@uveso thank you. Hopefully, the problems with the model will catch your interest and be solved in the future.
Posts made by zhanghm18
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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
@uveso Thank you for your work.
Yeah, CZAR looks better. But would you consider replacing the CAZR model with a more elaborate version of FAF? The CZAR model used by blackops is slightly less accurate than FAF, and you can see that the CZAR in the MOD is not "round", but clearly "angular". -
RE: Let 's fix a bug in BlackOpsFAF-Unleashed
@uveso Thanks for your reply. I retested the unit and found that the problem no longer existed. It is possible that an update to FAF in the last year accidentally fixed the issue.
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RE: The game crashed while creating the game
@magge I tried disabling integrated GPU and it didn't help.
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RE: The game crashed while creating the game
@magge My computer is an Asus ROG laptop.
My operating system: Windows 11 22631.4169;
CPU: 12th Gen Intel(R) Core(TM) i9-12900H 2.50GHz;
GPU: NVIDIA GeForce RTX 3070 Ti Laptop GPU;
My GPU driver version is 32.0.15.6094 (latest driver in August this year)
I've tried reinstalling the game and it didn't help -
RE: The game crashed while creating the game
@mostlostnoob Similar crashes have appeared frequently recently. I opened the debugger according to what you said, which is the loggame_23379917.log
game_23379926.log
Disabling all mods also has no effect and still crashes -
RE: Let 's fix a bug in BlackOpsFAF-Unleashed
@zbc Thanks for the test. I will try the latest version from github. The blackops I use are downloaded from FAF vault, maybe that's the cause of the problem.
In addition, if you are interested in, I found that several small bug about totalmayhem posted on https://github.com/FAForever/fa-total-mayhem/issues. -
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 -
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.
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RE: M28AI Devlog (v160)
@zhanghm18 said in M28AI Devlog (v120):
@maudlin27 I think that's the reason for the problem. The experimental shield in the MOD is larger than the normal shield SIZE. This resulted in M28 not building them.
It should be noted that I remember that the M28 built these larger experimental shields in previous versions. But the problem started with some recent version (sorry, I'm not sure which one).@maudlin27 hi, I would like to ask if the construction of the larger experimental shield will be solved?
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RE: M28AI Devlog (v160)
@maudlin27 I think that's the reason for the problem. The experimental shield in the MOD is larger than the normal shield SIZE. This resulted in M28 not building them.
It should be noted that I remember that the M28 built these larger experimental shields in previous versions. But the problem started with some recent version (sorry, I'm not sure which one). -
RE: M28AI Devlog (v160)
@maudlin27 Tried it out and the new option is very good! I saw a lot of mod units that had never been built before on the M28.More AI options are a really good idea. We can restrict more of the AI's behavior based on how we like to play the game, which is fun!
But the V119 seems to break cybran's experimental shield logic. cybran doesn't seem to be building experimental shields at all now.
Maybe have the AI build an experimental shield for every five normal shields built (at high resources). Maybe this will ensure that the experimental shield doesn't go unnoticed by the AI?
But I do see AI building some experimental buildings in mods (such as experimental power Generators)
In addition, I found that the AI still seemed to build engineers repeatedly and self-destruct (in the case of high unit cap occupation, but the enemy's long-range artillery destroyed the AI's shield), it seemed that the AI wanted to build more engineers to replenish the shield on the one hand, and wanted the self-destruct engineer to save the unit cap on the other hand -
RE: M28AI Devlog (v160)
@maudlin27 Thank you! I'll try the latest version later
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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". -
RE: A very rhythmic micro-stutter
@jip That sounds like a depressing situation.
But if faf continues to update and improve, perhaps more new mod creators will join in, creating more compatible ui mods, or improving old ui mods to make them compatible with new games. -
RE: M28AI Devlog (v160)
@maudlin27 I guess the problem is that AI's population has always been close to cap in the case of high resource overflow. And I find a lot of times AI is obsessed with building a lot of ASFs and gunships (high cheat multipliers). Maybe that would make it easier for him to win? But in the case of extremely high resource overflows, I still expect him to build a variety of units.
And I tried the latest version, and I felt that the AI's unit diversity was not even as good as the previous version. AI is now obsessed with building specific 1-2 mod T3 units instead of building diverse T3 units by tag like before.
It would be nice if you could set up a simpler, more random unit selection logic for high cheat multipliers (e.g., cheats over 4X) -
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
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RE: M28AI Devlog (v160)
@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? -
RE: The game crashed while creating the game
@jip I didn't change the Settings. This problem cropped up some time ago (a few months ago). It's just that when I ran into this problem before, I could have successfully built a game if I had tried a few more times. But recently the problem has become more frequent. I'll check the driver, see if there's an update