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Community Manager
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About Gatzby

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    Community Manager

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    Seattle, WA, USA
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    Gaming, coffee roasting, reading, fishing, guitar, punk rock, raw denim, and anything that's shiny enough to catch my eye for a couple hours.

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  1. Swiftpoint Z mouse Squad config

    Neat! Wasn't familiar with this hardware. Thanks for creating that. =)
  2. Dragging Animation?

    Is there a reason killing wounded soldiers would be fun to you, though? Anyhow, we have things like the Geneva Conventions to sort out things like that. https://en.wikipedia.org/wiki/First_Geneva_Convention
  3. Vehicle Reticles?

    Checking with the art folks. =) Edit: So, here's the story: "It did change quite a bit. We had a lot of 'bad' textures in the game eating away memory. [There was] a big push against the offenders. UI textures like the reticles are set to 'never stream,' which means they always take up space in memory, even if you are nowhere near the crows. To reduce that cost the texture was simplified to something cheaper." There's currently discussion about looking into restoring the glowing material now that the performance may allow it; a lead is asking someone to take see if it may be possible. (They added: "Yep. The optimization pass was great, but we did lose a bit of fidelity. It's part of the trade off. We might be able to set up a fancy material for it and still use the new optimized version of the textures.")
  4. Dragging Animation?

    Yep, dragging has been discussed. We have done some motion capture for it, as mentioned. Currently we've got someone doing a deep dive on ragdoll code, which would obviously be part of that whole system. There are also some design considerations to take into account too: can the enemy see it? Can they stop it? Is that a war crime? Generally speaking, we think there's room to improve on making incapacitation a little more, um... not enjoyable, per se, but fun given the circumstances.
  5. [solved] Editor initialization stuck 95%

    The first load can be real, real slow, with some variability between systems. Subsequent loads tend to speed up significantly. The answer is very likely to let it run until completion, as we haven't yet heard of any widespread issues. You might try letting it run overnight, or while at work, to see if it'll complete naturally, otherwise we do have support available at [email protected]
  6. match recap at the end

    End of round/after action reports are definitely on the design hitlist, but probably for after release. (Getting stuff like Territory Control, helicopters, and other features in first is going to make updating the UI in one fell swoop easier.) As for replays, we're exploring what the recent Unreal Engine update has to offer and think we have some promising leads.
  7. Horses for transport for insurgency

    If we had horses, we're going to have to create a jockey role, oat logistics, stables, and you KNOW people are going to leave their horses unlocked to wander off. You think logi's bad now... =P There are some folks working on animals in a mod, but not sure we're ready to consider Squad Dead Redemption just yet.
  8. Struggling with target acquisition.

    We're aware of the issue and intend to address it once the performance hit is mitigated. We want those people who need low settings to continue to play, but we have plans for a fix.
  9. CALLING BOSTON-AREA VOLUNTEERS! With the ink still drying on all the plans, we wanted to get a headstart on some exciting news: we’ll have a booth at PAX East this year. Even better, we’d like to bring a few of you along with us! We’re seeking a few Offworld Industries fans that will be in the Boston-area to be our community ambassadors on the show floor. Yep, you get to come to PAX East with the developers and talk about games all day! Oh, you’ll also be attending one of the largest public gaming events featuring panels, concerts, and hundreds of new games across every platform — including actual platforms. Not bad, eh? Before you get too excited, there are a few requirements: You must be a legal adult (18+). You must be available from March 28, 2019 through March 31, 2019. (The duration of PAX East 2019.) You must provide your own transportation. You must have a strong knowledge of Squad! Post Scriptum would be a big bonus too. If you’re still in the running, go ahead and ****FILL OUT THIS FORM**** If you’re selected, we’ll get back to you as soon as possible — the PAX schedule isn’t even available yet. Thank you so much for your interest! We’re looking to forward to seeing your smiling faces in person at PAX East! (P.S. We’re hiring.) OFFWORLD OUT.
  10. The Wrench -- February 2019

