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 PostPosted: 08 Mar, 2012 
 

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I will make a separate package with it.

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 PostPosted: 08 Mar, 2012 
 

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And I will make a separate repository, so you can check what is done exactly, and push any change to it.

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 PostPosted: 08 Mar, 2012 
 

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ok sounds cool.

how does the faf loading process work, does it still use the required mods function
or does it have to be done manually, if its done manually then you might want to think about adding some automation support to faf, so that required mods are displayed to the user and also selected in the lobby if the player clicks accept to also use the required mod, it would be better for everyone if we had a clear view and understanding on the process of selecting different mod combinations in faf and what happens there after, obviously you will eventually want the modders to maintain there own mods on there without your intervention to change things to get them to work, so telling us modders the process involved will enable us to get our mods working on there with other mods without your intervention.

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 PostPosted: 08 Mar, 2012 
 

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The loading process is done with init_mod.lua file (used with the /init switch).

We are currently refactoring that process to be able to cross-load different mods, but the idea is that the server knows if XXX is compatible with YYY, and ZZZZ is needed to launch XXX. And what is the load priority for each.

So the player cannot do a mistake, and we can control efficiently the way your FA is loading these mods.

As DMS should be launched sided with another mod, the user select the primary mod (let's say wyvern), and the server knows that DMS is needed too. All that is transparent for a user point of view. He just click the mod. (that's the whole idea - no manual update, loading, selection,...).

On the other side, modders will be able to make change in the repository (well, they already can :), and at the condition of versionning a commit, will be able to transform that commit into a update for the mod automatically.

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 PostPosted: 08 Mar, 2012 
 

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sounds like a solution :)

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 PostPosted: 15 Mar, 2012 
 

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Tomorrow 23:30 GMT+1, the hoster will change the router to avoid the udp floods/loss of service you may have experienced the last two days.

I don't know how long it will take, but the server will remain "online" during that time, meaning that FAF will be accessible once the new router is online.

Forums will be down too, but you can follow https://twitter.com/#!/Ze_PilOt for extra informations (if needed).

Thank you for your comprehension.

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 PostPosted: 24 Mar, 2012 
 

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I was able to create an account but I'm not sure, since there is no email confirmation if the account was successfully created and I can't log in to the server after creating the account. Is there anything wrong with the server or am I missing something?


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 PostPosted: 25 Mar, 2012 
 

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There is no email confirmation (yet).

Can you tell me what is the error message you got ?

There is a link in the front page (www.faforever.com) that allow you to recover/change your login and password.

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 PostPosted: 25 Mar, 2012 
 

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Live replays aren't working as of late for me on FAF. I just keep clicking on one live replay after another, but no dice.


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 PostPosted: 26 Mar, 2012 
 
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Falcrack wrote:
Live replays aren't working as of late for me on FAF. I just keep clicking on one live replay after another, but no dice.


Confirmed, ZeP is currently in the process of rewriting parts of the live replay system ... be patient. :)

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 PostPosted: 30 Mar, 2012 
 
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... aaaand we've smoothly transitioned into milestone 0.7, which will focus on challenges, tourneys, and replay management.

We already have a new replay format (".fafreplay"), which is smaller than normal replays and is actually text files so their metadata can be edited by hand or by tools easily.

The format will eventually get a version tag so it'll be possible to simply view replays from past versions without any complicated hacks like the replay manager.

The lobby will already display the replays with game title, involved players, game launch time, mod used, and map preview in the "My Replays" list.

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 PostPosted: 02 Sep, 2012 
 
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I installed FAForever, tried to register, the email field wouldnt accept any characters except letters (e.g. no @ sign), and wouldnt continue without it.

So I exited out of it


....garbage


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 PostPosted: 02 Sep, 2012 
 
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Veleiro wrote:
I installed FAForever, tried to register, the email field wouldnt accept any characters except letters (e.g. no @ sign), and wouldnt continue without it.

So I exited out of it


....garbage


There's hundreds of users that didn't have this problem.

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 PostPosted: 02 Sep, 2012 
 
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Just tried as well, it worked for me. Not sure if this could possibly go wrong on different systems.

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 PostPosted: 02 Sep, 2012 
 
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I tried copying and pasting the @ sign, tried alt keying it, tried to restart the program with still no success. Looks to me like its genuinely not accepting any other characters.

This is the second time I've tried to get into FAForever, with the same result. The last time was months and months ago.

EDIT: I gave up too early. I tried an alternate email, and discovered that the email field requires at least two characters for the email account plus the domain. Put simply, my username email is 1 character e.g. -@----.--- So it was just too restrictive. Might want to considering making it less restrictive for us that like small email addresses. Although I'm probably the only one here


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 PostPosted: 03 Sep, 2012 
 
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Ah ok :). May be you should report that on the FAF forum as well, so that they can fix it (if they choose to do so).

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 PostPosted: 04 Sep, 2012 
 
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Will DO!


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 PostPosted: 08 Sep, 2012 
 
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This looks cool! Just coming back after a real long break from FA. Black Ops looks real nice cant wait to try it. Thanks for the hard work.


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 PostPosted: 18 Sep, 2012 
 

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Veleiro wrote:
I installed FAForever, tried to register, the email field wouldnt accept any characters except letters (e.g. no @ sign), and wouldnt continue without it.

So I exited out of it


....garbage


You've succeeded there in coming out with one of the stupidest, most small-minded knee-jerk responses to anything I've ever seen on the internet.

On.

The.

Internet.

Top work.

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 PostPosted: 03 Oct, 2012 
 

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What does one do when they forget their password and email?

[EDIT:] Don't leave me hanging guys!

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 03 Oct, 2012 
 
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Do you remember your username? If you know your username, then the FAF database can email the correct address.

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 PostPosted: 03 Oct, 2012 
 
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If you post it in the FAF forums you'll get a 1k x faster response from Zep.

http://www.faforever.com/forums/index.p ... 514a2eb2c5

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 PostPosted: 03 Oct, 2012 
 

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X-Cubed wrote:
Do you remember your username? If you know your username, then the FAF database can email the correct address.

Yeah, they'll send a password reset to the email that I don't remember.

Prince wrote:
If you post it in the FAF forums you'll get a 1k x faster response from Zep.

http://www.faforever.com/forums/index.p ... 514a2eb2c5

I did post in the forum, and nothing happened.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 04 Oct, 2012 
 
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BulletMagnet wrote:
I did post in the forum, and nothing happened.


I'll tell him when I see him on IRC

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 PostPosted: 04 Oct, 2012 
 
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BulletMagnet wrote:
Prince wrote:
If you post it in the FAF forums you'll get a 1k x faster response from Zep.

http://www.faforever.com/forums/index.p ... 514a2eb2c5

I did post in the forum, and nothing happened.


Lol ... they're friendly and present as always. :)

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