Merlin

Developer
  • Content count

    218
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Merlin

  1. We will shortly launch our game server licensing system, and as such we'd like to provide some background on it. What is the server licensing system? [ UPDATED 7 December 2016] We are adding in this system for server licensing to help players easily find servers which: ~ Have a quality, dedicated administration team. ~ Host from reliable and powerful server hardware. ~ Promote teamwork and communication in their community and/or clan. ~ Provide a positive environment for new players to learn the game and play with more experienced players. ~ Use the vanilla Squad gamemode rules so regular players know what to expect (will be important once modding is possible). We will of course not be able achieve the full vision of the system at launch, nor will the system ever be perfect, but our hope is that server licensing will provide a framework for greatly improving the gameplay experience of the average Squad player. We also recognize that not every server will be able to follow all the above rules perfectly, because frankly it is very hard to manage a community in such a way. This is the main reason why we have created “guidelines than actual rules” as we wish to convey the spirit and culture here, rather than ask each of our communities to be perfect with every item. Licensed servers have Developer / QA admin & debug access enabled. Admin commands that affect gameplay will only be used in game with permission from the online admins before being run. [ADDED 7 December 2016] Intentional exploitation of game bugs, or trying to crash and/or cause harm to another server by you, as the server owner, or representatives of your community, could lead to your server license(s) being revoked. What will the server licensing system do? The system will allow the development team to issue server licenses to reliable teamwork oriented communities & clans, which will cause their servers to be shown in the primary server list in game. This license will come in the form of a key which needs to be listed in the server’s config files. All other servers which don’t have a license key will be shown on a second custom servers menu tab. The second tab is meant to show the full list of servers, and will be the place where servers with custom rules and mods are listed. How can I apply for a server license? First, read over our server administration guidelines here: You and all of your server admins will need to follow the guidelines laid out in those thread, or you will risk having your license revoked. If you are hosting through one of our partnered game server providers, namely: BlueFang Solutions Fragnet Ping Perfect Gamerzhost You may apply for a server license via the application at http://master.joinsquad.com/serverlicense For all other cases, primarily those who rent their own hardware, apply via http://master.joinsquad.com/dedicatedserverlicense Can a license be revoked? [ UPDATED 7 December 2016] Yes. It can happen if the dev team becomes aware that a licensed server is doing something grossly contrary to one or more of our guidelines. This can include things like: ~ Abuse of in game administration powers. ~ Lack of administrative presence. ! For those who rent their hardware, moving your game server to poor hardware or hosting alongside too many other game servers. Our server health system is displayed for each server by color. As a licensed server it will be your responsibility to stay in good server health. GREEN : Good Server Health YELLOW: Average Server Health RED: Poor Server Health ~ Promoting poor in game culture, contrary to Squad’s goals of teamwork and communication oriented gameplay. ~ Facilitating an environment which is hostile to new players. ~ Failing to use “vanilla” Squad rules and files. ~ Licensed servers that use game server providers must notify Offworld Industries when they switch providers. Switching from an approved licensed server provider to a non approved server provider is prohibited. ~ Intentional exploitation of game bugs, or trying to crash and/or cause harm to another server by you, as the server owner, or representatives of your community, could lead to your server license(s) being revoked. Please note that once we have issued a license, we will work with the community involved before revoking a license unless there is a very serious violation of our guidelines. In the event that we consider revoking a license, the circumstances will be analyzed carefully and on a case-by-case basis, and the server owner will be notified via the email on their server license application. My partnered game server provider is showing poor performance, what can I do? For licensed servers hosting on our partnered providers, we will never find you liable for poor hardware performance. This can happen in cases where the provider is hosting on poor hardware, or is hosting too many other game instances on the same box you are on. Simply send an email to [email protected] including your license ID and an explanation of the issues you are noticing, and we will survey your server’s performance and contact your provider privately. My Clan / Community / Server did not receive a license, what can I do? Remember that if you do not receive a license, you can still host a server! Work on building a dedicated, quality admin team and growing your community and simply apply again when you are confident you have made progress. We will always be open to revisiting an application. If you have recommendations or feedback, please feel free to leave comments below. Otherwise we look forward to seeing you on the battlefield! Respectfully, The Squad Development Team
  2. Release: Alpha Version 9

    Bravo. It's beautiful...
  3. My Perspectives

    I have unlocked the thread to allow for feedback, but I will remind everyone to please follow the first two forum rules in threads like these:
  4. Release: Alpha Version 8.8

    We are now pushing a version Alpha 8.7 hotfix to ship our the new map Kokan. It is available for download now.
  5. Release: Alpha Version 8.8

