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Gatzby

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  1. Hey squaddies! The time for another SquadChat (was) upon us! On Friday, July 19th, at 1:00 PM Pacific Time (2000 UTC) at https://twitch.tv/JoinSquad, we chatted with our guests Tom “Fuzzhead” Fancsy, game designer, and Dylan Fraser, programmer. We discussed recent changes to Squad, what these two fine gentlemen do on Squad, answered your questions, and learned some stuff together! OFFWORLD OUT.
  2. We're still working on that, exactly, but it's likely we'll consider all types of mods -- don't hold me to that until we have an official statement on the matter though. I think we should be able to get a fair idea of what the community wants to be playing by watching the workshop, hehe. The Wrench definitely helps too, and we have no issues featuring total conversions there.
  3. Alpha 15 Released

    Hey squaddies! Alpha 15 is freshly deployed and ready for action. If you haven’t auto-downloaded the update, head over to your Steam client and get started! While you’re waiting, check out the latest patch video: Yep: they’re finally coming! The first iteration of tutorials! Here’s to all the squad leaders who braved the Summer Sale. Oh, and let’s not forget the 550RPM death machine that is the BMP-2. Read on for the full list of changes: ALPHA 15 PATCH NOTES SYSTEMS Added an Infantry Tutorial orientated at teaching new players the basic ropes of Squad. Added an Interface Tutorial that teaches the Deployment interface in a first-time event capacity. Added the ability to load and unload supplies via the Vehicle Interaction Radial Menu. This allows players to load and unload supplies via one common menu now, from any seat or outside of the vehicle. This also allows multiple players to unload the vehicle faster than if it was just one player. Increased rate of loading/unloading to 100 points every 0.5 seconds, making the process a little less slow. You will not be able to load or unload supplies from a vehicle while it is moving. Removed old Left Click/Right Click system for loading and unloading supplies. Removed Voice Command system temporarily pending further internal development. GAME MODES Territory Control: Increased hex capture times from 40 seconds to 45 seconds. Territory Control: Added a more dynamic ticket bleed system. Territory Control: Added TC Layers to all maps. New RAAS layers added to Belaya, Chora, Fools Road, Gorodok, Kamdesh, Kohat, Kokan, Skorpo, Sumari, and Yehorivka. Invasion – added more Random Invasion layers. INFANTRY GAMEPLAY Increased RPG7 HEAT penetration capability from 320mm RHA to 400mm RHA. Increased RPG26 penetration capability from 320mm RHA to 440mm RHA. Set all LAT rockets (British High Penetration AT4 included) to have a minimum arming distance of 25m. Set all HAT rockets and ATGMs to have a minimum arming distance of 40m. Added a visual effect and audio for when a UGL grenade or rocket impacts a surface before being armed, helping give feedback to the player that the target was too close. Fixed British High Penetration AT4 variant not dealing more penetration and damage compared to its US Army counterpart. Fixed the RPG7 Fragmentation round doing way more penetration than intended. Decreased damage value of the US Army AT-4 (from 1400 to 1248). Increased damage value of the M3 Carl Gustav HEAT round (from 960 to 1248). Updated Militia kits to have less SKS rifles and more AK74 rifles. Set all LAT kits to have 2 smoke grenades. Added binoculars to all HAT kits that do not have rifle scopes. Added binoculars to RU LAT kits that do not have rifle scopes. Fixed 50m sight alignment on the L85A2 AG36 Grenade Launcher. Fixed snapping in movement while going from Prone to Standing while you have your bipod deployed. Fixed a bug where weapon accuracy parameters like sway and recoil are being reset by switching weapons. Fixed a bug where it consumes a field dressing when bandaging already bandaged soldiers. VEHICLE GAMEPLAY Added the BMP-2 Infantry Fighting Vehicle. This is a second-generation Russian IFV, succeeding the BMP-1 from the 1980s. The BMP-2 has a 3-man crew and can hold up to 7 passengers. It is armed with a 30mm auto-cannon firing AP or HE ammunition at a blistering 550 rounds per minute. It comes with a turret-mounted Konkurs ATGM for dealing with heavily armored threats. Additionally, it has a standard PKT 7.62mm coaxial machine gun and smoke grenade launchers for smokescreening. Added the BMP-1 ZU-23 Anti-Air Variant. This variant basically replaces the turret on the BMP-1 with an external, manually operated ZU-23 Anti-Air Autocannon. Made vehicle radial menu accessible even if the vehicle is not claimed by your squad or you’re not a crewman if the vehicle is on your team. Tweaked vehicle claiming system numbers: 2 vehicles require 2 squad members 3 vehicles require 4 squad members 4 vehicles require 6 squad members. Fixed an issue where vehicle ATGMs were not dealing damage beyond 500m. Increased armor on the Challenger 2’s lower glacis to 300mm RHA. Fixed a bug where the BMP-1 was not getting destroyed by ammo-cookoff. Increased the amount of time to get into a truck or light vehicle from 0.75 seconds to 1 second. Fixed firing sounds on the BMP-1’s coaxial machine gun. Fixed Uparmored FV510 for missing an ammo compartment. Improved handling on the MT-LB series vehicles. Fixed issue that allowed BMP-1 to bypass reloading time near Vehicle Repair Depot. Fixed modifier for HAT damage type on the BMP-1 (and BMP-2). For example, it will go down to 10% HP (and start burning) after getting hit by a TOW missile. Resized and moved ammo rack component on BMP-1 & BMP-2 to be fully covered by the engine and no-penetration block to help minimize probability for vehicles to get cooked off by enemy fire from the front. Enabled all unarmored vehicles (technicals, trucks etc) to receive indirect (AoE splash) fragmentation damage. Mortars have been granted the ability to damage armored vehicles on direct or very close (<1.5m) hits. Unarmored vehicles now also take damage from indirect mortar hits. (Fragmentation damage.) DEPLOYABLES GAMEPLAY FOB Radios will disable spawning on HAB’s if the Radio has been damaged and its health has fallen below 75%. All HASCO related deployables have had their visuals updated. Mortar damage against deployable structures was increased. Combat Engineer/Sapper Timed Explosives Does 80% damage to FOB Radio now instead of 100% USER INTERFACE Re-Added Spawn Confirmation. This should reduce the chances of accidentally spawning in when you are trying to see the wait timers for each spawn location. Added a global notification for when objectives are either met or lost. (E.g. Flag neutralizations, captures, cache objective destroyed, etc.) Added a dynamic list of vehicles that are on the currently played map layer. The list is accessible as a button next to the map legends. Added a Favorites filter in the Server Browser. Added British Army, Insurgent, Russian Army, and Irregular Militia victory jingle. Added 10 second delay before incap player can use Medic Callout button and increased the Medic Callout interval from every 5 seconds to every 30 seconds. Improved the look of the Vehicle Repair Tooltip. If you have a Vehicle Repair