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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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Found 27 results

  1. Whitelisted Mods are Here!

    WHITELISTING First, a huge thank you to all of the modders and testers that came out last week to make sure everything was ready to roll! (Not sure what whitelisting is? Click here!) Before you head off for all the fun, we have a few things you should know first. FILE SIZE Due to the way the mod versioning check works, clients are currently required to have both the Windows and the Linux files for a given modification. (This is due to needing to be compatible to both Windows and Linux servers.) As a result, client files are effectively double the size they should be. This will be addressed in a future update and we appreciate your patience. (And your bandwidth.) We recommend monitoring your installed modifications if you run into disk space issues for the time being. VIEWING INSTALLED MODIFICATIONS To see what modifications you have installed, navigate to https://steamcommunity.com/ and log in. Then, from the top menu, navigate to Community, then to Workshop. On that page, scroll down until you see “Your Workshop Files” on the right side of the screen. Click on “My Files” and proceed to the next screen. Click on “Subscribed items” to view your installed modifications. Note: Manually deleting a modification without unsubscribing may cause your client to crash. To properly uninstall a mod, please unsubscribe through the Steam Workshop. THE MODS Without further ado, we’re proud to announce the first officially whitelisted modifications for Squad! Here’s your first graduating class, squaddies: HARJU BY WUNDA Please welcome Harju, a map for Squad by wunda, to the whitelist! Harju has the stage set by the arrival of Russian Expeditionary Forces just outside of the fictional town on the brink of war. In retaliation for the Battle of Narva, the Finnish coastline has been the target of raiding and a NATO carrier group is being deployed to bolster defensive forces aiming to repel the invasion. At 4 km, Harju provides a variety of tactically challenging locales, building around a large bay separating the urban town center from the surrounding forest and farmland. The southern peninsula is home to residential housing, farmland, and a large industrial port. wunda‘s map currently supports at least three weather variations, your favorite modes, and more is on the way! SQUAD PROMOD Forged in the fires of Squad’s competitive community (especially the Squad World Championships), Squad ProMod sets out to rebalance Squad’s meta, as well as give server owners and event organizers unprecedented control. Further, they’ve managed to enhance the Squad experience by providing better support for streamers and casters — something we can all enjoy! With over 45 custom layers, ProMod not only tweaks game modes, game mechanics, and the maps themselves, it revives some of your favorites like Operation First Light. Chora and Fool’s Road have also been optimized for competitive play, making sure there’s no shortage of classic Squad play. Even better, they’ve set out to improve lightning and terrain wherever they can, really elevating the visual appearance of the mod. This action-packed package also includes layers with CAS helicopter support implemented by the ProMod team! You can find a full list of features here. Congratulations and welcome to the whitelist, folks! SQUADOPSHC Another amazing modification born out of the milsim community of squaddies playing with squaddies, we welcome the Squad Ops Hardcore mod to the whitelist! While the maps addon isn’t quite ready yet, there’s no shortage of changes included in this package. Squad Ops Hardcore Mod aims to create a focus on tactical and intense Squad gameplay through respawning changes, weapon rebalancing, Commander mode reworks, as well as addition (and reworked) kits! The gameplay modifications aim for a more realistic and immersive "hardcore" experience through new kits and spawning options, such as a specialized recon kit with a suppressed carbine. SquadOpsHC also features its own CAS helicopter implementation, increased LAT/HAT vehicle damage, insta-death from headshots and large calibers, commander support options (such as MLRS barrage) and more! Note: The custom maps add-on did not pass initial testing, however that still leaves an astonishing 76 layers to play while the map pack is updated! Be sure to check out the complete documentation to see what else the team has achieved! OFFWORLD OUT.
