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!
  • Plans for the near future?

    General Discussion
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    0 Votes
    5 Posts
    177 Views
    DeribusD
    Board is discussing long-term planning, but we only meet monthly and things are moving incredibly rapidly.
  • Updated fix to audio bugs?

    Game Issues and Gameplay questions
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    0 Votes
    6 Posts
    146 Views
    M
    As example I hear sounds on my headphones from units I don't see and reverse. Or these sounds are too loud compared to my zoom level. I zoom out and they are still loud as I would be zoomed in.
  • Template Workshop Tool

    Modding & Tools
    8
    9
    9 Votes
    8 Posts
    247 Views
    T
    Small update for version 1.5 Moved whole building layout to top Added "Keep original" toggle and symmetry options for easier and more fun building [image: 1793354938359-f628c899-be4a-4ea5-b4b2-8ab949e560e9-image.png] Sharing Templates was a little tedious work, so I redesigned the Import/Export function Import/Export is now under a single button/menu You can select what Templates you want to Export: [image: 1793355191899-6e652ffb-4dbd-4cda-b266-54d0739fb38c-image.png] And what Templates you want to Import from said file: [image: 1793629539631-e3cfcec9-59f5-4c1c-a52d-611ad16e5e73-image.png] Version 1.5 Download: Link I would love to make this into a web thing so no downloading is needed and it automatically updates with latest unit DB, but I would need some help with it as I have literally 0 experience in this field So if anybody is willing to burn some time, it would be very welcome Source code in case a bus runs me over or something: Source Code And in case you want to test Importing: Sample Import LUA
  • New "Random Events" AND Roguelike-Mode Mod!

    General Discussion
    132
    4
    10 Votes
    132 Posts
    4k Views
    cychwa_klaymbergC
    cool new visual and cool changes!
  • Mechdivers Project

    Modding & Tools
    1
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    3 Votes
    1 Posts
    57 Views
    No one has replied
  • Hello! Any new possibilities recently?

    General Discussion
    4
    1 Votes
    4 Posts
    194 Views
    M
    https://forum.faforever.com/topic/10502/projects-i-found-that-are-redoing-supreme-commander-forged-alliance If you are into VR, There is nothing technically preventing a VR mode for the rewrites: have the battlefield at your feet, or feel tiny next to a (very low poly and low res textures) commander.
  • 0 Votes
    2 Posts
    38 Views
    S
    What version of the browser are you running?
  • Connection issues hosting a game.

    Game Issues and Gameplay questions
    2
    0 Votes
    2 Posts
    36 Views
    S
    I have seen this with one other player and they have said it happened due to their isp killing their connection. Can you upload logs using the java client with the debug logging turned on so I can inspect.
  • SC: FA (Moho) engine sources

    Contribution
    24
    14 Votes
    24 Posts
    866 Views
    D
    @Xiaomi Lua stuff only takes about 6.5% of a tick-time in my measurements: 5.3% is Lua threads (unit, weapon, AI brain and score scripts) 1.1% is Lua garbage collection. Calls from the engine into Lua callbacks (OnDamage, OnKilled, weapon and projectile callbacks and so on) aren't separated yet, so they're still counted as C++ time. The rest is C++: bone/animation updates are about 15%, vision/radar about 13%, and building the state sent to the UI about 12%. On parallelism - basically yes, very bit of sim Lua runs on the single sim thread, interleaved with the C++. Engine calls into Lua, and Lua calls back into the engine, nothing really runs Lua in parallel. What my build adds is helper threads, like: vision refresh, the UI sync data, effects, coordinate updates and the mark/sweep part of the Lua GC. In one case (vision) this C++ work overlaps with the sim thread's Lua, but before that Lua calls any engine function, the helper jobs are finished first, so the results stay identical to the original game and replays still match.
  • 2 Votes
    22 Posts
    773 Views
    cychwa_klaymbergC
    A new version of SWLandWarTMRebalance (v66) is available. A test version of the mod has been uploaded to the FAF repository. The research features have already been integrated and seem to be working well. Work on creating icons, refining descriptions, and making other improvements is currently underway. I would appreciate your feedback.
  • Desync Postmortem

