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      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
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      As per §1 and §2, keep in mind to be respectful and reasonable, not only towards all users of the forum, but also towards the Squad Team and towards any ideas and content and the game itself. Criticism is welcome, but if it is not constructive and/or if it is offensive, the Moderation may need to step in. Please refrain from posting if you are upset, angry or drunk, or you may be punished for things you wouldn’t have otherwise written, which is not in anyone's interest.   §6 Language & Legibility
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      There is a Post Report system in place. If you notice a post that violates forum rules, simply use the exclamation mark icon below the users avatar image to send a report to the Moderation. We will then review this post. Your report will not be made public and cannot be linked to your person by anyone outside of the Squad Team. You will not be punished for using the Report system even if the report was false, unless you repeatedly abuse the system to spam it.
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Found 56 results

  1. Whitelisting Results

    Greetings Squaddies, We've had a lot of response to the whitelisting mod voting poll that was thrown out last Friday. The results are pretty clear: Out of these five mods, your clear favorite one is Squad Ops HC! We can see that there was also lots of excitement about Defend the Dome and Pischiv. Maybe they'll make it the next time! Along with the two mods already chosen by OWI for our first cycle of whitelisting, namely the map Harju and the gameplay modifications from Squad ProMod, SquadOps HC will be playtested during our first official whitelisting playtest. Since the holidays are about to start, we had to prep for Beta 18, and the modders need more time, the playtest will be scheduled in the week of January 6th. Thanks, everyone, for voting! We're very excited to see our first whitelisted mods not too long into the future and also curious to see which additional mod whitelisting applications we get for our next cycle. Have a great holiday! OFFWORLD OUT.
  2. Modding suggestion

    I've said this before somewhere along the way i am sure. I'll say it again. Can we dispense with the Super Troopers and all this space bullshit mods please. There's other game companies out there that already do it, and way better. Not knocking the talent of the creators. I'm just saying that people play Squad for a reason, and shooting aliens isn't one of them. My dream before i'm lowered into the ground would be mods. #1 Vietnam Mod. Jungles, hooches, tunnel systems, trip wires, claymores, napalm, booby traps, rivers and river boats, valley's. chopper insertion....."Drool" Done via the Squad game model. Glorious! #2 Special Forces. Like the old America's Army 2.X Night vision, suppressed SF rifles with under rail 203's, laser sights, acogs, flash bangs, zip tie soldier capturing. My wet dream..
  3. Hey squaddies! We’re pretty excited by the release of Modding 2.0 and we wanted to share a little more about what that means. First and foremost, it means that the Canadian Armed Forces mod is going to be released in the near future as free, official Squad DLC. That’s right: you will be getting a new faction soon, completely free of charge, no action required. O, Canada! CANADIAN ARMED FORCES The arrival of CAF marks our first step towards including community-created content into Squad. This free expansion adds additional weapons, vehicles, and more, giving one of the world’s most well-known armies some well-deserved spotlight. Additionally, the update includes two Canadian maps, Quebec and Nanisivik, featuring snowy environments built for intense combined-arms combat. Be sure to join us later today at 1 PM PDT on our Twitch channel for more information, featuring special guest host Matsimus: https://www.twitch.tv/joinsquad INTRODUCING SPACE CREW To show off what Modding 2.0 can do, we’ll be showcasing a total conversion mod inspired by classic sci-fi thrillers: Space Crew. Players take the role of a Survivor who must work carefully with their team to solve puzzles and survive. Make a wrong move and they’ll become prey to a menacing creature known only as the Raptor. Space Crew is available to play later today by subscribing on the Steam Workshop or joining a server running the mod. MODDING 2.0 FEATURES We’ve added a variety of upgrades to our modding support to make building, finding, and playing mods a better experience. In-game downloads. Just connect to your favorite modded server! Whitelisted mods included in the official server list. (More information coming soon.) User interface improvements, including filtering for modded servers. Priority listing for whitelisted mods during the weekend. ("Stickied" servers.) OFFWORLD OUT.
  4. Squad SDK Update

