Assifuah

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Everything posted by Assifuah

  1. Check out the May 2017 edition of The Wrench right here! We're still alive and doing well.
  2. Best to just chill for a few hours or leave it until tomorrow. It won't disappear and it'll save you the headache from Steam pages not loading or even transactions messing up.
  3. Check out the April 2017 edition of The Wrench right here! http://joinsquad.com/readArticle?articleId=167
  4. Read all about it here!
  5. Performance performance performance. Could easily add props and dress building interiors, could easily make a vertex paint material for the buildings to add more detail as well.. but that would definitely impact performance! That's a lot of buildings.. and even more props and material elements. Personally, having made some of the buildings, I now know what I can push further in the future. They're pretty simple buildings, but that's where you have to start if you don't know how much it would affect performance at such large quantities for so many players. The devs are pulling it off with Narva and the Eastern European kits though, so there's a lot to be learned from them as well. Maps will improve more and more. Although the tech is far ahead as FelipeFritschF mentioned, the general design might not be because there's a lot of unexplored territory with this kind of game. You have to make maps and buildings to learn what you can and can't do and what you can push further, only then can you improve upon it. Go look at earlier versions of Logar, you'll see exactly what I mean.
  6. What's the deal? Don't like it, don't use it. Don't like other people using it? Find a server with like minded individuals. Join a clan, be a part of the community. Problem solved. If people want to break teamplaying, be trolls or a nuisance on the server they'll do that any way they can find. Can't develop a game in fear of people misbehaving.
  7. Maybe instead of clicking a button you could contribute to the thread and expand on what the person said leading to a deeper discussion that could help the devs see things from a player/consumer perspective. We had it, in different variations. It's gone now, that's the end of the story. Speaking of laziness, we would all appreciate it if you used the search function instead of creating a duplicate thread.
  8. Nothing has been announced or confirmed by the developers as far as I'm aware. You'll just have to play the waiting game if you don't want to play full price.
  9. Squad is not a tactical simulator. Conquest is in because the developers wanted to experiment and try something different, the game is in active development after all. Additionally, it's optional. You're not forced to put it into server rotation and you're not forced to play on those servers either. Got to keep your mind open during development and try other things for various reasons.
  10. This section is for all Squad in-game related videos. Non-Squad related videos will be removed. If you are posting multiple videos, please help keep the forums tidy by consolidating them all into one mega-thread. Please do not create multiple threads if you know you are going to upload consistently. Multi-threads will be merged in one to keep everyone's videos centralised and easy to access.
  11. Developers have priorities. Ranting or making repeat suggestions isn't going to change their priorities, so you'll simply have to wait until they're done with the most important things. Most of your points are solved by joining a well administered server, or joining a unit/clan. The proactive players do so, and they'll find a healthy gameplay experience for the most part (everyone experiences a bad round). If they're not proactively seeking out good servers they enjoy or joining a unit/clan then they're most likely not going to be proactive enough to bother following orders, or caring that another squad is using supplies for a HAB instead of an ammo crate. The rest of your points are people issues. You can't change the behaviour of a troll or someone who doesn't want to play as a team and the developers aren't going to take away the freedom of the dedicated player base that's well behaved because of some guy that got the game at a discount and plays it to troll people. Those types of people get banned. Bottom line is, the devs are aware and heard this stuff a thousand times before.. but the game needs to be developed first. Then they can spend time on fine tuning the overall gameplay experience. Edit: Oh and yeah, speaking the truth is allowed. Being an asshat and not being constructive about it is not.
  12. Breaking contact and withdrawing is something not many SL's do.. and they really should. Take a step back, back off from the flag, regroup.. set a new rally and try a different approach. People often just throw themselves onto the objective and lose tickets and only try something else once they've been wiped 2 or 3 times. There needs to be more observation and decision making from SL's instead of the standard "yeah we're just gonna body slam this flag until it's take or we get back capped". I would like to see SL's working together more and linking up for deliberate attacks. Rarely happens and when it does it's pretty effective if in sync.