    General Discussion
    10
    7 Votes
    10 Posts
    270 Views
    N
    @JaggedAppliance said: Yes these desyncs and crashes affected replays as well as live games. Actually they were really common in replays which helped a lot with testing. The reason why this fix was so difficult is because it's a memory corruption writing into random space. With the way your computer set up the game's memory it caused regular desyncs and crashes in replays. For a lot of other people it rarely did anything. So for Brutus's idea, this specific bug would be caught by luck in a simulation CI. Here's how I see potential improvements compared to my experience: Desync tracking would automatically and seriously tell devs of deysncs. I only noticed desyncs from constantly checking forums and chats, and eventually I had to go through a specific replay search to even have any data about desyncs, and even then there wasn't a really big response. Automation would've been a more serious alert and it could've even caught it much earlier on. The reason this specific patch wasn't caught early was because there was 0 testing in prod. It's a tricky bug, so fair enough that some testing in dev wouldn't catch it, but since we released it without any feature using it, it took all the way up until the painting feature for its effects to show, which made the change that introduced the bug disconnected from the updates exhibiting the bug. With AI we can do much better reviews. This bug was a very human error that is easily picked up by AI or I guess some linter. I don't think we do very complex patches most of the time, so static analysis should work quite easily. In this sense I think we could actually speed up engine patches because of their more reliable code, but of course it's best if we just have the backup testing in prod with the two points above.
  • FAf server issues?

    General Discussion
    3
    1 Votes
    3 Posts
    113 Views
    H
    Same for me as well. Trying to host with the old client... Rooms you crash nearly immediately. Tried the new Rust client. Yesterday, all day after installing it work perfect, no issue, all was good. Not today i start up the Rust client. Each room crashed out within a minute or 30 seconds.
  • 2 Votes
    3 Posts
    69 Views
    D
    noooo slop mods expanding
  • ACU Walk Animations – Adjustments as a Test Mod

    Modding & Tools
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    4 Votes
    4 Posts
    155 Views
    SaverS
    Good evening everyone, I'd like to try a new approach to gathering feedback on my projects. To do so, I contacted the YouTube caster The Commissar and asked him to create a video about this project. My goal is not only to gather feedback on the updated walking animations, but also to find out what you think of this approach and whether you could imagine us using it for other projects in the future. So, feel free to share your thoughts, either here on the forum or directly under the video! I'm looking forward to your feedback and suggestions. And as always, have fun! https://www.youtube.com/watch?v=PoaYoHiaRuU @ The Commisar - big Thanks again!
  • M28AI Devlog (v328)

    AI development
    745
    2
    17 Votes
    745 Posts
    3m Views
    maudlin27M
    v328 Update 10 changes mostly relating to low mex map tweaks, including: Fixed an issue with Seraphim and Aeon ACUs not getting a blackops gun upgrade Added more variety to M28's low mex build order choices in teamgames T1 PD should be less likely to be built on low mex maps. Used a more detailed method of assessing if T1 arti should retreat from enemies Acknowledgements Shazbot - Highlighting a bug with M28 not getting blackops ACU upgrades Trophy award Malitarh and Lazert - beating M28 1.5 AIx in a 2v2 (although I may end up tweaking the Sladow trophy to require it to be a 1v1 award only as it was in part prompted by Sladow beating M28 1v1, whereas the Radde trophy was prompted by teamgames against M28)
  • Trouble hosting a game...

    I need help
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    0 Votes
    1 Posts
    27 Views
    No one has replied
  • King and Prince of Setons 2026

    Tournaments
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    1 Votes
    1 Posts
    104 Views
    No one has replied
  • 2 Votes
    4 Posts
    182 Views
    kirovreportingK
    such a waste of tokens
  • Supcom/Moho engine rewrite

    Contribution
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    3
    19 Votes
    39 Posts
    3k Views
    D
    I am very glad that what was previously all but impossible has now become possible. In case three isn’t enough and you’d like to bring the total to five... https://drive.google.com/file/d/1TZtdjWtuOvBI3BfwgZBEqfJaJroEpdYC/view?usp=drive_link
  • [150$]Average Joe Olympics #7 3v3

    Tournaments
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    0 Votes
    1 Posts
    34 Views
    No one has replied