    It’s here! It’s here! The Squad Editor has been updated. This means modders can start bringing their mods back online! A client-side patch will be released at a later date to update support for players. If you’re just getting started, be sure to join the Modding Hub Discord. It’s a great place to get your questions answered by the community and OWI alike! Our Blueprint Developer Renn has prepared a quick introduction to some of the changes. He’s currently producing a follow-up video to help folks with the update, fixing bugs, and redeploying with the new Editor version. Stay tuned for that as soon as it’s ready. =) Edit: It's ready!
  5. Maybe some of the devs or modders find this useful...
  6. This might be the wrong place to ask, but I'm new to the forum. I subscribed to the Troopers mod, and restarted Squad. When I go into squad and click "Modding", the Troopers mod shows up. But I've tried joining a troopers mod server in Custom Servers, and it says I need to have the Troopers mod downloaded. Help me please.
  7. [Mapping] Lighting Your Map

    Hey all! Here is the YouTube of the lighting stream I did on Twitch. Hope this helps somebody! Resources: Lighting Trouble Shooting Guide ( https://wiki.unrealengine.com/LightingTroubleshootingGuide) Cheers! ..oxy..
  8. Squad SDK

    Anyone know when the 12.1 version of Squad SDK will be release?? because now there is no mod working.
  9. Hi there, Long time lurker,first time poster in this section. I would appreciate some more knowledgeable people here,or an Admin/ Offworld-Dev to answer a couple of questions regarding creating a map/mod for Squad. I'm a Environment-Artist in the industry in daily life,and have been for 10+years or so. I really enjoy Squad,and I'm planning on creating an environment/ map/mod for Squad that can be used by all,however i have a couple of questions in regards to the creation of it: -Modding 2.0: -Will the modding 2.0 SDK be based on UE 4.16.3,or are you guys migrating it to 4.20.2? Reason i ask this question is,since 4.16.3, a lot of new features have been implemented,and would be very beneficial to use. The answer to the above,might be a reason for me to withhold the actual creation of my environment for this moment,and await the new version of the SDK. -Will the new SDK have a more standardized folder structure ,and have a general cleanup,since at the moment stuff is all over the place. -Will the new SDK have mods setup as their own sub structures, so people can use can use levels,sub levels,or are we bound to a main folder structure? -I know Modding 2.0 is close to finished,and i'm not expecting exact dates here. However a ballpark bracket would be nice(days/weeks/a month?) -Current SDK: -Do i have to use the content that comes with the Squad SDK,or am i free to create my own: -Substances/Textures -Meshes -Blueprints -Lighting -Material Functions/Materials -Landscape Materials -Physical Materials -Scripts and script alterations -VFX -Audio -Any other functionalities that are available,however not utilized in the engine version currently used as SDK -Etc. Etc. you get the point.. Thanks in advance, Sabath
  10. Modding Update 2.0, #1

