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Gatzby

Community Manager
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Everything posted by Gatzby

  1. August 2017 Recap

    Hi Squaddies, August was a bit of a quiet month, as OWI was exposed to sunlight as a group outside of Vancouver. Fully rested and recharged, we're back at it -- you may have noticed the Unreal Engine 4.16 update in the 9.8 patch. We've been building on that groundwork and have some cool stuff to show off from August. Are you ready to see how the new animation system is shaping up? Dig in! Systems Animation System Update - Almost there! Our new Animation and Weapon Handling system is approaching the final stretch! Our game designers are getting their hands on it, taking it apart, and rebuilding the way weapons handle. Our Programming team is also hard at work optimising this new system, as its features are now being locked for the next release. The features coming with the new system include Climbing, Vaulting, Deployable Bipods, UGL/Rocket Launcher Adjustable Sights, Crouch-Sprinting, Free-Look, and seamless Weapon Transitions. (Switching between UGL/Rifle, Ammo Types, etc.) The capture data from our motion capture session we did last month with Animatrik is also being implemented into the new system, breathing new life into our characters as they traverse the battlefield. Please be aware that some of the MOCAP data still needs refinement by our animators and speeds adjusted by game designers. Deployable Bipods Bipods are a feature coming first to Light Machine Guns, enabling players to set up on any flat surface ranging from window ledges, walls, tables, and more. Players will enjoy a dramatic increase in stability and accuracy to their weapon. Also, reloading while deployed is faster as the weapon is supported allowing swifter manipulation of the controls. Climbing and Vaulting Seen previously in earlier recaps, this system will be coming in with the new Animation System, and it will allow players to traverse obstacles up to chest height unaided. Depending on the thickness of the obstacle, you will either vault right over it or, if there is room to stand, climb on top of the obstacle. In this first iteration, it will be bound to the standard jump button. Adjustable Sights Featured in the last recap, Adjustable Sights are to be added to all Grenade Launchers and Anti-Tank rocket launchers. These allow gunners to more effectively hit targets out at further distances (as the sight wouldn't be obstructing your view), as well as offering some unexpected uses, like turning the Russian GP-25 Grenade Launcher into a pseudo-mortar. Crouch-Sprinting Players will have the ability to sprint while crouched, effectively being able to move while under cover. This action though typically consumes more stamina than normal sprinting and isn't as swift as sprinting normally. Quacking while moving is optional. Free-Look Also featured in one of our first peeks at the new Animation System, Free Look will allow players to decouple their view from their weapon and look around without penalty. This is particularly useful when operating deployed light machine guns, where it will enable you to check your flanks while still keeping your weapon readily pointed downrange, as well as admire your newly deployed bipod. Typically a feature found in more mil-sim style games, we decided to include it as we felt it was in line with the tactical nature and pace of the game. Weapon Transitions One significant change we've done to our weapon system was to allow for the seamless transitioning from part of one weapon to another part, such as with a rifle and its under-barrel grenade launcher. Another useful appearance is found while switching ammunition types, where the player can now seamlessly switch from one type to another. Art New Insurgent Soldiers Our original take on the Insurgent faction is finally taking shape! Donning a variety of civilian and surplus military apparel, this faction should look a lot more rag-tag in the field than our current set, as well as look a lot more high-fidelity. These still have a little ways to go, but expect them to come in a future version. M240 GPMG A staple of infantry since the '70s, the M240 is one of the first GPMGs coming to Squad, featuring the deployable bipods. They'll be made more fearsome by Suppression overhauls in coming patches. Look forward to each faction getting their own GPMG! BGM-71 TOW Missile With more vehicle options coming in the future, more anti-vehicle options are coming alongside them. Enter the BGM-71 TOW Missile, a familiar sight on the battlefield. ZU-23 Anti-Aircraft Gun A revisit on an asset we showed off in May, the twin-barreled 23mm Anti-Aircraft Gun has been completed art-wise and is soon to be ready for implementation once the other parts of our plan for more diverse vehicle assets are done. More barrels are better. All in all, not a bad month! We truly can't wait to get the new animation system into your hands, especially to see what sort of mayhem you folks muster up with those grenade launchers. Stay safe out there! Offworld Out.
  2. Release - Alpha 9.11

    Hey Squaddies, We've got a few crash fixes for you. In related news, we're also trying to keep your head above ground, where squaddies belong. Fixed a crash related to loading into a match. Fixed a crash when using the +connect launch parameter. Fixed spawning below ground after revive/ragdoll. Offworld Out.
  3. Radial Menu for weapon switching

    I've got epoxy and a few spare keyboards. We can make this happen.
  4. Release - Alpha 9.11

    It won't necessarily help with smaller, hotfix-type patches, but it is definitely the right first step for larger/more in-depth ones. Certainly worth a shot in most cases too, maybe after verifying data. Kinda like turning the power off and on again, heh. Or maybe checking to see how many versions of video driver I'm behind on again.
  5. FOB GMG's

