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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. 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.
  2. 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."
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. Squad For Linux

    One of the primary issues at the moment, as I understand it, involves anti-cheat support for linux. (Or, rather, the lack of it.) The good news is, Epic did purchase the company responsible for Easy AntiCheat (https://www.unrealengine.com/blog/epic-games-acquires-kamu-game-security-and-player-services-company), so there /may/ be more resources thrown at compatibility/cross-platform support there. For now, we're still focused on getting to release. Any other platforms will be up for discussion after that. (p.s. consoles are fine. =P)
  8. Hmm, that's an odd one. Are you using a language other than English? There's a known issue when rebinding some keys in other languages -- the workaround is to switch to English, rebind, and then switch back. (Believe this was fixed and found it's way back in -- it's a known issue though.) If that doesn't help, do reach out to [email protected] for assistance.
  9. Admin command for insta spawn

    Can you describe what you might be using this for? Are you making cinematics or some other function?
  10. Big and Chunky

    Welcome, squaddie. Thanks for your support!
  11. Insurgency Panzer IV

    Huh, had no idea so many old tanks were still being used in service around the world. Granted, probably not a lot of actual fighting, but... some for sure. https://www.quora.com/Are-WWII-era-tanks-like-the-T-34-still-in-military-service-today-If-so-after-so-many-years-wont-they-be-maintenance-horrors-and-chronically-short-of-parts
  12. Suggestions

    Not sure how technically possible it is, but I'll pass it along. =) Thanks for the feedback! Edit: Reportedly possible, added to the list of good ideas to work on later. =)
  13. Hmm, on the chance that it might be a corrupted file or broken setting somewhere, try giving these steps a shot: Clearing your cached settings: https://offworldindustries.zendesk.com/hc/en-us/articles/115002768887-How-to-manually-clear-your-user-settings-cache Potential causes for crashes: https://offworldindustries.zendesk.com/hc/en-us/articles/115003976534-Possible-Causes-for-Crashes Verifying integrity of game files: https://offworldindustries.zendesk.com/hc/en-us/articles/221770387-Fatal-Error- If those don't help, we do have support available at [email protected] If you can, be sure to include any relevant crash logs. If you need a hand finding those, you guessed it, we have an article for that too: https://offworldindustries.zendesk.com/hc/en-us/articles/221501248-Finding-Using-and-Analyzing-Squad-Support-Logs =)
  14. BE A CHAMPION Have you been looking for something a little more organized than hopping into a pub? Need more international squaddies in your life? Look no further than the Squad World Championship! Bringing together highly skilled squadmates from around the globe, SWC started as a top-notch tournament but has become something much more: a community and a mod too! Better yet, Season 2 is starting soon and they’ve even got a playtest coming up. You’re invited! THE TOURNAMENT Beginning on February 18th, Squad World Championship, Season 2 will feature 7 weeks of intense 30 versus 30 combat. 16 teams will be pitted against each other in four stages of Swiss Style competition, dynamically pairing similarly-skilled opponents to keep the matchups challenging and exciting. The action then moves into an elimination bracket, encouraging every team to fight their hardest for the glory of victory. Using their own Competitive Advance and Secure game mode, every team has a chance to take on the role of each faction once. Have a Russian bias? Now’s your chance to prove it! After the 60-minute rounds have settled, the winner is determined by overall ticket different. Simple, clean, and to the point. What’s more, clearly defined tournament settings and rules set the stage for intense, balanced competitive combat. Sound good? Want to know more? They have a complete listing of rules, scoring, and everything else you need for Season 2 right here. THE MOD Looking for a more customized competitive experience, the SWC team has developed and begun testing the SWCMod 2.0. Picking up where spectator cam leaves off is only just the beginning. The mod allows for customization of ticket bleed, capture values, ticket costs, and even introducers event and team logos! Further, it enhances the streaming experience by offering features like picture-in-picture camera, teleporting to POIs, and killfeed. These modders are making the tournament work for you and that means we ALL get to enjoy a better show! Sound cool? Check out some of those features in action on the SWCMod YouTube playlist. You can download the mod directly from the Steam Workshop page. MAPS AND MODES Crafting the best tournament you can is no small challenge and a key part of that development is digging into maps to find the right combination for a fight. Undertaking not only to adjust gameplay for a competitive focus, SWC’s mod team has opened up customized settings, as well as upgraded maps and lighting. They’ve gone on to formulate Competitive AAS and Competitive Skirmish as the primary modes for play. THE PLAYTEST Owing to the fact that no plan survives first contact with the enemy, the SWC is putting their modifications to the test. On Saturday, February 9th at 1900 UTC, SWCMod 2.0 will be getting a shakedown run and you’re invited! The event will be casted by the OG hypeman: JohnnyOmaha! If you’re not in the Squad World Championship Discord, get there now!
  15. January 2019 Recap

    We're approaching testing a little different with Fallujah, with a focus on smaller areas/points of interest as we go, (e.g., "Today we're testing the small city area.") so they're a snapshot of what we've been working on lately. Part of trying to make it our most detailed map yet is making sure we check those details. =)