Toolkit, the tooltip allows you to see how badly each individual component is damaged similar to the HUD when in a vehicle driver seat. Reordered the items in the Key Bindings Window to be more logical. Fixed Invasion Game Mode flags not having lock icons when they are actually not able to be recaptured by the defending side. Grouped kit role request into its own sub-menu in the Vehicle Interaction Radial Menu. Reordered Role variants to have Ironsight variants first, then Red-Dots then Optics. Fixed Medic, LAT, and HAT kits showing up as unavailable (Red) in Role Loadout and Role Quick Select menu when they actually are available. Changed label on the Deployment Menu for Team Selection to “Teams / Game Mode Info”. Changed magazine image to show up as grey as opposed to jet black when empty for visibility when in vehicles. Removed old First Time Event help prompts. Modding UI changes. MAPS Substantially improved performance on Kohat Toi River Valley, Tallil Outskirts, and Gorodok maps. Other maps, including Skorpo and Yehorivka, are being optimized and will continue to receive improvements in upcoming releases. Visually updated Gorodok and Yehorivka. Improved collisions on Tallil’s residential buildings and improved performance. Updated foliage and landscape on Gorodok for improved, blended appearance. Fools Road lighting & foliage updated. Fixed Sumari staging zones to prevent players from jumping over. Don’t be AWOL, squaddie. Changed collision on traffic signs so they don’t stop vehicles anymore. MAP OPTIMIZATIONS AND IMPROVEMENTS Kohat, Tallil, and Gorodok received substantial optimizations and some visual improvements to increase performance and to bring the visual quality of our maps up to our standards. This includes new assets replacing old ones, as well as some different methods being used on our landscapes. GORODOK System Specs: Mobo: Asus Maximus VIII Ranger Intel Z170 CPU: Intel i7 6700K @ 4.5GHz GPU: Asus ROG Strix GTX 1080 RAM: 16GB Corsair Vengeance LPX, 3000MHz SSD: 512GB Samsung SM951 M.2 PCI-e (C:) Resolution: 3840×2160. Disabled AA, High Settings MAIN COMPARISON INTERACTIVE DEMO In some areas of Gorodok we’ve managed to drop the number of Triangles by approximately 5m, Draw Calls by about 2k, and for GPU timings we’ve gone from ~20ms to ~14ms, totaling up to an increase of nearly 16 FPS on this particular system and configuration. These are substantial numbers and bring the map down towards our new standards derived from research and investigations related to Squad-specific maps. While there are some guidelines and tips out there for creating well-optimized scenes, Squad is an entirely different kind of beast when it comes to levels in Unreal Engine 4, so we had to dig deep and come up with some numbers that suit our game. Please note that the numbers you see on your systems and configurations will vary, but overall everyone should be seeing some gains in one form or another. LAYER USAGE INTERACTIVE DEMO This layer usage comparison shows the number of landscape layers used per component. We have seen some performance problems surface on components that had 8 or more layers in the past, so we decided that our new landscape shaders would have to contain fewer layers. This combined with removing minimally used layers, unused layers, and consolidating some layers into one allowed us to increase performance on the landscape. As you can see, we got the numbers down from 13/12/11 to 6/5/4 on the majority of components. LAYER DENSITY INTERACTIVE DEMO Here is a snippet of some of the changes we did across these maps: Adjusted Landscape Components After analysis, we found that some of our older landscapes weren’t as optimized in terms of their technical set up. We experimented with different values and found some that work well visually, retain the landscape silhouette and, most importantly, improve performance by reducing the number of draw calls required by our landscapes. Adjusted Landscape LODs The new landscape components allowed us to revise and improve the way our landscapes LOD down, this is something we managed to unify throughout the 3 maps and can apply to other maps. Adjusted AO settings Ambient Occlusion can become extremely expensive, especially at higher resolutions. We did some research and managed to standardise our AO settings across our maps, drastically improving performance at the higher resolutions. This is something that isn’t as noticeable unless you play at 1440p and above – but it’s a great change for all. Created new Landscape Shaders These new landscape shaders are cheaper for performance costs and they have been more streamlined as well as improved in visual quality. This will allow us to roll out upgrades much more easily and ensure we have consistency across different shaders which makes maintenance a lot faster and straightforward. Removed unused Landscape Shader layers New shaders also allowed us to analyse and reduce the number of layers we use on our landscape. After research and investigations, we found a sweet spot for the number of layers that allow flexibility for our Level Designers and Environment Artists but also ensured that we do not create a large performance impact. As a point of reference, there have been parts on maps like Fool’s Road and Yehorivka that drop players’ FPS and these have been confirmed to be a result of too many layers used on one component, increasing layer density. Implemented Atmospheric Fog This is a big step in preparation for helicopters as our old Exponential Height Fog was only visible at lower heights and ground level. Additionally, a fog that isn’t limited by height and is more physically accurate allows us to play with better lighting and colours, bringing more life into our levels. Fixed LODs on Static Meshes These general fixes provided a huge boost in performance in dense areas such as the villages in Tallil. On the system above it brought up the numbers from ~30 FPS to 60 FPS on High Settings. MISCELLANEOUS BUG FIXES Fixed rocket engine motor effects still playing after the rocket has exploded. Fixed missing hat on one of the Insurgent soldiers as it LOD transitioned. Fixed first person mesh oddities when exiting Admin Cam. Attempted fix for ragdoll issues caused by origin rebasing Fixed a bug where you bandage gets consumed after you patch already patched soldier. Fixed couple of server and client crashes. KNOWN ISSUES ATGMs projectile desync for other players that are not gunner, however, what the gunner sees should be the true synced projectile. Certain effects do not blend with fog on some layers. SIGN OFF As always, a huge thanks to all of you who helped tests this one and get it ready to roll. Enjoy the BMP-2, comrades! Alpha 16 when? OFFWORLD OUT.
  4. Gonna take this one now since there's not much either of the guests can say on it: we're working out the final details and should have some more information in the near future. =) If the mod rose to a level of "release quality," I don't think we'd have a problem with that, but we'd have to evaluate it specifically when it came time.
  5. Yeah, they'll be back. Steam integration went weird again after the last engine update and requires some work to bring back. It's on the docket, but I don't have a specific ETA for you right now.
  6. The Wrench, July 2019

