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Everything posted by Gatzby

  1. Hey squaddies! The time has come! We’re proud to announce the very first Alpha 13 Public Test. Now, since this is a fairly complex patch, there are a few things you should know before the download completes and you visit the Custom Server tab. First, there will be bugs, including known crashes. This is the first public testing build. We need you to make sure you use the crash reporter to send us logs. (Press “Send and Close” when it appears.) Secondly, the test may end at any time depending on how things go. This is also the reason there are no community servers. If all goes well, we’ll expand testing to include more servers. Thirdly, your feedback is crucial. Please share your thoughts in Discord, on the forums, on reddit, or anywhere you can get it to us! Fourthly, the patch isn’t done. This is a work in progress that will continue to be optimized and change, especially with your help. Those are the major points, folks — if you can handle those, it’s time to get your A13 on. If you need a little more detail, we’ve included some patch notes below. GETTING THE TEST 1. Open up your Steam client 2. Click on LIBRARY -> Games 3. Type ‘Squad’ in the search bar. 4. Click on Squad – Public Testing and then on ‘Install’ 5. After the installation is complete launch the game Simply navigate to the Custom Servers tab after that to find a server! Note: You may need to clear your cache if you’ve had a previous test installed. ALPHA 13 TEST NOTES This is our first public test of A-13. Games will be hosted on our servers in the Custom Servers tab, no community servers (yet). We’ll run this test for a limited period of time, and may shut it down abruptly if it’s not providing value. The purpose of this public test is to receive early feedback from you on the gameplay in A-13. As we approach releasing A-13 this feedback is valuable in reducing the delay between public testing and release. We are by no means done with optimization for A-13, but we feel the game is reasonably playable at the moment, enough to get a satisfying play session with minimal hindrances, and to experience the spirit of A-13’s changes in a meaningful way. There’s a known crash during map change. We’re tracking this and additional crash reports will help us nail it. If you get the crash reporter dialog, please choose “Send and Close.” VOIP issues occur when the player talking Txing is in an emplacement or vehicle, causing distortion of voice. In our internal testing we found this issue wasn’t a huge problem in general play. It’ll be fixed in 3 weeks(™). Please join in, have fun, get an early look at what A-13 will deliver on. Then share your experiences with each other and with us, give us (constructive!) feedback, so we can make smart decisions on what remains to be done before we ship this mother. A more in-depth list of the changes made in A-13, and the context behind them, is coming next week from Design Squad. GAMEPLAY CHANGES A full list of gameplay changes is available here. A little light reading for your download.
  2. Hey soldiers! Another week is nearly in the bag and we’re definitely dreaming of the weekend. No weekend is complete without a little Squad action, though, so let’s see what’s going on! APRIL 25 11:30 AM PT (1830 UTC) Squad Community Cup: FGB vs. LegioX 3:30 PM PT (2230 UTC) Squad Ops: SOTT Advanced APRIL 26 11:00 AM PT (1800 UTC) [RIP] Rusty in Places vs. The World Bonus Fact: On this date in 1986, the Chernobyl Disaster occurred. APRIL 27 3:00 AM PT (1000 UTC) SWC Redux Mini Tourney: Oceania vs. Europe 11:30 AM PT (1830 UTC) Squad Ops: Operation Green Acres 5:30 PM PT (0030 UTC, 28/4) Squad Ops: Operation Iron Kilt 6:00 PM PT (0100 UTC, 28/4) SWC Redux Mini Tourney: Oceania vs. North America APRIL 28 11:00 AM PT (1800 UTC) SWC Redux Mini Tourney: Europe vs. North America 5:30 PM PT (0030 UTC, 22/4) Squad Ops: Hardcore Mode Testing SOUTH AFRICAN BORDER WAR A big congratulations to the South African Border War mod team for their first Alpha test! Boresight Gaming has video from the event available here. Would you like to see your event here? Let us know! OFFWORLD OUT.
  3. Nah, exclusivity is up to Epic and the game they're working with to decide. It's more of a marketing strategy than a requirement, for better or worse. A game doesn't need to be platform exclusive though. As far as the spyware, there's a fair bit of weird brand loyalty and xenophobia mixed in. Tencent, a Chinese company, has a stake in Epic. The Epic launcher, which is a work in progress, was looking at Steam friends before it had strict permissions to do so, as I understand it, and I believe it's been rectified. Of course, if you don't believe them in the first place... =) Here's more information on that: https://www.pcgamesn.com/is-epic-store-spyware In any event, even if it was spyware, it's likely about a million times more secure than Facebook, which has recently tried to hide ANOTHER massive data breach, which left plaintext passwords exposed for millions of people. =( Doesn't excuse spyware, but helps put it in context, I think.
  4. What's wrong with the updates?

