Forged Alliance Forever Forged Alliance Forever Forums 2020-11-26T12:48:48+02:00 /feed.php?f=45 2020-11-26T12:48:48+02:00 2020-11-26T12:48:48+02:00 /viewtopic.php?t=19742&p=186424#p186424 <![CDATA[Contributors • Russian translate for 3652?]]> Statistics: Posted by BeckettColt — 26 Nov 2020, 12:48


]]>
2020-10-17T01:35:12+02:00 2020-10-17T01:35:12+02:00 /viewtopic.php?t=19698&p=186416#p186416 <![CDATA[Contributors • Re: Goodbye phpBB]]> Statistics: Posted by Mucko — 17 Oct 2020, 01:35


]]>
2020-08-26T22:43:57+02:00 2020-08-26T22:43:57+02:00 /viewtopic.php?t=19698&p=186373#p186373 <![CDATA[Contributors • mod skin]]> mod skin

Statistics: Posted by Mueeidkhatri — 26 Aug 2020, 22:43


]]>
2020-08-25T14:18:43+02:00 2020-08-25T14:18:43+02:00 /viewtopic.php?t=10647&p=186370#p186370 <![CDATA[Contributors • Re: [Alpha 0.606] FA Forever Map Editor]]> Statistics: Posted by yogimoninc — 25 Aug 2020, 14:18


]]>
2020-08-19T10:23:07+02:00 2020-08-19T10:23:07+02:00 /viewtopic.php?t=12171&p=186345#p186345 <![CDATA[Contributors • Re: An Updated List of Casters]]> Statistics: Posted by nikkinemo95 — 19 Aug 2020, 10:23


]]>
2020-08-12T01:36:41+02:00 2020-08-12T01:36:41+02:00 /viewtopic.php?t=19698&p=186302#p186302 <![CDATA[Contributors • Re: Goodbye phpBB]]> I already put the main page as reference.
https://web.archive.org/web/20200811233 ... /index.php

Statistics: Posted by vongratz — 12 Aug 2020, 01:36


]]>
2020-08-11T23:27:06+02:00 2020-08-11T23:27:06+02:00 /viewtopic.php?t=19698&p=186300#p186300 <![CDATA[Contributors • Goodbye phpBB]]> here). Back then phpBB was one of the best bulletin boards you could get for free. Now, 9 years later, the world is a different one, but somehow our forum is still frozen in time. After a lot of issues with spam, security vulnerabilities and most recently severe outages for no ovious reason, the time has come to let go of it.

A few generation of bulletin boards has passed already and we move to NodeBB now (link here).

Goodbye grandfather of FAF. We'll miss you.
And as the administrator I'd like to add: Please burn in hell, where you came from, you shitty piece of software.


We will probably archive this forum, but we don't know how yet. If you have any ideas and also skills and time to help on that please contact me.

Statistics: Posted by Brutus5000 — 11 Aug 2020, 23:27


]]>
2020-08-03T00:15:34+02:00 2020-08-03T00:15:34+02:00 /viewtopic.php?t=17670&p=186088#p186088 <![CDATA[Contributors • Re: FAF Client's Chinese localization already completed]]> Statistics: Posted by mirddes — 03 Aug 2020, 00:15


]]>
2020-07-21T19:50:36+02:00 2020-07-21T19:50:36+02:00 /viewtopic.php?t=19608&p=185831#p185831 <![CDATA[Contributors • Become a pre-release tester]]> your help making sure everything works as intended before it goes live.

All you need to do is:

  1. Head over to the the FAF discord (https://discord.gg/hgvj6Af) and type
    Code:
    !subscribe Tester
    in the #bot-commands channel.
  2. Download and install the latest pre-release from the link in #faf-testing-announcements
  3. Report any issues you find to #client-prerelease-testing

To get an idea of what changed in each pre-release and what you should be testing out, read through the list of linked issues before installing the client.

Hope to see you all in Discord and happy testing!