    Hey Squaddies! It's time for a quick Modding 2.0 development update! Progress has been going well since the initial modding release, so we figured it was time to show off some of what's coming up next. First off, the Modding SDK UI has been completely redone (by an actual designer this time!). With their help and a fresh copy of the PSD of the new SDK UI, we went straight into implementing the update. It turned out like this! As you can tell, the tabs on the left the UI for the Modding SDK have all been moved to one window. No more multiple tabs on the top bar! Every action you need for modding is now in one convenient window. Sharing Mods We've scratched the old Steam Uploader and wrote a whole new one from scratch. (This one gives more errors than "Something went wrong."). We've also removed the need to have to pick an "Output Directory" when you are cooking your mod. By default, the system will now pick a valid path for you! We've also removed the need to have to click both the "Package" and "Upload" button. If you just click upload now it will perform the "Package" too. The "Package" button now is exclusively for people who don't want to upload their mod to the Steam Workshop. Editing Mods You are now able to edit your mod's information through the UI after creation. No more having to go through your modinfo info file and change all of the information and hoping you don't break anything! This new UI is probably 90% done. All the work that is left to do is small but important: fixing button sizes, handling really long strings, handling edge cases, etc. This should definitely come out with Modding 2.0, or maybe even earlier! Modding SDK Internals SMI Files Modinfo.smi files have been destroyed and replaced with your .mi files. No need to worry though, as soon as you load your mod in the Modding 2.0 SDK, your mod's SMI file will be upgraded to the new format. The main reason for switching file formats is Modding 2.0 doesn't require nearly as much data to be stored locally as the previous method. Steam Workshop Images Your mod's Steam Workshop preview image now lives inside of your mod's project folder. This was changed to prevent this reference being lost and then not knowing why you can not upload to the Steam Workshop. Cooking Mods As mentioned above, you no longer need to pick a package location. The Modding 2.0 cooking system will by default pick a good path for you. The first place it tries is your mod's project folder. Sometimes this doesn't work due to various issues (No space available, The pathname is too long, etc...), so cooking will continue to walk up the Squad folder structure until it finds a valid path. If it can't find a valid path (which is unlikely), you can still specify a cooking directory. Example Modding 2.0 Project Structure In-Game Mod Downloads Finally! This what you've all been waiting for, right? We're happy to report that progress is going well on getting in-game downloads working. This is proving to be a much larger task than originally thought, but steady progress is happening! As you can see in the GIF, mods can now be downloaded while the game in running with no problems. This test case is performed during the game is booting up, since we are doing a lot of CPU heavy stuff then: Current Work Currently, work is focused on getting the mods that are being downloaded while the game is running to be recognized by the game. This is quite a bit of work and will be taking up most of my time for the rest of the month, as the engine is not set up to accept PAK files mounted in the middle of the game. Offworld Out.
  11. Hi everyone! Now that the V11 SDK is out and hopefully you're all happily working on your new (or old) stuff it's time to let the community see it again! Submit your content over here: https://goo.gl/forms/0O1ry6yqwCLygmp72 Deadline is the 13th of June!
  12. Hey there, if you installed Squad for the first time (for e.g. after a clean Windows installation) and you install a Squad Mod, you may experience that you can't join a server running this mod, but others can. The reason for that is, that the registry key holding the Squad installation path is no longer be created in this location in registry. To fix that (this is a temporary workaround until it gets fixed in Squad), you need to create the "old" registry key manually. If Squad is installed in the default location C:\Program Files (x86)\Steam\steamapps\common\Squad then you just need to download the following reg file, unzip and execute it: Squad_a-11-0_Modding_Hotfix.zip If Squad is installed in a different location like D:\SteamLibrary\steamapps\common\Squad you need to open the reg-file (right click and choose "Edit") and change the "install_path" from "install_path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\Squad" to "install_path"="D:\\SteamLibrary\\steamapps\\common\\Squad" (notice the double backslashes \\ ) so that the file content looks like this: Windows Registry Editor Version 5.00 [HKEY_CURRENT_USER\Software\OffworldIndustries] [HKEY_CURRENT_USER\Software\OffworldIndustries\Squad] "install_path"="D:\\SteamLibrary\\steamapps\\common\\Squad" Save the file and execute it. Your mods should work fine again! Have fun!
  13. MOD-EVENT #1 presented by GER-SQUAD-Community Date: SO, 13.05.2018 19.00 Uhr Mods: Strike at Karkand UND Samland Peninsula --> Please be shure you´ve installed both maps before you connect! Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1368090740 Server: ✪✪✪ GERMAN SQUAD Mod Karkand/Peninsula ✪✪✪ (-> CUSTOM SERVERS) Looking forward to see you guys!
  14. French : Préparez vous pour un week-end "BAC" at Karkand ( AAS V2 et AAS V4 suite aux votes ) Nous vous invitons à refaire des parties sur la map de BF2 moddé pour SQUAD avec le moddeur FAR STAN ! Pour cela il vous suffit - Installer le mod STRIKE AT KARKAND depuis le workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1313956617 - Vous inscrire pour vendredi ( Inscriptions jusqu'au vendredi 27 à 20H00 ) https://www.inscription-facile.com/form/n76i9JtvmVtb3W3O8P3O - Vous inscrire pour samedi ( Inscriptions jusqu'au samedi 28 à 20H00 ) https://www.inscription-facile.com/form/vLoNuKfTqo0uJO1BvuLI - Rejoindre le Discord pour une organisation optimale https://discord.gg/3YNbUCS Les règles sont simples - ETRE PRÉSENT A L'HEURE DE L'EVENT - FAIRPLAY et TEAMPLAY - RESPECT et BONNE HUMEUR - PRÉVENIR SI VOUS SOUHAITEZ VOUS DÉSINSCRIRE POUR LAISSER VOTRE SLOT English : Get ready for a "BAC" at Karkand (AAS V2 et AAS V4) week-end we invit you to play on the BF2's moded map for SQUAD with the moddeur FAR STAN ! To take part of the event you need to : - Install the mod STRIKE AT KARKAND from the workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1313956617 - Register for Friday (till friday 27 at 20:00) https://www.inscription-facile.com/form/n76i9JtvmVtb3W3O8P3O - Register for Saturday (till Saturday 28: 20:00) https://www.inscription-facile.com/form/vLoNuKfTqo0uJO1BvuLI - Join our discord for an optimal organisation https://discord.gg/3YNbUCS The rules are simple : - BE PRESENT IN TIME - FAIRPLAY and TEAMPLAY - RESPECT the others and GOOD SPIRIT - TELL US IF YOU WANT TO UNSUBSCRIBE AND LET YOUR SLOT FREE FOR OTHERS
  15. Squad Modding Roundup