    Hi Squaddies, The month is rolling along and that means it’s time for another Wrench! Modders from around the world have been cookin’ up the latest and greatest just for you, soldier. 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. VDV AIRBORNE ARMOUR BY MOMENTS_PROJECT Though hit with some unfortunate data loss, moments_project is recovering well and nearly ready to release the BMD-2 (Early). Models and textures are almost complete, with some polishing and fine brushwork to do in Substance Painter. The BMD-2 (Late) model shouldn’t be far behind. ARMORED VEHICLE REWORK BY AVR MOD TEAM Composed of some of the finest names in modding (SPECTR_Eternal, PureNexus, moments_project, and Pettr005) the AVR Mod focuses on, you guessed it, every armored vehicle. The first round will introduce a BMP-1AM IFV to replace the good ol’ MT-LB, a BMP-3, and a functioning fire control system where appropriate! Thermal sights and more realistic armoring schemes are on the horizon. IRON DAWN BY SPECTR_ETERNAL Speaking of SPECTR_Eternal, they’re not content to merely update every armored vehicle, but give them maps to play on too! This month’s Iron Dawn update includes some heavy lifting to tweak existing areas, smoothing out the experience even further. DODGEBALL BY BILL NYE You know the drill: if you can dodge The Wrench, you can dodge a ball. Bill Nye is bringing the joy of the playground to a mod near you, complete with the most painful of playground balls: the red ones. Everyone knows they go faster. PISHCHIV BY HANGRATH While peaceful at first glance, Pischiv’s Ukrainian farmlands pits Russian and British forces against each other to utterly destroy any sense of pastoral calm. Featuring wide-open fields for armored engagement, infantry will still be an essential way forward through small villages and forests. FRENCH FOREIGN LEGION FACTION BY FRENCH FOREIGN LEGION MOD TEAM Woot! The French Foreign Legion mod is back! They’ve been a little quiet recently, but still hard at work. In this update, they’ve included the Eotech 553, with help from Fishman, as well as vehicle improvements and the FRF2. Nice work, folks! AUSTRALIAN FACTION BY AUSSIE MOD TEAM The Aussie Mod Team is finally ready to show off a stunning new map known as Operation: Anvil. While only in the early development phase, the map is set in a fictional canyon with a rough top, steep rock faces, and a lush, basin of farmland. The new terrain seems well-suited to the new equipment coming our way as well: the ASLAV-25 and HK417, a little sumptin’ sumptin’ for the marksmen out there. If you’d like to see more or get involved, be sure to join the Aussie Mod Discord server. SQUAD MODDING HUB MANAGEMENT TEAM OUT. Please note: Offworld Industries is not responsible for mod content. Please contact the creator for assistance.
  7. Now Testing Alpha 15

