Forum Rules 07/06/2016Introduction 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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Please name your thread appropriately; the subject title should sum up / explain the content in the thread. If you fail to name your thread properly (such as ‘Hey!’ or ‘Check this out!’ or ‘Help!’), we will either rename or lock the topic. Repeated offense may lead to infractions. The practice of using CAPITALS only in your thread title is not allowed and will be edited or the thread will simply be deleted. Strange or abnormal Unicode characters should be excluded from thread titles for the sake of being distracting and unnecessary.
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Consider posting thumbnails. You may post a few more images per post if they are reasonably small, the details are for the Moderation to judge. §11 The use of BBCode
It is allowed to use the BBCode in your posts. Over usage is not allowed. You may use the Bold in a reasonable manner but not for the whole text body. You may use the size feature but in a limited reasonable manner. You may not use any of the additional fonts at all. Color may be used to high light a point but again, not for the whole text body. Moderators will be watching for misuse and will edit when required without giving notice. Continued disregard for this rule will result in Moderator action in the form of warnings. §12 Complaints of Server/Admin Abuse Reports of server/admin abuse will not be posted publicly. All reports concerning this type of behavior should be place in the appropriate sub-forum. http://forums.joinsquad.com/forum/241-report-server-admin-abuse/ All posts made outside of this area will be be removed. Section II: Reporting & Moderation §1 Reporting Posts
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.
Do not ‘report’ posts by replying directly in public to them. In case of spambots, this prompts them to respond in turn, spamming the forum further. This also fuels flame wars and arguments. §2 Reporting Moderators
Moderators are subject to the same forum rules (and some additional rules / exceptions). If you think that a Moderator has treated you unfairly or is otherwise breaking forum rules, please PM the Lead Moderator or any Administrator. Do not accuse Moderators in public, the Squad Team will treat every complaint seriously and it is in our interest to discipline or remove Moderators who are known to break forum rules. §3 Respect Squad Team members and Moderators
Do not ignore or argue against Admin, Moderator or Dev instructions on the forum. If you have a complaint, as per §2, please inform the Team in private. You are expected to follow orders given by the Moderation, Administration and Development Team, and it is necessary for smooth running of the forum to respect their decisions. Being stubborn or ignoring warnings will lead to harsher punishments - however, we do not tolerate Moderator / Admin abuse of power / privileges, so do not hesitate to inform other Team members if you feel treated unfairly. §4 Bans and multiple accounts
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Showing results for tags 'alpha 5'.
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Hi Squaddies, Head up, a new version is inbound! Version 5.0 comes packed with a number of UI and quality of life improvements to help smooth out your experience in-game, as well as a number of balance and performance tweaks, not to mention a whole slew of additional expanded areas for maps that are currently in rotation. Read the full changelog below! The Alpha 5.0 release will go live at 1700 UTC. Major Changes Map Updates As outlined in the last monthly recap, we have a number of map updates and new areas for players to duke it out. Updated UI Map Look and Feel The map and respawn screen has received a huge code and art pass. Porting over parts of the heavy Blueprint code to C++, we’ve achieved a major performance increase over the previous versions, as well as fixed a large number of annoying issues like not being able to switch between the spawn screen and the map. Additionally, we are doing an art pass to improve the readability and look and feel of the map. Updated Optics We added a blur filter and improved the sight picture on some of the optics. Balance Pass on Stamina Standing around waiting for your stamina to regenerate before you jumped over a knee high wall is not fun, so we’ve fixed that. We’ve reduced the stamina cost for the first jump, but added an increasing stamina penalty the more you jump in succession. Preserve your stamina, spread out your jumps! Server Licensing We now have official server licensing system in place for communities and server providers wishing to officially host a server and be officially partnered with us to provide the ideal Squad experience to players. We are adding this system in order to quickly direct players to servers that have - Quality, dedicated administration Have reliable and powerful server hardware Promote teamwork and communication in their community