    One of the best things you can do is restarting Steam. It can be a little cranky with Unreal Engine, especially when an update is issued. Downloading that much probably shouldn't take so long, though due to the watch Steam patches Unreal, it can take a little longer than you might expect. Failing that, dipping into the world of Verifying Game Files is a good next step. Of course, if issues persist, we have [email protected] available as well.
  5. Towing vehicles. (Not the weapon)

    Ducking in to letcha folks know this is still something we discuss internally too. Ideally, we'd never have a need for a recovery vehicle, will continue to tweak vehicle physics, and hope to resolve it that way, but you're still likely to run into a number of situations where you can use a hand. (And hey, more squad to squad interaction isn't necessarily a bad thing. ;)) Whether this ends up being a vehicle jack, a recovery vehicle, some sort of timed destruction, etc, is still up for discussion.
  6. Vehicle Respawn Timer On Map

    Not sure if it's currently planned, but definitely worth passing along as feedback. There may be some game design reasons it's not included at the moment, or a prerequisite. =)
  7. Empty server list

    If you're still having trouble, try this help article: https://offworldindustries.zendesk.com/hc/en-us/articles/234684847-No-servers-in-server-browser
  8. Factions in server browser

    We might be able to polish that up a little in beta; it's a good idea. No promises though. =) There's also some folks working on Discord presense bots that may report on this, but I realize that's not nearly as convenient as looking in the server browser. (Which, incidentally, does have some updates in the pipe for Modding 2.0) No comment either way on the Ocelot, but it IS a cool vehicle. Honestly, give me anything from this page: https://www.army.mod.uk/equipment/protected-patrol-vehicles/
  9. What FOV are you using

    90, mostly out of laziness. Someday I'll have better monitors though!
  10. Why can't tanks blow up...

    It's always possible it could change, with your feedback. =) I suspect, for the first iteration, the intent is to make it a different, varied game mode: one requiring infantry to capture and secure an area long enough for their specialist to get there. Which is, on the whole, a lot more fun for everyone not in the tank. (The obvious counter-argument being: blow up the tank and work with the 20 minutes that buys you.) Given the somewhat random nature of some of our game modes, it might require some honing in to capture zones that make a little more sense, so if you find yourself particularly frustrated, try to note which layer and let us know. (Discord has a good map layer feedback channel: http://discord.gg/Squad)
  11. Hey soldiers! Weekend looking a little hazy? Maybe we can clear up some of your plans with the weekend roundup! Let’s see what’s going on in Squad. APRIL 18 5:30 PM PT (0030 UTC, 19/4 ) Squad Ops: SOTT Basic Bonus Fact: The first issue of Stars and Stripes, the newspaper for U.S.A. armed forces, was published on this date in 1942. APRIL 19 11:00 AM PT (1800 UTC) [RIP] Rusty in Places vs. The World APRIL 20 11:00 AM PT (1800 UTC) Official Squad Showdown (OSS) Finals: RvN vs. LegioX, Game 2 11:30 AM PT (1830 UTC) Squad Ops: Operation Sidestep 3:30 PM PT (2230 UTC) Squad Ops: SOTT Leadership Theory 5:30 PM PT (0030 UTC, 21.4) Squad Ops: Operation Reaper (Night Op) APRIL 21 11:00 AM PT (1800 UTC) OSS Finals: RvN vs. LegioX, Game 3 5:30 PM PT (0030 UTC, 22/4) Squad Ops: Hardcore Mode Testing LOOKING AHEAD The Squad Community Cup kicks off on Monday, April 23, and will feature games all week. Be sure to visit our calendar for more information. Would you like to see your event here? Let us know! OFFWORLD OUT.
  12. The Wrench, April 2019

