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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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    • RE: Hotbuild/Hotkey standalone Mod

      ZLO said:

      i remember having "hotbuild.zip"

      could not find it
      can maybe ask someone who is playing on steam version
      that includes members of LOUD community afaik

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Hotbuild/Hotkey standalone Mod

      i remember having "hotbuild.zip" and afaik you don't need to unpack it for it to work, just place it in your mods folder... and i was looking for GAZUI but could not find it
      never tried to use that old hotbuild tho.
      Will check my files later today in about 8-10 hours

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Historical Replays and 404'd Links

      @c0rtex i might need educate myself on how torrents work, cause i have two devices with partually downloaded things, and they are not seeding somehow
      usually it just works

      posted in I need help
      ZLOZ
      ZLO
    • RE: Historical Replays and 404'd Links

      @c0rtex FAFReplays_18619268.zip
      can try this then, but pretty sure magnet link should work... I, myself have a lot of issues downloading things vya torrent 😞
      i am even trying from like 3-4 devices and some of them don't download from each other

      posted in I need help
      ZLOZ
      ZLO
    • RE: Is there a good explanation why SupCom never became a proper cybersport?

      i don't have that great of an idea about how games become an E-spots, especially considering that not everyone had internet back in the days... so i guess game had to be popular and popular in PC-clubs.
      Supcom just wasn't that popular.

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Is there a good explanation why SupCom never became a proper cybersport?

      i have heard something like "it has lost it's place to CNC3" and it happened like in 2006 - but this is more like a rumor
      i'd guess it has happened cause of poor balance, slower - less impressive looking gameplay
      While C&C is giga-recognizable franchise that didn't yet rot away (and didn't even show signs of it yet), and game had pretty visuals and stuff, explosions in your face cause you can't zoom out, and more visual faction diversity (at least faction did look different for sure)

      i don't think UI mods were very prevalent in supcom era/old days
      You are looking at game right now, at Supreme Commander Forged Alliance that is HEAVY enhanced by FAF.
      But you are seem to be asking about Supreme Commander
      Supreme Commander afaik was popular, but popularity of online mode fell down pretty fast afaik.
      There could be multiple factors... idk, chat could only hold 100 people (+100 more in separate chat)
      no rating system for custom games, there was only ladder rating.
      Community had to create their own rating system
      There were no multiple regional servers, only one servers to play between australians, americans and asians, that could have caused some lag issues
      As far as i remember when game came out it was not well optimised for the computers that existed at that time
      So basically popularity of the game fell of a cliff and continued falling. i think only after FAF it began rising again. (this is more like my feelinig, not actual data, i have been playing online only since 2008 or 2009)
      Supcom 1 isn't that amazing of a game. free mass fabricators that it inherited from Total Annihilation were bad for balance and economy, especially on big or choke-pointy maps.
      SupCom FA is a huge leap forward in terms of balance and gameplay, but it still had problems and bugs, but not sure if that even matters, it probably was already "dead"
      FAF added ton of featured and fixed bugs and improved almost all aspects of the game. now it is a good game and you wonder why it has not became a cybersport. imho, because it was not actually THAT good and it had competition, and original game client was not amazing. Starcraft had south korea phenomenon and also it was a pioneer of online RTS afaik.

      Edit: Also could be that devs ran out of money, idk. or didn't see returns on the money that they could put in
      2008 was a crysis year afaik

      Edit2: so basically my point is that at 1rst game was popular, but was not that great, but later it is great, but no longer popular

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Historical Replays and 404'd Links

      There is a torrent with 550 ish GB of old replays, couple of people have managed to download it, but i can't seem to download from them. (or they are not seeding)

