Jump to content


  • Content count

  • Joined

  • Last visited

Everything posted by catbref

  1. In light of many threads about FPS and hardware specs, would it be an idea for devs to improve on "stat.unit" console command to add detection[1] and logging of bottlenecks? e.g. When stat.unit is active, a message could appear in the server/team/squad chat area along the lines of "Bottlenecked by CPU", rate-limited to one every few minutes or so? Crucially, when bottlenecking occurs, especially via GPU, the server, map and player's attitude (x/y/z) could be logged and (optionally[2]) uploaded to devs who could collate the data to help pinpoint map areas causing undue lower performance for subsequent review. Some people already know how to interpret the output of "stat.unit" so why not automate this for suffering players using already available data and some additional code to an existing command? 1. i.e. interpretation a-la this thread: 2. can't remember if there's a settings flag for "opt-in to sending logs/performance data to devs" already
  2. Just did a search and came across this thread quoting UE themselves suggesting that 372.90 is the best driver version: http://forums.joinsquad.com/topic/26617-optimal-nvidia-driver-for-squad/?tab=comments#comment-288272 I'm on 368.81 and wondering if anyone has made the jump to 372.90 who could report back?
  3. When I play some maps I keep seeing these white gas canisters but sadly they do nothing when I shoot them. Even worse, hiding behind one can protect you from bullets! (Did search for ages but couldn't find pic, sorry) Could an exploding version be implemented? Hoping this would add a bit more realism/tactics and also a bit more 'fun' in the gameplay sense. I'm sure we've all seen movies where someone can't shoot at their target direct and so change the situation by shooting a fire extinguisher? Obviously exploding would be a one-time action during a round as respawning a gas canister doesn't really make sense. Maybe only some of the canisters could be explosive, even randomized each round. Some could explode, some could emit 'gas' like a thinner, whiter smoke grenade. Other items could also lend themselves to being made interactive. This isn't really in the same league as destructible buildings which I think the devs said aren't going to happen?
  4. I vaguely remember the devs saying "destructible environment" was a no-go because of the extra load too. But I thought maybe small objects, like gas canisters, would be OK, easy and low-load. After all, it wouldn't be that much different from a wrecked vehicle blowing up, if not actually using fewer game resources. (Vehicles have more physics, flags like 'can player enter this?', etc. to swap out when blown up)?
  5. And/or mix in some blue, which is what they do for traffic signals in some countries.
  6. 100 man server. CHECK!

    In light of newer CPUs released since the last 100-player server was spun up, has anyone tried this again with newer kit?
  7. Anyone here gone from 4790k to 7700k?

    Something to be aware of for those with i7-7700 CPUs: http://www.theregister.co.uk/2017/05/04/intel_i77700_heat_spike_problems/
  8. Fobs and HAB's

    Isn't this almost like it is in PR anyway? If you consider the FOB radio a marker then in either game a logi truck has to supply that point so people can dig a spawn point. The crates in PR are pretty much the only difference. Maybe the devs will even add those when they put in transport helis.
  9. Release Alpha 9.1 hotfix

    Sometimes when squad members are in vehicles they are shown in white in squad member list (no vehicle marker either) and listed as "dead" on the player scoreboard. Also some squad members (possibly only squad leader) are shown in white in squad member list when they're incapacitated but haven't given up (should be shown in red) v.9.1.215 I think
  10. When they putting in aircraft

    Coming from P.R. I'd love it if they added the whole suite of aircraft and complementary vehicles, kits, deployments. I think it adds a whole extra layer of game depth.
  11. Release Alpha 9.1 hotfix

    Did you revert a recent change to the server browser? It seems to have gone back from "72/72 +8" to "72/80 (8)" Former quickly shows server is full (for normal players). Latter gives impression that there are free slots maybe leading to complaints on forum about not being able to join. (As an idle aside: Do failed connection attempts add that much load to a server?) I know wait queues were mentioned, and possibly pencilled in for a future version, but can we have a visual aid to quickly tell full servers please? e.g. greyer text colour for full servers thanks -- This post complies with the obligatory question/moan/request format
  12. Just make SQUAD like Project Reality (2)!

    I really thought Squad was essentially a rewrite of PR using an updated engine so the Squad devs, who mostly used to be PR devs, could escape BF2 engine bugs* and limitations, plus add new features like sticky IEDs and helicopter drop-ropes. Also, coming from PR I agree with point (1) above, including dying from having a crate dropped on your head! Good to hear the devs might eventually get to that point. I guess the current FOB build point value (top-left of screen when you're near a FOB) will reflect what's left in the crates. But which comes first - crates or helicopters? [*] "No creating squads before 1:30!"
  13. Squad freezes when starting up

    there's a workaround: start Squad when man-throwing-grenade animation starts, do CTRL-ALT-DELETE select "Task Manager" in "Applications", right-click on "Squad" and select "Minimise" Squad will change from "Not responding" to "Running" Wait until background music starts (after a brief pause of about 20 seconds) Click on Squad icon in taskbar or maximise or whatever Play! I have to do this every time I launch Squad. There's another thread about it somewhere but I don't know what the common factors are. I have an i7 CPU and a GTX960 GPU running Windows 7
  14. Quick and simple thread: Back in PR we used to get messages pop up like "Team damage!" or "Team vehicle damage!" if we accidentally shot a team-mate or our team's vehicle. Also teamkills would scroll up the screen too for everyone to see, including the killer and the victim. Can we have this for Squad? As far as I know only the server admins get to see this info right now. With all the server warnings about "you will be banned if you TK" and "always apologise in chat if you accidentally TK" it would certainly clarify things as I don't see any current way to know if you've TK'd someone unless they accuse you! I had someone accuse me of TK'ing recently but I'm sure I didn't as my spawn timer was under 40 seconds right after I died. If you TK it's over a minute, right? Just hoping it's a quick feature to add and might help reduce accidental TKs and arguments on servers! (I play as medic a lot but "Hippocratic oath mode" might be a bit extreme)
  15. Stuck at initial loading screen!

