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    Jip

    @Jip

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    Age 30
    Website github.com/Garanas
    Location Netherlands

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    Best posts made by Jip

    • Game Councilor

      Game councilor: part 1 / 3

      Recently Keyser resigned as Game Councilor and last week I was approved by the board to take over. Some of you may know me as a map maker, for making trailers, for trying to improve the performance of the game or adjusting or adding in new features. I will focus my attention on the last two - and I hope we can do this together.

      About us: the community

      We're a self sustaining community with various contributors as our backbone. There are numerous ways one can contribute: By creating graphics for the news team, by being a personal trainer to help players out, by being a moderator to protect the community from itself - this list continues on and on. I want to take this opportunity to highlight two of them: taking part in productive discussions and testing the game or client.

      Discussions

      Discussions are a corner point of a thriving community. The development of the game should be no exception for these discussions. A recent example is the adjustment to the mass extractor capping feature that started with a discussion on the forums. This is the type of interaction that we should have with the community. In order to facilitate this further we're expanding our use of our Discord channel:

      • A new channel '#game-updates' under 'Technical' where all updates to the develop branch / release branch are posted
      • A new channel '#game-features' under 'Technical' where where all updates that can benefit from discussions are posted, including sub threads for each update to discuss the update with the community
      • A new channel '#game-general' under 'Technical' where you can talk about (technical) game improvements in general

      You will require the @Tester role that you can select in the #role-selection channel in order to respond to and discuss features. The same role will be used to ping when new features arise. The role is shared with client testers and announcements.

      I hope with this change we can accommodate a more community-engaged game development, in particular the idea is that:

      • The forums can be used to initiate a discussion on features / improvements
      • Discord can be used to discuss features / improvements on an informal level with fellow community members and the game developers
      • Github can be used to discuss features / improvements on a technical level with fellow game developers
      • Zulip can be used to discuss features / improvements on a technical level with fellow developers of other branches, such as the client or server developers

      We're going to use next week to set up the Discord channels.

      These discussions should involve bug fixes, feature suggestions and performance improvements. Balance discussions have their own councilor and their own forum sections.

      Testers

      People that test the client or game have a direct impact to the overall experience of the community. Their work is appreciated - I'd like to use this section to highlight @WhenDayBreaks, @Emperor_Penguin, @GenevaConvention , @Tagada, @Snagglefox and everyone else who has discussed issues with me in the past that they experienced with the game.

      There is a new patch coming set to release on the 26th of November. You can find the changelog on Github. Meanwhile we're trying to create a stable version of the client with various changes including an auto debugger and improvements to team matchmaking. I am asking everyone reading this to contribute - not by writing code, not by creating graphics and not by making content or managing content.

      Instead contribute by giving yourself to the @Tester role on Discord, by installing the pre release / alpha client and by hosting games on the game type FAF Develop. Then report back your findings - even when they are positive and stable. You can do so in #testing-faf and #game-general on Discord respectively.

      Final note

      The intention was to write more about my ideas as a councilor - but time is short. I'll be writing about other changes that I intent to make in the near future including a mentorship for community members that are willing to learn about and work with the game repository for an extended time. But for now - let us enjoy this game together and report back the bugs.

      posted in General Discussion
      JipJ
      Jip
    • Game version 3741

      Upcoming features

      Some of the upcoming features, in a new format. The changelog can be difficult to read, over the next few days we'll be posting new features of the game in a friendly format.

      1. Tractor beams of the Galactic Colossus

      These never really did function! But soon, they will! We're working on it on Github where you can preview the working behavior via the attached video.

      4b109c5c-7378-47d6-b2a3-ba5ec03fa4f8-image.png

      2. Tactical missile defenses

      They've always felt a bit underwhelming - and that is because they were. They typically overkill their targets, causing them to be unreliable at best. We're working on fixing this on Github, where you can preview the working behavior via the attached video. Finally A tactical missile defense can properly counter a tactical missile launcher that fires at the same rate and takes only one strike to take down.

      fd9f5733-a423-4d29-a027-a2d3f22f3f8f-image.png

      3. Game results

      A brand new implementation on how the game results are being tracked is available on FAF Develop! Now that we have all the files in the repository we can finally properly investigate what is going on. And with that investigation an alternative system of determining the game results has been implemented. This system has already been live for about a week - as the date of merge on the pull request suggests!

      I'm quite confident that this:

      • Gets rid of the 'draw bug' once and for all
      • Reduces the amount of 'unknown results' to practically 0

      The previous implementation was a fix over a fix, over a fix, over a ... bug. While they didn't manage to tackle the core issue that showed up all over the base code, and apparently also in the game results computation. As a result, one army was sometimes not considered defeated until the next tick - the source of the draw bug. It is quite technical, I won't dive further and keep it brief.

      Note that when you draw you can still lose or gain rating: the idea is that if you draw you should be of equal rating, and therefore the players 'move towards each other' rating-wise.

      4. Projectiles that hit but miss

      There are a lot of situations where projectiles hit (read: collide) with a unit, but they do not deal damage to that unit. This is a consequence to how the engine works: the collisions are computed at tick n, the consequences of the collisions are computed at tick n + 1. One tick later, the unit may have moved so far away that it can miss area damage, especially when the radius of the area damage is low. The full fix, along with videos can be found on Github.

      To describe it visually:

      00ec191d-91d6-4b74-8188-3d3889e5e2fc-image.png
      A scout at maximum velocity, red marks the old damage location where as blue marks the new damage location. The collision boxes are also rendered (in blue), clearly showing that the old damage location is no longer in reach of the spy plane

      Note that this primary impacts two type of situations:

      • Very fast units (> 15 maximum movement speed, usually planes)
      • Projectiles with a very small damage radius (< 0.5, the average land units moves at a speed of 5)

      5. Range rings and performance

      With thanks to @RutreD and @Kionx (who's not on the forums) another engine patch has been made and is available on FAF Develop! This patch improves the performance of range rings, with up to 20% to 50% more frame rate than before when rendering plain vision and range rings!

      As an example, while having used the following console commands:

      • ShowStats
      • sc_VerticalSync 0
      • sc_FrameTimeClamp 0

      You can reproduce these results yourself - I highly encourage you to do so and report back 🙂 !

      66cc0e35-abf2-4b86-b254-02447cd45acd-image.png
      Current FAF game type, looking at 500 asf: ~150 fps

      cf98f9a0-ce41-45c6-ba67-bcb10e1afd54-image.png
      Current FAF Game type, 500 selected asf: ~100 fps

      92bd0a25-9d1a-4cb8-8a3f-147ea58be17d-image.png
      Current FAF Develop game type, looking at 500 asf: ~250 fps

      69882a09-9e45-4abf-b52e-0fc9e829a867-image.png
      Current FAF Develop game type, selected 500 asf: ~150 fps

      6. And a lot more - see the patch notes below!

      posted in General Discussion
      JipJ
      Jip
    • Patch 3732 - 3735

      On April the 22nd the next game patch is coming - and it is an exciting one. There are various significant improvements on the base game and critical bug fixes. You'll be able to stomp again and the game will have proper mod options support. There is improved AI tooling and a quick check for map makers to confirm everything is buildable. On top of that some of the small suggestions have been implemented and more are coming. And above all: on average the game appears to be 10% to 15% more efficient in comparison to the FAF branch. When interacting with shields the game is 600% to 700% more efficient - I dare you to compare the interaction of 5 Janus with 30 Aeon hover shields on the FAF and on the FAF Develop branch ☀ . And to finish it all up the aesthetics of the game has been improved in various areas, such as how trees interact with the game.

      I'll extent this post with more information in the near future. For now, you can find the changes here on the commit log or read them up in the changelog. The latter has not been updated for two weeks.

      I am asking you all to contribute by playing on FAF Develop and reporting back the stability of the branch in this topic. A positive result (in other words: it is stable) is important to report too. Attach the game log (via pastebin.com), the enabled (sim) mods and the replay id of your game when you report back.

      Up to this point all my tests with AIs show that it is stable. And they show that the game is significantly faster in general. But they do not have sufficient coverage to confirm that the game type is stable for release. We got roughly a month to confirm that, and I need your help to do that 🙂 .

      5145aaee-2e05-4bb9-887c-8245c4b8e2f1-image.png
      An infographic to help you host a game using FAF Develop. Instead of using the FAF game type, select the FAF Develop game type. Note that FAF Beta is for balance changes and is the same as the FAF game type at the moment.

      posted in General Discussion
      JipJ
      Jip
    • RE: Developers Iteration I of 2023

      Improved structure terrain interactions (#4584 on Github)

      Combined with the knowledge of Balthazar we managed to significantly reduce a common source of confusion and disappointment: bad terrain deformations. As you build structures the terrain was flattened underneath, with a bit of (bad) luck this could create sharp edges in the terrain that end up blocking pathing or projectiles all together.