    Hey Squaddies! If you haven't checked out the Squad Modding Hub yet, you're missing out on some of the coolest things happening in Squad today. Fortunately for us, the modding community has a solution, and it's a fun one. The Important Details Who: Anyone and everyone interested in modding or playing Squad mods. No experience necessary! What: A weekly curated event to check out the latest in modding. When: Every Saturday at 2000 UTC. How: Visit squadmodweekly.com for the latest files. Where: Squad Modding Hub Discord and Squad server. The fine folks behind your favorite mods have come together to power a server that will not only offer weekly events to check out the latest projects but a specially curated selection of modifications updated every week or two. The experts will be picking and choosing the best mods to showcase, as well as offering tips, feedback, and testing. Cool, right? Every Saturday at 2000 UTC, they'll use those curated mods to host combination playtest and Squad jamboree. Hang out, check out the mods, meet members of the modding community, and maybe an OWI developer or two. You may want to show up a little early since nobody wants to wait in the server queue. =) If you can't make it, be sure to check the Discord for a live stream. Offworld Out.
  16. Currently working on designing a map that's based on a real world location with additions and changes for gameplay. I want this map to work well with Insurgency, but also other games modes too. It's going to be a big one and it's influenced by a couple of Project Reality maps! Baby steps first though. Without getting too deep into it, I really like the game mode and hope it gets some TLC down the line, as well as more servers running it! However, it definitely needs some maps that are designed with Insurgency in mind. So, what do you guys think makes a good Insurgency map?
  17. Modding Teams?

    Could anyone help me with modding a kind of team, with a uniform and weapon class? Any help would be appreciated! I would like to make a British team, with an L85A2 as the main weapon and the P226 Mk 15 as the secondary Here is a picture of the uniform: Again, any help would be helpful in some way. Thanks in advance!
  18. Modding - What (Free) Softwares Might I need

    For like, reskins, maybe 3d modeling, possibly landscaping even though that's in UE4 editor. I screwed up on the brazier tutorial I tried several minutes ago so that gives you sense at my modding experience.
  19. Since Steam Workshop support is in the works and getting closer day by day, lets have a discussion about modding! Just like the title says, what is your favourite aspect of modding in the Squad SDK? There's a lot to discover and experiment within the Squad SDK - from making maps, vehicles and weapons to creating game modes and making cool systems and mechanics. Personally, my favourite part is creating assets for mappers to use in their environments/maps. Being able to understand how the current assets are made is vital in being able to do this efficiently and to a good level of quality, so it's really cool sifting through all the assets the developers have used in their maps! Do you peeps have any tips and tricks to share with others about your favourite aspect? Please let us know!
  20. The Road to Modding

