Chuc

Developer
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About Chuc

  • Rank
    Lead Animator, Manager
  • Birthday 07/27/1989

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  • Location
    Vancouver, Canada

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  • Website URL
    joinsquad.com
  1. Hi Squaddies, In a surprise turn of events, we have yet another content release in the form of Alpha version 9.4! While we have been hard at work getting our big systems integrated for the upcoming v10 release, we just couldn't let you sit around for months and not get some cool stuff in the meantime. So some of us decided you guys need some juicy new toys for all factions including mortars, mines, IEDs and a few new vehicles to boot. Additionally, we have made some gameplay changes and balance tweaks to further improve upon what we did with v9. Version 9.4 is now available via Steam. Please always reset your appdata in the game settings on every new build! Full Changelog Gameplay All vehicles in the game have had a ticket reduction, some more than others. Check out this reference sheet for details. All Recruit kits now have an entrenchment tool so they have a better chance of getting a kit back after a squad kick/leave. When a Heavy Anti Tank (HAT) directly hits an Armored Personnel Carrier (APC; Stryker, MTLB, BTR variants) it will no longer instantly blow up. The vehicle will burn up and be destroyed, but now the crew and passengers has a chance to get out and fight through the ambush. Heavy Anti Tank kit moved to the Fire Support category so that the squad must think a little harder on which kits they want in the squad and what they will have to be without. Heavy Anti Tank kit is now limited to max of 1 per team, it still unlocks at 20 players on your team. All medics now have one fragmentation grenade. Reduced fragmentation grenades from 2 to 1 for the Scout kit. Limited the Scout kit to a maximum of 6 per team. Increased the limit on the Scout kit from 3 to 4 squad members before it is available. Added 1 TM-62 anti tank mine, one large IED, an IED phone detonator and 5 decoy rocks to the Scout kit. Added Deployable rocks and covers to the scout class for mine concealment A Scout can have up to 3 anti tank mines deployed at any time, up to 5 decoys deployed at any time and only 1 large IED on the map at a time. Placing a new one will remove the oldest from the world. When you have placed a mine or IED you can dig it further into the ground to help conceal it, or leave it in plain sight to attempt to spook and funnel enemies into your other explosives or ambushes. This also means that your enemies can dig them up and thus neutralize them. Added M1937 82mm Mortar for Insurgents and Militia, 2B14 Podnos 82mm Mortar for Russia and M252 81mm Mortar for the US army. Costs 300 construction points and are limited to 2 per FOB. Mortars come with a 'magazine' of 3 rounds at the ready, reloading this magazine costs 90 ammo points from the FOB. The current set of mortars in Squad has about 1230m effective range on a level surface, you will have to migrate your fire support battery to a closer FOB if you cannot reach your target. All mortars fires standard High Explosive rounds - more options will be available in the future. Tip: using the arrow keys on your keyboard will add/subtract 1 mil from your current angle. Added M-ATV MRAP Heavy Jeep for US, comes both with and without CROWS. Added MT-LBM 6MA variant (armed with a KPVT 14.5mm turret) for Russia. All main bases now have a no deployable zone. Decreased volume of engine sounds when inside a vehicle Changed the way RPG-7 and SPG-9 rockets behave. Previously they all had too high muzzle velocity, now they have an accurate and lower muzzle velocity and a rocket assisted boost after leaving the barrel. There is greater differentiation between the different round types. Fragmentation rockets fly the straightest, HEATs drop a bit more and the heavy Tandem Round finally feels as fat as it looks. Reduced the rearming time on 30mm cannons to be more in line with the other vehicles Added randomized deflection for penetrating projectiles. Upon exiting a material a bullet will deflect depending on the material and the caliber of the weapon. A good rule of thumb is that the bigger the caliber the straighter it will continue to fly through objects because of its momentum. Systems Added deployable Mortars Added deployable Mines and IEDs Updated the map grid system to be dynamic and more consistent for all map layers, there is now Major (300m), Minor (100m), Sub (33m) grids. Added dynamic map scale legend. Added grid reading to the map, the map will now show your current location player location or the location of your mouse on the map if in the spawn screen. Created a no deployables zone that stops deployables from being used near main bases and caches. Added better benchmarking that now runs on your first run of the game, or when manually triggered, instead of defaulting all players to epic settings. Sorted all deployables into subcategories to allow for more options. Added rocket acceleration to rocket projectiles. Added Invasion gamemode and ruleset. Made team score not scroll on the scoreboard Added turret sounds to the BTR UI Added a green 'Request Fire mission' marker for Squad Leaders to use when communicating with mortar squad. Easier to differentiate than calling out which MG marker you want to fire at. Added Enemy Mortar Spotted marker for marking enemy artillery positions. Added a Vehicle Health Bar for when you're inside a vehicle. Audio Ambient Audio overhaul on maps Kokan and Al Basrah Modified 3p pistol fire sounds and added new Makarov fire sounds Modified M2 HMG close up fire sounds New .50cal bullet snaps Added Mortar sounds; fire and explosion sounds. New incoming projectile sound system with sound triggers at certain heights. Added Mine explosion sounds Maps Gorodok AASv1 and AASv2 layers have been adjusted to increase frequency of combat. New Lighting has been done for all Al Basrah layers. Relight on Yehorivka AASv2 as it was too dark Replaced trees on fools road with more 'old growth' feel. Quite different! Jensen's Range has been dramatically upgraded functionally, as well as to include signage intended to help new players New game mode has been added called 'Invasion'. This game mode bears resemblance to Kohat AASv2 Radio Tower. One 'underpowered' side starts with all but the first flag and the attacking team needs to capture all flags in order to reach the last objective to win. Maps containing Invasion game mode: Al Basrah, Chora AASv2 Night has been converted to Invasion, Kohat AASv2 Radio Tower renamed to Invasion, Gorodok, and Yeho. INS and MIL have had their base global tickets increased by 50-75 tickets on primary AAS layers to account for their unconventional nature. Expanded storage site on Yeho AASv1 to incorporate the entire area. Conquest layers have had their tickets increased for both teams from 500 to 800. Logistical trucks have been added to all INF layers for future proofing and general gameplay. Bug Fixes & Optimizations Fixed game mode rules often not being shown or being showed incorrectly Fixed map legend not working Fixed radial menu tooltips not working Fixed the stamina widget showing when dead or in vehicles Fixed shovels not finding the collision of deployables properly, it is now much easier to use the shovel. Fixed insurgency cache spawning Fixed many causes of soldiers getting offset in vehicles after getting ragdolled Fixed movement code multipliers sometimes not applying correctly Fixed movement code bugging out when trying to sprint backwards (we now allow slow movement backwards in this case instead of the old bug) Fixed alignment issues in the grid system when zoomed in, you now get the correct grid at all times. Fixed various physmat assignments Fixed Flag loss component not awarding tickets when capturing a flag See you all in the battlefield! Offworld Out.