  2. First Mod Whitelisting Vote!

    Hey Squaddies, As you may or may not have heard, we opened up the whitelist application to Squad modders at the start of this week. We have received several applications already - and we're excited to share them with you! Every whitelisting cycle, we will pick 2 mods from the whitelisting applications. These mods will then be tested in a full-scale public playtest event, yet to be announced. If the playtest goes well, these mods will become WHITELISTED, allowing servers to run them in the main Squad server browser! From the remainder of the whitelist applications, YOU can vote in one additional mod to be tested during the whitelisting playtest event! Today, for our first cycle, the mods we've picked are: Harju Combat arrives in the fictional Finnish town of Harju. In retaliation for the Battle of Narva, Russian expeditionary forces have begun raiding towns on the southern coastline of Finland. A NATO carrier group is deploying to back local defense forces to repel the invasion. Squad ProMod The main focus of ProMod is to create better designed, balanced layers while tweaking game mode mechanics and maps to match. We also try to add community QoL fixes and address glaring issues in meta and gameplay on a per Squad version basis. ProMod adds over 30 new custom layers to Squad that features more natural custom lighting and even some terrain changes on some maps. Additionally, ProMod comes with some tools and a custom overlay for admins and casters. These mods will be tested during our next playtest event. As we've already picked these for testing, you WON'T have to vote on them. Yay! ...However, we've got more mods to choose from! Which of these mods below are you most excited about? Let us know in the poll! The mod with the most votes will be the third mod to be tested in our next whitelisting playtest event! Dodgeball Had enough of filling your opponents with lead for a bit? Dodgeball is a mod that revolves around pelting the enemy team with rubber balls! You can also catch enemy balls with a timed use of your hands by pressing right click with your hands out. Timing is key. Aside from some issues like hit reg consistency, I'm told it's pretty fun to play...! Air Superiority In Air Superiority, two teams clash in the skies above a small chain of Islands. Inspired by the mode of the same name, from Battlefield 1943, Air Superiority aims to fit in as much helicopter on helicopter combat as physically possible, with other types of aircraft hopefully in the future. The only thing left to find out is what the player limits are for this aerial mayhem. Defend the Dome Like superFOBs? This mod makes them the objective! In this experience, teams are given 100,000 construction points and 10 minutes to build a defensive superFOB. Then each team takes 30 minute turns trying to destroy the enemy's FOB. SquadOpsHC Inspired by the custom SquadOps event mod, but with changes to make it more suitable for public, non-organized gameplay. The Squad Ops Hardcore mod aims to create a more tactical and intense Squad gameplay experience through respawning changes, weapon rebalances, FOB reworks, additional kits, and kit reworks. Suppression lasts longer, instadeath is back, explosives are more effective against vehicles. Oh, and did we mention they have amphibious vehicles? This mod also comes with several custom maps to boot (these custom maps are a separate mod, but work together)! Pishchiv Pishchiv is a map mod for Squad, centered around a beautiful Ukrainian farmland valley. There are lots of open areas perfect for vehicle combat, and large enough villages for infantry to have a place of their own. This map mod includes several layers, including a specific tank layer as well! Surprised to see that much awesomeness all in one place? Check out our monthly "The Wrench" modding updates to stay up to date on anything modding! Good luck, voting... Because you can only vote for ONE extra mod each cycle! But don't worry, there'll be another vote next one! Vote on your favorite mod OFFWORLD OUT.
  3. Hey squaddies! As many of you know, Offworld Industries was founded by a group of modders that met while working on the Project Reality mod for Battlefield 2. We joined forces and worked together to create something even bigger and, thus, Squad was born. Through hard work and the continued support from our community, we’ve managed to build Squad into what it is today. We’ve been extremely fortunate to have a Squad modding community develop around our humble beginnings. We cherish those modders and we want to truly show our support for their passion. Today, we’re extremely proud to announce our whitelisting process for mods! Whitelisting will allow licensed servers to run approved mods directly in the main server browser. In two weeks’ time (bet you thought we were going to say three), on (approximately) December 9, 2019, the whitelisted mod application will open up and the first mods will begin being whitelisted shortly after that. Why not head over to the Squad Workshop page and do some recon now? WHAT IS IT? Whitelisting is Offworld Industries’ official thumbs up for a mod that we see shows creativity, ambition, curiosity, innovation, and accomplishment. We’re looking for modifications that stand out by promoting teamwork, innovation, skill development, or are just downright pushing the envelope in what it means to have fun playing Squad — mods that really take everyone to new places without forgetting their roots! Mods that are a good candidate for whitelisting should be engaging, innovative, and offer more than the base Squad experience — no matter if they’re building on it or changing it entirely. Whether your focus is on perfecting the AK-47 line of weaponry or creating a new drone racing league, we want to see what your imagination can dream up for the community. Once a mod has met our criteria for selection, we’ll ensure that the mod developer keeps it ready for you to enjoy. Whitelisting applications will then go through a full-scale whitelist playtest event which will ensure that they are fully ready to go, as well as being the right fight for the legion of squaddies out there. For all information on the whitelisting process and all the whitelisting criteria, click here. OFFWORLD OUT.
  4. Every time I start steam it re downloads the v15 helicopter mod from the squad workshop which is 1.2 GB. I contacted the developer of this mod on discord and he suggested to contact you guys or steam as there as been no updates in over a week. Any clues why this might be happening?
  5. Suggestions for Owi

    Recommendation: Analyze this suggestion from a more holistic perspective. (Updated) I believe I may have a solution that would optimize the game a bit further and would definitely be more enjoyable for everyone. A) Multiple Spawn Areas: Preferably three(varies on maps & game-modes) - I suggest having an Optional: Aerial-Support base being able to be destroyed, disabled or Capturable. Main base: logistics, transport For: Squad leaders, Infantry Offensive Vehicle Base = t72, stryker, 30mm For: Crewman Kit, Engineer kit Aerial-support main-base = helicopter, drones, air-strikes. For: Commander roles, and Helicopter Pilot roles. B) Settings/System Requirements: I believe that very few actually use the motion blur so I think we should remove that and the low settings while keeping only the medium to epic settings. I also believe that we should update Requirements by replacing the "Minimum Requirement" with our current "Recommended Requirement'. Settings: Remove All Low settings and Cinematic Shadow = Medium, High, and Epic only. Remove: Distance Shadow Foliage = Medium, High, and Epic only. Remove: All Low Settings System Requirements: Ram Must be: 16gb Ram or higher GPU Must be: GTX 970 or higher CPU Must be: i5-2550k or higher C) Game-play: Ticket bleed changes Troops: Commanders cost = 8 ticket bleed Squad Leaders cost = 4 tickets bleed Normal Infantry cost = 1 ticket bleed Vehicles: Logistics, Transport cost = 15 tickets bleed Small artillery Vics cost = 20 tickets bleed Medium artillery Vics cost = 25 ticket bleed Heavy Battle Tanks cost = 30 tickets bleed Aerial(Helicopter) cost = 30 tickets bleed Deployable/Flags: Radios cost = 30 tickets bleed Captured objectives = 40 tickets bleed I would love to hear some feedback from the community as well, let me know what you think about these suggestions. Will you guys enjoy this more, will it be worse, and please be specific as to why you would disagree/agree. Thanks.