      As a few examples:

      Seton's Clutch

      f3787cae-d488-4666-bd87-d3b226c59470-image.png

      Long John Silver

      4f5ab8ef-e4dd-47b8-94e3-cd28554a266d-image.png

      b1fd76bc-7812-49fe-ac45-98bab33276ef-image.png

      We're all too familiar with them, to the degree that it would even limit the creativity of map authors. Terrain has to be flat, or it will cause bad deformations that result in significantly worse gameplay.

      But - no more! With the changes we're making to how structures interact with terrain we no longer create a flat plane that needs to be completely horizontal. Instead, we create a gradient between the four points of the build skirt and slightly orient the structure to match the gradient as required. As a result the number of bad deformations is reduced significantly, to the degree that it is really difficult to create a bad deformation.

      As a few examples:

      Seton's clutch

      ba35b039-cd3b-43c5-8f7f-1394cb7ca57b-image.png

      Long John Silver

      60aa05b9-0a24-4d27-a37d-88c6967e0c0f-image.png

      bcd20260-3fec-4aea-b0ed-a02fc3f3788a-image.png

      This change is significant - not only does it help you as a player to just enjoy the game. It will also increase the creative possibilities for map authors as terrain no longer necessarily needs to be flat.

      Significant performance improvements (#4584 on Github)

      We've found one more large performance hiccup and managed to resolve it. The problem and solution is rather technical. Tthroughout the entire game you can expect 10% to 30% more performance on average, depending on what is happening.

      I'll try and explain it - I've not found a way to keep it simple. Therefore I'll just write it out and make comparisons where possible.

      Table trashing

      The first issue was during instantiation of a table with a C reference. Instantiation means the creation (allocation) of something. And the table can reference quite literally anything:

      • A damage instance: any damage in general, regardless whether it hits a unit or prop
      • A decal: tread marks or the small decals we generate when projectiles hit the ground
      • An effect: terrain effects, projectile trail effects, projectile impact effects, build effects - the list goes on
      • A blip: the radar blips that are created for units
      • A manipulator: these are applied to units for animations, and the sliding of barrels as they fire
      • An entity: units, weapons, projectiles, bare entities, props, beams, trails, ...
      • ..., the list goes on but we'll stick with these examples

      When we create an instance they inherit functionality and data from a Class. This was done via a table called a ClassFactory, which was defined as:

      ClassFactory = {
          __call = function(self, ...)
              -- create the new entity with us as its meta table
              local instance = {&1 &0}
              setmetatable(instance, self)
      
              -- call class initialisation functions, if they exist
              local initfn = self.__init
              if initfn then
                  initfn(instance, unpack(arg))
              end
              local postinitfn = self.__post_init
              if postinitfn then
                  postinitfn(instance, unpack(arg))
              end
      
              return instance
          end
      }
      

      The problem is at the very start:

          __call = function(self, ...) <-- note the '...'
      

      The argument ... is called a varargs, and the idea is that it allows a function to be more flexible: you can pass any amount of data to the function and the function can then iterate over that data, as the data is stored in a table. The table is created regardless of whether there is any data to pass along. And that is exactly what the issue was: every example we just described does not use this approach to pass data to the instance. Therefore every example described has an overhead of creating a 80 byte table, just to trash it out again!

      And the overhead is significant: 80 bytes sounds like nothing. But let us take a single event as an example: when a weapon fires a projectile. At this event the game creates:

      • 1x manipulator: A slider to mimic recoil
      • 6x effects: two effects for firing the weapon (a flash and smoke for example), two effects for the projectile itself and two impact effects
      • 1x projectile
      • 1x damage
      • 1x decal
      • 1x other things

      In total, on average:

      • 11x varargs table created just to trash it again

      For this single event we've trashed up to 880 bytes worth of memory. The average unit fires about 1 projectile per second. That means during a battle a single unit can trash up to almost a kilobyte of memory per second! Multiply that by 200 units for the average battle and we're talking about hundreds of kilobytes of data being generated per second, just to trash it again. To put that into perspective:

      • This post is about 5 kilobytes of text, at the moment of writing this sentence. We'd trash the same amount of memory when a Hoplite fires one salvo
      • The average JPEG image is about 50 to 500 kilobytes. It is not unreasonable to trash as much memory as the average JPEG image per second during a relatively small battle

      We can continue on - but the impact is quite significant when you take into account the garbage collector and how the CPU cache works. For example, we drastically reduce trashing the caches and increase the chance of a cache hit.

      For those that like a puzzle: there are a lot of other very common events that no longer create this dummy table. Can you find some based on this information? I'll add them to a list in this post as they are found 🙂

      Pre allocate tables

      The second issue is about how tables grow in memory as more elements as attached to it. We'll take the example of the creation of a projectile again. When a projectile is created, we at least add the following fields to it:

      OnCreate = function(self, inWater)
          -- store information to prevent engine calls
          self.Blueprint = EntityGetBlueprint(self)
          self.Army = EntityGetArmy(self)
          self.Launcher = ProjectileGetLauncher(self)
          self.Trash = TrashBag()
      end,
      

      Just like lists in C# do, a table in Lua starts with no allocated memory by default. As we add elements to the table (the self instance, in other words: the projectile) the table grows accordingly. This is done by logic similar to the following:

      static void resize (lua_State *L, Table *t, int nasize, int nhsize) {
        int i;
        int oldasize = t->sizearray;
        int oldhsize = t->lsizenode;
        Node *nold;
        Node temp[1];
        if (oldhsize)
          nold = t->node;  /* save old hash ... */
        else {  /* old hash is `dummynode' */
          lua_assert(t->node == G(L)->dummynode);
          temp[0] = t->node[0];  /* copy it to `temp' */
          nold = temp;
          setnilvalue(gkey(G(L)->dummynode));  /* restate invariant */
          setnilvalue(gval(G(L)->dummynode));
          lua_assert(G(L)->dummynode->next == NULL);
        }
        if (nasize > oldasize)  /* array part must grow? */
          setarrayvector(L, t, nasize);
        /* create new hash part with appropriate size */
        setnodevector(L, t, nhsize);  
        /* re-insert elements */
        if (nasize < oldasize) {  /* array part must shrink? */
          t->sizearray = nasize;
          /* re-insert elements from vanishing slice */
          for (i=nasize; i<oldasize; i++) {
            if (!ttisnil(&t->array[i]))
              setobjt2t(luaH_setnum(L, t, i+1), &t->array[i]);
          }
          /* shrink array */
          luaM_reallocvector(L, t->array, oldasize, nasize, TObject);
        }
        /* re-insert elements in hash part */
        for (i = twoto(oldhsize) - 1; i >= 0; i--) {
          Node *old = nold+i;
          if (!ttisnil(gval(old)))
            setobjt2t(luaH_set(L, t, gkey(old)), gval(old));
        }
        if (oldhsize)
          luaM_freearray(L, nold, twoto(oldhsize), Node);  /* free old array */
      }
      

      That is a lot of code, but more importantly: it allocates new memory, re-inserts the existing elements into the new memory and prepares the old memory for deallocation! That is a relatively expensive operation, but it all depends on how often it is run. To understand that, these are the resize thresholds for the hash-based array:

      Resize threshold Resizes to Bytes hash part occupies Total bytes
      0 or 1 2 40 80
      2 4 80 120
      4 8 160 200
      8 16 320 360
      16 32 640 680
      ... ... ... ...
      n 2 * n n * 20 n * 20 + 40

      That means when we create a projectile we have to resize at least three times! And in practice it is four times, where as the average projectile can take up to 8 hash entries. That causes it to just resize to 16. This is something we can try and optimize in the future too.

      Usually in Lua you can not pre-allocate a table. That is not normal syntax. But the GPG devs introduced that syntax in the Moho engine. And using that syntax, we can size the table as it is created. As an example, this is a special class instantiation factory for projectiles:

      ProjectileFactory = {
          ---@param self any
          ---@return table
          __call = function (self)
              -- LOG(string.format("%s -> %s", "ProjectileFactory", tostring(self.__name)))
              -- needs a hash part of one for the _c_object field
              local instance = {&15 &0}
              return setmetatable(instance, self)
          end
      }
      

      Where the important line is this:

              local instance = {&15 &0}
      

      Which states that we want to pre-allocate the hash part of the table so that it can at least hold up to 15 elements.

      This same principle applies to any instance mentioned earlier, where we properly pre-allocate the table for units, shields, weapons, projectiles, damage instances, effects, decals and all the other parts of this game. We now properly pre-allocate them all, drastically reducing the frequency at which the engine ends up calling the resize function.

      Control ... (#4587 on Github)

      A Discord user asked in the general chat if there is an easy way to split up your selection. The answer is no - but the question is why? Why are there no tools to manage your current selection?