    The Road to Modding Hi Squaddies, Over the last month, OWI's own StrangeZak (Zak Strange) has been working hard on adding official mod support to Squad. Although we still have a long way to go and everything could still change, our Modding SDK is starting to take shape. The first thing that was tackled was extending the UE4 Editor. With us wanting to be able to do everything from creating and uploading mods from within the editor, we had to add some custom features. The first thing we added were 3 buttons to help manage mods: "Create Mod," "Load Mod," and "Share Mod." While not fashionably Mod, definitely more practical. When "Create Mod" is clicked, a dialog box will pop up asking you for information about the mod you would like to create. Once this form is filled and the "Create Mod" button is clicked, we generate a new folder for your mod in the Plugins/Mods folder, then switch your content browsers view to your mod's Content folder. Inside of your mod's folder is where all content and information about your mod will be stored. This information will later be used when pushing to the Steam Workshop. Edit twice, post once! The Slightly Cool prototyping went better than expected. The "Load Mod" button is a simple interface for loading up your mod's "modinfo.smi" (Squad Mod Info) file. When you successfully select your mod's "modinfo.smi" file, it will load it up, and then switch the Content Browser view to the mod's Content folder: We are still in early stages of the work on sharing mods, but we already have the base ability to be able to share your mod to the Steam Workshop while in editor. When the "Share Mod" button is clicked, you will first be prompted to enter a changelog. This could be something as simple as, "Initial push to the Steam Workshop," or something as detailed as the itemized list of everything you changed in the version you are about to push to Steam. Once you submit your changelog, everything will start being pushed to the Steam Workshop. A progress bar will update you on the progress and stage that the upload is currently on. Now's a good time to join the Squad Modding Discord. Once your upload has finished, you should see it up on the Steam Workshop within a few minutes. At that point, anyone can subscribe to your mod within the Steam Workshop and have it in game. Congratulations, you've made it! The artist really evokes a sense of curves. With all of the Editor Extensions and Steam Workshop interfacing done, the next area I moved on to was getting mods playable in game. Firstly, I had to get the mod's content packed into a .PAK file format. This required me to learn about and use Unreal Engine 4's new DLC system. With all the correct flags in place, they pass to the cooker to prepare the mod as a PAK file with only the contents of the mod. With that done, it's time to get them loaded. For the most part, it seemed as if getting a mod loaded into the game was easy, since the engine seemed to do most of the work. This step proved to be more of a challenge than I had thought it would be. There were quite a few engine changes that had to be done to get everything working. I also did have to add modded maps to Squad's map list at runtime. After the merging of the mod map list and Squads map list, I was finally able to switch to maps in a mod in a release (private branch) copy of Squad. Studio 54 started from less. With all of this work done, modding finally has a solid base and is starting to take shape. There is still some work to be done before we can get it into your hands: Disabling and enabling mods from in-game, downloading mods you are missing when connecting to a modded server, LOTS of cleanup, and many other things. Can't wait to see what you guys will make with these tools! Offworld Out.
  21. La strada verso il Modding