      Here is a magnet link
      magnet:xt=urn:btih:82c04707b914fe5923491a080f1c3493c07f2f32&dn=replays&xl=568989572610&tr=udp%3A%2F%2Fzer0day.ch%3A1337%2Fannounce&tr=udp%3A%2F%2Ftracker.publictracker.xyz%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.opentrackr.org%3A1337%2Fannounce&tr=udp%3A%2F%2Fopen.demonii.com%3A1337%2Fannounce&tr=udp%3A%2F%2Fopen.stealth.si%3A80%2Fannounce&tr=udp%3A%2F%2Fudp.tracker.projectk.org%3A23333%2Fannounce&tr=udp%3A%2F%2Ftracker2.dler.org%3A80%2Fannounce&tr=udp%3A%2F%2Ftracker.wildkat.net%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.tryhackx.org%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.torrent.eu.org%3A451%2Fannounce&tr=udp%3A%2F%2Ftracker.t-1.org%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.qu.ax%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.opentorrent.top%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.gmi.gd%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.flatuslifir.is%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.corpscorp.online%3A80%2Fannounce&tr=udp%3A%2F%2Ftracker.bluefrog.pw%3A2710%2Fannounce&tr=udp%3A%2F%2Ftracker.bittor.pw%3A1337%2Fannounce&tr=udp%3A%2F%2Ftracker.auctor.tv%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.004430.xyz%3A1337%2Fannounce

      posted in I need help
      ZLOZ
      ZLO
    • RE: Replays cutoff after the first disconnect/ejection?

      each player prodices its own replay. maybe you were watching a live replay and the player that got disconnected was the one that you were watching?

      posted in General Discussion
      ZLOZ
      ZLO
    • FAF replay command format question and parser question

      @askaholic i think i have found something
      parser currently does not distinguish between shift-and no-shift commands
      I think i have found how it is written in the replay files

      no shift
      0x0000100f ├── IssueCommand(GameCommand { entity_ids: [0], id: 0, coordinated_attack_cmd_id: -1, type: Move, arg2: -1, target: Position { x: 240.4617, y: 17.90355, z: 92.60901 }, arg3: 0, formation: Formation { a: 0.8416898, b: 0, c: 0.5399614, d: 0, scale: 1 }, blueprint: "", arg4: 0, arg5: 1, arg6: 1, upgrades: Nil, clear_queue: None })
      0x000010f8 ├── IssueCommand(GameCommand { entity_ids: [0], id: 1, coordinated_attack_cmd_id: -1, type: Move, arg2: -1, target: Position { x: 243.4599, y: 17.57368, z: 113.5076 }, arg3: 0, formation: Formation { a: 0.8692136, b: 0, c: 0.4940713, d: 0, scale: 1 }, blueprint: "", arg4: 0, arg5: 1, arg6: 1, upgrades: Nil, clear_queue: None })
      
      shift
      0x00000f05 ├── IssueCommand(GameCommand { entity_ids: [0], id: 0, coordinated_attack_cmd_id: -1, type: Move, arg2: -1, target: Position { x: 240.55534, y: 17.91385, z: 92.4321 }, arg3: 0, formation: Formation { a: 0.84133023, b: 0, c: 0.5405215, d: 0, scale: 1 }, blueprint: "", arg4: 0, arg5: 1, arg6: 1, upgrades: Nil, clear_queue: None })
      0x00000fd7 ├── IssueCommand(GameCommand { entity_ids: [0], id: 1, coordinated_attack_cmd_id: -1, type: Move, arg2: -1, target: Position { x: 243.38371, y: 17.52357, z: 113.442 }, arg3: 0, formation: Formation { a: 0.99777526, b: 0, c: 0.0666754, d: 0, scale: 1 }, blueprint: "", arg4: 0, arg5: 1, arg6: 1, upgrades: Nil, clear_queue: None })
      

      can't see any difference in parser

      with shift
      0C 4D 00 01 00 00 00 00 00 00 00 01 00 00 00 FF FF FF FF 02 FF FF FF FF 02 3B 62 73 43 30 94 8C 41 F0 FC E2 42 00 00 00 00 00 33 6E 7F 3F 00 00 00 00 FE 88 88 3D 00 00 00 00 00 00 80 3F 00 00 00 00 00 01 00 00 00 01 00 00 00 02 00 00
      
      no shift 
      0C 4D 00 01 00 00 00 00 00 00 00 01 00 00 00 FF FF FF FF 02 FF FF FF FF 02 BC 75 73 43 D5 96 8C 41 AA 03 E3 42 00 00 00 00 00 66 92 5E 3F 00 00 00 00 EA F6 FC 3E 00 00 00 00 00 00 80 3F 00 00 00 00 00 01 00 00 00 01 00 00 00 02 01 00
      

      At the end:
      02 00 00
      02 01 00

      i have found exactly the same behavior in attack commands
      point out if i did any mistakes

      can anyone update the parser?
      i am to bad with programming

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Awassa Kamikaze as intended?