      With this patch we're introducing a first batch of hotkeys that you can use to create subgroups of your selection, through which you can navigate. You can find them in the hotkeys menu:

      f8605648-3467-4938-9b38-e4a3e9a444cc-image.png

      All these hotkeys divide your selection over a series of subgroups. You can then use an additional hotkey (in the screenshot it is Tab) to navigate through your subgroups. We'll take two examples:

      Divides a selection by the line through your mouse position and the center of the selection
      bdcf1864-79e4-4011-9dbc-1da63a65096c-image.png

      Divides a selection orthogonally to the line from your mouse position to the center of the selection
      be226567-5f0a-4d0e-a689-c633a831d31b-image.png

      These two hotkeys allows you to divide your selection into two subgroups, which you can then quickly navigate between. The command mode (when the cursor changes to issue orders, for example reclaim, ground attack, launch orders ...) are not reset as you navigate between subgroups.

      With this patch we at least introduce the following divisions:

      • Divide over mouse axis
      • Divide over orthogonal mouse axis
      • Divide over major axis
      • Divide over minor axis
      • Divide over tech
      • Divide over layer
      • Divide over tech, but only include engineers
      • Divide over subgroups of size 1
      • Divide over subgroups of size 2
      • Divide over subgroups of size 4
      • Divide over subgroups of size 8
      • Divide over subgroups of size 16

      We hope this provides you with more control over your selection, and therefore with more control over your army. If you have ideas of other divisions or selection manipulation: feel free to jump into the suggestions channel in Discord and we can discuss them accordingly!

      ... and Command! (#4577 on Github)

      On top of that we are introducing various quality of life features. The first two features we'll reveal are about adding optional side effects when you issue an assist order. Specifically we're talking about these options:

      ad1c2ce5-8b55-44c4-9936-d4c9f542e4ab-image.png

      The option Assist to upgrade allows you to immediately queue up the upgrade of a tech 1 mass extractor as you issue the assist order. The option Assist to Unpause allows allows you to unpause extractors and radars as your units start assisting them. The former is useful for quickly queue up (assisted) extractor upgrades. The second makes it easier to focus your build power.

      posted in Contribution
      JipJ
      Jip
    • Fix is live for the excessive CPU usage of the ICE adapter

      As mentioned by @Brutus5000 on Discord we managed to find one cause of the excessive CPU usage by the ICE adapter when a player leaves. For more technical details:

      • https://github.com/FAForever/java-ice-adapter/releases/tag/3.3.9

      We do not know why this behavior suddenly started to show. But what I do know is that with thanks to @Ravandel , @Rowey , @Tagada , @Strydxr, @IndexLibrorum and Babel (Discord user) after a few hours across a few days of iterations with Brutus making changes and us testing we managed to find a solution.

      We enforced the client to update to 2024.6.1. If you still experience high CPU usage of the ICE adapter then please take the time to do the following steps:

      • (0) Make sure that you are indeed running version 2024.6.1 of the client.

      • (1) Enable the debug window of the ICE adapter:

      66a5f5bb-b9b0-4062-b02a-a11fee764bff-image.png

      • (2) When the problem occurs again:

        • Take a screenshot of what is on the debug window.
        • Take a screenshot of the CPU usage in the task manager.
        • Mention your system specs, specifically the CPU.
      • (3) Find the ICE adapter logs:

      5e9ffe65-fd48-4564-bbcf-f1427ed8b31b-image.png

      And then share all of that information in a new forum or Discord topic. That way we have the information we need to better understand the problem.

      posted in Announcements
      JipJ
      Jip
    • Game patch 3728

      On the 20th December, the day after the finals of LoTS, the developers patch is due. You can find the most recent patch notes on Github. With thanks to all the people that helped with the patch in some fashion. Whether that is by developing, reviewing or testing by playing on the FAF Develop branch and reporting back.

      The milestone on Github is essentially empty. Note that it says 3726 because of two additional hotfixes required for the beta patch. With that over 86 pull requests and / or issues have been tackled - and hopefully with many more to come with future patches.

      At this point the FAF Develop branch is stable. Stable means that games play as expected - no crashes that alter gameplay significantly. With one more week to go I am asking you all to help test the developers branch by playing on it. In general there are only benefits: improved features, less bugs and better performance. By hosting on FAF Develop and reporting back either in this topic or in #game-testing on the official discord you can help guarantee it is as stable as possible when we release the patch. For once I'd like to release a patch with no hotfixes after the fact.

      For quick-access I copied the patch notes into this post. They are not final - as an example I still need to read through them and fix typo's 🙂 . You can find the most recent patch notes on Github.

      Patch 3730 (23th of December, 2021)
      ===================================
      
      Games using the featured mod Nomads will break when playing the Aeon 
      faction until Nomads has been updated by its maintainer.
      
      ### Features
       - (#3627) Whitelist Kyro's lobby
          The file `kyros.nxt` is now white listed. If you intent to
          work on this lobby, please consider working on the lobby
          of the repository instead.
      
      ### Bug fixes
       - (#3628) Fix inconsistency with hover queue
       - (#3626) Fix issue with insignificant units and campaign levels
       - (#3625) Force recompilation of shaders due to Nomads shaders
       - (#3624) Fix highlight of selected units to drop in transport
       - (#3624) Fix template menu that allows you to rename / delete templates
      
      ### Contributors
       - 4z0t (#3624)
       - Jip (#3627, #3628, #3626, #3625)
      
      Patch 3729 (20th of December, 2021)
      ===================================
      
      ### Features
       - (#3615) Happy Christmas (in advance) ^_^
      
      ### Bug fixes
       - (#3618) Fix scale of Seraphim build effects
       - (#3618) Fix issue with disconnection window for auto lobbies (ladder / tmm)
       - (#3618) Revert removed effect template for backwards compatibility with mods
       - (#3620) Add delay to ringing feature to prevent malicious intent
       - (#3621) Fix backwards compatibility with mods
      
      ### Contributors
       - 4z0t (#3615)
       - Jip (#3618, #3620, #3621)
      
      Patch 3728 (20th of December, 2021)
      ============================
      
      ### Features
       - (#3484, #3500, #3535, #3600, #3604, #3610, #3611) 
          Allow more structures to be cap-able using a similar mechanic to storages for extractors.
          This changes the ringing behavior to:
          - 2 clicks + shift to mass storage an upgrading t1 extractor
          - 1 click to mass storage a t2 / t3 extractor
          - 3 clicks to shift + mass fab cap an upgrading t2 extractor
          - 2 clicks to shift + mass fab cap a t3 extractor
      
          - 1 clicks to mass storage a t3 fabricator
          - 1 clicks to pgen an t2 artillery
          - 2 clicks + shift to pgen an upgrading t1 radar
          - 1 clicks to pgen an t2 radar or t3 radar
          - 1 click to wall a t1 pd
         
          General rule of thumb:
          - Typical: click
          - Upgrading: shift + 2 click
          - Dangerous: shift + (regular click count + 1)
      
          Shift was already part of the feature and is extended to prevent unintended ringing.
          
          Assisting behavior
          - When all engineers are of the same faction, they can all build the same storage. No assisting happening.
          - When you have engineers of two or more factions, one must assist the other as they can't build the same storages.
          - When you have engineers of one faction and units that can't build the storage (kennel drones, ACU) then they must assist an engineer as they can't build the storages themselves.
      
          This option can be adjusted in options -> gameplay. Search for
          the field 'Automated Structure Encircling'. Options are:
          - Off
          - Only mass storages and extractors
          - Full suite
      
       - (#3597, #3604, #3605, #3607) Add factory queue on hover
          This allows you to get a quick overview of the factory queue by
          just hovering over the unit. Especially useful for casters as
          you can now view the factory queue without switching to the army
          in question.
      
          Can be adjusted in the options -> interface. Search for the 
          field 'Show Factory Queue on Hover'. Options are:
          - Off
          - Only on when observing
          - Always
      
       - (#3531) Add an option to scale down the UI (to 80%) for low resolution monitors
          This doesn't appear to be an issue at first due to the infinite 
          zoom but when the score board takes up 50% of your screen due to a
          1024x720 resolution then it suddenly is.
      
          Not all of the UI can manage this - please report issues in #game-general
          in the FAF discord when you find them.
      
       - (#3554) Add quick-swap feature to lobby for the host
          As a host you can quickly swap two players by
          left-clicking on the slot numbers of two players. It
          highlights to teal (light / bright blue color) when
          in swap modus. Click the highlighted slot number to
          cancel.
      
       - (#3616) Expands the disconnection dialog
          A host can now set a lobby option to change the
          delay required during a disconnection dialog. This defaults
          to the current behavior but can be set to 10 and 
          30 seconds.
      
          The exit dialog is now on top of the disconnection dialog, 
          instead of the other way around.
      
       - (#3602) Overhaul of the cheat spawn menu
          Adds a basic prop spawn mode. Units are spawned using the 
          command feedback on the spawn location. If spawning 
          multiple units they spawn in a box formation. Multi column 
          support and customizable in the game options. Dynamic 
          support for custom factions. Adds in a toggle for 
          revealing hidden-from-spawn-menu units
      
      ### Stability
       - (#3477) Prevent clearing critical state in AI functions
       - (#3490, #3551) Refactor the init files of the game
          This is an involved change but one that was due. 
          
