Developers Iteration III of 2023
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@jip yep this is still very impressive improvement of the game. Perhaps not quite accurately expressed, I meant maybe we can wait with release new features before mega and czar will be ready? My point is this is wrong to remove some game mechanics for a while
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@Paralon The balance team happened to have a meeting and I asked their opinion. We've re-instated the Megalith the way it was, it can build but not move at the same time, like the current behavior in the release branch. Also adds in the standard Cybran drone fx for building. See also:
With regards to the CZAR, the balance team agreed to wait with re-introducing the mobile factory aspect until the implementation is finished. It can still be used as a carrier.
I hope this settles it for you too @Ninrai .
And I agree with what @BlackYps wrote. Specifically the forums are often toxic towards contributors that do their best to improve the experience as they see fit. I too am here to improve the FAForever experience. I do that for more hours each week then I'd like to admit to. I've been doing that for more than two years now. I'm open to suggestions and discussions. But please, keep it civil and constructive. I'll respond in kind. Assumptions are the death of any discussion.
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@jip thank you for response, never wanted to devalue your work at all. I would suggest edit those lines, because its kinda confusing:
The following units lose their mobile factory capabilities:
Megalith (Cybran Megabot) -
Adjusted it , I forgot about it
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I believe, at least with the Fatboy, once built you will set a repeat queue of units and leave that part alone, you will just have to move around the rally point.
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@jip When I look at those pictures of new shaders, they look gorgeous, but like with all games that use repeating textures, I wonder if it's possible to improve the look of them on the zoom out? Are there any plans for making textures less visibly repeating, at least mostly for the ground?
Something like those methods - https://blog.unity.com/technology/procedural-stochastic-texturing-in-unity
Implementing some sort of 'noise' for those textures would not be costly, but improve the look of game a lot in the long run.
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Yes, there is an experimental shader written by @BlackYps that explores the possibilities to 'hide' the repetition. It is not production ready, but we hope to start a test trial later this year. I have no screenshots at the moment to show the results so far.
Other possibilities (outside of the shader) is to toy with mip maps and reduce the 'repeating' factors as you load in smaller and smaller mip maps. This is what Supreme Commander does with a lot of the stratum textures that ship with the game.
@xanoxis said in Developers Iteration III of 2023:
Implementing some sort of 'noise' for those textures would not be costly, but improve the look of game a lot in the long run.
We're limited by the old shader model (2.0) that the game uses, including an instruction (256) and texture read (16, I think) limit. That is why working on the shaders can be a struggle, all the modern and limitless shaders are out of our reach.
You sound like you have experience with shaders. Would you like to contribute? We could always use more help
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@jip said in Developers Iteration III of 2023:
The following units lose their mobile factory capabilities:
CZAR (Aeon Experimental Carrier)
why to impoverished strategic options?
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It's a temporary measure until it can be implemented.
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Updated the general features / bug fixes post to the latest status quo.
The Wiki pages that help explain some of the more complicated hotkeys are finished. You can find them here:
- https://wiki.faforever.com/en/Play/Game/Hotkeys/OrdersAdvanced
- https://wiki.faforever.com/en/Play/Game/Hotkeys/OrdersQueueManipulation
- https://wiki.faforever.com/en/Play/Game/Hotkeys/OrdersMouseContext
The game links to these pages in the key bindings menu. Hopefully this can help players understand what these hotkeys can mean to their* play style
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@magge the hover-to-build behavior is now a UI mod that you can enable to have the same behavior. See also:
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I've written a draft of the (in-game) changelog. For those that contributed, please give it a read. You can find it here:
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Any chance of ringing feature return after assembly patch coming?
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Yes, assuming that it solves the performance problems
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@Jip Found a small typo for in-game settings hotkey:
wrong: ququed
correct: queuedAlso, I read the changelog and checked with some spell checking and grammar tools. Quality is professional.
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@magge I think that is from a mod, I can't find a reference to the text
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The game patch is released, you can read up all about it on Github:
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Fixing structure ringing
https://tenor.com/ru/view/thanos-gif-25117042
https://github.com/FAForever/FA-Binary-Patches/pull/29 -
@blackyps said in Developers Iteration III of 2023:
We are all on the same page here in the sense that we all want to make FAF the best it can be. It can be that you don't understand why something is happening, or even that there is a disagreement on which change is good, but please keep in mind, that there is probably a good reason why something was decided.
I think it might help if the balance discussions were publicly viewable.
I was personally alarmed by the vision range change, and while I'm pretty sure I managed not to create a negative environment about it, I was alarmed when I realised that I, being only a player, had no ability to read any of the justification or exploratory testing and trials behind such a massive change.Just my thoughts on how things might be helped. Note that I hugely respect the balance team for their efforts to make the game better for everyone.
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