Forged Alliance Forever Forged Alliance Forever Forums 2019-12-04T14:55:35+02:00 /feed.php?f=41&t=18368 2019-12-04T14:55:35+02:00 2019-12-04T14:55:35+02:00 /viewtopic.php?t=18368&p=180201#p180201 <![CDATA[Re: I am resurrecting Supreme Risk]]>
Edit: or github

There are plenty of ways to direct users and folks to more information!

Statistics: Posted by Morax — 04 Dec 2019, 14:55


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2019-11-23T12:19:21+02:00 2019-11-23T12:19:21+02:00 /viewtopic.php?t=18368&p=179922#p179922 <![CDATA[Re: I am resurrecting Supreme Risk]]> https://www.twitch.tv/videos/512114879 (interesting content starts at 14:00)
Based on the Questions that came up in the stream, there is now a more detailed FAQ of the game mechanics available on my github https://github.com/blecher-at/Supreme-Risk

Statistics: Posted by CardiacReactor — 23 Nov 2019, 12:19


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2019-11-16T11:49:25+02:00 2019-11-16T11:49:25+02:00 /viewtopic.php?t=18368&p=179734#p179734 <![CDATA[Re: I am resurrecting Supreme Risk]]>
ZLO_RD wrote:
Linus said "let him know"... not sure how exactly to do that. i posted link under video and also posted in his dischord. Someone maybe should post on twitter or something.

Thx for promoting ZLO. I forgot to mention that I contacted Linus via email last week same time I created this thread (after I was confident I could successfully resurrect it). So he knows and seems pretty excited: https://www.youtube.com/watch?v=CZAfgcYkKb0&t=3552
I hope my work lives up to the hype and brings nostalgic joy to Linus and maybe new players to the FAF community.

Statistics: Posted by CardiacReactor — 16 Nov 2019, 11:49


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2019-11-16T11:55:45+02:00 2019-11-16T11:35:22+02:00 /viewtopic.php?t=18368&p=179733#p179733 <![CDATA[Re: I am resurrecting Supreme Risk]]> I found a bug in one of the replays which is now fixed.

Statistics: Posted by CardiacReactor — 16 Nov 2019, 11:35


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2019-11-14T10:14:56+02:00 2019-11-14T10:14:56+02:00 /viewtopic.php?t=18368&p=179673#p179673 <![CDATA[Re: I am resurrecting Supreme Risk]]> Statistics: Posted by ZLO_RD — 14 Nov 2019, 10:14


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2019-11-13T22:33:46+02:00 2019-11-13T22:33:46+02:00 /viewtopic.php?t=18368&p=179658#p179658 <![CDATA[Re: I am resurrecting Supreme Risk]]> Statistics: Posted by CardiacReactor — 13 Nov 2019, 22:33


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2019-11-13T07:13:16+02:00 2019-11-13T07:13:16+02:00 /viewtopic.php?t=18368&p=179646#p179646 <![CDATA[Re: I am resurrecting Supreme Risk]]>

Statistics: Posted by biass — 13 Nov 2019, 07:13


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2019-11-13T01:57:27+02:00 2019-11-13T01:57:27+02:00 /viewtopic.php?t=18368&p=179645#p179645 <![CDATA[Re: I am resurrecting Supreme Risk]]> the map is now almost ready for the vault

Changelog
- multiplayer testing, making sure nothing does desync
- showing additional messages when you or someone else loses a territory
- there are now options to control how the game is played
-- round length can be configured
-- unit tier (t1 to t3) can be selected. this does not impact the gameplay but makes for some variety
-- resource options (keep resources not spent to use in the next round)
-- unit movement (like risk where you cannot move freely between your own territories)

board5.png

Statistics: Posted by CardiacReactor — 13 Nov 2019, 01:57


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2019-11-10T19:13:05+02:00 2019-11-10T19:13:05+02:00 /viewtopic.php?t=18368&p=179594#p179594 <![CDATA[Re: I am resurrecting Supreme Risk]]>
speed2 wrote:
[...] In the script if you call InitializeScenarioArmies() function instead of InitializeArmies() like all skirmish maps do, you can then use the objectives as any mission and it will show up properly. But keep in mind that those objectives can't be different for each player. And it will hide the classic score screen.

Thanks for the insight. I ended up with a custom initArmies function, which solved a lot of the issues I had. I believe the objectives can be user-scoped using the FocusArmies method, but they removed a lot of features anyway so I stopped investigating it further for now and I stick with Text.


