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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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    Recent Best Controversial
    • RE: M28AI Devlog (v307)

      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
      Z
      zhanghm18
    • RE: M28AI Devlog (v307)

      @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 (v307)

      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
      Z
      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
      Z
      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)
      Z
      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
      Z
      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
    • 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".1d086539-a2c9-4ae9-ac98-6d7863b9f51a-图片.png

      posted in Modding & Tools
      Z
      zhanghm18
    • 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.

      posted in Modding & Tools
      Z
      zhanghm18
    • RE: The game crashed while creating the game

      @magge I tried disabling integrated GPU and it didn't help.

      posted in FAF support (client and account issues)
      Z
      zhanghm18
    • 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

      posted in FAF support (client and account issues)
      Z
      zhanghm18
    • 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

      posted in FAF support (client and account issues)
      Z
      zhanghm18
    • 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.

      posted in Modding & Tools
      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
      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
      Z
      zhanghm18
    • RE: M28AI Devlog (v307)

      @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?

      posted in AI development
      Z
      zhanghm18
    • RE: M28AI Devlog (v307)

      @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).

      posted in AI development
      Z
      zhanghm18