  2. Hi Squaddies! It's time for another Squad update and special event announcement! In conjunction with several of our community partners we are excited to announce a special game mode testing event this coming Sunday, April 30th at 2 PM PST. Our community partners came up with some ideas that we've crafted into two very simple gameplay layers, so on Sunday we're all about stretching the boundaries of everyday Squad play to test an experimental map and game mode! Desmo's playground - VC_v1 (Vehicle Combat) Designed by our very own DesmoLocke, this layer consists of enough vehicles to mount an entire team in extended vehicular warfare. With 50 vehicles, 1000 tickets, and 3 very large control zones, we are certain to get into some wild adventures! Zagros Highlands - Conquest Hardened Combining ideas from a few of our partners, this game mode will consist of 7 conquest flags occupying hilltops. Each team will be allowed 10 minutes to pre-build bases on their two round start control points, after which a global combat barrier will drop and teams will be free to attack each other. We're looking forward to hearing what you think of the new game modes, so don't be shy if you've got feedback after it all goes down. Whether you're playing or watching, we hope everyone enjoys the experiments we'll be streaming on Twitch this Sunday, April 30th! Offworld Out.
  3. Out & About May 2, 2017 Trip to the The Tank Museum at Bovington Hi Squaddies, Do you like tanks? We like tanks. While we gear up the development of more war machines, we thought we would share an insight into a new workflow we are refining. In a bid for continual improvement, we have employed photogrammetry, which is the process of recreating objects in 3D from a set of photographs. By taking photographs from as many different angles as possible, software can find common points in each. Through triangulation, specialist photogrammetry software can then calculate the position of these points. Do this many, many times, and you end up with with a 'Sparse Point Cloud' vaguely defining the shape of the object photographed. Interpolating these results yields a 'Dense Point Cloud', and from this, a high-resolution 3D mesh and texture can be produced. Development of tanks for video games is a time-consuming process. Especially if, like us, you care about accuracy. Insuring proportions, shapes and details are correct can be difficult and drawn out. This is usually done by 'eyeballing' reference imagery and matching parts to known dimensions. A lucky artist will have access to some blueprint material, but these can often be incorrect or unhelpful. To alleviate this issue, we concocted a plan. A plan to ensure accuracy and reduce development time. We headed out to The Tank Museum in Bovington, UK. What awaited us here was a large array of distractions in the form of a plethora of armour. Nonetheless, we set our sights on our targets - an East German T-72M1, a Challenger 2 V5 Prototype, and a Russian T-62. Our intention was to scan these tanks, with a view to replace our entire 'block out' phase of development. Blocking out is the process of establishing general proportionality in a rough model before embarking on the process of subdivision modeling. Moreover, although these are not the exact models we need, only small modifications will need to be made. A 3D scan would provide us with all of these proportions to a significant degree of accuracy, in a fraction of the time. We set up our tripods and got to work, marching up and down ladders to capture the full glory of these beasts. We shot them a good 1600 times, capturing approximately 500 images of each. DSLR cameras with wide angle lenses were essential here - allowing us to get in close and capture a lot of tank per shot. A low ISO of around 100 and an aperture above f10 also increased the image quality and thus the software's ability to track key points. After a lengthy day of photography, it was time to retire back to our Airbnb, crack open a few beers and spend the night processing images and feeding them to RealityCapture. Our laptops churned away, and after a few hours, we got our results: T-72M1 Scan Result Challenger II Prototype Scan Result T-62 Scan Result Considering we aimed to capture the basic shapes, we were taken aback with the quality and the complexity of the results. The level of detail captured will further aid accuracy and detail replication. However, we did not stop there, taking the opportunity to visit another T-72 in the workshop. We tentatively dangled our rented equipment into the maw of the tank, withdrawing a set of interior photospheres. These will provide excellent reference material and are interesting to view: There are some considerations to be made when undertaking photogrammetry. Lighting must be consistent throughout the shoot, to aid in the software matching points. This is especially important if using the texture information in-game, so the colour and exposure remain uniform. Ideally, we would want the lighting to be entirely neutral - so not to conflict with the physically correct lighting. While we were not aiming to use these models in-game but purely as a reference, we did take the opportunity to do some experimentation with neutralizing the effect of lighting in the museum. The technique, we reasoned, could be especially useful when applied to environment assets. This could be achieved by taking a high dynamic range photosphere of the museum, using a camera mounted on top of the relevant tank. To accomplish this, we used a Nodal Ninja panoramic head and a 10.5mm rectangular fisheye lens. Then seven brackets were shot with 1 EV increments, in 8 different positions. This technique was then processed and stitched, ultimately producing a high dynamic range, 360 view photograph. Using this as an environment map in 3DS Max and utilizing a photograph of a 'Chrome Ball' to correctly align it with the model, a lighting map can be baked out using the mental ray renderer. Dividing this in Photoshop, should, in theory, produce a texture map with the lighting removed. This did not work for us in practice this time, but the setup did allow us to capture the T-72 interior. We identified a couple of areas of an issue with this process. Firstly, you cannot recover colour data where the exposure is too low. Secondly, artificial lights do not translate well in this manner. Shadows produced by mental ray were soft where they should have been sharp; this is likely due to reduced dynamic range and lack of directionality. Properly balancing light levels, especially around the tracks and areas illuminated by spotlights, was impossible. Incorrect exposure destroys details in scans, but we found a stop-gap fix of using mixed exposure settings. Our proposed solution for future scans is to take three brackets of exposure and collapse these into 32-bit TIFF files. This will give the software a greater range of detail to work with, and tone mapping the resultant texture will yield properly exposed textures. The issue of spotlight shadows could theoretically be solved by probing the spotlight luminance individually and placing lights in 3DS Max, but this is beyond reasonable for our process. Overall, our trip was a big success concerning results and experience. We are looking to return to Bovington to employ this technique again in the future. We thoroughly enjoyed our time at The Tank Museum and would like to thank them for having us. They run an excellent charity dedicated to preserving the history of these magnificent machines, along with the people who crewed them. A few of us will be visiting again in June for Tank Fest, and we hope to see some of you down there! Vancouver Range Day In an attempt to do more 'hands-on' research for our Animation and Game Design team, the team decided to take the opportunity to go to a local Vancouver gun range! Our very own Military Adviser and Game Designer SgtRoss was also in town, flying all the way up to Vancouver from Texas, so the experience at the range was just as enlightening as it was fun. The Range Langley was the place that hosted us for the day, an indoor 25m long range that accommodated all kinds of firearms and shooting needs. We also were treated by a couple of friends of OWI, Original Project Reality Founder 'Eggman', and his friend Jan. They were kind enough to provide a lot of the firearms we would shoot during the day, as well as the ammunition. Project Reality Founder 'Eggman' grinning with a SKS with the bayonet out The team that was present (Chuc, Merlin, Norby and SgtRoss) got a lot of valuable first-hand experience of shooting firearms, but also discussing in-game applications and also seeing how a trained veteran expertly handle firearms. Reference material shot on the day as well as a study of the target groupings shot at various CQB ranges will provide the team with a valuable touchstone for firearms handling in Squad for the upcoming new animation system. Offworld Out.
