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Gatzby

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Everything posted by Gatzby

  1. July 2018 Recap

    Hey Squaddies, Callooh! Callay! O frabjous Recap day! It's time for another dose of what's been happening behind the scenes in Squad. From mechanics to user experience, the team has been full steam ahead as we make the push towards Alpha 12 -- let's grab a looking glass and see what they've been working on! SquadChat with Drav, Fuzzhead, and Merlin What are SquadChats? Glad you asked! They're a more casual opportunity to sit down with the developers behind Squad, learn about who they are, what they do, and how they do it. In this edition, we have our Drav, our Lead Producer, Fuzzhead, beloved game designer, and last, but not least, Merlin, CEO of Offworld Industries. Over the course of an hour and a half, we talked about the current status of Squad, our plans to get to launch, and how we're going to support Squad into the future. Heck, they even worked in some answers to community questions. Worth a watch, eh? Don't forget to check out the rest of the SquadChat archive here. Systems User Interface https://streamable.com/fa4eb The new user interface is continuing to receive a facelift as we work through each element, one at a time. The updated team screen allows you to get a feel for the map, read up on the game mode and lore, as well as seeing which factions are in play. The Deploy screen allows you to see your squad, as well as the entire team, organize your squad into fireteams, select your role via a quick select panel, and, most importantly, set your spawn point options. The map here has been expanded slightly given the new dimensions. The new Role Loadout screen is an optional page that allows you to access more information on what roles are available to you, as well as get in-depth information on what each weapon and piece of equipment does. Knowledge is power! Persistent Ammo The Infantry Rearm System will be undergoing some significant changes. As per the June Recap, Squads will now have access to the Infantry-deployed Ammunition Bags carried by the Non-Scope Rifleman role. The following changes are working in conjunction with the Ammo Bags to create a more teamwork focused Rearm system. We are implementing the concept of "Persistent Ammunition". It is designed to further place importance on logistics and to make ammunition scarcity a real consideration on the battlefield. Squad Leaders will need to factor in their Logistics and Ammo Sources when deciding where and when to assault. Additionally, we're experimenting with the concept of having player spawns on Rally Points and FOBs spawn with the same amount of ammunition that they had when they died. Players will always spawn with a minimum of at least 2 magazines for their primary weapon and will always spawn with 2 field dressings. Players changing roles after being killed will respawn with the minimum kit loadout (2 primary magazines and 2 field dressings) and will need to seek out resupply. Deploying at the Main Base will always give a player a fully-loaded kit. Ammunition Resupply Granularity Another change to the Infantry Rearm System is adding a level of granularity to the way players rearm. Rather than a role costing a fixed ammo point value to rearm, each magazine and/or consumable inventory item will have its own associated ammunition cost. This provides a much more accurate representation of how much ammunition resources you are using when it comes to rearming and will make it easier to balance one weapon over another. Ammunition point values will be tweaked to reflect these new changes, especially as testing and feedback continue to develop. Art Smoke Generators https://streamable.com/p7h03 One upgrade that will be coming to all our APC, IFV, and (future) Tank drivers is the ability to deploy a smokescreen from the exhaust ports. The smoke generator is a continuously channeling effect that deploys an extremely large screen that can be used to cover a retreat, advancing infantry in an assault, or enjoy a break from the Tallil sunshine. In addition to the turret mounted smoke grenade launchers, vehicles will now have a multitude of screening options available to them. https://streamable.com/8347b Repair Tools Over the course of battle, your vehicles will take damage to its components (for this first iteration it will primarily be your engine), so in order to get back to a minimum level of usability we've given all crewman roles a toolkit used to repair these components, as well as bring up hull health above a minimum threshold. We're still balancing this mechanic, but this should give another level to the meta gameplay of vehicle combat. https://streamable.com/gwz8s RPG-7V2 Coming soon to all Russian rocket launcher, the RPG-7V2 package adds the PGO-7 2.8x optic to the launcher. This allows Russian anti-tank gunners to better acquire targets and account for distance with the built-in projectile drop compensator reticle. This reticle accounts for all ammunition types. Kornet The finishing touches on the 9M113 Kornet have been added and it's flying high in testing now. One advantage this system has over the TOW is the ability for the gunner to be behind cover and still have the ability to fire, making it a little more operator-friendly. https://streamable.com/2zlhv Mapping Tallil Outskirts https://streamable.com/bz37j The whole team is working hard on finishing up Tallil Outskirts. Not only will the map be a new location to fight over but it will showcase some new mapping technology. The terrain will be the most realistic we've seen in Squad up to this point, and with the advent of new structures, foliage and visual effects, we hope to ramp up the immersiveness to a whole new level. As stated in last month's recap, Tallil Outskirts' predominant feature will be an airfield with a long history of conflict. From the Russian influence in the 1980s to the U.S. bombing of the Iraqi hangars at the start of the Gulf War, to its more recent use as a U.S. Air Force airbase and Army barracks, the history will be visible no matter what corner you're fighting over. And let's not forget about tanks! Tallil will be our first armor-focused map, so we're as excited as you are to see columns of tanks duking it out across the open desert! Jensens Range Overhaul We've managed to give Jensens Range another big facelift, this time taking advantage of the desert biome work we've been doing on Tallil and bringing it into the training range, giving it a very distinct feel now. The most notable change is the addition of surrounding terrain as a backdrop, but also we've added a number of additional ranges to the map, including a MOUT training field with multi-story buildings, an indoor kill-house with a linear path to work those CQB skills, a new driving track and a 1.5km open range with elevation for vehicles. And there you have it! Some big changes coming up, so we'd like to remind you to shoot straight, conserve ammo, and never, ever cut a deal with a dra... ah, well, maybe just the first two. Thanks for joining us for another Recap! We'll see you next month. Offworld Out. Note: Check the blog post for embedded videos; they were not rendering well in the forums.
  2. The Wrench - July 2018

