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Everything posted by Assifuah

  1. Since Steam Workshop support is in the works and getting closer day by day, lets have a discussion about modding! Just like the title says, what is your favourite aspect of modding in the Squad SDK? There's a lot to discover and experiment within the Squad SDK - from making maps, vehicles and weapons to creating game modes and making cool systems and mechanics. Personally, my favourite part is creating assets for mappers to use in their environments/maps. Being able to understand how the current assets are made is vital in being able to do this efficiently and to a good level of quality, so it's really cool sifting through all the assets the developers have used in their maps! Do you peeps have any tips and tricks to share with others about your favourite aspect? Please let us know!
  2. Animation System Update

    Honestly.. after spending years with that magwell clamp hand seeing the regular handguard/rail method is refreshing. It probably looks really awkward with the way the weapon was shifted to be lower.
  3. Squad vs. Project reality: discussion

    Later on. First iteration is always basic implementation.
  4. Time stamped if you want to see the actual "fix". It was just a limitation of the old systems which the devs have been reworking. Locking.
  5. Any ETA on V10?

    The whole thing won't be but remember we don't know what the whole thing even contains. As SgtRoss pointed out, elements of it will come with v10. Multiple weapons and ammo types for vehicles, which is neato.
  6. Any ETA on V10?

    Not even close. That kind of thinking is blatantly misinformed and is causing you to have unrealistic expectations. What the modder made was a good effort and a solid starting point but that's not even 5% of the way of what is fully required for a real game. Relax, go take a time out from Squad if it bothers you so much. v10 is coming. Edit: I have merged the threads. Please stop making duplicate threads.
  7. Hell Let Loose - Who's backing it then?

    Waiting to see more raw stuff before I pull the trigger. They're pulling a lot of visually interesting stuff from the engine but it won't hold out the same with more realistic player counts. Things like tessellation is great and more performant in UE4 than it was previously and dense foliage looks great but you can already see that the grass has extremely short draw and it really shows in elevated positions. For me, it kinda kills the overall feel of the environment. Gameplay wise.. haven't seen anything different yet. Hopefully they've been paying attention to OWI and how they've been making Squad using Unreal Engine 4. They've definitely paved the way for large scale games with large player counts. Up and up is the way. The more developers get involved with these types of games the more improvements the engine will see. That's good for all of us! I'll most likely get it though. I can see myself playing it every now and then.
  8. Why Squad players can't play Call of Duty

    Don't read too much into it and don't be an elitist. I can play all the shooters no problem. I've played years of ARMA, years of Battlefield, years of Call of Duty and now Squad as well. I can still enjoy them for what they are. Everyone is different, some of you guys might not even be able to step foot outside of Squad, some of us can play any shooter. You guys should stop painting everyone with the same brush.
  9. Timeline and deadlines.

    Yup, Psyrus nailed it. If you're worried about Squad never leaving Alpha - don't be. The developers are in a good financial situation that has allowed them to not only expand their team to speed up development but also to be able to cover the development costs of finishing Squad itself. Irontaxi has mentioned this several times but Squad will get finished and the only thing that would stop them is themselves if they decided to pull the plug on the project. Which, obviously, they won't because a lot of the developers are working on a game they want to play and enjoy themselves so the motivation is absolutely there.
  10. He doesn't need to state a reason why, but quite obviously it isn't a decision based on impulse. Things like this have been discussed to death in various places years ago. If that's their decision then it's something that doesn't fit into the grand scheme of things along with their vision of the game. That could be the default reason you can think of. After all, it's their game.
  11. Text way too small in 4K

    I run a 27inch 4K monitor and at first I thought the text was extremely small. However, I've gotten used to it now. I wouldn't say no to some minor text scaling but nothing too crazy, I actually enjoy having the text take up a lot less space. It's less intrusive and lets me focus on playing!
  12. New animation system differing by factions?!

    Would like to note that the devs had someone trained and with experience (Sgt Ross) during mocap sessions but also someone that hasn't got that kind of experience (I believe that was Kevin). Interpret that as you will. Sauce for this is somewhere on Discord and reddit too if you want to look for it in context.
  13. Ammo Placement

    Dig deeper you might find more hints and goodies. Secretly hoping for physical supply crates and to be able to demo emplacements, some fortifications and crates.
  14. The Road to Modding

    It's happening!!!!!!
  15. Fokke's Battlepics - Highres

    Very nice! Reminds me of those cool military photographer deployment pics, always something going on in those shots. Cool post too.
  16. Think about short term methods and long term methods. Pilot qualifications, flights hours and other management elements are a long term method for a game that's already complete and wouldn't require things like stat resets or constant maintenance as more content is added. There's a difference between something necessary for the community and gameplay and something that is suited for the long term. Starting FOBs with resources back in the CPA days? Short term, we had no vehicles and the community (the majority, not us) wasn't ready for proper logistic runs. Yet people thought it was something permanent. If you're implying something like vehicle claiming is something that "already exists now", then make it clear. Put some proper effort into the post.
  17. Let the playerbase handle that aspect. Bad pilots will be known. Good pilots will be known. Serious servers will hand out punishments to the really bad pilots who don't spend some time practicing to become better, or asset wasters. It's an aspect that has been talked about many times previously but the community can handle that stuff itself. If someone is a bad pilot, they'll want to either become better or they'll risk getting kicked or banned for wasting assets unless they put the time in to become better.. which means they'll either practice or they won't fly on the servers they like to play on. No need to throw layers of "security" and restrictions or requirements into Squad. The beauty of it is that you learn to become good at things and you get recognised for it.
  18. August 2017 Recap

    Recaps have never been about showing you what's coming in the next patch, or "soon". It's a recap of development and even then they don't show every single thing that was worked on throughout the month. Artists that model and texture work on things a lot sooner than the rest of the disciplines, that's why we'll see things that won't be in for a while. Awesome recap!
  19. Currently working on designing a map that's based on a real world location with additions and changes for gameplay. I want this map to work well with Insurgency, but also other games modes too. It's going to be a big one and it's influenced by a couple of Project Reality maps! Baby steps first though. Without getting too deep into it, I really like the game mode and hope it gets some TLC down the line, as well as more servers running it! However, it definitely needs some maps that are designed with Insurgency in mind. So, what do you guys think makes a good Insurgency map?
  20. PUBG does a similar thing, but I'm not a fan of the general concept itself. I just learned it the hard way, and would like to learn these things for the sake of having to think of other aspects in Squad than just have the same thought process as every other shooter. Just make sure you have plenty of space and position yourself properly. Not every single surface, window or opening should be open to shooting above or though. That's what makes Squad a little more than just a standard cookie cutter from map to map, everything behaves a little differently.
  21. Insurgency will get some more love. There's a lot of other things that are more important for sure, as mentioned above, some of which might even benefit future iterations of the Insurgency game mode. I love Insurgency in PR, but I wouldn't say no to the devs taking it one step further as they've done with Squad as a whole!
  22. They're no light or easy weapons to operate. They're probably not in now because they would be considered even more "useless" than their lighter counterparts due to there being no bipods, or significant suppression. Relax, when the time is right they'll mention them.
  23. The Wrench - July 2017 Edition

    The community has been busy as ever with creating content in the Squad SDK. Check out the July 2017 Edition of The Wrench over at this link!
  24. More Persistent Game

    In one sitting? Probably not. Over the course of days/weeks? Absolutely! It would basically be the same as MSO back in the ARMA 2 days (in ARMA 3 it's ALiVE). If you could manage to get persistence working on the state of objectives, vehicles positions, FOB positions and whatnot then a persistent style campaign or mission would be cool. You probably wouldn't need to save every individual player location, just the spawn points.. that way everyone loads in where they want to and be organised. Of course, you'd need a bigger map (probably 6x6km or even 8x8km) and you would most likely have to run it as a series of events so that people can't just jump on in the middle of the game while most players are offline.