  4. Apr 5, 2017 Hi Squaddies! It's fragging time! Get your helmets dusted off, boots on the ground and be ready to welcome the masses as we ship our free weekend patch to the community in anticipation of the free weekend which will be launching Thursday 6th April at 10 AM PST. And don't forget Squad and it's soundtrack will also be 50% off for the duration of the free weekend and our Squad merchandise will be 30% off! We are also launching a new 9.2 Patch that contains some improvements and treats to help make the free weekend more enjoyable and rewarding for the community. Server Queues We are releasing server queues with this Free Weekend! This means you should never see Server is Full again unless something went terribly wrong. Features: Auto-joins when there is room (Although that should be assumed.) No limits on queues as many people as long as they want. Queues split by public and reserve, reserve joins first. No more wasted loading times. No longer loading to see "Server is full". Lastly to address the server browser in general. There are fixes for some of those issues at http://support.joinsquad.com but we will be looking into putting more time into it. Al Basrah We are very excited to be giving you our modder made urban map Al Basrah! The first truly urban map in Squad it will be the opening salvo in a series of maps we have planned focused around dense urban centers. Al Basrah is unforgiving street to street combat where the US Army is forced to penetrate the dense neighbourhoods and multistoried apartment blocks bristling with AKs and RPGs. Original Squad Soundtrack Volume 2 As per our news post last week we will be adding an additional Soundtrack Volume to the Squad music catalog and this will be made freely available to those who already own volume 1. in a few short days. Server Providers Also we can't forget our wonderful server partners who are ready and willing to spin up approx 20,000 slots to support our free weekend campaign. If you are looking for a Squad server we suggest you contact one of the providers below. Bluefang Solutions Fragnet PingPerfect VI Layer Alpha 9.2 Changelog New Map: Al Basrah Added Server Queuing functionality to the Server Browser Added New Russian Ammo Crate from the community (Many thanks to Rincewind!) Fixed Ammo widget color transition is now more obvious (White > Yellow > Red > Black) Fixed Tweaks to n-wheeled vehicle movement to make small adjustments easier Fixed Hesco walls not having projectile collisions Fixed Vehicle turrets and sounds staying around for several seconds after vehicle destruction Fixed Yehorivka AAS v1 ammo crates below ground Fixed Updated tree collisions on Kohat to stop vehicles and players getting stuck Fixed minimum required view distance for the game to launch was set too low Fixed projectiles sometimes incapacitating players in close proximity without detonating Fixed some bullet penetration settings Fixed Scoreboard End of Round issue Optimized several shell ejection effects and improved performance on muzzle flash effects Alpha 9.3 Changelog Readded missing ingame localization Improved stair climbing ability of soldiers from puppy level to human level http://i.imgur.com/IGM5joB.gifv Offworld Out.
  5. Ladies and Gentlemen! Hot on the exhaust trail of our A9 release and the inevitable hotfix, we are very excited to make some announcements today about upcoming events in the Squad timeline. In conjunction with pivoting our team into Alpha 10 release, we wanted to bring some more content to the player base and open up the game to a greater audience before the completion of our core feature set. We are thrilled to announce that on Thursday, April 6th at approx 10 am PST we will be launching our second Squad free weekend. As a thank you to our player base we would like to offer you a redux of one of our favorite classic Project Reality maps (To be hot fixed in on Wednesday). Also, Squad will be on sale for 50% off for the duration of the free weekend!!! (April 6th 10 am PST to April 10th 10 am PST) Al Basrah Free Weekend! Huge shout out to the original creator Duckhunt from the Project Reality team and the Redux creator, our very own community modder ChanceBrahh. This map gives Squad its first significant dive into urban combat with an expanded urban footprint and a wider surrounding play area. With buildings as large as six stories high and completely enterable we expect to give a hard shake to the US forces dominance meta as insurgents can be anywhere in the city. 100s of windows potentially bristling with RPG rounds ready to spoil the infidels’ day. Without any further delay, we offer you this trailer to get you ready! Squad Soundtrack Volume 2! In response to the popularity of the original soundtrack, Scott Tobin has been hard at work and is happy to bring you volume 2 of his Squad soundtrack. Sometime next week we will offer volume 2 for free to anyone that already owns the original soundtrack, and we will be bundling the two soundtracks together for sale. As part of an enhanced audiophile experience, Scott has also added full fidelity FLAC versions to the packages for both soundtrack volumes. You can preview the tracks here: Please join us in welcoming all the new soldiers to the battlefield April 6th - 10th and helping our new wave of players not absorb too many bullets! As always the best advocates of Squad are you guys, grunts and squad leaders alike!
