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Everything posted by LaughingJack

  1. Indestructible walls and fences.

    well, the Player made 'fences' are actually a Deployable, not a Static object/asset - different things entirely. sorry, i couldn't decipher the OP.
  2. Coms through Headset? SFX Through Speakers?

    totally one of my pet hates too.
  3. Can bullet penetrate the ground?

    i would assume that any projectile is culled if they go below the terrain at any point (correct me if i'm wrong, anyone). @LugNut: this may be due to distance. just guessing here but sounds similar to my experiance with BFBC2 - being shot through the edges of things (such as rocks) when i was 100% confident i'm behind cover (not talking lag here). we experimented with Valparisio(bfbc2) and a particular rock that persistently let rounds through it's 'top' - taken from my POV i was in-cover and the shooter was only showing the top of his head (hat/cap), whereas from his POV his rifle and head were clear of the rock enough to shoot and could hit me. the problem, we think, was the LOD's and how they render/change shape at distance. i've noticed in the Squad-SDK that terrain that is at distance changes shape radically enough to produce 'holes' and gaps between the landscape elements - which means i might see peeps behind hilltops because the hilltop has changed shape form my POV.
  4. Keep dead bodies (cheaply)

    should be a player option (clientside graphics complexity setting). i don't want dead bodies all over the place, for the same reasons @Nightingale87 has mentioned above.
  5. a screenshot would help illustrate the issue.
  6. as Stom suggested; it's the players, not the game, that is the issue. love the poster, Fosty
  7. Cock Block Rush

    @v76 i've suggested removing the "field full of neutrals" a number of times as a fix for this problem.
  8. Alpha 11

    just gets better and better. excellent work guys
  9. The Wrench -- March 2018

    nice work everyone - great to see
  10. [WIP] Korengal Valley [Vanilla]

    is there only the one road through the entire map?
  11. Ghost Recon Wildlands

    rgr tht
  12. "Believability" of maps, realism

    Actually mapping is nothing like making an entire game. negative vibes, man. Again, not one person in here except yourself has said that making a map implies "make your own game", and Psyrus made no allusions whatsoever to that which you have stated, in quoting him. I would suggest, if you are really passionate about having fully realised "perfect" maps, that instead of complaining, you organise some reference material and submit it as a suggested-something another team/group, with the skills, can take forward. - oh wait, Psyrus already suggested this and, well ... Nothing is ever, or will ever be perfect - that's 'Reality'.
  13. "Believability" of maps, realism

    makes comment about P.S. and it's Lush foliage - but complains Squad has too many branches hanging from trees and enemies catching him with pants down - actually wants near-barren desert maps. actually, i think it's more like: Going into hotel room that is not organised and furnished exacty how you want and then complaining to the manager that he has not read your mind. no one said anything about building your own game - no need to perpetuate innacurate comments.
  14. totally get where you're coming from but, dare i say: PUBG is that game, Squad is not. - want BR? then play PUBG since it appears to do a good job of BR and already has the crowd. also: not within the Devs ideals (iirc)so ... modding! why does you name ring a bell with me?
  15. The Console Convert: Squad Beginners Guides and more.

    excellent vid! <TwoThumbsUp>
  16. "Believability" of maps, realism

    re: Belaya. so peeps have differing opinions - that's cool. my opinion is Belaya looks like it has plenty of options for moving around, which i value in a map. i would also second @Zylfrax791 and say that local State & National Parks (Australia) also have similar networks of roads - mainly for fire control and forestry maintenance, and is therefore totally "realistic", imo. @Vegetal. yes, i have seen, driven on, hiked along and camped nearby, countless areas like this over my lifetime and find it totally believable. Also; have you tried using the SDK?, or done any mapping before? - artistic skills work only until you hit the limits of what the engine is capable of. Fools Road does have an oddly lumpy terrain, i agree, but i don't know what it is based on or wheather it has been un-evenly scaled, or even what type of geology it is based on, so i can't comment on it's shape or how textures have been used on it. i will never attempt to make a map that copies Reality - i (and the tools provided) will only ever be capable of making things "Realistic" (i have another island map in the works, based on Flinders Island that IRL is 30+ km long, which is absurd for a game, so i'll be scaling it down to 4(or 8)km because i don't have time to get artistic with over 350 square kilometers).
  17. "Believability" of maps, realism

    limits to the 'realisticalness' of terrain stuff in game is purely down to the engine and how much effort you want to put into painting your terrain "realistically" and weather you want to use real terrain or make your own from scratch. from my experience with the SDK, terrain detail and realism comes down to the terrain polygon detail and how those polys are dealt with when changing LOD - i notice some pretty nasty LOD changes in terain sometimes and it looks terrible (hills popping into/out of shape), and the "resolution" you can work at when manipulating the terrain is not great - like 1 sq.metre - makes it hard sometimes. terrain painting is similar - how much time do you want to spend hand painting the terrain - even with splat maps there will still be quirky areas that need lovin to look even half good. oh, also: if we could have literal fields of grass 'n stuff (think of those lovely looking MegaScan images n'such), that would make a big difference (my biggest immersion breaker is seeing the extremely-flat ground texture through patchy ground cover - no ground tex yet actually looks like ground covered grass (etc).) - making a realistic terrain, even from RL reference, is very hard to do well. as for lots of roads: whats wrong with options? i'd have thought numerous raods to choose from would be a boon, so you're not forced along the same route every time?
  18. Commander position

    Commander: afaik it's coming at some point down the track (hava search, there are a bunch of threads, im sure) Weather: interesting, id like to see it in. i pretty sure they working on it - i believe we have moving clouds and snowfalls now. please correct me if i wrong
  19. Bunch of things I can't find the answers to.

    indeedilly! just wondering if i've inadvertantly made a change in a ruleset that's stopped them from being earned - so much stuffs to learn in here
  20. Bolt sniper role?

    agree absolutely - in all my years of gaming this is exactly how it is, and probably one of the fundamental reasons i hate the class so much, in any game.
  21. Bunch of things I can't find the answers to.

    This ^. I have asked twice now in Discord and had no replies so far. Can anyone help, please? This > from here: https://squad.gamepedia.com/Advance_and_Secure "Advance and Secure (in short, AAS) is the primary game mode in Squad. The objective of Assault and Secure is to capture and hold Control Points (also referred to as flags) in a preset order. Capturing enemy flags penalizes the enemy team and rewards you with added Tickets. The team who first runs out of tickets will lose." -- but it doesn't work this way, at least not for me - i cannot earn a ticket from taking an enemy Cap. Updated in the OP
  22. The little broken things

    yes, absolutely agree - i was just coming up with an un-killable situation to illustrate why i think the placeable repair stations are a bad idea, in general.
  23. Mod Integration With The Core Game

    From what i recall, the Devs would only be adding community created content into the Squad, base game, if it met thier level of standard (which will be pretty high, understandably) - and even then i would imagine completely at thier discretion as to what "fits" Squad, as a base/vanilla game. For example: Al-Basrah is i think the first map, made by ChanceBrah (hope i got that right), to be included. I, however, wouldn't expect my mod to be included because i don't have the time or level of skills to create really complex models (not atm at least), but seeing as how it's mainly about a gameplay modification, with a heap of added models/objects, that is somewhat divergent from Squad's style, i'm more than happy for it to be a standalone mod. As for the Devs improving ... i'm not so sure. That could be entirely dependent on what the actual 'thing' is - if'it's a low'ish level scripting thing then they might very well tweek it to better suit how they have the game doing things, but anything outside that i'd say no they probably won't. or i could be entirely wrong ;p