score Players who do not appear without valid reasoning will be given a warning that may result in being temporarily suspended from tournaments. If a player does not show up in Round 1, they may be replaced. For all subsequent rounds, it will be treated as a forfeit and they will be eliminated and not replaced. All participants will be allowed a 15-minute wait at the start of a tournament to show up however after this 15 minute wait the Tournament Direct has the right to disqualify you from the tournament. In the case where you will be late but do intend to arrive you need to message the Tournament Director preferably via Discord to inform them you will be late but will show up. When doing this please provide an approximate time delay until you arrive, it will then be the Tournament Directors decision whether than delay is too long or acceptable. The Tournament Director's decision is final. You can read the rest here: https://forum.faforever.com/assets/uploads/files/1685891393985-official-faf-tournament-rules.pdf Please make sure all lobbies are passworded and inform your opponents the password and casters if applicable. Signup If you would like to participate, go to the website below, login with your FAF credentials and sign up! https://tournaments.faforever.com/t/df343f8644 Signing up to multiple qualifiers is permitted. Signups will close at 14th November 13 UTC.
  • 471 Topics
    5k Posts
    BlackYpsB
    We still need logs to investigate this
  • A place to talk about whatever you want

    2k Topics
    27k Posts
    T
    I made this tool that might make it faster to copy/paste. If you share the Lua code that is. Thanks! https://forum.faforever.com/topic/10444/template-workshop-tool
  • 3k Topics
    16k Posts
    Brutus5000B
    We had rented a global 3rd party TURN relay service. It got maliciously abused and we had to disable. The costs went from 100$ to 600$ per month.
  • For people who want to add more stuff to FAF

    620 Topics
    8k Posts
    S
    So in this update I really wanted to dial in and spend time on the air behaviour, while still some work is needed, air now behaves much closer to the base game. You can see below in this video, planes being generally more plane like https://youtu.be/I4bx095DNqY Please try out it out and let me know, it's really helpful to get feedback Windows: https://upload.disroot.org/r/FcnpXWYB#rq9t4XIPLv/UEhmeibcj0RKEuuvEJq6AZxfQ2f7AWN0= Mac: https://upload.disroot.org/r/bz30tWao#83WfQdi7ZiIGjZVe2njAUsuOqNU7b+63eICnlmf75CQ= Linux https://upload.disroot.org/r/rar4HZ26#kyjbGpbvSeB7HqYhrphLzJ9JjFJ1epcbDYo6xM3VIkY= Weapons Weapons should now behave far more true to the real game. Engine <-> Lua api I think I have also come up to parity with the base game on the engine <-> lua api bridge. This means the engine is much much more closely aligned on how the game should function. This was massively helped by the lua type documentation generation I talked about in the previous post. Perf With that 10k v 10k air battle, I noticed crazy lag when actually selecting units, this was a combo of the selection logic and also drawing the selection box, waypoints and rings. Now through some nifty gpu acceleration, range rings are reduced and culled to only the meaningful ones on the gpu, from 10's of milliseconds now down to sub 1ms.
  • A readonly copy of our previous forums on phpbb3. (Not all uploaded files are available.)
    Search only via google using the site:forums.faforever.com option.