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    Uveso

    @Uveso

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    Best posts made by Uveso

    • AI-Uveso (v112) - AI mod for FAForever

      Uveso's AI Mod

      for Supreme Commander: Forged Alliance Forever v1.5.3697+
      This mod supports Nomads.

      AI-Uveso <only for FAF> v112
      AI-Uveso-Mod-v112.zip

      DownloadSize: 257 KB, Unpacked: 1.93 MB
      Downloadable from Vault: Yes.

      How to install:

      Unpack the archive.

      Copy the "AI-Uveso" folder from inside the Mods directory to:

      C:\...User...\My Games\Gas Powered games\Supreme Commander Forged Alliance\Mods\
      

      Features:

      5 new sub AI's:

      • AI: Adaptive; Balanced AI, builds Land, Air, Naval and Experimental units.
      • AI: Overwhelm; Like AI-Adaptive, but increases cheat+build factor by 0.6 after 35 minutes and again by 0.6 after 60 minutes.
      • AI: Rush; T1, T2 and T3 unit spam with fast tech upgrade and few experimentals.
      • AI: Experimentals; Builds a few units and is focussing on building experimental units.
      • AI: Easy; Builds a few units and does not attack the enemy base. But it will defend its base.

      (For Turtle Play use a adaptive cheat AI with a cheat+build factor of 1.4 on a 10x10 map.)

      Unless other AIs it works also well with low unitcap like 250 or even 125 units.
      ( a unitcap of 700+ is still recommended)

      New functions:

      • Same functionality on maps with and without AI path markers. (Game is slower without markers.)

      • Option to autocreate AI Map marker incl. printing into the game.log for copy&past (Into map_save.lua)

      • New target function can handle 2 lakes maps like setons clutch, and has the same functionality with or without AI markers.

      • Homeless units (no platoon, stucked etc) will now return to the nearest location for new orders.

      • New eco system does not cancel buildorders if eco is low.

      • AI detects paragon like buildings for more build power.

      • Engineers will set to pause while assisting if eco is too low.

      • New mass extractor upgrade logic. AI spends 40% of its overall income for mass upgrades. (can dynamically change)

      • AI will first upgrade mass extractors near main base, not in order how they where build.

      • AI can/will build support factories.

      • AI supports multifaction build and upgrades. (captured units and All Faction mod)

      • New nuke AI function for new attack modes with strategical missiles like overwhelm or Jericho bombardment.

      • Additional build platoons in case a paragon like structure is build. (Mass nukes, Experimantals spam etc)

      • Reworked AI pathfinding function (Edsger Dijkstra's A Star algorithm) - 400% faster than the original GPG algorithm.

      • New location range manager is adjusting the influence radius of location managers to prevent overlapping areas.

      • New engineer transfer function to move idle engineers from expansions back to main base for better build power.

      • Units will not simply be killed on unitcap, they will be send to the enemy or reclaimed.

      • Special platton form builder for mods. (Hydrocarbon upgrader for Black Ops etc.)

      • New buildconditions for platoon builder and former.

      • New unit category "AMPHIBIOUS" to form amphibious platoons. (All amphibious units get this category injected. Also units from mods.)

      • New unit category "FLOATING", same as amphibious.

      • Debug function to validate maps gives warnings if a map has bad AI path marker, mass points etc.

      • Debug function to visualize AI Pathfinding

      • Debug function for Platoons. Renames a unit with its Platoon name.

      • Debug function for Buildermanger to test/view build priorities and Builder logic errors.

      • Commander AI can upgrade all ACU's incl. Black Ops and Nomad ACU's. (and fight ^^)

      Update 23.Aug.2023(v112)

      • Fix: fixed an error in unit upgrade function
      • Fix: added unit templates to upgrade support factories

      Update 11.Jul.2023(v111)

      • Fix: fixed some issues with the new FAF game version
        (Thanks to Relentor for providing this fix)

      Update 27.Feb.2023(v110)

      • Opt: added ghost map for units that are under the fog of war

      For older changes see:
      [...]\Mods\AI-Uveso\Changelog.txt

      AI Development Discord Server (AI-Swarm / AI-Uveso / RNGAI / NutCracker AI / DilliAI)
      https://discord.gg/ChRfhB3

      posted in AI development
      UvesoU
      Uveso
    • RE: Age vs Skill

      Well, i am 51 and my global rating after 14 years of plying is 0 (never played a rated game)

      I play rts games since 1992 (Dune) and i have no clue how skilled i am.
      At least it's enough to code an AI for SupCom ๐Ÿ˜„

      posted in General Discussion
      UvesoU
      Uveso
    • RE: Can we fix harbingers?