          The init files can no longer load in content that clash between
          the base game files or between older versions of the same mod.
          This could also occur when the mod was not activated for sound
          and / or movie files.
      
          The client supports loading content from a separate vault
          location, the init files need to support this functionality
          accordingly. The init files of the game types FAF, FAF Beta
          and FAF Develop support this functionality. Other game types 
          need to be updated accordingly.
      
          The vault location determined by the client is used to load in
          content (maps / mods). Any other location is no longer read and
          therefore any map / mod in the other locations are not found
          by the game. If after this patch you 'lost' a few of your
          maps and / or mods it means that they were in an old vault 
          location - you'd need to move those manually.
      
          Adds icon support to FAF Beta.
      
          Adds the ability to more easily block content that is integrated.
      
       - (#3527) Integrate the Nvidia Fix mod and block the mod from loading
       - (#3543) Prevent applying bugs to insignificant units, like the Cybran build drone
       - (#3550) Attempt to fix Rhino from missing its target 
      
      ### Bug
       - (#3522) Fix upvalue issue of patch 3721
       - (#3486) Fix (mod) units being unbuildable due to error in UI
       - (#3432) Fix overcharge occasionally basing its damage on the previous unit it hit
       - (#3316) Fix experimentals doing death damage upon death during construction
          Monkeylord: only when fully complete as it sits
          Megalith: only when fully complete as it sits
          Colossus: when complete 50% or more
          Ythotha: when complete 50% or more
      
       - (#3440, #3604) Removes the dummy drone from the unit restriction list
          This drone was often misintepreted as an easy way to unrate a game. In
          contrast to what the name suggests it does have a function: to help gift
          units when a player dies and full share is on. The drone can no longer be
          restricted and instead there is a dedicated lobby option to unrate the
          game.
      
       - (#3525) Fix the unpathable skirts of the Seraphim Quantum Gateway
       - (#3582) Fix Aeon aim bones being underground when building
          This fixes the famous issue where an unfinished t1 pd 
          attracts a lot of fire, but because its aim bones are still
          underground all the attacking units shoot at the ground. No
          more!
      
       - (#3581) Fire Beetle properly applies EMP / stun buffs
       - (#3601) Fix Seraphim t3 MAA from zapping through shields
       - (#3599) Fix consumption bug introduced by #3447
       - (#3598) Fix Rhino overshooting its target.
       - (#3598, #3614) Fix errors on gifting when full share is enabled
       - (#3596, #3617) Fix typo that prevents cybran build beams from spawning
       - (#3609) Fix inconsistency with SACU presets that prevent them from having custom strategic icons
       - (#3612) Fix kennels not spawning their drone when you immediately queue up an upgrade
      
      ### Other
       - (#3480) Update visuals for the UEF T2 PD and Destroyer
       - (#3523) Switch off debug utilities by default
          This is only useful for developers, but it did cause
          a (slight) drain on resources when it was turned on
          even though you're not looking at the logs. It turns it
          off by default during each startup, you can prevent 
          this as a developer by adding
          `debug = { enable_debug_facilities = true }`
          to your preference file
      
       - (#3417) Add unit tests for generic utility functions
       - (#3420) Fix small issues for units of the Cybran faction.
       - (#3492) Remove greyness when deviation is high
          In combination with other work, such as combining the number of
          games people played across the board (ladder / tmm / globals)
          it should become easier for people to 'get into' custom games
          without being called a noob beforehand or a smurf afterwards (never
          played custom games, but played a lot of ladder).
      
       - (#3475) Fix capitalisation consistency
       - (#3443) Allow trashbag to be re-used for effects
       - (#3489) Fix UI description of teleport
       - (#3491) Fix the attack animation of the Monkeylord
       - (#3349) Updates the readme with the most recent dependencies
       - (#3461) Remove game quality computations for games with more than two teams
          The Trueskill system is not designed to compute the quality of a game 
          when more than (or less than) two teams are involved. Hence, the 
          computation is gibberish anyhow.
      
       - (#3526) Remove the curated maps button until an alternative is available
       - (#3528) Fix T2 seraphim sonar being restricted when t3 base spam is selected
       - (#3533) Change default settings of auto lobby to 1.5K unit cap and full share (used by ladder / team match making)
       - (#3441, #3614) Introduction of insignificant or dummy units
          This introduces a new unit class that can be used to fix
          various bugs and glitches with the game. One such issues
          is the long standing bug with the Aeon build animation where
          the aim bones are underground at the start of construction.
          
          Sadly, this change is quite involved because a lot of the
          functionality expects a full-fledged unit. We've tried to
          catch some of these but there will be more issues that will
          show up, especially with scripted maps.
      
       - (#3552) Update regular expression of mod version removal
       - (#3558) Restrict t2 artillery orientation to 90 degree angles
       - (#3582) Fixed various issues with the Aeon build animation
          As an example, hover units no longer jump to their hover
          elevation when they're finished. All experimentals have
          unique build animations that fit the style of the faction.
      
       - (#3586) Force shader re-compilation on development branches
       - (#3583) Update URLs to https instead of http
       - (#3567) Fix graphics of Summit and Fatboy
       - (#3606) Fix (build) icon of Seraphim T3 MAA
       - (#3607) Fix Cybran ACU not having the right amount of build bots when enhanced
       - (#3613) Add a hotkey to select all idle scouts
      
      ### Performance
       - (#3417) Add minor performance improvements for generic utility functions
       - (#3447) Removed old AI related code that was being run regardless of whether AIs were in-game
          This change is involved performance-wise but does not impact gameplay.
      
          As a practical example: chain ten engineers assisting one another and make the
          first engineer assist a factory. With these changes they'll start assisting the
          factory one by one as it takes one tick (simulation tick) to detect the unit
          it is assisting has started working on something.
      
          The previous behavior would be that all engineers get updated immediately. This
          required it to search for engineers in its surrounding and all those it found
          would need to look up its surroundings too. This can quickly get out of hand.
      
       - (#3502) Optimize the import function that is used by all files.
       - (#3512) Removes AI threat computations and fixes AI detection
          AI code was being run during every game even when no AI was present in
          said game. After discussing it with the AI devs this pull requests
          completely removes the threat computations.
      
       - (#3419) Reduce impact on sim of common hover emitter effects
          Effects have an impact on the sim, in particular when they create a 
          particle. Once the particles exist they appear to be free of charge. 
          With this PR we reduced the number of particles created for various 
          units such as the Aeon T1 engineer to bring them into the same cost
          range (sim wise) as the other engineers, without impacting their
          visual appearance too much. Disables the hover effects of these units
          all together when playing on low fidelity.
      
       - (#3557, #3617) Fix and improve performance on Seraphim build animations
          The old version had complicated logic and various
          computations that were not required. The new version is 
          better for performance and a lot more smooth with regards
          to the build animation.
      
       - (#3582) Prevent unneccessary allocations during the Aeon build animation
       - (#3587, #3589) Optimize most common called unit functions
       - (#3595, #3590, #3588, #3617) Optimize weapons
      
      ### Contributors
       - Askaholic (#3417, #3440)
       - Madmax (#3420, #3419, #3582)
       - Uveso (#3477)
       - Rowey (#3475, #3528, #3533, #3583, #3606)
       - Jip (#3443, #3316, #3491, #3447, #3484, #3492, #3500, 
              #3522, #3512, #3440, #3419, #3525, #3526, #3490,
              #3527, #3531, #3543, #3411, #3551, #3550, #3557
              #3558, #3582, #3581, #3587, #3589, #3601, #3600
              #3599, #3598, #3595, #3590, #3588, #3586, #3567
              #3604, #3607, #3610, #3609, #3611, #3612, #3613
              #3614, #3616, #3617)
       - KionX (#3486, #3489, #3523, #3349)
       - Crotalus (#3432)
       - Benzi-Junior (#3461)
       - Balthazar (#3552, #3602)
       - 4z0t (#3554, #3597, #3605, #3607)
       - Marlo (#3582)
       - Eternal (#3597)
       - Tagada (#3480)
      
      ### Reviewers
       - Balthazar (#3484, #3587)
       - Relent0r (#3512)
      
      ### Translators
       - Lenkin (#3440)
       - 4z0t (#3597)
      
      posted in General Discussion
      JipJ
      Jip
    • Developers Iteration I of 2023

      Find out about the last bits and twigs for the first development iteration of the game in 2023. Everything in this topic is merged - you can experiment with these changes yourself by playing the FAF Develop game type. You can choose this game type as you host your game:

      a724abb1-a5db-4d84-8734-4fddcbb638ec-image.png

      With that said, let us dive right in the latest developments!

      References to all development iterations:

      • Development Iteration I (this article)
      • Development Iteration II
      • Development Iteration III
      • Development iteration IV
      posted in Contribution
      JipJ
      Jip
    • RE: Game Councilor

      Game councilor: part 2 / 3

      With the patches 3728 / 3729 / 3730 / 3731 behind us I think it is an ideal moment to look back and evaluate. I can't do this alone - I hope to receive your feedback in order to finalize the evaluation. Feel free to add anything in a separate post down below. Remind yourself to be constructive before posting.

