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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
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    Szasz

    @Szasz

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    Best posts made by Szasz

    • RE: tooltips like shield strength and shield+hp regen value are gone

      I did, but the description scared me off (it's different for me).
      Apparently this is it, now I can see build power and such.
      Thanks!

      posted in Game Issues and Gameplay questions
      S
      Szasz
    • RE: visually glitched Land Factory

      Incredible. The Air Factory looks like an actual finished model in comparison.

      posted in Game Issues and Gameplay questions
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      Szasz

    Latest posts made by Szasz

    • RE: Cannot upload new version due to "A mod with UID XYZ already exists."

      Got it, thanks for explaining.

      posted in FAF support (client and account issues)
      S
      Szasz
    • RE: Cannot upload new version due to "A mod with UID XYZ already exists."

      Thanks.
      I cannot see old versions of the most popular mods in the client, so how do they turn invisible?
      Is there a way to remove them from the vault?
      Is there any interface to manage my uploads?

      I'm a bit sceptical about auto-updates because of the behaviour I described above. From my point of view, I always have to manually remove and reinstall a mod whenever an update is available. In the client's mod browser, installed mods are normally highlighted in green and marked with a checkmark. However, when an update is released for an installed mod, these indicators disappear, making it look as though I haven't installed the mod at all. As a result, it's not immediately obvious that an update is available for a mod I already have installed.

      posted in FAF support (client and account issues)
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      Szasz
    • RE: Lime Map Generator (AI_MapGen)

      I reckon generating maps using this approach would make it trivial to incorporate appropriate, intelligent AI markers. If your map generator supported this feature, it would give it yet another edge over the current reigning champion, Neroxis.

      posted in Mapping
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      Szasz
    • Cannot upload new version due to "A mod with UID XYZ already exists."

      Duh, that's the point of updating!
      Could you please lend me a hand with this?
      Some features of FAF leaves me puzzled as the usage and know-how is um, hidden from plain sight. cannot update my own mod in FAF.JPG

      posted in FAF support (client and account issues)
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      Szasz
    • RE: BlackOpsFAF-Unleashed only for FAF v26

      Hope you doing well.
      I just bumped in to highlight the most burning issues:

      • Inquisitor collison box issue: the positive Y offset set in the bp does not seem to apply thus the short hitbox sits at the legs of the unit, causing almost all projectiles and beams to shoot over it.
      • Cybran T3 Aries Attack Frigate's secondary weapon introduces stutters into the game when firing. 10+ makes the match unplayable. Switching back to anti-air does not seem to completely solve the issue, the Aries seem to bring some lag into the game no matter what.
      posted in Modding & Tools
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      Szasz
    • RE: Wish-A-Mod Foundation

      Terraforming, or hardly restrictive building placement.

      posted in Modding & Tools
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      Szasz
    • track mark glitch

      There's this bug that fills up the texture of a track mark left behind by Vipers, Fatboys, etc. with distorted+rotated markers for mass spots and hydro spots.

      I've heard that it's connected to upscaling the texture for these markers.

      Well, the trade-off is not worth it.
      Having low res markers would be much much less disturbing that a vibrating visual error that makes me think the game process is gonna crash any second.
      You see, the really unsettling part is that these aren’t static artifacts. They keep moving, like some kind of broken kaleidoscope which is quite disorienting.
      alt text

      posted in Game Issues and Gameplay questions
      S
      Szasz
    • option for old explosions

      Recently, not certain when, but I guess in the past months, the explosions were changed into a style that I know as "Fiery Explosions"/"Total Mayhem style explosions". They are, uh, more red.

      I dunno about you but I find them very ugly, I've never ever used them out because it is so out of this game for me. (i.e. breaks the immersion)

      If there is a way to change it back to the old (vanilla) style, please let me know. If there isn't, please consider giving us the option.

      posted in Suggestions
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      Szasz
    • 'go/play offline' button in the client

      Right now only the login screen provides this option which is gone if login happens - be it manual or automatic.
      It would be better if it were accessible at any given moment.

      posted in Suggestions
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      Szasz
    • RE: Aeon shields

      Note: You're just basically looking for the default vanilla behaviour that FAF changed.

      Consider "Remove Shield Spillover" mod by Nomander from the vault. It’s fairly old, but it was cleverly implemented so it's light, works great and doesn’t conflict with anything.

      I'm not a fan of spillover damage either. It basically puts shield emitters with larger radii at a disadvantage and, as you stated, makes area damage—which has become very common in FAF today—disproportionately strong against clusters of bubbles. At the same time, it still leaves room for microing on/off switches, potentially turning the whole mechanic into a fight against the UI that I subjectively see as bad design.

      posted in Suggestions
      S
      Szasz