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Posts
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RE: Setons Clutch Tourney 2024
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RE: Forged Alliance (Not FAF launcher) CTD on start + possible solution
This is an interesting find. Perhaps @magge can add it to its how-to-fix-sound-crash guide as a possible solution.
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RE: Engies Clean/Reclaim Mod
@arma473 said in Engies Clean/Reclaim Mod:
@jip How much would it cost to pay someone to figure out which bits to flip in the engine file to fix this nonsense forever?
As much as it would cost to convince the balance team of it, and then a little extra
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RE: Engies Clean/Reclaim Mod
@arma473 This particular value is in the engine. I do not think the solution here is to change the behavior for all players.
Instead, if you just want to reclaim and share it with allies - just write/request a UI mod that you can toggle on/off to start sharing resources automatically (via gifting it programmatically) at a click of a button when your mass reached say 70% of storage. I do not think such a mod is against the rules that only mention auto clickers and reclaim macros. But you can always ask the moderators before trying to implement it.
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RE: Forged Alliance - hang-up 16min
You use more heap memory then you allocated, see also:
debug: Session time: 00:00:25 Game time: 00:00:00 Heap: 288.0M / 254.7M
Do you have an Intel CPU? Specifically, one of the Intel CPUs of the series that are prone to the chip bug that is widely discussed online? If so, then that is your issue.
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RE: New update desyncr without error message
@miki1900 said in New update desyncr without error message:
Here:
#23313751
I destroy all his mexes, I rule the map, and he has double units than me.
Not descynr, just write up the software data?I don't get it - you won the game:
Nothing strange happened. He was reclaiming the wrecks, that is why he was able to make units with no extractors. What is the problem exactly?
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RE: Beach Water Depth Units not Detected
Whether the unit is considered underwater is a single point (the root bone, that usually has the name of the unit), where as each weapon determines on its own whether it is underwater. The former is used to determine intel and whether the target as a whole is legit to shoot at. See also the field
FireTargetLayerCapsTable
in a weapon blueprint. This is a fundamental flaw in how the game works, and sadly it shows up more the bigger the unit is.From a script perspective, you could check and verify for experimental units that they're not idling near a shore. Occasionally polling every 5 to 10 seconds should suffice. That way users are at least not confronted with this behavior, but you can't prevent users from doing it themselves
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RE: Interesting new bug...1/3 of the way into game screen flashes and I was unable to select units or talk in chat until I died
Based on:
warning: Connection dialogue opening due to disconnection by players: info: TheCrimsonKnight debug: Session time: 00:09:52 Game time: 00:06:51 Heap: 320.0M / 283.8M debug: Session time: 00:10:12 Game time: 00:07:09 Heap: 320.0M / 284.8M debug: Session time: 00:10:22 Game time: 00:07:19 Heap: 320.0M / 285.1M debug: Session time: 00:10:42 Game time: 00:07:38 Heap: 320.0M / 284.7M debug: Moderator event for %USER%OfTheStars: Is changing focus army from 6 to -1 via ConExecute! debug: Moderator event for %USER%OfTheStars: Switched focus army from 6 to -1! warning: Error running HandleEvent script in CScriptObject at 148b6300: Invalid army -1. (Use a 1-based index) stack traceback: [C]: in function `IsNeutral' ...rever\gamedata\lua.nx2\lua\ui\game\multifunction.lua(1200): in function <...rever\gamedata\lua.nx2\lua\ui\game\multifunction.lua:1187> ...rever\gamedata\lua.nx2\lua\ui\game\multifunction.lua(1400): in function `TeamColorHandler' ...rever\gamedata\lua.nx2\lua\ui\game\multifunction.lua(87): in function `OnClick' ...ata\faforever\gamedata\lua.nx2\lua\maui\checkbox.lua(143): in function <...ata\faforever\gamedata\lua.nx2\lua\maui\checkbox.lua:121>
You apparently switched focus army. You switched to the observer army. it indicates that cheats were likely enabled. I've not run the replay, but that's likely what happened.
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RE: A very rhythmic micro-stutter
@giebmasse said in A very rhythmic micro-stutter:
Don't think it should be that obvious in frametimes as for the OP?
That depends on your processor. If it is fast, then you barely notice it and they turn into micro-stutters. A lot of YouTube videos of the game show these stutters.
@zhanghm18 said in A very rhythmic micro-stutter:
But if faf continues to update and improve, perhaps more new mod creators will join in, creating more compatible ui mods, or improving old ui mods to make them compatible with new games.
I'm afraid that we can not base a strategy like this on hope. By alienating the current player base we're guaranteed to lose players and the contributors responsible are also guaranteed to receive quite a bit of flak for it which doesn't quite boost the morale of said contributors.
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RE: A very rhythmic micro-stutter
I've also experienced this and the stutter originates from the garbage collection. We reduced it quite a bit in 2022 and 2023, but we're no where complete. The game creates a lot of garbage that it doesn't have to. And by far majority of it originates from Lua.
It is fixable, but it requires to make various changes that are incompatible with a lot of (UI) mods. And once you go down that route you'll alienate a large chunk of the community.
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RE: 3758 Developers Patch: Crash using AI Wave Survival and BlackOps Unleashed
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RE: Latest Patch Cripples Airdrops
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RE: Replays of Games Stuck in Infinite Loop
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RE: Replays of Games Stuck in Infinite Loop
@Rama the last replay you shared with me desyncs by default. Is it representative of what actually happened?
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RE: Replays of Games Stuck in Infinite Loop
After an initial investigation I think it is the same bug that we experienced (and fixed) previously, but now occurring somewhere else too. I have not yet found a fix. I'll need to keep investigating.
Please keep the replays coming, especially hoping for one that shows the freeze a little sooner
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RE: game freezes
@Rama could you gather replay IDs where this happens? That would make it easier to investigate
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RE: Co-op Feedback
@deletethis said in Co-op Feedback:
Deribus and Jip, he already said he lowered the difficulty to easy.
I missed that in the wall of text
, my mistake!
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RE: Co-op Feedback
@caliber said in Co-op Feedback:
are they all like that or are there any chilled ones?
The default difficulty is hard. You can adjust that to medium or easy in the lobby settings.
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RE: Latest Patch Cripples Airdrops
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RE: Game wit AI slowed down a lot recently
We found the issue, see also #6390.
edit: and it is live on the release branch, see also: