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About SgtRoss

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    Game Designer
  • Birthday 12/17/1985

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  1. I see you noticed. The weapons handling system will be changing a bit with the new animation system, as Bad Ash noticed, you can start to see a little bit of it in that video. Also, this will hopefully help fix the sight misalignment issue while looking up and down.
  2. I am a gamer that is increasingly enjoying games that are more like Chess than Connect 4. Games that rely on just twitch shooting and individual actions alone have become more and more boring to me. Just my preference though, my twitch arena shooter days are pretty much over, but honestly they never truly appealed to me regardless of my age. Even in the days of Quake, UT, etc. I'd play Tribes than those games.
  3. Treat him right; we are well on our way to spinning him up on all the latest and greatest. Hopefully, we will start seeing some good stuff being pushed out shortly.
  4. The suggestion is noted.
  5. We have pushed Alpha v9.5 Hotfix to servers and clients. (12 June 2016) Changelog: Pak file repackage Changed the way PAK files work, Squad will not need 20+ GB free on the hard drive to update any longer. Note: The current update will still require a large buffer, but in new updates, this will be much smaller. Admin Force team change Added an admin command to force switch someone to the other team. AdminForceTeamChange “name” and AdminForceTeamChangeById <ID> Permissions in Admins.cfg: forceteamchange Fixed an issue where you could not lean in certain areas of the map on Gorodok and Al Basrah. (Some cap zones most common) Added the possibility to give a user the ability to write to admins with “ChatToAdmin” but prevent them from reading it with “CantSeeAdminChat” Fixed an issue where Fools Road Fortress flag had severe map issues. Tweaked tree collisions. Admin cam now shows FOB and Rally Points. Fixed an issue where mortar HUD would get stuck if FOB was removed while players were sitting on it. Fixed BTR-82A single fire sound sounding like several shots or cutting out. Sumari Optimization Pass. Logar Optimization Pass. Fixed RCON working for Linux. Removed expiring timer for Mines and IEDs. Added speed indicator for vehicles. Improved SVD's standing accuracy substantially, also improved crouch and prone as long as the target is almost level to the player. High elevation differences in targets improved but still bugged. Corrected tickets for invaders/defenders on Yehorivka Invasion Fixed Strykers not taking damage when on fire. Fixed RKG-3 grenades not doing damage or working. Added mortar reload sound. Tweaked vehicle zooming in/out sound. Added more sound effects when sprinting. Tweaked animations for IED and Mine. Tweaked Mortar impact blast wave effect. Tweaked Mortar muzzle effect. Tweaked gun muzzle shockwave grit effect. Improved particle refinement for Mortar/IED/Mine. Added larger water explosion for Tandem RPG and Mortar. New MTLB variants minimap icon. Map grid readability improvements. Fixed an engine bug causing erratic suspension responses on certain vehicle wheel collisions. (aka do-a-barrel-role bug) Fixed a server crash related to a high number of players in the queue on map change.
  6. Yup.
  7. Crewman kits and an updated claiming system is in the works.
  8. Digging up wrecks is on our task list.
  9. Al Basrah is receiving an update that will change where the Insurgent main is.
  10. That is part of the plan, yup.
  11. Common, widespread use currently is the OD Green Stryker. I have yet to see Strykers in tan being used in combat.
  12. No, we haven't, we have discussed it several times. However, thinking it will be like Warthunder is not very realistic for us. That game is designed around those mechanics, we will likely have to do a somewhat simplified version due to our resources. If we were just doing vehicles, then sure, but we have a lot of stuff on our plates.
  13. There is still a lot to do, including engine upgrades and other systems.
  14. I do not have information relating to that at this time. However, there has been some internal discussion and talks with Epic relating to engine upgrades. We were planning on stopping at 4.15, but 4.16 might be the engine we stop on instead.
  15. I do not have a date at this time, but I would not expect it for a few months.