    So hot (hot), sticky sweet Maple syrup from my head down to my feet, yeah POUR SOME SYRUP ON MEEEEEE OH, IN THE NAME OF LOOOOVE POUR SOME SYRUP ON MEEEEEE Ahem. I don't know how I never thought to check this out, after spending a buncha time with their official youtube channel. Duh. Thanks for sharing!
  3. The Wrench - July 2018

    Hey Squaddies, Another month has flown by at breakneck speeds and that means we're back with The Wrench! There are some cool surprises this month, especially from the CAFMOD team. Spoiler: They're doing it with crazy detail and no small amount of aplomb. Let's take a look! 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. CAFMOD by The CAFMOD Team As mentioned, the big teases responsible for the Canadian Armed Forces mod are doing it right. So far, we've seen impressively detailed work from the team come seemingly out of nowhere. Check out some of their content drops from this last week! We're told this is every Canadians favorite holster and it's been modeled as accurately as possible to give you the full, authentic experience. Brilliant work, folks! Korengal Valley Update by Coderedfox Perhaps one of the most iconic valleys in modern combat, the Korengal Valley mod has gotten a brand spankin' new update. Coderedfox has updated his WIP map with a whole new network of roads, shown above in red. (Blue indicates a previously existing road.) The new road systems will not only open up more of the map outside the valley itself, but should help the insurgents stay competitive once helicopters take to the skies. Speaking of... V11 Fixed Helicopter Test by Heedicalking Haven't had a chance to get airborne in Squad? Thanks to Heedicalking, the popular Helicopter Mod has been updated for Alpha 11. Before you head over to the Workshop page, check out this second clip by Dan186D, also responsible for the clip above. We also spotted a quick update on Reddit: Know any good modelers? Don't be shy! =) Modding Roundtable While we're waiting for the final polish on Modding 2.0, the modding team wanted to take the opportunity to chat directly with the modding community. As we continue to develop Squad's modding support, we want to make sure your needs, concerns, and major pain points are heard and addressed. With the Community Feedback roundtables in mind, a similar format has evolved for the modding side of things. The unedited audio track is available here. (Filesize: 67.52 MB) Some of the topics covered include: Modding 2.0 is getting very close to finishing and is being polished Total conversion mods will be possible Changing the entire game menu and interface will also be possible Mod files sizes are drastically reduced An overwrite system will be in place (e.g. You could swap out factions and weapons on base map without having to download the entire map.) SteamID will be exposed to modders to create persistent stats and tracking New system to request Blueprint exposure Modding Roundups will continue in the near future (Date TBD) In-game downloading is coming! Server browser changes Thanks to Zeno for generating that list! That's a lot of ground to cover, so be sure to comment to add your feedback is after listening. We love a good surprise and those CAFModders definitely delivered this month. And heck, we had no idea we were due for a Korengal update! Favorite locations and factions? Hell yeah! If you want to be a part of it next month, you can get into it right away by using this formand submit your work! Squad Modding Hub Management Team Out.
  4. Squad Crashing Computer On Start Up