  6. Thought I would create a thread with some thoughts and feedback. First, good job team on creating a great game, this is by far my favorite FPS, and I've played FPS's since the first Wolfenstein. I've read and watched many of the topics, but not everything so forgive me if I repeat anything. Things I think are great: - Keeping the Game Communication based, and not letting turn into another 360 no scope fest (we already have plenty of those) - Your attentiveness to the community and taking suggestions and feedback, many times I've though "I wish X was in the game" and then boom, next update its in the game. - The teams ability to keep the gameplay balanced is fantastic as well, good job on that. - Squad has some of the best Vehicle game-play in any shooter, and it seems to improve with every version. - The addition of modding support. - Fantastic job keeping hackers out of the game, I can't think of too many times anyone was caught hacking (with one exception I will cover) which is pretty unheard of in these kids of games. - Vehicle Repair role and engineer I think is a great idea. - Dragging injured players is a great idea, but may be overshadowed by adding the ability of anyone to bandage a player so they can move. - Thank you for finally adding a knife =) Things I think are badly needed: - Players peaking the opposing teams FOB locations are a real issue (cheating) and is starting to kill the game. Switch teams, having a friend sit on the opposite team, or using another computer/squad install and just sitting in unassigned players are all methods people are using to do this. I would say its ruining 50% of public games and has become a real issue. You get all your FOBs dug up as soon as you place them, or they wipe your FOBs in a 3 minute window. You can fix this by only letting squad leaders see the locations of FOBs and only if they have at least 3 players on their Squad. Or you can just have the FOB labeled "attack FOB" or "defense FOB" or let squad leaders name them when they are placed, so people know which one to select and spawn at, but which are not shown on the map. Most players ask "where do you want me to spawn" anyway. - The future Engineer role, or the Crew-members need to be able to flip vehicles, or dig them out (not just destroyed vehicles) flipping a truck on a huge map or getting stuck on a rock is frustrating and kills the game especially on certain large maps (helis may fix this), same with burnt vehicles blocking your path when there is no other way around (which I know you are considering). - I think the dev team needs to reconsider ranking, specifically for Squad leaders. Squad is popular and there are a ton of new players all the time which is great, however, the game is won in the first 3-5 minutes of a map. When you have 3 or 4 squads out of 5 still in main base because everyone joined with a noob squad leader, and those leaders cant figure out how to enter a vehicle, the game is over before it started. People need a way of judging who is going to be a good squad lead so they can join that squad and start the map right. Hours played would be something you could list next to a persons name. - The dev team needs to institute a voting system so you can forfeit a map, or maybe vote on the next map. You could make this a server selectable option. When the invariable 3-4 bad squad leads lose the map in the first 5 minutes, and everyone is stuck on a team that is losing beyond hope for the next 20-30 minutes or more, people tend to just rage quite and it kills the server. Voting to forfeit, and/or choosing the next map would fix this and lots of games have done this in the past with great results. - Ticket bleed needs to continue to be refined. Right now, there is really no reason to attack an objective when there is little to no ticket bleed as it will cost you more tickets to attack than you will gain. This fact slows the game down too much and most of your team ends up complaining. Pace is important, so is motivation. A little bit of social engineering and incentivizing goes a long way. - Deployables need to protect the player using it more. Right now people don't use machine gun nests and such very much because you just get shot out of them in 5 seconds. You spent so much time developing them, people should be able to use them. Particularly, the machine gun bunkers should really be impervious to small arms fire. It should take a grenade, RPG, IED, or another vehicle or gun emplacement to take one out. This would VASTLY improve the communicative and tactical nature of Squad, as you could setup real defenses, and the opposing squad would have to choose to attack from a different direction, or try and RPG it, or call up a vehicle to take out the nest/bunker and would add another tactical/comms level to the game play. Just rushing in would result is your team just getting chopped up by the machine gun bunker. Keep the same number of deplyables, 2 is enough. Militia machine guns with the armor plates on them really need to cover the whole body, or wrap around more. You should need to get an angle on it to take out the user. Insurgency Sandstorm got this right with their vehicle guns. Also consider this on the militia/terrorist technicals as right now they mainly just serve as troop transports since the guns are useless. - Squad leads need to be able to draw arrows or lines on the map in a limited way (to prevent trolls). We need to be able to direct players and other squad leads on directions in which to attack or travel, kinda like drawing football plays, or circle large areas with enemies (or lack of enemies). Make at least two colors, Red and green. This would also help when playing with international players who maybe don't speak the same language. - Servers need to be able to use custom maps and players should be able to download them when they connect to a server. Lots of other games do/did this. Keeps the game fresh and the community engaged/excited for new game-play. There are lots of great mods and maps being made, but not many people play them as the player count is too low since its difficult to get them installed