  13. league

    I believe the dogtags are a physical, real life item similar to the ones that will come with Kickstarter rewards. If you look here and go down to the Airborne Edition you can see it says "2 pairs of custom Squad dogtags": http://media.joinsquadgame.com/May/KickstarterAnnouncement/kickstarter_chart_v3.jpg This is not necessarily the exact dogtag people will receive, but this was handed specifically for PAX Prime when some of the devs went! http://media.joinsquad.com/2015/sept/augustrecap/dogtag1.jpg
  14. It's possible to hide an FOB, sure, but that's kind of the opposite of what I would like to see in Squad. FOBs are supposed to be built up and serve as a foothold that should be defended should it come under attack. However, currently people prefer putting FOB's somewhere obscure and with minimal emplacements and fortifications. If you think about it, the majority of the time we're just wasting a huge part of what the devs gave us - construction. The reason I say it's easy to find FOBs is because even if they're well placed and hidden, an experienced player can often spot where the enemies are coming from because usually people run from the same location every time and it becomes obvious. This is of course, if the players don't even stumble upon a FOB which happens quite often too. I'd rather have a well built up FOB that can be defended should it come under attack than a simple radio and HAB combo which can be cleared out with a few players. I think if you're able to spot an FOB or gain a hint as to where it is right after taking one down then people just won't bother building them up as they're going to found at a much faster rate and they'll just place more down instead. However, I do think the opposite effect could also be achieved where people build up their FOBs because they know they're pretty much going to be found... but I doubt, it's currently easy and it will only make it easier. The game will change and FOBs will hopefully become something people put more effort into! As for the testing community, there is one but it's focused on finding bugs and testing features the devs request us to in focused play tests. The developers, especially the designers, already have a roadmap and planned features etc that they're working on so they might already have things set in stone and solutions to problems we might not even know about yet. I have been toying with an idea of trying to organise design/gameplay based tests for the sake of experimentation, but it could very well just be a waste of time if the devs already have things set in stone. Intel serves a purpose in the Insurgency game mode, that's about it. I think the focus should be pointed at team based objectives and aspects rather than finding out things from the enemy team. A squad should work with other squads to find and locate enemy FOBs and locations together through observation to add another layer of team work and communication to the game instead of having it replaced by a "gamey" style feature that just gives it away. Enemy VOIP is another topic that has been discussed and it always ends up in the same answer, which is highly valid might I add: people would circumvent that by playing in TeamSpeak or Discord voice channels instead of using game VOIP.. which would make the feature pretty useless and leave people that don't play with friends or clan mates out of the loop and at a disadvantage.
  15. One day mate, one day!
  16. SHARED TEXTURES / ASSETS Apologies is any of this stuff is broken / doesn't function straight away! Not too sure how happy UE4 is when you just rip out stuff and chuck it into other projects but all the content I throw up here will include any source assets I've created and used to make it easier! 1. Basic Snow Texture - SOURCE - http://puu.sh/oz9WM/679272ac2c.rar Albedo (Base Colour) Roughness Normal Height Additional Notes: You can use the height map for displacement / tessellation! Also, make sure you turn SRGB off in the Roughness once it's imported. 2. Basic Snow Material - ENGINE - http://puu.sh/ozbtX/3e865fe5cf.rar Set up for Tessellation Set up for Use with Landscape M_BasicSnow Additional Notes: Requires Basic Snow Texture assets - unless you're using your own and using the material as a reference! 3. Snow Particle System - ENGINE - http://puu.sh/ozapn/64d3a1c20e.rar x2 Lit Snowflake Materials (Basic Node & Custom Alpha) x2 Unlit Snowflake Materials (Basic Node & Custom Alpha) Snow Particle System Snowflake Alpha Additional Notes: The values on the Particle System are fairly high and I created a basic node shape and custom alpha if you want to see how they're set up. You can just create a bunch of different alpha masks in Photoshop (or equivalent) and then use them to create more varied snow fall effects! ORIGINAL POST Hey guys! So I got bored tonight which turned into something productive! Long story short - I'm now going to undertake a little project to learn more about Unreal Engine 4 and just generally creating shaders / more complex materials since I never went past the basics! Anything I create from this will be available for you all to use in your own projects, once I'm happy with the quality and that it functions well. If it's something a little harder to distribute to you I'll most likely create video tutorials showing you how to do it yourself and provide the source content I've made! To start off, I created a tiling snow texture in Substance Designer with feedback from the awesome guys in the Squad Modding Hub Discord! It's definitely a lot more appealing than just having a basic, flat white ground - it also has tasty tessellation on the material in UE4 although you can disable it / adjust the multiplier since I haven't even considered any possible performance hits. Piccies below! I'll be working on this texture for a little longer as well as creating several variations for blending / painting to help cover up the tiling (icy, settled, melting etc)! Along with those variations I'll be looking into some simple particle stuff for creating snow fall, I've done it before so it shouldn't be that much of a hassle.. once that's done I'll begin experimentation with creating a shader that covers objects in snow based on something like a gradient / position map or world space normal - basically, snow will cover certain things in a logical manner starting from the top - but that's something I haven't really explored and will probably take me a life time. All of this stuff will be happening fairly slowly due to university commitments and whatnot but I'll keep this thread updated and I'll be happy to answer any questions on Discord / PM's. Please be gentle, I'm learning. I should have one or two textures available for you guys to use by the end of tomorrow hopefully!