    If it's just a black screen, try waiting it out for a minute. Squad's first load can be a little long. After it loads, going into settings and look for Texture Streaming. Flipping this can help with load times. Updating drivers is always a good idea too. If that doesn't do it, please feel free to reach out to [email protected] If you can, include your PC specs (CPU, GPU, RAM) and what you've tried so far. They should be able to help get you sorted. =)
  5. Oh! Thanks for clearing that up. Like Sam, I thought you were referring to some sort of RTS style control of bot characters. I don't think we currently have plans for a civilian kit, but it's something that could be possible. (Though probably not before release.) It could be an interesting addition to the new game modes that are being worked on, too. The mapping team wouldn't be responsible for it, but you could definitely ask them how they could use a feature. =)
  6. Hey Squaddies! We're getting ready for another SquadChat this Friday! Axton and Chance will be joining us to talk about what they've been up to lately. (Hint: It's mapping.) Bring your questions about your (least) favorite Squad maps, mapping in Unreal, and just how many easter eggs they may or may not have hidden in Squad. We'll go live on https://twitch.tv/JoinSquad at 1400 UTC on August 17th. If you can't make it, don't worry! SquadChats are archived and can be found on Youtube. We'll also update this post once we have the archived video.
  7. Doubtful -- they've been working more on things like Tallil and getting ready for tanks. There are some new assets floating around that may be somewhat related to Fallujah, but we're not ready to focus on that map yet. Not something for the mapping team, but thermals are something we'd like, yes. Eventually, we'd also like them to be a component that could be disabled, akin to the engine. The balance is important, especially with AT soldiers, so expect testing if they should happen. =)
  8. Yep! I can't guarantee we'll get to all posted questions, depending on how the stream goes, but will happily source questions from here. =)
  9. Audio Problems on Certain maps

    On the off chance it's something that can be fixed in settings, you may want to start here: https://offworldindustries.zendesk.com/hc/en-us/articles/115002768887-How-to-manually-clear-your-user-settings-cache I'd also go to Steam -> Library -> Right-click on Squad -> Properties -> Local Files -> Select Verify integrity of game files. Checking to see if your audio drivers are up to date might be wise too. If you're still running into issues after all that, [email protected] may be able to assist!
  10. [WIP] Korengal Valley [Vanilla]

    Whoa, that is a heck of an update. Looks like there are going to be some fantastic ambush points, bwaha.
  11. Squad Leader 101

    Agreed! Gaming can be frustrating, so it can be tough to remember we're all doing it to feel good, have fun, and get a little better at the game. Heh, the cynical part of me always (mis)remembers the stat that just smiling at somebody in the hallway makes them, say, 20% more likely to help you in an emergency.
  12. Alpha 11.2