    Ciao Squaddies, Nel corso dell’ultimo mese, lo StrangeZak (Zak Strange) personale di OWI si è concentrato nello sviluppo del supporto al modding di Squad. Nonostante ci sia ancora molto lavoro da fare e molte delle feature cambieranno nel tempo, il nostro SDK per il Modding sta prendendo forma. Il primo scoglio è stato l’espansione dell’Editor per UE4. With us wanting to be able to do everything from creating and uploading mods from within the editor, we had to add some custom features. The first thing we added were 3 buttons to help manage mods: "Create Mod," "Load Mod," and "Share Mod." Vogliamo che tutto sia possibile, dalla creazione al caricamento del mod da parte dell'editor, aggiungendo alcune funzioni personalizzate. Le prime aggiunte sono stati 3 pulsanti per gestire le mod: "Crea mod", "Caricamento della Mod" e "Condivisione della Mod". Anche se non bellissimo, sicuramente pratico. Quando premerete su "Crea mod", apparirà una finestra di dialogo che vi chiederà informazioni sulla mod che si desidera creare. Una volta che avrete compilato questa scheda, cliccate sul pulsante "Crea mod". Genererete così una nuova cartella per ila vostra mod nella cartella Plugins / Mods. Passate quindi alla visualizzazione dei browser per i contenuti nella cartella Content del mod. All'interno della cartella mod saranno memorizzati tutti i contenuti e le informazioni sul tuo mod. Queste informazioni verranno poi utilizzate quando pubblicherete sullo Steam Workshop. Modifica due volte, invia una volta sola! Il primo prototipo funziona meglio di quanto atteso. Il pulsante "Load Mod" è un'interfaccia semplice per il caricamento dei file "modinfo.smi" delle Mod (Squad Mod Info). Quando selezionerete con successo il file "modinfo.smi" del mod, lo caricherà, si passerà quindi alla visualizzazione del Content Browser contenuto all’interno della cartella Content dellla mod: Siamo ancora nelle fasi iniziali del lavoro di condivisione delle mod, ma abbiamo già la capacità di base nel poter condividere la vostra mod nel Workshop di Steam all’interno dell'editor. Quando cliccherete sul pulsante "Share Mod", vi verrà chiesto di inserire un changelog. Questo potrebbe essere un’introduzione semplice come "Prova iniziale per lo Steam Workshop" o qualcosa di più dettagliato come un l'elenco di tutto ciò che avete modificato nella versione che state per caricare su Steam per spingere verso Steam. Una volta inviato il vostro changelog, tutto verrà inviato nello Steam Workshop. Una barra di avanzamento vi aggiornerà sui progressi e sullo stato in fase di caricamento. Ora è il momento perfetto per unirsi al Discord per il Modding di Squad. Una volta terminato il caricamento, dovreste vederlo all’interno dello Steam Workshop in pochi minuti. A quel punto, chiunque potrà sottoscrivere la vostra mod dal Workshop ed averla sul gioco. Congratulazioni, ci siete riusciti! L'artista evoca veramente un senso di curve. Con tutte le interfacce per l’Extension Editor e per lo Steam Workshop concluse, la prossima area in cui mi sono impegnato è stato ottenere mod giocabili in gioco. In primo luogo, ho dovuto rendere il contenuto delle mod in formato file .PAK. Questo ha richiesto di conoscere ed utilizzare il nuovo sistema DLC di Unreal Engine 4. Con tutto correttamente configurato, abbiamo finalmente ottenuto un file PAK con solo il contenuto delle mod. Concluso tutto, è il momento di caricarli. Per la maggior parte sembrerebbe un processo facile far caricare la mod nel gioco, visto che il motore pare fare gran parte del lavoro. Questo passo si è rivelato più arduo di quanto avessi pensato. Vi erano parecchi cambiamenti al motore che dovevano essere fatti per rendere tutto funzionante. Inoltre ho anche dovuto aggiungere mappe modificate alla map list Squad in fase di runtime. Dopo la fusione dell'elenco delle mappe moddate e dell'elenco delle mappe di Squad, sono riuscito finalmente a passare le mappe moddate alla release (in un ramo privato) in una copia di rilascio di Squad. Lo Studio 54 ha iniziato con molto meno. Con tutto questo lavoro effettuato il modding infine ha una base solida e sta cominciando a prendere forma. C'è ancora qualche lavoro da fare prima che possiate metterci le mani anche voi: disattivare ed abilitare le mod in-game, scaricare le mod mancanti quando ci si connette ad un server moddato, TANTISSIMO lavoro di pulizia e tante altre cose. Non vedo l'ora di vedere cosa riuscirete a fare con questi strumenti! Offworld Out. Traduzione: [EI]Aragorn89
  22. Any chance of a modding wiki?

