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 These four missions bring their own custom terrain textures, and the path to those textures had gone out of date, so the game couldn't find them anymore.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
    SheppyS
    And remember you are always wellcome here. We all have our weak moments or get salty sometimes but ultimately almost everybody values any new player that joins the community.
  • 3k Topics
    16k Posts
    S
    LOUD is much like FAF, but primarily aimed at players versus AI games, rather than PvP. Also, like FAF, it is it's own environment so it's a bit of a shift. You can find it at https://www.moddb.com/mods/loud-ai-supreme-commander-forged-alliance Having made my usual pitch, I'll point out that the code used, to do this, is entirely portable to FAF - but you'll have to find someone to do that.
  • For people who want to add more stuff to FAF

    619 Topics
    8k Posts
    S
    The Binaries Mac https://upload.disroot.org/r/XHFvbT4s#ZaPwUTGTjpmK0IlKXyW8N1f8c9Qu5JgVboD8USbDzxk= Windows https://upload.disroot.org/r/M0EnT4kb#Ws6EFNfzgC0s/xGGYsIdzgoQNjfmCodVQ6fozlJDfjQ= Linux https://upload.disroot.org/r/tuUFTLuT#27oozpFjzTrcIzBS1lY/AeicAgDbtqv5ns460MpwebQ= Picture in picture This is a cool new feature, I was mainly thinking of casters for this. Now on major events, such as your team building an experimental, or an acu dying, you get a picture popup that you can click on to view the location. it also supports modding, so modders can make new events, I've included an example mod that tells you when your acu is below 10% hp. (I'll make a follow up post about this, as I'm not sure i like the api...) of course this is all toggleable in the settings, and I'm super open to feedback. [image: 1792443057537-32d0ddbc-9e51-43a6-a3c0-b7972f289051-image.png] Timeline on replay Another really cool feature, that was mainly me thinking about casters again. I've added a timeline view, that lets you move to any part in the game, it also highlights key events. Such as (ACU death, Exp built). Allows you to zoom to selected events, and will shift the camera to just before. It does support rewind, but at the moment it restarts the game and fast forwards, in the future we could save out keyframes, but i want to avoid game serialisation until later as its a source of endless bugs I have more ideas for this one, but just wanted to get something basic in for now. like above this is a setting as well, it can be on either main or second screen, or just turned off. You can see a video here, although the ai playing makes the scrubbing a bit slow https://youtu.be/aOz7DxAPm28 [image: 1792443075587-256e47fd-ce2c-4e0c-b530-7d445b9de59f-image.png] Split screen! and Dual screen! This was a fair amount of work, and I'm sure will need more testing. It will work on different refresh rate screens with each screen running at its max speed. You can now in the settings set which display is main and secondary screen. If any one has a 240hz-480hz I'd love to know if it can go that fast [image: 1792443094106-3c13e75a-4803-46ac-9eba-381fe0a0cbe7-image.png] Mod support! I haven't tested with blackops, but certainly the inbuilt x2 resources now work Lua documention! This one is also really nice. thanks to rust macros, the apis from the engine to the lua, are now auto generated, and output both to luau type file and a emmy lua file that faf uses, I love this sort of feature, it should help things stay in sync, and of course helps me compare my api to fafs here's an examples of it on the rust side, then the luau and the emmy lua output this rust adds the ChangeMaxRadius method to the weapon class, that comment is auto put in to the lua docs too lua_method!(lua, moho::Weapon, /// Sets the weapon's maximum range (world units) and refreshes the unit's attack range. ChangeMaxRadius = |lua, (this, r): (Obj<moho::Weapon>, f64)| { with_state(lua, &this, |w| w.max_radius = crate::engine::sim::math::from_lua(r))?; refresh_attack_range(lua, handle(&this)?.unit); Ok(()) } )?; Then the generated luau types (a snippet of them) declare extern type Weapon with --- A weapon dies with its unit. function BeenDestroyed(self): boolean --- True if the weapon is enabled and its fire clock has run out. function CanFire(self): boolean --- Overrides the weapon's damage. function ChangeDamage(self, damage: number): () --- Sets how far (degrees) the turret may be off target and still fire. function ChangeFiringTolerance(self, t: number): () --- Sets the weapon's maximum range (world units) and refreshes the unit's attack range. function ChangeMaxRadius(self, r: number): () the emmylua type --- Sets the weapon's maximum range (world units) and refreshes the unit's attack range. ---@param r number function weapon_methods:ChangeMaxRadius(r) end while I'm sure this is far from perfect, it's just a fantastic example of little things that really can help a project stay manageable, in another time/life, this would have all been manual work of someone. Merge order lines for units sharing a first waypoint. No more 10k lines over the map causing massive lag [image: 1792443170950-ded0c310-5853-4195-abb9-dfdb26d42a0a-image.png] Perf (I always strive for faster, not only does it mean higher end pcs will run it faster, but it unlocks lower end devices, which is just as important) Faster startups for lua transformaions in order to support fafs old lua under a new lua vm, I have to translate the lua. some things can be done very fast and quickly using find and replace, others require full parsing of the lua scripts which is really slow, I now do a quick check before fully parsing a file to see if the find and replace route works scripts/translate all FAF .lua (2,798 files, total cpu time over all cores) 538 ms -> 129 ms scripts/translate Unit.lua 12.1 ms -> 6.65 ms Headless startup, user CPU 3.62 s -> 2.68 s Script prewarm wall time (16 cores) 289 ms -> 196 ms Better thread pool allocation I've then rejigged the thread pools for the engine, taking in to account low core machines, this has helped the startup time on low core machines. (its a small amount, but poco a poco This is limiting the cores to 4 Headless time to game start 2.23 s -> 2.12 s Script prewarm 726 ms 624 ms Texture loading Texture loading, textures are now all streamed as efficiently as possible to the gpu, minimising copies, and shifted off the main render thread to worker threads Render thread upload models ~675 ms -> ~60 ms Worst frame in upload models 13–21 ms -> ~1 ms total texture load time (this is limited to 4 cores) 1,465ms -> 658ms Terrain loading we now load terrain much faster, and also much less work is done on the render thread and when map elevation is changes such as placing a building. 81km map (again on a simulated 4core machine) map textures uploaded (time from launch) 8.4–11.8 s -> 1.4–1.8 s terrain change, render thread 23–38 ms -> 0.17–0.64 ms (worker: 4–8 ms) Bugs and features killed units now stop showing their stragic icons and are no longer selectable lods are now based on the distance to the plane of the camera, instead of the camera location, so no more circles of trees all of fafs graphics settings are now supported (with bumps to shadow mapping as I now support 2k shadow maps instead of 1k) we have edge of map mesh now! paused builder updates progress and finishes when assisted reclaim progress bar now units move clear of a build site before construction starts build range needs only touch the target's build skirt units being built in a factory are no longer selectable box selection leaves out engineers when other units are in the box Novax satellite beam reaches the ground, satellite holds its height as well, instead of bobbing up and down part of this fixed area damage, which i think effected other units as well preferences are saved, and FAF's preferences are now imported on first launch reclaim labels show (Alt-R) interface settings now work Half-built Fatboy - engineer assist offers repair, not the transport cursor factory assist takes the queue and destination of the factory it assists fixed no borderless windows on windows (how truly awful I let this even pass... serves me right for mainly testing on windows) fixed bombers not dropping their bombs fixed auto attack on idle, e.g. bombers moving around in their range to hit things
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