      Evaluation

      A few things I've noted during the first few months of being game councilor.

      Communication

      Releasing two large updates at once is always a mistake.

      As an example, the developers patch was supposed to release on the 26th of November. This was known in advance by two months as I've communicated this on the news, through the introduced dev Discord channels, through the milestones on Github* and anyone that asked me about it.

      I found out one week in advance by asking the balance team that they intended to launch on the same day - even though I have been asking for weeks in advance (as early as October) what their launch date was going to be. Petric and I discussed it and they had to release now in order to make it valid for LoTS and I decided to postpone the developers patch to the 20th of December, right after LoTS. Reasoning: launching two major events at once is a mistake because they have not interacted together yet and if something goes wrong you do not know its source. And surely something did go wrong where the adjacency bug allowed for quite novel gameplay.

      As another example, the developers patch was supposed to release on the 20th of December. This was known in advance by one month as I've communicated this on the forums, on the news, through the introduced dev Discord channels, through the milestones on Github* and anyone that asked me about it.

      Out of nowhere 4v4 TMM was launched the Sunday evening before the patch and here I was thinking: should I launch the developers patch the day after, as I said I would? I decided to go through with it because there are new tournaments taking place early next year such as the Rainbow Cup. I need to make sure that the patch is stable for AIs and if it is not that AI devs would have sufficient time to communicate with us what was going wrong. Alas - things did go wrong as the disconnection window received an update but the default settings of the auto lobby (read: ladder) didn't get the same update. This issue wouldn't be critical as for the 1v1 and 2v2 queue the amount of connectivity issues are limited. But for the novel 4v4 queue connectivity issues are a lot more present and therefore people playing on Monday were experiencing a whole new type of ever-present disconnection window in the left top corner of their screen.

      Long story short: communicating what is going to happen is key. It is frustrating for everyone involved when that doesn't happen. I've kept this to the impact on me - but the same applies to the News Team that got flanked by the last news on Sunday evening while the news set to release on Monday was essentially already finished and they were supposed to go on holiday-mode.

      • Note that I'm talking about milestone 3726 that was set to the 26th of November, got moved back (to the 20th of december). The name of the milestone didn't change as 3728 (the actual patch) was already taken by another milestone.

      Stability of releases

      In my opinion there are three type of releases:

      • (1) A stable release, no issues and no consecutive hotfixes required
      • (2) A release with minor issues, a consecutive hotfix is not immediately required but it is coming
      • (3) A release that is clearly broken

      For all obvious reasons I aim for (1), but in practice I typically end up like (2). Even big budget companies like Ubisoft with their Game patch 13 for Anno 1800 introduces quite an amount of bugs and end up like (2) instead of (1). In my personal opinion a release like (2) is decent. However, we've also had releases like (3) in the past where the game is immediate and clearly broken - even though the issue may have been reported by a user.

      Community interaction

      One thing I am happy about is the amount of community interaction with the game repository. In particular having a separate channels and threads in Discord has helped a lot. There has also been more interest for the community in general. As an example, @GAS introduced the hover queue feature useful for casting and @Eternal made the UI for it.

      Approach based on evaluation

      A few things to change during the last few months as game councilor.

      Playtest before release

      To prevent a release like (3) I will refuse to release any large code base change that has not at least been played five times by the members of the team responsible. These play tests should be on various (popular) maps, including Dual Gap, Setons, the map generator and two of their own choice. The reason is simple: if something is at odds then players that often play those maps will notice. And since the people responsible for the patch are in-game playing they can immediate ponder on what changes may have done this.

      I've been doing this myself for the large 3728 developers patch. As some of you can confirm - some nasty game breaking bugs were found and the wider population never got to know about them. All in all I think the 3728 developers patch was a (2) - one with only minor issues.

      Better communication

      In the near future I hope to finish the new readme for the game repository that is a bit more up to date. The current readme has not aged properly. As a few examples:

      • I'd like to update the content of the current readme with more relevant information
      • I'd like to introduce a Russian translation of the readme

      I've been informing modders for the past few months to always test on the FAF Develop game type. I am going to re-iterate this in a more wider notion: if you want your mods to remain compatible with FAF then you ought to play them on the FAF Develop game type when we're asking you to do so in the news. There is a role in this for both the maintainers and users of a mod:

      • As a maintainer I recommend you to always test on FAF Develop and report back the stability
      • As a user, especially when the mod is unmaintained, I recommend you to play on FAF Develop when we ask you through the news and report back the stability

      Informing us of the stability is not only relevant when things break. It is also relevant when things appear to be fine. That makes it easier for us to find the cause when things do break one week later. You can inform us on the official Discord server in the #game-bug-reporting channel.

      As a quick example, this issue could've been prevented if someone would play BlackOps on FAF Develop when it was in the news. It was an easy fix - just a few lines.

      Note that this doesn't mean that I'll suddenly fix your (ui) mods. Things that are broken right now will likely remain broken until the maintainer takes action.

      Focus

      With all of that said I'd like to look at what we have coming for next year.

      Graphics


      A 5x5 Evergreen / Tropical themed map


      A 10x10 Desert themed map

      Together with @CaptainKlutz we're looking into upgrading the graphics of (future) maps. I've been able to adjust the shader and embed additional information. With that we can use more advanced software such as a light mapper and have actual shadows, indirect lighting and direct lighting on our terrain. The results so far as astonishing in my opinion - and we have barely touched the surface. We could introduce biome-specific shaders with biome-specific properties.

      I am actively looking for more people to participate on this journey. In particular:

      • If you have an interest in PBR
      • If you have an interest writing shaders
      • If you have an interest in graphics in general

      then you are most welcome to help tinker on or implement what the possibilities are.

      The current process on this can be found in this pull request.

      Documentation and accessibility

      As I mentioned before - I hope to improve the documentation about the repository and the game in general (for modders). I hope to revive the climate for modders / contributors to the game repository one step at a time.

      Performance

      And of course - the sole reason I became Game Councilor: I hope to be able to improve the performance of the game. There are still significant opportunities - it just takes time to implement them all.

      I am actively looking for more people to participate on this journey. In particular:

      • If you have an interest in coding
      • If you have an interest in understanding how code ticks
      • If you want to make players feel bad because they have less APM during the late game

      then you are most welcome to help tinker on orimplement these type of issues.

      Overview

      With all of that said - there are exciting times ahead of us. And I hope to share these with you - whether that is through playing the game, discussion issues and / or implementing features or fixes - we'll be doing it together.

      posted in General Discussion
      JipJ
      Jip
    • Questions about performance

      Hi everyone. Recently I've taken on the task to optimize the FAF base game repository. Since LOUD shows it is possible - why shouldn't we do that too.

      As it stands I've made a profiler to help figure out what functions are called often and how to write code that is more efficient. One approach to this is through benchmarks. See also this folder:

      • https://github.com/Garanas/fa/tree/optimize-effects/lua/profiler/benchmarks

      All benchmarks (with a similar name) perform the same operations, some faster than others. To give a few examples:

      synthetic benchmarks

      • table-insert.lua / AddInsertGlobal = 0.046 seconds
      • table-insert.lua / AddCountAlt= 0.00219 seconds (the regular approach is 500% - 2000% slower (!))
      • table-hash.lua / Hash01 = 0.00488
      • table-hash.lua / HashCached01 = 0.00341 (the regular approach is about 10% - 30% slower)
      • table-loops.lua / ForGetn = 0.2136
      • table-loops.lua / ForPairs = 0.3704 (the regular approach is about 40% - 50% slower)

      rewriting of existing functions

      • table-hash.lua / HashCross1 = 0.08498
      • table-hash.lua / HashCrossCached1 = 0.05175 (the regular approach is 30% - 40% slower)

      This shows that it is possible from a theoretical perspective. I've been doing work on optimizing projectiles that you can find here:

      • https://github.com/Garanas/fa/commit/2cc658ed293097ac09a3af5a0a8250e63b268d5f

      When 400 Zthuee are firing at one location it takes 12 - 15 ms on the base branch, assuming you are completely zoomed out. On the optimized branch it takes 8 - 9 ms. That is a significant difference on its own - and this is just on projectiles. @CheeseBerry can confirm this - on his computer it runs about 18 - 20 ms on the base branch, where as it runs 14 - 15 ms on the optimized branch.

      Up to this point I've only optimized while trying to keep the original logic alive. However, there are some things that I feel are not required for the overall game, are expensive, and can not be made cheaper. I'll use this topic to discuss these issues to get a bearing as to whether people think it is worth changing or taking out of the game.

      In order to facilitate discussion each problem will have its own topic on the forum. Please remain on topic, whatever you are writing for. As it is easier for me to identify how people feel about certain changes.

      posted in General Discussion
      JipJ
      Jip
    • Patch 3721 / hotfix 3722 / hotfix 3723 / Patch 3724

      And here we are - the patch is live!

