ZLO 1969
Posts made by ZLO
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RE: 413 Payload Too Large from POST https://api.faforever.com/mods/upload
any ideas why ~330 mb one is failing to upload? (is it gettnig bigger after it gets uploaded? :D)
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RE: 413 Payload Too Large from POST https://api.faforever.com/mods/upload
@Brutus5000 said in 413 Payload Too Large from POST https://api.faforever.com/mods/upload:
It would be helpful if the author could upload the current folder zipped to a Google drive or somewhere.
https://disk.yandex.ru/d/7krrkoNgsaG-5w updated mod that they could not upload. Size did not increase compared to previous version.
https://disk.yandex.ru/d/UbzdKvyZCFm2Ig same mod but split into two parts and also failed to upload -
RE: Legend of the Stars 2024
will there be auto-qualified players?
and if so then who is automatically qualified? -
RE: 413 Payload Too Large from POST https://api.faforever.com/mods/upload
@Jip said in 413 Payload Too Large from POST https://api.faforever.com/mods/upload:
@ZLO said in 413 Payload Too Large from POST https://api.faforever.com/mods/upload:
Can we come back to this? They can't solve the problem.
We need a clearer understanding of what the problem exactly is.
And what can be done.
and if they need to decrease the file size then how much it needs to be decreased?
They have tried 307MB (before compression). that is ~50% mod size decrease and it does not let them upload the file.
also tested 100MB (before compression) and it lets them upload the mod, but they can't decrease mod size this much.
When talking about file size limits pls mention if it is before or after compression pls.What is the mod about?
If it is a unit mod then you can split them over several, smaller mods. You would need to enable them all manually of course, but it would be the easiest approach.
Yes, it is a unit mod.
Okay that is one possible solution...
But splitting to like 6 smaller mods is pretty annoyingIdeal would be to fix something on the server, we just don't understand how is that possible that we were able to upload 600mb mod before and now we can't, while file size limit did not get changed for 4 years, and halving the mod size does not help
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RE: 413 Payload Too Large from POST https://api.faforever.com/mods/upload
Can we come back to this? They can't solve the problem.
We need a clearer understanding of what the problem exactly is.
And what can be done.
and if they need to decrease the file size then how much it needs to be decreased?
They have tried 307MB (before compression). that is ~50% mod size decrease and it does not let them upload the file.
also tested 100MB (before compression) and it lets them upload the mod, but they can't decrease mod size this much.
When talking about file size limits pls mention if it is before or after compression pls. -
RE: Are autotargetting SMLs legal?
SML = Strategic missile launcher = nuke
TML = Tactical missile launcher = t2 stationary missile launcher with 6k dmg per missile
he build TMLs and queued bunch of random orders, there was no autotargetting from what i can see. -
RE: New update desyncr without error message
i guess we need to see local replays from both players then?
or at least have a local replay that is different from replay on the server -
RE: UI mod request, stop base ctrl+k
@exselsior said in UI mod request, stop base ctrl+k:
Make it whenever more than a single mex is selected and Iād probably use it just to keep my once every thousand games mistake of ctrl-k all t2 mexes when I meant to only do one from happening.
interesting idea.... maybe whenever single mex + some other buildings are selected...
like storage or factories... ( i ctrl+k-ed my HQ couple of times by accident when trying to ctrl+k t1 pgens next to it)my idea is only to stop people from ctrl+k their base to ruin the game.
And try to not create problems anywhere else
so people can still ctrl+k part of their army or part of their base to not give veteranicy for example
imho a typical base will have at least 8 types of things...- t1 or t2 mex
- pgens
- ACU
- land fac
- air fac
6-7) pds or units or planes - t1 engies
so people could voluntarily install this mod so they don't ctrl+k their whole base and don't ruin games for other
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UI mod request, stop base ctrl+k
Deny ctrl+K orders when more than certain amount of unit types are selected simultaneously (from 8 to 10 can be default)
this is so players can make sure to stop themself from ctrl+k-ing their base when they rage or something like that.
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RE: How is FAF doing?
Afaik Summer invitational was canceled cause high level players were not willing to participate.
However qualifier for that tournament got 24 signups
https://forum.faforever.com/topic/5936/2023-spring-invitational-qualifier?_=1724225911728 -
RE: Why do so many things have friendly fire disabled?
making enemy units do friendly fire to their own units is very fun
i remember doing that with bombers and with cruisers and with t3 mobile arty
it is probably no big deal if that gets removed but maybe kinda sad.
afaik rawagers and strats still do friendly fire (at least to your own stuff), as well as t1 and t2 bombers
(Edit: oh yea, in BAR it is probably extra fun as there are few direct fire units with gigantic splash damage and slow projectiles and yes people sometimes have to micro them by putting them on hold fire (but you can still shoot stuff even with "hold fire enabled if you give attack order or target priority order) -
RE: Will TML ever be balanced?
@caliber said in Will TML ever be balanced?:
its like GPG added it to the game as a joke and people havnt noticed yet
this reminded me that in supreme commander before forged alliance TML was a homing missile launcher
Tho it did have much less range there -
RE: ASF Micro
https://www.youtube.com/watch?v=3JYe6DrXi3s - Yudi's video on how to do air fights with 100+ ASF without micro
https://www.youtube.com/watch?v=sMd1oa9Z8MI very old, don't listen to the things about fire states - no need to put ASF in ground fire mode, it is just as an example of people doing ASF micro
Afaik if it is low numbers and therefore it is not chaotic you just try to get to the enemy back by doing tightest possible turns.