    These are for home defense, right?
  6. The Road to Modding

    The Road to Modding Hi Squaddies, Over the last month, OWI's own StrangeZak (Zak Strange) has been working hard on adding official mod support to Squad. Although we still have a long way to go and everything could still change, our Modding SDK is starting to take shape. The first thing that was tackled was extending the UE4 Editor. With us wanting to be able to do everything from creating and uploading mods from within the editor, we had to add some custom features. The first thing we added were 3 buttons to help manage mods: "Create Mod," "Load Mod," and "Share Mod." While not fashionably Mod, definitely more practical. When "Create Mod" is clicked, a dialog box will pop up asking you for information about the mod you would like to create. Once this form is filled and the "Create Mod" button is clicked, we generate a new folder for your mod in the Plugins/Mods folder, then switch your content browsers view to your mod's Content folder. Inside of your mod's folder is where all content and information about your mod will be stored. This information will later be used when pushing to the Steam Workshop. Edit twice, post once! The Slightly Cool prototyping went better than expected. The "Load Mod" button is a simple interface for loading up your mod's "modinfo.smi" (Squad Mod Info) file. When you successfully select your mod's "modinfo.smi" file, it will load it up, and then switch the Content Browser view to the mod's Content folder: We are still in early stages of the work on sharing mods, but we already have the base ability to be able to share your mod to the Steam Workshop while in editor. When the "Share Mod" button is clicked, you will first be prompted to enter a changelog. This could be something as simple as, "Initial push to the Steam Workshop," or something as detailed as the itemized list of everything you changed in the version you are about to push to Steam. Once you submit your changelog, everything will start being pushed to the Steam Workshop. A progress bar will update you on the progress and stage that the upload is currently on. Now's a good time to join the Squad Modding Discord. Once your upload has finished, you should see it up on the Steam Workshop within a few minutes. At that point, anyone can subscribe to your mod within the Steam Workshop and have it in game. Congratulations, you've made it! The artist really evokes a sense of curves. With all of the Editor Extensions and Steam Workshop interfacing done, the next area I moved on to was getting mods playable in game. Firstly, I had to get the mod's content packed into a .PAK file format. This required me to learn about and use Unreal Engine 4's new DLC system. With all the correct flags in place, they pass to the cooker to prepare the mod as a PAK file with only the contents of the mod. With that done, it's time to get them loaded. For the most part, it seemed as if getting a mod loaded into the game was easy, since the engine seemed to do most of the work. This step proved to be more of a challenge than I had thought it would be. There were quite a few engine changes that had to be done to get everything working. I also did have to add modded maps to Squad's map list at runtime. After the merging of the mod map list and Squads map list, I was finally able to switch to maps in a mod in a release (private branch) copy of Squad. Studio 54 started from less. With all of this work done, modding finally has a solid base and is starting to take shape. There is still some work to be done before we can get it into your hands: Disabling and enabling mods from in-game, downloading mods you are missing when connecting to a modded server, LOTS of cleanup, and many other things. Can't wait to see what you guys will make with these tools! Offworld Out.
  7. What are you working on?

    Yeah! It's an absolutely fascinating and often overlooked battle. I think I legitimately learned about it by playing Battlefield 2142, then digging into that wikihole. Who said video games weren't educational?
  8. Release for v10?

    You may be interested to see what the modding team at Squadfrance.fr is doing: https://squadfrance.fr/squad-mod-francais/ They've taken on Mali and the French forces with a large team and are making consistently beautiful stuff. =)
  9. Radial Menu for weapon switching

    Personally speaking, it's purely a speed/twitch issue for me. I don't want to sort through visual elements that may block the target, or mess with mousing off-target, to switch to my pistol, say. Not as much of an issue when switching to a shovel, though, hehe. Are you thinking of this as a supporting element? Something you might use before going into an objective, in addition to the number keys/mwheel?
  10. The Wrench - August 2017 Edition

    It does get mentioned in the modding Discord typically, but you're right, we can do a better job of letting you folks know when we're updating the SDK. May not be part of The Wrench, though, as it typically features community modding projects.
  11. The Wrench - August 2017 Edition

