Thought there use to be an option to change the font size in the FAF client. But the font in the UI now seems like it is 4pt and simply can't read most messages...
Is there a config file where i could set the font size?
Thought there use to be an option to change the font size in the FAF client. But the font in the UI now seems like it is 4pt and simply can't read most messages...
Is there a config file where i could set the font size?
Game seem slow on accepting input/orders. Very noticeable when you see a bunch of T3 Bombers about to snipe your comm... Something appears to have changed in the last month or two when giving orders to units. So you see you comm is about to get snipped by bombers or tac missiles... So you select the unit, order it to move and, nothing the unit will die because the orders weren't carried out. This seems to have started a month or so back, never entered an issue, but it is really noticeable... As long as i've played, one could always have been able to select the unit and have it move immediately. It seems the delay is easily between 5 to 10 seconds now, and the units one use to save is now dead...
Why does that matter? The game allows watching live replays, even if delayed by a minute or three.. This is completely built in and allowed... I've seen a number of games where a team had no Aeon and my everything in my base(s), ya i had three separate bases all cloaked, even watch the replay to see what could be seen, (nothing). How ever each base systematically got arty'ed into oblivion, no probing fire all direct shots at three cloaked bases... One might lucky... Always thought allowing people to watch live replays even if delayed was a bad idea...
Might be me but the latest changes seem more than annoying and breaks the game play. Units like the tempest being able to be construction units, the game has always allowed and had them, why fix, change or break it now? Other notable change the unit hover to build mass extractors and hydro, and the latest removal double clicking an engineer on a mass to get storage around it. Can understand the problems with the "hover" ability but not for the dblclick to place storage. Could be wrong but thought the release notes mentioned fixes for game stability... How about not messing with the game and put it back to the original... The game got popular and i never remember having as many crashes and desyns as it appears there are now a days...
Might suggest detailing what OS, and the specific characteristics of you system. Running in a VM, Windows? Limited user account...? While hard to say but looking at the stack trace it looks more like a corrupt install of java more then FAF, and FAF is encountering the errors because Java is dorked up.
Seems there is a new exploit going around from what it seems. It appears some players have invincibility mods. Tried reporting a game about a week ago from the FAF client by reporting a player. So again last night saw it happen again last night and called it out. I'm seeing units take no damage at all. The first game, which i attempted to report, got a guys com to 300 health with 15 megabots and other units standing around it, was taking damage, and the guy made a comment "oh yea, stop me now...." and after that no units of his took and damage and his com and other units walked the entire map under a lot of heavy fire, not just the first 15+ megabots but a lot more GC along the way.... The game i'm reporting i'll see a few t3 sere siege take just out may base and called out the point hey these units take no damage...
Thought the game use to have checks to help ensure stuff wasn't modified at start... In the last couple weeks sure seems this is becoming more and more of an issue. Cheat mods or updates in the game that introduced bugs to allow this... But would say in the one where the they guy couldn't die seems more like a game cheat...
The other thing seems like the units in question, my units even though they are right next to them, my units won't even fire and attack them...
Can see this in that game here about 1 hour 14 minutes. And my call out at at 1:14:25... I'm in the lower left corner, and there are 3 or 4 of t3 siege bots outside my base, vanga (the green player), i have 3 mega and a few 15+ aeon snipper bots firing at the siege bots for a minute or two, absolutely no damage...
Come to think about it, seems this highlights another problem, units not shooting at enemy units visible and in range...
@sgtray I was running into a crashing bug, just after the last update. People suggested trying to watch an older replay, guess the game will get updated to the older version/patch. Seemed to work but could only watch replays. The it turns out that patch was reverted and rolled back. After that i could play again...
