Developed over the last 9 years, the LOUD Project is a complete reworking of the core code for Supreme Commander: Forged Alliance. Focusing specifically on improving not only the AI, but overall game performance - LOUD can now easily run games with 5000+ units, at normal speed, on 40k and larger maps. The package includes subsets of many of the most popular mods, adapted specifically for use with the LOUD project, and an entire collection of updated maps specifically marked to optimize performance with the LOUD project.

Post news Report RSS LOUD AI - Vers. 5.1 - Dec 14, 2018

Announcing the release of The LOUD Project AI - version 5.1. This version corrects a recent issue with random crashing and brings back several visual features - most notably impact effects.

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Greetings all.

As many of your who frequent our Discord server are aware, we've been chasing a nasty random crash bug for the last few weeks. I'm quite happy to report that it's been found - and we can now resume our regular work. In addition to fixing that, we've also corrected other minor issues, notably the SERA ACU from Black Ops and his regeneration field, which was causing severe stuttering. Last, but not least, we've re-enabled impact explosions (for now).

As for units, we also recently updated the units file, which addressed a number of minor unit issues, including SERA T3 Heavy Artillery not hitting it's target, multiplying projectiles issues from both the UEF and SERA T1 mobile artillery, T2 gunship tweaks, some beam weapon targeting issues, and a short list of other very minor data tweaks. There will be further updates to Blacks Ops and Total Mayhem in the next few weeks to address other unit issues.

As I mentioned above - we've re-enabled some of the eye candy that we shut off quite some time ago. We wanted to get a more solid idea of just how much impact it has on overall performance, and to do that, we need to hear from you ! Many people play on such high-end hardware that they may not notice, while many others play on systems which already have some trouble with the really large FA games, even with LOUD installed. Our intention is to fine tune this capability and try to find a sweet spot where we can selectively disable those effects, but only when necessary to keep a large game moving along. That's easily said, but we need to do this across the entire sim, so it's not a player by player possibility. Anyhow - more on that another day.

As we approach the end of 2018, we'll soon reach our first anniversary of being out in public. It's been a very interesting year indeed and we've met a legion of new friends from all over the world. A great many of you have chosen to share your LOUD experience with us, and we welcome any and all input, so don't be shy - let us know what you like, what you don't like, and help us move The LOUD Project further in 2019.

Sprouto

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