Cloud storage for our purposes is around 5€ per month per 100GB. Previous calculation said we have a growth of about 20GB per month, so the costs are constantly increasing. Just keeping everything forever is not a viable option.
Also running it on a private copy is essentially the same as deleting for 99% of the users who just see "ah, replay not available, well bad luck".
@LargeMaleBennis It wouldn't change search speed, because we would only delete the replay file, not any records in the database.
@Tagada But essentially you are only interested in valid ranked games right? Out of our 9.2 million games only 3 million are valid ranked games.
Currently the server disk is slowly running full (~50gb left before trouble).
Out of the 900 GB disk space used, 660GB of it is replays. Old replays back to 2014, broken replays, desynced replays, replays of invalid games, replays of single players, replays against AI and so forth and so on.
We could try to move them somewhere else, but is anybody really interested in that? I'd rather move on to some sort of cleanup policy, such as "don't keep replays older than 3 years".
What are you thoughts on that?
Then you have some serious file permission problems in Windows. Try to check them and maybe make it read/writable for all users. Can't really help you there.
Does the mentioned file exist on your disk (C:\ProgramData\FAForever\bin\ForgedAlliance.exe) ?
This is not a problem with the game. I have a rough understand of why this error could happen, I don't understand why it doesn't happen for everyone.
In your case there is a very simple solution:
Use the latest release candidate of the client. The code that causes problems for you does no longer exist there: https://github.com/FAForever/downlords-faf-client/releases/tag/v1.4.0-RC3
From past experience with other users you most probably have more than 1 account and you are trying to login with the wrong one.
Is your client trying to auto-login? In that case, abort it and try to manually enter username and password.
There is an error on uploading a mod in the log. If you are playing this mod your friend has the newest version but the rest of you don't.
If the player base massively increases with dozens of people in the queue, the timer could be reduced.
Have a bigger pool of people to create better balanced pairs.
Simplified on ladder:
Imagine a 1200 and a 1500 join ladder. Without the timer the get matched instantly. But 1 minute later a 1300 and a 1600 join. Without a time they would get matched as well instantly.
But with the timer you match the 1200 against 1300 and 1500 against 1600.
Oh sorry, I wasn't paying attention to that part
I still need to know the email address (We have a few dozen registrations per day)
You can't compare FPS with RTS. If you want a cheat free environment in a client-server model you need a central server to run the simulation. The simulation is what happens on every pc right now. And you probably know it's very cpu intensive. So basically you would need a whole server (1 machine) to simulate 1 FA game. In the morning you need like 50 of them, in the evening like 200 of them. 1 of them costs like 30-40€ a month. Peer to peer is not over 15 years outdated. Peer to peer is the choice to work around one particular problem (in exchange for other problems).
Just because we know of the problem doesn't mean we are capable of fixing it.
a) We don't have the SC:FA source code
b) None of our developers have any professional experience in game development overall
c) Almost none of the developers are experienced in C++
d) Almost none of our developers are experience in networking stuff
You can throw money at us, it won't change anything. When I say "experience" I'm talking about years of professional experience, where you already built stuff like that and shipped it to real customers. It's more than just reading a book.
With regard to giving money to devs. Take Downlord as an example (even though he reduced his FAF engagement to like 1% of what he did earlier). He lives in Switzerland where life is fucking expensive and educated guess tells me he earns the equivalent of roundabout 150.000$ per year (pre taxes etc.). Thats 12.500$ a month. So if you want to have Downlord working a full work day per week you'd need to collect 2500$ per month.
One dev, one day per week (that's just 8 hours) - 2500$. Of course there are cases where it's cheaper. But even if you find someone who can do it for 500$ per month, that is still 8 hours per week. But fun fact: Many of us already work much more than 8 hours a week for free. If you start paying for us, we probably reduce the "free" invested time. So overall you pay a lot of money, but you don't get much in return.
So giving money to us is a very nice sign of appreciation, thanks for that. But in doesn't really change the "total dev time available".
If playing FAF from the US is so horrible (I really can't tell) the only solution once again (we have the same topic with the Australian people) is to run your own FAF instance in the US. The software is free and available on Github, the people are willing to share the knowledge. But at least I'm not willing to maintain a second instance of FAF.
We didn't have any trouble with gmail registration emails so far. PM me the email address you used for registration and I will have a look,
By default maps & mods are saved below C:\ProgramData which used to work for years. Lately we run into problems accessing the files there for whatever reason (mostly related to Microsoft OneDrive installations).
If you activate the fallback location, the client stores the files in your userdata directory which usually just works.
I highly doubt unticking the option will solve the issue.
@Rosomak113 The upgrade didn't clean up some files. We have seen this a few times.
Then manually delete the folder in C:\Program Files\Downlords FAF Client (or wherever you installed it)
Just re-register. The account is not generated until you click on the link
We don't support that.
That list would have thousands of entries