Subcategories

  • 291 Topics
    3k Posts
    maggeM
    AFAIK, the developer needs an auth method for his tool and can request such credentials from server admin, but the developer seems busy or not interested to maintain the code, nor to make it open source. The 4on4 was not supported since quite some time, and other stuff was broken, too.
  • 107 Topics
    1k Posts
    maggeM
    The latest official version can be found on the FAF GitHub repository. I am not aware of any fork, that has a newer version - If there should be any, please comment. The code currently has no maintainer, so changes are unlikely unless a developer decides to update it specifically.
  • Blog posts from individual members

    69 Topics
    485 Posts
    D
    Thank you for bringing a lot of pleasure to my life by running FAF. Maybe you'll find this funny: https://www.youtube.com/watch?v=9wvEwPLcLcA Def
  • 13 Topics
    938 Posts
    maudlin27M
    @saver Anything like that I’d need a replay to assess as there will be competing logic: -Retreat to avoid damage from subs -Avoid a cycle of retreating and advancing all while taking damage without doing anything -Avoid making landfall to die to a superior force -Avoid overreacting to a small naval threat The logic will likely have room for improvement in specific scenarios
  • Looking for New Client Maintainer

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    S
    If you are interested then you should feel free to reach out to me or start by tackling some of the issues to get an introduction to the code base.
  • Time to move on

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    T
    Goodbye gamers 🫡
  • Personal/Custom Avatars

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    NOC-N
    If you want avatar rules and guidelines. I can write 1 up just going to take a bit of time due to work and life
  • Redux Strategic Icons

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    D
    It works, but the icon borders look like an 8-bit game. Apparently the Advanced Strategic icons mod takes a different approach. Interesting fact that this command does not scale the flying nuke icon. But it was scaled when the nxt file worked.
  • MEXes visual feature or a bug?

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    No one has replied
  • Coop Mission DevLog

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    Ctrl-KC
    If you wanna try it in COOP Dev discord server there is a link in public uploads. You can also discuss this mission there.
  • Developers Iteration IV of 2023

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    JipJ
    The first hotfix is out. You can read more about it in this topic or on Github
  • Lua Debugger

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    No one has replied
  • Where are my wiki edits?

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    SpikeyNoobS
    @melanol Seems like a Jip thing rn. But he is away for a few days. Im sure he will help u once he is back.
  • Suggest new loading tips

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    16 Posts
    763 Views
    JipJ
    Also don't know if this includes mobile shields. Yes it does
  • 6 Votes
    1 Posts
    156 Views
    No one has replied
  • Reclaim Info on wrong Screen

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    S
    @indexlibrorum It is the primary in windows. I have FAF running in single monitor, windowed mode with the window spanning both monitors and running dual screen inside FAF (not dual monitor). FAF doesn't have a setting to designate right/left as primary.
  • Developers Iteration I of 2023

    Moved
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    JipJ
    A wrench, of course edit: apparently that was a pretty bad typo
  • Wars of Glory (WoG) Milestone 170

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    ?
    Post deleted.
  • Do any devs want to fix/maintain Phantom-X?

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    DoompantsD
    Can't wait to try it. Thanks for your time folx!
  • How to delete uploaded map?

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    L
    Thanks for the help!
  • Looking for help to edit textures for PBR shaders

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    BlackYpsB
    @sodisodisodi / @thorolavs / @slowBro / @CatchThat / @GD / @Bolmagasa / @fredriklars / @Microships / @ruskul / @MadMax / @cusdom and everyone else that is interested in helping, your time has come! We had some unexpected delays, but now we have a clear task for you. Many of the cybran units need a (new) red channel for the specTeam texture. This channel controls the metalness of the shader. For most units it seems promising to use the blue channel of the albedo and play around with multiply and power operations until something decent comes out. Some albedos have a lot of inbaked lighting though - for example the factories - so you will not be able to avoid manual work sometimes. If you don't want to do that you can simply choose a different unit to work on that doesn't have this problem. It's important to note that the workable range of the final texture is 0 to 0.12, everything above that will already be 100% metal. You can go higher of course if you want to influence the standard shader more, but unless you know what you want to achieve I recommend to stick to that 0 to 0.12 range. One last thing: the green channel of the specTeam also influences metalness, although to a lesser degree, so be careful if you want to utilize that one to generate the red channel. The unit spreadsheet is here: https://docs.google.com/spreadsheets/d/1fN183a5AOHUyrKFobKA_HJRv1Yu5Tb5kfdSbVBLxYHk/edit#gid=520266576 You can find more info on how to work with the textures here https://github.com/FAForever/fa/issues/4394 and here https://www.youtube.com/watch?v=T3yRGRf7iOQ&list=PL0nxuIUIjpFtGVBmP5TJTIJwhhlGtpXyo&index=4 If you have questions, feel free to reach out to me.
  • Want to contribute to FAF's Wiki?

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    Brutus5000B
    We use git as storage, imho you just need to setup a workflow that commits to git.
  • Active Trainers Contact Page

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    CheeseBerryC
    @lldaedalusll Check out the official discord and the channel #gameplay-and-training there. It's where most of the trainers hang out and most of the replay reviews take place these days.
  • Volunteers wanted for the Russian translation of FAF's wiki

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    355 Views
    Anachronism_A
    @crypteck Replying here was sufficient. I'll direct message the details to you and Deribus. Thanks for volunteering. Others are still welcome to volunteer (there's a lot to translate).