Updates:
Image
- Updated build code (can place 1,5,10 armies at once), and speed up building using custom spawn method
- Updated info about rounds and armies to place
- Fixed Teleportation code (move armies from america to asia directly)

Statistics: Posted by CardiacReactor — 10 Nov 2019, 19:13


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2019-11-10T19:10:23+02:00 2019-11-10T19:10:23+02:00 /viewtopic.php?t=18368&p=179593#p179593 <![CDATA[Re: I am resurrecting Supreme Risk]]>
tatsu wrote:
Thanks for your work! :)

right now the map doesn't download or even host on linux (to attempt to host / join it without a the successful download, I transfer the folder in "maps" from a windows pc to my linux PC).
[...] Thanks once again for your time!


Hello Tatsu, thx for your interest. The Map you find in the vault (v0008) is outdated and does not work on any version of FAF. After I finished testing I will upload the final to the map vault. Until then, you can follow the maps progress on github.

Statistics: Posted by CardiacReactor — 10 Nov 2019, 19:10


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2019-11-10T13:51:05+02:00 2019-11-10T13:51:05+02:00 /viewtopic.php?t=18368&p=179580#p179580 <![CDATA[Re: I am resurrecting Supreme Risk]]>

right now the map doesn't download or even host on linux (to attempt to host / join it without a the successful download, I transfer the folder in "maps" from a windows pc to my linux PC).

Generally this issue has to do with special characters or non utf8 encoding.

I can currently not successfully host it : when Forged Alliance finishes loading the map defaulted to four corners and if I then go select it in "Options" the map canvas stays black and I cannot launch the game.

In the vault "uninstall" fails and loops infinitely.

and when I manually move it outside of the mod folder (btw way the folder name is "upremeRisk.v0008" not "SupremeRisk.v00008" and try to download it again I get this Client error message :

Code:
java.util.concurrent.CompletionException: java.lang.NullPointerException
   at java.base/java.util.concurrent.CompletableFuture.encodeThrowable(CompletableFuture.java:314)
   at java.base/java.util.concurrent.CompletableFuture.completeThrowable(CompletableFuture.java:319)
   at java.base/java.util.concurrent.CompletableFuture$UniAccept.tryFire(CompletableFuture.java:718)
   at java.base/java.util.concurrent.CompletableFuture.postComplete(CompletableFuture.java:506)
   at java.base/java.util.concurrent.CompletableFuture.complete(CompletableFuture.java:2073)
   at com.faforever.client.task.CompletableTask.lambda$new$2(CompletableTask.java:18)
   at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:86)
   at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:238)
   at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191)
   at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58)
   at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)
   at com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74)
   at com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:54)
   at javafx.event.Event.fireEvent(Event.java:198)
   at javafx.concurrent.EventHelper.fireEvent(EventHelper.java:219)
   at javafx.concurrent.Task.fireEvent(Task.java:1358)
   at javafx.concurrent.Task.setState(Task.java:725)
   at javafx.concurrent.Task$TaskCallable.lambda$call$1(Task.java:1436)
   at com.sun.javafx.application.PlatformImpl.lambda$runLater$10(PlatformImpl.java:428)
   at java.base/java.security.AccessController.doPrivileged(Native Method)
   at com.sun.javafx.application.PlatformImpl.lambda$runLater$11(PlatformImpl.java:427)
   at com.sun.glass.ui.InvokeLaterDispatcher$Future.run(InvokeLaterDispatcher.java:96)
   at com.sun.glass.ui.gtk.GtkApplication._runLoop(Native Method)
   at com.sun.glass.ui.gtk.GtkApplication.lambda$runLoop$11(GtkApplication.java:277)
   at java.base/java.lang.Thread.run(Thread.java:844)
Caused by: java.lang.NullPointerException
   at java.base/java.nio.file.Files.provider(Files.java:99)
   at java.base/java.nio.file.Files.isDirectory(Files.java:2220)
   at com.faforever.client.map.MapService.readMap(MapService.java:255)
   at com.faforever.client.map.MapService.addSkirmishMap(MapService.java:237)
   at com.faforever.client.map.MapService.lambda$downloadAndInstallMap$16(MapService.java:488)
   at com.github.nocatch.NoCatch.noCatch(NoCatch.java:49)
   at com.github.nocatch.NoCatch.noCatch(NoCatch.java:34)
   at com.faforever.client.map.MapService.lambda$downloadAndInstallMap$17(MapService.java:488)
   at java.base/java.util.concurrent.CompletableFuture$UniAccept.tryFire(CompletableFuture.java:714)
   ... 22 more


but the folder has correctly been downloaded and the next time I start the client and search for it in the vault it is labeled as installed.

