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@ThomasHiatt said in Legacy client not working:
Java client has cost FAF a very large amount of developer time for an inferior and unneeded product. Dev power is supposedly scarce around here and this is an egregious waste. The python client could have simply been refactored and improved. Even after several years of work the Java client is not really any better.
"Inferior": subjective "unneeded": no "not really any better" : repeating urself "could have simply been refactored": so simple that nobody showed up for like 2 years after repeated calls for more python devs in the forums;
If was repeated about a 100 times already, but the python client was so abandoned that it actively blocked improvements to the entire rest of the FAF infrustructure.
Your nice idea about making websites today for vault tabs is only easily possible today because the Java API exists, which was basically blocked from being improved upon by the python client.
Java client reduced backend maintenance cost (which is more important than all of the points in your list), made map gen improvements easier or even happen at all, makes TMM UI happen and will probably in the future wipe your ass for you while you sit on the toilet complaining about it without noticing.
This guy still has not understood what it means to not have the source code. I doubt he has ever written code in a compiled programming language ever.
@Spy_Emanciator Im sorry to say that there is probably no random hero dev hiding in the woods that is just waiting to be encouraged by your non-sensical expectations and will spring into action once you say "its so easy" 100 times in a row.
Funny because FAF has stopped caring about which PC you use for over a year now.
There is no "new security", you could say there is less than before. The only thing that you need is valid Steam link that is linked to exactly one account. Then you can use that account anywhere.
Btw why should anybody try to help you if you didnt even take the time to properly describe the problem your are having.
TMM tests are being scheduled in the FAF Discord, anybody can help out by joining the tests when they happen.
We should just autojoin everybody into it by default
Did you try hosting a coop game? The first time you play coop it will download a lot of stuff, but only the first time.
@Brutus5000 said in Friend getting kicked for not having mods, despite DLing them each time:
By default maps & mods are saved below C:\ProgramData which used to work for years. Lately we run into problems accessing the files there for whatever reason (mostly related to Microsoft OneDrive installations). If you activate the fallback location, the client stores the files in your userdata directory which usually just works. I highly doubt unticking the option will solve the issue.
By default maps & mods are saved below C:\ProgramData which used to work for years. Lately we run into problems accessing the files there for whatever reason (mostly related to Microsoft OneDrive installations). If you activate the fallback location, the client stores the files in your userdata directory which usually just works.
I highly doubt unticking the option will solve the issue.
Its the other way around: By default (without ticking the vault fallback location), the mods are stored here:
C:\Users\<USER>\Documents\my games\Gas Powered Games\Supreme Commander Forged Alliance
If you tick the fallback location, mods will instead be stored here:
C:\ProgramData\FAForever\user\My Games\Gas Powered Games\Supreme Commander Forged Alliance
You can easily open those folders from the client by clicking on the hamburger menu and clicking on "mods" and check if the mods are there.
@Sheikah said in What I think about the timer in the Ladder/TMM?:
Unfortunately this is not possible currently while sitting in queue as watching replays on an older version would prevent you from having the correct version of the game when the matchmaker game starts which would cause either a crash or a desync of the game. The experimental feature of watching features while in the game lobby currently does not support launching a new game while watching a replay
Maybe its possible to allow watching replays that were played on the current game patch and have an error message for others. Depends on how often people want to watch games from a different patch...
@nine2 said in What I think about the timer in the Ladder/TMM?:
Well I think it would be much nicer if it gave you the feedback before the 3 minutes expires. If you are one of the players that will play when the timer is up, it could say "Matching soon" or "GATING IN". I understand that sometimes it would change its mind, like it would be "matching soon" for 2 mins then just before the expiration it would change its mind. I think thats acceptable and better than the current system. Speaking as somoene who has stared at the FAF client for hours waiting to be matched on ladder. If you could have immediate feedback that you are probably going to play, I would play ladder heaps. Also maybe a notification like "If you joined right now you would probably get a match"
Well I think it would be much nicer if it gave you the feedback before the 3 minutes expires. If you are one of the players that will play when the timer is up, it could say "Matching soon" or "GATING IN". I understand that sometimes it would change its mind, like it would be "matching soon" for 2 mins then just before the expiration it would change its mind. I think thats acceptable and better than the current system.
