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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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    zhanghm18

    @zhanghm18

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    Best posts made by zhanghm18

    • RE: Why does everything suck so much right now?

      @jip After seeing what you said about the pain of developers, I feel very sorry and sad. Imagine how much FAF would have changed if these developers had stayed. In any case, there is no RTS on the market that can achieve the same quality, good visual design, and large-scale combat as FAF. I would rather the FAF changes and even becomes a completely different game to the FA than to see it remain stagnant.
      Imagine if all these developers had stayed and contributed, we might now have multiple versions of FAF with different focuses to play! (For example, some focus on AI combat, PVE, or cooperative missions, some focus on 1V1, and some focus on 4V4)
      Unfortunately, the unhealthy atmosphere of community discussion continues to discourage developers. While I hope you continue to contribute more to FAF, I also hope you find joy in what you do. Whether or not you choose to continue writing code for FAF in the future, I thank you for bringing us these exciting optimizations, thank you.

      posted in General Discussion
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      zhanghm18
    • RE: Firey Explosions mod FAF

      @zbc Great. I'm looking forward to your work

      posted in Modding & Tools
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      zhanghm18
    • RE: Redesign of all HQ and support factories

      @saver Thank you for your work. I think I prefer exaggerated models over conservative ones (meaning they look larger and have greater differences compared to the original version). For example, Cybran's buildings have more and longer "claws" or "spikes", while other factions' buildings have more and taller decorations or structures

      posted in Suggestions
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      zhanghm18
    • RE: Game Getting Locked Up in Infinite Loop

      @obituarypizza The first method: In your faf client /reply section, you can search for your own reply according to your account name.
      Second way: You can find the reply folder in the options at the top left corner of the FAF client. You can look in the folder according to the time when the reply was created
      Third method: Every time the game crashes, the client will pop up a window to record the game log. If you open this log file and search for "ID", you will find a text that reads "reply ID".

      posted in Game Issues and Gameplay questions
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      zhanghm18
    • RE: Firey Explosions mod FAF

      @ZBC Thank you very much! The tail flame of a nuclear bomb is amazing. However, some effects are exaggerated (such as overly coarse and large explosion maps when buildings explode, and some overly exaggerated tml smoke effects), and some effects (such as smoke, fire) are still best used by the steam original. Are there plans to continue optimizing and updating this mod? Visual improvements are always exciting

      posted in Modding & Tools
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      zhanghm18
    • RE: M28AI Devlog (v305)

      @maudlin27 hi, I was wondering if the changes to the loud part will affect FAF's mod? Some mod units are weak, but I still want to see them in the game.
      Also, when playing faf's high cheat multiplier, I found that the M28 hardly builds land T3. Basically, only a large number of ASF and experimental are built. Although I like to see a variety of experimental products, can M28 also make full use of the land factory in the case of high resource overflow? For example, if the resource overflow of M28 is high, can all these idle LAND factories build a large number of diversified T3 land, and directly set the production assembly point at the enemy base?

      posted in AI development
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      zhanghm18
    • RE: Re: Current air unit crash effect BUG report

      @jip Yes, mainly the lights and animations that only exist when the unit is alive still exist when it is destroyed.Thank you for your work!

      posted in General Discussion
      Z
      zhanghm18
    • RE: Let 's fix a bug in BlackOpsFAF-Unleashed

      @zbc Thank you very much for your work, and there is another bug about totalmayhem that I reported before, if you are interested
      Re: Total Mayhem 1.37 for all game versionsReferencing a bug reported earlier in discord regarding the building animation of two aeon units (BROT3BT and BROT3BT2,) :
      https://discord.com/channels/197033481883222026/1213509460207869953

      posted in Modding & Tools
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      zhanghm18
    • Re: Current air unit crash effect BUG report

      Re: Current air unit crash effect BUG report

      @jip
      As you can see, the air unit goes into the sea after being destroyed, and the animation on the model continues to play. Submerged in the sea, the areon experimental air craft has been destroyed, but the animation of the model continues to play above as if it were still functioning after the crash. And this process will continue for nearly half a minute, until he sinks to the bottom of the sea before becoming a wreck.

      98ebc077-3a04-4ae2-8c09-20381fae29c1-图片.png
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      aced9a39-3efe-4f7c-872f-e0fc84e32408-图片.png
      cdeb3cf1-0003-4de9-bfab-d496916ebcbc-图片.png
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      9ae40d3b-8cc7-4775-bac4-3a2588f48228-图片.png
      7feb39b8-9a97-403f-ab91-fa20fbac693f-图片.png

      posted in General Discussion
      Z
      zhanghm18
    • RE: Let 's fix a bug in BlackOpsFAF-Unleashed

      @zbc BUG report: The AEON experimental siege weapon (BAL0401) in the blackops MOD will summon 8 meteorites from the sky to attack, if you command the unit to stop or move when the 8 meteorites are halfway summoned (e.g., 3 or 4), The unit would be completely stuck here, unable to attack, unable to move, unable to give any commands.

