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    Posts

    Recent Best Controversial
    • UI Revolution Project

      The goal of project is to utilize old UI mods and create new ones. New mods must be customizable in order for user to be able to enable/disable things user needs/doesn't need. Code base must be extendable for further development and be performant as well, so, user won't have issues with lagging game.

      Here are already mods having more comfortable and customizable tools to work with.

      TeamInfo Share

      Provides with UI and communication with teammates about nukes, smds and experimentals.

      Current functions:

      • timer
      • count of loaded missiles
      • % of completion
      • toggable UI of categories
      • customizable positions of texts

      Upcoming functions:

      • color customization
      • more types of categories

      Idle Engineers Light

      Provides with UI info about idle engineers, idle factories, upgrading mexes and loaded tmls/smls displayed as icons on worldview.

      Current functions:

      • toggable display of icons

      Upcoming functions:

      • various icons to choose (user's as well)
      • square + text mode

      ECO UI Tools

      Provides with mexes panel with functional buttons and info about mexes. Displays upgrading mexes with icons on worldview.

      Current functions:

      • T1/T2 mexes
        • start upgrading and pause
        • start upgrading and pause for those on screen
        • select all
        • select all on screen
      • T1/T2 upgrading mexes
        • pause all
        • pause one with lowest progress
        • select all
        • select all on screen
      • T1/T2 upgrading paused mexes
        • unpause all
        • unpause one with highest progress
        • select all
        • select all on screen
      • T3 mexes
        • select all
        • select all on screen

      Upcoming functions:

      • toggable icons
      • customization
      • resource usage panel
      • various icons + square with text
      • autopause

      HotBuild Overhaul

      Corresponding post.

      Better chat

      Corresponding post.

      Specific Target Priorities

      In Dev TBA

      Selected Units Info

      In Dev TBA

      Smart Ring Display

      In Dev TBA

      4z0t's Score Board

      TBA

      Advanced Selection Tools

      TBA

      Additional Orders Extension

      Adds new orders combining some functionality of others or quality of life ones.

      • Select ACU/goto to it / OC mode
      • Select all idle engineers on screen not ACU
      • Select nearest idle t1 engineer / reclaim mode
      • Remove last queued unit in factory
      • to be added
        In Dev

      EzReclaim

      Displays reclaim labels in reclaim mode. Groups reclaim labels and colors text according to amount of mass in it.

      In Dev

      UI Mod Tools

      The library of tools for UI modding. Docs are coming with 4th (mb 5th) version.

      • Options for UI mods
      • Query wrapper to work with tables
      • Unit functions
      • Layouter for UI

      What's next?

      As you can see there are a lot of mods being developed by me, but why?
      Let's look through mod vault and select the most popular:

      Supreme Score Board

      Legendary mod, I appreciate work been done by HUSSAR. It is one of the mods I really like. However it has obsoleted. Code base is poor, so, you can't add, you can't remove. It takes a lot of space in UI making user with smaller screens struggle using it.
      In addition, It doesn't match factions' skins and doesn't hide with whole UI (Ctrl+Shift+F1).

      Idle Engineers 1/2/reloaded

      Performance issues, poor code base. Uncustomizable.

      Supreme economy

      Takes a lot of space in UI. Bad UI design. Poor code base. Uncustomizable.

      Advanced Selection Info + similar mods

      Performance issues. Uncustomizable.

      ECO Manager

      Legendary UI mod. There were rumors that you could become 3k using it. No, but you would have performance issues, bugged funcions, broken hotkeys and vulnerability to icon spamming (aka smds everywhere). In addition poor code base and uncustomizable functions you might not needed.

      Cool, hah? But who am I to decide? Well, you decide to believe me or not.
      Since I am doing this alone I can't even think about revolution and that's why I want your help.
      I need:

      • Devs: Very specific, but if you really want, ask me
      • Testers: I can't test all things I do
      • Promoters: Spread our goal around others and blame listed mods ๐Ÿ˜›

      Keep in mind that I also participate in FAF development and this extends to FA UI as well, there are tons of issues to be fixed.

      posted in Modding & Tools mods uimod gameplay
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    • HotBuild Overhaul
      • Create your own build sets with HotBuild Overhaul!
        mass.gif
      • Edit existing ones!
        edit.gif
      • Bind and use!
        bind3.gif
        Requires UI mod tools

      Quick guide how to use mod

      posted in Modding & Tools uimod mods gameplay new
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    • 4z0t's ScoreBoard

      Functions

      Replay Scoreboard

      • Variety of stats
      • Sorting by specific stat with mouse wheel scrolling
      • Hidable stat columns

      functionsreplay.gif

      In-game Scoreboard

      • giving/requesting mass/energy/units
      • display of mass/energy in storage while holding shift
      • display of mass/energy max storage while holding ctrl