  6. Hi Squaddies, The day has finally arrived. After much tribulation we present to the world Alpha 9 of Squad! It is now available via Steam so be sure to update before playing. In addition to upgrading to Unreal Engine 4.14, this update comes packed with a whole lot of content related additions including new vehicles, map expansions, gameplay changes and balance tweaks. Version 9 is now available via Steam. Full Changelog Gameplay Added Minsk 400 Motorcycle, BRDM-2 Scout Car and MT-LB PKT APC to the Insurgent vehicle pool Added BTR-80 APC, BRDM-2 Scout Car, MT-LB NSVT APC and MT-LB 30mm Cannon IFV to the Militia vehicle pool Added BTR-82A IFV, MT-LB NSVT APC, MT-LB 30mm Cannon IFV and Ural 4320 truck to the Russian vehicle pool. Added Stryker ICV to the US Army vehicle pool FOB Radio Hub no longer creates a spawn point Added a new FOB Deployable, the 'HAB', which is basically a spawn point. US Army and Russian HABs cost 500 Construction Points, Insurgents cost 350 and Militia costs 400. HABs are limited to 1 per FOB. Added a Heavy Anti Tank for Insurgents and Militia. This kit features the PG7-VR Tandem HEAT warhead launched from the RPG-7. Youll find that this is the most effective anti vehicle weapon on the battlefield. It is similarly very front heavy, so be sure to take your time to line up your one shot. The kit is team limited as well as squad limited, similar to how the Marksman role operates. Unlocks 1 slot per team at every 20 players. Squad size must be 9 to claim. Kit comes with 1 Tandem HEAT round and one regular HEAT round as well as an AKS74U as a primary weapon. Temporarily disabled the open/close driver hatch functionality on the BTR-80. The feature will return soon! New experimental version of closed hatch available on the MTLB series of vehicles. Added a new feature where you can double tap the Walk key to stay locked in walking mode and you can toggle the shift manually to sprint. A simple tap of any Walk key will then disable it. Reduced the stamina regeneration rate by 33%. Due to the success of the test of the HMG environment penetration, we are now rolling it out for all 5.56/5.45 and 7.62 rifle caliber weapons. This practically means any primary weapon in the game, with the exception of the PPSH-41. The penetration varies depending on the caliber of the round (bigger being better) and what you are shooting at. Both damage and effective range upon exit is modified by the material. Time to consider if you are in cover or concealment from your attacker, as well as if you want to have a weapon with better environment penetration or not. G3s and 7.62 AKs are options in this case. 30mm AP projectiles are similarly able to penetrate the environment, and are particularly good at it. Beware, this is the first damage type able to penetrate the afghan tightly packed mud walls material. Deployable SPG-9s are now limited to 2 per FOB. Repair stations are now limited to 2 per FOB. All 5 ton transport trucks now hold up to 18 players instead of 13 Smoothed out the overheating penalty on emplaced and vehicle mounted HMGs. The punishment period is shorter but you will overheat quickly again. More viable for sustained fire and less crippling. Squad Leaders are now able to set 'possible' friendly FOB locations thru the SLs map Hex Menu as a green FOB icon for the entire friendly team to see. This should help facilitate SL to SL communication when relating to FOB placement. SL Hex enemy spotted icons are now red to bring it more consistent with items that expand or items that are placeable. Due to the success of Op. First Light Conquest and at the request of the community, Conquest has now been added to Gorodok and Yehorivka. All layers have been updated with all new vehicle loadouts. Depending on gamemode, faction, and size will determine how many and what type of asset is used. Increased head turning angle limits as passengers in vehicles Added a ton of interior decoration to the HMMWVs and in the back of the Technicals Systems Vehicle Handling has been dramatically improved. Force is now applied at the contact point between the wheel and the ground, rather than the center of the vehicle. Added N-Wheeled and Tracked Vehicle physics. N-Wheeled vehicles allow us to simulate any number of wheels, and Tracked vehicles allow us to simulate vehicles with tracks. The BTR has been moved over to N-Wheeled physics. Added the ability to climb obstacles by engaging Off Road mode (Default Key: Left Shift), which is useful in situations where you need maximum torque. The Last player to damage a Vehicle is now cached for 30 seconds. Any unknown or burn damage that is dealt to this vehicle will be attributed to the last damager until the timer expires. Any new damage will become the owner and reset the timer. Flipped Vehicles now attribute their damage to the driver. If there is no driver, it's attributed to the last damager. This means that any passengers that die due to a flipped vehicle will be counted as team-kills for the driver. Added an admin-only notification for when a developer or privileged QA member joins a server Added a Crash Reporter. Now, if your game crashes or generates a crash dump, a crash reporter will appear, asking you to send the crash to us. Please do, as this helps us find and fix crashes. Redid the way steering wheel hand animations are handled, resulting is a much better and more natural way to steer Added some physics to the vehicle as it transitions into its wrecked state after being destroyed Reduced height impact normal to try and reduce the amount of situations where players were being killed behind low cover. Content is now packaged into PAK files. This should reduce loading time and increase the security of the game. Tweaked player movement when going up and down stairs to be a little more deliberate Updated the Easy Anticheat SDK. UI Replaced the Scoreboard with a new design and added many new points of data to track your performance during the round. Added new Kit Role icons, replacing the old set Ammunition UI has been updated to conform to newer design standards Tightening some style elements regarding font sizes Restyled and reworked the backend on how Text Chat is rendered on the screen Added a new more realistic reticle for the BTR-80 KPVT Turret Added new icons distinguishing APCs vs IFVs (IFVs have a 30mm Cannon or greater) Added new icons distinguishing Tracked and Wheeled armoured vehicles Added new loading Splash image Updated loading QuickStart guide Tweaked radial menu button sensitivity to feel a better in terms of hovering over with your mouse (outer widgets were being selected too early when moving the mouse from the middle to the outer widgets) Removed old Ticket Counter and Round timer as they are now integrated into the new Scoreboard Optimised code for the Stamina and Jump bar, also adjusted the visual styling Updated Credits Audio New vehicle engine sounds for all new vehicles and also modified the existing vehicles Improved some bullethit impact sounds and flyby bullet crack sounds Modified distance sounds for some explosions Modified M4, AKs, SKS, KPVT fire sounds. Added burning vehicle sounds Added UI sounds Added music tracks 'Downtime' and 'Faith' to the Main Menu music playlist Maps Gorodok has been expanded greatly, with the addition of more towns, industrial complexes and points of interest. Yehorivka has had additional towns, map detailing and points of interest added. Adjusted map terrain lod levels to minimize distance warping especially on Kohat. Should reduce occurrence of floating players and vehicles. Added an array of additional compounds and ruined areas to Chora as well as fixing general bugs and issues. Optimization pass to reduce draw call overhead. Kohat and OPFL have been completely merged down to hardened maps (some minor final steps) should see increased GPU performance especially on low end machines. Allowed us to push foliage and grass draw distance out to more acceptable levels. Added Minsk Motorcycles on the Jensen's Range Racetrack, along with additional spawn points Improved behaviour of map borders on Sumari, Logar, Kohat and Chora. Adjusted scale of the Bridge on Kohat and improved its collision mesh to prevent players from falling through Removed all static Minsk 400 bikes from maps Updated Kokan lighting on PAAS V1 Added a number of additional compounds to Kokan Fixed a lot of doubled up static geometry occurring on some maps Fixed ammo crates on Sumari ITC from being in the ground. Bug Fixes & Optimizations Fixed super dark shading on the Militia faction soldier models Fixed odd player camera rotations while as a passenger in a vehicle Fixed a bug where the logistics driver wasn't getting points for dropping supplies off Merged a lot of deployable statics together, improving performance Heavily optimised the Weapon Cache mesh Fixed engine sounds playing the incorrect sounds on low settings Increased shovel detection zone size on repair stations. Fixed attachment of burning and destruction effects on vehicles Tweaked rocket trails and backblast effects Optimized footstep dirt effect Fixed a couple of issues involving shooting your own vehicle unintentionally with the turret gun on some vehicles Adjusted and optimised a number of vehicle wrecks Fixed chain-link fences, razor wire and regular wire fences to be penetrable Fixed collisions on a number of stone-wall statics Changed minimum required mipmap LOD bias to prevent .ini changes from making the minimap unusable Fixed collisions issue with destroyed vehicles bouncing around like crazy and colliding with players Fixed giving radial menu access depending on your deploy role instead of your current role Prevented unnecessary overlap events from firing on all vehicles to improve performance on vehicles Fixed an issue where dying due to bleed damage shortly after revive would incorrectly send you to wounded rather than dead. Fixed a bug where 'Use Inventory Switch Timer' config setting didn't persist across game restarts Started hardening passes on many of the older maps, dramatically decreasing draw calls. Will continue into A10 on newer maps as they become complete. Audited physmats to ensure penetration was enabled on all appropriate material types. Modding Exposed the following functions to Blueprint. SQVehicle bool IsValidSeat(int32 Seat) const bool IsSeatHeldByClaimingSquad(int32 Seat) const void EjectAllPlayers() TArray GetSeats() const*> USQVehicleSeatComponent* GetDriverSeat() const; void GetExitPoints(TArray& OutTransforms); AController* LastDamageInstigator void EjectPlayerFromSeat(int32 Seat) void RequestChangeSeat(class ASQPlayerController* Player, int32 RequestedSeat) SQGroundVehicle void SetEngineActiveInput(bool bNewEngineActive) void SetEngineBoostPressed(bool bInHasEngineBoostBeenPressed) bool CanToggleEngine() Fixed an issue where the OnSeat Events weren't being called in SQVehicle (Thanks SgtStryker) Added a 4-param event in SQSoldier, OnSeatChange(Soldier, Vehicle, FromSeat, ToSeat) for when seat switching happens on the client. The client only receives this event when a seat change event happens, not why. A player has entered a vehicle when FromSeat is null and ToSeat is valid, a player has exited the vehicle when FromSeat is valid and ToSeat is null. A player has switched seats when both FromSeat and ToSeat are both valid. FromSeat and ToSeat both being null is an invalid operation, and will never happen. Exposed "Wound" and "Die" to Blueprint. Note: These functions may fail in certain situations and the player may not be wounded or die. Check the return value to be sure if the call succeeded! Offworld Out.