    Hey soldiers! Welcome back to The Wrench! Whether you’re springing ahead or falling back, the modding community is spanning the sphere globe in this edition. Big things are coming up, but them not being totally finished yet doesn’t mean we can’t continue working on our mods, so get ready to see what everyone is working on! 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. IRON DAWN BY SPECTR_ETERNAL With last month being an outlier, SPECTR_Eternal has been contributing steadily to the Wrench, so we’re happy to welcome him back with new screenshots about his map in progress: Iron Dawn. The map features Russian snowy landscape, filled with not-so-secret military installations, grassy fields, and some awesome underground facilities. We’re looking forward to the frozen vastness contrasted with the closeness of the military installations. AUSTRALIAN FACTION BY AUSSIE MOD TEAM Checking in with the wonders from Downunder yields another update on the work they have been doing lately for their Australian faction modification. Currently, most work is related to the character and the secondary map, while weapons are finalized and implemented. Can’t wait to get our hands on that new hardware! If you want to help out, or simply keep updated, check out their Discord here. SOUTH AFRICAN DEFENSE FORCE BY SPRINGBOK_ZA Steady progress is being made on the SADF faction mod. Springbok_ZA has been working away on vehicles and the main rifles lately, progress easily seen in these screenshots. In addition to the Casspir last month, some variants of the Ratel, Eland. and the Rhino have been added to the line up as well as the license-produced South African Galil variants. TROOPERS BY LOKI Loki and the Troopers team are happy to announce a brand new game mode: Escort! That was tested and refined with the help of the community, Escort is all about supporting various narrative objectives with your Trooper ground support squads. But what’s better than a new game mode? TWO new game modes! In Control mode, you must fight through hordes of enemies to reach a control point and hold that for a certain amount of time. Upon entering the control point waves will begin to attack! You didn’t wanna live forever, did you? SWCMOD BY SWCMOD TEAM Numerous changes have been introduced to this competitive mod lately, especially regarding game modes and game behavior. They have also worked on more maps, including a reduxed version of the classic Operation First Light. The new edition has received an expansion on the east side, a complete retexture, and a lighting update. The design goal for SWCMod is slightly different gameplay compared to vanilla Squad especially in regards to speed and lethality. For more detailed information and progress as well as discussion, you can check out their Discord. FINNISH DEFENCE FORCES UPDATE BY FDFMOD A faction that has been a little quieter the last few months have shaken off the winter doldrums to share some updates on equipment and weapons. Let’s welcome back the FDFMod team with some media of their radio, as well as their Finnish PKM modification. For the future they are planning on publishing a more in-depth “state of the mod” status update in the near future, so stay tuned! OPERATION STOPGAP BY HANGRATH Operation Stopgap takes place in a fictional location in Syria and aims to deliver great urban combat around the city center and some more points of interest. Making really good use of the multitude of Middle Eastern assets you can decide to either play on the US or the Russian side. That’s quite some things people are working on, we can’t wait to see everything in-game. If you already know you’ll be in for May, simply submit your mod. OFFWORLD OUT.
  13. Hey soldiers! The weekend approaches! Let’s greet it the best way we can: armed to the teeth. Prepare your tactics by checking out some of the great matches and events going on this weekend. APRIL 11 The ill-fated Apollo 13 mission launched today in 1970. 5:30 PM PT (0030 UTC, 12/4 ) Blood Bound SquadZ Mod Night APRIL 12 12:30 PM PT (1930 UTC) Squad Ops: SOTT Advanced 5:30 PM PT (0030 UTC, 13/4 ) Squad Ops: Operation Country Mile 6:00 PM PT (0100 UTC, 13/4 ) Avalon Company Troopers Mod Night APRIL 13 11:30 AM PT (1830 UTC) Squad Ops: Operation Grit 2:30 PM PT (2130 UTC) Squad Ops: SOTT Basic APRIL 14 2:00 AM PT (0900 UTC) SWC: Unity+OC vs Productive Game 11:00 AM PT (1800 UTC) SWC: FAOB vs Source of Quality Directives 5:30 PM PT (0030 UTC, 15/4) Squad Ops: Operation Silent Serpent See you next Thursday, squaddies. Enjoy your weekend! OFFWORLD OUT.
  14. General Update