Thanks for the info @Jip
Actually, the game feels really sloooooooooooooooow these days. I've played supcom from the pre-released betas before being shipped. I have a copy on a much slower machine (intel 6700K) , with the original Supcom/FA and play skirmishes on it from time to time. That game plays way much faster then the heavily modded version from FAF on a 5950x w/128GB ram and a rtx 3080. Sorry just get use to the speed of units moving on that unmodified game. Well i guess a 10 year old 6700K CPU should be faster as it is a 6700 which is greater than 5950. Interesting when checking the game speed vai ren_shownetworkstatus something is wrong. Can easily see units on my 5950 moving so slow when comparing the two machines... Checking the game speed on my 5950x sure i see that game is at +10, but honestly the units are moving about 75% of the +10 on my 6700k. Sure feels like the old built in 500ms delay was increased to 750ms and causing the game to be much slower...
@e33144211332424 For a game replay..
@femtozetta Most every game i play now. And for the most part as vanillas as it can be, not mods.
@spikeynoob Thank for confirming. I'm thinking part of it is the addition overhead for the auto toggle for the mass generators if the power drops below a certain value...
Completely agree it is a wild ass guess, but that would be the first thing i've seen from the release notes that might easily explain it... Sounds like a nice enhancement but at the code of making the game unplayable, well...
Anyone else seeing the game performance getting really with the latest update? I've been playing since the original SupCom beta was available, sure seems over time a lot of the little tweaks have caused the game to slow down. While the latest update May 2022, this update has really made the game unplayable in the later parts fo the game. Playing a 3v3, when i was up around 900 units, i couldn't place a build template where desired simply because the game was so unresponsive. I've never seen this before and always have seen my machine very responsive. Nothing on my machine has changed since i've built it. I run a web site, and a few services, some are a bit involved but that longest request may take 8ms for the worst while most (90%) are 2ms or less. Ya i'm a dev and track this stuff... Generally there isn't a lot of traffic, just more for personal learning.
As for my machine specs, 5950x 128GB ram, and fiber for internet.
There is this problem, would suggest kind of related to this, seems a few months back did see someone asking in chat about "Anyone else seeing units not fire at enemy units?" Had never seen it but not it seems to happen way too much now... Remember having a GC kind of standing sentry on one side of the map, think it was 10 or 15 T3 ground bots attacked it, the GC never until i noticed it and started manually targeting the t3 bots. The GC was able to take out a few but lost the GC anyway. Sure seems something has been done to change the games internal prioritization of events it seems.
I'm wondering what changes have been made since vanilla SupCom? I've played a long time, never saw where enemy units would get in range and not fire at them. Remember seeing a couple people asking about this scenario "Anyone see enemy units move in range but never fire..."? I'm starting to notice more and more in most every game. Not only this seems the game in general keeps getting more and more laggy with each successive patch.
Also no way to make the checks key or hash lookups rather than an n*m list match?
I'm wondering if this is what has started causing a lot of lag in the games that i'm seeing. I know i have a low end machine 64Gb of some slow 3600Mhz memory and a low end 5950x with only 32 threads, but seriously, nothing should be making this machine lagg, but something has started stuff to lagg pretty bad.
Also not sure if there is much discussion about other places where game play is getting worse and worse. Meaning i had a GC standing in a place i forgot about on the map, and about 10 T3 fighting bots hit it and they were standing right next to it, well withing the GC's range, but the GC never fired once and lost it with it only firing well too late...
Hosting a game with a filter on the player's rating. Seem the filter for the lower range should be >= (greater or equal) not a simple > (greater than)...
Seems currently a player's rating will be floor'ed then compared to the allowed lower. Say had a friend that has a global score of 835, and had a filter of 800 to 1300 and they were not able to join. Interesting in this case there was no message like "Rating not within allowed ranking" as i've seen when i've attempted to enter a room where my ranking was out of range. Just seem the ranking in the room filter should be >= Lower && <= Upper.
Didn't test the upper range, but lower check sure seems to be:
if( Math.Floor( player.Rating) > lobby.lowerRankAllowed)
{
// let em in...
}
else
{
// sorry charlie
}