    Hi Squaddies, Modding is back! With the SDK freshly back in action, we’re doubling down in February to make up for lost time! We hope you had a great start to the new year and we’re already convinced 2019 will be a very exciting year for all us, modders and players alike. So, without further adieu, let’s dive right into what you’ve been working on: The future of warfare courtesy of Emile. Join us on the Community Modding Discord where you can join discussions and meet the modding community. It’s a great place to share your ideas and passions with like-minded people that will happily help you create something awesome. BMPT-72 “TERMINATOR 2” BY SPECTR_ETERNAL Have you ever looked at the T-72 and thought: “This thing needs more guns”? Well, the Russians have and SPECTR_Eternal as well. He has started working on a mod that converts it to a BMPT-72 Tank Support Combat Vehicle: Armed with twin 30mm 2A42 autocannons and four individual 9M120-1 “Ataka-T” guided missiles this will make everyone on the business end of this beast very unhappy. ELVEDALEN BY HANGRATH Elvedalen’s design is mainly focused on bringing intense combat to the river valley at the center of the map. It features the US and Russian forces squaring off over strategic objectives in the aforementioned valley, sure to cause skirmishing. Heavy vehicle combat and open areas mean that those who do not maneuver properly will be floating downstream later on. You can find it in the Steam Workshop here. MIL MI-24V “HIND” BY WARGR & RINCEWIND A very ambitious project that wargr and Rincewind have decided to take up here: They are working on creating the most authentic and detailed model of the Russian Mi-24V. Utilizing photoscans of the real helicopter, you can see the attention of detail these modders are capable of. Certainly looking forward to progress updates as this famous vehicle comes to life in their hands. TRAINING MAP BY MIKE With the skies over the battlefield quickly becoming a little crowded, Mike is working on a helicopter friendly training map with a lot of ranges for his future one-life event organization. Focusing in on each area should let players new and old brush up on the skills necessary for survival in Squad. WW1 YEHO BY PAPASMURF7676 When a clanmate suggested a World War 1-style trench affair, Papasmurf7676 found the perfect spot in Yehorivka to, er, dig in. He decided to fill it with some balanced trenches for both teams to kit out with FOBs and defend themselves. There are no vehicles; it’s pure infantry combat. You can find the early version of the map on the Steam Workshop here. Over the top, lads! AUSTRALIAN ARMY FACTION BY AUSSIE MOD TEAM Popping up from Downunder, this newly formed mod team wishes all us, “G’day!” Since their hospitality knows no bounds, they’re also giving us a first gander at their newborn faction. Work has already begun on 2 new vehicles, 8 new weapons, new character models, and 2 new maps! They’re even making some adjustments to vanilla assets for a better fit. If you want to help out, or simply keep updated, check out their Discord. OPERATION HOMESTEAD UPDATE BY SPECTR_ETERNAL We wish we all had the raw energy of SPECTR_Eternal, who has submitted not one, but TWO impressive projects for this edition of the Wrench! Who are we to not applaud such dedication? This time, he’s updated Operation Homestead with a new area dubbed “The Burnt Forest” and a little hint to a far-away Red Forest, where one may be able to find some Ukrainian-game-inspired easter egg. ARCADE VEHICLES BY STEFFENBK1 Always want to man vehicles in Squad, but your friends are sick of you flipping the logi? Steffenbk1 to the rescue! He is working on making vehicles in Squad more arcadey by being able to one-man them, including driving and shooting at the same time! FRENCH FOREIGN LEGION BY TACTICAL COLLECTIVE MODDING Our fine, friendly foreign French friends forge forward (Sorry, we got carried away.) on their mod to deliver a working and playable build soon! In the meantime, the production of assets also continues unabated. They’ve sent along a glimpse of that by showing off their progress on the FRF2 by Biohog that will be given to the Marksman class. NG CUSTOM SERVER – CLASSIC MAPS Back by popular demand, the NG Custom Modded server returns and is currently running a special with reimagined Battlefield 2 maps that are working together with the helicopter mod. NG is keeping the server up 24/7, so be sure to check it out, no matter your timezone. Sounds like great fun for some nostalgic moments! Questions? Join their Discord server while you download the mod(s) from Steam Workshop! You can, of course, find modded servers under your Custom Servers tab for the time being. SIGN-OFF Damn, it’s great to be back guys and girls, and we’re already looking forward to your submissions for the March edition of the Wrench. Early birds can already submit here.
  11. January 2019 Recap

    Things are getting a little off-topic here, so I'd like to ask you folks to stay focused on the recap. If you'd like to discuss your feelings about Squad development or OWI, another post in the appropriate forums might be a better way to do it. While we might not have hit your favorite portion of Squad yet, it'd be a disservice to claim the addition of British forces, component damage, tanks, Mestia, Belaya, Tallil, Narva, Kamdesh, Jensen's Range overhauls, lighting and mapping overhauls, etc, an animation overhaul, engine updates, remodeled Insurgents, rewritten (r)AAS code, the addition of mortars, mines and IEDs, big changes to ticket bleed, persistent ammunition, the addition of LMGs/bipods, BTRs, IFVs, emplacements, a new user interface, origin rebasing/scope jitter issues, vaulting and climbing, added Crewman, revised the mapped, began the implementation of the Command Map and commander, the on-going war to find the best name tags and maps, as well as continuing to focus on optimization and bug fixes is "the bare minimum."
  12. Been discussed internally a lot, but I don't think it's been slated for work just yet. Some of the suggestions we've toyed around with include blowing the hell out of them, some sort of wrecking vehicle (often paired with vehicle-righting functionality), a sapper/engineer tool to remove them. I think the design folks largely favor explosions still, but we'll see what they ultimately come up with.
  13. January 2019 Recap

    To you. =) Remember, you're not playing alone! It's part of the component system, which started with the development of tanks. Visual feedback is important -- not only can you tell the vehicle has been tracked as the opponent, it becomes more evident WHY your vehicle has done so as a passenger. Think how weird it would be to have a gun that kills enemies, but has no animations, sounds, or effects. It also wasn't a significant time investment, the way an engine upgrade may be. It's important to remember that we're development team and everyone has different skills, approaches, tasks, and workflow. A lot of work can be done at the same time. (Though that varies when there are prerequisites, of course.) For example, if a system is already built, that developer can move on to their test task while the art and effects teams utilize the new addition. Performance, 100 players, and other features. There's a lot -- we're going from 4.16 to 4.21. Not only are there developer tools in there, but there are also updates for things like large scale maps and high player counts; you might suspect a lot of those benefits are coming out of Fortnite development. Part of getting choppers includes getting up to 100 players, so the folks that were on the front line, but are now in vehicles, don't cause the fights to stall, etc. I mention this to point out it's more than just throwing a flying box in the game as is. Flight controls are important. =P
  14. January 2019 Recap

    Should be able to, though *maybe* not in the initial release of the code. Commander CAS may get it at a later date too. Believe the design team is slowly getting there with layer updates. We agree that they don't necessarily stack up against conventional forces in AAS at times.
  15. Redeploy From Main Base

    Probably not likely to happen, as a lot of the effort into revising spawn and rally points was to avoid "teleporting" around the map. We're looking at some ideas for handling abandoned vehicles (nothing solid yet), but you're likely going to be better off coordinating with your logi drivers a little more actively for now.