@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)
Developers Iteration III of 2023
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.
@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.
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
A work of art is never finished, merely abandoned
@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?
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
A work of art is never finished, merely abandoned
@magge the hover-to-build behavior is now a UI mod that you can enable to have the same behavior. See also:
A work of art is never finished, merely abandoned
I've written a draft of the (in-game) changelog. For those that contributed, please give it a read. You can find it here:
A work of art is never finished, merely abandoned
Any chance of ringing feature return after assembly patch coming?
βBe a yardstick of quality. Some people arenβt used to an environment where excellence is expected.β
β Steve Jobs.
My UI Mods
Support me
Yes, assuming that it solves the performance problems
A work of art is never finished, merely abandoned
@Jip Found a small typo for in-game settings hotkey:
wrong: ququed
correct: queued
Also, I read the changelog and checked with some spell checking and grammar tools. Quality is professional.
@magge I think that is from a mod, I can't find a reference to the text
A work of art is never finished, merely abandoned
The game patch is released, you can read up all about it on Github:
A work of art is never finished, merely abandoned
Fixing structure ringing
https://tenor.com/ru/view/thanos-gif-25117042
https://github.com/FAForever/FA-Binary-Patches/pull/29
βBe a yardstick of quality. Some people arenβt used to an environment where excellence is expected.β
β Steve Jobs.
My UI Mods
Support me
@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.
Yeah, it feels so natural as if it has always been this way. @Jip Thanks for your work!
I hope in the next patch the CZAR gets the ability too, because the undock animation is just super cool and I would love to see how the fighter jets stream out of the czar from time to time!
Something you have never seen in games without building while moving.
Great Work!