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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Supcom/Moho engine rewrite

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    • S Offline
      SlightlyGrilled @Brutus5000
      last edited by

      @Brutus5000

      I 100% want to make this open source, no worries, I just want a bit more time, as I'm well aware that open sourcing it will open the floor gates. I would also be interested in how this can be transferred over to the faf team as well. I do believe this has real merit to replace the base engine. it already demonstrates a large amount of the game working, and absolutely has the nuts and bolts to go all the way.

      @wilson_

      So it doesn't get rid of p2p, but I think/hope that it handles it more gracefully than base supcom, the faf team just need to host an iroh relay server, which from my understanding doesn't need to be beefy at all.

      Also along with the game being many times faster than the base game, should stop that horrible lag.

      and the dynamic input latency.

      @lan94

      Thank you very much for play testing! I believe I have fixed all but number 2, although air transports are not perfect 🙂
      4. I tired to reproduce, but i have fixed some issues with weapons so maybe this has been fixed along the way before i got to your report 🙂

      again thank you very much for the feedback.

      @giebmasse
      Also thank you for testing 🙂 very much appreciated

      @cdrmv @garythegoat @downlord @saver @j_w_w @snoog @xanoxis @randomko @limez3_ @nomads @lycanrising
      Thank you for your nice words 🙂

      @arkenflame @darien_
      Yes I do plan to make it open source, I just want it to bake in the oven a little bit longer as im sure you can imagine.

      Brutus5000B 1 Reply Last reply Reply Quote 6
      • I Offline
        InfimeCmdr
        last edited by

        This post is deleted!
        1 Reply Last reply Reply Quote 0
        • M Offline
          mirddes
          last edited by

          this is incredible!

          1 Reply Last reply Reply Quote 0
          • Z Offline
            zwierzak
            last edited by

            Very cool!
            Looking forward to try this at some point (without having to trust a random binary downloaded from the internet). 🙂

            1 Reply Last reply Reply Quote 0
            • R Offline
              rigomate
              last edited by

              This is really amazing! Keep up the good work.

              1 Reply Last reply Reply Quote 0
              • F Offline
                FunkOff
                last edited by

                This could be the greatest thing to happen to FA since FAF

                1 Reply Last reply Reply Quote 1
                • Brutus5000B Offline
                  Brutus5000 FAF Server Admin @SlightlyGrilled
                  last edited by

                  @SlightlyGrilled said:

                  I 100% want to make this open source, no worries, I just want a bit more time, as I'm well aware that open sourcing it will open the floor gates. I would also be interested in how this can be transferred over to the faf team as well. I do believe this has real merit to replace the base engine. it already demonstrates a large amount of the game working, and absolutely has the nuts and bolts to go all the way.

                  You can transfer the repository to the FAForever project and still remain the repo admin. It could also be a private repository if you are worried about cheats etc.

                  I suggest you contact us in our https://faforever.zulipchat.com, so we can discuss options.

                  He said, "I've been to the year 3000
                  Not much has changed, but they live underwater
                  And your great-great-great-granddaughter
                  Is playin' FAF, playin' FAF"

                  1 Reply Last reply Reply Quote 0
                  • CascadeC Offline
                    Cascade
                    last edited by

                    Awesome! Some strong competition for another TA spinoff that shall not be named

                    1 Reply Last reply Reply Quote 0
                    • S Offline
                      SlightlyGrilled
                      last edited by

                      So in this update I really wanted to dial in and spend time on the air behaviour, while still some work is needed, air now behaves much closer to the base game.

