Game probably can be modded (similar to strategic icons with editing core-files) so particle effects for hitting ground would be some unusual noticeable color (very bright pink ?), dunno how to change particle effects colors, but probably possible.
Posts made by techmind_
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RE: More visible direct fire ground hits
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RE: About Neroxis map generator...
@tatsu said in About Neroxis map generator...:
(yes neroxis_map_generator_1.3.5_ie5pi2ly4cy44_aiea_ works for me)
I'm still wondering how one would recover a mapname from a replay?
Checking c:\ProgramData\FAForever\logs\map-generator.logs is probably the easiest way)
Replay is just json it seems:
If y have cygwin/linux:C:\ProgramData\FAForever\replays>cat SOMENAME.fafreplay | grep -o 'mapname":"[a-z0-9A-Z_\\.]*"' mapname":"astro_crater_battles_4x4_overmap.v0001"
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RE: About Neroxis map generator...
Yeap, something wrong with water rendering. Dunno how to debug this.
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RE: About Neroxis map generator...
@tatsu said in About Neroxis map generator...:
here's the replay link : https://replay.faforever.com/13909802 it generates the right map. I just want to be able to host it.
@tatsu
Flying engi is this working as intended ?)
@Sheikah take a look as well) -
RE: Why would you have left FAF?
There might be a auto-ban from custom/team games probably, You won't be toxic if you play ladder 1vs1)
I am avid dota player and i'm quite toxic then i see people doing dumb shit.
if you get reported for 'communication missconduct' you get banned from chat, but still can use 'pings' or predefined chat commands like 'retreat/attack/etc'. It works pretty nicely.
You also have 'behaviour score' and griefers/players with boosted rank/etc get it low and basically get matched with same low score, so where is like cesspit for all griefers who can grief each other but they get seprated from 'good behaving' players.Also even if y get 3+ reports and get low behaviour score you can play nicely and get commended so your score jumps back. So it's sort of easy to fix by being nice and helping your team and playing properly.
Something like this requires a ton of coding, but maybe something simpler can be coded, even simple system like seeing public comments or negative downvote from someone i know like "zlo" or other 'decent' players, would make me consider playing AGAINST that person in team game. Currently i 'foe' players, but it works kinda bad cause you can't see foes in lobby, half the time i just forget i foed someone and later find out i already foed someone for example.
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RE: Rename/Reupload Maps to the Vault (FAF Map editor)
Maybe you can delete work-in-progress maps ? Also all replays are probably from the dev itself so they can be safely deleted too, cause there is 0 chance it's popular enough to be played.
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RE: Merge engineers into support engineers to circumvent pathing issues.
The main problem is 1) shit pathfinding 2) small assist range.
It's same shit pathfinding and bad range at all tiers.
Kennels/hives fix both problems, kennels have worse bp but can fly anywhere.Pathfiding is not fixable, but better range is changeable.
We need a way to contrate bp efficiently in specific area.
2 ways: better range or better bp with same/similar range.
Reuse sparky model and make either- 1.5x-2x range + 1.5x hp with same bp as t3 engi from t3 factoty with 1.5-2x costs or
- make 2-3x bp with same range and more hp with 1.5-2x cost.
It could be tier 3.5 engi it can be produced from factory or 'made' sacrificing t3 engi into other t3 engi, we can even add another cheapish upgrade(800-1000 mass) to t3 factory HQ so it could produce them.
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RE: Need UI Mod? Let me know
Also an idea for mod 'select units with <25% hp(to fallback and ctrl-k), <50% hp'(to fallback beside healthy units), select veteran units with <25% hp (so they can heal a bit)', probably a best way for UI is to filter current selection like 'no fuel' does.
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RE: Need UI Mod? Let me know
@Resistance said in Need UI Mod? Let me know:
can we get an UI that disables chat and marks at the same time?
Probably y can just destroy chat window's handler + replace default chat-sound with null-sound, but this would be game mod like 'kyro's lobby' which would not be installable from vault.
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RE: Sacrifice Modification: Proposal
It is actually a nerf. Sacrifice kinda gives same mass as ctrl-k + reclaim, x1.5 buildpower for 30% of hp does not give mass, if you actualyl try to repair them this is straight mass waste, using this on sacus is really bad, becasue they cost too much.
Killing engi to have 20 seconds of 1.5x buildpower is SUPER situational. I don't even sure why i would use this ability.
At least i use sacrifice of t1 engies during t3 phase to get some mass to current building to get rid of pathfinding issues.TLDR: mod does not fix any problem and makes sacrifice even more useless. Maybe remake sacrifice to 'merge engies' ? merge 2 t1's and get an engi with 2x buildpower, 1.5x range and 2x hp. Merge 4 engies for 4x buildpower, 2x range and 3.5x hp and so on ?
It will allow you to have sort of 'mobile' engineering station which has worse range but kinda scales after up to t3.5. -
RE: Need UI Mod? Let me know
A mod idea i had: 'back-off after shooting command', basically attack-move with a twist for slow firing units like mmls/snipers/ships/arty.
It will 'attack move' to specific location and after after using a shot will move units in opposite direction for half time of firing cycle and will use attack-move to same place again, repeat until arriving to attack spot. This can be considered a bit 'cheaty' cause squishy slow firing units won't stand in same place waiting for arty shot each time they encounter enemies. -
RE: More detailed replay statistics (mass killed etc.)