  7. Hi Squaddies, As we're rushing to squash the last few bugs and tweak in some more optimisation improvements we want to get you, the player, as informed as possible on what to expect in Alpha 9. New Vehicles Reference sheet for existing vehicles Insurgents Motorbike Seats two people and is rather expendable. This tool will allow your scouts, spotters and ambushers to get to more places, quicker. With the highly anticipated mines and IEDs right around the corner, now is the time to practice how to get to the good spots before those pesky Americans or Russians do! These will also help facilitate Insurgents coming from every direction via Rally Points. Flank! Don't let the hill campers pick you off from the same direction! MTLB armed with PKT turret Looted from some old Soviet-era military bases and pushed back into service, it is now possible to see insurgents driving around in this lightly armed and armored personnel carrier. Do not attempt to take on any armored vehicles with this, as the PKT will not damage them. Use it for engaging exposed infantry and un-armed vehicles such as logistics and transport. The armour on this vehicle is rather thin, so at the most it will protect the occupants from light small arms fire and shrapnel. BRDM-2 The Insurgents have also managed to loot a few armored scout cars in form of the BRDM-2. As a scout car it only seats 3 people: a driver, co-driver and a gunner. The co-driver can see the world through a high powered 360-degree periscope to help spot targets and navigate. It features the same armament as the BTR-80, that is a 14.5mm KPVT heavy machine gun. It might even get some crafty insurgent improvements in the future. While it may look like a tank, it is not nearly as thick skinned as something like the BTR-80. Remember that it is a scout car! Militia Militia has always been intended to be a paramilitary faction finding a middle ground between the scrappy Insurgents and the better funded and equipped American and Russian forces. With this patch this finally becomes apparent in the vehicle department. MTLB armed with NSV This variant of the MTLB is very much like the one the Insurgents has access to, only this one is armed with a turret mounted 12.7mm NSVT heavy machine gun. The high rate of fire and the capability to take on lightly armored vehicles makes this quite deadly. In almost all aspects this vehicle is comparable to a HMMWV, with more passenger capability and better cross-country mobility. MTLB armed with 30mm cannon Militia finally got a heavy hitter. This is comparable to the 30mm cannon that the BTR-82A is armed with. While it currently only features armor-piercing ammunition, it is a very strong counter to any armoured vehicle the other factions can field. A glass cannon in the current ecosystem of Squad. BRDM-2 and BTR-80 With Russia now having access to the BTR-82A, we could finally give Militia a few BTR-80s and still maintain the contrast in capability between the factions. The Russians will still feature BTR-80s so be sure to check your targets before you open up! Militia also have access to the BRDM-2 Scout Car. Now you don't have to feel bad when you want the firepower of the BTR-80 but want to provide fire support rather than hauling infantry around the battlefield. Russia BTR-82A A heavier variant of the BTR-80, the 82A features the 2A72 30mm auto cannon and better crew survivability and blast protection. Its main gun will be loaded with 30mm Armor Piercing Discarding Sabot (APDS) rounds. While not overly effective against dug in infantry, we promise you that this will make very short work of any vehicles on the battlefield. It also has the highest penetration value of any form of ammunition in the game. So if in doubt, just keep shooting those walls! We are actively working to expand the array of weapons you can use in vehicles in future versions. So expect in the future different ammunition types, coaxial machine guns and smoke launchers. The crew survivability will also be more apparent when we also work on localized damage for future versions. As MTLB armed with NSVT or 30mm cannon No longer a front line vehicle by any means, the MTLB can be seen on the Russian side in Squad when missions involve non front-line scenarios, as well as functioning as an intermediate set of vehicles on light maps where BTR's are too high profile. Ural 4320 The Russian faction has had its truck fleet updated to the 4320 variant of the Ural. While nearly identical in appearance, this variant features a slightly different front end, markedly different interior and a better performing engine. US Army Stryker ICV A highly protected, highly mobile troop carrier, this vehicle is highly resistant to .50 caliber and 14.5mm fire. Comes equipped with a .50cal M2a1 Browning mounted on a Remote Weapon System (CROWS). Do not attempt to take this on unless you are wielding a really big gun or are coordinating your attack with other ground forces. Forward Operating Bases Update Big changes has arrived to how Forward Operating Bases function. We are finally moving towards the intended vision of the FOB. The Radio is still the hub of the FOB, but no longer a spawn point. You will have to now construct a spawn point near the radio. This spawn point offers limited protection and the ability to be put in a different place than the FOB radio. These spawn points, "HABs" (short for HESCO Accommodation Bunkers) or "Hideouts", will be quite visible and have a large footprint. It will be substantially harder to hide a FOB in a bush, and it will need to be defended and fortified to ensure that your team can be reinforced. A FOB is now, more than ever, a legitimate objective on the map. Even though it is more visible, a single enemy will not as easily be able to take down an entire enemy FOB as he cannot kill every new spawn while also taking down the radio, unless the defenders have really poor placement of course. US and Russian "HABs" are 500 construction points, where the Insurgents smaller and lightly protected hideout is 350 construction points to construct. Militia's improvised bunker is 400 construction points. Currently spawn points are limited to 1 per FOB. Like all other "smart" deployables, the spawn point will disappear upon destroying the FOB Radio. It will be harder to rush with an offensive FOB deployment, and we encourage you to fortify the ground you take, using FOBs as a way to secure gained land without stretching the supply lines too thin. Speaking of supply lines, they are now more vital than ever to protect, as well as ambush. Consider using some of the lighter vehicles to escort or hunt down supply trucks. New Scoreboard A new scoreboard has been designed and implemented for V9! Now your scores can be broken down on a more accurate level amongst a variety of different metrics (in addition to also looking much nicer overall visually). Kit roles as well as a check for whether a player is in a vehicle or not also can be seen, giving players