                      You can see below in this video, planes being generally more plane like 🙂
                      https://youtu.be/I4bx095DNqY

                      Please try out it out and let me know, it's really helpful to get feedback 🙂

                      Windows:
                      https://upload.disroot.org/r/FcnpXWYB#rq9t4XIPLv/UEhmeibcj0RKEuuvEJq6AZxfQ2f7AWN0=
                      Mac:
                      https://upload.disroot.org/r/bz30tWao#83WfQdi7ZiIGjZVe2njAUsuOqNU7b+63eICnlmf75CQ=
                      Linux
                      https://upload.disroot.org/r/rar4HZ26#kyjbGpbvSeB7HqYhrphLzJ9JjFJ1epcbDYo6xM3VIkY=


                      Weapons

                      Weapons should now behave far more true to the real game.

                      Engine <-> Lua api

                      I think I have also come up to parity with the base game on the engine <-> lua api bridge.
                      This means the engine is much much more closely aligned on how the game should function.
                      This was massively helped by the lua type documentation generation I talked about in the previous post.

                      Perf

                      With that 10k v 10k air battle, I noticed crazy lag when actually selecting units, this was a combo of the selection logic and also drawing the selection box, waypoints and rings.

                      Now through some nifty gpu acceleration, range rings are reduced and culled to only the meaningful ones on the gpu, from 10's of milliseconds now down to sub 1ms.

                      1 Reply Last reply Reply Quote 6
                      • F Offline
                        Faelnirv
                        last edited by

                        The multiplayer interface does not show anything.
                        The campain does not work.
                        But the skirmish against bots does work.

                        Below are the game logs;
                        [game.log](Invalid MIME type)

                        F 1 Reply Last reply Reply Quote 0
                        • F Offline
                          Faelnirv @Faelnirv
                          last edited by

                          Faelnirv said:

                          nvalid MIME type)

                          game.txt

                          1 Reply Last reply Reply Quote 0
                          • M Offline
                            MayeulC
                            last edited by MayeulC

                            Hi, thank you for working on this 🙂
                            You may have seen my answer on HN.

                            I tried this on Linux, it seems to be working fairly well. I haven't launched it for long.

                            This is a quick list of the issues I found, I have to go to bed, so I can't test more thoroughly right now:

                            • "Exit to windows" is not appropriate in the menu when not running on windows
                            • Multi-monitor works well (even detected my monitors on Wayland), but:
                              • Why not allow windowed mode on the secondary display?
                              • Is it really necessary to restart the game when changing video options?
                              • It was not clear to me what the other options did.
                              • To simplify usage, would it be possible to add a button to open a new window? This would open a floating window (PiP), with controls to detach it from the game window, pin, resize it, tile, etc.
                              • It may be interesting to have a different unit selection per-screen, with the HUD interface, etc: one screen focused on your base, the other on the battlefield
                            • You could have a look at the following script to locate the SC:FA folder, it worked well for me (flatpak Steam, library in a secondary disk). It also puts faf data in $HOME/.faforever (xdg dirs would be better)
                            • One of my friends (on windows) had an empty window after clicking "Multiplayer LAN"
                            • I am on sway (Wayland), the join code was not copied to the clipboard. Pasting works fine.
                            • I had a crash when joining another game, it should at least be an in-game message if the map is missing (ideally transmit it, of course):

                              2026-10-24T23:06:42.394883Z ERROR rts_core_engine: engine start failed: runtime error: scenario /maps/sentina iii.v0001/sentina iii_scenario.lua is not in the VFS: pass a VFS path like /maps/<folder>/<name>_scenario.lua (vault maps need --vault <dir>)

                            • No stats for unit-related data such as units built, etc.
                            • production numbers kept blinking when changing quickly, which is annoyingly attentions grabbing
                            • it seems to me that the window content (ground textures, etc) was being stretched when I full screened the window (using a DE shortcut). I didn't double check, but it looked like the window aspect ratio affected the textures' aspect ratio.
                            • status bar info (ticks/s mostly I think) keeps shifting the pause button left/right, I think some values could use fixed-width printing (padding left with spaces)

                            We'll try to run an actual multiplayer game soon to check this out.

                            Looking forward to the source code release 🙂

                            1 Reply Last reply Reply Quote 0

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