@Brutus5000 said in More detailed replay statistics (mass killed etc.):
Not possible from the replay stream.
The replay stream only contains the game orders. All of the actual gamestats are only available while the game runs through the simulation.Well supreme score board potentially can spam those statistics to chat or post invisible 'simulation' orders so there will be a log of them inside replay.
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RE: Unusual tactic in 1v1 ladder games
Yeah, map control kinda sucks in his case, cause he have 4-8 t3 heavily protected mexes and everybody else spent mass on units, there is no 'effective' t2 arty, so shields + pd2/pd3 become kinda op. And everybody else have map control but 1/2 of his eco and could not penetrate his base. The only way to win is too out-eco him with more t3 mexes in long run
Basically, t2 stage does not have an answer to firebases. -
RE: Unusual tactic in 1v1 ladder games
So everything is astro crater if you want to turtle hard enough)
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RE: The SCU Rebalance
@FurudeRika said in The SCU Rebalance:
The Seraphim have 1 rambo ... Multiple regen fields do stack additively.
Every other aoe does not stack, why the change?
This could be quite overpowered. There is 2 options: either regen is pretty much irrelevant to prevent regen stacking, or it would be so op, that people will spam regen sacus instead of ythotas. -
RE: Scouting overlay mod.
@Jip said in Scouting overlay mod.:
@techmind_ the textures currently don't have a resolution to the power of 2 - I'd recommend doing that. E.g., make them 256x256 instead of 200x200. If I have a texture that is 4097 the load time is increased by 10 seconds, but if it is 4096 (a power of 2) then it costs almost no time .
I don't think these small sizes will affect it, but it can't hurt either.
Edit:
Removing all the prints / logs will make it significantly faster too.predictTimes = math.floor(ScanTimes - 1) destination = currentCommand.position xDiff = destination[1] - ux zDiff = destination[3] - uz xDiff2 = xDiff * xDiff zDiff2 = zDiff * zDiff squareDiff = xDiff * xDiff + zDiff * zDiff xSpeed = math.sqrt(uBp.Physics.MaxSpeed * uBp.Physics.MaxSpeed / squareDiff * xDiff2) zSpeed = math.sqrt(uBp.Physics.MaxSpeed * uBp.Physics.MaxSpeed / squareDiff * zDiff2)
I understand you are trying to predict where the scouts are going but square roots are expensive and should be prevented if possible. You can compute the vector towards the target point - normalize it (that is 1 square root) and then multiply that with the time you expect it to move in that direction. That would be your
predictedX/Y
and reduce the number of square roots / unit by 1. Personally I'd even go for a version without a square root, but that is for another conversation .I'm not entirely sure but it appears you keep creating / removing labels. Did you test to see whether it is faster to keep them around and hide them / move them out of vision? Allocation is generally expensive and I think you're doing it a lot by creating / removing them.
if (r.path) then -- CREATING? -- if (not r.label) then -- last parameter in monitor pixels, need to change with zoom somehow =( r.label = reclaim.CreateScoutLabel(view.ReclaimGroup, r.path, squareSize) r.position = position r.labelIndex = labelIndex LabelPool[labelIndex] = r.label labelIndex = labelIndex + 1 end r.onScreen = reclaim.OnScreen(view, position) if r.onScreen then onScreenSquared[onScreenSquareIndex] = r onScreenSquareIndex = onScreenSquareIndex + 1 --tprint(r.position) else r.label:Hide() end labelsData[sX][sZ] = r else -- REMOVING? -- if (LabelPool[r.labelIndex]) then LabelPool[r.labelIndex]:Destroy() LabelPool[r.labelIndex] = nil end labelsData[sX][sZ].label = nil end
It only removes label if square was scouted, otherwise they stay created (well that was intention, but there might be some bugs). Remove shoudl trigger then where is no 'path' variable (meaning empty texture - so it forces label deletion)..
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RE: Scouting overlay mod.
@Mach said in Scouting overlay mod.:
is there a way to have more smaller squares for more accuracy? or would that kill performance?
also idk how code for this works, but maybe square should only consider itself "scouted" (that turns it green) if it was completely inside vision range of a scout, currently it seems to even if only a small part of it was scouted, which means there can be something inside it that wasnt scouted
I thought about doing something like this but using another "vision layer" like we already have for normal vision (the thing that puts a shadow over things you dont have vision over), which turns more red the longer you dont have vision over it (starting with completely transparent and resetting when scouted)
You can download a mod and change squareSize (curently 20px so around ~2 seconds of air scout fly time) to something else. I only check each ~5 seconds and i am predicting fly path of a unit (just assumes a direct line) (in next 5 seconds) to make a prediction of 'seen' squares. Yes you can probably make it smaller, but this will make it a bit more laggy. It is possible to check each 1 second and only mark 'seen' squares to make it precise , but it will becomes quite slow.
Also green squares are '30 seconds ago' threshold.
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Scouting overlay mod.
Made a mod which reminds you to scout by color-coding unscouted squares and prints last time you saw what area (with 'vision', not radar) (uses the same key as 'reclaim view').
Only checks for 'scout' units for performance reasons (so any other units won't be checked) and only cares about 'move' and 'patrol' commands.
Will check only your own units so probably not that useful in team games (UI mods don't know anything about 'allied' units).
I only checked that it works correctly with 'better reclaim view', so it is a dependency.
Video: https://www.loom.com/share/44f598bc30bb4a56b07d52eda24f8b85
In the vault as 'scouting overlay'.