    Hey Soldiers, We've released an update containing a variety of fixes, including one for everyone's most-hated bandage bug. In addition to that, some values have changed, some crashes should be gone, and some fences behave more like fences. Dig in! Patch Notes Fixed bandaging failing due to desync between client and server. Now there is a point in the animation after which it can't be canceled anymore to ensure the bandaging gets complete. Fixed mods not loading if a clean installation of Squad was performed. Fixed a crash when trying to equip a role from the wrong team. Fixed a crash on updating the role availability. Fixed a crash on staging zone end. Fixed AntiAliasing being forced disabled when 'low' graphics preset is selected Fixed several vehicles seat configurations for driver and gunners on appropriate vehicles Removed turn limits on the Dshk tripod and Technical Dshk Fixed incorrect zeroing numbers on the Russian RPG7 Tandem Increased Invasion ticket flag gain from 50 to 60 Updated starting tickets on the AAS layers of Belaya, Gorodok, Kohat and Yehorivka Op Fight Light AAS - changed MIL to RU, tweaked flag zone sizes Fixed South Basrah flag on Basrah Invasion v2 Fixed flag names on Narva Invasion v2 Sumari INF v1 - fixed MIL Mainbase naming Fixed transparent fences on Yehorivka Increase HAB cost from 400 to 500 Decrease Militia Hideout cost from 300 to 250 Decrease INS Hideout cost from 250 to 100 Increase Vehicle Repair Station cost (except insurgent) from 300 to 500 Increase Mortar cost (except insurgent) from 250 to 300 Be sure to let us know how the changes feel! We'd love to have them just right for the upcoming free weekend starting on Thursday, June 21!
  13. Hey Squaddies! The text you’re about to read is a recap of a community roundtable held Offworld Industries to gather feedback. Roundtable events are based on the most recent Recap and we’d recommend reading that first. A recap recap, if you will. Please note that this text is not a planning document, but a recap of a conversation with the community. Best efforts have been made to retain tone and intent, but mistakes happen: please feel free to submit corrections. =) If you prefer to listen, you can hear the original audio recording . (~76mb.) If your organization isn't involved in the roundtable and would like to be, please reach out to Nordic Socialist for more information. OWI Attendees included Axton, Fuzzhead, Gatzby, AFSoccer, and the host, Nordic. (And maybe one or two more lurking. =)) Formatting: Text in italics generally represents an OWI representative or a summary of several. Normal text is typically from a community member and may represent the opinion of their community. New UI Some of you may have seen this in testing already, but for those who haven’t, there will be a complete UI overhaul. You’ll recognize it from the main menu and it now extends to the deployment (e.g. selecting kits, squad, and spawns) screen. Additionally, the first iteration of fireteams will be included in Alpha 12. >> Are coordinates still there? They weren’t visible in the screenshots Yup, coordinates are in, they were just not in the test video. Fuzzhead would also like to confirm Kornets will be coming. >> Would being able to use straight lines/arrows/simple shapes on the map ever be possible? Not necessarily for Alpha 12. We do like the idea, but want to keep it simple. Clutter and abuse are still big concerns, even with a limited implementation. It’s been a long haul to get here with the UI, so we’re likely going to keep it simple for now, but there’s room for growth in the future. >> Having a Squad Leader layer/filter could help alleviate the problem. >> Are topographical maps in for Alpha 12? No, but we have been investigating them. It’s not a top priority, but we’d like to see it especially on maps like Kohat. We’re also going to have new roads, changed roads, etc. It’d be nice to make them pop more. >> Making “create squad” a little less obvious is nice. The old version really drove people to click Create. Part of the new UI has been streamlined to get you into a squad, get you into a kit, and get running. It should help new players in that sense. >> How about improved after action reports? It would be beneficial to see where tickets are going to better inform players what’s important. (This would include flag caps, etc.) After Action Reports are something we’ve wanted for ages, and may be something we can bump up in priority. Right now it’s super basic, but we’d like to emphasize important objectives instead of just KDR. Not something for Alpha 12, but it’s on the drawing board. >> Could points be adjusted in the meantime to emphasize more of the important actions? It could help increase the speed in which new players progress. It’s possible; it’s something that can use a full pass, but it’s something we could see doing. We’d like to help new players be able to see what they should be doing and give them more tools (outside of their squad leader) to do so. Ammo Persistence When spawning anywhere besides the main base, you will spawn with whatever ammo you died with. If you died with 4 magazines, you will respawn with 4 magazines. The exceptions to this include always spawning with a minimum of 2 magazines and 2 bandages. Additionally, ammo granularity will be changing. Currently, it costs a flat amount regardless of how much you restock. In the future, the cost will be dependent on the item -- e.g. if you’ve only thrown one grenade, you’ll spend 5 ammo points to replace it, rather than 100 ammo points to restock entirely. (These are example values to illustrate the point.) >> We’re concerned that the changes will hurt the “weakest” classes first, medic and AT, and will not impact GPMG kit. In addition to that, the potential for base camping to become the primary strategy is very high. While this is a very valid concern, we intend on addressing it during testing if it happens. There’s going to be an increase to ammo in the field, so logi trucks won’t be the sole means of transporting