      Thats one of the things that drove me crazy while coding my AI.

      Those harbingers always got stuck in base while relaming and repairing stuff instead of moving to the enemy.
      From code side i did not found any solution to prevent this behavior.

      Thats the reason why AIs normaly don't use harbingers or use normal move instead of attack move for them.

      At least i found no solution. ๐Ÿ˜•

      posted in Balance Discussion
      UvesoU
      Uveso
    • Updated Mods for FAF and Vanilla Steam

      Updated Mods for FAF:

      AI-Uveso <only for FAF> v112
      Author: Uveso
      Features: Adds 5 new sub AI's to the game. (Adaptive, Overwhelm, Rush, Experimentals and Easy.)
      Compatible with Gameversion: (FAF)1.5.3652+, Nomads
      This mod supports Nomads.
      Downloadlink: AI-Uveso-Mod-v112.zip
      More info: https://forum.faforever.com/topic/350
      Github: https://github.com/Uveso/AI-Uveso
      Downloadable from Vault: Yes.

      AllFactions_FAF_BO_Nomads v4
      Author: Uveso
      Features: Spawns the ACUs of all factions.
      Compatible with Gameversion: (FAF)1.5.3708+, Nomads
      This mod supports Nomads.
      Downloadlink: AllFactions_FAF_BO_Nomads_v4.zip
      More info: https://forum.faforever.com/topic/351/all-faction-acu-support-for-black-ops-acu-and-nomads-v4
      Downloadable from Vault: Yes.

      BlackOpsFAF-ACUs <only for FAF> v19
      Based on original version: BlackOps-ACUs v3.5
      Author: Exavier Macbeth, Lt_hawkeye, orangeknight
      Features: Adds 4 ACUs to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (FAF)1.5.3652+
      Downloadlink: BlackOpsFAF-ACUs-v19.zip
      More info: https://forum.faforever.com/topic/352
      Github: https://github.com/Uveso/BlackOpsFAF-ACUs
      Downloadable from Vault: Yes.

      BlackOpsFAF-Unleashed <only for FAF> v24
      Based on original version: BlackOps Unleashed v6
      Author: Exavier Macbeth, Lt_hawkeye, orangeknight
      Features: Adds 52 buildings and 128 Units and 23 Experimental to the game.
      AI Support: Full AI Support + real AI platoon builder.
      Compatible with Gameversion: (FAF)1.5.3652+
      Downloadlink: BlackOpsFAF-Unleashed-v24.zip
      More info: https://forum.faforever.com/topic/353
      Github: https://github.com/Uveso/BlackOpsFAF-Unleashed
      Downloadable from Vault: Yes.

      BlackOpsFAF-EXUnits <only for FAF> v21
      Based on original version: BlackOps Special Weapons v4
      Author: Exavier Macbeth, Lt_hawkeye, orangeknight
      Features: Adds 1 buildings and 6 Units and 1 Experimental to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (FAF)1.5.3652+
      Downloadlink: BlackOpsFAF-EXUnits-v21.zip
      More info: https://forum.faforever.com/topic/354
      Github: https://github.com/Uveso/BlackOpsFAF-EXUnits
      Downloadable from Vault: Yes.