and find servers. Features I think would be great to add, or maybe voted on: - The ammo bags are sorely needed and its great your implementing them, but I think you should think hard on making players spawn with 2 mags, it may slow down the game-play too much. Perhaps make it so if the nearest FOB has ammo in it, you spawn with a full kit, if its empty, you spawn with 1/2 full kit. You could reduce the spawn ammo points used to something low like 5 or 10 points. - Players, or the members with the ammo bag, needs to be able to pull ammo out of the vehicles, I think your already working on this which is great. - US/Brits/Russians need IED's/C4 or or something similar to counter the terrorists. This is great for breaching defenses/ taking down FOBs. Also, maybe adding anti personal mines / trip wires in a limited way (lets say scouts have one). - US/Brits/Russians need a scout role with maybe different features than the militia ones. - Squad leaders need to be able to grant someone the ability to place deployables and built. Engineer role could do this, or maybe a new 2nd in command role or similar. Often times their is always one guy would really wants to build, if the squad lead is always doing it, the team gets anxious as your the only guy with the ability to drop rallies. - AK iron sights hold back those teams too much and are difficult to use (both in game in IRL lol). The green dot sight is a great addition, but with the US/ brits having a lot of great optics, its still pretty unbalanced. Adding a few more reds dots to the different militia roles might help, like the medics. - Add stun grenades / Flash-bags? - Vehicles still cost to many points, needs to be re-balanced. This could be server selectable. Generally speaking, whichever team uses the most vehicles loses. Noobs kamikaze them, which makes squads leaders not want to authorize them, and hence they sit in main. Just figure out what the average amount of kills people get with each vehicle on a run and then set the ticket cost to just above that. - The number of rockets the US LAT gets needs to be reconsidered. - Figure out a way to incentivize defending an objective on public servers / doing logi runs. No one ever wants to defend or do runs. Ranking would fix this. - Consider making, or getting the community to make, training videos for new players on how to play (I did see the forum post but noobs wont read them). SCUM did a great job of this with their explanation videos of the features in the game. Overall the game is awesome and keep up the good work. If I had to only pick two things for the dev team to work on it would be stopping FOB peaking and adding vote forfeit. Hope this information is useful to everyone! Thank you.
  7. I have seen the many modding recaps and they look really promising! They might not be up to the Dev's standards of quality but probably really close. Encase you have not see them here's few of them. I know there is a lot of content that people want but the devs are at capacity trying to improve the game. And a lot of the factions that players want wont make it in the game or at least not for a long time. I was wondering would it be possible for modders to send their finished mods into the devs, and if it is good enough and fits their vision for the game the devs could improve and integrate the mods into the game? I think this was done with project reality but I might be mistaken. This could also keep squad from turning into ARMA with the 40 mods you need to play on a good server. ANYWAY Keep up the good work guys
  8. 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.
  9. I am not making this but wish someone would. I copied this from what I posted on another thread to make a poll. I APOLOGIZE FOR POSTING TWICE i just moved it again realizing the general question section would not be the appropriate place for the post. 1)Perma death or longer spawn time 2)The medical system would have to be revamped. No one could return to full health. Stabilizing is the only thing. Maybe you need more than one medic to stop the bleeding if its really bad. And if he dies in the presence of medics you can attempt to resuscitate. Helicopter evac required 3)No rallies. Makes longer ranged engagements last unrealistically long. No realistic way to elimenate an enemy force unless you are on top of their position. Hiding in buildings becomes too powerful compared to real life. Maybe no spawn on FOBs vehicle insertion required. (Maps are small compared to arma vehicle insertion time especially by helicopter would be quick). 4) Fatalities especially from higher caliber rifles small arm weaponry. ie Desert Eagle 50cal, (to come) shotgun slugs all have high chance to kill 5)Killing of downed players is possible. If not intentionally, like with friendly fire you can also mortar incapacitated teammates and accidentally kill downed teammates and enemies alike if you spray a whole building with an mg PLEASE VOTE!! If someone wants to make a reality project for squad im all for it. In my opinion, i know they arent trying to make a mil-sim but frankly they are trying too hard to make it not one. Things balance out and work properly like in real life more so. Death has consequences. In this game it does not. That takes a lot of realism out. You cant make everyone happy and catering to those who perfer battlefield and other games, trying to get there money too i think its not a good move. For those on the other side of that gap which the devs want to bridge to, any game which requires any amount of coordination, communication and teamwork to get anything done is too much a mil-sim for the majority already. Instead we have a game where we have to force the enemy to kill themselves. And guns no longer kill people unless they are mounted on a vehicle or planted in the ground. And medics can bring everyone back to full health in 10 seconds or less. Not many people check corners either, its a waste of time. And LMGs dont do crapola. Throwing grenades in rooms with incapacitated friendlies. Recon is one player running down the street yelling holahasnackbar until he gets shot and respawns or gets revived to reveal the enemy (in fact not doing this or splitting up to check building like this will in alot of cases waste more time than those tickets are worth, that intel is worth more especially in the early-mid game and late game if you are winning. It would be stupid not to do it.) .... At least you can do it all in accurate uniforms and vehicles down to the last bolt....? i do love the game just think it could be better
