Patch 3732 - 3735
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@moosemax said in Patch 3732:
It seems there is a bug with PDs that can damage your own ACU!
Here is a reply from a 1 player survival game:
https://replay.faforever.com/16678392
At around minute 9, when an ACU is building a second rows of PDs, you can see that the shots of the PD are damaging the ACU and eventually kill it! This behavior was not observed running a game with the old engine and the same game settings.This is fixed - thank you for reporting it.
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@snagglefox said in Patch 3732:
The Yolo appears to be broken. It doesn't kill everything in it's explosion. Normal nukes might be affected to some degree as well. I was nuked and my own nuke launcher somehow barely took any damage. Here's a replay. https://replay.faforever.com/16683256
Yolos occured towards the end, after a massively slow air fight.
Can you try and sandbox this? I have not been able to reproduce it.
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@jip I'll give it a shot tonight.
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The replay desyncs :sad:
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@snagglefox same in our game, see report above
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https://replay.faforever.com/16723234
game 6v6 on Tesla IslandYolona Oss nukes seems to be buggy, first hit at about 44:30min has strange impact and also following nuke hits has strange impact in area of detonation.
Off topic wish: visibility status in lobby (friends or public), because sometimes we don´t recognize this and wait ... but of course, nobody can come
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@master-chief said in Patch 3732:
Off topic wish: visibility status in lobby (friends or public), because sometimes we don´t recognize this and wait ... but of course, nobody can come
@MarcSpector this may be a nice feature too, for the client
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@master-chief said in Patch 3732:
https://replay.faforever.com/16723234
game 6v6 on Tesla IslandYolona Oss nukes seems to be buggy, first hit at about 44:30min has strange impact and also following nuke hits has strange impact in area of detonation.
Off topic wish: visibility status in lobby (friends or public), because sometimes we don´t recognize this and wait ... but of course, nobody can come
desyncs too. Do you have the logs of the game?
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@jip said in Patch 3732:
@master-chief said in Patch 3732:
Off topic wish: visibility status in lobby (friends or public), because sometimes we don´t recognize this and wait ... but of course, nobody can come
@MarcSpector this may be a nice feature too, for the client
Thanks for the good idea. I also fell for this trap once. I will create the suggestion in the client's repository.
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@rengaruu said in Patch 3732:
Would it be possible to add a very high fidelity LOD graphic setting ?
Introduced with #3775, available on the FAF Develop game type. See the graphics options, you have to scroll a tiny bit to see the last one.
It requires:
- Fidelity set to High
- Shadows set to High (to get improved shadows)
- Level of Detail set to High (to get improved LOD)
In case you set in-game, then it applies to the next game.
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@jip hello Jip, where can I find the log files? I guess they are somewhere on my pc. Or do you have something before the game, then I don´t have them.
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@master-chief said in Patch 3732:
@jip hello Jip, where can I find the log files? I guess they are somewhere on my pc. Or do you have something before the game, then I don´t have them.
And then find the log that matches your replay id.
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@snagglefox found and fixed, see also:
Thank you for reporting it. If you find the time to sandbox the issue with the experimental strategic launcher then it is appreciated .
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Here we go. Was able to reproduce the nuke bug.
https://replay.faforever.com/16766290
Was too lazy to clip the video. Just skip towards the end, I nuke rock and the bug occurs. Was able to do it again with another nuke right after the end of the clip.
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Interesting - thank you. There are no errors, so I'm not sure why it happens.
edit: yet.
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I keep forgetting to mention, it seems in the dev version a lot more trees are starting broken already. For instance, I've noticed every time I'm started as mid on Seton's north side, the tree in the path towards the hydro are mostly broken whereas in the live version they aren't. I can't remember if other spots are similar, but I do know other people similarly complained while in other spots.
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I'll look into it - thank you for sharing.
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I've accumulated all the changes in the change log. See the second post of this topic or find the latest version on Github.
If you contributed - please go over it and ensure that your contributions are acknowledged. The relevant commits start at the third page of the commit history, right after commit ad3a67.
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@snagglefox said in Patch 3732:
I keep forgetting to mention, it seems in the dev version a lot more trees are starting broken already. For instance, I've noticed every time I'm started as mid on Seton's north side, the tree in the path towards the hydro are mostly broken whereas in the live version they aren't. I can't remember if other spots are similar, but I do know other people similarly complained while in other spots.
Tree groups on FAF Develop
Tree groups on the FAF branchYou are correct, I'm not sure if this is brutally vital however. The spawn-in animation changed to improve the fidelity of the game. I'll see if I can fix this, but if I can't without breaking the animation then I'm afraid that this is a loss that we'll have to take.
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@Jip how can you see that view of the tree groups like that? I will say that the north front spawn is already weaker than the south front spawn on Seton’s so that’ll be a further, though slight, nerf to north team. Does this also have an impact on other maps with lots of tree groups near the spawn like Selkie for instance?