Statistics: Posted by Askaholic — 21 Jul 2020, 19:50


]]>
2020-07-12T09:14:06+02:00 2020-07-12T09:14:06+02:00 /viewtopic.php?t=10647&p=185566#p185566 <![CDATA[Contributors • Re: [Alpha 0.605] FA Forever Map Editor]]> v0.606
- Map: Updated AdaptiveMap script
- Map: Added optional credits fields for scenario.lua: Author, Credit, Changelog, Tools, Url
- Heightmap: Added option in preferences for clamping heightmap brush to never exceed 50 distance between lowest and highest point
- Heightmap: When importing heightmap and when distance between lowest and highest point is greater than 50 editor will ask if you want to clamp bottom or top of heightmap
- Heightmap: Improvements in updating markers, props, decals and units when heightmap changed
- Heightmap: Fixed getting brush Min and Max from the terrain
- Water: Added clear button for water waves
- Stratum: On load editor will assign missing normal maps for lowest and 1-8 layers and remove normal map from top stratum
- Stratum: For new maps lower stratum and all 8 layers will have default normal map assigned
- Stratum: Fixed crash when performing undo on textures
- Stratum: Small bugfixes in loading stratum textures
- Stratum: Changed algorithm of clamp between lowest & highest point
- Lighting: Added missing values to undo register
- Markers: Editor now saves layer settings
- Markers: Editor will now display all marker chains when we are inside Chains tab
- Markers: Changed color and width of selected marker chain
- Markers: Implemented Copy/Paste
- Markers, Units, Decals, Props - Fixed update thread taking much longer than it should
- Decals: Fixed sorting of Albedo and NormalMap decals
- Decals: Implemented Copy/Paste
- Decals: Rewritten rendering for better order sorting
- Decals: Fixed bug in rendering preview placing decals
- Decals: Fixed some bugs in allocating memory for decals
- Decals: Copy/Paste now also copies CutOffLOD, NearCutOffLOD and OwnerArmy
- Props: Implemented Copy/Paste
- Props: Removing selected props now works
- Props: Fixed bug when performing undo/redo few times removes all props from map
- Props: Fixed bug when leaving props menu still allows for selecting props
- Props: Moved props will now snap to ground
- Units: Fixed tarmac decals not being displayed and saved as decals
- Units: Increased max vertex count for loaded unit from 32767 to 65535
- Units: Fixed crash when unit can't be found in gamedata
- Units: Double-click on UnitGroup (not on its title) will now select all units inside that group
- Units: In Units tab added Select group that will select group of first selected unit
- Units: Moved transform controls outside Units tab to be also available from Groups tab
- Units: Unit type is now saved lowercase in save.lua
- UI: Fixed error about tilled background on higher resolutions
- UI: Fixed crash in preload when game path is incorrect
- Files: Corrected path to the log file
- Files: Fixed crash when faf gamedata path exist but there are no *.nx2 files there

Copy/Paste
Editor now fully support copy & paste

Download
https://github.com/ozonexo3/FAForeverMapEditor/releases/tag/v0.606-alpha

Image

Statistics: Posted by ozonex — 12 Jul 2020, 09:14


]]>
2020-06-21T13:54:07+02:00 2020-06-21T13:54:07+02:00 /viewtopic.php?t=19383&p=185012#p185012 <![CDATA[Contributors • Re: Call for devs: Come build team matchmaker!]]> Statistics: Posted by Avalsa — 21 Jun 2020, 13:54


]]>
2020-06-09T03:18:24+02:00 2020-06-09T03:18:24+02:00 /viewtopic.php?t=19383&p=184779#p184779 <![CDATA[Contributors • Call for devs: Come build team matchmaker!]]> 1. Improve new player experience by reducing lobbysim,
2. Promote diversity of gameplay by increasing the number of frequently played maps, and
3. Introduce the possibility of competitive team games.