    Hey squaddies! This month’s recap is a little different, as we wanted to bring you the latest from our new producer! Phil’s been with us for just a short time and hasn’t had a chance to introduce himself yet, but we’re absolutely thrilled to have him aboard. He’s got the experience we need to make Squad the best it can be. So, without further ado, let’s hear from the man himself: Hey folks, I’m Phil, and I recently joined OWI as Producer on Squad. This is my introduction to you, the players. I’ve joined OWI at an exciting time – I’ve done several tours of duty on military shooters, and in a crowded genre, I see Squad as something remarkable. Squad’s emphasis on team play, strategy and tactics leap right out at me as the core of what I love about online gaming. The heritage of the game’s development, growing from a popular BF2 mod into something with the potential to be genre-defining, as well as driving forward modding to be a platform for inspiring, and expressing your own ideas (and my own ideas!) to each other, to us, and to the world. Here at OWI HQ, there’s a real buzz around what’s coming up, and I know you all are on the edge of your seats hoping for some big announcements. For the most part, I’m going to leave those in the capable hands of our community and marketing folks. The most valuable insights I think you’ll be most interested in from me are related to why everything’s not ready RIGHT NOW DAMMIT, how we’re moving forward with development generally, and when to expect stuff. Right now we have A-13 in heavy testing. Content-wise there’s a lot of work gone into this, a collaboration of everyone on the team’s best efforts, some of it since before A-12. It’s all waiting patiently in the departure lounge for boarding to begin. As an early access game, it’s within our remit to put out releases that have in-progress features, test content, and some fairly rough edges. As we took on some unexpectedly heavy lifting for A-13 (notably upgrading Unreal Engine from 4.16 to 4.21) it’s taking some time for the dust to settle after effectively pulling out the old rug and laying some much nicer carpet in its place. We’re just about done moving all the furniture back in and are trying to remember where we left our keys. Specifically, we’ve got this going on: The leap in Unreal Version number has given our creative minds more fancy tools to play with (which is good) but some of them required changes to a large number of our assets, scripts, and code (which is bad..). Server-side Performance – Some of the code we’d added previously to interface with Unreal’s network stack, whilst still working, is no longer optimal in its transport method, as stuff under the hood on Unreal’s end works differently now. This is manifesting as nasty server-side lag spikes during play and is not in line with our basic quality standards for an early access release. We’re working on several different angles of optimization here at the moment. Game Stability – Right now we’re about as stable as a one-legged elderly pirate, and as such a lot of time was spent making the game stable. VOIP – Our signature VOIP system has been hitting some hitches after the upgrade, with playtesters experiencing odd attenuation issues with local voice, voice lag and other such delights have been the toppings in our Unreal upgrade sandwich. It’s a lot to digest. It’s all good though, we’re making excellent progress and learning a lot about Unreal’s innards in the process and preparing us for the future. I’m putting in place a few new ways of working for our team. These processes have the intention to reduce and avoid this kind of release black-hole going forward, whilst allowing us to make more frequent, regular updates as we charge towards our exit from early access. An important part of getting out of early access is QA. Our QA Squad is our front line, charging down bugs and taking names. Our more frequent community playtests are valuable to get a snapshot of how the game plays under real-world conditions, and often highlights issues we wouldn’t have found by regular means. Going forward QA are to be the gatekeepers of releases, making sure key criteria are met before we taxi to the runway. Those are a varied and changing list based on our current development context, and stability is a fundamental quality bar that will be pushed higher with each release. OWI’s community and marketing operatives were deployed for an incursion at PAX East, which they executed with military precision. Our volunteer squad, recruited from your numbers, brought their A-game representing our work and introducing new players to Squad with a bespoke map designed for the event. In terms of actual work, we’re very much committed to our primary goals of: A meaningful helicopter experience to add to the tactical and strategic level of play Optimization of the client and server to ensure immersive, visceral play Modding 2.0 100 player games, with supporting content. Commander role, and his good friends Mr. Airstrike, Ms. Artillery and Dr. UAV. This work is going to be delivered iteratively over the coming months, and improvements should be expected as progressive gains with each update. Our focus will shift to the most important areas where necessary, so some of your wishes may take a couple of releases to grant, but our goal is to update regularly with a predictable cadence, and not push out dates seemingly indefinitely. As with any change, we might not get it quite right the first time when A-14 comes along, but we’ll get into the swing of it. I was originally planning to do an April Fools Joke here, but that work is about 3 weeks away. Until then, see you on the scoreboard. Love and kisses, Phil OFFWORLD OUT.
  15. Modding 2.0, Update #2