      The development branch has been tested thoroughly - however, as with any patch - things may leak through. Please post your findings when things break in this topic. Make sure that you include:

      • The client log
      • The game log
      • Exception code (if available)

      The changelog as described in this commit

      Patch 3721 (19 September, 2021)

      Lobby

      • Improved visibility of balance patchnotes
      • Improved CPU benchmark to take into account RAM
      • Removed large map preview when map preview is hidden (map generator)
      • Prevented kyros lobby from displaying spawn location when map preview is hidden (map generator)
      • Fixed ACU display in large map preview
      • Fixed the link for curated map button

      Gameplay

      • Removed reclaim rate from scoreboard mass income
      • Added decals on a lot of projectiles impact and tree falling effect for aesthetics
      • Added feature : preselection of mex when selection engineer and hovering the cursor over a mass spot
      • Allowed battleship/battlecruiser to render their weapon reload bar
      • Speed up Aeon static shields death animation to match other faction
      • Added a hotkey for dock
      • Made sonars more reliable to hit

      Bugs

      • Fixed game resulting in draw when it should not
      • Fixed units doing some friendlyfire and inaccurate damage
      • Fixed Cybran ACU sonar that was working without the torpedo upgrade
      • Fixed unit cap display in coop
      • Fixed some UI scaling issues
      • Fixed game ID displayed in the scoreboard
      • Fixed a warning with shield overspill function
      • Fixed a bug happening when engies were not able to build
      • Fixed some warnings due to lava trees missing textures
      • Fixed aoe damage not working properly on build drones
      • Fixed hotkey not working with Seraphim SACU in buildmode

      Performance

      • Optimized Cybran build effects and reduced the number of drones spawned by hives
      • Code optimization related to weapons
      • Call to faster function
      • Improved UEF build beam logic
      • Simplified Seraphim flash effect at finished structure
      • Simplified UEF static shield build effect
      • Optimized math calculations
      • Optimized function to generate random numbers
      • Optimized logic for structure rotation toward enemies (for point defenses, artillery)
      • Optimized HQ logic
      • Prefetch data in the lobby to speed up loading screen
      • Removed unused code which aimed to rock boats
      • Optimized the access to the current layer of a unit
      • Optimized trashbag
      • Benchmark tool for developers allowing to evaluate code impact on performances

      AI

      • Fixed a bug preventing AI from firing nukes from Aeon SML
      • Fixed AI's ACU upgrade in coop
      • Fixed arty range issues with AI
      • Removed unused code for AI
      • Improved description of AI code
      • Fixed AI platoon function
      • Fixed AI game result

      Other

      • Improved and more visible weather
      • Added new props for maps
      • Display beetle as cloaked for the owner
      • Removed duplicates of adjacency visual effects
      • Added field engineer icon to Cybran/Seraphim/Aeon, so it display in case they possess one.
      • Updated loading tips
      • Prevented observers from pinging
      • Prevented sending resources to enemies
      • Fixed tooltip to support experimental transporter
      • Improved code style consistency
      • Fixed chrono dampener and RAS description
      • Removed Aquatic tag from T3 UEF Mobile Anti Air (MAA)
      • Fixed the visual of several Cybran unit's weapon
      • Added old patch notes changes until the version 3636
      • Test code with FAF Lua language
      • Better naming of T3 Mobile Anti Air (MAA) unit folders
      • Small refactoring with regard to taunts
      • Add textures for map generator

      Contributors

      • Jip
      • Keyser
      • Uveso
      • speed2
      • KionX
      • Sheikah
      • KeyBlue
      • Relent0r
      • Dragun
      • Askaholic (added after the fact)
      • Madmax (added after the fact)
      • Tagada
      • FemtoZetta
      • Azraeelian Angel (added after the fact)
      • Rowey
      • Azraeelian Angel (added after the fact)
      • Divran
      • Timocov
      • Melanol
      • Benzi-Junior
      • slinkingant
      • WhenDayBreaks (added after the fact)
      • Snagglefox (added after the fact)

      Patch 3722 (19 September, 2021)

      Lobby

      • Updated balance patchnotes link

      Bugs

      • Fixed featured mod not working

      Performances

      • Optimize default explosion (on accident)

      Other

      • Support for custom UI icons (see this post)
      • Allowed custom vault path

      Contributors

      • Jip
      • KionX
      • keyser

      Patch 3723 (19 September, 2021)

      Bugs

      • Fixed some wrecks (colossus / ythotha) not spawning due to a typo

      Contributors

      • Jip
      • keyser

      Patch 3724 (04th October, 2021)

      Gameplay

      • (#3450) An alternative approach to loading in custom strategic icons (see this post)
      • (#3458) Fix UEF Triad and UEF Destroyer projectile on impact animation

      Bugs

      • (#3442) Fix scathis packing animation time
      • (#3439) Fix Cybran drone visibility for other players than the owner
      • (#3450) Fix UI textures being overridden by mods that are not enabled
      • (#3457) Fix Cybran drone being interactable and other small issues (with thanks to Archsimkat)
      • (#3453) Fix units being gifted to the same player causing a soft-crash for the shared army mod (co-op campaign)
      • (#3468) Revert changes to sending the results of games
      • (#3471) Fix overcharge mouse indicator to use the right damage calculations

      Stability

      • (#3436) Prevent fetching blueprints for potential entities with no blueprints
      • (#3449) Fix significant hard-crash potential that patch 3721 introduced (with thanks to all the debugger reports)
      • (#3460) Fix potential soft-crash when gifting units upon death (with thanks to FemtoZetta)
      • (#3467) Add SCD support for large icon sets (with thanks to Deribus)
      • (#3472) Revert changes to some projectiles that caused them to crash for mods (with thanks to DDDX)

      Other

      • (#3385) Add support for custom game options being set by the server (for 3v3 / 4v4 TMM)

      Contributors

      • Jip (#3442, #3439, #3449, #3458, #3457, #3460, #3450, #3467, #3468, #3471)
      • KionX (#3449)
      • Crotalus (#3436)
      • Balthazar (#3450)
      • speed2 (#3453)
      • Askaholic (#3385)
      • BlackYps (#3385)
      • keyser (#3472)
      posted in General Discussion
      JipJ
      Jip

    Latest posts made by Jip

    • RE: Thoughts on UEF doctrine and balance from a noob

      @waffelzNoob said in Thoughts on UEF doctrine and balance from a noob:

      Does any faf source state faf UEF is the slow and tanky faction?

      Yes, see also the faf wiki:

      UEF; the "Turtle" faction, a name coined because this faction plays best with a slow, steady, grinding style. Good for beginners together with Seraphim thanks to very solid, largely uncomplicated units, a strong ACU at all stages of the game, and units which do exceptionally well with little to no micro.

      It's mentioned on the fandom wiki too:

      Its weapon choice usually makes UEF units to be of limited efficiency against moving targets, as projectiles aren't too good at tracking targets, but their sheer power can do serious damage to structures and slow-moving units. Also, UEF units tend to be more heavily armored.

      Interestingly, it's not really part of the lore in the official manual of Supreme Commander (page 16 of the content, 11 in the pdf):

      • https://manuals.thqnordic.com/SupremeCommander/SupremeCommander_PC_Manual_EN.pdf

      I can't find the manual of Forged Alliance. But it is represented in-game: most structures have more health then their counterparts in other factions.

      posted in Balance Discussion
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    • RE: SUGGESTION: AEON T2 Shield Generator Fix

      @Saver Would you be fine if we integrate one of these options into the game?

      If so, then I'll bring it up with the game team.

      posted in Balance Discussion
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    • RE: Another dumb idea from Dorset

      @JaggedAppliance
      I think we'll just have to agree to disagree on some points.

      I think it's fine to work on some feature without the intention to include it. It could just be an experiment. It could be because it doesn't work out the way you think it would for the user. Or because you're not happy with the implementation of it for the future maintainer. I do this type of experimentation a lot and it helps me with learning and exploring what is possible. Even if some of it never ends up in the product directly. it's not obvious in my mind that if I spent time on something that it also means that I want to see it become part of the product in question.

      As an example, initially I had a focus on better graphics. I had a great proof of concept, but I was unable to make an implementation that did not have a terrible experience for everyone involved. I dropped it at the time. Years later with the hard work and effort of @BlackYps we now have the shaders. And the map generator and editor support for the new shaders too. It's a good user experience because of some automation he included into the map editor. Now it's a great time to include it. For those that are interested, see also his work on GitHub here and here.

      @JaggedAppliance said in Another dumb idea from Dorset:

      I'm not sure what the point was about the cybran nano. Just that that was game design happening? This is getting silly now but yes it's related to game design, but again it doesn't make anyone a game designer if they were involved.

      I did not make this claim. It certainly was not the intention. I tried to make the claim that the decision is about game design - not that the people making the decision are game designers because of it. How people perceive a game is all about game design. And this made an impact on their perception of the game for some users. Interestingly enough, just like it did for you.