      Layouts

      Replay Scoreboard

      • Default
        abebceea-1770-441e-9fe2-90345be1b051-image.png
      • Glow border
        99a77ed4-0dc0-4167-bcf7-d05e90c08e1c-image.png

      In-game Scoreboard

      • Default
        34b73dd3-815a-40eb-be6e-82c48e440997-image.png
      • Semi glow border
        97936a31-2c65-4102-a751-092779c67f60-image.png
      • Glow border
        f31dca07-391e-42c3-be0c-fec5f914c68b-image.png
      • Window border
        e307e745-40c5-4a99-bc40-d9a2dac0729b-image.png

      Co-op

      • Default
        b52c2391-47e9-4cba-91fa-2dfe43a64d61-image.png
      • Semi glow border
        9dc706af-3ae3-4cb4-ba28-b83100bdb05d-image.png
      • Glow border
        6a768c82-996a-48bc-8ece-78166ddec8c6-image.png
      • Window border
        2c4a4d52-7030-4907-89bb-f307be833d60-image.png

      Options

      General

      • Selection of scoreboard style (layout)
      • Option for sorting players in teams by score as default
      • Backgroud color
      • Display of team color as backgroud
      • Team color bg alpha

      general.gif

      Colors and Fonts

      • Various options for colors and fonts

      fontscoloras.gif

      posted in Modding & Tools
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    • Better chat [UI]

      Tired of writing to the team chat?
      Can't type that fast?
      Here is the solution of your problems! (or not)
      Better chat!
      2c8c9c10-cab0-4bdc-9fd4-8e2bc46ee2df-image.png

      Create your own phrases to quickly send them to the chat with only a few clicks!
      add.gif

      You can also make levels of tree to separate specific phases:
      tree.gif

      Every new game mod creates tree with player names:
      players.gif

      Question mark will help you understand the functionality of mod
      53ac4cc4-6c63-4442-907d-8efa1d6a7549-image.png

      Attention:

      • this mod does not replace your keybinds it uses its own ones
      • however it blocks input so you wont be able to give orders to units based on keybinds, so, you will have to close window
      • please report about any bugs, its important

      In the end:
      I hope community will help with promotion of the mod and its improvement, enjoy playing!

      Also, here is the list of upcoming features:

      • map ping with phrase - done
      • better system of blocking input - done
      • integrated emojis - ...
      posted in Modding & Tools
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    • Small QoL UI mods

      EzReclaim

      Shows reclaim labels in reclaim mode.
      R.gif

      Specific Target Priorities

      Allows you to set target priority of any kind of unit. Bind
      hotkey to target_specific located in Target priorities section. Hover over unit which type you want to target, and press key you binded to. (Doesn't override ACU targeting, due to snipe mode)
      stp.gif

      Engineer Alt Selection

      Select only enginners with shift+alt
      e.gif

      Smart Ring Display

      Shows ranges on units when holding shift.srd2.gif

      Beer

      For aesthetes of beer. Plays beer open sound when mex starts upgrading and pour one when mex is completed. icon.jpg

      posted in Modding & Tools
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    • Select Spawn Locations

      This mod has existed for 2 years, but was made when I was not that skilled enough to make it properly. Now I've decided to complete it as Select Spawn Locations!
      During the start of the game you can pick location where to spawn at (with right click).
      cb1b4e43-5364-4be8-9714-9af669b7d75c-image.png
      Right now it is just reimplementation of an old mod.
      But I'm going to do more QoL features such as:

      • "ready" button
      • more spawn area shapes and auto shape selector
      • support for more teams?

      To start playing with this mod you have select proper spawn area type depening on map (better to play on map generators with lots of mexes spread around!)2ce80af6-0b1e-42c3-ab31-9ebda3496bbb-image.png

      I'd like to hear your opinion and if bugs occur, reports!

      posted in Modding & Tools
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    • Advanced Selection Extension

      This mod is superior version of old Selection Deprioritizer. ASE provides with more features and more stable and performant compared to predecessor.

      Options

      With options menu you can enable and disable certain functions in real time.
      options

      Lets go through each one of them to see what they do.

      Domain filters

      You can select what domain to prioritize during game. To do that you need to bind a key for Rotate Domain order. Rotating domain orders makes them be prioritized above others and the order is show with a message and with cursor label.

      domain filter

      You can also use auto one, but it is an experimental feature and requires some time to get used to.

      Unit lock

      You can lock units from selecting with others. Only locked units can be selected together or with shift pressed. Bind Toggle units lock to use the feature.

      unit lock

      Assister filter

      Some units are crucial to be near others. Mobile shields, land scouts and stealth fields won't be selected if they are guarding any other unit.

      assist filter

      Hovers and Naval

      Hovers are helpful during naval combat, but they are considered as Land domain units. You can enable that hovers will be selected with naval units.

      hovers and naval

      Exotics

      Most units must stay behind others and should not be selected in first place. With that feature you can forget about long ranged units going in with rest of others during fights.

      exotics

      Compatibility

      Mod may be incompatible with other mods that alter selection and somehow use it. Definitely incompatible Selection Deprioritizer.