a quick glance at the overall game in one screen. Gorodok 4K Expansion Gorodok has joined the ranks along side Kohat and Yehorivka as a 4k map and there are now many new areas and objectives to contend for including industrial areas and an apartment complex. With the addition of new vehicles, a lot of the forests have been cleared and hills flattened to allow for more mechanized warfare. Yehorivka Improvements The landscape of Yehorivka has been filled out to include more and larger villages, an airstrip, an industrial park, and many more new assets from our environment team. We also gave Yehorivka a visual refresh as well, including some new lighting and autumn foliage. Changelog Gameplay Added a Heavy Anti Tank for Insurgents and Militia. This kit features the PG7-VR Tandem HEAT warhead launched from the RPG-7. You'll find that this is the most effective anti vehicle weapon on the battlefield. It is similarly very front heavy, so be sure to take your time to line up your one shot. The kit is team limited as well as squad limited, similar to how the Marksman role operates. Unlocks 1 slot per team at every 20 players. Squad size must be 9 to claim. Kit comes with 1 Tandem HEAT round and one regular HEAT round as well as an AKS74U as a primary weapon. Temporarily disabled the open/close driver hatch functionality on the BTR-80. The feature will return soon! An improved version of the closed hatch is available on the MTLB series of vehicles. (Thanks Mumble!) Added a new feature where you can double tap the Walk key to stay locked in walking mode and you can toggle the shift manually to sprint. A simple tap of any Walk key will then disable it. Due to the success of the test of the HMG environment penetration, we are now rolling it out for all 5.56/5.45 and 7.62 rifle caliber weapons. This practically means any primary weapon in the game, with the exception of the PPSH-41. The penetration varies depending on the caliber of the round (bigger being better) and what you are shooting at. Both damage and effective range upon exit is modified by the material. Time to consider if you are in cover or concealment from your attacker, as well as if you want to have a weapon with better environment penetration or not. G3s and 7.62 AKs are options in this case. 30mm AP projectiles are similarly able to penetrate the environment, and are particularly good at it. Beware, this is the first damage type able to penetrate the afghan tightly packed mud walls material. Deployable SPG-9s are now limited to 2 per FOB. Repair stations are now limited to 2 per FOB. All 5 ton transport trucks now hold up to 18 players instead of 13. Smoothed out the overheating penalty on emplaced and vehicle mounted HMGs. The punishment period is shorter but you will overheat quickly again. More viable for sustained fire and less crippling. Squad Leaders are now able to set possible friendly FOB locations through the SL's map Hex Menu as a green FOB icon for the entire friendly team to see. This should help facilitate SL to SL communication when relating to FOB placement. SL Hex enemy spotted icons are now red to bring it more consistent with items that expand or items that are placeable. Due to the success of Op. First Light Conquest and at the request of the community, Conquest has now been added to Gorodok and Yehorivka. All layers have been updated with all new vehicle loadouts. Depending on gamemode, faction, and size will determine how many and what type of asset is used. Systems Vehicle handling has been dramatically improved with the addition of N-Wheel. The ability for vehicles to climb obstacles has also been improved by having better traction on a per-wheel basis and also the ability to engage an off road mode (Default: Left-SHIFT while driving) which is useful for situations where you need maximum torque. The Last player to damage a Vehicle is now cached for 30 seconds. Any unknown or burn damage that is dealt to this vehicle will be attributed to the last damager until the timer expires. Any new damage will become the owner and reset the timer. Flipped Vehicles now attribute their damage to the driver. If there is no driver, it's attributed to the last damager. This means that any passengers that die due to a flipped vehicle will be counted as team-kills for the driver. Fixed an issue where dying due to bleed damage shortly after revive would incorrectly send you to wounded rather than dead. Fixed a bug where the driver of a logistics vehicle wasn't receiving score for resupply events. Fixed a bug where "Use Inventory Switch Timer" config setting didn't persist across game restarts Added an admin-only notification for when a developer or privileged QA member joins a server UI Added direct Squad-Leader to Squad-Leader radio communication via the Number Pad. Numbers correspond to the appropriate Squad number. (ie. Numpad 1 for Squad 1) Added new Kit Role icons, replacing the old set. Ammunition UI has been updated to conform to newer design standards Tightening some style elements regarding font sizes Re-styled and reworked the backend on how Text Chat is rendered on the screen Added a new more realistic reticle for the BTR-80 KPVT Turret Audio New vehicle engine sounds for all new vehicles and also modified the existing vehicles Improved some bullet-hit impact sounds and flyby bullet sounds Added burning vehicle sounds Added UI interaction sounds Modding Exposed the following functions to Blueprint. SQVehicle bool IsValidSeat(int32 Seat) const bool IsSeatHeldByClaimingSquad(int32 Seat) const void EjectAllPlayers() TArray GetSeats() const*> USQVehicleSeatComponent* GetDriverSeat() const; void GetExitPoints(TArray& OutTransforms); AController* LastDamageInstigator void EjectPlayerFromSeat(int32 Seat) void RequestChangeSeat(class ASQPlayerController* Player, int32 RequestedSeat) SQGroundVehicle void SetEngineActiveInput(bool bNewEngineActive) void SetEngineBoostPressed(bool bInHasEngineBoostBeenPressed) bool CanToggleEngine() Fixed an issue where the OnSeat Events weren't being called in SQVehicle (Thanks SgtStryker) Added a 4-param event in SQSoldier, OnSeatChange(Soldier, Vehicle, FromSeat, ToSeat) for when seat switching happens on the client. The client only receives this event when a seat change event happens, not why. A player has entered a vehicle when FromSeat is null and ToSeat is valid, a player has exited the vehicle when FromSeat is valid and ToSeat is null. A player has switched seats when both FromSeat and ToSeat are both valid. FromSeat and ToSeat both being null is an invalid operation, and will never happen. Exposed "Wound" and "Die" to Blueprint. Note: These functions may fail in certain situations and the player may not be wounded or die. Check the return value to be sure if the call succeeded! While we all eagerly await the arrival of two highly anticipated systems; the Animation System update and Inventory/Weapon system overhaul, we hope that you enjoy this content focused patch. Offworld Out.