ammo. We may have to increase some of the main base protection areas as well, such as Narva until wrecks can be removed or destroyed. Looking toward the future, choppers will also help alleviate that. That said, the goal is to increase the importance of logistics. The pace is changing a little bit too, especially with the rally points and ammo changes. We’re going to playtest it, as theorycrafting can go on indefinitely. There may be some holes in the system, but we think as a whole, bringing ammunition into a more important role will open up more strategic and tactical possibilities. We’ll look at fixing them as they come up. >> Will ammo bags refresh when spawning in? No, they will need to be resupplied like any other tool. You also cannot resupply an ammo bag from another ammo bag. >> Can you choose what you want to resupply? Not yet, but ultimately something we’d like to do. Given the production time in the future, it should get more robust. >> Will we see any changes to max load for logistics trucks? What about FOB capacity? That’s a good question. We’re hesitant to increase logistics truck loads, but we could definitely see increasing the ammo points available on a FOB. Rather than 2000, maybe 3000-4000. That has not been changed yet, but it’s a possibility. Raising some of the ammo points available in vehicles has already been done, allowing them to bring more ammo to the front. >> This system may work well with choppers, but it’s the rare person that enjoys trucking the entire round. There’s a lot of focus on supplies now, but it’s not really a fun job. Especially on maps like Kohat or Mestia. There may be some overestimation on how much restocking will be necessary. ATs will, as mentioned, feel it more acutely, but the standard rifleman won’t feel it nearly as much. The addition of ammo bags, increase ammo on vehicles, and mixing in ammo granularity has increased the ability to resupply in general. We’ll also be doing public testing too. If you find a way to break the system, be sure to message your favorite QA member and let them know! The sooner you do, the sooner it gets fixed. =) >> You may need to increase the amount of clips and bandages after some testing. Currently, medics spawn with three instead of two, and have a max of 8 bandages. While not final, they are tweaks we can make now that the system is in place. Note: At this point, we got a bit sidetracked discussing LATs/vehicle and how they will interact. The discussion briefly touches on component and positional damage. While interesting, it was not on topic. Jump to about 34:00 in the audio track to listen in. >> Will logistics trucks lose mobility with tire damage in the future? That’s a good question -- not in Alpha 12, but it’s possible in the future. We know logis are vulnerable and will take that into consideration when we’re ready to implement that. Crewman will also get the repair tool; it won’t get your vehicle up to full strength, but it should restore mobility and put out fires, probably no more than 20-25% health. It’s also slower than a repair station. >> Does the crewman need to be outside? Does he need to position himself in any way? Yes, repairs have to be outside. Currently, the vehicle just has a general hitbox, so you do not need to repair at the site of a damage component. >> Is the repair kit consumable? It’s just like the medic bag. Mapping New, big, angry, and filled with tanks. There’s going to be some new assets on Tallil, and lots of open desert fighting. Don’t worry, though, there are a couple towns that rival the size of Sumari Bala. It’s a large map and cover throughout the desert. You could have an AAS layer just in the town. The airfield itself is about 2km itself. Jensen’s Range is getting an overhaul as well. >> The collision for vegetation, especially those little Kamdesh trees, is brutal. Post Scriptum has found a way to address it. We’re going to use the same technique that Post Scriptum uses, so that vehicles will penetrate, but people will not be able to. We’d like to experiment with it beginning as early as Alpha 12 and those pesky Kamdesh trees are a good test bed before moving into things like wooden fences. If it works, we’ll have to manually update that on every map, but it’s worth it. We’ll make Nordic do it. Server Licensing We’re aware of the general feedback that licensing is hitting some pain points, especially as communities continue to grow and new ones arise. Some of the suggestions we’ve heard are verifying admin coverage, increasing admin tools and rcon availability. We do want to foster those communities that play the game in an intelligent way and want to see that evolve. >> Addressing some of the issues with admin abuse would be helpful, such as people getting kicked for using an emplacement when an admin wants it. We do monitor it and people have lost their licenses for abusive behavior, but the server hosting community is generally quick to respond to that. >> It seems as if there are fewer and fewer people reading the licensing agreement prior to just spinning up a server. As presented currently, the servers seem approved by OWI with very disparate experiences, rulesets, and admin coverage. >> An example would be large multi-game communities creating a public server for their group on their existing infrastructure, but not having the overall Squad population to administer it. >> Any changes need to take into consideration that many of the existing Squad communities started with a small group of people, which then grew to what they are because they were able to access the licensed servers. >> The base rules of what OWI wants to be enforced could be expanded upon and better enforced. (Not just required amount of admins either.) ---- Another one in the bag! If you'd like to submit corrections or feel something important was left out of the transcript, please don't hestitate to let me know. A big thank you to everyone for attending -- I know there was a lot going on that weekend, including that badass SCL match!
  14. Late Game Joinner