    We are now pushing a version Alpha 8.6 hotfix release. This is planned as the last hotfix before the free weekend begins! For those curious, the free weekend will begin at 6PM GMT Thursday. Here are the changes: Enabled the "relative net updating" system in preparation for high server load over the free weekend. This allows for variable update rates per client / networked object so that networked objects that are farther away from people can be processed at a lower rate and thus lower cost on the server for little change in functionality. Fix to prevent the steam integration in unreal engine from deleting the "steam_appid.txt" file, which has proved the cause of steam being unable to start attached to the game in a number of circumstances. Cosmetic change to the way server counts work in the in-game server browser so that a server with 70 players and 72 slots, two of which are reserved, will now be shown as: 70 / 70 (+2) instead of the old 70 / 72 (2). This is to reduce confusion / frustration in newer players who are trying to join servers that are actually full when considering the reserved slots.
  6. Release: Alpha Version 8.8

    We are now pushing a version Alpha 8.5 hotfix release, here is the only change: Disabled a portion of the new EAC integration which was causing server crashing on round end.
  7. Release: Alpha Version 8.8

    We are now pushing a version Alpha 8.3 hotfix release. For those curious, we are pushing out smaller patches in quick succession in preparation for the free weekend at the end of the week. Here are the changes: Fixed file integrity checks in EAC. Fixed players getting disconnected from servers by EAC without an error message. Fixed huge player models showing when watching someone switches seats in a BTR-80 far away. Fixed an invisible collision mesh sometimes getting left behind after a player dies.
  8. Release: Alpha Version 8.8

    We are now pushing a version Alpha 8.2 hotfix release, here are the changes: Added a HUD indicator which shows the names of the players currently in your vehicle. Added color coded indicators showing the status of your squad members. The statuses are: not spawned in / dead (white), spawned in and not bleeding (green), bleeding (yellow), incapacited / revivable (red). Added new player first time help messages for fundamental events, including the first time: using the map, becoming a squad leader, becoming a medic, bleeding, using a vehicle, and using a supply truck. Added the yellow spawning dot to all spawnable points to make the spawning interface more intuitive and consistent. Made toggled crouch enabled by default for newly installed copies of Squad. Made the jump key untoggle crouch when crouch toggling is enabled. Increased round duration timer on 2k INS maps from one hour to 90 minutes and 4k INS maps from 90 minutes to two hours. Changed squad leader marker distance indicator so it is less precise at longer distances. Attempted fix for a server crash relating to vehicle claiming. Attempted fix for a server crash relating to players being ejected from a vehicle. Fixes to code for preventing players from clipping through walls. Fix for the draw distance on several deployables so they don't disappear after 80-100 meters. Fix for backblast rotation on RPGs and LAWs being in the incorrect direction. Fix for NSV not having sounds on low quality in the third person. Fix for giant player models appearing for a split second in certain cases where soldiers are entering or exiting vehicles. Fix for soldier's 3p mesh being shown when driving vehicles on listen servers, EG starting up Jensen's range in local training mode. Extended the logical scanning range of shoveling to improve it's reliability. Fix for certain server functions not being called properly and causing log spam. Fixes for the spawning mechanics of weapons caches. Fix for incendiary grenades to allow for better interaction with weapons caches. Disabled texture streaming on grass textures. Replaced missing and broken statics on Yehorivka.
  9. Steam Free Weekend & Sale

    Will definitely be all hands on deck for Squad vets to serve as squad leaders. Super exciting!
  10. Release: Alpha Version 8.8

    We are now pushing a version Alpha 8.1 hotfix release, here are the changes: Attempted fix for a rare memory related server side crash. Fix for players being able to see through walls when prone. Fix an issue where players would be given very large or very small scores. Fix for reserve slots not functioning properly. Fix for the EAC shield not showing up properly. Fix for Ambient Occlusion not being able to be turned off. Fix for healing sounds incorrectly overlapping each other until the sound fully completes. Fix for empty servers incorrectly showing up as having poor health. Fix for smoke trail effects not cleaning up properly in certain cases. Fix for suppression effects being disabled on low quality settings. Clean Razorwire has been reduced from 100 to 25 construction points. Militia and Insurgent Heavy Machine Gun deployables are now limited to 2 unshielded and 2 shielded DShKs instead of unlimited shielded DShKs. Reduced linear recoil pattern on HMMWV .50 and all emplaced weapons. They should be slightly more effective at long range engagements. Fix for interior engine sounds not beeing affected by effects slider. Fix for issue with KPVT 3p fire sounds dropping out. Adjustment of sound muffling when incapacited. Removed a UB32 technical from Chora INS. Added ambient sounds to Yehorivka. Updated Yehorivka AASv2 with the correct Militia Urals and removed guardrails from main roads. Fix for Yehorivka AASv2 Logi Supply Point uncappable state once capped. Fix for fences on Gorodok. Extended the draw distance of trees on Fool's Road. Fix for red and blue colored GP25s at various LODs.
  11. Server Health