  17. First of all, welcome to the forums! Personally, I think that FOB's are far too easy to find in the game currently, especially on the smaller maps. There's generally a squad or two on an objective at any given time and they interchange roles fairly often. If the SL that takes out one FOB gets to see another one via intel then they'd be inclined to keep hunting FOBs all round. Of course, they can mark it for another squad to handle but overall the game itself is far too easy when it comes to finding FOBs and they don't last long if you're playing against a proactive team. Also, if you already haven't, I would recommend checking out the search function. Gathering intel has been discussed lots of times in the past including things like intercepting enemy comms, capturing enemies, finding things like laptops etc.
  18. @FeatherSton3 The Squad SDK pretty much has the same capabilities as UE4, so yeah.. you can dive in and make AI. Some people have already done some tests a while back and it worked fine! As for how @Axton did it, I don't think it's even AI based, rather just something more simple like events in a specific order (player calls it in, a delay with sound effects, mesh (A-10) spawns in etc). I could be wrong though.
  19. There is no confirmation or mention of such a weapon outside of heavier support weapons like the .50 cal and vehicle based weapon systems which currently do this. If we see some bolt action rifles like a Mosin Nagant come in, I would expect it to be the same as current marksman rifles - a hit to the chest which will need urgent bandaging (with the current medical system) otherwise you're as good as dead. Outside of that, I wouldn't count on it. I must add though, what a lot of people think are centre mass / chest shots actually end up hitting the arms.
  20. Even if it was the way PR did it, it would be a lot better than people currently running around with stiff arms in my opinion. Makes everything just look so stiff and bland from my perspective.. also makes the game feel like it's a constant rush, run and gun fest because all everyone looks like they're doing is running with their weapon up like in most casual shooters. It's a nice bit of added visual candy that can help relax people and give them something else to look at other than a guy with his weapon up 100% of the time (of course I know it goes down when sprinting). There's more points to it, but outside of it just looking more relaxed and natural it's a case of you either like seeing it or you don't. I believe the devs said at one point in the past few months that they're going to have separate 1st person and 3rd person animations so they could do different things. The sauce for that is buried somewhere in one of the Discord servers.
  21. karasu

    Awesome stuff, Drecks. Keep it up!
  22. The chronicles of the HAT continue.
  23. So, this happened today. Pretty cool sight once you see it from both perspectives. Happened during CCFN 66 and @Mother got unlucky (and experienced a bug too, oops.. #blamenordic) https://clips.twitch.tv/BombasticCrackyShrewTheTarFu
  24. ^^ Existing topic. /Locked.
  25. You're playing a standard force that uses a uniform if it's a conventional force, you're definitely not playing a game where one guy playing in the US Army is going to be wearing UCP, one Scorpion W2 and the other Multicam.. that's just way out of the scope of what this game is shooting for (a standardised and unified Squad). It works for Militia because that's how it is in real life.. but for a conventional force that's supposed to be standard infantry? Nope! I'm well aware there were instances of transition phases where conventional forces had a mix of kits/camo because not everyone got it issued to them at the same time, but there's no point doing that in a video game trying to keep a unified and consistent team. If you're not playing a specific faction, you shouldn't have their camo. The US Army and US Marine Corps don't wear exactly the same kit, so just re-texturing them to MARPAT would set off all kinds of flags. It would definitely make it less authentic and it wouldn't carry over to other forces either. For example, you're not going to see a dude in the British Army running around in MTP and his mate looking like he's from 2004 with DPM with current time gear.. it breaks any and all feeling of consistency and makes for a team caring about "individual" gear instead of squad or team level choices (devs would either have to restrict choices, or we'd see desert dudes in lush green forests). Hopefully I explained that well enough for you to understand the point I'm trying to make. Of course, I'd love to see the USMC in the game at one point as much as you. It hasn't been fully denied by developers that the last faction they make is the British Army, but they haven't revealed information on any other faction besides that one. So it's safe to say the British faction is 100% coming into the game. Anything after that has not been confirmed, nor has it been confirmed that the devs will add another faction before the full release of the game.