  10. I am not making this but wish someone would. I copied this from what I posted on another thread to make a poll. 1)Perma death or longer spawn time 2)The medical system would have to be revamped. No one could return to full health. Stabilizing is the only thing. Helicopter evac required 3)No rallies. Makes longer ranged engagements last unrealistically long. No way realistic way to elimenate an enemy force unless you are on top of their position. Hiding in buildings becomes too powerful compared to real life. Maybe no spawn on FOBs vehicle insertion required. (Maps are small compared to arma vehicle insertion time especially by helicopter would be quick). 4) More fatalities especially from higher caliber rifles small arm weaponry. ie Desert Eagle 50cal, (to come) shotgun slugs all have high chance to kill 5)Killing of downed players is possible. If not intentionally, like with friendly fire you can also mortar incapacitated teammates and accidentally kill downed teammates and enemies alike if you spray a whole building with an mg If someone wants to make a reality project for squad im all for it. In my opinion, i know they arent trying to make a mil-sim but frankly they are trying too hard to make it not one. Things balance out and work properly like in real life more so. Death has consequences. In this game it does not. That takes a lot of realism out. You cant make everyone happy and catering to those who perfer battlefield and other games, trying to get there money too i think its not a good move. For those on the other side of that gap which the devs want to bridge to, any game which requires any amount of coordination, communication and teamwork to get anything done is too much a mil-sim for the majority already. Instead we have a game where we have to force the enemy to kill themselves. And guns no longer kill people unless they are mounted on a vehicle or planted in the ground. And medics can bring everyone back to full health in 10 seconds or less. Not many people check corners either, its a waste of time. And LMGs dont do crapola. Recon is one player running down the street yelling holahasnackbar until he gets shot and respawns or gets revived to reveal the enemy (in fact not doing this or sending splitting up to check building like this will in alot of cases waste more time than those tickets are worth).
  11. Snow Adventures!

    SHARED TEXTURES / ASSETS Apologies is any of this stuff is broken / doesn't function straight away! Not too sure how happy UE4 is when you just rip out stuff and chuck it into other projects but all the content I throw up here will include any source assets I've created and used to make it easier! 1. Basic Snow Texture - SOURCE - http://puu.sh/oz9WM/679272ac2c.rar Albedo (Base Colour) Roughness Normal Height Additional Notes: You can use the height map for displacement / tessellation! Also, make sure you turn SRGB off in the Roughness once it's imported. 2. Basic Snow Material - ENGINE - http://puu.sh/ozbtX/3e865fe5cf.rar Set up for Tessellation Set up for Use with Landscape M_BasicSnow Additional Notes: Requires Basic Snow Texture assets - unless you're using your own and using the material as a reference! 3. Snow Particle System - ENGINE - http://puu.sh/ozapn/64d3a1c20e.rar x2 Lit Snowflake Materials (Basic Node & Custom Alpha) x2 Unlit Snowflake Materials (Basic Node & Custom Alpha) Snow Particle System Snowflake Alpha Additional Notes: The values on the Particle System are fairly high and I created a basic node shape and custom alpha if you want to see how they're set up. You can just create a bunch of different alpha masks in Photoshop (or equivalent) and then use them to create more varied snow fall effects! ORIGINAL POST Hey guys! So I got bored tonight which turned into something productive! Long story short - I'm now going to undertake a little project to learn more about Unreal Engine 4 and just generally creating shaders / more complex materials since I never went past the basics! Anything I create from this will be available for you all to use in your own projects, once I'm happy with the quality and that it functions well. If it's something a little harder to distribute to you I'll most likely create video tutorials showing you how to do it yourself and provide the source content I've made! To start off, I created a tiling snow texture in Substance Designer with feedback from the awesome guys in the Squad Modding Hub Discord! It's definitely a lot more appealing than just having a basic, flat white ground - it also has tasty tessellation on the material in UE4 although you can disable it / adjust the multiplier since I haven't even considered any possible performance hits. Piccies below! I'll be working on this texture for a little longer as well as creating several variations for blending / painting to help cover up the tiling (icy, settled, melting etc)! Along with those variations I'll be looking into some simple particle stuff for creating snow fall, I've done it before so it shouldn't be that much of a hassle.. once that's done I'll begin experimentation with creating a shader that covers objects in snow based on something like a gradient / position map or world space normal - basically, snow will cover certain things in a logical manner starting from the top - but that's something I haven't really explored and will probably take me a life time. All of this stuff will be happening fairly slowly due to university commitments and whatnot but I'll keep this thread updated and I'll be happy to answer any questions on Discord / PM's. Please be gentle, I'm learning. I should have one or two textures available for you guys to use by the end of tomorrow hopefully!