      @Caliber said:

      It is infinitely better to keep the bomber alive, one bomb is 11000 damage, crash damage is 8000.

      to purposefully kill the bomber after spending Energy = 1920000, Mass = 48000, and do only 8000 damage is so wastful.

      If you know that you can only do one drop of a bomb then it is lot better to kill enemy commander or game ender or antinuke or something valuable and get closer to winning the game rather than waiting for another ahwassa or extra strat bombers.

      this whole topic is raised exactly because people do purposefully kill bomber and that turns out to be so effective that people start to complain and suggest nerfs for it

      instead of damaging shield and depositing mass it actually kills stuff

      I also wanna add that it works for every bomber as far as i know
      you can just insta-ctrl+k it just as the bomb has dropped and wreck will land almost in the same place as where bomb was aimed.

      making ahwassa randomly change direction 45 degrees after it died will probably look weird.
      unless maybe you add some visual effects like violent explosion that would make it look like it pushes that dead ahwassa around xD

      Edit: We also have similar balance changes made before.
      When satelite dies it gets pushed in random direction, so people can't drop it on nukes that just emerge from the nuke silo and blowing up that enemy nuke together with enemy base

      posted in Balance Discussion
      ZLOZ
      ZLO
    • RE: Why would you have left FAF?

      @ping_127_0_0_1 said in Why would you have left FAF?:

      I hope we'll eventually manage to do something about players getting their home net DDoS'd, after my last two games I stopped playing again because of that, I don't want to have to keep changing usernames just to play.

      I do realize that's easier said than done.

      How exactly do you know that you get DDOSed?
      You check router statistics?

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: W11 Smart App Control blocks FAF now?

      image.png

      https://youtu.be/M6NC4MNgCQ4?si=Q8tarPNx46XC2W_8

      i didn't test it myself, but looks like it should help. Basically just disable that shit.
      If you don't want to disable it, then just disable it anyway, run whatever you want to run and enable it back 👍

      posted in FAF support (client and account issues)
      ZLOZ
      ZLO
    • RE: 5k resolution. When I zoom out I quickly lose the "health point" bars, and building. How to fix this?

      @freemp said in 5k resolution. When I zoom out I quickly lose the "health point" bars, and building. How to fix this?:

      I also managed to display part of the buildings from arbitrary distance activating ren_IgnoreDecalLOD

      Decal is the texture under the buildings and textures on the map, and marks after explosions and other textures on the map.
      So that is just a wrong thing/console command
      you probably don't want to have them always rendered, depending on how powerful your GPU is and as game is progressing, you may get more and more decals on the map (not sure if there is a limit)

      i have briefly looked through some console commands again and i can't find the right one... but i am sure i have used it before to do this 😄 42696791-8759-40e6-a914-2f969a0e694b-image.png
      i think i have tryed cam_SetLOD and it didn't help
      SC_CameraScaleLOD - this have helped but made my map glitch all dark and laggy

      posted in Game Issues and Gameplay questions
      ZLOZ
      ZLO
    • RE: 5k resolution. When I zoom out I quickly lose the "health point" bars, and building. How to fix this?

      There are some console commands https://supcom.fandom.com/wiki/Console
      you can search by keyword "cutoff", "LOD", "ren_" or ask some AI chatbot
      So entering those commands with correct values could fix the issue
      afaik as you enter commands they apply in game instantly, no need to restart or anything like that.
      you will need to experiment with values.
      It is also pretty easy to make a UI mod that would enter those commands for you at the beginning of every game (possibly with a slight delay in case of weird issues)