    Hey squaddies! We’re taking Alpha 15 into testing and that means we need you! The update will be rolling out to the Squad – Public Testing Client shortly. You won’t need a password, simply install the testing app. (Note: It is a full, second Squad install — be sure you have enough space!) The test does not have a set duration at this time — we’ll be running it as long as we need to collect as much data as possible. Below is an abridged list of changes to get you up and running. A complete Alpha 15 changelog will accompany the full release. ALPHA 15 PRE-RELEASE CHANGELOG SERVERS As this is a pre-release test, we’ll be hosting a couple of servers ourselves. For the time being, servers will be limited to Offworld Industries hosted machines: 2 in Montreal, Canada 2 in Örebro, Sweden Server #1 on each location is running newly optimized maps. (Yehorivka, Gorodok, Tallil, Kohat) Server #2 on each location is running TC layers of all current existing maps. If at any point the servers should crash, please contact [M] Nordic Socialist#5510 on our Community Discord server. SYSTEMS Added an Infantry Tutorial orientated putting players through basic. Added an Interface Tutorial that teaches the Deployment interface. Added the ability to load and unload supplies via the Vehicle Interaction Radial Menu. This allows players to load and unload supplies from a stationary vehicle via one common menu now, from inside or outside of the vehicle. This allows multiplayer players to coordinate resupplying. Removed Left Click/Right Click system for loading and unloading supplies. Removed Voice Command system temporarily pending further internal development. VEHICLE GAMEPLAY Added the BMP-2 Infantry Fighting Vehicle. Tweaked vehicle claiming system numbers 2 vehicles require 2 squad members 3 vehicles require 4 squad members, 4 vehicles require 6 squad members. DEPLOYABLES GAMEPLAY FOB Radios will disable spawning on HAB’s if the Radio’s been damaged and its health has fallen below 75%. All HESCO related deployables have had their visuals updated. MAPS Substantially improved performance on Kohat Toi River Valley, Tallil Outskirts, and Gorodok maps. Visually updated Gorodok. Improved collisions on Tallil’s residential buildings and improved performance. Updated foliage and landscape on Gorodok for improved, blended appearance. Fools Road lighting & foliage updated. USER INTERFACE Re-Added Spawn Confirmation. Fixed some kits appearing unavailable. Modding UI updates. Added 10-second delay before an incapacitated player can use Medic Callout button, and increased the Medic Callout interval from every 5 seconds to every 30 seconds. MISCELLANEOUS BUG FIXES Fixed rocket engine motor effects still playing after the rocket has exploded. Fixed missing hat on one of the Insurgent soldiers as it LOD transitioned. Fixed first person mesh oddities when exiting Admin Cam. Fixed issue where vehicle ATGMs weren’t dealing damage after 500m+ Attempted fix for ragdoll issues caused by origin rebasing Fixed a bug where you bandage gets consumed after you patch already patched soldier Fixed couple of server and client crashes KNOWN ISSUES ATGMs projectile desync for proxies (other clients that are not gunner) Unable to switch seats inside a vehicle after opening and closing the ‘F’ menu Vehicle icons disappear from the mini-map after some distance Missing bullet impact effects on Yehorivka’s landscape Enemy’s Faction theme may play and display their flag in Deployment Menu after team change JULY 12 UPDATE Fixed turrets and vehicles not being always relevant. Fixed Sumari’s ability to send you through the world and walls. Tweaks to Yehorivka and Fools Road lighting. Fixes to various gameplay layers. Yehorivka’s impact effects and physmat issues are known and may be addressed in the next hotfix. There is no need to report missing impact effect on landscape or that driving feels like you are skating on ice. Thank you for your diligence! SIGN-OFF Have fun out there, squaddies! Be sure to let us know if you encounter bugs, oddities, or just have some feedback for us. OFFWORLD OUT.
  8. Now Testing Alpha 15

