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Posted by jttnr 4 hours ago

Total Annihilation, rebuilt for modern computers(nanolathe.gg)
261 points | 104 commentspage 2
mmh0000 2 hours ago|
I have such good memories of TA. I was about 12 years old when it was released, and it was one of my first "computer games". It was my first introduction to RTS games, and in a lot of ways defined the genre of games I love today.

I spent so much time in the game playing the story, then playing skirmishes, building massive bases. "Hacking" the game to increase the max-unit-count to numbers my computer could barely manage.

Then I discovered HEAT.NET and started playing in a competitive clan. Then... life happened, and I have a lot of nostalgia for it now, but not enough time.

arikrahman 4 hours ago||
Love it, hope something for Supcom comes out soon.
revolvingthrow 3 hours ago||
SupCom FaF has a very long list of changes, I'd guess some of the people behind it already have access to source code. IMO only changes that are still missing is making it multi-threaded and maybe fixing some AI deficiencies such as pathing and the like.

The first would be great, but probably very difficult technically. The second would probably cause a holy war in the community, as multiplayer RTS enjoyers glorify fighting against the genre's jank as an expression of skill (admittedly it would completely change all micro).

maqp 4 hours ago|||
Definitely! Supcoms downfall was the poor threading support and IIRC the in-game AI path finding continuing for destroyed AI units which bogged the game down over time. At least one of them was never fixed properly.
theandrewbailey 3 hours ago||
I've played the LOUD mod for years, seems to solve a bunch of performance problems.

https://www.moddb.com/mods/loud-ai-supreme-commander-forged-...

maqp 12 minutes ago||
Awesome thanks for sharing!
slightlygrilled 3 hours ago|||
I have actually been working on this!

With modern tooling, libraries and such, many of supcoms old technical issues can be address. (plus it now works on linux and mac!)

I think I'm close to a like for like version.

And of course the performance its leaps and bounds beyond what supcom could do, in the replies a few down, you can see a 64,000 unit air fight, and I'm pretty sure i can get that going at 60fps plus!

and end game vs the ai, is still 4x realtime, well beyond what supcom could do.

and of course higher player v player battles

https://forum.faforever.com/topic/10451/supcom-moho-engine-r...

lysecret 4 hours ago|||
man i played so much supcom every time we played at like 2fps in the end haha
rs_rs_rs_rs_rs 4 hours ago||
The game still looks great, what's stopping you from playing it?
ls612 4 hours ago||
It has some major technical flaws which hold it back even on modern hardware. Something I’m sure a model can fix.
avhception 3 hours ago||
The Supreme Commander community, the spiritual successor to Total Annihilation, still has an active community here: https://faforever.com/ "Forged Alliance Forever" is also a great mod, balancing changes, game lobbies and whatnot.
haunter 4 hours ago||
At this point with the speed AI assisted decomps, remakes, reverse engineered ports, and homebrews come out I think GTA VI will be "released" (not by Rockstar ofc) on PC days after the PS 5 release. Especially that an early leaked dev build, compiled on PC, is already out there which helps a lot with the case.
ErneX 2 hours ago|
Not sure how will they rip it in days though, it won’t be on Blu-ray and it’s going to require a new firmware.
Zadak 1 hour ago||
Cool, but also, BAR is better mechanically, and content wise though
amiantos 3 hours ago||
I wonder how long it will take society to move past the idea of intellectual property being a thing you can own / control / solely exploit. It seems to me that in the future, the spoils will go to the most motivated. Which is already how it works, but money has been the dividing factor: I am thinking of the web game Pandemic 2, it came out as an ugly flash game but it was a lot of fun. Then, another guy (who was on the Shacknews forum at the time) saw it, and I guess he had some money, so he hired artists and engineers and copied the game, creating Plague Inc, a much slicker and polished version of Pandemic 2. We should all be familiar with Plague Inc, as that guy is certainly a multi-millionaire now. But all he did was put more effort into some other idea he liked. It seems to me that this Total Annihilation port, and projects like Beyond All Reason, show that in some cases, humans can appreciate the idea that intellectual property isn't really locked up if the owners aren't exploiting it themselves. We just need to move the needle a little further: if you aren't properly exploiting your intellectual property, and someone else who is more motivated can do it better, that's fair game. Isn't that how it already works in so many cases, anyway? We're all just trying to build better widgets than each other, often just the same widget in so many different variants.
declan_roberts 3 hours ago||
I don't think that's likely. A patent has always told everybody exactly how to re-create your magic. The protection never came from difficulty.
12h4atr 3 hours ago||
[flagged]
RugnirViking 2 hours ago|||
Why the random swipes? This is a really interesting topic that doesn't deserve this kinda treatment. Reasonable people disagree on the concept of intellectual property (though most agree the west's current iteration has serious problems)
amiantos 2 hours ago||||
I'm not really sure what this means?
cregy 2 hours ago|||
Dude stop bringing politics into everything. Cover yourself in mud if you like that stuff, stop spraying it around though.
DaveChurchill 4 hours ago||
Do people understand how bad these AIslop websites look?
ygra 4 hours ago||
I found it very tiring to read, actually.
joefourier 3 hours ago||
I can get past the AI slop design myself, but the writing style is absolutely grating, especially the short repetitive phrases.