and/or clan. Provide a positive environment for new players to learn the game and play with more experienced players. Use the vanilla Squad gamemode rules so regular players know what to expect (will be important once modding is possible) More information about applications and server licensing here - http://forums.joinsquad.com/topic/16519-server-licensing-general-info/ Changelog Systems You are no longer punished with a team switch timer if you failed to switch team Further optimisation passes on weapon and player animation code Jumping has been redone. <br>Jumping no longer requires stamina. However, for every jump a small cooldown timer is associated with it. If another jump occurs before this small cooldown is up your jump height and forward velocity will become lower. If multiple jumps are done consecutively (spamming jump) four or more times without allowing the small cooldown timer to reset, you will go on an extended cooldown timer while your jump “stamina” regenerates. This allows more flexibility while preventing “bunny hopping”. Updated rulesets to only count TKs as 1 ticket instead of 2. Fixed an issue where players would sometimes be punished for suicides twice. Fixed an issue where sending someone straight to death would not score or apply punishments in the case of TKs. Fixed kit logic not working correctly in all cases, We now remove your kit as a squad leader if you pass the squad leader role have been added. Fixed an issue where players could deploy with a kit role while incapacitated, effectually allowing +1 available kits of any type. Updated sway values for most weapons. Optics and iron sights have slightly different values to account for magnification. Speed and horizontal “randomization” sway has been increased to more accurately represent and convey the appropriate target acquisition timing desired. Managing combat stances should be more desirable, more effective, and medium to long range fire will potentially require more effort, especially in the standing. Updated focus time by 5 seconds to account for potentially higher difficulty in firing with updated sway values. Changed the way traces work for nametags, so the trace comes from the eyes instead of the waist and we trace for several parts of the body instead of just tracing for Center of Mass. Fixed a mass disconnect when Steam servers go down Fixed bug where player is stuck in sprinting if they die while sprinting and then get revived. Fixes to make deployable ghosts more reliable. Updated graphics settings defaults and edited the graphics menu to get rid of variables that were not having any effect anyway. Modified decompression for Audio which should help with performance. Unicode support fixes, specifically for non-language characters like Emoji UI Improved the inventory sliders so grouped weapons and your current selection (different coloured smoke grenades for instance) all appear at once so you know exactly what you’re selecting in your inventory. Added a UI element for jumping height penalty. Added bleeding and incapacitated map icons on the map, visible to Medics. Updated player map icons in preparation for a greater overhaul of the UI. Players can now close their map and spawn-screen with the main menu button (default escape on keyboard or start on gamepad) Added role icons and kit tooltips to Ammo Crate resupply menu. Changed the map so it will never be able to lock your inputs when closed anymore. Added a pulse animation for your own player icon for quicker identification. Fixed the inability to drag the map in the spawn screen. Touched up the spawn menu role select to make the grey out of kits work, and introduced a new presentation style that allows for more information about loadouts at a glance Cleaned up marker code and tooltip code, should hopefully give better performance, and no longer capture the player’s input when they want to select a rallypoint Added a News message box for the main menu Added a server licensing information notice to the main menu when server licensing is enabled. The custom games list now no longer shows when server licensing is disabled remotely. Added the ability to delete action keys in the keybindings menu Fixed bug where screen resolution would reset when editing settings. Fixed player tooltip name not showing up on players that are bleeding or incap and you mouse over them as a medic. Updated Quickstart guide loading screen image Updated minimaps to be greyscale, in preparation for more UI developments down the line. Art Added new radial blur to all weapons with optics. The area around magnified optics has been darkened with a slight, soft blur to bring more focus into optic itself. Updated Russian medics and SLs to use new Russian binoculars. Added collisions to bricks and other large trash items. Added more Tunnel components. Fixed collision meshes on various Afghani structures. Updated cannabis plants Added new wooden and chain-link fence statics Fixed wood floor reflectivity Fixed AK74M and RPK74M lod shading issues Fixed Russian AK optic having too much