@Brutus5000 Is there info about attack type (like volumetric attack) , attack duration, attack power (gbps), or more? Is there protection against DDoS attacks on previous VPS/VDS (turn servers self-hosted)?
Posts
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RE: Why don't we host VPS/VDS as an option for improving connectivity?
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Why don't we host VPS/VDS as an option for improving connectivity?
Can we create a central server that players can connect to directly without coturn/stun servers?
In that case, we can create a tab in the browser to track the quality of each player's connection to the server.
As an option:
Base DDOS protectionhttps://aeza.net/ru/virtual-servers
2 cores -- 4 GB RAM -- 60 GB NVMe -- 25 Gbps = 10$It would be great if it were possible to choose whether to create a game on the server or via coturn/STUN.
I understand that it won't help “win the war against poor connectivity,” but it can make the situation much better.
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RE: How to render trees on map preview?
@Jip, size of Superior Echo of Eternity is 20x20. My map is also 20x20. But i find your map named "Adaptive Archsimkats Valley":

There are also trees in the form of dots in the preview.There is an author Zebranog whose maps are rendered with trees as dots:

I think this makes the map previews look better.
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How to render trees on map preview?
On "Superior Echo of Eternity" preview you can see rendered trees as dots on map.

How can I achieve this effect on my maps?
On my map the trees are not rendered. (( -
X2, X3, ... mexes like BAR

On picture disputed mex with increase mass income in 2.3x
In BAR, map designers can increase mass production for mex at their discretion.
- For example, map author to make the battle for contested mexes more intense, they can increase mass production on disputed mex, for example, to 2x.
- It would give map designers additional creative freedom.
I like this feature. I'd like to see it in FAF.
I think adaptive map developers should be given this opportunity. Add a corresponding decal indicating the mass income increase. -
RE: Why are neroxis based maps banned from the FAF Map Library?
A project based on copyright infringement thinks about copyright. That's strong.

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RE: Why not use STEAM NETWORK to improve connection?
@Brutus5000 Looks too good to be true. I was looking for a catch, but I didn't find one.
No epic account required...
https://dev.epicgames.com/docs/dev-portal/identity-provider-management

Honestly, if I had to create an Epic Games account for this, I'd happily do it considering how many features they offer for FREE. An epic games account is created in a couple clicks.
https://dev.epicgames.com/docs/epic-online-services/eos-overviewI will quickly describe all the features of EOS
- Lobbies
- Peer-to-Peer (P2P) Connections
- Stats
- Leaderboards
- Voice Chat

- Reports
- and more.....
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RE: Why not use STEAM NETWORK to improve connection?
@NOC said in Why not use STEAM NETWORK to improve connection?:
Other than the fact you will have to share the entire user database likely with EPIC.
Therefore violating GDPRAs I understand it, it is not necessary...
We can use your own OAuth 2.0 provider for player authentication in EOS, but only under certain conditions, using EOS Connect’s "Custom Identity Provider" feature.
from chatgpt) :
Example: GDPR-Safe Token Payload
A simple JWT token that Epic can use, but contains no PII:{
"sub": "user-12345", // epic user ID, its not real faf user name
"iss": "https://your.auth.server",
"exp": 1720000000
}
That’s it. You can keep it clean and anonymous.We will associate each user with an epic id by which epic servers will connect players. We will not transmit any other data.
In order to connect users, it is enough to have an epic user id assigned to each player in faf. The assignment will be performed on our servers and it is not necessary to provide any information about the users.
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RE: Why not use STEAM NETWORK to improve connection?
@ZLO @Brutus5000 @Jip Epic Online Services - FREE alternative to Steam network
Allows you to establish a p2p connection between players for games and mods like FAF. We don't need to upload faf client to epic game store!pros:
- DDOS protection (Epic servers will be used)
- No Epic account required
- No need to install Epic Launcher
- No copyright holder permission required
- It even allows you to add third-party authorization (no Epic Games account required!!! You can connect via FAF account)
I am very surprised. This looks like charity from Epic XD
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RE: Why not use STEAM NETWORK to improve connection?
You can test the Steam network right now!
You can launch the steam version of SupCom and select 'Matchmaking'

This is exactly what I meant when I talked about 'steam network'.
- This network can be integrated into faf launcher
- It works very stable and is protected from DDoS.
- This will give you the opportunity to play 8vs8 without disconnects and lags.
The faf team is currently working on a new ice adapter. Work in this direction has been going on for several years now....
@Brutus5000 Why do we choose such a difficult way if STEAM has a ready-made solution? With protection from ddos and free.
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Why not use STEAM NETWORK to improve connection?