"Punchy phrase. No X." "An open engine. Room to make it your own. "Same scene. Same instant. The same explosion. A different atmosphere." "A few things to know. The short answers."

Why is it always the same? What awful post-training, or synthetic data training pipeline, or RLHF gone wrong, produced this homogenised, low variety slop style? And it's totally possible for LLMs to write actually decent or at least varied prose and I would think Anthropic (or OpenAI) has the resources to fix the issue, they just choose not to.

Marketing copy wasn't this homogenous prior to LLMs, unless my memory fails me.

userbinator 1 hour ago||
Marketing copy wasn't this homogenous prior to LLMs, unless my memory fails me.

It was, or at least the most popular sites used it. LLMs just amplified it.

jasondigitized 4 hours ago|||
What exactly looks bad about it? These models have been trained on high converting UX patterns. They are definitely homogenous but I am not sure they look bad.
ssl-3 1 hour ago|||
It lacks in... everything.

Like when you were a kid goofing around with some art supplies and you tried to mix every color of crayons, markers, watercolors, and/or colored pencils together to be both anything and everything all at the same time: It's just a sea of homogeneous brown yuck.

That homogenized yuck might work for code that is ultimately interpreted by a machine and that performs some kind of human-described function, but in writing (and in menu boards) it's just highly-emphatic sludge.

ThrowawayR2 3 hours ago||||
> "high converting UX patterns"

That _is_ the problem: ostensibly serious writing laced with marketing / clickbaity patterns is off-putting.

DaveChurchill 3 hours ago|||
The homogenization of the internet. The worst corporate speak PR pages are now what gets generated for every pet project
rfgplk 3 hours ago||
My biggest complaint (as always) is that the performance is abysmal. I wasn't going to click on it, but after reading this comment went in and tried to play the demo.

A) I was hit by a multiple _second_ load time (on a 1Gbps pipe btw)

B) The in game cursor was _visibly_ lagging

C) The gameplay itself was stuttery (and I am almost certain there is a hard one frame delay between most actions)

Then I thought, alright it could be Firefox, so I loaded it up in a fresh chromium image, and somehow it's worse. Then finally I looked at the source and it's very obvious why the performance is atrocious (the guy didn't really bother to tell his agent, "hey man, let's benchmark this and keep performance in check, maybe don't spam a billion draw calls everywhere y'know, maybe

Values below are medians across runs, including the median of each run's maximum tick time. Each pair reads *Go 1.25.0 → Go 1.27.1*; timings are ms.

| Mode | Process CPU/tick | Wall p50 | Wall p95 | Run maximum | Allocated bytes/tick |

|---|---:|---:|---:|---:|---:|

| Modern | 1.877 → 1.812 | 1.744 → 1.665 | 2.765 → 2.705 | 8.934 → 8.740 | 86,428 → 86,428 |

| Strict 3.1 | 1.210 → 1.101 | 1.144 → 1.041 | 1.577 → 1.498 | 4.555 → 4.594 | 19,871 → 19,871 |

| Community 3.9 | 1.591 → 1.447 | 1.433 → 1.290 | 2.407 → 2.299 | 9.323 → 9.310 | 16,721 → 16,721 |

fix this y'know ")

dgently7 4 hours ago||
i never played ta, but "beyond all reason" is worth mentioning as it seems to be also a more modern (relatively) take on ta. mostly similar units but a 3d engine etc. Also open source and free to play wo any of the dark patterns that pervert most modern multiplayer online games. "battle passes" , "pay to win", gambling "crates"
foolfoolz 3 hours ago||
TA is an amazing game. Forged Alliance is a better game because it was made 10 years later. The open source FAF project to mod it and keep it alive can only go so far without engine replacement. I’m hoping we can see something like this for Forged Alliance. BAR is a TA clone, missing out on the structural improvements from Forged Alliance
apitman 2 hours ago||
Dang there's been twice as much time between SupCom and now as there was between TA and SupCom.
rcxdude 3 hours ago||
Yeah, BAR is more modern but doesn't have the feel I enjoy in FA. It's a little too... small scale and cartoony for my liking.
chainingsolid 2 hours ago||
For me the 3.5 teirs of units in Supcom feels better then the TA style. The simple start with teir 1, the expantion of options with teir 2, sledge hammer of teir 3, ending with the experimentals. TA and clones felt like simple straight to end game.
IshKebab 1 hour ago|
Interesting. Looks like he has made a "clean room" clone of TA by pointing AI at it, getting it to reverse engineer it and write some docs, and then have another AI write an implementation based on those docs.

I would be surprised if that stood up in court but I doubt anyone cares for TA at this point anyway.

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