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Everything posted by LaughingJack

  1. Squad_JO. UPDATED: 11/01/18. see latest post. This is a proposed Game-Play modification for Squad, of the epic Novalogic 2004 game Joint Operations:Typhoon Rising (JO, JointOps). I aim to copy, as closely as I can, the game-play and feel of JO. This will be a free, not-for-profit mod - I am doing this for my personal love of JO, for the community in general, and "to see if I can". The end result will be entirely dependant on what things OWI allow us to tinker with after the SDK is finalised (release-finalised), and will also be dependant on the changes that occur in Squad over time as things are modified, added or removed from the base game itself. The mod will aim to recreate the classic and original AAS game-play style of JO and will mostly use Squad assets and elements, with some additional things added and some things removed or disabled from the base game. The mod will never, ever, incorporate Unlocks, Ranking or Achievements of any kind. <*> Rough Outline (wishlist): The mod will offer a slightly faster paced and open game play style with less of the RPG overhead that Squad requires from players. - It will retain the squad grouping system and all comm's as they stand. - I intend to remove (unless unable to) the Ticket, Stamina, Sprint, Claim, Deployable and Logistic systems/functions. - FOBs, HABs and Rally Points will be removed as they do not fit a purely AAS style and will thus be redundant. - The medic system will be mostly unmodified but bleed will be removed (unless unable to). Damage taken reduces hit-points, falling damage reduces hit-points. loosing all hit-points will cause Incap (revivable), unless sustained from a high fall, head-shot, knifing or being run over - these last will cause Death (requiring re-spawn). - There will be less Squad screen-candy (helpers) and the command rose will be greatly reduced depending on what functions are actually needed for the mod, although I will be adding some other screen-candy from JO. Media: As of yet there is none apart from my Assets and Maps - see relevant modding threads > http://forums.joinsquad.com/topic/28961-assets-jointoperations-themed/ & http://forums.joinsquad.com/topic/28867-wip-dormant-volcano-isle-vanilla-jo_mod/ http://forums.joinsquad.com/topic/30540-wip-black-rock-beach-vanilla-jo_mod/ Recruitment: None at this point in time, but I'll most likely have to put the word out for specialist help with some things eventually. <*> Current Progress: See Update posts. I am in the process of creating numerous easily recognised assets from the original Joint Ops game including; Maps(numerous), Statics (numerous), Vehicles (one or two), weapons (MP5-S at least) and game play and UI elements - these can be found (or eventually will be) in my threads in the modding forum (links above). This process will take some time to achieve as I am the only person working on this mod, by choice at this point, but will be spending most of my spare time outside of work and life-in-general on it. I do not wish to have to ask anyone else for help at this point in time as I think most of the things I need to get done I can probably do myself, however there may be some things such as rigging a vehicle/weapon or more difficult BP_'ing/scripting stuff, that I might have to call out for help on. <*> Finally, Thanks * infinity to OWI for providing such unheard-of access to their game and for encouraging us all to have a go. I know there is a lot of things that I have mentioned above that I am going to (hopefully) butcher from the basic Squad game and I do hope the Devs don't chuck-a-hearty over it, but they have opened the door of opportunity for me to "see if I can", and I do fervently hope to be able to re-create a resemblance to my all-time favourite game. GG's from .LJ
  2. FREE WEEKEND´s are out of control

    @Baumi seems every free weekend is "out of control" - pretty sure the same would happen to every single other game on the market, in some way. prolly got something to do with peeps wanting a taste without having to jump through the hoops of a training/tutorial requirement. Whilst the "we need training for newbies" camp has valid points, there has also been numerous peeps questioning the need for an obligatory, or required-to-play tutorial as it forces every person to complete it before being allowed to play. don't misunderstand me, i think tutorial type training could be a considered addition to the game - as an option. The problem, and i've posted this before in one of the other threads (ages ago), is that you cannot stop a n00b from being a n00b, regardless of the tutorial/training required to be allowed into combat. IE: forced training will not ensure a player will play the game properly or in the way it is intended to be played - it comes down to the individuals willingness to play properly, rather than being a n00b. The RL example i gave to back my argument up is: A driver can be awarded their licence to drive after completing training and testing, but this does nothing to stop that person from being a complete <insert expletive> on the road. IMO there is so much info out there - vids, community-made guides (which are excellent, i hear), etc. for newbies and interested players to peruse that a training/tutorial, in the game itself, may not be needed - but it would not hurt to add an optional one at some point in development (and it would be be very low on the priority list, methinks) for those that want it - besides all that, we already have a fully-fledged training ground built into the game, that can be used any time. I also agree wholeheartedly with @Zylfrax791 thoughts. my first experience in Squad was absolutely awesome due to others guiding me on how to SL during the game as i had virtually no experience - they wanted me to learn.
  3. V12 no ammo

