Developers Iteration III of 2023

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?

@sycube

It's a temporary measure until it can be implemented.

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:

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:

5e24fddf-1391-4cbb-a984-b5962f2437cc-image.png

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?

โ€œBe a yardstick of quality. Some people arenโ€™t used to an environment where excellence is expected.โ€
โ€” Steve Jobs.
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Yes, assuming that it solves the performance problems ๐Ÿ™‚

A work of art is never finished, merely abandoned

@Jip Found a small typo for in-game settings hotkey:

11a4dce2-06d2-496b-8ea5-b48ed6e675bc-image.png

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

โ€œBe a yardstick of quality. Some people arenโ€™t used to an environment where excellence is expected.โ€
โ€” Steve Jobs.
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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.

i love the feature of the mobile factories, thanks ๐Ÿ™‚

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! ๐Ÿ˜ƒ

Something you have never seen in games without building while moving.

Great Work!

I usually use FAF client to download a new version of the FAF game file and then launch the game directly from the exe. If I want to play this newly released FAF, how should I download it?

I'm guessing that you've been creating a game via Play > Custom Games > Create Game > enter name > set password > Game Type > FAF > select map > Create. If so, then just do that same thing to get the updated version. When you get to the lobby, you should see a pop-up with the changelog for version 3756. You can exit the game from there & then you'll be able to create a game locally by either opening the exe directly as you have been or by logging out of the client & selecting to Play Offline.

@mostlostnoob Thank you for your reply. So in order to get the latest version of the game that this post says, should I choose "FAF" or "FAF DEVELOP" when I create the game?

While these changes were in the process of being added, edited, removed, etc. then you'd want to play the FAF Develop game type to use them. As of this past Saturday, they were merged into the main base FAF game, so you'll want to choose FAF as the game type.

Out of curiosity, is there a reason why you normally play using the exe directly instead of starting games from the client?