Developers Iteration I of 2023
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@jip I've kinda realized that I was overthinking things again and that no one even plays zoomed in typically anyways
When it comes to RTS, gameplay always comes first and after reading some of these posts I've realized how stupid my argument was xD
Honestly after trying out the beta, I think it would be highly effective and stylish compared to the floaty PD and bad pathing we get at times with enough work
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@cheeseberry said in Developers Iteration I of 2023:
This can also happen when both the arty and the target are standing still which, I would assume(?), means no target-leading attempts are being made.
See e.g. here: https://forum.faforever.com/topic/2282/fervors-zthuees-and-pds-can-t-shoot-down-hills-lobos-and-medusas-can?_=1674060312416
That is a valid example, see also the angle of the turret:
In order to fire it needs to have a 90+ degree pitch, which they can't physically have. If you increase the firing tolerance to an absurd number (3 -> 100) then they can fire, but fire all over the place:
But that is not a solution.
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I would imagine that any tilt to a TML will impact the flight time mechanics of the missile to some degree, if nothing else, at least in some of the AI code for predicting lead-time.
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With thanks to @phong we managed to play the first representative game on the FAF Develop branch. See also the first post. You can find the replay 19044295 in the vault.
Performance
It clearly shows the performance improvements, where we now have a new record of 1500 units + a battle being processed in 17ms, and 3000 units + a battle being processed in 40 ms.
For those unaware: the game is processed in ticks. Each tick has a 'budget' of 100ms. If we can't meet that budget, the game starts slowing down.
To put that into numbers: my computer has a Ryzen 5 3600. You can buy one of those brand new for 100 to 160 euro CPU. This relatively cheap CPU is now able to process games up to 6K units without any problems, which is where it would start slowing down the game on the current release branch.
1500 units at 17ms / tick
2900 units at 38ms / tick
Terrain deformations
There are no visible terrain deformations, even at places where there used to be factories. I'll post a few screenshots.
Air base at a slight slope
Various units at a slight slope
There used to be a full base here, but there's no trace of it when you look at the terrain
Destroyed air base at a slope, but the terrain is not deformed
Full array of SAMs with no terrain deformations whatsoever
Entire base with air grid build on a slight slope, no issues with terrain
But moreover:
- During play, nobody noticed that structures were slightly tilted
- During play, even I did not notice structures were slightly tilted
And looking at the terrain: there are basically no noticeable deformations even though entire bases got destroyed and rebuild. I'd say this is a grand success. And with a bit more tweaking for individual edge cases (like a radar) we can make it even better.
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I've added the third section about improved controls and commands, see also the second post starting at 'Control ...'.
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Unfortunately, the game desyncs at ~14m, tried it several times. But looks super promising so far.
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@magge said in Developers Iteration I of 2023:
Unfortunately, the game desyncs at ~14m, tried it several times. But looks super promising so far.
Can you be more specific, along with replay IDs?You are probably referring to the replay: that is correct. Replays in FAF Develop can desync as soon as new changes are pushed towards the branch.
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I love this function
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For this patch we've made significant memory reductions, which in turn reduce the stress on the garbage collector and reduces the memory footprint in general. I'll write a post with more details about it later this week. But for now - we need more test data! In particular surrounding the intel and veterancy system, as they both have been re-implemented from the ground up.
You can choose the
FAF Develop
game type when you host a game:A lot of people have been hosting on FAF Develop and I've been looking at every representable replay to read your messages on possible bugs, checking the logs and gathering performance statistics.
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A few people played games on FAF Develop, you can find the replays here:
- https://replay.faforever.com/19244340 [stable]
- https://replay.faforever.com/19242923 [stable]
- https://replay.faforever.com/19242614 [stable]
- https://replay.faforever.com/19244597 [stable]
With thanks to the hosts for choosing the faf develop game type. The game is stable, as it has been the past few weeks. For those wondering how they can contribute: host your next game on the FAF Develop gametype instead of FAF.
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small question about the monkey lord, is this in the developer also undetectable for a granny or was it the patch? If so, I have overlooked the point or not found it.
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granny - radar ^^
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@Saver could you elaborate?
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I only noticed in one game. Short version: I already have an Omi-sensor, but the Monkylord was only revealed during scouting and used again from sight as soon as the scout's vision ended. This even though the Monkylord was in the Omni function range.
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Here's an example. Picture 1- I own an Omni and my opponent has a Monkylord + energy.
Image 2: I let a scout appear over the monky lord. -
@Saver do you have a replay id for me?
Found out: i'll tackle it
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well, as a complete layman regarding programming I am at awe of what you guys do and achieve with this game. It makes me question my carreer choices just because I would love to understand all the thechnical stuff that is going on to make this game work as it does and how you guys improve it.
THANK YOU!! And please keep up the great work!
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@Saver I think it is fixed with: https://github.com/FAForever/fa/pull/4711
Could you test it again?
@Thomy100 thank you for your kind words
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I've added the changelog, you can find it in the third post.
The release is set for either tonight or tomorrow.
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