    Hi Devs - any chance of a wiki for modding? I'd be more than happy to contribute pieces here and there as I uncover them. From my own point of view using the SDK is incredibly frustrating atm - so anything that helps get modders up and running faster is likely to be a very good investment. I know its still in alpha and things will change, but at least it would be a starting point. Just my 2c.
  23. THE WRENCH Červenec

    Ahoj, V létě, ne jenom, že je počasí fajn, ale i modující komunita se nám přináší další Wrench. Možná je venku velmi horko, ale ani to nezastavilo naše modery od práce na jejich úžasných projektech.. Nosná loď třídy WASP a LCAC od Legochiel Legochiel si vybral docela projekt. Dopředu už začíná s námořním vybavením s nosnou loďí typu WASP a udělal velký pokrok. Už se těšíme až uvidíme víc hlavně, když už bude trup nabarvený. Vypadá to, že se rád drží myšlence tématu s jeho nedávnou prací na LCAC (vojenské jméno pro vznášedlo), které taky vypadá hodně slibující. Reskin maskujících setů v Substance Painter od Stom Stom pracuje na tom, aby dal komunitě lehkou a rychlou cestu na reskin hráčských modelů bez únavné práce dělání částí textur a používání kamufláže na správných místech. Připravuje soubory Substance Painter, kde každý může načíst tu správnou texturu, která bude aplikována automaticky. Bocage od bestpony Stanovené ve vymyšlené lokaci, bestpony se snaží zachytit styl terénu nejvíce známý z Normandie ve Francii. Známe z 2. Světové Války jako "Hedgerow Hell" (peklo živých plotů), divoké bojování mezi US a ruskými silami se určitě bude konat ve farmách, městech, točitých silnicíh a neprůstupných keřích. Mód na francouzské zahraniční legie od squadfrance.fr Instantně oblíbený komunitou, moderský tým je obvykle zahlcen otázkami a požadavky o informaci o jejich módu na Squad Community modding discordu. Teď s impozantní velikostí týmu, práce postupuje dobře a my můžeme vidět nové součásti a screenshoty zveřejněny regulérně. Brzy budou sdílet postup na jejich webové stránkce. Lidé, kteří rozumí francouzštině už teď můžou sledovat jejich nedávný postup přes jejich blogy. Tutoriál na Squad frakce od r0tzbua Pokud jste viděli jeho Photoshop šablonu, aby rychle dal US modelům nový vzhled měněním kamufláže na textuře tak možná máte chuť experimentovat s frakcemi v Squad SDK. V jeho novém 35 minutovém tutoriálu se snaží podělit o tom, co našel o nastavování frakcí a udělá to lehké, abyste porozuměli vnitřním pracím a jejích rolích uvnitř Squadu nebo alespoň jednou, kdy se dostanete přes jeho rakouský přízvuk. Khe Sanh bojová základna od Socrates Socrates se spojil s některými modery Vietnamské války a začal práci na mapě obsahující bojovou základnu Khe Sanh, US mariňáckou základnu jih od vietnamské DMZ přes válku. Začal před pár dni a další modeři už pracují na jejím obsahu. Je to naplánované na 4x4km mapu ultimátně zaměřenou na helikoptéry a boje pozemních vozidel. CACTF (Tréninková oblast pro kombinované síly) od wunda CACTF může znít jako hodně ozdobený šálek, ale vlastně to je jenom další vojenská přezdívka, kterou si budete snažit zapamatovat. Nicméně wunda pracuje na 6x6km AAS mapě, která se snaží zachytit fiktivní tréninkovou simulaci mezi US a ruskými složkami ve velké US založené tréninkové oblasti. Už to obsahuje 18 nových budov z betonu nebo znovu navržené nákladní kontejnery a simuluje prostřední Středního Východu Skorpo od Zeno Po první ukázce v květnové edici The Wrench, Skorpo prošlo velkou expanzí s většinou hratelného prostoru vykresleného a pracováno na něm (6x6km). Zaměřený na přenesení autentického norského prostředí do života, Zeno dal opatrnou pozornost do realističnosti rozvržení a dohromady s novými budovami překreslenými z reality v práci ,jediná věc,která chybí pro hráče, bude vůně mořské vody a studený vánek Atlantiku. Zdroj: http://joinsquad.com/readArticle?articleId=192 CZ/SK discord: https://discord.gg/n6VBUZx
  24. The Wrench - May 2017 Edition

    Check out the May 2017 edition of The Wrench right here! We're still alive and doing well.
  25. Scopes and red-dots

    So, I was looking for a way to customize the red-dots and scope reticle colors, and styles to better reflect the variations in scope design. But after I was looking, I am starting to wonder if I am blind? or if the reticles are part of the scopes model?