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What are you doing to get ready for this weekend's Closed Pre-Alpha access for Airborne and Commander backers?! I just got done cutting the grass in my yard. I usually do this early Saturday, but I didn't want to waste an hour this weekend and miss an hour of Squad. I also plan to stock up on supplies (food, drinks) on Thursday. I may not leave my house this weekend... And I'm ok with that.
Hard to believe I've been playing Squad for a full year already! A shout out to all my fellow CPA (closed pre-alpha) players! Remember the rough UI? Remember the sounds? Remember not having prone?! A trip down memory lane... I don't know about you guys, but I can't wait to compare Squad again in another year!
Litoralis posted a topic in AnnouncementsDOWNLOAD LINK IS LIVE ON THE PRE-ALPHA PORTAL. Week 4 Closed Pre Alpha, Stability testing and framerate gains, Build 1866, codename "Seven Weeks" Commander, Ranger and Airborne level Kickstarter Backers can Pre-Load the Closed Pre-Alpha via the link on the pre-alpha site within the next day or two, so check the pre-alpha site and the forums for the latest. The next session will begin Saturday 6AM GMT/Friday 11PM PST, and run for 72 hours until Tuesday 6AM GMT/Monday 11PM PST. They call it CPA for short, we're 28 Days Afflicted, Squad Medics baffled, Kickstarter fundraiser for further research has yet to slow down the progress. You say there are more out there trying to get into this war? Madness. Are they wondering what's new? Nothing. Everything. Filling out the maps, rebuilding of the movement system, bullet damage and hit detection being upgraded. Systems for gunfire sounds updated again, Auditory atmospherics being improved constantly. The updates we're working on are big enough we can not possibly push them out en masse, will take several updates to be made public. We've focused on hit detection again, effort spearheaded by RoyAwesome , the coders say it's time for public play test of this system. The Bonanza * Improved hit detection in high server load situations * Fixed a major performance issue related to animations (now in C++) Like Christmas in August * Added a portable toilet object * Fixed a major performance issue related to animations (some heavy math code was in Blueprint. It's now in C++) * Fixed breathing sounds not following the camera when leaning * Fixed several issues where stamina was being used when it shouldn't be * Added a bunch of ambient sounds for rivers and streams The Lands * Updates to Kohat * Fixed Kohat Conquest * Updated the south river of Kohat * Updated Logar with new rocks and fields. Also a gas station * Updates to Fools Road * Added better handling of full auto looping when shooting a single shot. The Tools of War * Removed the fire selector from the SVD * Added looping sounds for the M249, M4, and AK74 * M67/F1 Updates * Medic revive system iterations - internal Join Us as Ingame Admins It is at this time we ask for people to step up and help us help and the community, by volunteering to be ingame moderators to maintain healthy gameplay experiences for our CPA. Ingame moderator applicationFor troubleshooting assistance, please head over here: http://forums.joinsquad.com/topic/3052-troubleshooting-guide/ Follow us on social media: Facebook: https://www.facebook.com/JoinSquad Twitter: https://twitter.com/JoinSquad YouTube: https://youtube.com/JoinSquad
Litoralis posted a topic in AnnouncementsPRELOAD: http://downloads.joinsquad.com/Squad-PreAlpha-v3.zip Week 2 Closed Pre Alpha, Angle of Attack For Ranger, Commander and Airborne backers, Closed Pre Alpha (CPA) access is scheduled to open on Saturday the 1st of August, at 6AM GMT7AM London8AM Berlin1AM New York10PM Los Angeles (Friday night)4PM SydneyThe test session will run for ~72 hours until Tuesday 4th of August, 6AM GMT. We're angling ideas on how we attack coding and implementing various game mechanics, some of which are being tested on the fly as we're getting to variations we want to see in the wild. Should see the Devs online with you more this weekend, expect them to be better rested and on point. If we all picked up a thing or two last week, we hoping to see coherent squad based gameplay pick up a notch or two as people get more acclimated to the game. Frontpage of IndieDB.com! Download: The download will be available on Friday on the prealpha.joinsquad.com portal after you log into your account. Changelog - (Version 1710) Fixed tracers looking too smallFixed the server losing track of the admins after a map switchFixed a rare server crash when player without a valid login session joins a serverPlayer scores are now updated. Score additions related to kills are only shown after the player diesFixed ping being added together for the team and squad in the scoreboard. Fixed ping being incredibly incorrect. Increased the max length of a player name displayed ingame.Added a method to do full auto looping. This should reduce the stuttering when firingAdded a notification to the killing player (and admins) when a player is teamkilled. Fixed the Medic Icon being white instead of red when players were at 0-25 hpReplaced the sound for healing to be more realisticAdded Prone (First pass, many animation issues)Added a new splash screenFixed a bug where you could ride grenades into the airFixed an issue where bullets would collide with the gun and fail to fire. Fixed a server performance issue related to bullet creation Updated Kohat DayAdded Ambient Sounds to KohatAdded end caps to the bridge railingsAdded LODs to bricks and breezeblocksCrouch is now taken into