      Experimentals Wars <only gameversion 3652+> v1.87
      Based on original version: Experimentals Wars V1.8
      Author: asdrubaelvect
      Features: Modifies or adds 14 buildings, 25 Units and 7 Experimentals to the game, and veterancy upgrades to all tech 1 land units.
      AI Support: Full AI Support.
      Compatible with Gameversion: (FAF)1.5.3652+
      Not compatible with Mod: XtremeWars!
      Downloadlink: ExperimentalWars(3652)-v1.87.rar
      More info: https://forum.faforever.com/topic/355/experimentals-wars-1-87-for-gameversion-3652-faf
      Downloadable from Vault: Yes.

      Ninja Reclaim Drones <for all gameversions> v18
      Author: Uveso
      Features: Adds 6 units and 5 buildings to the game.
      AI Support: No. - AI is not allowed to build ninja drones.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
      This mod supports Nomads.
      Downloadlink: NinjaReclaimDrones(AllGameVersions)-V18.zip
      More info: https://forum.faforever.com/topic/356/ninja-reclaim-drones-v18-for-all-game-versions
      Downloadable from Vault: Yes.

      Nuclear Repulsor Shields <for all gameversions> v23
      Based on the idea from the mod: Nuke collide (2007)
      Author: Uveso
      Features: Adds 12 buildings to the game. And Nukes collide with shields
      AI Support: Full AI Support.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
      This mod supports Nomads.
      Downloadlink: NuclearRepulsorShields(AllGameVersions)-V23.zip
      More info: https://forum.faforever.com/topic/357
      Downloadable from Vault: Yes.

      Orbital Wars <for all gameversions> v1.37
      Based on original version: Orbital Wars 1.01
      Author: asdrubaelvect
      Features: Adds 16 buildings and 16 Units to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
      Downloadlink: OrbitalWars(AllGameVersions)-v1.37.zip
      More info: https://forum.faforever.com/topic/358/orbital-wars-1-37-for-all-game-versions
      Downloadable from Vault: Yes.

      Quantum Resource Generators <for all gameversions> v18
      Author: Uveso
      Features: Adds 5 buildings to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
      This mod supports Nomads.
      Downloadlink: QuantumResourceGenerators(AllGameVersions)-V18.zip
      More info: https://forum.faforever.com/topic/359
      Downloadable from Vault: Yes.

      Smart Tactical Missiles <for all gameversions> v21
      Author: Uveso
      Features: Modifies 5 buildings in game.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
      This mod supports Nomads.
      Downloadlink: SmartTacticalMissiles(AllGameVersions)-V21.zip
      More info: https://forum.faforever.com/topic/360/smart-tactical-missiles-v21-for-all-game-versions
      Downloadable from Vault: Yes.

      Total Mayhem <for all gameversions> v1.37
      Based on original version: Total Mayhem v1.21
      Author: Burnie222
      Features: Adds 52 buildings and 129 Units and 23 Experimental to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
      Downloadlink: TotalMayhem(AllGameVersions)-v1.37.rar
      More info: https://forum.faforever.com/topic/361/total-mayhem-1-37-for-all-game-versions
      Downloadable from Vault: Yes.

      Wyvern Battle Pack <for all gameversions> v5
      Based on original version: Wyvern Battle Pack v2
      Author: Brandon Potter
      Features: Adds 23 buildings and 36 Units and 15 Experimental to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
      Downloadlink: WyvernBattlePack(AllGameVersions)-v5.zip
      More info: https://forum.faforever.com/topic/362
      Downloadable from Vault: No.

      XtremWars <for all gameversions> v1.6
      Based on original version: XtremWars 1.0 FAF featured.
      Author: asdrubaelvect
      Features: Modifies or adds 54 buildings, 113 Units and 25 Experimentals to the game.
      AI Support: Full AI Support.
      Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
      Not compatible with Mod: Experimentals Wars!
      Downloadlink: XtremWars(AllGameVersions)-v1.6.rar
      More info: https://forum.faforever.com/topic/363/
      Downloadable from Vault: Yes.

      greetings Uveso.

      (Last Update: 23.Aug.2023)

      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: AI-Uveso (v112) - AI mod for FAForever

      Yes, in version 100 i implement some code to set the AI free.
      Hopefully it will dominate the world without killing all humans ๐Ÿ™‚

      posted in AI development
      UvesoU
      Uveso
    • RE: are there 40+ years old FAF players ?