    Hey Squaddies! It’s time for another update on Modding 2.0! (You can find the last one here if you missed it.) If all goes well, the next update will be installed via Steam. Seeing as a lot of development has happened since our last post, let’s hear from Zak Strange, modding developer extraordinaire. ENGINE UPGRADE As you guys heard in the Next Phase article, Squad has been undergoing a massive engine upgrade upgrading 5 versions (Almost 2 years of engine revisions! Hello UE 4.21!). This effects modding massively, as a few major engines changes occurred requiring the changes to the way we download files from Steam. PAK files, the basic format for modding files, had to be completely rewritten for the mod cooking process. Mods from engine version 4.16 were completely broken by the update and can not be used in 4.21. Because of that, we had to prepare an additional fix that stops old mods from being loaded anymore. All of these issues, including some we’re not quite ready to reveal yet, turned this into a much larger project than we anticipated — there has been a TON of required tweaking and modifying a to the Modding 2.0 code to make it compliant with the updated engine. COOKING MODS (AGAIN) Cooking is the process of taking your modification content in Editor and turning it into a format that we can load in the version of the game that you load on Steam. With 4.21 (and just because it needed to be) the cooking process for mods was completely redone. With the rewrite came a few things: PAK files are all now HASH’d so you can’t join a server with a different version of the mod than the server is running. Because of the way mods are distributed, there can be issues Steam pushing patches, and running a different version of the mod than the server is running can easily cause crashes. Not only that, but PAK files are also now all compressed! We turned this on for one version of the SDK, and it seemed to work well with no issues. (Besides the cooking process taking longer.) Testing shows that most mods are 40-60% smaller with compression implemented. Another change is that mods don’t require versions depending on the platform configuration anymore. In layman’s terms, Windows and WindowsServer are the now the same thing from the mod’s perspective, so you will only have one set of PAK files instead of two. Unless… Mods can now be cooked for Linux as well. Although there is some additional configuration required, this is very easy for modders to set up on their development PCs. Pre-Cook, we check if the Cross-Compile toolchain is installed and if it is we can cook for Linux as well. THREADING Sometime in the middle of Modding 2.0 development, I realized that it would make much more sense if all of the modding operations happened alongside the game on another thread. So, I went about doing just that. With the threading came the (much needed) rewrite of the uploader and the downloader. The Steam Uploader is way better now; no longer will you get an “Unknown error has occurred.” We have a new uploading process where we are able to get back much better debug info than before. The whole Editor also does not “hang” when you are uploading to the Steam Workshop anymore! Additionally, the Downloader can now be invoked at any time during the game process with minimal impact on performance — all downloading work is done on this thread which then sends a notification back to the main thread once the mod is ready to use. The main thread will then do one small operation to refresh the map list for one frame. All of this threading work was done to make Modding 2.0 integrate seamlessly into Squad with minimal impact on the player experience. QUALITY OF LIFE We’ve been listening to your feedback and we know that there are a few things you want exposed to make your modding lives easier. With the release of the Alpha 13 SDK, we have some things coming for you. SteamID exposure BanPlayer and KickPlayer function exposed Setup the SQProjectileSpawner with an automated weapon blueprint, interfaces, customizable collision volumes, and various settings to allow mortar fire, arcing pre-set animated turrets, seek and destroy turrets, ammo control and line of sight control. Exposed Healing function and Health SQCameraManager Boolean variable added for ignoring the map start camera Added IsReloading to WeaponAnimInstance for possible use in modding Added bIsWeaponFiring to weapon anim instance for possible use in modding Special thanks to Renn and KaB for implementing these changes. They’ve been a huge help in getting Modding 2.0 built! SIGNOFF Thanks, Zak! Still looking for more information on Modding 2.0? Don’t forget to check out the Modding 2.0 Q&A we did a few months back. Until next time, we’ll see you on the custom server list.
  16. Steam issues at Present