    i hope there will be an option to switch off the Persistent Ammo in the SDK - not something i want in my mod, certainly not at this point.
  4. Weird graphics issue

    @extaa: i've seen this in the SDK for a long time now - dunno what's causing it tho.
  5. Squad_JO [game play modification]

    cheers @Serp403 & @Zylfrax791. Noice! ahh, something rang a bell when i was watching a vid of it - now i know why
  6. Squad_JO [game play modification]

    UPDATE: 03/11/18: stuff worked out / done (current SDK version) - Soldier: modified Movement speed and removal of Stamina. - Soldier: modified Roles and Kits. - AAS: using the standard AAS Gamemode(modified) - Turns out Invasion is a single-direction mode not bi-directional. - Tickets: now used only for counting the number of Caps owned, which also ends the game on losing all Caps(Tickets), and i assume the game will also end on Round Timer ending and display total Caps held by each team if not all of the Caps are taken. - Night-Day cycle: finished at this point uther stuffs - given up on making my own Weight-of-Numbers functionality due to the new(V12) spawn control now having something similar, with Spawn becoming inactive whilst enemies are nearby (which is what i was trying to achieve) - waiting on the next SDK update for this. - working on a Vehicle Allowance function, to limit the maximum number of each vehicle type on-the-field at any one time. - working on how to modify the Soldier Wounded State, to remove bleeds and simplify incap & death. - still working on a "universal" ammo crate that both teams can use; still few hiccups (read: SDK crashing). subsequently found out UE4 apparently does not like two of the same BP's put into one BP ( ), so i'm going to try overlapped and grouped - see if that works. main thing i'm still not so happy about is Shadows and Shadow LOD'ing (particularly on foliage) - hopefully the new(V12) lighting will fix things. Cheers! .LJ
  7. Walls

    definitely make your own meshes, if you can - this way you have full control over what they look like and how they function, and if you start making things in a modular way you can end up having only a relatively small library of basic 'building blocks' that can be used to make almost any larger structure(s) you need. as for scale: make everything 1:1 in your modelling program, and then find out what scale you need to use when exporting meshes, to compensate for UE4 using Centimetres, not ISO-standard Metres or Millimetres, as it's Working Units. i'm pretty sure 3ds has UE4-friendly options when exporting your .FBX mesh (i use Lightwave, so i'm not too savvy on 3ds) - for example, in Lightwave, working in Metres, i have to scale my meshes by 10,000%(no idea why but it works) before exporting (no UE4-Scale options in Lw) so they come out at the proper scale in UE4.
  8. AXL Attack, Explore, Logistics

    cool looking movie! Yeah, Boston Dynamics does some way-cool stuff.
  9. totally agree. excellent suggestion @FishMan could they be tinted/coloured the same colour as the fog, when the fog FX is occluding them, maybe?
  10. The Wrench - September 2018

  11. September 2018 Recap

    yep, pretty much.
  12. September 2018 Recap

    thanks fuzzhead. then can i assume that if the enemies leave the area then you can resume spawning? would players be dumped from the spawn and have to re-select it, to spawn at? thanks mate. what i'm aiming towards is a spawn point that only spawns a player every 10 seconds and will stop(pause) spawning while an enemy is close by and then resume spawning when they are not close by, and not loose the queue of players that were waiting to spawn. cheers guys!
  13. September 2018 Recap

    To clarify: Does "disabled" mean the Spawn has been turned OFF (losing/dumping the current Spawn Queue)? or does it "pause" spawning (keeping the current Spawn Queue intact) - i ask because i don 't know all the exposed control options for the Spawn Point, ie: enable/disable, active/inactive, pause/un-pause; that sort of thing. thanks heaps @fuzzhead
  14. September 2018 Recap