    Getting ticket values/infographics updated with new vehicles is on Chuc's to-do list, though they're still changing a bit obviously. I want 'em as a quick reference, for work and play, as much as anyone, heh.
  15. Independence Day: Resurgence

    Brundlefly is worst fly. Shudder.
  16. Other Tanks in Alpha 12

    We did show off the T72B3 a little bit ago: https://joinsquad.com/readArticle?articleId=289 It's a little special to us, being one of the first models we were able to 3D scan and implement ourselves. You can check out that trip here: https://joinsquad.com/readArticle?articleId=163 Tanks have been a long time coming and we cannot wait to get 'em live!
  17. Suggestion: Graphic Option

    Heh, this, and gridlines, are the eternal battle. Both will likely continue to be tweaked for awhile. =)
  18. Meeting di Feedback con la Community (Agosto 2018)

    Grazie per la traduzione, gentile signore!
  19. Late Game Joinner

    This is actually something the design team would like to test. The concern that the game can turn into a spreadsheet simulator is one we're aware of and don't want it to be that. (e.g., Is it worth spending x tickets on the vehicle, when the gain is less than x from the capture?) Though with the addition of tanks and the changing pace of things, that may become less of the direct comparison. Either way, it's on our minds. =)
  20. POST-SCRIPTUM KEY?

    Our support folks are still working through the queue (we got a little backed up due to an emergency), but they will get back to you. Thank you so much for your patience! As for not having received the key, if you haven't yet requested them, start here: https://joinsquad.com/readArticle?articleId=275 If you've done that bit and still haven't received them, beginna's advice of checking your spam folder and contacting support is the best way to go.
  21. It's been 1 year next month

    I believe some of the groundwork randomized AAS is laying is also stuff we need(ed) built for TC, so progress on the former is always a good sign for the latter too. =)
  22. air assets??

    Folks here have ya covered, but just in case you want some official text: choppers are coming. =) Transport first, then we'll see.
  23. Modding Update 2.0, #1

