Welcome back Jip, you know you want to tinker with the engine a bit 
Promotions team
Posts
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RE: SC: FA (Moho) engine sources
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RE: Desync Postmortem
Rewrites and RE's ofcourse interesting and probably relevant soon.
Until then:
Some years ago we had a "forced" testing period for more significant changes (maybe it was ICE). For instance test thing X for 3 days, more activity on feedback gathering/analytics, then revert and digest results and decide from that. New releases are kinda that, but this would maybe emphasize more knowingly it is a test and data gathering for the decision making later on.Another avenue which has been used is the fafdevelop, if a binary patch could used that and more users pushed/incentivized to test that and report feedback, or again analytics in place.
These could always be coordinated with promo team to try pushing people to test and report specific things we are on the lookout.
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RE: Supcom/Moho engine rewrite
I ran it yesterday on linux with latest FAF game files.
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RE: Hello! Any new possibilities recently?
Just yesterday there was a post about a whole engine replacement built with rust, have a look around

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RE: Supcom engine rewrite
More curious about simulation and netcode

Still interesting. -
Black stripe visual issue in some co-op missions - fixed
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These four missions bring their own custom terrain textures, and the path to those textures had gone out of date, so the game couldn't find them anymore.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.

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RE: Reviewing an old mod, possibly reworking it for FAF.
Make sure to check licenses first, we can't upload stuff if we can't ensure it follows our vault policy. @balthazar ^ fyi
