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    Developers Iteration III of 2023

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    • SaverS
      Saver
      last edited by

      Thank you again for the great features. You are great πŸ™‚

      auch mal fΓΌnf gerade sein lassen

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      • D
        DonSailieri
        last edited by

        Thank you, this is great stuff!

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        • JipJ
          Jip
          last edited by Jip

          I've updated the post with the changelog to include a changelog for the hotfix to be released next Saturday.

          For those that are reading this but remain silent, I encourage you to provide feedback on the patch(es). Either through Discord or the forums works fine. We're always open to feedback and we'll try to fix bugs that you may encounter.

          A work of art is never finished, merely abandoned

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          • JipJ Jip referenced this topic on
          • C
            clyf
            last edited by

            For mobile factories, would it be possible to:

            1. Populate the construction queue UI of the parent unit with the child factory.
            2. Shunt any orders given via that queue to the child factory (including repeat build etc.)
            3. Remove all the child factory selection bone-throwing, and have it be a silent attachment.

            Child factories for carriers already pass the units they create back to the parent, so there's some linking between them?

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            • JipJ
              Jip
              last edited by Jip

              The engine is not made to pass orders to arbitrary units. It only works for units that are currently in your selection. We'd need to hack in suggestions (1) and (2) through construction.lua and that is a file that is, uuhh - not friendly towards developers. The fact that it (the file) even works at this point is a miracle.

              Child factories for carriers already pass the units they create back to the parent, so there's some linking between them?

              This is in the sim, where the external factory unit passes the events to the main unit. That triggers the animations and effects and cleans them up again.

              I assume that with (3) you want the factory unit to become unselectable. If that is so, then you'd also remove the ability to set rally points.

              A work of art is never finished, merely abandoned

              C 1 Reply Last reply Reply Quote 0
              • JipJ
                Jip
                last edited by

                The hotfix is released and the capping behavior is restored to (almost) the old set of features. Make sure to check the game options, they're now split out in separate options. You can read up about it on Github

                A work of art is never finished, merely abandoned

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                • Z
                  ZooDoo4U
                  last edited by

                  Might be me but the latest changes seem more than annoying and breaks the game play. Units like the tempest being able to be construction units, the game has always allowed and had them, why fix, change or break it now? Other notable change the unit hover to build mass extractors and hydro, and the latest removal double clicking an engineer on a mass to get storage around it. Can understand the problems with the "hover" ability but not for the dblclick to place storage. Could be wrong but thought the release notes mentioned fixes for game stability... How about not messing with the game and put it back to the original... The game got popular and i never remember having as many crashes and desyns as it appears there are now a days...

                  JipJ FtXCommandoF 2 Replies Last reply Reply Quote 0
                  • JipJ
                    Jip @ZooDoo4U
                    last edited by

                    @zoodoo4u said in Developers Iteration III of 2023:

                    and the latest removal double clicking an engineer on a mass to get storage around it.

                    Please check the game options, as mentioned in the changelog. They're all there. But now fully customizable, to your liking:

                    63612142-5c40-4419-84ae-d1ed3ae1968a-image.png

                    @zoodoo4u said in Developers Iteration III of 2023:

                    Might be me but the latest changes seem more than annoying and breaks the game play. Units like the tempest being able to be construction units, the game has always allowed and had them, why fix, change or break it now?

                    What is broken about this? The community wanted proper functioning mobile factories, and now they have them.

                    @zoodoo4u said in Developers Iteration III of 2023:

                    How about not messing with the game and put it back to the original... The game got popular and i never remember having as many crashes and desyns as it appears there are now a days...

                    Desyncs are not related to patches, but likely due to (sim) mods being out of sync. If you experience a crash then please enable the FAF Debugger:

                    61103f90-effc-4213-a520-27868c71f3ae-image.png

                    And report back with your logs. Personally my game never crashes, and I know that it is the same for many others. The most common culprit for game crashes is sound errors. When you share your game logs then maybe we can find out why your game crashes so often πŸ™‚

                    A work of art is never finished, merely abandoned

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                    • FtXCommandoF
                      FtXCommando @ZooDoo4U
                      last edited by FtXCommando

                      @zoodoo4u said in Developers Iteration III of 2023:

                      How about not messing with the game and put it back to the original...

                      Which original? The t1 mass fab farmer gameplay of supcom, the t1 transport com bomb gameplay of steam fa, or the litany of things such as -10 asf fights/invulnerable ACU exploits/resource generation exploits in preceding FAF versions?

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                      • veteranasheV
                        veteranashe
                        last edited by

                        We should allow com napping

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                        • C
                          clyf @Jip
                          last edited by

                          @jip

                          As an intermediate thought, what about a button to select the child factory (like pod platforms have)? Would that solve (what I assume) is the problem with the Czar/Tempest, where there's not a good place to put the factory at the "back" of the unit?

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                          • JipJ
                            Jip
                            last edited by Jip

                            I tried to implement that, but to no avail. Not sure why the implementation of the pods work, and not sure why mine did not work

                            edit: missed your second sentence.

                            Tempest does have a separate factory unit at the back. CZAR doesn't have a back or front, and you're right - that is why it doesn't have it at the moment.

                            A work of art is never finished, merely abandoned

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                            • veteranasheV
                              veteranashe
                              last edited by

                              Czar has a center

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                              • N
                                Nex
                                last edited by

                                Imagine clicking at the center of a Czar and not selecting the unit to moveπŸ˜†

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                                • veteranasheV
                                  veteranashe
                                  last edited by

                                  Imagine clicking the back of the Fatboy and it doesn't move

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                                  • JipJ
                                    Jip
                                    last edited by

                                    Another hotfix is released. It primarily fixes how beam weapons interact with tech 1 and tech 2 naval units. You can learn more about it on Github

                                    A work of art is never finished, merely abandoned

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                                    • R
                                      robotcat
                                      last edited by robotcat

                                      when will the pbr shaders be released?

                                      MostLostNoobM 1 Reply Last reply Reply Quote 0
                                      • MostLostNoobM
                                        MostLostNoob @robotcat
                                        last edited by

                                        @robotcat Those will be part of the next upcoming Developers Iteration IV: https://forum.faforever.com/topic/6514/developers-iteration-iv-of-2023?_=1697543476323

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                                        • G
                                          Greenfly
                                          last edited by

                                          @jip said in Developers Iteration III of 2023:

                                          CZAR

                                          So CZAR can't build anymore is this permanent change as loved be able to build armada from it and then sending it to my opponent 😞

                                          MostLostNoobM N 2 Replies Last reply Reply Quote 0
                                          • MostLostNoobM
                                            MostLostNoob @Greenfly
                                            last edited by

                                            @greenfly The build functionality of the CZAR is expected to be included in the upcoming Developers Iteration IV due to be released on the 28th.

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