  8. Read all about it HERE!
  9. Release: Alpha Version 8.9 Hi Squaddies, We're hoping everyone is enjoying the December holidays, and as an end of year present for everybody, we're doing a special Holiday Patch with a couple goodies and bug-fixes to keep you all entertained over the break. Localization Squad is now available in a variety of languages! From this initial localization pass we have Russian, Traditional & Simplified Chinese, Italian, Polish, Turkish, German and French translations. Big thanks to our community for coming together and helping to translate and input text for Squad in their native languages. Simply go into Properties when launching Squad from Steam and select the Language setting! SPG-9 Kopye Recoilless Gun The SPG-9 is ready for action! Emplaced or mounted to a technical, it is capable of firing High Explosive Anti-Tank (HEAT) rounds at velocities faster and ranges further than the RPG-7. However the gunner and weapon are extremely exposed when engaging the enemy, making this kind of weapon unsuitable for head-on direct combat, and more suited for hit-and-run tactics. 80 Player Servers The hardcoded limit for maximum player count per game server has been lifted to 80 players. This is because there are many servers out there on powerful hardware that can very well handle 80 players. The minimum CPU clock speed for servers wanting to get licensed for 80 players is 4 Ghz base clock. Servers not meeting this requirement will stay at 72 players or less depending on their hardware. Setting an inappropriately high player count on weak/old hardware may result in OWI revoking that license. Veterans Day Items Due to technical difficulties, the Veterans Day event items did not drop as intended during the November 11th event. As compensation for that, we're running the drop event again for these items until January 2nd. So to get these all you gotta do is jump into Squad and play for an hour to get these special weapon skins! Note that these are non-transferable or tradable. Changelog Assets Added the SPG-9 recoilless gun as a deployable for Militia and Insurgents. It is limited to 2 per FOB and costs 350 construction points. Currently this emplacement only has access to HEAT rounds (similar to your RPG-7) but it packs a bigger punch and it shoots it a lot faster, further and straighter. Each reload is 50 Ammo points at a FOB. Added a SPG-9 version of the technical to Militia and Insurgents. Losing a SPG-9 technical will result in a 12 ticket loss for your team and a 8 minute respawn timer. Each reload at an ammo depot is 50 Ammo points. It holds up to 5 people. Gameplay Changes The S5 rocket fired from the Improvised Rocket Artillery Technical has had a minor buff to its explosion radius. The ammo cost of reloading the Improvised Rocket Artillery Technical has been lowered from 300 to 250 ammo points at a FOB. Lowered the respawn timer of the Improvised Rocket Artillery Technical from 18 to 15 minutes. Militia Medics now has the AKS-74 as their main weapon rather than the AKS-74U. To further emphasize the mobility play style of the unconventional factions, as well as their light vehicles being a constant annoyance for US/Russia, we have lowered the amount of tickets lost on a DShK armed technical from 8 to 6, and lowered the respawn timer from 6 to 4 minutes. Added more seats to various technical versions to further increase the mobility of the factions using them. Added 2 seats in the back of the Improvised Rocket Artillery Technical. Optimal for bringing your spotters along for the ride! (Now holds a total of 4) Added 2 additional seats in the back of the Dshk Technicals- (Now holds a total of 5) Transport Technical now holds a full 9 man squad! Full on clown car. Logistics Technicals now holds a total of 5 people. Medics will be able to apply field dressings (bandages) 25% faster, both to himself and to friendlies. Medical treatment is their specialty after all. Unequip animations for medic bag, field dressings and binoculars are now 50% faster Map Changes Added a logistics Technical to Militia on Yehorivka AAS v2 to add extra flexibility to the way the Militia team wants to play the map or the artillery. Also replaced a BTR-80 with a Transport truck for Russia. Operation First Light now has logistics vehicle for both faction as an experiment. The US has one logistics truck but Militia has two logistics technicals. Added 1-2 SPG-9 Technicals across most Insurgent and Militia map layers where applicable. In rare situations they are substituting a Dshk Technical, but mostly they are an addition to the vehicle pool. Added Kokan AAS v2 with Russia vs Insurgents Added Kokan PAAS v1 with Russia vs US Added a Conquest Layer for Operation First Light, where the flags can be captured out of order. Both sides begin with 400 tickets and tickets are constantly draining at a rate of 4 tickets per minute per flag owned by the enemy team. Essentially the more flags you own, the slower the ticket bleed will be for your side. Bug Fixes Fixed an issue where the logistics technicals were delivering 1000 construction and ammo points rather than the intended 500 of both. Fixed two bugs that made vehicles a lot more squishy than they were in A7. Vehicles should be back to A7 survivability again. Fixed a bug where the burn damage to vehicles were up to 10 times higher than intended. Fixed an issue where all vehicles except for the BTR-80 were taking 30-50% more damage from rifles and HMGs than they should. Fixed Kokans AAS lattice not going double neutral Fixed Kokan repair and resupply point at Insurgent main base not working Fixed the Improvised Rocket Artillery Technical gunner's view being offset from the head of the soldier Fixed multiple issues which enabled you to kill the crew of armored vehicles with frag grenades and rockets. Now youll definitely have to rely on your HEAT rounds and your HMGs to deal with them again. Improved the SVDs set up a little bit. It was shooting a bit too low and a bit to the right before. It still isnt perfect, but it is better until we get a new system for handling sights. Adjusted the M72 LAWs sights so that is more useful at range. Taking shots at targets beyond 200m put the target fully outside of the ring in the sight, now that happens beyond 300m. Be aware that the projectile is slow and this adjustment has made it arc a lot, making it possible to overshoot a target at close range. Fixed player state of dead players not displayed correctly on the spawnscreen Fixed player state of players in vehicles not displayed correctly on the spawnscreen Fixed deployable ghosts of HMGs not showing the green/correctly Fixed weapons teleporting to maproot Fixed razor wire causing vehicles to go airborne Fixed server crash on round end if a demorec was running Fixed rare zombie mode bug on incap Fixed rare crash related to entering vehicles Fixed FOB radio sounds being too silent to locate FOBs Fixed a lot of bugs on Chora Fixed entering a vehicle with ADS causing sway inside the vehicle Fixed unable to kick a player from your squad if they have not spawned in yet Fixed being able to place assets on enemy FOBs Adjusted relative net update rates to address several issues with hit feedback Misc Added impact effects and audio to glass surfaces such as windows Added a unique map icon for both the Improvised Rocket Artillery and SPG-9 Technicals Camera now shakes when you fire an explosive rocket projectile like the M72 LAW, RPG7 or SPG9. Added new sounds for the M4 Rifle Added new way of handling rearming of vehicle weapons at a repair station. Before all magazines would instantly appear, now only one magazine appears every 7-10 seconds depending on the weapon. The above change allows us to better handle the Rocket Technical and Humvee CROWS 50cal weapon systems. These two now gradually fill up their magazine at a repair station. Rule of thumb is about 1 min for a full rearm of an empty vehicle. Humvee CROWS 50cal now has one big magazine of 500 rounds. Turret rotation speed limit now also applies to technicals IndieDB Awards Before we sign off, we just want to say that thanks to YOU, Squad is in the Top 100 on IndieDB's Indie of the Year! You only have a few days left to vote, but please spread the word and get those votes in. Offworld Out.