    So we can draw/show radii (circles) on the map now? very cool +1 +1 Granular? Is this Enable/Disable or Pause/UnPause? update looks so awesome
  15. A Bit of Merlin on Early Access Exit

    lols. this a great thread
  16. cc// Crack Clan TV

    yeah, great vids! very well done <TwoThumbsUp> love music too!
  17. [WIP] Mogadishu Map (Black Hawk down scenario)

    hey @Xx-RAGING-DEATH-xX ....
  18. suggestion Concentric circles

    sounds like an interesting idea Smee. if they work out how to Draw 2d circles on the map, i'd love to know because i also want to use them for Cap Boundary marking, in my mod. (atm, afaik, UE4 can't draw circles)
  19. Bring Back v9 Hit Reg

    well a couple feet, yeah, and it most likely extended up to full Capsule height (assumption). yes this is an obvious glitch, i totally agree, but definitely not a 'hit-reg' issue though - it's registering quite well, your 'nade bounced back. neither were "head-shots". i agree with Dundish and TheRed above. the problem here is calling them as head-shots when they clearly were not - your bullets would have to pull left by ~100mm over that distance to hit his head. anyway, two to the neck+/or shoulder - he's prolly pretty phark'd i won't comment on the other two as i could not make out where the shooter was, the vids are of average quality and very short. however the 'through the wall' one sounded like from hard left (ie: beyond your peripheral at the time) - to me anyway. you must have a pretty good run most of the time though, considering you have only posted a minute or so's worth, total footage from what, many, many hours of playing? compared to BF's and BF:BC2, this game easily appears to have far better hit reg (my POV). PS: has anyone read the "Boom - Headshot" paper lately? i know it's prolly outdated to some degree by now but it explains quite succinctly how latency works, and all that stuff - well worth a read. (please: anyone know what i'm referring to? is it still relevant to modern engines?)
  20. [WIP] Black Rock Beach (Vanilla & JO_mod)

    Hi all, Just started on the next Joint Ops themed map. This one is Black Rock Beach, a long time favourite i'm sure. I have just finished painting the terrain and applying the foliage and they are now done unless i have to move things - you never know instance counts at the side if you're interested - and that's not counting all the GrassType foilages either UPDATE BELOW Map: Black Rock Beach Size: 3k x 3k Gameplay: AAS for Squad vanilla and for the JO mod. Plenty of room for mixed forces. Pics @ my flickrz > Cheers! .LJ
  21. [WIP] Mogadishu Map (Black Hawk down scenario)

    looks far more interesting than the original BHD map
  22. [WIP] Black Rock Beach (Vanilla & JO_mod)

    @Psyrus, @Gatzby here's a link to a vid showing the problem. > from left to right i have Scrub Bush, then small-to-large Oak Trees. it looks like shadowing not being applied correctly/evenly. no idea what's causing it or how to fix it. tried but couldn't remove link to you Gatzby, soz.
  23. [WIP] Black Rock Beach (Vanilla & JO_mod)

    i know it sux . can't work out what's going on with them - they're Squad stock. i wouldn't mind so much if they didn't turn so bright. they seem to receive shadows later than the bigger trees behind them. my biggest disappointment with the engine so far is Shadows, particularly when everything else looks so good. i know Oxygencube did that vid on lighting but i think the devs should revisit doing some basic setup stuff for the next iteration of the SDK, particularly around lighting again, but also things like asset-loading in maps versus performance, etc. - a basic set of guidelines/rules we should be following, sort of thing, would be very helpful.
  24. A better tactical map

    @Guan_Yu007: (from my POV) actually it's nearly impossible to tell an elevation using the current map type. all you have is shaded terrain - no actual elevation data. I think what you really mean is that you can see that there are bumps and dips on the map, which helps with locating yourself spatially, but you cannot possibly discern specific elevations, or differences between them - if you can i'd like to know how. also, having contour lines actually shows the true terrain form in a more accurate way that is not at all difficult to learn and requires no estimation or guesswork - if i could learn how to read topo (topographic) maps in Scouts when i was a kid, then it can't be too hard, ay? PS: topo maps can also have 'shaded' terrain, for those who struggle with standard topo. Topo maps would be my preference as well - with a "satellite" view for those that can't/don't read topo.