account with stamina regeneration. Fixed the camera under the ground in Kohat DawnUpdated the exclusion zone fail reason to be more clear. Added Un-Cappable flags with a unique icon. Added a new flag capture widget for new flags. Players can no longer join teams if it would make the team unbalancedCharacter movement has been updated to have more weight and momentumAdded Kohat Sunrise, a new AAS Map set in a unique part of KohatAdded Kohat Conquest, an experimental Conquest mapAdded an Ironsights M4 Rifleman Kit Role for the US Army.Slightly tweaked bone damage modifiers. Weapons should perform a little better nowSmoke Grenade effect starts quickerUpdated tree LODs to decrease the popping on midrange systemsRemoved the sidearm from some kits that shouldn't have it (eg: US rifleman)Updated the medic icon to not fall off the screen when healingAdded an indication for how much health a player has when healingGrenades are now resupplied from the ammo boxAdded pain fields to barbed wire deployablesCorrected many physical materials on multiple surfaces, which should lead to less dirt explosions coming off of metal surfacesAdjusted dynamic lighting to have better profilesFixed many incorrect object collisionsUpdated Logar ValleyAdded some details to compounds on KohatUpdated ForestFixed physmat on insurgent soldier 2 headEnabled distance shadows on all mapsAdded Prone to the keybindings menu.Important note with shadows This week we have turned on the Unreal Engine's Distance Field Shadows. This lets us give objects up to a kilometer away shadows, but has a significant performance impact. We are taking steps the next few weeks to tune the shadow settings (which we believe may give us a performance boost overall), but at this time they are simply drop performance in exchange for extreme range shadows. Distance Field shadows are only enabled when on Epic settings. If you wish to turn these distance shadows off, simply set your shadow settings to High or lower and they will be disabled. From the Dev Team We want to thank everyone who has gotten us to this point, without your support and encouragement we don't know where we'd be, this is a dream come true for some devs, and an accomplishment after building up years of modding and educational background, training and work experience in the field for all. We are at heart all gamers first, even as we take on the responsibilities of bringing this Offworld Industries from a dream project being chased to our new daily reality. Distribution We have now distributed every Ranger, Commander and Airborne key. Check the email account associated with your Kickstarter or Paypal account, whichever you used to pledge to Squad during the Kickstarter campaign. Contact us at support at joinsquad dot com is you have not yet received your key. We are still 6 to 8 weeks out from distributing the Squad Leader, Clan 5 Pack and Clan 10 Pack keys. Capacity We will have plenty of servers available around the world, we'll have more servers on standby to boot within 10 minutes if existing servers are filled, and we're actively looking for ingame admins to help us maintain some semblance of order. Everyone in game will have spent serious time and money to get to this point, we have prepared ourselves and are preparing admin teams for dealing with the stampede to get online. Join Us as Ingame Admins It is at this time we ask for people to step up and help us help and the community, by volunteering to be ingame moderators to maintain healthy gameplay experiences for our CPA. Ingame moderator applicationRegistering Here's the lowdown: Login at prealpha.joinsquad.com and in game is case sensitive for username and password.We will lock down our development build and upload it Friday.When registering, there will be five links on the main page after you register: Ingame moderator applicationFeedback formBug Report FormLink to download new buildsLink to join our newsletterRecording and Streaming Gameplay Act like a decent human being and everyone can record and stream as they see fit. We believe in the power of the people, we fully expect you guys to record, stream, screenshot and write about your gaming experiences with us. The good and the bad, we'll take it as it comes. Please do report problems in our feedback form so we can tackle the bad before we leave CPA. However... Among many reasons for termination of your access to Squad IP, overt antisocial ingame activity for purpose of dissemination and/or distribution of video/audio/still images/written recollections of Offworld Industries video game Squad will result in immediate and permanent banning of your key and SteamID. If said video/audio/still images/written recollections are found online and can be associated to an account on our systems, Offworld Industries at it's sole discretion can and will ban keys and SteamIDs. Post your streams/youtube videos so we can all find them. Antisocial Activity Offworld Industries is aware that we all have off days. It's the nature of the beast when playing shooter games. We will take that into account when dealing with singular instances of disruptive behavior. That being said, we have a persistent reporting system attached to your SteamID, enough reports of disruptive behavior will result in bans of various lengths, up to and including permanently banning your key and SteamID. Be cool, and we're cool. Troubleshooting When installing a few problems can occur, here are remedies: Login at prealpha.joinsquad.com and in game is case sensitive for username and password.Visual C++ Redistributable Packages for Visual Studio 2013directx_Jun2010_redist.exe