    If you're still having issues, check out this support page.
  17. Where is the merchandise store?

    It'll be back, and better! We're currently in the process of getting a new store together, especially if we can find one that offers a broader variety of merch. (Posters are a big one, for example.) There were some good leads from PAX, and we're shopping around some sample designs. We'll letcha know when we're relaunching.
  18. New recruit..

    Welcome to the community! We're glad to have ya. =)
  19. Naming FOBS Stupid Idea Nr. 568

    Passing it along to the UI -- I do like the idea of using existing points of interest to help communication a lot. Should be a good addition to the "after 1.0" list. =)
  20. Not sure myself, but I'll definitely pass along the idea. =) Seems like it could be a good solution.
  21. latest update keeps crashing

    Hmm, with those errors, I'd be tempted to verify my DirectX installation. Certainly worth checking out some of the Squad files, if not that. Just in case it's EAC, you might want to check that install. Though verifying files is also a good place to start. Clearing settings may also help. Lastly, if those don't help, we do have [email protected] available. Including those crash logs would be super helpful!
  22. PAX Demo Walkthrough

    Hey squaddies! PAX East 2019 is in the bag and we’re exhausted! It was truly wonderful to see so many players, new and old, drop by the booth to see what we’ve been creating. Having the opportunity to see people experience the game live is something we’re going to cherish for quite some time. Since the Recap needs a little more time to cook, part of that experience is now available for you to enjoy. We’ve included a walkthrough of the special PAX layer we prepared to introduce new squaddies into the fold. Check it out; you may see some new features! Note: This footage was from a local server running test code, so there is the occasional bug. You might be thinking, “That looks suspiciously like a tutorial!” Well, maybe someday, but for now, it’s our starting point for in-game learning experiences. We’re pretty excited by the potential. Stay tuned! We’d also like to offer a HUGE round of thanks to the community volunteer team that lead everyone through the experience: Ashman, BostonSpartan, DesmoLocke, cG.fu, Mavisthe3rd, and Pearson! These fine folks helped make PAX East 2019 a (naughtically) memorable experience! Need a little more? Here are some pictures from the show floor: Hang in there for a few more days, squaddies. We’ll have more for you soon! Offworld out.
  23. Climb the radio towers

    Heh, from a recent Skorpo playtest (running_Duck broadcast, as well as others), there was definitely a war over a crane. I think there was a rally on each end, opposing teams. Took me back to the days of hunting BF2 snipers on... literally every map. =P Skorpo ups the verticality a bit in general.
  24. Pen Flares

    Hmm, always a chance, but not a thing we're working on right now. =) Now that you mention it, though, I do want it. Actually got a lot of mileage out of the novelty firework guns they added to PlanetSide 2 for an event, using them as signal devices. (And, well, a general annoyance, heh.) I could definitely see this coming out of the SWCMod or Squad Ops too.
  25. Smee is wise. We have some additional help for EAC issues here: https://offworldindustries.zendesk.com/hc/en-us/articles/221442887-Easy-Anti-Cheat-Errors