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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  • 348 Topics
    4k Posts
    T
    I have tested a few days ago. You've done a great job, especially the Cybran ACU with its head animation. I will test further on a better PC later this week.
  • 113 Topics
    1k Posts
    LimeZ3_L
    @Szasz I recon that AI markers can be yet another tensor layer to the diffusion model. Explained simply: 3d texture = tensor layer textures = tensor layer game logic (even if hidden) = tensor layer Everything you can annotate or somehow infer from already existing maps can teach the model. So if you have good maps with already existing AI markers, the model can learn from it and create AI markers for new maps. Although I must say that is currently out of scope for my project
  • Blog posts from individual members

    71 Topics
    505 Posts
    N
    I have created a mod that dumps unit information and economy information into the game log. It is on the vault called unit logger. I created some python code that runs multiple instances of FAF at once on a linux server with this mod enabled and goers through a folder full of replays at high gamespeed generating this data. I created a seperate python program to parse out the log into an unitfile displaying "GameTick,Army,EntityId,UnitId,FractionComplete,Position.x,Position.y,Position.z,MaxHealth,Health,ShieldRatio,IsIdle,MassKilled" and an economy file displaying GameTick,Army,lastUseRequested.MASS,lastUseRequested.ENERGY,lastUseActual.MASS,lastUseActual.ENERGY,stored.MASS,stored.ENERGY,income.MASS,income.ENERGY,maxStorage.MASS,maxStorage.ENERGY,reclaimed.MASS,reclaimed.ENERGY This was done a year ago or so. I have processed 659 replays creating 12GB of CSV files (compressed to ~ 300mb) of unit positions with time, player economies, and if players won or lost. From this data you can absolutley get insight into what units built at what time correlate to a win. If you would like this data please message me. https://forum.faforever.com/topic/7746/unit-logger-mod?_=1756499882431
  • 13 Topics
    1k Posts
    maudlin27M
    v328 Update 10 changes mostly relating to low mex map tweaks, including: Fixed an issue with Seraphim and Aeon ACUs not getting a blackops gun upgrade Added more variety to M28's low mex build order choices in teamgames T1 PD should be less likely to be built on low mex maps. Used a more detailed method of assessing if T1 arti should retreat from enemies Acknowledgements Shazbot - Highlighting a bug with M28 not getting blackops ACU upgrades Trophy award Malitarh and Lazert - beating M28 1.5 AIx in a 2v2 (although I may end up tweaking the Sladow trophy to require it to be a 1v1 award only as it was in part prompted by Sladow beating M28 1v1, whereas the Radde trophy was prompted by teamgames against M28)
  • Join the FAF Team: Exciting Opportunities for Contributors!

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  • Projects I found that are redoing Supreme Commander Forged Alliance

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    kirovreportingK
    such a waste of tokens
  • SC: FA (Moho) engine sources

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    IndexLibrorumI
    @Tokyto_ said: I now have a small proof of concept with polygon-shaped lakes at different elevations. Ships, submarines, torpedoes and naval factories seem to work in my tests. I also tried AI games and a short two-PC LAN game without a desync, although there’s still a lot more testing to do. Very cool. If you're looking for another related concept, mapmakers have been complaining for years that there is no kind of terrain or option to allow both naval and land units to cross the same spot. Think something like bridges, or 'shallows' like AoE has. Something like that would be really interesting for us mappers.
  • Supcom/Moho engine rewrite

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    D
    I am very glad that what was previously all but impossible has now become possible. In case three isn’t enough and you’d like to bring the total to five... https://drive.google.com/file/d/1TZtdjWtuOvBI3BfwgZBEqfJaJroEpdYC/view?usp=drive_link
  • Supcom engine rewrite

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    B
    https://www.youtube.com/watch?v=NSIxzmGBaqc this is 4vs4 both match. There is definitely a long list of what is missing but it's playable. I'll post my own game after weekend.
  • got m4 mac mini (arm) support to work

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    4 Votes
    5 Posts
    263 Views
    ?
    Made PRs for it: https://github.com/FAForever/downlords-faf-client/pull/3504 https://github.com/FAForever/uid/pull/17
  • Looking for people to grade for an upcoming mapping tournament!

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    4 Votes
    4 Posts
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    StrydxrS
    I'd be interested
  • FAFLive Team Formation & Recruitment

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    1 Posts
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  • Looking for New Client Maintainer

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    S
    If you are interested then you should feel free to reach out to me or start by tackling some of the issues to get an introduction to the code base.
  • Time to move on

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    T
    Goodbye gamers 🫡
  • Personal/Custom Avatars

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    4 Votes
    100 Posts
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    NOC-N
    If you want avatar rules and guidelines. I can write 1 up just going to take a bit of time due to work and life
  • Redux Strategic Icons

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    19 Posts
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    D
    It works, but the icon borders look like an 8-bit game. Apparently the Advanced Strategic icons mod takes a different approach. Interesting fact that this command does not scale the flying nuke icon. But it was scaled when the nxt file worked.
  • MEXes visual feature or a bug?

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  • Coop Mission DevLog

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    Azoth-A
    If you wanna try it in COOP Dev discord server there is a link in public uploads. You can also discuss this mission there.
  • Developers Iteration IV of 2023

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    JipJ
    The first hotfix is out. You can read more about it in this topic or on Github
  • Lua Debugger

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    1 Posts
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  • Where are my wiki edits?

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    SpikeyNoobS
    @melanol Seems like a Jip thing rn. But he is away for a few days. Im sure he will help u once he is back.
  • Suggest new loading tips

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    JipJ
    Also don't know if this includes mobile shields. Yes it does
  • 6 Votes
    1 Posts
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    No one has replied
  • Reclaim Info on wrong Screen

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    S
    @indexlibrorum It is the primary in windows. I have FAF running in single monitor, windowed mode with the window spanning both monitors and running dual screen inside FAF (not dual monitor). FAF doesn't have a setting to designate right/left as primary.