    Hey Squaddies! It's time for a quick Modding 2.0 development update! Progress has been going well since the initial modding release, so we figured it was time to show off some of what's coming up next. First off, the Modding SDK UI has been completely redone (by an actual designer this time!). With their help and a fresh copy of the PSD of the new SDK UI, we went straight into implementing the update. It turned out like this! As you can tell, the tabs on the left the UI for the Modding SDK have all been moved to one window. No more multiple tabs on the top bar! Every action you need for modding is now in one convenient window. Sharing Mods We've scratched the old Steam Uploader and wrote a whole new one from scratch. (This one gives more errors than "Something went wrong."). We've also removed the need to have to pick an "Output Directory" when you are cooking your mod. By default, the system will now pick a valid path for you! We've also removed the need to have to click both the "Package" and "Upload" button. If you just click upload now it will perform the "Package" too. The "Package" button now is exclusively for people who don't want to upload their mod to the Steam Workshop. Editing Mods You are now able to edit your mod's information through the UI after creation. No more having to go through your modinfo info file and change all of the information and hoping you don't break anything! This new UI is probably 90% done. All the work that is left to do is small but important: fixing button sizes, handling really long strings, handling edge cases, etc. This should definitely come out with Modding 2.0, or maybe even earlier! Modding SDK Internals SMI Files Modinfo.smi files have been destroyed and replaced with your .mi files. No need to worry though, as soon as you load your mod in the Modding 2.0 SDK, your mod's SMI file will be upgraded to the new format. The main reason for switching file formats is Modding 2.0 doesn't require nearly as much data to be stored locally as the previous method. Steam Workshop Images Your mod's Steam Workshop preview image now lives inside of your mod's project folder. This was changed to prevent this reference being lost and then not knowing why you can not upload to the Steam Workshop. Cooking Mods As mentioned above, you no longer need to pick a package location. The Modding 2.0 cooking system will by default pick a good path for you. The first place it tries is your mod's project folder. Sometimes this doesn't work due to various issues (No space available, The pathname is too long, etc...), so cooking will continue to walk up the Squad folder structure until it finds a valid path. If it can't find a valid path (which is unlikely), you can still specify a cooking directory. Example Modding 2.0 Project Structure In-Game Mod Downloads Finally! This what you've all been waiting for, right? We're happy to report that progress is going well on getting in-game downloads working. This is proving to be a much larger task than originally thought, but steady progress is happening! As you can see in the GIF, mods can now be downloaded while the game in running with no problems. This test case is performed during the game is booting up, since we are doing a lot of CPU heavy stuff then: Current Work Currently, work is focused on getting the mods that are being downloaded while the game is running to be recognized by the game. This is quite a bit of work and will be taking up most of my time for the rest of the month, as the engine is not set up to accept PAK files mounted in the middle of the game. Offworld Out.
  24. June 2018 Recap

