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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

    Scheduled Pinned Locked Moved Contribution
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    • 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). ๐Ÿ™‚

      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 ๐Ÿ™‚
                https://youtu.be/I4bx095DNqY

                Please try out it out and let me know, it's really helpful to get feedback ๐Ÿ™‚

                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 7
                • 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 Online
                      MayeulC
                      last edited by MayeulC

                      Hi, thank you for working on this ๐Ÿ™‚
                      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:

                      • Bugs:
                        • (edit, new): The main window stops rendering when the secondary window is obscured. I would expect only the secondary window to stop rendering.
                        • 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, killed etc.
                        • production numbers kept blinking when changing quickly, which is annoyingly attentions grabbing
                        • (unsure, TBC) 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.) Looks like the window aspect ratio affects the FOV. This may be a deliberate choice to accomodate for wide screens, I am not sure it is intended to be noticeable for around 40 px more at 1080p.
                          small_height_window.png
                          taller_window.png
                      • Nitpicks / suggestions:
                        * (edit2) please print the port number next to the connect string, as it is hard to identify when set to auto (I believe it could also be added to the string) Dev reply: port number does not matter with a connection code.
                        • "Exit to windows" is not appropriate in the menu when not running on windows
                        • 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
                        • 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)
                        • 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. Honestly I would just replace the minimap with this and offer additional controls
                          • 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

                      New batch of issues (edit 3):

                      • Slow FPS on the "edit restrictions" screen, when hovering over the table (GPU time shoots up, maybe some memoization or pre-computing would help?)
                      • Unable to drag waypoints in a patrol itinerary (triggers selection area instead)
                      • Units are trying to follow patrol paths too closely: they will stop at waypoints (visible on the satellite), or slow down and bunch up to turn.
                      • The T4 aeon artillery (salvation) seems to point its cannon opposite to the firing direction
                      • Submarines do not seem to submerge
                      • The cheat menu can only spawn naval units over land
                      • ETAs displayed on buildings are sometimes wrong (and different constructors can report different ETAs, they get drawn on top on another when multiple engineers are selected). Running out of power when constructing triggered it for me.
                      • No construction queue for ACU upgrades or mobile factories
                      • No drag-and-drop to reorder queues (this may be a nitpick/nice-to-have)

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

                      Looking forward to the source code release ๐Ÿ™‚
                      I am also curious what you think of this other reverse-engineering effort. Probably worth contrasting findings.

                      1 Reply Last reply Reply Quote 1
                      • M MayeulC referenced this topic
                      • W warrenkc referenced this topic
                      • D Online
                        Dim-A-miD
                        last edited by

                        I am very glad that what was previously all but impossible has now become possible.

                        In case three isnโ€™t enough and youโ€™d like to bring the total to five...
                        https://drive.google.com/file/d/1TZtdjWtuOvBI3BfwgZBEqfJaJroEpdYC/view?usp=drive_link

                        1 Reply Last reply Reply Quote 0

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