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    Developers Iteration I of 2023

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    • SaverS Offline
      Saver
      last edited by

      Hello Jip,

      this is fantastic news. I didn't think it could be fixed, wow great job.

      auch mal fünf gerade sein lassen

      1 Reply Last reply Reply Quote 1
      • B Offline
        Blade_Walker
        last edited by

        I understand the attraction of reducing deformity for gameplay sake, but I can't say I am a fan of this.

        Having the buildings at different angles is going to make some bases look like a smurf village, the aesthetic should be gritty industrial, not hobbiton.

        You will end up with taller buildings like the perimeter system looking like the tower of pizza.

        I know the game is not going for hyper-realism, but ask any engineer and they can tell you why building foundations are levelled.

        If there was a way to perhaps 'bury' some of the building model in the ground, so that the structure itself is still horizontal, that would be perfect with this.

        FemboyF 1 Reply Last reply Reply Quote 2
        • ? Offline
          A Former User
          last edited by

          What about defensive structures and their shooting angle limits?

          1 Reply Last reply Reply Quote 1
          • MachM Offline
            Mach
            last edited by Mach

            this also prevents terraforming now?

            @black_wriggler said in Developers Iteration I of 2023:

            If there was a way to perhaps 'bury' some of the building model in the ground

            wouldn't this make some buildings hitboxes harder to hit by weapons?

            B 1 Reply Last reply Reply Quote 0
            • B Offline
              Blade_Walker @Mach
              last edited by

              @mach wouldn't this make some buildings hitboxes harder to hit by weapons?

              well looks like this proposal does still form the terrain, just less than currently, having a corner of a structure slightly underneath the level of a slope could be problematic for small buildings perhaps, would require testing

              1 Reply Last reply Reply Quote 0
              • FemboyF Offline
                Femboy Promotions team @Blade_Walker
                last edited by

                @black_wriggler I think it will look much better with terrain being smooth than some really sharp edges that scream "I'm a 2000s game with bad graphics" Plus less sharp edges might result in better pathfinding so I'm all for this over sharp edges.

                FAF Website Developer

                1 Reply Last reply Reply Quote 2
                • JipJ Offline
                  Jip
                  last edited by Jip

                  @Black_Wriggler / @Melanol / @Mach

                  The changes are there for you to test and experience on the FAF Develop branch. I highly encourage you to do so and report back with what you find. There are quite some parameters that we can adjust to make it work better for specific units, as an example:

                  • Physics.MaxGroundVariation: this is set to 1 for default, but for very high structures we could reduce this to 0.5. The Soothsayer would be a good candidate for this.
                  • Physics.StandUpright: this prevents the structure from being tilted

                  And options that are available for longer units are:

                  • Being able to slide them slightly into the ground

                  Note that the sliding will cause issues for smaller units. Therefore it is only a solution for units higher than, say, a tech 1 radar.

                  Having the buildings at different angles is going to make some bases look like a smurf village, the aesthetic should be gritty industrial, not hobbiton.

                  The average map is quite flat, and will still have the same look as before. What this will primarily prevent is large terrain deformations occurring near ramps and slight hills.

                  On top of that, the average view direction is from top to bottom. A structure being slightly tilted should not be that noticeable.

                  this also prevents terraforming now?

                  Terraforming terrain is considered a glitch, see also point 1 and 2 of:

                  • https://forum.faforever.com/topic/203/list-of-banned-exploits-updated-22-03-2022

                  A work of art is never finished, merely abandoned

                  1 Reply Last reply Reply Quote 2
                  • JipJ Offline
                    Jip
                    last edited by

                    I've added the second section about performance, see also the second post starting at 'Significant performance improvements'.

                    A work of art is never finished, merely abandoned

                    1 Reply Last reply Reply Quote 5
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                    • ZeldafanboyZ Offline
                      Zeldafanboy
                      last edited by

                      Terraforming comes to Supcom pog

                      put the xbox units in the game pls u_u

                      1 Reply Last reply Reply Quote 0
                      • CaliberC Offline
                        Caliber
                        last edited by

                        @Jip The new terrain looks awsome great job.

                        1 Reply Last reply Reply Quote 2
                        • BlackYpsB Offline
                          BlackYps
                          last edited by

                          I guess Physics.MaxGroundVariation 0.5 causes the unit to only tilt half the angle of the ground? Have you tried how setting all structures to a value like 0.5 or 0.8 looks like? I think it would be nice to still keep a hint of a "platform" for the structures. With the new feature it can look kind of wonky sometimes, it deprives the buildings of any sense of weight or heavyness.

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                          • O Offline
                            ovenman
                            last edited by

                            Wow I wouldn't have thought terrain deformation was fixable. Very cool.
                            And Lua continues to be a voodoo language that I refuse to touch.
                            Good work and all.

                            1 Reply Last reply Reply Quote 0
                            • S Offline
                              Sprouto @BlackYps
                              last edited by

                              @blackyps MaxGroundVariation controls just how much deviation there can be, from edge to edge. This is the value the keeps you from building a factory on the side of mountain, for example.

                              1 Reply Last reply Reply Quote 1
                              • FichomF Offline
                                Fichom
                                last edited by Fichom

                                Why not something like this (assume image is split into image 1, 2, 3 and 4, left to right):
                                terrain flat.png

                                How it is

                                When attempting to build on an incline (figure 1), currently the game finds some average height, plops the building on that height, and proceeds to flatten the terrain around the building (figure 1). This results in these tiny portions of terrain to get extreme angles (red in figure 2), which can prevent further building and/or even prevent units from moving through previously passable terrain.