      I've been crawling across the earth since 1970 ๐Ÿ˜„

      posted in General Discussion
      UvesoU
      Uveso
    • RE: my photo of my wife talking to me welll i play FAF

      I don't allow my wife to wear clothes, so no photo.

      posted in Suggestions
      UvesoU
      Uveso
    • RE: How do I delete my account?

      @LightBearer

      The FAF account is linked with steam to prevent smurving.
      You can't make a new account and link the game again.

      In this way it's sure that the account will not be accidentally deleted
      and prevent you from playing.

      posted in I need help
      UvesoU
      Uveso
    • RE: AI-Uveso (v112) - AI mod for FAForever

      Update 08.Feb.2021(v91)

      • New: Added strategy for NukeSub defense.
      • Fix: LUA Error at gameend when an AI was defeated (destroying now buildermanager before brainconditionmonitor)
      • Fix: Renamed Function hook for Platoon-, Factory- and Engineerbuilder to prevent a crash with other AIs
      • Fix: Removed forced debug key binding ['Ctrl-q']
      • Fix: Initial basebuild failed in case the cheatfactor was higher than 1.7 (energy/mass builder)
      • Fix: Removed the destination as waypoint from the pathfinding function. (engineers no longer block the build area)
      • Fix: Added NutCracker AI to debug functions menu.
      • Opt: Platoons with experimentals are now switching a bit earlier to the next waypoint to prevent bumping units.
      • Opt: Cybran shields will now upgrade way earlier than before.
      • Opt: Added ACU sniper platoon (13-15 fighterbomber -> directattack ACU)
      • Opt: AI Ecomanager is now optimized for better game speed.
      • Opt: AI can now also recover its base if the ACU is not available (fighting)
      • Opt: Adaptive AI now also working with omniview off (on is still better)
      posted in AI development
      UvesoU
      Uveso
    • RE: Do not add new colors - discussion

      well, i am red/green color blind and its already a nightmare with the existing colors.
      In case we change colors it would be nice to have barrier-free colors.

      I hope FAF also stands for accessibility!

      If someone is interested in what color blindness is or how colorblind people see colors:
      https://jfly.uni-koeln.de/color/ (english)

      posted in General Discussion
      UvesoU
      Uveso

    Latest posts made by Uveso

    • RE: Let 's fix a bug in BlackOpsFAF-Unleashed

      That's funny, I thought exactly the same thing ๐Ÿ™‚
      But I only fix bugs in the mods. I don't make any updates or change models if it's not a bug. And in this particular case, I'm not sure that the animation would harmonizes well with the new model.

      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: Let 's fix a bug in BlackOpsFAF-Unleashed

      @zhanghm18
      Thanks for retesting!

      The Czar really looks great:
      http://faforever.uveso.de/CZAR.mp4

      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: Let 's fix a bug in BlackOpsFAF-Unleashed

      @ZBC
      Can you test the latest black ops version from GitHub?
      https://github.com/Uveso/BlackOpsFAF-Unleashed

      • Unit bes0402 (Experimental Dreadnaught) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
      • Unit eeb0402 (Stellar Generator) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
      • Unit uaa0310 (Experimental Aircraft Carrier) Add switch and fix animation for Superweapon
      • Unit uaa0310 (Experimental Aircraft Carrier) Add shield from FAF CZAR

      @zhanghm18
      Can't find any bugs in BAL0401. How can i reproduce it, or do you have errors in log when it happens?

      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: are there 40+ years old FAF players ?