    Server health is online now, enjoy!
  12. We are working hard to try and determine the cause of stuttering in game that has been widely reported by players since the launch of Alpha 6. If you are getting stuttering, please post here with as much of the following info as possible: What your system specs are, namely: CPU GPU + VRAM size RAM HDD/SSD Windows version What map or maps the stuttering most commonly occurs on. Any ways you have found to reproduce the stuttering. Any unique information or clues you may have found that could help in determining the source / cause of the stuttering. We are currently still very much at a loss as to what the cause is, and are looking for help from our community in determining the cause as quickly as possible. Cheers! Merlin
  13. Release: Alpha Version 7.7

    We are now pushing a version Alpha 7.7 hotfix release, here are the changes: Fixed crashing in Squad's custom full auto sound and voip sound code relating to sound rendering in Unreal Engine 4.12 being asynchrounous now. Fixed a crash related to gunshots not having an audio device under certain circumstances. Fixed some issues with sound concurrency, causing certain gunshot sounds to cut out. Fixed exploit relating to FOV. Made a minor fix to deployable placement logic so you cannot place deployables on a roof from the ground. EDITED FOR CLARITY: You can still place deployables on a rooftop when you are standing on that rooftop. Added code so server admins can view the framerate of their servers in the scoreboard. Fixed distance delay on certain explosion sounds. Fixed an issue where the camera changed to third person on exiting a vehicle in single player Jensen's Range. Fixed issue where vehicles get bogus rotations after destruction (e.g., sideways vehicle wreck). Fixed an issue where players lose mouse input in the main menu / map. Updated the Ural wreck collision.
  14. Release: Alpha Version 7.7

    We are now pushing a version 7.6 hotfix release, here are the changes: Fully disabled Valve Anti-Cheat on servers as it is not currently used (Squad uses Easy Anti-Cheat). This is to resolve issues where certain players were unable to connect to servers. Fixed the bug where vehicle drivers are unable to see any players around them after driving a long distance away from the location they entered the vehicle. Added a fix for a rare crash relating to visual effects. Added a number of additional performance measuring code markers to aid developers with working on Alpha 8.
  15. Release: Alpha Version 7.7

    We are now pushing a version 7.5 hotfix release, here are the changes: Fixed a client side crash relating to effects code in the engine introduced following the upgrade to Unreal Engine version 4.12. Fixed some possible memory corruption which may have been leading to crashes relating to the initialization of the console on startup. Fixed a rare server crash in vehicle claiming code. Pulled in a performance fix for Alpha 8 using a much faster method for drawing nametags. Note that in order to facilitate this, nametags will now be rendered through walls for nearby friendlies. Performance improved on the maps Op First Light, Kohat, Sumari and Logar by fixing improperly sized terrain textures. Fixed soldiers being invisible in local play on Jensen's Range, a bug introduced in a performance fix for alpha 7.4. Fixed an exploit relating to users tweaking their FOV outside of acceptable ranges. Increased the starting velocity for the spectation camera from 2.5 to 15 meters per second.
  16. Release: Alpha Version 7.7

    We are now pushing a version 7.4 hotfix release, which contains: Fixed the round start crash and a number of other crashes, all caused by the improper deletion of physical materials in memory. Pulled in a performance fix developed for Alpha 8 relating to the rendering of other people's character meshes. Fixed up the deployable repair station blocking lean and deployables. Made reflection spheres not appear in game. (As an aside, we would like to assert that reported sightings of UFO's in squad are *completely* unfounded and baseless!) Made the wire fences at the fool's road train station penetrable. Fixed not being able to enter certain tunnels at the Fool's Road hilltop. Fixed players not being able to drive vehicles into the fortress on Fool's Road. Fixed the Sumari AAS 3 flags being cappable by 1 person. Fixed the Sumari skirmish layer cap zones being too high in the air. Fixed some road and spline bugs in Chora. Finally, please note there is at least one other moderately occurring crash that we are still aware of and actively investigating.
  17. Hello everyone! The QA team will be hosting a public pre-release playtest tomorrow (Friday, March 11th) at 20.00 UTC. The purpose will be to do a stress test of the Alpha 5 release prior to it's launch, to help us catch any leftover crashes, bugs or issues we might have missed. Please note that we will only have one server up, and access will be on a first come first serve basis. If the server fills up, we apologize in advance! The testing will be done on a public-testing beta branch. We will be announcing the password for the test two hours prior to it. The password will be provided in the newly created "prerelease-testing" channel on our community discord, in order to join use this link: https://discord.gg/0VcFH6sxVnrYWz9g We kindly ask two things of those interested in testing: 1. Be sure to follow what is going on in the prerelease-testing discord channel before and during the test, in case we need to provide information or instructions. 2. If the devs or members of the QA channel broadcast anything in game, please be sure to follow their lead, as we may need to test or check certain things during the games. Thanks, and we look forward to seeing some of you during the test! Offworld out...
  18. I thought I would post some of the logos we have been using thus far to allow the community to get creative and see what kinds of media you can produce so this sub-forum isn't so lonely. Feel free to save them, be open & creative with them or even expand on them. We would love to see the kinds of things you can produce!
  19. Release: Alpha Version 7.7