      Requires UI Mod Tools to function.

      posted in Modding & Tools uimod mod
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    • Mass extractor template snapping

      New assembly patch introduces one of the most demanded features: mass extractor template snapping.
      It allows templates with mass extractors to snap to deposists.
      template_snapping.gif
      Note: template must start with mex, otherwise it wont snap:
      template_snapping2.gif

      Available on FAF develop gamemode.

      posted in Modding & Tools
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    • Advanced Key Actions

      Is your keyboard full of binds? Are you struggling with remembering all of them? Well, the second problem would get worse, but the first one has a solution! Advanced Key Actions!
      An upcoming integration for FAF, which allows you to setup key actions based on current selection.

      PR
      Code example:

      
      CategoryMatcher("Enter OC mode / Transport / Toggle repeat build")
      {
          CategoryAction(), -- do nothing if no selection
          CategoryAction(categories.TRANSPORTATION)
              :Action "StartCommandMode order RULEUCC_Transport",
          CategoryAction(categories.COMMAND + categories.SUBCOMMANDER)
              :Action(import('/lua/ui/game/orders.lua').EnterOverchargeMode),
          CategoryAction(categories.FACTORY * categories.STRUCTURE)
              :Action(import("/lua/keymap/misckeyactions.lua").ToggleRepeatBuild)
      }
      

      Explanation:
      This key action does nothing with no selection, with transports selected - transport action (pick and drop), with acus or sacus - goes into OC mode and when factories are selected - toggles repeat build. These are working separately only, so, having acu and factory selected nothing will happen.

      UI: coming

      posted in Modding & Tools improvement uimod keybinds
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    • Emojis [UI]

      April Fool's Day is coming and i think it's great day for releasing UI mod for game chat "Emojis". Code is done (still looking for bugs) and i need to fill up mod with emojis, thats why help needed. Send me in Discord (4z0t) emojis you want to add and names for them.
      d3916aa2-6958-46c4-8d31-e973125ef85b-image.png

      INFO
      unknown1.png
      Some functionality:

      • type ":" to open searching window
      • click on emoji in list to select it
        13gif.gif
      • "tab" will paste the first match of searching
      • scroll through emojis:
        15gif.gif
      • enjoy!

      Also, come here for lobby emojis! https://forum.faforever.com/topic/1460/emojis-in-lobby

      posted in Modding & Tools uimod
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    • Recent and upcoming engine changes

      Bug fixes:

      • UserUnit:GetCustomName asks for 2 arguments, but actually needs 1
      • ForkThread crashes with cfunction, so we forbid this
      • Unit:SetStat no longer crashes the game. Returns true if stat wasnโ€™t set. Must be set with Unit:GetStat
      • CMauiControl:SetAlpha tweaks: dont change whole mask, only alpha part and check for 3rd argument as boolean

      New Features bugs eventually ๐Ÿ˜:

      • 5th argument for IssueBuildMobile as flag for picking all units
      • introduced table.clone (which is partially safe tbh). Clones given table (game freezes in attempt to clone recursive table, eventually leading to stack overflow. So, suitable for non recursive table only.)
      • new category OBSTRUCTSBUILDING for props. Props with this category obstruct building on them
      • new category CANLANDONWATER for air units. Units with this category can chill on water (like transports do)
      • units wonโ€™t reclaim being paused anymore
      • Unit:GetCommandQueue returns a list of commands of a given unit
      • During init stage for certain hardware game will pick different cpu cores to run faster
      • New method to WorldView:
        • ProjectMultiple projects multiple vectors at once
      • New methods for UserUnit:
        • GetInterpolatedPosition returns position of a unit interpolated by current frame
        • GetFractionComplete returns float from 0 to 1
      • New method to MauiBitmap:
        • SetColorMask sets color mask of bitmap
          colorbmp.gif
      • Console command ui_StrategicIconScale. Sets icons' scale. Useful for high res screens.
      • Custom World Rendering: adds 2 functions for drawing circle and rect in world.
        • UI_DrawRect
        • UI_DrawCircle
          5ae6b8af-395d-4d95-8d7a-c17c8657c4ba-image.pngb06fadd8-10f4-484e-832f-c4146ac26bbd-image.png
          both functions must be called within OnRenderWorld of gamemain.lua.
      • new UI function CopyToClipboard(string) copies string to clipboard
      posted in Modding & Tools
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    • Actions Grid Panel

      An upcoming extendable UI mod providing actions grid panel. Panel is used to provide actions that can be performed with current selection.