      I've been crawling across the earth since 1970 ๐Ÿ˜„

      posted in General Discussion
      UvesoU
      Uveso
    • RE: CoreMaximizer

      @naterollerskate

      here is the original post from Madboris introducing his core maximizer 1.3 (October 2007)


      Core Maximizer tool - ver 1.03 (10-14-07)
      [:1]My original topic on multithreading, where this tool was first introduced for testing, wasn't really supposed to be about the tool primarily, but it turned out to be. I wanted to make a seperate topic here for the tool, something I should have initially done.
      What does it do?
      The Core Maximizer improves the splitting of threads of SupCom across available CPU's for multi core or hyperthreaded processors. Normally with SupCom, the first CPU is oversaturated and their are multiple threads that fight for resources on that core. This causes performance limitations especially with rendering as well as choppy sound, etc. This is explained in detail in the multithreading topic I started.
      What is it's effects and benefits?
      Most benefits of the tool begin when normal SupCom would usually use all of a particular CPU core, reaching 100%.
      The impact for skirmish play is always beneficial for any multi core or hyperthreaded CPU. Sometimes the benefit is huge, especially late game.
      It will lengthen the time you can play before the game eventually slows down (every CPU has a limit).
      It makes the game more fluid and responsive, especially when zoomed in.
      Sound crackles that were caused by threading issues go away.
      It also works around an issue where the game randomly starts up with unusually bad performance (likely due to threading issues).
      There is a slight side effect where the sim runs a little slower. This is due to the nature of how GPG's two major threads work together in concert, Sim and Render. Unfortunately the game was not tuned with this kind of thread freedom expected on core 0 and when the render thread is allowed more freedom to the CPU time having huge benefits, the sim code slows down for internal reasons unknown. I only know it's code based. Obviously since most people plays at 0 speed, this slower sim will not show itself noticeable at all until the game is in negative sim numbers. It may reach negative sim numbers a 'little' sooner that is the crux of it. Obviously there is room for some beneficial retuning. Some folks may benefit by using the tool online so a check box option was added to enable while online, by default it won't run while online only because of the potential sim slow down. No definitive answer is given here for online because their are too many variables including hardware, settings, play style, etc. Judge for yourself depending on your settings, hardware and experiences.
      Much more detail on it's effects and benefits can be seen in the Multithreading topic:
      Topic Here: viewtopic.php?t=13032&start=0
      Benchmarks here: viewtopic.php?p=173631#173631
      (You will really want to look at these links to get an idea of what is happening and the performance benefits)
      How do I use it?
      Unzip the download.
      Vista specific - (if you use UAC which is turned on by default in Vista, you must right click on Core Maximizer and choose "Run as Administrator" otherwise you will get an error stating elevation required.)
      Double click Core Maximizer and you will see the icon in your task tray.
      At this point there is nothing else you need to do.
      It autostarts 20 seconds after a game is running
      If you want to check options, right click on the icon to display options.
      Image
      Choose the game for tool support.
      You can disable it for online play or select which CPU's to use (optional).
      It can always be left running without any concerns.
      Settings will be remembered.
      Suggestions, feedback and questions encouraged...


      Requirements:
      Supreme Commander (tool only currently works for SupCom)
      Windows XP or Vista, 32 bit and 64 bit(not native).
      SupremeCommander.exe in it's original name, you can use 3GB workaround just keep it the same original name.
      Here is a new version of Core maximizer.
      Filefront - Core maximizer download Ver 1.03 (460k) 10-14-07
      Rapidshare - Core maximizer download Ver 1.03 (460k) 10-14-07, click free button
      Edit by Remmy: Added bulletmagnets mirror. Core Maximizer Download
      Testing...
      If you would like to test I have prepared a couple large saves(80k 8 player AI) so that you can try it with and without the tool:
      Requires over 1GB RAM and latest version of SupCom.
      temporarily removed (9MB) (for Pentium D to AMD X2 and low C2D)
      temporarily removed (9.9MB) (for high end AMD, high end C2D and Quads, approaching 2GB ceiling)
      unzip them to savegames(documents and settings\profile\local settings\application data\gas powered games...)
      Try them with and without the tool and see what you think. Try SallyShears in the console for extra stress (be aware 2380 may cross 2GB ceiling when Sally has her way).
      Known Current Issues...