If we publish the launcher on Steam, we will be able to use the Steam network to connect players.
And this will solve the connection problem.But Brutus is against this idea:
@Brutus5000 said in Private coturn server for my games.:And making ourselves dependent of Steam is also not an option (even all the legal issues aside).
We won't need coturn servers that cost money to rent
From the forum threads I learned that Nordic Games responds to messages and you have asked them many times about the source code.
Do you think we should write a letter to Nordic games asking for permission to publish the launcher?
I understand that it is not that easy. But why not try?
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RE: Decapitation
How to play this Decapitation game? I dont find option in "victory condition".....
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RE: You guys ever thought if moving to a new engine?
@FtXCommando said in You guys ever thought if moving to a new engine?:
Because doing that is going to end in BAR getting a cease and desist from Square Enix for using their platform to give away their IP for free.
Why doesn't Square Enix touch faf now?
The rights to the game and therefore the income from sales belong to Nordic Games. Square enix doest make any money from the game.
Square enix doest receive money from SCFA sales. -
RE: You guys ever thought if moving to a new engine?
Square Enix is copyright holder Supreme commander. Over the many years of FAF's existence, has anyone attempted to reach an agreement? For example, ask for money for a remaster? FAF's audience is 1 million players, I think that's enough for you to be taken seriously. Square Enix funds Indie Projects. Maybe write to Square Enix Collective? Square Enix is a big company and it has many "towers", both small and large.
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RE: You guys ever thought if moving to a new engine?
Square Enix is copyright holder Supreme commander. Over the many years of FAF's existence, has anyone attempted to reach an agreement? For example, ask for money for a remaster? FAF's audience is 1 million players, I think that's enough for you to be taken seriously. Square Enix funds Indie Projects. Maybe write to Square Enix Collective? Square Enix is a big company and it has many "towers", both small and large.
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RE: Private coturn server for my games.
@surfer said in Private coturn server for my games.:
As for single game server, that should improve connectivity, theoretically.
For example in 8v8 the total connection count is 49 (7 per player), with single server its only 7 (1 per player).I still can't understand, does it make sense to combine binary traffic? If it's such a difficult task, is it worth spending time on? I'm not an expert in network programming, but isn't UDP a connectionless protocol https://docs.oracle.com/cd/E19620-01/805-4041/6j3r8iu2f/index.html ?
Is there a difference whether the client will receive information on one port, on 16 or on 16,000 ports that the server listens on in case of UDP connection? -
RE: Private coturn server for my games.
@surfer said in Private coturn server for my games.:
Please, state cleary what is the point?
We usually play in a small group of 4-5 people. When I say: "Let's try to play 8vs8." I usually get the answer: "We'll wait a long time for the game, and then we'll still leave because of the lags."
If I could say something like: "I have my own private server and there will be no lag" That would be a strong argument.If FAF has the ability to register your own server in the client through which traffic would pass instead of a P2P connection.
If a person who has registered his own relay server creates a game, then everyone who connects to this game will redirect their traffic to the relay server.
If this is a high-quality VPS with a static IP, then the connection will be more stable.
As an option, you can send an excessive number of UDP packets to the server, for example, send two duplicates for each packet, which will increase the probability of reception on the player's side and remove duplicates in ICE. But here I am not sure about the possibility of implementing this. https://gafferongames.com/post/deterministic_lockstep/ (Yes, this is much more complicated than a simple Relay server)
This is a very brief description of the feature, so please don't beat me up XD
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RE: Private coturn server for my games.
@brutus5000 said in Private coturn server for my games.:
In theory you could try to reverse engineer the binary network protocol and remux the streams that some intermediate software merges outgoing traffic into 1 connection and splits up incoming traffic into "per player" traffic.
@Surfer @Brutus5000 Why do we need to reverse engineer the binary protocol? Do we need to know what's inside the binary data stream? Why can't we work with binary stream packets like black boxes? Just passing them on without understanding what's inside.
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RE: Private coturn server for my games.
@brutus5000 If we know so little about the data protocol, how do you get information about the game starting/ending? How do you get messages from the chat?
If it's not too much trouble, send the discord of the modder who is trying to do this )