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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
    C Offline
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    • ICE Adapter down? Cant create a game

      Error details:

      Client Version: 2026.4.1
      java.util.concurrent.ExecutionException: org.springframework.web.reactive.function.client.WebClientResponseException$InternalServerError: 500 Internal Server Error from GET https://api.faforever.com/ice/session/game/27409847
      at java.base/java.util.concurrent.CompletableFuture.wrapInExecutionException(CompletableFuture.java:345)
      at java.base/java.util.concurrent.CompletableFuture.reportGet(CompletableFuture.java:440)
      at java.base/java.util.concurrent.CompletableFuture.get(CompletableFuture.java:2094)
      at com.faforever.client.task.SimpleTask.call(SimpleTask.java:25)
      at javafx.concurrent.Task$TaskCallable.call(Task.java:1407)
      at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:328)
      at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1090)
      at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:614)
      at java.base/java.lang.Thread.run(Thread.java:1474)
      Caused by: org.springframework.web.reactive.function.client.WebClientResponseException$InternalServerError: 500 Internal Server Error from GET https://api.faforever.com/ice/session/game/27409847
      at org.springframework.web.reactive.function.client.WebClientResponseException.create(WebClientResponseException.java:319)
      Suppressed: The stacktrace has been enhanced by Reactor, refer to additional information below:
      Error has been observed at the following site(s):
      *__checkpoint ⇢ 500 INTERNAL_SERVER_ERROR from GET https://api.faforever.com/ice/session/game/27409847 [DefaultWebClient]
      Original Stack Trace:
      at org.springframework.web.reactive.function.client.WebClientResponseException.create(WebClientResponseException.java:319)
      at org.springframework.web.reactive.function.client.DefaultClientResponse.lambda$createException$1(DefaultClientResponse.java:214)
      at reactor.core.publisher.FluxMap$MapSubscriber.onNext(FluxMap.java:106)
      at reactor.core.publisher.FluxOnErrorReturn$ReturnSubscriber.onNext(FluxOnErrorReturn.java:159)
      at reactor.core.publisher.FluxDefaultIfEmpty$DefaultIfEmptySubscriber.onNext(FluxDefaultIfEmpty.java:122)
      at reactor.core.publisher.FluxMapFuseable$MapFuseableSubscriber.onNext(FluxMapFuseable.java:130)
      at reactor.core.publisher.FluxContextWrite$ContextWriteSubscriber.onNext(FluxContextWrite.java:109)
      at reactor.core.publisher.FluxMapFuseable$MapFuseableConditionalSubscriber.onNext(FluxMapFuseable.java:300)
      at reactor.core.publisher.FluxFilterFuseable$FilterFuseableConditionalSubscriber.onNext(FluxFilterFuseable.java:338)
      at reactor.core.publisher.Operators$BaseFluxToMonoOperator.completePossiblyEmpty(Operators.java:2093)
      at reactor.core.publisher.MonoCollect$CollectSubscriber.onComplete(MonoCollect.java:144)
      at reactor.core.publisher.FluxMap$MapSubscriber.onComplete(FluxMap.java:144)
      at reactor.core.publisher.FluxPeek$PeekSubscriber.onComplete(FluxPeek.java:263)
      at reactor.core.publisher.FluxMap$MapSubscriber.onComplete(FluxMap.java:144)
      at reactor.netty.channel.FluxReceive.onInboundComplete(FluxReceive.java:419)
      at reactor.netty.channel.ChannelOperations.onInboundComplete(ChannelOperations.java:467)
      at reactor.netty.channel.ChannelOperations.terminate(ChannelOperations.java:521)
      at reactor.netty.http.client.HttpClientOperations.onInboundNext(HttpClientOperations.java:956)
      at reactor.netty.channel.ChannelOperationsHandler.channelRead(ChannelOperationsHandler.java:115)
      at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:357)
      at io.netty.channel.CombinedChannelDuplexHandler$DelegatingChannelHandlerContext.fireChannelRead(CombinedChannelDuplexHandler.java:434)
      at io.netty.handler.codec.ByteToMessageDecoder.fireChannelRead(ByteToMessageDecoder.java:361)
      at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:325)
      at io.netty.channel.CombinedChannelDuplexHandler.channelRead(CombinedChannelDuplexHandler.java:249)
      at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:355)
      at io.netty.handler.ssl.SslHandler.unwrap(SslHandler.java:1526)
      at io.netty.handler.ssl.SslHandler.decodeJdkCompatible(SslHandler.java:1384)
      at io.netty.handler.ssl.SslHandler.decode(SslHandler.java:1435)
      at io.netty.handler.codec.ByteToMessageDecoder.decodeRemovalReentryProtection(ByteToMessageDecoder.java:545)
      at io.netty.handler.codec.ByteToMessageDecoder.callDecode(ByteToMessageDecoder.java:484)
      at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:296)
      at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:357)
      at io.netty.channel.DefaultChannelPipeline$HeadContext.channelRead(DefaultChannelPipeline.java:1429)
      at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:918)
      at io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.read(AbstractNioByteChannel.java:176)
      at io.netty.channel.nio.AbstractNioChannel$AbstractNioUnsafe.handle(AbstractNioChannel.java:445)
      at io.netty.channel.nio.NioIoHandler$DefaultNioRegistration.handle(NioIoHandler.java:388)
      at io.netty.channel.nio.NioIoHandler.processSelectedKey(NioIoHandler.java:596)
      at io.netty.channel.nio.NioIoHandler.processSelectedKeysPlain(NioIoHandler.java:541)
      at io.netty.channel.nio.NioIoHandler.processSelectedKeys(NioIoHandler.java:514)
      at io.netty.channel.nio.NioIoHandler.run(NioIoHandler.java:484)
      at io.netty.channel.SingleThreadIoEventLoop.runIo(SingleThreadIoEventLoop.java:225)
      at io.netty.channel.SingleThreadIoEventLoop.run(SingleThreadIoEventLoop.java:196)
      at io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:1195)
      at io.netty.util.internal.ThreadExecutorMap$2.run(ThreadExecutorMap.java:74)
      at io.netty.util.concurrent.FastThreadLocalRunnable.run(FastThreadLocalRunnable.java:30)
      at java.base/java.lang.Thread.run(Thread.java:1474)