      • It may take up to 10 seconds for Core Maximizer to reinitialize after you shut down SupCom. So after ending SupCom and if starting it back up 3 seconds later, it may not give sufficient time for Core Maximizer to reinitialize for the next SupCom run, so it won't do anything. This should be fixed in future versions.
      • If it appears that the maximizer isn't doing anything or isn't beeping, make sure supremecommander.exe has the original name but also check for an errorlog.txt in the same place as the maximizer which should never show up unless their is an issue.
      • Currently requires Terminal Server service running, otherwise it will silently fail with an errorlog.
      • Periodically in XP you may see an automation error when opening options. This is likely due to the new manifest file which can be deleted for XP versions. Will correct this in later versions.

      Change log:
      Version 1.03 (October-14-07)

      • Added game choosing option. Added support for Forged Alliance. Will remember the game you chose last, so it only needs to be set when changing games that you want Core Maximizer to support.
        Plans to add a checkbox to enable for all supported games, so changes between different games will not need to be made, all supported games will then be enabled when run.
        Version 1.02 (September-6-07)
      • Added a config.ini for persistent data from the options screen. Now you only need to set options once the way you like them, and they are remembered as to online play and initialization delay after game starts (now defaults to 30 seconds). You will only need to go into options if you want to change something after the first time. Custom CPU affinity is not remembered between application runs, will add it if there is enough desire/need.
      • Previously initialization was 20 seconds after game start but was too fast, now it defaults to 30 seconds but it is also adjustable by dropdown box in options to 60 seconds if preferred (good idea for skirmish). Setting held and remembered in config.ini.
        Version 1.01 (July-15-07)
      • Added a manifest file that must remain with the executable. To overcome the Vista lack of administrative privileges while using UAC, it will now let you know you need to run with elevated privileges. So right click on the file, hit properties, choose 'always run as administrator'.
        Fixed from testing version .8:
      • fixed support for cores above 4. Now supports up to 32.
      • fixed ability to choose which cores you want SupCom to run on.
      • fixed input lag problem caused by keyboard hook (removed).
      • fixed an issue where it sometimes wouldn't initialize.
      • Removed hotkey functionality.[url][/url]|||arent the most cores one computer can hold at any one time is 2 isnt it, so 8 cores (2xquad xeons) and wont it be like that for a long while to come? Or have i missed something basic?


      
      And a summary of my post from older forums related to RAM:
      
      


      I investigate the benchmark issue since 2018:

      Postby Uveso ยป 16 Feb 2018, 19:04
      Maybe i am the only one with this opinion, but CPU power ist not the mainproblem.

      Why we have absurd fast CPU's for Supcom and still lag!?!
      While having some PC here i did some testing.

      Surprise surprise, it's RAM speed.

      For example; i changed from DDR3 to DDR4 RAM (I have a board with DDR3 and DDR4 slots).
      The simspeed was increasing from +5 to +6
      I got also good results when overclocking the HT-link (AMD -> connection between Northbridge and RAM) or overclocking the RAM itself (low CAS Latency, 4xBank Interleaving, reduced refresh cycle(yeah, i know, i know... ๐Ÿ™‚ ))

      Maybe we should try to not waste too much LUA memory in huge arrays ๐Ÿ™‚
      (Memory use from big unit models, LOD settings etc are not influencing the game speed)

      Some benchmarks to compare:
      18328 QuadCore Q8400 @ 2,5GHz
      18543 FX-8150 @ 4,2GHz
      18545 PhenomII-X4-955 @ 3,8GHz / 200MHz
      18547 PhenomII-X4-955 @ 3,8GHz / 211MHz
      18559 PhenomII-X4-955 @ 4,0GHz / 200MHz
      18576 PhenomII-X4-955 @ 4,2GHz / 205MHz
      18585 PhenomII-X4-955 @ 4,1GHz / 200MHz NB 2200
      18589 PhenomII-X4-955 @ 4,0GHz / 200MHz NB 2400
      18595 PhenomII-X4-955 @ 4,1GHz / 200MHz NB 2400
      18645 i7 6700K @ 4.4GHz
      18708 i7 4790K @ 4.4GHz


      And some words about the memspeed and "overclocking" with lower benchmark sesults:

      by Uveso ยป 07 Mar 2020, 04:06

      ZLO_RD wrote:
      Edit: lol this test is kinda meaningless xD. 3000 beats 3200 with same timings. 2133 has good timings and no latency data, so can't compare results.
      