      I find it interesting that you write that you do not understand why I brought it up. And you conclude the same paragraph with that it was a bad change that damaged the identity of Cybran. That is why I brought it up! And that identity is perceived, it is in my opinion related to the design of the game. Just like the majority of changes are except those that are purely technical (same user experience, but better code structure or better performing code).

      I think we have a different definition of game design, and specifically where game design starts and ends. In my opinion, even some mod authors can be characterized as game designers. They introduce new mechanics, new rule sets, sometimes even entirely new genres (looking at you Dota). But just because you are a mod author does not imply that you are also a (good) game designer. Just like people who are good at the game also does not imply that they are a (good) game designer. But in my opinion we definitely need people that look at the game from the perspective of a game designer. Which is also why I think the teams should be merged - just like they were initially if my history is correct.

      Statutes are whatever. Let's be honest, it was probably written in thirty seconds. It reads like that anyway.

      I agree with you that it feels like these statutes can use some work. But I disagree with dismissing them. Without the intention to patronize you, but statutes exist to help the community understand what a team is doing here, and how the team is supposed to work. It originates from this proposal that comes with this document that was approved during a general meeting of the association. To quote the document at the end:

      The detailed responsibilities of each team are intentionally not specified here so they can be changed without requiring a GM. Instead the teams have the duty to define their area of responsibilities and write them down somewhere public.

      Which is what the statutes are. The team can update them as they see fit. Take for example the status of the DevOps, Game and Promotion teams. They're much more informative about how the team operates, even if some roles are vacant at the moment. Back to the statutes of the balance team - for now it's all we have to work with to understand the role of the balance team.

      I appreciate you sharing your approach as balance team lead.

      And I agree that describing the average mod author as both passionate and (to be) crazy (with their ideas) is probably a great description, in a good way 🙂 .

      I also agree that it's important to guard the game from ideas that just don't work. To come back to my earlier post - I'd like to express that even if something should not be in the game, it can still be interesting to just explore the idea with the mod author/contributor instead of just getting a 'no'.

      The mod author is clearly passionate about FAForever in some fashion by spending so much time and effort. The conversation does not have to take hours, something as simple as just having a decent conversation (over voice) about the idea together can be sufficient. It can be meaningful for both parties, even if it is just about discussing the context of it and why it was declined.

      Which brings me back to my first paragraph of this post. To me, these conversations can be more meaningful then the changes becoming part of the product. And that conversation can bring in a new team member in the future. It certainly worked that way for me. The reason I am here is because @Uveso spent some effort on my first mods and/or pull requests to help streamline them. His open and friendly attitude is what made this place feel accessible. Thanks for that 🙂 .

      posted in General Discussion
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    • RE: SUGGESTION: AEON T2 Shield Generator Fix

      I've quickly reviewed it for you - huge fan of #3 (on the right). I'll give some more details later this week.

      posted in Balance Discussion
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    • RE: Another dumb idea from Dorset

      @Brutus5000 said in Another dumb idea from Dorset:

      I don't think this is correct though. My feeling is there are lot of people who could implement any idea, but why on earth would they spent time on the ideas of other people instead of implementing their own ideas. Implementing own ideas is the reason why most people learned coding or modding on the first place. So they are not to blame for it.

      Based on my own experience you can motivate contributors to work on ideas that were not (originally) their own. I don't think this applies to all area's of development - but it definitely worked out for me while I was game team lead.

      The (Lua of the) game is a relatively limited project with limited complexity. You get to see people play with your changes. It can be very rewarding, regardless of where the idea originates from.

      @JaggedAppliance
      I don't feel I implied that having no bureaucracy is a great idea. Or that a dictatorship is a great idea. I also disagree that everyone who works on the game wants their stuff to get in. . As an example, take my history of things that did not work out:

      • https://github.com/FAForever/fa/pulls?q=is%3Apr+is%3Aunmerged+author%3AGaranas

      And that excludes the list of branches that are on my local machine. It's totally fine if things don't work out. What is not fine is that if you spent 20+ hours on something, but then are unable to have a normal, constructive discussion about it to try and see what it would take to make it work. That leaves a disgruntled feeling. This is what I tried to communicate. And that is the current status quo in my opinion the moment something touches balance.

      I also disagree with your idea that the game is 'designed already'. I fundamentally disagree with that. In my opinion, all of the following is related to game design:

      • Adjusting balance. After all, an unfair balance would not be as engaging.
      • Adjusting path finding. We removed various annoyances to make path finding more predictable: 58f61afe and #4266
      • Introducing new actions/commands. We introduced commands such as capping/ringing, spread attack that evolved intodistribute orders. Or the area commands, that we eventually not introduced because of game design issues.
      • Introduction of new interactions/abilities, such as the Charge ability on the Loyalist and applying the (fixed) redirect ability to various Cybran naval units.

      Even something as basic as the UI is related to game design, as the old UI was perceived as a window originally which would make the game less engaging. There are many more examples - almost all changes impact the feeling of the game. But what I find most interesting about your response is that back in your time your role was not to design the game. Maybe that was true back then. But if you take what I said here:

      To make the game more fun then the original, instead of just more balanced for the top 50 players. To be less about eSports, and more about a engaging experience for the average player.

      Make it a little less opinionated:

      To make the game more fun, fair and engaging

      Then you roughly end up with what's written in the team statutes of the balance team:

      The main goal of the Balance team is the continuous balancing of FAF's gameplay to make it more fun, fair, and engaging.

      Where balancing on its own is related to game design. As a few quick examples:

      • Counter Play - Making Multiplayer Fun for the Opponent
      • Perfect Imbalance - Why Unbalanced Design Creates Balanced Play

      An interesting concrete example to me is the introduction of Nano Repair on the Cybran ACU. It traded some faction diversity (read: imbalance) for more balance. Was it good? No idea. Did it impact how people perceive the game? Yes! It created enough emotion for people to complain about it on the forums!

      To circle back to the statutes, to make something fun and engaging are for sure a game design related task. That's what game design is all about. It's we all started playing this game in the first place. And it's why I think the balance team and game team should be combined. This separation makes things unnecessarily complicated in my opinion.

      I do agree with you that it's not clear what the purpose and/or grand goal of FAForever is beyond just surviving forever. The statutes of the association state that it's purpose is the continued development of the game. But just as Yuval Noah Harari writes in his book about information networks that there's a many ways to interpret the written word of the Bible with many more consequences. So are there many ways to interpret the meaning of 'continued development' of the game 🙂 !

      posted in General Discussion
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    • RE: SUGGESTION: AEON T2 Shield Generator Fix

      @Saver said in SUGGESTION: AEON T2 Shield Generator Fix:

      @Nomander I'm tinkering with this thought poetry right now. However, I don't know whether I can get the construction effect of the Aeon to the unit (Silver Sea). Unfortunately, I have already tried this in vain with another unit without success.

      Reach out to us in Discord, it is easier to discuss the details there.

      posted in Balance Discussion
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    • RE: Another dumb idea from Dorset

      @Dorset said in Another dumb idea from Dorset:

      I would hope we could get to the point where we narrow in on some of these changes and are able to hand over the work to the actual development team. Similar to the t2 Aeon Shield thread I would imagine the development team would just speak up when the time was right in whatever forum post was tracking such testing and changes and then it would potentially make its way into FAF Development soon after that.

      I don't think your idea is dumb. But, this is sadly not how it works in practice. Not only are mods unrated, which makes a ten fold less popular. There's a more deeper problem in my opinion. And apologies for the long post.

      Historically, there was one game team. But at some point the game team was split into a balance team and a game team. Based on my experience as game team lead between 2021-2024 there's some significant friction the moment something touches the balance area. This not to jab at the balance team - it's just a fact. Some (previous) balance team members even stated this publicly in the past. And this split into two teams is a mistake in my opinion. I don't want to write up a post to ask for approval. I want to constructively discuss it, toy around with it and see it (not) work based on observations made possible by a proof of concept.

      Pulsar example

      As an example, there were talks in various places about giving the Cybran a unit similar to the Absolver. Because of a lack of ability to implement it by the balance team, it did not quite get beyond just talking. As a game team lead, I thought this was a great idea. The first prototype was the made in January 2024. I paid @Balthazar to make the initial prototype according to the specs of the Absolver. See also #5869. The Pulsar was born. Now, the Pulsar is by no means perfect. But it was a great start and it allowed us to test, tweak and tune it. However, now more then a year later the unit still did not see the day of light. And at the moment the balance team is talking about how the unit will never see the day of light. It was never given a chance to flourish.

      Some may respond: you should (or still can) just turn it into a mod! But that's not the point. The point is that in order to implement some ideas it can take many hours or even days of work. Take the Pulsar, there's a time lapse. And that does not include the work by @Nomander and myself to tweak it after the initial delivery by @Balthazar .

