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    speed2

    @speed2

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    Best posts made by speed2

    3719 ongoing development thread

    Have no fear speed is here!

    this thread is meant to give you an overview of what is going on regarding the next game development/bugfix patch.

    I will tag all Pull Requests for this patch with the 3718 milestones so you can easily filter and find them here.
    The following changes are currently merged into the deploy/fafdevelop branch and thus available for public testing via the FAF client by playing the FAF Develop game mode:

    • Improve BaseManager unit upgrades #3170 Coop related. Better options for AI to automatically upgrade ACU/sACU during the missions.
    • Quantum optics facility fix #3174 Fix for broken vision entities that were not giving any vision (sera scout, uef arty, Coop missions, Rainmakers, etc...).
    • Allow sending resources only to allies #3180 Fixed bug where you could send resources to your enemies.
    • increase performance of table.empty and math.round #3184 Optimizing some Lua functions for better speed.
    • Add option to hide resource markers on preview #3187 Support to hide resource markers from the lobby map preview, mostly for generated maps.
    • UI Scaling fixes and improvements #3190 Fixes for UI scaling for various UI elements. Also fix for console missing a background.
    • Reduce GetBlueprint() calls in weapons #3193 Refactor of weapons code for more speed2 (hehe).
    • Remove useless GetBlueprint call #3195 Tiny code cleanup. Nothing interesting, but every bit helps.
    • Improve build effects logic #3194 Code that handles UEF build effects was speed up. Also slightly changed behaviour when picking the build effects. Now the laser that goes at the edge of the build cube is properly shown only if the build cube exist. Before you would get it for any structure, even for other factions, or when assisting factories to build units, which looked weird.
    • Simplify Sera effect flash at finished structure #3196 Code improvement for an old fix. The fix was for Sera structure build effect, at the very end, there's a flash that could be seen by enemy. While fixing this, Ive noticed there might be even more of these light flashes that can be seen by the enemy even without the vision. For example, when a unit is reclaimed, you can see the flash at the end of the reclaim effect even if you don't have a vision on that place. If someone feels adventurous, feel free to make a list of all these effects that should be fixed. (Since the fix is very simple.)
    • Speed up Aeon shields death animation #3197 As title says, Aeon shield now turns into wreckage +- as the other factions, so you can start rebuilding it faster.
    • Remove set up of build effect from TShield #3198 Just a small code improvement.
    • Add link to the patchnotes to the changelog popup #3210 Changelog popup now has a button that links to the balance patchnotes that have some better description of why balance change XY happened and is good for you.
    • Weather in Supreme Commander #3175 Huge code improvement for the weather effects. More info on how to use them on your map here.
    • Fix for Sorian AI to be able to use support factories (#3173) It's in the title.
    • Fixed unit cap displaying in coop #3213 Unit count is again displayed in coop as well.

    Contributors:

    • Azraeel
    • Divran
    • Jip
    • KionX
    • Sheikah45
    • speed2

    Please test these changes by playing FAF Develop featured mod and report any bugs you find.

    This post will be updated whenever new changes are merged and thus available for testing in the FAF Develop game patch.
    If anyone is interested in testing PRs that are not yet merged then you can do so by following this guide.

    posted in Blogs •
    RE: M&M Map Vault Plans for Fall 2020 and On

    @Resistance said in M&M Map Vault Plans for Fall 2020 and On:

    @Morax if i knew how,i would put some nice likes for this one:P
    good changes inc,i like it.

    alt text

    posted in Mapping •
    RE: Aeon Shield Animation

    https://github.com/FAForever/fa/pull/3197
    That was easy to fix.

    posted in Balance Discussion •
    RE: What is a server?

    Dude what? Still no servers???

    To the FAF employees:
    If you cant engineer yours to industry standards, you should resign.

    posted in Suggestions •
    RE: 3719 ongoing development thread

    Btw. those code refactors and cleanups got me 5% sim speed increase on out ASF mayhem perf test map. It's gonna be less in a real life where there's less pew pew. But still better than before.

    posted in Blogs •
    RE: Veterancy removal for most units

    I like vet and I wouldn't mind to see it even improved. To add some extra damage on the weapons like in vanilla.

    posted in Balance Discussion •
    RE: Legacy client not working

    Why is it always the guy who says "could have simply been refactored and improved" and "I doubt it would take much" that never contributed single line of code.

    If it's all THAT simple, well, could you show us? We'd like to see.

    posted in General Discussion •
    RE: fix the old legacy replay

    listen pal, first you need to learn some manners

    posted in General Discussion •
    RE: Why would you have left FAF?

    https://github.com/FAForever/faf-tutorials

    posted in General Discussion •
    RE: Atlantis

    Problem No.1
    Weapons AOE ignores water, if it's in the range of the explosion it gets damaged.
    Problem No.2
    Subs are in certain depth and they don't change it. And it is very close to the surface. Normally subs would be much deeper and AOE of those weapons would not affect them at all.

    posted in Balance Discussion •

    Latest posts made by speed2

    RE: Ship FAF with PD + walls template by default

    It would be very easy to add the template via Lua code the first time you launch the game

    posted in Suggestions •
    RE: How To Delete a Single Waypoint

    ctrl shift right click

    posted in I need help •
    RE: Tutorial Scenarios

    Ehm ehm https://github.com/FAForever/faf-tutorials

    posted in Suggestions •
    RE: Why would you have left FAF?

    https://github.com/FAForever/faf-tutorials

    posted in General Discussion •
    RE: Why would you have left FAF?

    The original idea of the BO tutorials was to have one for each map that will be in the pool for new players.
    I made the framework and guide on how to make new ones, so almost anyone can make them now. There's very little code required to make it, its 95% copy paste of existing one and renaming groups to build.
    The promlem as with everything on FAF is, there's no one who would do them.

    About any other tutorials, explaining basics, and what not. I needed someone to write down structure for those so I could make them. But again no one did.
    A lot if good suggestions everywhere, but almost no one does things.

    posted in General Discussion •
    RE: Loading screen

    That info should be saved in "scenacioInfo" inside the lobby and it's coppied into ScenarioInfo in sim. So some import of it from the loading screen or just passing it via function param and then you can do w/e you want it it.
    Just setting up some UI elements and placing them correctly.

    posted in Suggestions •
    RE: Campaign/Coop not working properly

    The old forum also had instructions how to make a proper report, shame you missed that.

    posted in Game Issues and Gameplay questions •
    RE: Ahwassa tournament

    I know a mod that can help you "aim a little better" if you will

    posted in Tournaments •
    RE: Need some help on modding functions

    https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/ui/game/unitview.lua#L176-L191
    and then lines 404-411

    posted in I need help •
    RE: Need some help on modding functions

    Just check the code that adds the starts or the veterancy progress bar and you'll understand how it works. You can even hook that to rename your units so you dont have to do the same check again in your code.

    posted in I need help •