  10. Hi Squaddies, November is over, time to police that moustache and get your Christmas presents ready! In other news: What a great month it has been for Squad Modders. Alpha 8 of Squad is out and with it the new version of the SDK. In addition to this, the first community map was integrated into the game officially! Now, lets see what has happened since the last time we met here: Kokan by ChanceBrahh As the admin- and moderation team of the Community Modding Hub, we also feel quite proud of this. The first community-born map is now officially in Squads map rotation! ChanceBraahs beautiful recreation of Project Reality's Kokan is not only great fun for old-school PR players, but also a blast for new players! Congratulations ChanceBraah! Ocean/Water Material Tutorial by Axton We love our community because they are quite a helpful bunch of people, which not only produce great stuff, but are also never afraid to share their ways of work and help other creators with it! Like this tutorial by Axton on using the Community Ocean Shader from the UE4 boards in Squad which you can find on YouTube. Escalation 1985 Lets hear what the ESC85 team has to say about their latest endeavors: Reuters. 22nd October 1985. A spokesperson from NATO headquarters, Brussels, has told Reuters that NATO has ordered their armed forces to mobilise and deploy to battle positions in response to the Warsaw Pact nations build up of forces on its Western borders. Reserves are being called in throughout the Atlantic alliance, affecting hundreds of thousands. Washington has denied comment so far, but the president is rumored to address the nation tomorrow. Tovarisch, We are still busy building Escalation 1985 and have a few rivets and bolts to fasten before we are ready to reveal the grand vision, but the Cold War will be getting hot very soon. Check out a small video teaser they made on YouTube. Gunsight Peak by Axton Axton is a busy man. He does not only work on tutorials but also on his map Gunsight Peak. Its a 8x8km map featuring US and Russian forces set in a beautiful mountainous environment. Serene and Norfolk Island by The Flash The Flash is in the early stages of developing his map Serene. Its Eastern European based and has some nifty little tricks in its sleeve. Serene features a realtime Day/Night Cycle with moon phases and weather. Snow can also accumulate on the map and change the terrain. He does not only work on one map though, two are currently in development by him quite the busy bee. It is a 1:1 scale representation of an island off of the East Coast of Australia. 8x8km in size it is planned to be a loose representation of the island. Afghani Map by Hatton001 Based in northern Afghanistan and designed around a high risk, high reward gameplay with steep hills providing great vantage points but leave you vulnerable to fire with very little cover. The towns and the valley floor will create a sharp contrast by comparison with plenty of cover and concealment with the possibility of being shot from any angle, teamwork is a must in these close quarter combat environments. Iwo Jima by BillNye Based off prior Iwo Jima style maps, BillNye wanted to see how a beach landing would play out in Squad. It's designed to be an asymmetrical AAS map similar to Kohat v2, with the map ending if the final point on the island is captured. Hes hoping to reach a nice balance of overwhelming firepower with the BTRs and rocket boats for the RU Forces and many hidden random to a degree generated spawn points for the Militia. Civilian still life with tomato by MadMak.41 MadMak.41 is concentrating on the finer parts of art with his newest creation. Always fun, looking forward to future illustrations! Upcoming Improvement and Expansions to Modding As you may have read previously during the November 2016 Recap, there are many changes and additions coming down the line when it comes to the inventory components and systems including some light kit customisation. If not, you should definitely go check it out here. The current systems in place are the oldest in the developer's code base, created in 2014 for the original Squad prototype. This in turn means that the systems are very limited, especially for modders. Although achieving different things is possible, the developers want to create a more flexible and robust system that can lend itself to a whole lot of different genres of content. CoreInventory (name may change in the future), will become a modable platform as well as the groundwork for kit customisation. This is great as currently creating a weapon that has different equipment attached means it has to be a whole separate weapon Blueprint in order to function which is also tied to the animation system aspect which is receiving an overhaul - what this means for the player is a swift exit for having to swap a whole weapon when youre just using the UGL (M203/GP-25) and for the modders it means youll be able to create a whole host of unique weapons and attachments in a more streamlined manner! For the general weapon behaviour, youll be able to customise attributes such as Damage Gameplay Effects which are stackable effects that can severely affect the player and drastically change the flow of gameplay - this can be tied to suppression as well. Overall, we as modders can expect a LOT more exposed values and functionality to play with in the future. We will have a lot more freedom and create all sorts of crazy weapon types and not be limited to the original genre of Squad. If anyone is looking at sci-fi oriented mods, the SDK update that includes these systems once theyre complete will be an amazing toolset for you to use. Community Contributors We have quite a bunch of talented guys in our Community Modding Hub Discord server, right now were sitting at nearly 2,800 members! To honor those who have contributed their time and knowledge to create tutorials, guides, assist others in problem solving or even get their creations implemented in game we have now created the Community Contributor role in our Discord server. So thats all for this month, hope you enjoyed the read and are as excited as we are to see all this progress in the community. See you in the new year! Squad Modding Hub Management Team Out.
  11. We're still working on it, and will take this feedback into account
  12. Read all about the month of November HERE!
  13. Ammo belts disintegrating on fire is a visual feature we'd like to hit in a later development cycle, but regarding ammo hanging off characters AND being fed into the weapon.. that's quite a bit beyond what we want to achieve.
  14. Hi Squaddies! Happy Black Friday! Two Steam sales weren't quite enough for us this month, we also wanted to do a little something extra since Cyber Monday is coming up. So if you've been holding off on getting your Squad swag, everything in the Squad Merchandise Store will be 20% off on Monday, November 28th. As always, $5 of OWI's profits from each item sold in the store goes to Stack-Up. Dont forget, were also in the middle of Steam's Autumn sale so Squad is 35% off until November 29th. Between that and the 20% off Cyber Monday merch sale, you should be able to get yourself fully Squadded up for the holidays, gifts included. Offworld Out.
  15. Ready for another Steam sale? In case you or your battle buddies missed the Free Weekend and Veterans Day sale 2 weeks ago, Starting at 9:50 AM PST tomorrow, Squad will be 35% OFF! Sale runs from November 23 - 29. - Offworld Out.