  12. I dont know if they are even on here figured they would be. Was curious if you could unban my friend you banned 2 nights ago? He threw a grenade it had a bad bounce on a window and flew back and hit a squad running by first fratricide hes ever done, but because it was like 8 guys it was a auto ban. You guys are the best server in our area seriously.....like 28 ping next closest is over 100. atleast talk to me and tell me what he can do ha i dont think its a perma ban but it was past 24hrs and he still couldnt join. I mean even everyone he killed said it was obviously an accident and just a bad bounce. lol plus he had revived all of them like 4 or 5 times by this point so i guess they had no reason to complain. Just wanted to get some insight on what i could do or he could do to get him unbanned thank you or anyone else who comments on this much appreciated.
  13. Help with modding.

    Hello. Im new to modding squad, but i'm not new to making textures for games. I just can't figure out how to edit the textures in Squad though. How can I edit the textures of models and make my own factions?
  14. The Wrench - July Edition

    July Edition Introduction >Things are shaping up! Welcome back to another update from the Modding Hub community! With so many new community members getting into modding and industry veterans stepping in to create high quality content for Squad one can say that modding for Squad is shaping up nicely. Over the last couple of months we have seen many great projects and a lot of new talents showcasing their work on our Discord server and the official forums. Now it’s time again to recap the last month and see what the community has been up to. Before we celebrate the awesome content some of you guys have created we’d like to thank each and every community member for their continuous support, whether it be helping out new guys to get started or share experiences with like-minded modders. Also a huge thanks to the Developers for stepping in and explaining details and giving guidance when it was needed. It is great to see that the community and the Devs are working hand-in-hand to make Squad an even better game than it is now. Community Projects >Tutorials Official Weapon Exporting & Animation by Chuc “Hi modders, Chuc here. In this series of tutorials we'll be exporting weapons and animations from specifically 3DSMAX, and learning how to set up a typical weapon using the current system available in the Squad SDK. Going into the future as Weapons themselves are given a rewrite, as well as changes to the animation system get launched, the methods and specifically authoring will need to change. But just for now if you are really keen on seeing your weapons perform in-game and using the current system, please follow this guide.” Chuc, the lead animator at OWI, has been kind enough to create a weapon exporting and animation tutorial which will help you export and set up your weapons correctly within the Squad SDK. It’s highly detailed and full of examples / screenshots! A big thank you to Chuc! Forum Link: http://forums.joinsquad.com/topic/22572-tutorial-weapon-exporting-animation/ Community Projects >Total Conversions Post Scriptum by Periscope Games “Post Scriptum is a WW2 modification for the acclaimed tactical shooter SQUAD. Players will relive the events of ‘Operation Market Garden’ across the fields and towns of Holland. This massive Allied assault consisted of a coordination of the British and American Airborne to capture key bridges while the British XXX Corps moved to reinforce them through Highway 69.” http://postscriptumgame.com/what-is-post-scriptum I think it’s safe to say that Post Scriptum: The Bloody Seventh looks amazing. The visual fidelity of the WW2 assets is absolutely astonishing. It’s safe to say that we can expect great things coming from Periscope Games who are known for working on quality games and mods such as Project Reality, Traction Wars, Day of Infamy and Invasion 1944. There are so many screenshots these guys provide on the website that The Wrench would explode. So please check out their website to keep track of their progress. In the meantime, enjoy this wonderful trailer. Trailer Link: https://www.youtube.com/watch?v=W24njMwPkCM Community Projects >Blueprints Arsenal by Dealman “This is a little something I've been working on while needing a break from studying. With the release of V7 I was kind of bummed out that we couldn't really try any of the new weapons in the firing range unless we kept changing maps. So I decided to download the Squad SDK and try and implement a kind of arsenal allowing you to equip any weapon you'd like with ease. The interface is but a placeholder, this is a very early WIP and I'm not very good when it comes to interface design to begin with. I'll be looking into changing the way it works so instead of having multiple M4 entries, you'd have one for the M4 with its various configurations. Same for example the RPG-7, you'd select RPG-7 and then you can choose either ammo.” What a great addition by Dealman, I certainly hope the devs look into integrating this feature in someway! Preview Link: https://www.youtube.com/watch?v=YJWdMZiNTYM Community Projects >Factions KLMK Uniforms by Marv Marv is bringing back one of the most classic Russian camos known to men. With more content like custom headgear coming, the KLMK camo will be a great alternative to the Digital Flora we have in-game right now. Community Projects >Maps Al Basrah Remake by ChanceBrahh As teased by Chance himself, he has been working to get the beloved Al Basrah map from Project Reality to Squad. It is safe to say that his progress is amazing. The variety of the map allows a multitude of gameplay options. Whether it be firefights in open fields or clearing the main town from bad guys, in Al Basrah there’s something for everyone. Forum Link: http://forums.joinsquad.com/topic/22225-al-basrah-squad-remake/?page=2#comment-245368 Normandy Map by Oakleyhidef We’ve already seen the great progress Oakley has made over the past couple of months. This time he’s showcasing his new Landscape Materials as well as his new Fog Settings to even create a more immersive environment. Island Environment by Marv Marv has been working on a Pacific Island map that includes abandoned buildings and planes from World War II. 3-Kings by EliteLurker EliteLurker is back to show some more progress on his 3-Kings map. It’s safe to say that his map is shaping up nicely! Album Link: http://imgur.com/a/c3OAI Kunar by Axton With Kunar, Axton is really pushing the limits of Mapping. Ranging over 64km2, or 8km x 8km, Kunar takes scale to a whole new level. Squad Modding >Getting Started Guide If you are new and want to get started with modding Squad, you