Chrome will detect the .zip file as a false positive, click the arrow then select "Keep"Unzip the game in a directory not UAC protected, so NOT in C:\Program FilesConfig files, logs and screenshots will be saved in C:\Users\[uSERNAME]\AppData\Local\SquadMake sure to allow firewall and antivirus access to the Squad.exeSome older routers require you to allow UDP port 7777 throughNot all resolutions are showing up in the Video options in game, type tilde ` to bring up console , type in as examples:r.setres 1680x1050wr.setres 2560x1440f f = fullscreenw= windowedb = borderlessOnly your default Windows Audio Input device will be selected as your MicMouse sensitivity is not always permanently saved when the game is restarted. please be aware. (this might be fixed before next weekend)Unofficial workaround to make SLI work: http://forums.joinsquad.com/topic/3145-unofficial-sli-configuration-for-squad/For further troubleshooting assistance, please head over here: http://forums.joinsquad.com/topic/3052-troubleshooting-guide/
First off, that was awesome. The sounds, the art, the mechanics.. everything is definitely progressing and it's nice to be able to see it as a player by experiencing it first hand. I'm going to write a quick bit of feedback and any aspects I believe are "issues". I'll try to leave out the repetitive and obvious stuff that everyone is well aware of and I'm not going to dive into telling you what your priorities should be! Let me start off by saying I experienced absolutely no technical issues the whole weekend. I got my email, sent the extra key to a friend, set up my account / profile, downloaded the game and waited for the accounts to go live / be activated. The game didn't crash once at any point and my performance was pretty decent. I had everything maxed but then I put the shadows down to MED to go up to a more constant frame rate. I also used VSYNC... it works pretty well for me. I rebound my voice comm keybindings and adjusted my mouse sensitivity without a problem too. The only problem I had was server side which was mentioned by several people on the forums during the weekend. Joined an empty server and was sent back to the main menu.. I'm not going to speculate on what I think it was but you guys had it on lock and fixed it in the end. That aside, there were a couple of "picky" things that are stuck in my head.. Suicide - I came across a few guys in a squad that were abusing the ability to commit suicide using console commands. Basically, they would send the SL behind flags to place an RP down and once they secured the flag they would instantly commit suicide and respawn on the RP. They also figured out that the respawn timer is shorter on the hideout / radio ("FOB") so they went with extra guys and set up behind the flags again which meant the enemy had no chance to counter the flag capture since the respawns were so short. This meant they could fully skip fighting the enemy and instantly start capturing the next flag. Building FOBs and RPs behind the front line is fine but abusing the console command to commit suicide in order to essentially avoid having to push the enemy back directly seems a little bit extreme to me and I'm well aware that some kits have grenades but that's the same concept. It was pretty effective too since killing yourself is much faster than having to run against a force of resistance.... anyway, the direct solution I can think of is just to make the respawn timer longer if the player commits suicide, maybe 15-30 seconds more than the regular timer. Having the option to commit suicide at this stage of development is a pretty vital thing so I won't suggest the removal of it but it shouldn't be something that can be abused to affect gameplay. Being an SL - I had a few games as a Squad Leader. It's fun leading and the communication aspect is shaping up to be great already. One bit of feedback I have for that is either for the game to "prioritize" incoming comms or for the players to be able to set this up on their own. Having people talk on Local, Squad and Command at the same time can be an extremely painful experience especially when the rounds are flying and explosions are going off. At the time we had 3 Squad Leaders and we were communicating with each other. Now, this was awesome as we were able to co-ordinate our efforts on different tasks but once Local and Squad channels started to become more active in the game I found it impossible to distinguish anything said. So what I suggest as a fix would be automatic channel prioritization. This would basically mean that if someone is talking on Local and then someone starts talking in Squad it would lower the volume of Local while Squad net is being transmitted. This would also be the same with Command being prioritized over Squad. Another fix would be for players to be able to set prioritization in their settings.. if someone doesn't necessarily want Squad net to turn down the volume of Local they could swap them or even go as far to the point where you can just set individual channel volume levels (similar to master volume and then a breakdown of effects, UI etc).I believe that's it from me. There's a lot of other things I've noticed but they have been addressed by others already which is awesome to see. Edit: Specs if anyone requires them. Motherboard: Gigabyte GA-X79-UD3 CPU: Intel i7 4820k @ 4.4Ghz GPU: EVGA GTX 780 SC ACX RAM: 16GB Corsair Vengeance Pro Silver, 2133MHz PSU: 650W Corsair Enthusiast Series, TX650 V2 SSD: 512GB Crucial MX100 (C:) (Squad is Installed on this) HDD: x2 2TB Seagate Barracuda OS: Windows 7 Home Premium 64bit