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  • RE: Change the handling of Reports - When is a report valid?

    @HOSCHMOSCH said in Change the handling of Reports - When is a report valid?:

    are the perfect example of what everyone here is fed up with

    'everyone' as in - a few individuals of the total player base. There's no data that backup your claims that a significant chunk of the player base is frustrated by the current moderation policies/rules.

    @HOSCHMOSCH said in Change the handling of Reports - When is a report valid?:

    They don’t seem to realize this is not YouTube or Instagram, but a small, isolated platform where more freedom of expression should be allowed.

    There's no such thing as 'freedom of expression' on any platform. You have freedom of expression in your private digital or physical life. For example, you're free to talk whatever on your own Discord server. And you're free to talk about whatever in your own living room. But the moment you enter a public place you're expected to behave within the boundaries set by that public place. Being online on digital platforms may feel different because it's anonymous. But it's really not that different. There are still boundaries, and for good reason.

    Our boundaries are described by the moderation policies/rules. And to some extend by the contributing guidelines. These state that (as an example) casual jokes relying on hate of jews, racism, swearing that is totally out of proportion or really anything else that resembles harassment as depicted by the rules.

    It's a small number of vocal players that choose to walk on the line of the current moderation policies/rules intentionally. Or to cross it casually. Either is unnecessary, but what matters is that it is a choice. A choice made by an individual. You don't have to walk or cross the line. In my opinion, choosing to walk on or cross the line says more about the individual then about moderation policies/rules. And it's even less about the moderators themselves, as they're just applying the policies/rules as agreed upon.

    To quote myself:

    said in Change the handling of Reports - When is a report valid?:

    Let me be quite clear: if it were up to me I would have banned some individuals of this community a long time ago. No appeal process possible. Just get out, do whatever you're doing somewhere else.

    So yes, be constructive or do me a favor and just go and do something else. Anywhere really but to be here.

    And once you're ready to be constructive - fight the rules. Not the people enforcing them. And certainly not the server administrators that enable us to play FAForever despite of the conscious choices of some individuals out there to disrupt the infrastructure of some niche, fan-made project out of spite.

  • RE: Change the handling of Reports - When is a report valid?

    @HOSCHMOSCH said in Change the handling of Reports - When is a report valid?:

    BTW: die biggest Problem FAF had since years now is the DDOS Attack wich one resulted out of senceless banning

    In both cases people were repeatedly warned and had short time bans long before it escalate to infinite bans.

    Imagine FAF were a restaurant and customers repeatedly get drunk and start harassing other peoples you must have the ability to throw them out forever. But in the modern world it is possible for the affected customers to burn down the restaurant as a "countermeasure" without fearing consequences. If we resign here and give in we can completely give up all rules and let it become wild west again.

  • RE: Provide affinity command line info to game executable

    The default values is %s which will be replaced with the whole ForgedAlliance.exe path and arg.

    So if you want to wrap it into another app you need to go something like start /affinity F %s

  • RE: Provide affinity command line info to game executable

    The settings you described should make it possible. What did you enter there and what was there error message you got?

  • RE: Discussing the "rename rule"

    Don't confuse lack of opposing opinions as absolute stance for your arguments. The majority of people don't participate in these kind of discussions. I am
    completely against changing names because I see no value for the community as a whole. I personally find it is annoying to but be able to recognize people. But I get that some people want it every now and then... but that might be sufficient like one a year in my opinion.

  • RE: Discussing the "rename rule"

    May I then correct your memory if you wish to bring it back up and by doing so also claim incorrect things.

    Initial:
    https://forum.faforever.com/topic/7653/username-rules-updates?page=1

    After feedback:
    https://forum.faforever.com/topic/7653/username-rules-updates/201?page=11

  • Map Editor 1.0 Release

    These are exiting times! Now that some long-standing missing pieces of the editor are implemented, we are finally able to release version 1.0 of the editor. The most significant additions are

    • Fully configurable water and lighting settings.
    • Support for the new terrain shaders that are now available in the game.

    You can read more about how the new shaders work, along with some pictures, here: https://wiki.faforever.com/Development/Shaders/terrain-shaders