      Painting feature example

      Another example, take the painting feature (#6725 by @Ctrl-K , alternative approach #6726 by me) took many hours to make from several contributors. Whether that is tinkering on binary patches (#111 and #112 by @Ctrl-K and reviewed by @Hdt80bro ), tinkering on the Lua implementation and/or reviewing and discussing the features. The same applies to making a unit (modelling, animations, setup the blueprints and weapons, scripting when necessary, iterations on all of the previous). It applies to almost any relatively significant change.

      Why is the painting feature more interesting and engaging to work on for me? Simply because there's less bureaucracy. There's less talking to talk. It's more about the feature, it's more about figuring out how to make it tick. How to make it fun and engaging. How to make it work for other contributing teams. How can we make it so that moderators have an easy time moderating them? And how can we make it expressive enough for casters and trainers to use it with ease? And at the same time, how can we make it so that players can paint conveniently yet at the same time have the ability to mute users that take it a bit too far. So far, the discussions surrounding the painting feature has been super constructive and progressive. The fact that there are two competing implementations is/was also interesting and beneficial to the end product, regardless of which one is chosen in the end.

      Mods

      About the idea of turning things into mods. Yes, turning things into a mod initially is a great idea. But it's also a bit of an escape. As an example, Equilibrium was a (large) mod about various balance ideas. See also its changelog. A lot of these changes were made to improve the experience of the game. The changelog is also written from that perspective. I wasn't around back then, but apparently this entire mod was created out of necessity because the bureaucracy at the time would just prevent it from even being taken serious. Now, years later, a lot of the features that are described there have become part of the standard game mode. Yet, nobody who worked on Equilibrium is even around anymore. With maybe the exception of @speed2 .

      Mods are a great tool to toy around with features and create a proof of concept. But then an similar amount of time investment should be expected from those that make the final decision about whether the proof of concept works and should be implemented into the standard FAForever experience. That's not the case at the moment, it's totally out of sync.

      Which also brings me to this point:

      @BlackYps said in Another dumb idea from Dorset:

      I agree with the others. Making a mod achieves what you want. The fact that we don't see many suggestions implemented for testing is not because there is no possibility to test things, but because nobody actually wants to implement it.

      In my experience this is not true. There are numerous people willing to implement things. @Saver is a great example. So was @MadMax before that. And there's numerous other people that I can't possibly all list. Also look at the massive mod packs being made by various people, still now after more than a decade. As an example, take @CDRMV. Or just in general the amount of mod and map work being done by reviewing the vault.

      I think it's just that the quality of the evaluation is not in sync with the quantity spent on something. It just sucks to get a 'no' without concrete feedback or a direction to improve and/or get accepted. And if you're lucky then the people in question even took the mod/changes for a spin, instead of the disapproval being based on hypotheticals. Meanwhile, you spent 20+ hours on it. That's just extremely discouraging.

      User experience, bureaucracy and spread sheets

      While we're throwing in what we do in real life - I've studied and taught game design as a student at the university. Game design is about creating an engaging experience for a specific audience. This contrasts with the average discussions here on FAF that's about spread sheets, statistics and hypothetical scenario's about extensive micro that only about 50 players can actually do in practice. Which brings me back to my first paragraph about the game team and balance team being two separate teams. The current approach and direction of the two teams is, in my point of view, fundamentally different.

      As an example of the bureaucracy and the view being fundamentally different: mobile factories that actually work were already thought of and implemented in Equilibrium. It took years for the same feature to reach the standard game mode with #5227. See also all the other related work. Now all mobile factories have this feature... except for one. The Megalith still has the old build mode. You know why? Because the balance team thought it was unique. It already works different then the other mobile factories did before. And yes, it may be unique. But it's about the experience of the end user. Make it work exactly the same way as all other mobile factories for the end user. Wouldn't it be a ten fold better (user) experience if the Megalith would just poop out the eggs like the game team wanted to do? And - of course - it would still have its own smell... flavor and therefore still be unique 🙂 !

      Eventually this was done by mods. And they even made the pooping animation, which ironically is already implemented to some degree by @Saver and @Evildrew . You can find it in the vault by searching by author.

      tldr: in my point of view the gap between the game team and the balance team make it impossible for these things to happen in a streamlined fashion. I already tried in the past and I still think that the teams should be combined. Just like it was in the original development team of the game. And that all members do not necessarily need to be good at the game, but instead have a good understanding of game design and the capabilities of the engine. To make the game more fun then the original, instead of just more balanced for the top 50 players. To be less about eSports, and more about a engaging experience for the average player.

      While writing all of this, it reminds me of The Next Major RTS Will Fail. This Is Why. and Dear Developers, Stop Listening to Pros. And also why I am so excited about games like Tempest Rising. To me, that game is more about the average player and the experience of it then it is about eSports. Just like the original Supreme Commander: Forged Alliance 🙂 .

      And unrelated: I can highly recommend the earlier referenced interview with Chris Taylor by the University College Dublin as a whole. It does tend to jump around a little, but it's (almost) all interesting to hear to me.

      And for those who read this and are wondering about the painting feature: we're actively looking for feedback on Discord. If you want a live demo of both implementations, just ask!

      edit: writing a text is hard 😞

      posted in General Discussion
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    • RE: SUGGESTION: AEON T2 Shield Generator Fix

      @Deribus said in SUGGESTION: AEON T2 Shield Generator Fix:

      Personally I don't like the 4 "petal" T2 shield generator model. Would it be possible to have an additional set of petals come out of the first?

      Other structures (looking at you, factories) hide 'additional' mesh information for the upgrade underground. You can't do that here for things that are up in the sky.

      The current shield generator:

      c2e42db5-0830-4968-be62-e0c0f713d839-image.png

      The new shield generator, next to its upgraded counterpart.

      803b97a7-82c7-44cf-9a3e-3417fe47e7f3-image.png

      I feel like it having two 'petals' at the top is important for the silhouette (looking at hq rework discussions, I learned). But based on how animations work, you can't scale them into existence or something like that. All you have is rotation and translation.

      Top petals

      Direction 1

      About the top petals. Move the top petals on top of each other. Then hide the bones Arm_03 and Arm_01 recursively. That way it looks like the original model:

      590bae5c-546e-4a0f-a64e-260623233654-image.png

      Then the first thing you do when you start upgrading is unhide the petals and move them to the right position. This way the time it 'overlaps' is minimal. And the original base model looks the same.

      Now, this type of upgrade animation where we 'duplicate' the mesh is unusual. I don't think any other structure does this. It may feel out of place because of it.

      Direction 2

      This is based on how the animation of the Seraphim shields work. We could create a 'puddle' at the core of the base of the shield to create the new shield. Somehow, seraphim units manage to apply the build shader to only the upgraded parts. I'm not sure how that happens, but if we can reproduce that then we can re-use the build shader for the Aeon unit to scale the new 'top part' from small to large. Just like we do with regular structures.

      This direction requires additional investigation.

      Bottom petals

      Move the bottom petals underground. During the animation you can make them move up from the ground. And as they do that, they start pushing the structure 'up' as they get into position. Hiding mesh below the ground is applied by a lot of animations of structures. The benefit is that the base of the model is then essentially unchanged to the original model, until you start upgrading of course.

      With all of that said, thank you for your time on this. You took the extra step. Not only did you make the animation, you also took the time and effort to make it compatible with AIs.

      posted in Balance Discussion
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    • RE: Add the Tombstones from the 2025 April Fool's Update as a Permanent Feature

      @Caliber said in Add the Tombstones from the 2025 April Fool's Update as a Permanent Feature:

      Its just a UI feature so people can choose if they want them or not in an in game setting

      This is not a UI feature.

      posted in Suggestions
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    • RE: Another Novax conversation

      @CM_Nicholas said in Another Novax conversation:

      Maybe something could be done about the damage, but if your nerfing damage you have to give it something else, someone mentioned more aoe, but then would that give it shield spill at that point which would arguably be even better than it is now, or then you have to think "oh shit, they can hit two pgens at the same time" which will kill your grid faster, makes targeting engies much more worth, etc, etc...

      Shield spill is applied to all damage against a shield, of any kind. The only exception that I can think of is the tech 3 mobile shield buster of Aeon - I'm not sure if that spills.

      @CM_Nicholas said in Another Novax conversation:

      I think novaxes are relatively fine as they are, Maybe a slight balance change, but you have to remember a novax is 36k mass iirc, 2 of them costing about the same price of a t3 arty +/- 2k mass, but the damage output is nowhere near t3 arty, yeh arty doesn't have the precision of a novax, but a novax doesn't have the damage of an arty, it takes 2-3 artys of novaxes to be able to penetrate anything heavily shielded, and at that point you could have a Game Ender up.

      In my point of view, the current 'goal' of a novax is not to bust a shield. It's either to grab all the unprotected but high value targets. Or to assist a Mavor to destroy the shields when they are depleted.

      It also highly depends on what map you play. A Novax has little to no value on a map such as Dual Gap. It's much stronger on a map like Seton's Clutch where resources are more scattered.

      posted in Balance Discussion
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