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LaughingJack

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Everything posted by LaughingJack

  1. The Wrench - November 2017 Edition

    loving the new factions as well
  2. SDK; verify, rather than re-install

    @Smee: nope. the launcher insists on an empty folder and watching the rate at which i could copy back and forth the entire contents (69+GB) would have been just as slow as a reinstall. i also just found out that Telstra(IPS) has upgraded my allowance well past 100GB, so now i don't care however it would still be good to Verify after pointing to an existing folder.
  3. SDK; verify, rather than re-install

    This is mainly for the Devs. Due to my C: drive dying i've had to re-install windoze and consequently the SDK as well - all 38-odd Gig. - which sux some because now i have to re-copy all my work back into the Mod folder - ok, takes time but not so bad. Except that just after re-installing windows the windows update 'helper' helped by breaking windows, so i had to re-install again - this was just afte re-installing SDK and everything else. Even trying to point "Install" at the existing SDK returns an error that the install folder must be empty - so everything must be deleted before you can install. This may not be such an issue for those outside Australia and that's fine but here we have rubbish internet compared to the rest of the world - and it's a pita doing such big re-installs. So my question is this (and it may very well be an Epic's thing not OWI's, i get that but i have to start somehwere), is there a possibility for adding into the Launcher a way to point "Verify" at an existing SDK install so i don't have to chew through nearly half my 100Gb monthly quota and lose another 2-3 hrs in doing so? Cheers!
  4. SDK; verify, rather than re-install

    hmm. never thought of that. thanks @Smee, i'll give it a go.
  5. Increase HMG emplacement shooting Angle

    not sure @LugNut, but that sounds like the way to go.
  6. Increase HMG emplacement shooting Angle

    from using them in SDK: the 50cal is a sit-down-at-it type setup - so your character is naturally limited by the confined sitting position - but still has a wee bit too-narrow arc for my liking as well. the DSHK tripod is a stand-up type and so your character would have more freedom of movement because they can shuffle their feet around - in the SDK the DSHK can be used through ful 360deg. being able to adjust it's location/rotation after placement(+building) like @LugNut said sounds like a good idea - maybe a UnBuild>{rotate}>ReBuild cycle?
  7. Incorporation of Water into Maps

    well from what iv'e seen in vids the water planes look to be just that - a thin plane of water texture with no substance, sure it "looks" nice on top but ... - and the way water fades/disappears near the edge looks really lame - it looks like an obvious placeholder, kinda thing.
  8. Should not be able to blow up IED after dying.

    IED's & Satchels, etc., that are or can be remotely detonated, should all be culled on the death of the placing player. Claymores, Mines, etc., that are place and forget automatic firing, should not be culled on the death of the placing player. i don't believe that there should be any provision for passing/picking-up of the 'Boom-Button' by other players - unless you introduce weapon , ammo, etc., pick-ups off players and the ground, and retreval of non-detonated munitions type of system.
  9. Squad Roles: Discussion

    pub matches could easily do this on their own if it is within a good community - simply comes down to the regulars wanting to play like this all the time and encouraging others to join in. no need for extra complxity/systmes - just communal organisation
  10. Incorporation of Water into Maps

    buoyancy is not that hard to do from what i've seen so far (gunna be playing wi it ver soon) for vehicles (boats, cars, trucks etc.). we just need a decent water volume that actually looks and acts like a water body - rather than simple water planes which look sh1te.
  11. [Free Assets] British Asset Pack - Version #2

    excellent kit, really nice work <TwoThumbsUp>
  12. I kiss Grenade

    heheheheehheehhh, ohh sorry but that's pretty lol-worthy
  13. November 2017 Recap

    AAS gets some some lovin' w00t! ( totally missed this on the first read )
  14. How old are Squaddies? - Questionnaire

    47
  15. Video format for YouTube

    Hi all, I have looked at youtubes prefered format for vids but PowerDirector15 does not output like that - it's actually fairly limited, certainly compared to Vegas or PPro. Now i just did a vid for my map; the original capture ran out to 600+Mb and is clear and ok brightness considering the subect. when i churn it through PD15 it bloats to over a Gb - no good. so i tone it down, with 128KB mono audio and a Bitrate drop, it comes out at about 450+Mb (slightly crustier but ok), so not so bad. when i upload it to youtube though it ends up more crusty and darker, and dare i say slightly quieter. so; Q1. does Youtube crustify vids in general? Q2. what format (size, bitrates etc.) do you guys use? (i using 720p @ 25, 128KB mono, H264 as MP4) Q3. what total size would you expect for a 3-4 minute vid at my settings?
  16. Hacksaw Ridge

    yep! and still sour it wasn't filmed in 'straya with an actual aussie actor - cannot beat the original.
  17. Teamwork incentive