    Hi Squaddies, With StrangeZak working on getting modding support in Squad itself, what better time for The Wrench? August is back to school time, and the modding community is definitely schooling us on what can be done. Let's get educated! 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 passion with like-minded people that will be happy to help you along the way. 120mm Mortar by Bonfunk The French Foreign Legion has a storied history of mortar usage throughout many conflicts. Thus, it's only fitting that 120mm Mortar they've made good use of comes to Squad under the skillful hand of Bonfunk. These work-in-progress shots give us a look at what's to come. (Hint: A lot of fearsome firepower.) Finkarus by LoRDHitMan With all the features to please and a whopping 8x8km island to put them in, Finkarus is sure to please players no matter how they traverse the map. It features multiple cities and villages, two large mountains, many foothills and hilly areas, dense forests, and strategic structures like a bunker and radio tower. This map is sure to only get better as more vehicles are added to Squad. IDF Mod: West Bank Village CreativeRealms West Bank Village is one of a few maps planned for the IDF (Israeli Defense Forces) mod, which offers a unique Mediterranean landscape where every game is (quite literally) an uphill battle. A combination of urban and large open environments will promote the use of more diverse combat tactics and keep both teams on their toes throughout the match. CreativeRealms is bringing some serious tactical challenges. Khe Sanh Combat Base Update by Socrates A U.S. Marines outpost south of the Vietnamese DMZ throughout the war. It is planned to be a 4x4km map ultimately focused on helicopter and ground vehicle warfare. Lots of progress has been made in terms of creating a sky, waterfall, and making the militia main base. Can't wait to see the finished map! Squad Modding Hub Management Team Out.
  12. Falling under the map

    Should be a fix coming for this soon -- I think QA has nailed the cause down. Hang in there!
  13. If you'd like to know more about Level, they have been featured in Squad news previously! Dig 'em: https://joinsquad.com/readArticle?articleId=194
  14. The Wrench - August 2017 Edition

    They're coming! Zak is actively working on integrating mods. (The first link in the Wrench). Believe me, we're as excited as you are to testfire these mods and maps. Personally always have a soft spot for Khe Sanh maps. The one in Eve of Destruction mod was some insane fighting.
  15. Further Plans/DLC Plan

    We have plenty of ideas for what we'd like to do after the big 1.0 release, don't worry... but we're gonna get there first. =) I feel pretty confident that a lot of the cool personal projects and experiments folks are working on may make debuts after that.
  16. Somewhat related, SgtRoss dropped into a thread on reddit discussing a frontline style of gameplay. Might give some insight from our side of things. =)
  17. [WIP] Yamalo [Vanilla]

    Oooh, man, these threads are always the prettiest. Loving the update! Out of curiosity (and maybe off topic), what's drawing you to 4.16? Apart from the fact that we updated it. =P I know some of what the team was excited about in the update, but I'd love to hear what the mod/mapping community is digging on too.
  18. I pretty much want any game with vehicles to become Interstate '76. I'll bring the soundtrack, you bring the booms.
  19. Thanks for your feedback! We have some work to do on the UI and we definitely appreciate the perspective of players (new and old!) as we get there. The good news is, I've seen the (example of the) future, and it looks good*. =) (* I'm not a qualified design professional or capable of making aesthetic decisions, like dressing up. =P Which is why I love me some artists. <3)
  20. LAN Support

    LAN may still be in the cards, but our focus is definitely on animation and coreinventory at the moment. =) Getting primary systems that all players can use in game is part of the alpha lyfe.
  21. Alpha 9.9

    Huzzah! Here's to on-going improvements!
  22. Alpha 9.9

    Hey Squaddies, Everybody loves a little bump in the quality of life and we're happy to provide that for you fine folks. Alpha 9.9 brings fixes for some nagging issues, and some performance improvements too. Be sure to let us know how they feel! Implemented several performance improvements on player updates, movement, animation and inventory. Fixed Narva Invasion V1 Militia having Russian Logi trucks. Fixed the invisible player bug. Fixed player offset after revive. Fixed the "Press enter to open spawn menu" issue on the Stryker and BRDM. Fixed damage effects getting reapplied on players when the player who caused the damage reentered replication distance. Offworld Out.
  23. Release: Alpha 9.10

    Hey Squaddies, With the weekend ahead, we wanted to make sure you could get your range drills in. These hot, hot fixes can be found on a Steam client near you today! Fixed a crash in the Engine. Set soldier movement speed when playing in local to normal levels. Fixed the ingame server browser showing an incomplete list. (If you still don't see all the servers, reduce pings/min in steam settings->ingame settings). Changed ingame server browser to order by ping by default Fixed ghost gunshots being heard at maproot. Fixed placing SL markers on minimap stopping all inputs. Fixed default admins.cfg listing deprecated permission level. Offworld Out.
  24. August 2017 Recap

    If you haven't yet, we'd absolutely recommend (as with every patch!) clearing your cache settings and verifying game data. A guide to help you verify: https://offworldindustries.zendesk.com/hc/en-us/articles/221770387-Fatal-Error- And cleaning your cache settings: https://offworldindustries.zendesk.com/hc/en-us/articles/115002768887-How-to-manually-clear-your-user-settings-cache
  25. Console Commands

    Not to my knowledge (https://squad.gamepedia.com/Server_Administration), but Nordic recently shared that entering admincam in local will refresh your inventory. Almost sounds like the sort of thing a "training" mod might be made for too.
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