                                Currently proposed solution

                                In figure 3, we can see the 'skew the building to follow the terrain' that has been worked on. As most will agree, it looks odd. But it does fix the problem of not altering the topography.

                                Maybe this

                                Figure 4 holds my idea. The idea is you pick the highest edge-point of a structure, and use that as the structure Y position. Rather than highest edge-point, you could also find an average which is heavily biased towards higher-Y points (meaning it will be partially sunk, but mostly 'floating' above the lower parts of the slope). You then add a 'base' to the structure (blue in figure 4), so as it would not look like it floats - kinda like what naval factories do atm, with their 'infinite' legs that go down as deep as need.

                                Pros are you benefit from 'not altering terrain' while also not skewing the buildings.
                                A big con is you somehow need to model to 'extend' below it's usual lowest Y value. But I thin that, with diligent work, just extending the base of all non-floaty buildings to go down shouldn't be a big problem. The only problematic buildings are the unit-dispensing ones, where there would be an odd ledge the unit would have to cross - one solution is to just extend the existing ramp to also cover negative Y space, but it might look awkward if the ramp is on a similar angle as the terrain (it might extend like 3 unit widths away from it's usual terminating point, which would look like it's going under other buildings).

                                1 Reply Last reply Reply Quote 3
                                • G Offline
                                  GoodRaptor
                                  last edited by

                                  Honestly, as a mod this feature would be neat, but as the main FAF branch? I would hate it. So what if it screams "I'm from 2000". One of my favorite parts about FAF is how it improves the quality of life while maintaining the visual fidelity and core gameplay integrity from SC:FA. To make this change would ruin that visual fidelity to me and honestly change so many little things about this game, like attack angles of PD and such. I just don't see this being the best way forward aesthetically for FAF. I liked how I could still make cool, level city-esc bases while still being effective for war. But honestly I would rather see this as a modification or separate branch for FAF because I love the visuals that it has maintained since the original game. You could argue that they've made many visual changes over the years, but those changes at least fit the SupCom feel for the most part.

                                  G 1 Reply Last reply Reply Quote 0
                                  • ZeldafanboyZ Offline
                                    Zeldafanboy
                                    last edited by

                                    Do people realize that this won't affect how 95% of structures look? They will be placed on flat ground anyways and will look the same. On the other hand this could reward creative placement of point defense

                                    put the xbox units in the game pls u_u

                                    arma473A 1 Reply Last reply Reply Quote 3
                                    • JipJ Offline
                                      Jip
                                      last edited by Jip

                                      @BlackYps As Sprouto describes: it is the maximum height difference over the build skirt. Tech 1 power generators are small, therefore the maximum angle would be larger. Factories are large, maximum angle would be smaller. I'm sure this can be computed using trigonometry.

                                      @Fichom You propose a solution with a ton of edge cases for something that is an edge case itself. The majority of the terrain is flat - just generate any map and the majority is flat. Look at any competitive map and the majority is flat. It only matters for those moments where you build near or on top of a ramp / hill.

                                      @GoodRaptor See what I wrote to Fichom - the majority of structures placed in a game are completely unchanged.

                                      @Zeldafanboy thank you, finally someone that understands how niche the impact is in practice. Except for the fact that terrain deformations can be a real pain when they happen, and now it becomes virtually impossible to create terrain deformations that negatively impact gameplay.

                                      For those that have worries: please take the time to experiment on the FAF Develop. We can discuss individual cases and adjust parameters if a structure can indeed end up looking silly. Describing hypothetical situations is - with all due respect - not helping anyone, especially as you can just start the FAF Develop game type as described in the first post:

                                      • https://forum.faforever.com/topic/5447/developers-iteration-i-of-2023/1

                                      With all of that said - I'm eagerly looking for a few representative lobbies to play on FAF Develop. I've seen a few replays of the past week and they feel a lot smoother performance wise - but they weren't exactly representative. It also helps a lot with testing the stability 🙂

                                      A work of art is never finished, merely abandoned

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                                      • arma473A Offline
                                        arma473 @Zeldafanboy
                                        last edited by

                                        @zeldafanboy said in Developers Iteration I of 2023:

                                        On the other hand this could reward creative placement of point defense

                                        If point defense rests at an angle, does that affect what it is able to shoot?

                                        Would it make a difference for T2 PD, which can have a firing arc?

                                        Will artillery adjust its firing angle based on not having a flat base?

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                                        • FichomF Offline
                                          Fichom @Jip
                                          last edited by

                                          @jip said in Developers Iteration I of 2023:

                                          @Fichom You propose a solution with a ton of edge cases for something that is an edge case itself. The majority of the terrain is flat - just generate any map and the majority is flat. Look at any competitive map and the majority is flat. It only matters for those moments where you build near or on top of a ramp / hill.

                                          Not trying to be apocalyptic here, but I do wonder if this update will eventually open up the space for non-flat maps... Like imagine the whole map being tilted by like 30° or something. The biggest issue would be the camera, but still xD

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                                          • ThomasHiattT Offline
                                            ThomasHiatt
                                            last edited by ThomasHiatt

                                            Structure terraforming is only one, of many, reasons that slopes should be kept to a minimum on maps. This should only be considered a band-aid for legacy map issues, not permission to make bad maps in the future.

                                            It will require a lot of testing to make sure all the buildings can still be shot properly, especially under construction aeon buildings. There's been problems in the past with certain buildings, and now this adds more degrees of freedom that probably were not taken into consideration before.

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