We hope that this will increase player retention and grow the community. You can find more extensive info on the project here: /viewtopic.php?f=2&t=17722

We have made some good progress so far, but our manpower is dwindling. If we want to get this thing deployed any time soon we will need
your help! Here's a sample of how we envision parts of the matchmaker might look (made by biass):

tmm_sample.png

If you can contribute, leave a reply here or PM me (Askaholic) on discord.


Skills needed
These are ordered with the most urgently needed skills at the top. You only need basic proficiency in order to contribute.

Java programming
Spoiler: show
The client is written using Spring and JavaFX. We need someone to finish implementing the UI elements which allow players to join a matchmaker queue as well as invite each other to a party and join a queue together. This will require reading and displaying incoming data from the server. We also need to modify the play tab to hide any matchmaker games from the custom games tab.


Python programming
Spoiler: show
The server is written with asyncio. A lot of work has been done, but we will still need help adding features beyond the first release. We will need to extend the matchmaking algorithm to work for 3v3 and higher, allow players to join multiple queues at the same time, add additional "ready" checks after a match is found, migrate existing data into new tables, and more.


UX design
Spoiler: show
It would be great if we had someone to guide the client UI implementation, otherwise we will end up with something clunky and annoying to use. We need an interface which will display:
  • The available matchmaker queues
    • Name
    • Team size (1v1, 2v2, etc)
    • Time until queue pop
    • Number of players in the queue
    • Whether or not you are currently in the queue
  • Your party
    • Any pending party invites that you have
    • Who you have invited to your party
    • Who is in your party
    • What factions each player has selected
    • Who has readied up
  • The new ratings/leaderboards


Play testing
Spoiler: show
You will need to install pre-release versions of the client and connect to our testing sessions. These are organized on the FAF discord server https://discord.gg/hgvj6Af under the #faf-testing channel. Make sure to type
Code:
!subscribe Tester
to receive testing related pings.


Code review
Spoiler: show
Even if you don't have time to contribute any code yourself, we still appreciate a second set of eyes reading over our code.


You can find a list of features that need to be implemented on our GitHub project: https://github.com/orgs/FAForever/projects/7

Current progress
The server side work is mostly complete. We have already hosted a few successful testing sessions in which we verified that the client was able to start team games automatically and that the matchmaker algorithm was able to find reasonable matches for queued players.

The client has an initial implementation of the party system which allows players to invite each other and accept invites, but its not entirely functional.
tmm_client_impl.png

We always need more help with development at FAF. Even if you don't think you are ready to help with a big project like TMM, there are plenty of beginner friendly issues that need to be addressed.

If you can contribute, leave a reply here or PM me (Askaholic) on discord.

Statistics: Posted by Askaholic — 09 Jun 2020, 03:18


]]>
2020-06-01T02:24:47+02:00 2020-06-01T02:24:47+02:00 /viewtopic.php?t=12171&p=184576#p184576 <![CDATA[Contributors • Re: An Updated List of Casters]]> https://www.youtube.com/channel/UCs5xKN ... subscriber

Statistics: Posted by Robustness — 01 Jun 2020, 02:24


]]>
2020-05-26T20:46:24+02:00 2020-05-26T20:46:24+02:00 /viewtopic.php?t=12171&p=184447#p184447 <![CDATA[Contributors • Re: An Updated List of Casters]]> Statistics: Posted by sunnywilson09 — 26 May 2020, 20:46


]]>
2020-05-01T14:06:05+02:00 2020-05-01T14:06:05+02:00 /viewtopic.php?t=10647&p=183713#p183713 <![CDATA[Contributors • Re: [Alpha 0.605] FA Forever Map Editor]]> It was tons of fun to create your own maps, however 1 tiny detail are missing but dead important:

My problem is that teams doesn´t work. When creating game players can choose teams, but once launched, everyone starts as enemies. What am I missing? The wiki doesn´t help me, those instructions dont seem to be up to date.

Statistics: Posted by Boundless_ — 01 May 2020, 14:06


]]>