      posted in Modding & Tools
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      zhanghm18

    Latest posts made by zhanghm18

    • RE: M28AI Devlog (v305)

      Another small suggestion: Could the M28easy also be divided into different styles like rush, navy, etc.? I like the rush style of M28, which allows building a large number of low-level units and land units, but I don’t want M28 to use micro-management like hovering.

      posted in AI development
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      zhanghm18
    • RE: M28AI Devlog (v305)

      @maudlin27 Thank you for your work. Is it possible to enable automatic formation movement for a certain number of land units, such as 10?

      posted in AI development
      Z
      zhanghm18
    • RE: Redesign of all HQ and support factories

      @saver Thank you for your work. I think I prefer exaggerated models over conservative ones (meaning they look larger and have greater differences compared to the original version). For example, Cybran's buildings have more and longer "claws" or "spikes", while other factions' buildings have more and taller decorations or structures

      posted in Suggestions
      Z
      zhanghm18
    • RE: M28AI Devlog (v305)

      To be honest, I really hope that M28 can have a simplified mode that allows all micro-operations to be disabled, so I don't have to operate each unit individually. I don't want to see all the army units crowded together and bumping into each other. Moreover, many ASF and fish bombers tend to gather together or hover during attacks. I hope there can be a more simplified mode where M28 can just select these units with a box and issue a unified attack command, avoiding frequent independent operations on each unit.
      The current M28 easy still has too many micro-operations.

      posted in AI development
      Z
      zhanghm18
    • RE: Savers Unitpack

      @Saver Thank you. It is brnt2exm2 in the total mayhem mod. This unit has obvious track problems, you can try it.
      Additionally, I have noticed that almost all MOD units have the same issue: their tracks appear to rotate upside down when viewed from the side. That is to say, from the top, the track is normally moving forward, but from the side, it is moving backward, which almost happens in all mod units.
      The original Fatboy also had this issue. I am now very skeptical that this issue should be a common occurrence. The default movement animation playback for all track units is the opposite for the side of the track. Perhaps the way all track units move animations are played should be changed to solve this problem that exists in all track units.

      posted in Modding & Tools
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      zhanghm18
    • RE: Savers Unitpack

      @Saver Thank you for your work. Could you explain how to fix this issue? I seem to have found a similar issue in another mod.

      posted in Modding & Tools
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      zhanghm18
    • RE: Unit TreadMarks sometimes defective

      I recently encountered this issue as well. I found that this problem only occurs with the tracks that appear in the "second type" of game. If I replace all the tracks with the same type, there is no such issue.

      posted in FAF support (client and account issues)
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      zhanghm18
    • RE: XtremWars 1.7 for all game versions

      said in XtremWars 1.7 for all game versions:

      BUG Report: The "hide bones" command in the script files of units UEL0103, URS0201, and URS0202 is only effective when the units are being constructed. It only takes effect when the units are generated using the F2 modifier. Taking unit UEL0103 as an example, there is a piece of code in its script:
      " OnCreate = function(self) TLandUnit.OnCreate(self)
      self:HideBone('Origine_01', true)
      self:HideBone('Origine_04', true)
      self:HideBone('Turret', true)
      end,“
      The code in the above section becomes invalid when the unit is produced normally from the factory. This causes the unnecessary gun barrels and turrets that should be hidden to be clearly visible when the unit fires. You can use Shift + F2 to bring up this unit. This unit is normal. By comparing it with the same unit produced by the factory, you will be able to identify the problem.

      Thank you to Caliber. He proposed a solution on Discord, which seems feasible. https://discord.com/channels/197033481883222026/832710161847287819/143002781836810649

      posted in Modding & Tools
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      zhanghm18
    • RE: XtremWars 1.7 for all game versions

      BUG Report: The "hide bones" command in the script files of units UEL0103, URS0201, and URS0202 is only effective when the units are being constructed. It only takes effect when the units are generated using the F2 modifier. Taking unit UEL0103 as an example, there is a piece of code in its script:
      " OnCreate = function(self) TLandUnit.OnCreate(self)
      self:HideBone('Origine_01', true)
      self:HideBone('Origine_04', true)
      self:HideBone('Turret', true)
      end,“
      The code in the above section becomes invalid when the unit is produced normally from the factory. This causes the unnecessary gun barrels and turrets that should be hidden to be clearly visible when the unit fires. You can use Shift + F2 to bring up this unit. This unit is normal. By comparing it with the same unit produced by the factory, you will be able to identify the problem.

      posted in Modding & Tools
      Z
      zhanghm18
    • RE: Let 's fix a bug in BlackOpsFAF-Unleashed

      @uveso thank you. Hopefully, the problems with the model will catch your interest and be solved in the future.

      posted in Modding & Tools
      Z
      zhanghm18