    New Features

    • Added support for new shaders recently added to the game (#47, #51, #60, #61, #65, #66, #68, #71)
      • Removed the TTerrainXp shader toggle in the Texture tab
      • Added a text box in the Map tab to input the shader name instead
      • Implemented the new shaders introduced in the latest game patch
      • Added buttons in Textures > Tools to generate the required textures for the new shaders. Under the hood this integrates the Neroxis Tool Suite, a CLI program written in Java. A Java environment is required, but if you have the FAF client installed, you can simply use that one.
      • Added an option to disable the map info texture in the upper slot (via the v button)
      • The specular color UI in the light settings now changes based on the selected shader
      • Many more UI improvements in the texture layer tab to better support different shaders
    • Improved lighting settings (#52, #56, #71)
      • Changed sun angle terminology from RA and DA to Azimuth and Elevation Angle
      • Added environment texture path (This texture is only visible on reflections of units, not on the map)
      • Various other minor UI improvements
    • Improved water settings (#52, #56, #71)
      • Removed water parameters that had no in-game effect
      • Added toggle to copy sun color and angle from light settings to get fitting sun reflections on the water
      • Added toggle for advanced water absorption (this will recalculate the light settings in the background)
        Advanced absorption behaves more like real-world light absorption, allowing deep water to visibly obscure units and terrain.
      • Added texture paths for water ramp and skycube
      • Added UI controls for ocean waves
      • Fixed water coloration bleeding onto shores
      • Various other minor UI improvements
    • Improved default values when creating a new map (#59)
    • Improved Resource Browser UI (#62)
      • Added alpha channel preview
      • Added mipmap previews at levels 2, 4, and 6
      • Display texture resolution
        These changes only affect the layer textures. The resource browser is still the same for decals and props.
    • You can now import stratum masks in PNG format (#63)
    • Made FAF directory configurable (#45)
      Previously, the editor assumed the FAF data directory was at a fixed location. It now supports custom paths, as configured in the FAF client.

    Bugfixes

    • Fixed the slope overlay (#54)
    • Improved behaviour of input fields (#55)
      Basically all input fields were configured in a way that you had to press enter to assign the value. Confusingly, they did not actually assign the value when clicking away, but didn't discard the edits you made in the field either. So it was very hard to understand what was going on. Now all fields assign the value on pressing enter or when clicking elsewhere.
    • Textures in the resource browser and the layer tab are not upside down anymore (#56, #62)
    • Fixed multiline map description text breaking the scenario file (#67)
    • Fixed issues with the linear brush option and rename it to Scale target to 0.5 to 1 range (#67)
    • Fixed mipmap rendering (#71)
      When using textures of different resolutions in the Layers tab, they have to be all scaled to the same size internally because they are stored in an array texture. This scaling would lead to a recalculation of mipmaps, so the blurred mipmaps would not be visible anymore, leading to a different look than in the game. Mipmaps are now preserved properly.

    Other

    • Slider values are no longer clamped. You can now input any value in the text box above a slider. (#47)
    • Default maximum of texture scale sliders is now 20 to make the sliders feasible to use (#51)
    • Order textures alphabetically before creating the texture buttons for the resource browser (contributed by sting) (#49)
    • Removed normal map check (#57)
      The "Can't assign albedo as normal map" check when assigning texture channelssometimes produced false positives and blocked adding special textures for advanced shaders.
    • Remove the two buttons that you could use to generate a random heightmap. (#60)
      The used Neroxis version was way outdated and we don't allow uploading maps based on the map generator to the FAF map vault anyway.
    • Improved version check behavior (#70)
    • Terrain now retains more details when zoomed out, making it more consistent with the in-game view (#71)
    • The editor should now pause rendering when it is in the background, reducing resource usage (#71)

    You can download the editor here: https://github.com/FAForever/FAForeverMapEditor/releases/tag/v1.0
    As there have been extensive changes, it is likely that some new bugs have surfaced. Please report them on the FAF forum or open an issue here in github.

    With gratitude to all those who took the time to report issues with the release candidates, and a special thank you to kent-sole who showed me around in the Unity editor and answered my questions. Without him all this work would not have been possible.

    Happy mapmaking!

    BlackYps

  • RE: Challengers Cup (4v4)(u6000)

    How do I join the Challenger's Cup channel in the FAF Discord?

    1. Join the FAF Discord: https://discord.gg/FbgtTTcA9F

    2. Scroll down the channel list on the left to check that you have access to the "Tournament Directors" category on the server. If you do, you should see the "Tournaments" channel. Click on it and you should see the "Challengers Cup" post. Open the post and send a message to confirm that you have read and write access. If you are new to the server, you may have to wait for 10 minutes before you have permission to send messages.

    3. If you do not see the "Tournament Director's category on the server, scroll up on the server's channel list and click on "Channels & Roles". It should be located below "Events" .

    4. On the "Channels & Roles" screen, click on the "Browse Channels" subsection then scroll down until you see a section labelled "Tournament Directors".

    5. To the right of this label, tick the box labelled "Follow Category" and you should now be able to follow step 2.

    6. If any issue persists, please let us know in this forum thread.

    3d3b245f-49a5-4ba4-9ec7-7fde08535481-image.png

  • RE: Challengers Cup (4v4)(u6000)

    Frequently Asked Questions

    What happens on the day of the tournament?