    Heh, the updates to maps are significant and numerous. Not every patch is going to be helicopters, of course, but those changes are fairly significant. (We've also not published the full changelog. =)) The tutorials, especially, are some pretty cool work -- you may not see the benefit in them directly, but hopefully, they should help improve the quality of games overtime for everyone, especially helping to take some of the burdens off the squad leaders that do so much already.
  9. Hey squaddies! Are you ready for another weekend? With Alpha 14.1 out, and Alpha 15 in testing, there’s plenty going on and that doesn’t even count what our community is up to — so let the counting begin! JULY 11 5:30 PM PT (0030, 12/7 UTC) Squad Ops: SOTT Basic 5:30 PM PT (0030, 12/7 UTC) Squad Ops: Regular Event – King of Spades Mod Test JULY 12 11:00 AM PT (1800 UTC) [RIP] Rusty in Places vs. The World JULY 13 11:00 AM PT (1800 UTC) Level.gg 40 vs 40 11:30 AM PT (1830 UTC) Squad Ops: Operation Dark Trail 5:30 PM PT (0030, 14/7 UTC) Squad Ops: Operation Road Rash JULY 14 11:00 AM PT (1800 UTC) Squad Charity League: The True Final – The Doctor’s Office vs RvN+ProG SIGNOFF Enjoy your weekend! Would you like to see your event here? Let us know. OFFWORLD OUT.
  10. why we cant destory trees ?

