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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:
Contributors:
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.
@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.
https://github.com/FAForever/fa/pull/3197 That was easy to fix.
Dude what? Still no servers???
To the FAF employees: If you cant engineer yours to industry standards, you should resign.
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.
I like vet and I wouldn't mind to see it even improved. To add some extra damage on the weapons like in vanilla.
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.
listen pal, first you need to learn some manners
https://github.com/FAForever/faf-tutorials
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.
It would be very easy to add the template via Lua code the first time you launch the game
ctrl shift right click
Ehm ehm https://github.com/FAForever/faf-tutorials
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.
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.
The old forum also had instructions how to make a proper report, shame you missed that.
I know a mod that can help you "aim a little better" if you will
https://github.com/FAForever/fa/blob/deploy/fafdevelop/lua/ui/game/unitview.lua#L176-L191 and then lines 404-411
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.