Speaking as somoene who has stared at the FAF client for hours waiting to be matched on ladder.
If you could have immediate feedback that you are probably going to play, I would play ladder heaps.
Also maybe a notification like "If you joined right now you would probably get a match"
The thing is, detailed queue information creates a self propelling spiral. If people are already in the rating bracket, more will join, if nobody is in there, people will leave and not consider joining, so it wont even start to fill. For now, if you notice the timer popping multiple times without you getting matched, you can assume that there is nobody and try at a different time.
And giving early notice would require the matchmaker to run early, which would require other people to get matched earlier as well, which would mean that now they have to wait for the same amount of time until they can get into the game that you get as well.
The proper solution is to make queueing in multiple queues a popular thing in general, and 2v2 TMM should help with that once it goes into the client officially. But if certain rating brackets dont have enough players during certain times there is not really a way to fix that except to have more players.
At least with the current system you only need to expect a match every 3 minutes and not at literally any moment.
Now it has jumped from 6 to 2 without matching me. Is it showing "all people" not "people you can be matched with"? Seems like it should show a count of people in the queue that I can actually play against. Then if the queue is 1 then I know I am getting matched. The way it is now there can be a queue of 600 and I still won't get matched.
Yes, it shows you all people in the queue. Only when the timer reaches zero it will calculate which people in the queue can/should be matched with each other. So before the timer runs out, it doesnt really know if there will be a good match for you.
I think one of the reasons for this system is that it should achieve better matches with fewer people in queue at the cost of potentially longer wait times. Of course, if you are the only person in queue in your rating region, neither the new nor the old system will help you. But at least with the new system you see that you were not matched and you can infer from that that there there was no good match for you.
AccessDeniedException: C:\ProgramData\FAForever\cache\featured_mod\bin\f603e4e8390522eb98ff54f524c001c9
Looks like the client is not able to rename/copy files because of file rights issues. Try uninstalling, then delete C:\ProgramData\FAForever as well, then reinstall.
C:\ProgramData\FAForever
Maybe you tried to run the client as admin some time ago, that can cause problems
Ok well i guess im wishing for more than you are trying to do here. Something like this could be used kickstart speedrunning in general, but seems like that is out of scope then, sorry.
Let me list a number of additional problems here:
1) Your point system will not be balanced The first few iterations of you point system will not be balanced. Maybe the points for the T1 rules lead to everybody only ever building T1 units. Or the opposite, nobody cares because its not enough points. What do you do in that situation? You cannot change the rules without invalidating all speedruns that have been already made with the first version of the point rules. And if you do, speedrunners will leave faster than you can blink. Nobody likes to spend months perfecting a speedrun to then have the rules changed some weeks later.
2) You could have balanced the maps instead. If you do adjust the rules over time, and by some miracle speedrunners keep up with that, you might create interesting speedruns. But if you think about it, instead of balancing the points, you could simply have balanced the coop maps instead, giving EVERY player a better variety of choices and a better experience, not just speedrunners.
3) Rule Discoverability If i watch a speedrun of any game, and i already now the common speedrunning categories, i can simply search on Youtube for "glitchless multiplayer 100% speedrun" and i will know that o will get a speedrun if one exists, that was played exactly like that. I dont have to search in forum threads for weird rules and understand those. I already know all the most important restrictions and conditions. Creating you own rules on top forces people to find and understand this thread and maybe even check for which version of thye point system the speedrun was made. So you are actually making the speedruns less watchable, because the viewer needs to understand much more to make sense out of the rules. This point is absolutely massive, it impacts how interested non-involved random people that dont read every post made on FAF forums are going to be in FA speedruns.
4) Game balance changes There is a reason why the speedrunning community likes to stay on a very specific version of a game. Its because of the same invalidation problem as in 1). This isnt addressed here at all. There needs to be a balance mod that either fixes the current balance or is adjusted to some initial version of the game, so that speedruns at least arent invalidated by balance changes, because maps changes are already going to be a pain for speedrunners. This doesnt even exists yet as far as i know on FAF.
5) Community split Whatever you do, there will be people that just use the existing speedrunning categories already used by thousands of games, often without modifications, and who will ignore your point system. There might even exist some speedruns already. So you end up with two separate rulesets, which increases the chance of the point system having less speedrunners and therefore dying.