      I have found one for health bars:

      ui_LifebarLOD	
      

      For example, there is a mod called "FPS Unlocked"
      all it does is waiting for 1 second and then enters a console command "sc_FrameTimeClamp 7"
      you can replace console command in that mod for your own and it should work

      posted in Game Issues and Gameplay questions
      ZLOZ
      ZLO
    • RE: Проблема с подключение FAF
      1. • Подробнее объяснить что у тебя за проблема
        • на каком этапе она возникает
        • возникала ли она всегда или началось в какой-то момент
        • ошибка вылезает каждый раз или через раз?
        • методы обхода блокировок типо DPI или VPN пробовал?
      2. Можно приложить логи клиента и игры из папки C:\Users\Usr\AppData\Roaming\Forged Alliance Forever\logs файл client.log
      3. Можно на всякий случай прикрепить скриншот
      posted in FAF support (client and account issues)
      ZLOZ
      ZLO
    • RE: Features and what not

      There are tons of good features, it is hard to pick the best one:
      • Rating system for custom games (tho before FAF ppl had player tracker and it was kinda interesting, but it didn't have a way to get good reputation after you have ruined it)
      • Matchmaker improvements (2v2 3v3 4v4 machmaker, ability to choose multiple factions (i don't remember if gpg-net had this)) (new maps in the map pool)
      • Not exactly FAF thing but - ozonex map editor
      • Map and mod vaults with autodownload when joining games
      • Chat inside of the replays (yep, afaik that didn't exist back in the old days)
      • Balance patches (before that, we had to use mods with changing mod versions, good luck finding right version of the mod to watch old replays) (and no more t3 air at minute 7 with 2 t2 pgens, no more 2 second reload t1 bomber, no more restorers that beat ASF)
      • Chat room for more than 100 people, multiple chat rooms
      • Exploit fixing and bans for using exploits that can't be fixed, no more need for gentleman's agreements to not make restorers or restoration field
      • Engimod. no more 200-300-400 engies assisting single factory and lagging the game
      • hotkeys without mods, and tons of QoL UI improvements

      What i'd like to see:
      • more people on FAF patreon and money used for development and promotion
      • more aggressive promotions
      • sound bugs fixed
      • replay rewind
      • even more UI improvements
      • more connection improvements
      • i wanna see old players back 😧 ... and i guess more players overall would be amazing
      • galactic war sounds great
      • replay vault improvements with the goal of better usability of review system so it is easier for casters and players to find good replays
      • News on new features and patches and other stuff on youtube channel
      • better understanding of how replays work and break so we can fix them and remove the "freeze game when someone quits"

      can't think of a bad feature

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Wasted energy

      imho FAF is fine without massfabs, just don't overbuild power, or if you did massively overbuild - you can just reclaim it.
      imho in BAR there are some things that prevent turtle gameplay, and t1 massfabs are not very efficient and require space and they explode...
      BAR only has 1mex -> t2 mex -> t3 energy (afus) + massfabs
      while in FAF you have t1 mex -> t2 mex -> t2 mex with storage -> t3 mex -> massfabs or sacus
      you go from 2 mass per mex point to 27
      while in BAR it is only like from 2 to 8
      basically what i want to say is that FAF already has plenty of ecoing opportunities and i would not want it to have another somewhat efficient way of ecoing.
      Also often FAF maps feel like they have more space, and building explosions feel smaller, while in BAR you have less space and building explosions feel bigger

      Edit: You can also make an energy storage
      i kinda like cheaper and bigger energy storage in BAR... but in FAF storage space is also tied to overcharge, so making storages cheaper buffs the overcharge, so you can't do that for no reason

      Edit: also agree that massfabs in BAR are a big noob trap. Solar+massfab is like 22x less efficient than making mexes

      posted in Balance Discussion
      ZLOZ
      ZLO
    • RE: I tried. Problem. How do I join the FAF Discord??

      @bofhlusr I thought we were talking about discord account.
      FAF account and discord accounts are separate from each other, and that Jip's post is talking about FAF accounts

      posted in FAF support (client and account issues)
      ZLOZ
      ZLO
    • RE: Legend of the Stars 2025

      Whoever was streaming probably has a local video file then?

      posted in Tournaments
      ZLOZ
      ZLO
    • RE: Legend of the Stars 2025 Qualifier #2 6/12

      sign up 1925

      posted in Tournaments
      ZLOZ
      ZLO