    We are now pushing a version 7.3 hotfix release, which contains: Disabled async loading as an attempted fix for loading related crashes, and possibly a number of other crashes & bugs. Added an attempted fix for a crash caused by a specific effect emmiter. Added fixes for materials and material settings on a number of maps to prevent a specific type of crash. [This means a very large download for this patch] Removed an unused analytics plugin as a fix for round start stuttering. Updated the Easy Anticheat SDK. Updated turret bounds to avoid them popping out. Fixed some ambient sounds on Sumari and Kohat. Removed a number of unused materials. Fixed errors with two fence materials. Fixed an improper texture size which was causing a small loading delay. Increased the max data cache size as an improvement for both Squad and Mod developers. Cleaned up unusued references to trace channels without actual properties which were causing log spam. Cleaned up some orphaned break points in Blueprints as a reduction of log spam.
  20. Release: Alpha Version 7.7

    We are now pushing a version 7.2 hotfix release, which contains: Fix for physx crashing [The most common crash currently]. Added a workaround in vehicle physics assets for a deeper bug in physx. Fixed a common crash caused by a landscape material issue. Fixed a crash related to vehicle seat code. Allowed sounds shorter than 10 seconds to be loaded async on map load as a fix for some of the stuttering issues players have been seeing. Fixed a number of issues with collision meshes on environment objects. Removed unneeded landscape hole material from Operation First Light. Disabled ribbons in effects for time being to negate a memory leak. Optimized tick rate on effects. (ie not realtime). Removed a few trace messages in the source to reduce some log spam. Made an adjustment to the trace channels and presets used in vehicle collisions to accomodate another vehicle fix. Pushed a simple collision setup for the radiotower, moving it from complex to simple collision, which should stop it from crashing people. Foliage Cvar exploit fixes. Added some ambeint sounds to Yehorivka and Sumari. Updated default unbound binding text to "None" from "QWE". Checked all collision assets for physmat assignment. Added wheel effects on ural. Reduced wheel effects to 4 on all vehicle types. Assigned wreck meshes to "block all". Increase m2 yaw to 30 degrees from 25.
  21. Have a little hope, for it is possible

    Awesome post, really motivating to see when we're working long hours around releases. We'll do our best to build an awesome game for you guys :-)
  22. Release: Alpha Version 7.7

    We are now pushing a version 7.1 hotfix release, which contains: Fix for a crash that can occur when a player is removed from a vehicle. Fixed invalid physical materials in the landscape, causing physics crashes. Resaved a number of maps to mitigate landscape related physics crashes. Fixed a crash related to remote vehicle claiming. Added a new collision trace channel to fix issues relating to complex vehicle collisions. Updated & improved physics collision trace channel settings. Fix related to vehicle penetration caused by some incorrect physical material settings. Update to the loading screen guide. Fix for ambient sounds not playing. Fix for razor wires only doing damage when half built. Various effects optimization. Fix to an incorrect configuration in the Chora AASv1 lattice. Set unique soldier mesh for the Militia Scout. Renamed Insurgent RPG Gunner to "Light Anti-Tank" for consistency purposes. Fixed line width on the Kit Role tooltips being too short. Fix for FOB radios cutting out. Added a missing vehicle physics collision asset to the m2_vehicle_base_woodland. NOTE: One of the crash fixes has broken wheel effects (it is a known issue), but we have decided to ship with the issue to get crash fixes out sooner. We are planning to add them back in via another minor hotfix.
  23. Release: Alpha Version 7.7

    We are pushing a hotfix (the version will stay as 7.0) which fixes a number of server side crashes that have been occurring with the launch version. Enjoy!
  24. Release: Alpha Version 6

    We are now pushing a version 6.5 hotfix release, which contains: Bugfixes for RCON to allow for additional testing on live servers. A crashfix in code relating to soldiers.
  25. A number of the members of the community, development team and moderation team have noticed a very negative culture that has been growing on the forums as of late. As a result, we will be placing a new emphasis on the rules of the forum, and will in particular be creating two new rules to effect a change in that culture. Rules one and two for posting on the forums will now be as follows: §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users. §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with. Please follow these rules from this point forward. Disregarding them will result in infractions and appropriate moderation action. When invoking these new rules, the moderation team will mark the offending statement as in violation with one or both of these rules referenced. You can find the full forum rules here: http://forums.joinsquad.com/announcement/11-forum-rules/