So you kinda turn even ahead of time, you click in place where enemy ASF might end up in next 1-2 seconds.The another "secret" is that afaik to turn tighter you wanna slow down your asfs, so you need to clikc your move commands closer to them...
also you should just get someone in a sandbox game and spawn 25 50 75 ect ASFs and make multiple practice fights
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RE: Nerf Novax radar
There was a problem when novax used to be either to weak or too strong, so people would either make 0 or spam as much of them as they can
giving it omni and radar seems like a nice decision to me cause it makes single novax more usefull, but making more novaxes (or at least putting them in same place) will not give additional intel benefits. Would be nice to invent some similar idea that would make single novax usefull but prevent people from spamming as many novaxes as they can
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RE: Fatboy Veterancy
i don't think that small gains from veteranicy is the main problem with fatboy
if it feels to weak then would be nice to just buff it
maybe add more shield HP
i mean... i just like the idea that you can go under shield to damage fatboy
or use shield to protect other things
or kill power to stop shield from working
or use shield disruptor
or use TML cause hitting the shield is easier
i like that it kinda makes it weaker vs t2 arty cause it is easier to hit shield
i'd like to keep all those things but if unit is to weak cause of them then can just buff it -
RE: What can be done to make 1v1 more popular?
Find a 1 000 000+ subscriber caster or streamer and make him make videos about it
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RE: Game Slow on FAF but perfectly fine on Vanilla
Check what type of lag you are having...
I guess you should press F11 and check the table at the top right. (in FAF)in vanilla you can do the same, but need to use console command "ren_shownetworkstats" to display the table, and can type command again to remove the table.
i'd mainly suspect the net lag to be the issue.
If it is not net lag then check ingame FPS with / key on numpad
can check if you have those problems in singleplayerEdit: ah yea, about the table...
if you see numbers in "behind" column, it usually indicates internet issues
Here is some picture i have found but i used AI to translate from RU to English so it looks weird
"behind" column is usually the most important one
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RE: Question feedback before I dig in.
@innomen said in Question feedback before I dig in.:
I'm endlessly frustrated by the amount of manual best practice this game requires, so for a start I'd like to modify the default/idle behavior of the t1 fab.
Honestly i am surprised a little bit, supreme commander does provide okay level of automation compared to other games (like starcraft 2 for example)
But before I even begin I'd like to know if it's possible for a t1 fab when idle to attempt to reclaim the nearest mass.
short answer = likely not possible
can be technically challenging
and will need to make whole community to accept this change
will need to provide good reasons why this change is requiredThere once was a guy who made a mod to make idle engineers to walk around and search for reclaim. (mod by iBogunov)
i used this mod couple of times and i didn't like it- my idle engineers no longer reported as idle
- they wander off in random direction to get something like 1 tree.
when i wanted to group up engineers in one place to start something important like 1rst t2 power or assist my t2 t3 factory - engineers would just move far away to try to find some reclaim
i once dropped engineers from the transport and before i could pay attention they all walked away
ofc you can fix 1 by simply still reporting those engineers as idle, but need to somehow distinguish automated behavior from player induced one and that required lots of additional coding and maybe engine changes
We don't have source code to easily do engine changes2 can be fixed by only attempting to reclaim stuff that is in range
it can lead to additional CPU load af every idle engineer on the map checking if they have a reclaimable thing in their build rangeor having a special mode that you can put that engineer into, so it gonna go around and reclaim stuff... but that is pretty much the same as clicking couple of attack moves.
and attackmoves have an advantage, that once engineer finished reclaiming an area they will stop and report as idle so you can easy pay attention to them and give them more tasks
while in the automatic mode they'd just go and suicide or 20 of them would go to pick up 1 air scout wreck that is worth 8 mass from the lake that is 5 km away or something like thattho ofc i am not against adding a functionality that i can simply not use if i don't want to. But someone will have to do the work
Possible followups would be it auto building t1 mex, and reclaiming enemies the same way a t1 tank would fire its main gun.
sounds like an ok idea tbh, can also make them repair things in their range,
make sure that only engineer goes to build some mex, not all 20 of them
Edit: already imagining TMLing mexes on enemy side of the map and my poor idle engineers trying to reach enemy base
Edit: another genius idea, make engineer idle in FFA game to check witch mexes are not taken without need for scoutingtho again it may introduce performance issues as people in this game like to build 300 engineers per player in a 4v4 game
i am still skeptical tho, because in early game you usually have a factory that is building engineers and don't you usually select them as soon as they become idle and make some tasks for them...? if they gonna do some random stuff and move away from the rally point it can kinda feel weird... you'd also have to cancel their automated orders 1rst, what if they wander off and build ally mex or break trees
or reclaim something that ally wants to rebuildanyway, sounds like something that is not gonna happen cause nobody gonna code it.
also need to 1rst decide how it is all gonna be implemented
what engineers will prioritize while idle, what exactly will be happening, then review it and agree that it is a good thing, then there is a chance that someone can try to code it -
RE: Why?
@goodgamepleasety
User Katsu claims putting log level of ice adapter to "error" instead of "debug" helps
settings - general tab, in the very bottom
can you please try and report if that helps?
or maybe anytime this issue happens someone can check the logs afterwards and check how many lines of log it produced during the last few minutes