    whilst this sounds like a solid idea, i just wonder if it will cause issues with squads being to closely bunched simply because everyone in the squad wants the buff all the time. i also see how some might come to call it unfair if they're not quite close enough to thier SL, in a firefight, but the other enemy is and therefore garners a greater advantage. the 'proximity' is the real sticking point - i think it should be no more than say 5 meters, so that there is some form of offset for the buff, due to being a more compact target - there has to be Tit-for-Tat (not just Tit all the time, otherwise you end up drowning in boob ;P ). as Cpt Dirty noted, it doesn't reflect realism ... but then many things don't, so ...
  18. Function: Day/Night cycle - via Timeline

    i've noticed another thing that's a bit NQR. the lighting levels (the 'look') of the map is very different when PIE (looks washed out) compared to normal editing mode (looks nicely shaded). i have yet to remove the ToD to test without it. i will post screens later on as i'm at work atm.
  19. FIXED: this is now my Day/Night cycle thread - see below. Hi All, I'm having trouble making a SetPlayRate function from a Timeline. All the info i've seen so far says that all you have to do is drag the Timeline Component into the event graph, and make a Set PlayRate off of it. When i drag the Component in i end up with it wanting to make a basic "Set", not a node from which to add the SetPlayRate, I've even tried typing in set play rate whilst pulling off the link but it does not find any such function ie: it turns the Timeline Component node into the Set node - i should end up with a Timeline Target node from which i can create the SetPlayRate from. So, does SetPlayRate exist in the SDK? or am missing something/doing it wrong? < yeah, i need to GET before i can SET Any help much appreciated Cheers! .LJ
  20. Lets talk about Squad

    the things you said remind me so much of the old JO days you look like a pretty clever player, nice shooting. btw, what is that zoom wimdows for?
  21. Regarding v10 Staging Period

    geez there must be a lot of immature little turds out there. i also think you guys are overly worried about how bad it could get. i have a possible solution: the CaptureZone for the Mains will act as a universal protection zone (i kno it supposed to already). ie: you cannot die inside the zone, from anything, and the Zone boundry is set to cull any outgoing or incoming projectiles. this would stop any possibility of vehicle deaths inside the zone, stop any raping with external weapons, and stop turds inside from TK'ing.
  22. November 2017 Recap

    this update is going to awesome for the game - such great work from the evs. one question tho: will we get mouse steering added for all the vehicles?
  23. UPDATED 03/12/17: Pics in Flickr album.> https://flic.kr/s/aHsm5xsNcK Vid In Playlist.> https://youtu.be/T2FsUufDp2M Hi All, I have a passion for Joint Operations (JO). It was honestly one of the best games i have ever had the good fortune to play. This has lead me to picking up Squad, as it is the only game going-anywhere that offered so much potential for modding, and has even allowed me to dream of playing something resembling JO again. I will be doing a number of re-imagined JO Maps, following as closely to the originals where possible, and posting each in here with my progress and uploading a "Geo" and "Populated" versions. I hope that the maps i make will make their way into Squad-proper but even if they don't or are unpopular i am also creating these assets - as well as numerous others - for a hope-to-be-completed mod of Squad called, tentatively, Squad_JO, which will attempt to emulate the game-play and style of JO using Squad as a base game. Name: Dormant Volcano Isle (reimagined JointOps map). Location: some tropical archipelago. Size: 1x1 kM approximate. Teams: Blue v Red (Team1 v Team2). Gameplay: AAS (PAAS) - Infantry with mostly light vehicle support and suggest no 'artillery' or 'cas', etc.. Download link: no - WIP. Description: As described on the box - skirmish type AAS, only light vehicular support with possible (very limited) BTR level vehicle, emplaced weapons and defensive works at CP's, one each team owned CP's and two central (parrallel) CP's (4 in total - A, B, C, D). Additional: this is my first proper map (Iceland became a 'testbed' map ;P ), and is fairly small i know but i think with the right restrictions in place it will be a bunch-o-fun to play. This will be the smallest i make - all the others will be 2k or greater Screenshots/Media/Minimap: via my Flickr -https://flic.kr/s/aHsm5xsNcK *minimap is now up to date. Constructive help and critique is more than welcome. .LJ
  24. Will v10 ruin Squad?

    just my opinions. AAS in Squad is not proper AAS. There is no difference between the middle cap and last cap - simply the location of the cap - the rush can force the slug-fest just as well. I don't see how it inhibits your freedom at all, unless you choose it to. Disagree strongly. It is not a "strategy", let alone awesome. I'd be willing to bet that most teams would play the same coz-it-worked-last-time strategy onced Rushed, until it became unviable or well known - just like any other POI in any other game. "Because you simply love to death, the "Rush" meta, .... " I believe OWI's move is a good one.
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