    Everyone who backed the game came to it with the expectation of 100 player servers, so, you could say literally thousands of people asked for that. =) We've also been building the game on that concept for years. It's one of our foundations. Changing that now would make Squad into a different game and would, as some folks have alluded to, require going back to the drawing board for a lot of issues. The most pressing one with destruction, as I understand it, is replication which taxes an already busy server. Because of the technical requirements and gameplay implications, a team really does need to set out with destruction in mind for a meaningful, functional, performant experience. Fortunately, as time goes on, technology improves. We've seen it more than once with Unreal Engine updates... but those have a downside too. They take a lot of work, break a lot of things, and mean we can't work on more exciting things like content. There's always trade-offs in any major project and in this case, full destruction is one we've opted not to chase in favor of having a better game overall. It's not a never, but it's a "not for now." All that said, the team is looking into ways to make trees a little more fun to play around, though there's a lot of manual tweaking required. We'll continue to eke out gains where we can. =)
  11. Alpha 14.1 Released

    Hey squaddies! We’ve got a quick update to bring mods back to life! We’re throwing in some fixes too. ALPHA 14.1 CHANGELOG SYSTEMS Added the ability to download required modifications from Steam while joining a server. Added Mod details from Steam Workshop for the server-loaded mods USER INTERFACE Added Wrench icon for modded servers (grey for no mods, white for modded) Added Mod names on the server details panel on the right side of the server browser Added list of missing mods when trying to join a server Added button to Exit or Download the missing mod Added progress text for the download status Added loading status in case it fails or is successful Added button for canceling in-progress mod download Additional UI improvements for modding will be coming with Alpha 15. MAPS Fools Road TC_V1: Fixed RU Staging phase Gorodok RAAS_v4: Fixed washed out minimap Kohat Invasion_v1: Fixed INS resupply not giving supplies Skorpo AAS_v1: Added Protection zone for RU & US Skorpo Invasion_v1: Fixed Urals for Militia, fixed Map Camera Location Skorpo RAAS_v2: Fixed a bug which was causing the russian main to break Skorpo Skirmish_v1: Fixed leaning in Uskedalen Apartments cap Skorpo TC_v2: Fixed US main not giving supplies SIGN-OFF Mods! MODS! Get out there and start downloading, soldier! (P.S.: This doesn’t count as the monthly patch before you ask. ;)) OFFWORLD OUT.
  12. Weekend Roundup, July 3

    Hey squaddies! We’re putting out the Roundup a little early this week because we wanted to make sure you got the word on a cool charity event this weekend! If you need a little more, we’ve got league finals too. Let’s roll! JULY 4 9:00 AM PT (1600 UTC) Squad Ops: SOTT Basic 11:30 AM PT (1830 UTC) Squad Community Cup Final: Legio X vs FGB 11:30 AM PT (1830 UTC) Squad Ops: Freedom Fjord, Part 2 JULY 5 11:00 AM PT (1800 UTC) [RIP] Rusty in Places vs. The World 5:30 PM PT (0030 5/7 UTC) Squad Ops: Freedom Fjord, Part 3 JULY 6 11:00 AM PT (1800 UTC) Charity Event: Here Come the Girls! benefiting Doctors Without Borders 11:00 AM PT (1800 UTC) Level.gg 40 vs 40 11:00 AM PT (1800 UTC) [RIP] Operation Urban Vanguard, 1-Life Event 11:30 AM PT (1830 UTC) Squad Ops: Operation Whirlwind 2:30 PM PT (2130 UTC) Squad Ops: SOTT Basic 5:30 PM PT (0030, 7/7 UTC) Squad Ops: Operation Knight JULY 7 11:00 AM PT (1800 UTC) Squad Charity League Final: The Doctor’s Office vs. RvN+ProG 12:30 PM PT (1930 8/7 UTC) Squad Ops: SOTT Advanced SIGNOFF Remember: Squad takes all of your fingers to play well. Practice fireworks safety! Would you like to see your event here? Let us know. P.S. We’re still 50% off on Steam! OFFWORLD OUT.
  13. Hey squaddies! Many of you have been asking when Squad would next go on sale and we promised to shout loud and clear when it was time. IT’S TIME! GET 50% OFF SQUAD! Still feeling a little flush? Our pals at Periscope Games are offering 40% off Post Scriptum featuring their latest map, Grave. OFFWORLD OUT.
  14. Squad SDK Update