If I try to join a supreme risk lobby, I get the same java error above.

I hope this specific group of symptoms seems logical to you and helps you find the issue.

Thanks once again for your time!

Statistics: Posted by tatsu — 10 Nov 2019, 13:51


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2019-11-08T17:45:09+02:00 2019-11-08T17:45:09+02:00 /viewtopic.php?t=18368&p=179528#p179528 <![CDATA[Re: I am resurrecting Supreme Risk]]>
In the script if you call InitializeScenarioArmies() function instead of InitializeArmies() like all skirmish maps do, you can then use the objectives as any mission and it will show up properly. But keep in mind that those objectives can't be different for each player. And it will hide the classic score screen.

Statistics: Posted by speed2 — 08 Nov 2019, 17:45


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2019-11-07T14:12:21+02:00 2019-11-07T14:12:21+02:00 /viewtopic.php?t=18368&p=179474#p179474 <![CDATA[Re: I am resurrecting Supreme Risk]]> You could always select all factories and select repeat-build (or just the ones where you focus on). But I am thinking about alternatives. Any other ideas on how to select which countries to reinforce?

Statistics: Posted by CardiacReactor — 07 Nov 2019, 14:12


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2019-11-07T03:33:13+02:00 2019-11-07T03:33:13+02:00 /viewtopic.php?t=18368&p=179464#p179464 <![CDATA[Re: I am resurrecting Supreme Risk]]>
Nice coding. I am impressed what you can do with map scripting!

Can't wait for the final version.

I hope factories will build units automatically next time :mrgreen:

Statistics: Posted by Uveso — 07 Nov 2019, 03:33


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2019-11-17T22:34:53+02:00 2019-11-07T01:51:34+02:00 /viewtopic.php?t=18368&p=179461#p179461 <![CDATA[I am resurrecting Supreme Risk]]> https://youtu.be/hiLlNzxDfAg?t=919) and a myriad of emails from folks asking me to do it, I am working on resurrecting the custom Map "Supreme Risk" I wrote back in 07 to work with FAF.

Repairing it is what this thread is about. It is named "Supreme Risk" and currently has the version v0014. I will only release stable versions to the vault, watch out for development changes on my github (see below)

What is it?
Inspired by "Zone Control", Supreme Risk is a custom Map with special rules that mirror the popular board game "RISK". The map and mechanics are exactly like in the board game, but with a 30sec timer instead of rounds.
You build mech-marines in factories, build up an army and liberate other countries on the map. The more countries you occupy, the more units you can use.

Board4-1.png

What I did so far:
- uploaded the original files to my github https://github.com/blecher-at/Supreme-Risk - will upload it to the map vault once I deem it "playable", but if you're impatient, you can install it manually
- updated the maps graphics to work with FAF and the new editor
- fixed Teleportation code (move armies from america to asia directly)
- fixed the most obvious bugs to have it play- and testable
- adapted unit building: you can now pick between building 1, 5 and 10 units at once. It will still result in just mech marines (for now?)
- persistent display of your mission as TEXT (in stock supcom this was displayed in a custom UI, but this does no longer work in FAF)
- periodic reminder to build units
- map is loaded in the zoomed-out state, for that the acu is no longer spawned and replaced by a hive (to reclaim "cards")
- Updated build code (can place 1,5,10 armies at once), and speed up building using custom spawn method
- Updated info about rounds and armies to place
- Showing info to all players when territories are liberated
- Add Options to the Game lobby to control various aspects of the game
-- Round Time (for slower/faster games)
-- Reinforcement Rules (tweak risk originals)
-- Unit Tiers (T1 to T3) can be configured if mech marines are too boring, try loyalists

Board3.png

Known Issues / Limitations / Plans (input is very welcome)
- The Map does not have a real AI, it is best played with other humans. AI units will just defend the bases (like the "shadow" player in the board game)
- Because 12y later performance is not that of an issue as it was, I can now update the map and make it look more beautiful (add more detail/trees/decals)

Statistics: Posted by CardiacReactor — 07 Nov 2019, 01:51


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