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FAF shut down / SupCom zoom

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EDIT : Renamed thread title to better reflect the ongoing discussions.

http://www.faforever.com

https://www.reddit.com/r/supremecommander/comments/2hd5m6/the_end_has_happened_faf_has_been_shut_down/

http://www.reddit.com/r/Games/comments/2hc1hr/forged_alliance_forever_supreme_commander_project/

http://scfaf.net/?p=15#comments

All while I've been for the past week writing comments on PA-related discussions that it was one of the major competitors to Planetary Annihilation...
I downloaded and ran it for the first time last week and wanted to test it out more thoroughly in the next days...
+2 / -0

9 years ago
Just in case, you might want to check if Zero-K servers are ready for a sudden increase in new players. FAF seemed to have about 500 players in chat for Zero-K 70...
+0 / -0


9 years ago
Dont expect any new players myself.. there is 0 mention of Zero-K in reddit/posts/forums..
People don't know about it.
+0 / -0

9 years ago
Heh, so now we know what googlefrog was up to. >:)


BlueTemplar provided us some links, maybe it would be a good idea to post some pro-zerok comments.
+3 / -0

9 years ago
quote:
maybe it would be a good idea to post some pro-zerok comments

This would require someone skilled to advertise. The last time yan advertised Spring there, the effect was disastrous.
+0 / -0
Um, well, I've been doing that a lot recently :

http://www.kerberos-productions.com/forums/viewtopic.php?p=538103#p538103

http://www.spacesector.com/blog/2014/09/planetary-annhilation-officially-released-first-impressions/

http://steamcommunity.com/app/233250/discussions/0/616188473157266863/#c616188677707335734

http://steamcommunity.com/app/233250/discussions/0/616188473157266863/#c616189106393328569
(2 interested people already! :p)

http://steamcommunity.com/app/233250/discussions/0/616188677715118916/#c616188677761180257
(make that 3!)

http://www.rockpapershotgun.com/2014/09/17/planetary-annihilation-review/comment-page-1/#comment-1676977

How was it disastrous? What happened?
+7 / -0

9 years ago
There was somebody on earlier saying something about FAF being down, I didn't know it was burned in a digital hellfire! On a side note, does this remind anyone about multithreading the spring engine?
+0 / -0


9 years ago
Wow and i thought Spring had drama.

Though i guess being open source significantly decreases the possibility and impact of such wtfery.

Here's a glass to Bus Factor One.
+6 / -0

9 years ago
never cared much for FAF, always just seemed like a really bad version of spring
+2 / -0
9 years ago
What a damn shame... FAF really did good to revitalize the ailing Supreme Commander franchise, especially with all the (long overdue) mods they made to the system (including cheaper upgradeable factories after you upgrade one "HQ" factory). I would have played that game more, but sadly, single player got old after I learned how to bork the Campaign AI; although the skirmish one is still pretty good (especially the Adaptive AI, which actually LEARNS YOUR TACTICS and TURNS THEM AGAINST YOU). Not to mention the fact that I don't have proper internet for it. x_x

R.i.P, FAF. You will be missed.

(Until it's either rebuilt or all the players rebound and come to Spring, of course.)
+0 / -0
9 years ago
A dark hour for the Cybran Nation and all of us...

FAF must be revived. Pls keep us up to date about it in this thread.

(Btw if you try to convert FA players into ZK players, which is not easy, (I converted myself more or less), you should admit that FA is also good, but have to mention concrete advantages of ZK.)
+0 / -0

9 years ago
The only advantage faf has over zerok is that that graphics are much better, and the UI looks much sharper/cleaner. Im still puzzled as to why fog of war updating is so slow, and why building don't leave behind an icon when you lose LOS, its not like they can move anywhere.

Other than that, zerok beats it in every way(except maybe sea game play, but I never cared much for that, and its being worked on).
+1 / -0


9 years ago
The los update frequency is a configurable value, in springsettings, called ExtraTextureUpdateRate. Its default is 45, the lower the more often it updates. Perhaps some science could be done to find out the performance effects of updating it more often...
+0 / -0

9 years ago
quote:
zerok beats it in every way(except maybe sea game play, but I never cared much for that, and its being worked on)

I used to think Sea gameplay was boring in ZK. I still do think that way of Hovers and Amphs, but Ships seem really fun. At this point I'll play Blue Comet just as gladly as I'll play Red Comet.
+0 / -0
Looks like some solution has been found :
http://www.faforever.com/2014/09/future-of-faf/#.VCSmvRL4JRp

Thanks for the link over the relative strengths of SupCom1 and Zero-K... but there's SupCom1, Forged Alliance, and Forged Alliance Forever, and there might be big differences... especially between the first and last one!
(Was that comment about FAF?)
+0 / -0


9 years ago
I've set my ExtraTextureUpdateRate to about 5 without issue (i7-2600k), but I wouldn't be surprised if most people can handle it at 10-15 with no issues nowadays. At the very least, it should never be higher than that at the High and Ultra presets (which may already be the case).
+0 / -0
9 years ago
quote:
(Was that comment about FAF?)
The comment is referring to SupCom, which includes SupCom Vanilla and FA. (SupCom 2 was not intended to be included. There is no other real advantage of it over ZK than graphics anyway.) I don't know too much about FAF, but afaik it only adds a lobby, a community, patches and some other extras that don't really change the mentioned aspects of the game itself. What could still be added to the list is bigger community and better graphics in SupCom, but I focussed on gameplay.
+0 / -0
9 years ago
I tried changing ExtraTextureUpdateRate before but whatever I changed it to there was no noticeable difference in LoS update speed.
+0 / -0
Skasi
quote:
Im still puzzled as to why fog of war updating is so slow

That's because ZK is roughly (there's still little tricks) calculating LoS on a 3d map. Same is true for pathfinding and projectiles. This has a significant effect on performance.

Other games usually use tricks like Starcraft's 2d map with LoS-barriers (can not see upwards at all, unless flying).

Some games like SupCom even skip LoS calculation completely and just provide complete Line of Sight around a unit independent of terrain.
+0 / -0


9 years ago
quote:
That's because ZK is roughly (there's still little tricks) calculating LoS on a 3d map. Same is true for pathfinding and projectiles. This has a significant effect on performance.

The really annoying part is that the los map used for engine's internal calculations is in fact updated much more often than the shader overlay texture. I.E. while all Skasi said is true, it's not the cause of slow LoS visualization.
+0 / -0
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