can read the guide below! To get the official Squad SDK release please view the step-by-step guide down below. Beware that you now don’t need to download any Unreal Engine version before hand because the SDK already includes the current engine version the game is running on. How do I get involved in the modding community for Squad? These are the very first steps you will take to join the modding community of Squad! Head over to https://www.unrealengine.com/ and then click the big blue button titled “Get Unreal”. Register and create your Epic Account. Download the Epic Games Launcher / Unreal Engine 4. Download the Squad SDK located in the “Modding” tab on the Epic Games Launcher. Recommended: Join us all at the Squad Modding Hub over on Discord: www.discord.me/SquadModdingHub You will be able to communicate with fellow modders, ask for help, discuss mods, share ideas as well as interact with the developers of Squad itself! However, please don’t view the latter as an opportunity to swamp the developers with game ideas and what they should do with their game etc, this is a relaxed environment and such ideas should be submitted through the proper channels such as the Suggestions section on the official Squad forums! Notes: When you first launch the Squad SDK it will take a fair amount of time to initialise / compile all the information in order to run the editor. This typically takes anywhere from 10 to 30 minutes and has taken even longer in some cases, it varies depending on your system specifications. Please ensure that you are patient and wait it out! What do I want to do? As you may have noticed, Squad is a huge game in terms of variation in content ranging from weapons, characters and vehicles to larger scale elements such as environments. All of this content requires knowledge that can span several disciplines as well as proficiency in external software such as 3D modelling packages (Autodesk 3DS Max, Blender, ZBrush etc) and common game art / design guidelines. There is a lot to do in the Squad SDK and making the decision of where to start can be the most difficult one, especially for a person with lots of ideas in mind. Personally, if you are someone who has no prior experience in modding or has no game development related knowledge at all, I recommend jumping into the editor and messing around with it for an evening or two to settle down and gain an understanding of the UI and navigation. Explore the existing content for a while and once you’re comfortable enough, you can start deciding on what you would like to sink your teeth into! Ask yourself what you want to create. Chances are, if you’re being realistic, you can bring whatever idea you have to Squad! Do you want to see different weapons, more attachments, whole factions, various maps that can be fictional or fully based on real world locations, a more in depth medical system or even create your own style of emplacements to build? What do I need to learn? In this section I will talk about some of the knowledge you should seek to acquire in order to create the quality content you want to see in-game. First off, to keep it really simple, I will split us all into three major disciplines and note down what they should be looking to learn and what additional software they may need. Please keep in mind that you do NOT need to learn everything, especially if you’re working with a team that has members with knowledge of different areas. It would certainly help, but don’t be pressured to learn it all. Not to mention there’s a lot of helpful people ready to guide you in the Squad Modding Hub on Discord! Artist Autodesk 3DS Max & Maya, Blender, Pixologic ZBrush, World Machine, Substance Painter & Designer, Quixel SUITE, Photoshop 3D Modeling Texturing (PBR) Animation Lighting Material Editor in Squad SDK (Unreal Engine 4) Designer / Mapper Unreal Engine 4, World Machine Level Design Theory / Principles Creating basic landscape materials (Unreal Engine 4) Landscape Tools in Squad SDK (Unreal Engine 4) Foliage Tools in Squad SDK (Unreal Engine 4) Programmer / Blueprints Unreal Engine 4, Visual Studio C++ Blueprints in Squad SDK (Unreal Engine 4) Experience with other Scripting Languages helps All of the software, techniques and knowledge listed is available out there on the internet. Unreal Engine has a vast level of official documentation, artists can find lots of creative tutorials on YouTube for free, designers and mappers have a lot of official Squad content to learn from and explore and programmers and people looking to get into anything technical have the same. That's it for this recap. We hope that you enjoyed the content and will visit the Squad Modding Hub to join in on the fun! Squad Modding Hub: DISCORD LINK Best regards, Zeno - Mitsu - R0tzbua With the help of Igno, P1nga and Assifuah. Squad Modding Hub, Management Team
  15. Modding Capabilities

    This is just a group of general questions before I decide to buy the game. 1. Can I program Squad in some sort of mod friendly language (Lua for instance)? Or is this just limited to blueprints like ARK? 1.5. If there is no scripting path implemented, would it be probable to expect one? 2. What is the limit to modding squad? Can I add different gamemodes, maps, player models, guns, etc. 2.5. Can I make a overhaul-like mod that basically makes Squad a different game (with base code and stuff intact, obviously)? 3. Can I create a custom config file for my mod (Like MInecraftForge Mods)? 4. How will modding impact performance? To give a general idea of what I'd theoretically like to do: I'd like to make a custom gamemode/overhaul mod that would do various things like have a new map, new playermodels, and would be set in a fantasy world (As to what type, i'm not quite sure). I know that the Unreal Engine 4.11.2, which I can tell your game is running on based off the image from the unreal blog post featuring your mod toolkit, can handle Lua scripts. I also know that it would probably take very little code overall to add a custom lua script loading plugin/class in C++. If you, the developers, don't feel like making a lua script loading plugin, may I suggest that you don't do what the devs for ARK: Survival Evolved did, and disable the in-editor support for loading lua scripts by disabling the built-in ScriptPlugin. I know that this is a lot to ask from a dev team. And as a fellow programmer/modder, I understand if you want to make your game as secure as possible (let alone put too much stress on your dev team). I am just asking this due to the fact that as a young high-schooler, I can't quite have the means to assemble a game of my liking with realism, let alone with an actual dev team. I look forward to a reply from a developer/community representative.
