SC: FA (Moho) engine sources
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Hi, @draiget !
I'd like to help speed up development if possible.
I have a $100 Codex subscription, and I'd be happy to contribute some of my usage limits to the project. The only catch is that I'm not really familiar with this type of software.
If you're interested, you could assign me specific tasks or GitHub issues, and I could work on them using Codex and submit PRs for your review.
Or we could figure out some other way to collaborate that works best for you.
Let me know what you think!
Write to me in Discord if interesting (nickname ernestio) -
This is amazing - when can we possible see this used as the official game executable over the current one? Seems like performance and networking issues are solved and would make playing this game night and day better.
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Can you reverse-engineer someone's motivation to play 1v1 so this great project gets people to actually play it?
Joking aside, really amazing work. I spoke to a few people briefly about how this is all legal, given it is effectively grabbing tech without permission via forceful reverse-engineering. Hope there are no legal hurdles that interfere with this!
Honestly, just super impressed this is a thing. If you put up a gofundme to help cover the cost of the AI subscription, I would be happy to share a little.
Just unreal to hear this has happened after 2 decades of secrecy.
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@George_W_Crush thank you for your feedback! Unfortunately gofundme doesn't work with my country (list of countries there are very small btw), if you wish to support this activity there are ETH (crypto currency) address in the bottom of a post.
From legal perspective, removing all "Address: 0x000000" from code and renaming would make it cleaner as well as renaming and restructuring engine (from gpg and moho to anything else) but that's a future part of roadmap, currently it should be 1:1 to original as possible before FAF community actually will start using it.
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Got it up & running and tested a skirmish and everything seems to be working fine - no obvious bugs. I would love to test the multiplayer aspect to see how massive amounts of units (2k+) perform with the performance changes. This is GAME CHANGING and I can only hope we can use this for FAF at some point.
Any chance this client could somehow be up & running on the FAF test server?
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@hobosapien I did prepared bunch of PRs to FAF repos for the rollout to fafdevelop, they're under review currently. There are project board where you can see current project (and rollout) status - https://github.com/users/Draiget/projects/3/views/2?sliceBy[columnId]=Milestone&sliceBy[value]=FAFDevelop+Rollout
Hope soon. -
@Draiget This sounds amazing! Didnt know it would come this soon!
What can we expect there? I was looking at the status board, and especially at the "Rejoin a running multiplayer game after a crash or disconnect -
this is insanely cool
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Will this allow devs at some point to enable proper multi-core support for the performance benefits?
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Will this allow devs at some point to enable proper multi-core support for the performance benefits?
I did it already, all possible optimizations so far are in this build and giving up to 43% performance increase compare to retail. There is no magical "multi-core" thing that could be easily enabled if we're talking about replay and simulation parity (equal to current binary without desyncs). More things could be done to improve it thought, but old replays will no longer work on same version of binary, which is fine way to do (since FAF keeps old versions of game to see replays anyway) but it will change game behavior, I won't be making those improvements before we rollout this version to fafdevelop for larger audience.
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@Draiget Awesome! I was thinking in terms of large maps + lots of players + lots of units and how it tends to slow down player's CPUs, and thusly the game itself as all players can only play at the speed of the slowest CPU. You're saying that's been improve 43% which is a huge deal.
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