    There was another thread about loading issues you might want to search for. If you're having the same issue as me, then Squad hangs just after the loading video has finished, on the keyboard hint screen. The three blobs in the bottom-right don't animate. The only way I can get past this is to hit ctrl-alt-del during loading animation, start task manager, right-click on Squad in the list then chooce "Minimize". The status goes from "Not responding" to "Running". Once you hear the main menu background music then you can maximise Squad again and all is well. If you're experiencing the same as above then maybe post your GPU model and driver version?
  16. Games won or lost in the 1st 5 minutes

    I've been in games where the initial logi truck rush squad has been wiped out, leaving the logi truck so far away that it's essentially out of play for the rest of the round which is then a disadvantage. Another idea to throw into the idea ring: Dropping supplies on a new, inactive FOB only reduces the timer by 2 minutes (as well as increasing supplies). This prevents insta-remote-spawn and gives the other team time to find that "logi truck sound I just heard" and wipe out the FOB before it becomes an issue.
  17. Maybe instead of us all posting our specs and FPS would it help if there was some sort of profiling telemetry sent back to the devs? Would that help isolate spots on maps where the FPS plummets or sections of code that need tweaking? Perhaps the devs could then respond with feedback about which settings are asking too much of GPUs/CPUs? Or even the game itself could hint/suggest graphics settings that are more appropriate to a user's hardware? "Turn on 8x MSAA? Your settings are writing cheques that your hardware can't cash"
  18. Squad is set to full-screen mode. I don't have ShadowPlay. No "bUseDesktopResolutionForFullscreen" setting. Before the most recent update to 8.9 Squad run crash the first time, I'd use task manager to kill it then the next run would be fine. Now it's broken every time unless I do this: Next time I'll try deleting the ini files and report back
  19. 100 man server. CHECK!

    A year after this post, now that we're seeing 80-player servers, is the above statement still true? Are servers still mostly limited by maximum single-core speed? Is the bottleneck in the UE4 engine?
  20. The Weapons Thread!

    Why is the trigger tied back like that? Can someone please explain?
  21. How to reproduce: As US soldier, select grenadier kit then smoke launcher (via mousewheel or key '4'). Now select a different colour smoke. Solider lowers gun, flicks down launcher sight, re-raises launcher sights, raises gun. Ammo indicator is all screwed up: shows 2 out of 4 used when there are only ever 2 max. smokes (red/blue) Also you can't fire but have to reload first, even though you changed smoke colour. (Reloading also fixes screwed up ammo indicator) What I think should happen: smoke reload animation solider ready to fire with newly selected coloured smoke grenade Extra bonus points: different reload animation for each colour showing colour-coordinated canister being inserted as feedback that you selected the colour you intended to [edit: I'm a moron and didn't see the general v8 feedback thread]
  22. Post your experiences of adapting to Squad from playing PR here! I finally bought Squad about a month ago after playing PR for maybe a year or so. Squad seemed to have all the same PR aspects like FOBs, vehicles, squads, etc. I have to say I'm struggling somewhat so wondering how other PR players have coped with migrating? In Squad there's so much more STUFF on the map landscape that I never seem to spot any enemies until they're about 20m away - is this normal? Is the new game-play to slowly creep up and hide until you spot something moving? Having names floating above soldiers is a big help as it takes a while for me to work out who is friendly or not on some maps (e.g. Russian vs Militia). Doesn't seem to be a way to tell if someone is dead on squad list or map. Lots of comms of "I'm down" and "who is down?" and "are you down?" Definitely got to remap some keys as I'm used to pressing CAPSLOCK to get team/map info up. Any suggestions on good key remaps? I'm using a GTX960 connected to a 2560x1440 monitor on mostly "epic" settings (they seem to be the default). Thanks for listening and I hope this post doesn't get me auto-kicked from squads for being crap!
  23. I have a similar setup to you: CPU: i7-4790K @ 4.00GHz GPU: GTX960 4GB but in x4 PCI-e v3 slot RAM: 16GB DDR3 @ 1600MHz Resolution: 2560x1440 Settings: default - seems to be Epic nearly across the board FPS: 20-30 Right now I seem to get around 20 FPS, maybe 30 at a push. Can you post more info about your BIOS please? A motherboard make & model would be ideal.
  24. Reporting back with what I found useful from this thread: remap some keys - particularly the map overlay. I used the TAB key for this purpose as my mouse has few buttons lots of practise. There was a server that ran the same map 24/7 which helped me get used to a lot of the game (the enemy clothing, guns, etc.) without the extra overhead of it all changing every map. Several hours on this one-map server really helped. Would recommend for anyone coming from a different, but similar, game. adjust video settings as it's harder to spot movement if you're only getting 10 FPS! There's a handy 'console' command to show FPS: hit the console button (usually mapped to ` backtick) then type "Stat FPS" In retrospect even though Squad is very like a "PR version 2" it's also a new game in its own right so I guess generalised advice is all that matters rather than specific "from PR" advice that I thought would be more helpful. Hope this helps someone else... /thread?
  25. Netcoding is off ???

    I'd be interested to see posts from server admins about bandwidth and CPU usage along with their tick rate setting.