    It’s here! It’s here! The Squad Editor has been updated. This means modders can start bringing their mods back online! A client-side patch will be released at a later date to update support for players. If you’re just getting started, be sure to join the Modding Hub Discord. It’s a great place to get your questions answered by the community and OWI alike! Our Blueprint Developer Renn has prepared a quick introduction to some of the changes. He’s currently producing a follow-up video to help folks with the update, fixing bugs, and redeploying with the new Editor version. Stay tuned for that as soon as it’s ready. =) Edit: It's ready!
  15. Hey squaddies! We’re inching ever so slowly toward another weekend and there’s plenty of Squad to help beat the heat. (Or generate some extra, if you’re in THAT hemisphere — just be careful with overclocking.) JUNE 27 5:30 PM PT (0030, 28/6 UTC) Squad Ops: SOTT Basic On this day in 1942, J. Edgar Hoover announced the capture of German saboteurs that had arrived in New York via U-boat as part of Operation Pastorius. JUNE 28 11:00 AM PT (1800 UTC) [RIP] Rusty in Places vs. The World 5:30 PM PT (0030 29/6 UTC) Squad Ops: Regulars Event The Treaty of Versailles was signed on this date in 1919. JUNE 29 11:00 AM PT (1800 UTC) Level.gg 40 vs 40 11:30 AM PT (1830 UTC) Squad Ops: Operation Eagle peak 2:30 PM PT (2130 UTC) Squad Ops: SOTT Basic 5:30 PM PT (0030 30/6 UTC) Squad Ops: Operation Halberd SIGNOFF The Sphere loves you. Enjoy your weekend! Would you like to see your event here? Let us know.
  16. Not sure, wasn't on site for the session and it's been awhile. Possible, though we had a Marine doing the heavy lifting, and who knows how he feels about Ranger moves. =P Edit: One of my favorite examples, from Whiskey Whiskey of Forged in Fire fame:
  17. Another Noob

    Welcome to the community!
  18. Founder Weapon Skins

    Steam integration requires some further updating after the last patch/engine upgrade. They'll be back. =)
  19. Welcome to Squad! Thanks for your support!
  20. Keybindings on latest update

    Just wanted to letcha know the UI folks are aware and looking into it.
  21. Turret Sounds

    Thanks for the feedback. Can get it passed along -- it's likely we'll continue to tweak for some time yet. =)
  22. Unknown file version "squadgame.exe"

    Couple things to try include clearing your cache and verifying your game data. The steps here will talk you through verifying both EAC and Squad. Should that not resolve it, please email [email protected] for assistance.
  23. Server requirements for 40vs40?

    Pulling some FAQs from the OWI Hosting Discord: Q: What CPU do I need to run 80 players server? A: OC'ed 6700K or 7700K, 8700K, 9700K, 9900K or any Ryzen @4.4Ghz+ No, your 80 core Xeon nor calculator cluster is not good enough. Q: How many Squad instances can I run on one dedicated server? A: As per a12 on 7700K tests show Squad can be stably deployed 2 times (instances) with 80 simultaneous players on each instance. Going above 2, will significantly impact TPS. Q: What is the minimum required internet connection for a licensed 80p server? A: 100/100 mbit/s https://discordapp.com/invite/durMfq6 Should get you there if you have follow-up questions, for real live admins. =)
  24. Server Licensing General Info

    Replied in the other thread, but if you've already reapplied for a license, you should be fine. There was some maintenance to the infrastructure systems that may have required it.
  25. server issue

    Yes, if you've already reapplied, you should be in good shape. The infrastructure/server team will get back to you soon.
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