    Hey Squaddies, Welcome to the first official Recap of Summer! Up in the Northern hemisphere, things are more than a little toasty, so high command has issued the following advice: stay inside in the air conditioning and play video games, if you can! Otherwise, crank the logi fan to high and let's settle in for the goods. Systems Armor Components Since the last Recap, we've been hard at work on the vehicle components system, finally integrating it into our armored vehicles This addition effectively gives them special target points that can potentially cripple a vehicle. The most common examples of internal components are ammunition storage and the engine compartment. If you achieve penetration of the armor on the outside and score a hit on the ammunition storage compartment, depending on how much damage you do to it, it could trigger the complete destruction of the vehicle. Hitting the engine will severely handicap the vehicle's ability to move, and so forth. We'll continue to expand on this system in future iterations. Suppression A system that is known to be controversial among FPS games is suppression. We do feel that Squad's current suppression system is too lightweight and does not present a heavy enough penalty on players that are taking a large volume of fire, particularly from large caliber weapons. We want the new system to lower the ability for suppressed players to effectively engage targets, but also to not be overbearing or annoying and not easily exploitable. Over the past month, we have been continuously playtesting and refining the new suppression system. https://streamable.com/wmw6x We have been playtesting and tweaking an aim-punch style mechanic that pushes your aim off target slightly when being fired upon, as well as a temporary increase in sway depending on how suppressed you are. Of course, bear in mind that this system subject to a lot of tweaking and further play-testing. Spawn System Overhaul The player spawn system is being given an overhaul - this includes Firebases, Rally Points and Revives. We will have a more detailed update with the changes coming, but here are some of the changes that we have been working on: Firebase Overrun Mechanic: when enemies are close to a HAB, players cannot spawn at the HAB until enemies are killed or leave - aiming to dramatically cut down on the "meat grinder style" gameplay that can be seen in V11. Rally Point wave spawn: squad members will now much more likely spawn in together rather than one by one. Revive System: Bandage is the revive tool now, not the Medic Bag. Any Player can use one of their bandages to revive an incapacitated friendly player. Non-Medic bandage revives take a lot longer than medic revives. Revived Players do not regenerate stamina until healed by a Medic with their Medic Bag. A lot of other changes are planned for the Spawn system and we will give a full rundown of them in a few weeks time. The goal and intention of these changes is to allow for squads to collaborate in closer proximity, more often, shifting the pacing of the combat. User Interface General Interface One area we've been hitting hard for the next release is a complete overhaul of the in-game deployment menu. We've streamlined the process to such a point where new players will be directed from one point to another (joining a team > joining a squad > selecting a role > selecting a spawn point) in a logical manner. We've also integrated a system that allows you to see what is in each individual role as well as get detailed descriptions of each of the weapons and items contained within. (and as a bonus, what your character will even look like!) Fireteams We're also implementing the first iteration of Fireteams. Basically, this is a way for Squad Leaders to optionally subdivide their squad and assign Fireteam leaders, with their own order markers to facilitate on-screen communication. (However, no specific special role exists for FTLs). Fireteams have been designed to be extremely flexible in their employment, so it ultimately will be down to the individual Squad Leader how they want to run their squad, and also to give players a chance to learn leadership positions just short of the big Squad Leader role. Art and Environment M1A2 Abrams, Tanks and Gunnery We've put in a lot of work into the newest vehicle type to go into the game, and that type is Main Battle Tanks. The M1A2 Abrams while shown off last Recap in still shots is now finally moving around and properly dressed up for battle. The gunnery we have modeled does not include modern fire control systems yet, so we've opted for the use of the gunner's auxiliary sights to allow for manual adjustments at range. The Abrams also has a vehicle commander and loader's seat, both with their own cupola machine guns. The vehicle commander has an M2A1 Browning .50cal heavy machine gun mounted on a remote weapons system allowing for full 360-degree traversal and zoom capability. The loader's seat (while not required to actually load the cannon) is an extra seat on the turret with its own M240 machine gun. https://streamable.com/ninla The Bradley has also undergone some changes with the inclusion of a ballistic reticle for the gunner, as well as a seat for the commander with access to a camera with powerful day optics. https://streamable.com/powgy https://streamable.com/rbyjk Infantry-Deployed Ammunition Bags Another oft-requested bit of kit we have in the works are ammunition bags that can be deployed by the Riflemen role. These bags are deployed in order to quickly resupply their other squad mates in the field. Capable of being restocked from Main Base, FOB or vehicle-based ammunition sources, these bags will have a limited capacity for ammunition. https://streamable.com/cxwpy RPG-29 The giant RPG-29 will make an appearance as a handheld Insurgent Heavy Anti-Tank weapon, complimenting the lighter RPG-7 system. It fires a huge 105mm tandem warhead projectile with more accuracy and out to further ranges (500m) than its RPG-7 counterpart (150m). https://streamable.com/ahh78 Mapping Tallil Outskirts One exciting new map in development is called Tallil Outskirts. It is a 4x4km map based in southern Iraq and features a massive airbase with large enterable concrete bunkers and defensive positions. Most of the terrain is open sandy desert, and while a few villages dot the region, the map will showcase vehicle-based combat. Infantry squads that work in conjunction with armored units will find success on the battlefields of Tallil. Yehorivka Update Yehorivka is undergoing a massive facelift, starting with expanding the playable area to 5x5 km, which will open up a lot of new possibilities for new layers and more variation in gameplay. We have also changed out the grass foliage to a new rendering method which will improve performance. The Storage Site area has been replaced with smaller profile villages and hamlets instead. In addition to accommodating larger vehicles, we're providing more cover for infantry with new points of interest and better forests and ditches. We're also implementing a new water shader that should also vastly improve the look of our water. We don't know about you, but the world always feels better with a few inches of Abrams armor around you. A big thank you to everyone that responded to the call for assistance from real-world tankers -- you've all gone above and beyond! Offworld Out.
  25. July 2018 Recap

    Will look into it. We're not entirely enamored of Streamable, but it has been the... hmm... least resistant solution so far.
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