      Sample exenstions are:

      • Enhancements extension:
        6ad9d023-9a05-4ede-8d55-c9f2d1ba9ae9-image.png
      • Factory templates extension:
        43d93e8b-c84d-4df7-b1af-55c6d19f6cec-image.png

      Panel supports various settings and can be adjusted if needed:
      9efc8392-3ffe-4ab5-83c6-1665bffb80d4-image.png
      Extensions can be enabled/disabled via dedicated selector:
      707952ef-705c-438b-b974-35e5d38d387a-image.png

      Stay tuned!

      posted in Modding & Tools
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    • Ctrl UI mod

      Ctrl

      Mod extends applications of Ctrl button for certain situations.

      • Ctrl-move : holding Ctrl allows you to order persistent move command;
        ctrlmove
      • Ctrl-right : holding Ctrl and pressing with RMB on building you can copy it then to order construction.
        ctrlcopy

      You can enable/disable features any time in UI mods options menu.
      166c6cea-5923-4a49-a4e1-de3d91e56b34-image.png c28be560-46fe-4330-abff-2938e126c4d0-image.png 508e86ba-a0db-441f-93e3-409275c21b56-image.png
      Requires UI mod tools!

      posted in Modding & Tools uimod mod mods
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    • RE: 4z0t's ScoreBoard

      Version 1 released!!! Finally!

      posted in Modding & Tools
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    • RE: 4z0t's ScoreBoard

      sb.gif

      posted in Modding & Tools
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    • RE: Steam shows i am ingame in Supcom when FAF is open

      @Sheikah can you make it optional?

      posted in I need help
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    • โ„Merry christmas!โ„

      63e374bd-028d-4f16-bf34-5b700f1a279e-image.png
      Lobby snowflakes video
      Snowfall mod
      How to install:

      • unpack into mods folder
      • copy texturepack.nxt into gamedata folder (yeah strange name, but this how it works in current patch)
      • โ„enjoy!โ„
      posted in Contribution
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    • UI Mods

      Here I'm going to post guides about making UI mods. Actually, its not gonna be like "how to make simple mod that does specifically that thing". Mostly I will post documentation with example of using:

      • function
      • class
      • and some information that would be useful

      There also will be some patterns, that you can use too.
      If you have something to add, you are welcome, I will add it to main post.
      Below you can post your suggestions and wishes and simply discuss information here ๐Ÿ™‚

      Main part

      posted in Modding & Tools
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    • Coop Mission DevLog

      Intro

      Creation of Coop mission is a complex procedure with 3 main stages each taking huge amount of time and requiring specific skills and knowledge:

      1. Map design
      2. Scripting
      3. Testing and Balancing

      Of course don't forget about whole Idea of the mission with its own plot and structure of objectives.

      Map design

      Maps in Coop are not the same as in competitive games. Those are lacking symmetry to be realistic and entertaining. Map structure is usually made so each new expansion during the mission reveals new areas. This is why world border sometimes breaks this mystery of next map expansion. Map should be simple but at the same time providing different ways of completing an objective.

      I'm not a designer and have made few maps to be that experienced in this craft. But I'm still gonna use map editor to combine all of things I'll get with Gaea.

      Basically it is a lego for creating natural and realistic terrains for games. It is a long talk about this tool so I'll keep it for next time. Main idea I'll make map for mission with this one not touching map editor at all, but for base design and setting up some stuff for scripting...

      Scripting

      I'll tell you a secret: everything is trying to kill you is scripted to kill you on missions. There is no AI that thinks what to do actually. Script is a determined sequence of actions to keep track of all things players do and good scripts mean good flow of the mission.

      However, I find it a problem. Current state of Coop missions scripts is very disappointing. Imagine good looking house from outside but having inside a total mess upside down furniture. Well, you still can live there except having issues with finding things and having troubles walking around the house. If you will get used to it, it doesn't mean others can.

      Studying for Software Engineer made me hate bad code, so, I decided to create better foundation for scripting of coop missions at this point. An another long talk for demo of Oxygen framework.

      Testing and Balancing

      Testing and Balancing is very important. Mission must entertain casual players at lower difficulties but give a challenge for experienced players on higher difficulties. Mission mustn't be a hellhole where you suffer (ofc If player wants, he finds the way).

      Scripts are allowing everything to tune according to difficulty: amount of units, amount of resources, amount of time for objectives, conditions based on players' progress, and so on. Map is about base positions, their setup depending on difficulty, terrain, resources distribution and paths for "AI".

      What do I want?

      To share my experience! I'm doing that for fun and to challenge myself. Ofc if you are interested, you can always help me or suggest things ๐Ÿ˜›

      I'll keep this thread updated throughout of mission dev sharing stuff I do.

      posted in Contribution
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    • RE: Developers patch 3745 - 3748

      @archsimkat
      alt3.gif

      posted in General Discussion
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