Best posts made by speed2
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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. -
RE: Ban EcoManager & Similar Mods
Microing massfabs adds 0 value to the game, they should have been automatic from day 1. They just need some warning when they're not running on 100%, so you don't build more of them just to find out they are all disabled.
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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. -
RE: What happened to galactic war?
It was broken, taken down and then not compatible with the new server.
Its being slowly made, afaik Askaholik and Brutus are working on it, but slowly, so soon
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RE: Aeon Shield Animation
https://github.com/FAForever/fa/pull/3197
That was easy to fix. -
RE: Issue with strategic icon size using UI scale (4k, 175 or 200%)
200% original icons https://mega.nz/file/lpAylBYJ#ULXA5vs4GYtpapADBWOd6lkDOTl68IUpZTjEyhLVu4c
dont get fooled by the name, it's just so the game loads it, since ASI is whitelisted
Place it here C:\ProgramData\FAForever\gamedata
Some icons might be missing -
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.
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RE: Council of Setons EXPOSED - Part 1
Im one of those who's silently leaving (and not some conversations, but contribution). So you have my full support nine
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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.
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RE: [BUG] Map doesn't expand on "Black day" mission (X1CA_01)
Its caused by the changed veterancy system in the game patch
warning: Error running lua script: ...faforever\gamedata\lua.nx2\lua\defaultcomponents.lua(612): attempt to perform arithmetic on local `experience' (a nil value) stack traceback: ...faforever\gamedata\lua.nx2\lua\defaultcomponents.lua(612): in function `AddVetExperience' ...faforever\gamedata\lua.nx2\lua\defaultcomponents.lua(694): in function `SetVeterancy' ...rever\gamedata\lua.nx2\lua\sim\scenarioutilities.lua(1208): in function `CreateArmyGroupAsPlatoonVeteran' ...ce\maps\x1ca_coop_001.v0028\x1ca_coop_001_script.lua(1991): in function `M3CounterAttack' ...ce\maps\x1ca_coop_001.v0028\x1ca_coop_001_script.lua(1548): in function <...ce\maps\x1ca_coop_001.v0028\x1ca_coop_001_script.lua:1465>
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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. -
RE: Is it worth me writing a program to check the network?
Yes, pay with your soul
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RE: What would it take for Nomads to be FAF's 5th Faction?
I would like to clear out some of the missinformation about "gatekeeping" people from contributing to nomads. That was never the case, people are welcome to help out with the mod and they are given pointers if they are unsure how to do stuff.
You can see all closed PRs here https://github.com/FAForever/nomads/pulls?q=is%3Apr+is%3Aclosed
and you will have hard time finding PRs that got rejected.But as with the main fa game repo that Jip is managing, Nomads also have certain quality requirements for the things that get added. That applies for code, models, effects.
So people are getting feedback on their work and pointers on what to improve and how.
I hope this help to clear some things out
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RE: Time to become more friendly to new people as a game
Vanilla supcom campaign wasnt designed to teach you play, and it wasnt designed to teach you play FAF at all. It was designed to slowly introduce units.
It would be much better to create a new campaign or missions with FAF balance in mind and clear things you wanna teach the player, it's possible to combine it with some sort of story so it's a still fun mission.
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RE: [Forum] Please remove downvote button
Downvoting is toxic now? Are there that many snowflakes who wouldnt handle having their post downvoted by someone, so we must protect them?
If we have upvotes, I dont see a single reason why we shouldnt have downvotes as well. It serves the same purpose, quickly showing how many ppl agree or disagree with your post.
Replies are for everything else. -
RE: Is there a Mod where unit-wrecks block units like in TA?
I dont remember making this one. But the description looks like something I would write
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RE: Very long post about spread attack, UI mods and why improving player's controls and UI is apparently and wrongly considered a bad thing in FAF, also balance
Thread #16373573 where I say again that it's not possible to ban UI mods...