      Yes, this happens if ppl dont know how a PC works and try to overclock.
      If you change the speed of your memory then you also need to set the speed from your front side bus (mainboard clock)
      This is needed to set the clock for the mainboards north bridge.

      North Bridge is the memory manager/controller:

      Bridge.png

      Unsync memory/NorthBridge clock settings will lead to very low memory latency:
      You can see here that you will lose about 20% memory speed (Additional Async Latency Offset)

      Async.jpg

      So its no surprise to have fast benchmark results with 3000 clock because 2133 and 3200 are set unsync to North Bridge.
      Have in mind we need fast memory "latency" for SupCom, we don't need a high memory clock or high memory throughput.


      Thats all i know.

      posted in General Discussion
      UvesoU
      Uveso
    • RE: Mod Request: The Vulcan multi-barrel artillery

      @naterollerskate

      "Vulcanizer" Cybran Experimental Mobile Rapid Fire Artillery

      98083850-aeb7-46bd-aa88-865e07ad205f-grafik.png

      You can find the unit inside the Antares Unit Pack.

      Only if you can't find the unit pack, here is my private (not public) copy:
      AntaresUnitPackV2.4.zip

      posted in General Discussion
      UvesoU
      Uveso
    • RE: Game Crash / Desync / New PC

      @tGxSteel-Faction

      Can you provide us with the FULL game and client log, even if you find it useless?
      (The last lines are not useful, we mainly need the first errors that occur in the log)

      posted in Game Issues and Gameplay questions
      UvesoU
      Uveso
    • RE: Bring lod1 into the game

      Looks awesome!

      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: Bring lod1 into the game

      Maybe your are missing some variables inside the blueprint.
      This is a full LOD0 + LOD1 table with filepath:

              Mesh = {
                  IconFadeInZoom = 130,
                  LODs = {
                      {
                          MeshName = '/units/urb0101/urb0101_lod0.scm',
                          AlbedoName = '/units/urb0101/urb0101_albedo.dds',
                          SpecularName = '/units/urb0101/urb0101_specteam.dds',
                          NormalsName = '/units/urb0101/urb0101_normalsTS.dds', 
                          LODCutoff = 200,
                          ShaderName = 'Insect',
                      },
                      {
                          MeshName = '/units/urb0101/urb0101_lod1.scm',
                          AlbedoName = '/units/urb0101/urb0101_lod1_albedo.dds',
                          SpecularName = '/units/urb0101/urb0101_lod1_specteam.dds',
                          NormalsName = '/units/urb0101/urb0101_lod1_normalsTS.dds', 
                          LODCutoff = 500,
                          ShaderName = 'Insect',
                      },
                  },
              },
      
      posted in Modding & Tools
      UvesoU
      Uveso
    • RE: Total Mayhem 1.37 for all game versions

      @CrazySnapDragon

      Without the Platoon former the mod cannot carry out point defense upgrades,
      and the builders for Heavy Assaults (tech 1 land experimentals and gunships) are also missing.
      And the AI will not send those tech 1 experimentals to the enemy

      A special function of Total Mahyem is also missing, which is that the AI โ€‹โ€‹builds the cheap over-tech tanks
      (when you upgrade a factory to tech 2, then you have a upgaded tech 1 tank available, also with tech 3)

      Btw, thanks for the log! (always helpfull)
      This is the AI error:

      warning: Error running lua script: ...\gamedata\lua.scd\lua\sim\brainconditionsmonitor.lua(566): access to nonexistent global variable "EnemyUnitsGreaterAtLocationRadius"
      

      That means the AI does not know the buildcondition "EnemyUnitsGreaterAtLocationRadius".
      But we can add this buildcondition to the mod instead of deleting the platoon former that is using it.

      Download this zip archive:
      hook.zip

      copy the file "UnitCountBuildConditions.lua" to "\Mods\TotalMayhem\hook\lua\editor".
      (you need to create the "editor" folder)

      This should add the missing buildcondition to the mod.

      posted in Modding & Tools
      UvesoU
      Uveso