    As it might be your first tournament, I think it would be best to guide you through what typically happens on the day of the tournament.

    To start, you will need to be able to communicate with the tournament director, the two places you will need to be in are:

    • The FAF Client chat, which will be #CC. To access it, go to the chat tab, press the + next to the "aeolus" tab, type CC and press enter.
    • The Challengers Cup channel in the FAF Discord. To find it, scroll down to the "Tournament Directors" category, and press the tournament page, and find the tournament that says "Challengers Cup".
      This is an especially important part of participating in a tournament, as the tournament director will give you instructions on who you will be playing, any notices and be able to answer any questions you may have.

    From here onwards, check the bracket, find your opponent and await approval of the tournament director to start hosting you games.

    When hosting the games, please give it the appropriate title, for example, CC R1 G1 Team_hybrid vs Team_Strydxr. Make sure you double check, hell even triple check that all the settings are correct. If you have played with the wrong settings, you may need to replay the game, even if you have already played it as it will not count towards the match.

    The lobby settings in question:
    bad4ae95-4a24-41b7-9dbe-157e896defda-image.png

    After each game, make sure you report the current scoreline to the tournament director.

    Substitutions

    • Can we use a player who has already been knocked out as a substitute?
      No.
    • Will the sub qualify for all prizes that the team gets? What about the guy that had to leave halfway?
      When a player drops out, he forfeits his chance at a prize. The substituted player will receive the prize instead, IF they have played and won at least 1 series.
  • Challengers Cup (4v4)(u6000)

    Greetings everyone! This is going to be a new tournament aimed at the mid range of players as there hasn't been much at all in recent times. As someone who has continued to play FAF because of tournaments, I thought it would be a fun and enticing idea to make this tournament. My fondest early memories of playing FAF were playing mid-rank tournaments where you find that itch for being in intense competitive games.

    This will be a 4v4 tournament with the aim of increasing the competitiveness in the mid-rank range. If this tournament goes well it may become a regular tournament throughout the year, with potential cash prizes being included.

    General Information

    Date: 5th/6th of July, 13UTC
    Coverage: https://www.twitch.tv/faflive
    Bracket:
    Chat:
    #CC
    Tournament Organiser: hybrid_
    Tournament Director: Sainse, Paradox_Of_War, Razana

    Format

    The tournament is a 4v4, which will be either double elimination, with a best of 3 upper bracket and a best of 1 lower bracket. Or a swiss stage which will lead to a final stage where 4 teams face off in a single elimination bracket. More details will be announced as signups proceed.

    Map pool

    For this tournament, we will be collaborating with the Matchmaker Team. They will be making for pool for us alongside making it the 4v4 matchmaking pool for the month of July. This means the map pool will be released on the 1st of July.

    Prizes

    1st - Custom Challengers Cup Champion avatar (Rotating until the next Challengers Cup)
    2nd - Faction face
    3rd - Faction logo

    Rules

    The official FAF Tournament Rules apply.
    Some of the most important of these rules are:

    1. Disconnects within 5 minutes may result in a rehost. The Tournament Director has the last say afterwards.
    2. Players will replay the same map if they draw.
    3. If the incorrect map is hosted, the correct map will be hosted and the incorrect map will not count towards the score
    4. Players who do not appear without valid reasoning will be given a warning that may result in being temporarily suspended from tournaments.
    5. 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.
    6. 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. If your team loses a member, you may find a substitution within the rank requirements.
    7. 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

    Specific Tournament Rules

    • All 4 players on a team must be within a range of a combined global rating of 6000. Exact ratings will be taken.
    • No player above a global rating of 1650 may participate.

    Signup Information

    • Signup as teams of 4 or as a free agent.
    • If a player is seen or deemed to be intentionally dropping rating for the tournament, they will be screened.
    • Free agents are able to message each other to make a team before registration ends, if unable to find a team, the tournament director will decide the free-agent teams.
    • Team names are allowed as long as they are appropriate and are letters of the English alphabet, numerals, and special symbols: ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789_-.!<>()[]{}/&
    • Signups close on the 4th of July
    When signing up, please state:

    For premade teams:

    • Team name if you have one already.
    • All 4 Players FAF usernames and their global rating exactly.
    • The team "captain" alongside their discord tag, as it will be the player who will interact with the TD the most
    • The total combined team rating

    For free agents:

    • FAF Username and your exact global rating
    • Discord tag

    Team Signups:

    68fbbef2-5b99-4875-9960-a1d399654e14-image.png

    Free Agents:

    rewersant 1380
    BabeI 1270

    4e56c850-e3c1-4ab6-9acf-2232c27b5549-image.png

    If you have any questions, please feel free to make a post on this page!