magnification Adjusted all magnified optics to more accurately represent their realistic values in-game using a magnification to FOV calculation. Maps Updated all AAS layers (not including Skirmish) with latest ticket system adjustments. Bleed, tickets lost, and tickets gained have been adjusted. Ticket system has been standardized to create consistency across all map layers and scales based on number of flags on any given map. Updated Fools Road river rock texture to fix its specularity Updated and expanded Chora Updated Train Wreck to Train Village and added a new cap zone on Operation First Light Fixed minor foliage and static bugs on Kohat. Updated Kohat radio tower layer so US starts with fewer points but gains points with each flag capture. Modified spawn locations on Kohat AAS. Admin Fixed all admins able to join full servers Fixed admin command description for kick by ID. Fixed an improper ‘Disconnected by EAC’ kick. Added admin group permission type to circumvent team change timer Changed TK punishment from a Kick to a 5 minute (by default) timed ban. Servers can configure it. Number of improvements and fixes to the Admin camera Offworld Out. Alpha 5.1 Patch Changelog Crash Fixes Fixed rare client side crash when a player joined a squad before they should be able to. Fix for the server crashing in certain rare conditions where a damage giver could not be identified. Systems Added the ability to stand up from prone when using jump key. Removed post process effect on scopes for now. Will be updated when we find a better implementation (5.0 implementation was not always matching with animations and fov). Tweaked settings increasing mip bias for lower settings, and increasing upper end texture pool size for higher settings. Fixed squad leaders being able to destroy fobs, as long as they kept holding down the use key, after they exited the interaction area. Game notifications have been improved and should now primarily show for admins, to help them manage their server and to keep ui bloat to a minimum. UI Font sizes in the hud has been tweaked to fit with the intended sizes again. Fixed the character limit for player names (Limit is now Steam default of 32). Added new directional cone to player’s icon in the minimap. Fixed icon z order so that the player’s icon is rendering above all other players. Medics and Squad Leaders will render on top of other player except for the player’s own icon. Fixed z ordering of ammo crates, they now draw on top of all players Changed blinking speed of bleeding and incap icons from 1 Hz to 0.33 Hz Turned off the pulse from the player’s icon. All kits now show up correctly on the squads list, matching your own squad's rolelist. Maps Updated Chora Expanded the playable area of the map Expanded chora AAS v1 flag layout to include more of new playable area Detail pass around the map. Admin Fixed permanent bans not always sticking correctly. Updated permission settings, fixing reserved slots not working. Finally we want to put out a request to help us track down an annoying mass disconnect bug that we are getting intermittent reports on. If you are a server owner we request that you turn on verbose logging, and when any mass disconnects happen to please send us your logs as well as the exact time of the incident, to help us track down the root cause. Simply add the following to your Engine.ini file [Core.Log] LogOnline=VeryVerbose Alpha 5.2 Patch Changelog Systems Added optional Tournament Mode for servers Currently makes the server enforce certain client settings, but will do additional things in the future See this thread for how to set up and configure Tournament Mode: http://forums.joinsquad.com/topic/17542-tournament-mode/ Bugfixes Fixed an issue where if your first action after spawning was Prone, you'd enter an invalid state. Fixed a cleanup issue with the RichText widget. Fixed an issue where sway was influenced by FPS. Fixed an exploit where players could disable particles.
Hey all, searched for this, but didn't find a post. I was wondering if anyone has experienced a bug with aiming down sights (ADS) that seems to have started since alpha 5. For me every so often when I try to ADS on a target it starts to aim and then comes right out as if you let go of RMB. At first I thought it was me somehow letting off the RMB, but there have been times when I have definitely clicked and held and it still happened. Once or twice it might be me, but it has happened to me multiple times. It has happened with different mice, and with different factions/guns. A few other players seem to have experienced this as well. However, I can't seem to recreate it on demand, at least not in firing range. I believe it tends to happen when I ADS and go to fire. I feel it happens more often after getting off the first shot? But, again I cannot reproduce it when I want to. Anyone else have similar experiences? Here are 2 short clips I happen to capture to show what I mean. I believe it is a bug, but it happens so sporadically and I'm not entirely sure if others have the same experience.