      posted in FAF support (client and account issues)
      C
      c0rtex
    • RE: Filters not working?

      @nomander I can add a bit more here - if you enter the filter details, search, and THEN save the query it will remember the filter details for that saved Favorite. 🙂

      posted in General Discussion
      C
      c0rtex
    • Request: Allow lobbies to restrict by # of games played

      I like that we can restrict by rank, but would there be an option to restrict access to lobbies based on the # of games played, or a combination of the two?

      posted in Suggestions
      C
      c0rtex
    • RE: Filters not working?

      @nomander I see where I was going wrong now - it does work. I have to make sure the player's name, map name, etc, is entered into the search fields first before hitting the search button. However, it seems I can't use my Favorites first and then apply the filter.

      posted in General Discussion
      C
      c0rtex
    • Filters not working?

      I have tried filtering the duration of the replays I'm looking for but the filter doesn't seem to work. Here I've put 20min as a minimum to filter out all the junk, but even then I still get the 47s and 2s garbage. Filter also seems not to work when I try to apply it to average game rating. Or am I doing something wrong? Is there a better way to do it?

      731d941c-a61f-43ab-b3ce-15be69fb8e95-image.png

      posted in General Discussion
      C
      c0rtex
    • RE: [MOD UI] Build Grid

      Fabulous!

      posted in Modding & Tools
      C
      c0rtex
    • RE: Anyway to see the build grid?

      @IndexLibrorum Looks like that is the final version he posted a preview of above. Thanks for the heads up!

      posted in General Discussion
      C
      c0rtex
    • RE: Anyway to see the build grid?

      Wow, that was quick. The first one seems to be closest to what I am thinking. I imagine a slight;y visible grid overlay over the entire map using the x,y snap coordinates, not something that moves with the cursor necessarily. I tried using Claude to build it but ran up my usage limits. :X

      posted in General Discussion
      C
      c0rtex
    • RE: Anyway to see the build grid?

      @magge This looks interesting! Would there be a way to see the overlay/static grid that's anchored to the map (what the building tile "snaps to" when laying down a build order)? Versus the grid following your cursor?

      posted in General Discussion
      C
      c0rtex
    • Anyway to see the build grid?

      Is there a way to enable the build grid that's used for adjacency? I play a lot of astro so it would be nice to see where to align stuff with the space you're given on any particular map.

      posted in General Discussion
      C
      c0rtex
    • Replays cutoff after the first disconnect/ejection?

      So I've noticed that when I watch replays (and I watch a lot of them) that they stop after the first disconnect/ejection of a user. Does that cause a stop in the recording process? Is there anyway to see the full replay?

      posted in General Discussion
      C
      c0rtex
    • RE: Attached user profile notes - how to view all of them?

      @magge thank you!

      posted in General Discussion
      C
      c0rtex
    • Attached user profile notes - how to view all of them?

      Is there a way to view all players you have attached notes to? Is it stored in individual files or is there a central repository stored locally that I can extract them?

      posted in General Discussion
      C
      c0rtex
    • RE: Share your worst FAF client memory usage in 2026!

      @Skrat Where do you find the Python client?

      posted in General Discussion
      C
      c0rtex
    • How will you know when your game will be unrated due to desync?

      It was my understanding if you get a desync early in-game that it will unrate your match, however I am unable to predict when it will/wont rate your match. I've seen early desyncs happen on astro and the match still gets rated, and I've seen the opposite too. What's the criteria for when a match is unranked due to a desync?

      posted in General Discussion
      C
      c0rtex
    • RE: FAF Statistics Megathread 3: FAF Statistics Megathread 3: The stats are at it again

      Would there be any stats on the highest ranked players throughout the years? Who was the highest rank ever, etc?

      posted in General Discussion
      C
      c0rtex
    • RE: FAF Statistics Megathread 3: FAF Statistics Megathread 3: The stats are at it again

      Is there a list of highest rated players and their most frequently-played maps?

      posted in General Discussion
      C
      c0rtex
    • RE: FAF Statistics Megathread 3: FAF Statistics Megathread 3: The stats are at it again

      This is fantastic, thank you for putting this together!

      posted in General Discussion
      C
      c0rtex
    • Any active analysis being done on faf playerbase? Would be curious what the current #s are for active players and such

      As the title says, interested to know the trends/health of the community over the months/years. Is there data available anywhere?

      posted in General Discussion
      C
      c0rtex