  16. I think that once the game starts letting people make mods for the game, it will split the community. Especially for the people who play the vanilla game. They probably will not be able to play on servers running certain mods. This is the same case in the ARMA series it really splits the community. Now depending on how the developers implement the mods, be it: client side only, server side, etc... It can really change the game. If the devs do decide to go through with mod support, I think that the mods should be approved by the devs before releasing it to the public. In Insurgency most of the mods are just plain silly. Neon guns, funny sound effects, different models. I don't think that this would fit into a game like squad. I think that they should just do big conversion packs like maybe a WWII mod or something like that. In my opinion, mods do not belong in this game. Too Long Didn't Read: My suggestion is that the community makes the mods (mainly conversion mods like WWII) for the devs to review and test. Once it gets approved they can make it part of the game. With a game like this, I don't really want the community to be split. Other games like ARMA especially have different communities for Island Life, City Life, DayZ, Epoch, Exile, Tactical Realism. I don't want the same thing to happen to this game.
  17. The following is an altered OP from the Squad steam community forums, thank you for your time: Hello there! I'm a long-time Project Reality and Insurgency player. I've recently been dabbling in all things related to sound as a hobby. I am currently enjoying creating, mixing, and editing sound files to create soundpacks for the latter game: Insurgency, a semi-realistic CQC tactical FPS. I'm a modder. I've been hyped for Squad since its greenlight announcement, but I have yet to buy it (eagerly awaiting a sale and saving up money for when that happens.) Recently, I've been looking to create soundpack using resources from DICE EA games (Battlefield/Battlefront) and Squad. Squad's extremely poppy, extremely "real" weapon firing sound assets have positively caught my ears. I'm aiming to create an extremely realistic, extremely immersive, and ultimately extremely *satisfying* soundpack to bring to one of my most favored communities. So that brings me to my main points. I've come here to: 1. Request permission from the Squad team's/Offworld Studios' members to allow me to use their sound assets solely for non-commercial, entertainment, and ultimately educational purposes. 2. Ask for and gain access to sources regarding where I can quickly get a hold of Squad's sound assets for the above purposes. I don't think I can get Squad anytime soon. :C 3. Thank everyone involved in bringing Squad to life, as well as the extremely committed Project Reality bros. Thank you very much in advance! -Slypear
  18. Hello everyone ! Let me first of all introduce myself, I am Romain, 28yo CG Supervisor for video game cinematics. I have recently worked on project like Halo 5, Grey Goo, Call of Duty ect... I am also member and founder of the ArmA section in the multigaming community =BoB= aka BreizhoO, I am pretty sure I have played with some of you guys on Squad or any other simulation game out there. I am new in the video game industry though, always worked with pre rendered cut scenes, and I have just started in the modelisation of some WWII era assets. Endgame being integrated those as a mod in Squad with Unreal Engine 4. Those assets are started : ( I will get some WIP renders later this week ) Opel Blitz - 80% KubelWagen - 70% Stielhandgranate - 100% Pak 38 - 90% STG 44 - 40% The list is quite long, and for now I am only working on this on my spare time. I will first focus on the firearm themselves, and then, when the SDK gets released, I will get the characters and vehicle up and running? I hope that we will be able to get the original rig, and reuse the game animation. I am also negotiating with the Milirary History Museum of Budapest to get my hand on some Axis and Allies outfit and gears and then 3D Scan them with my company hardware system to get ultra hight quality model, almost never seen in an Indie game before. Now, to get a bit more into details and to introduce the mod : It will be a partial game conversion using some existing asset and animation. Project name is : 1944 : La voie de la liberté. This is the road that goes from Utah Beach in Normandy to Bastogne in the East of France. Crossing Britanny, and Center of France to finish into those cold Ardennes valleys. Battlefield will be various, from the Libération of Sainte-Mère-Eglise, Carentan, Rennes, Anger, Le Mans, Verdun, Bastogne ect... The main idea is to develop a war frontline, with no compromise, extreme simulation, so extreme that gameplay would be left behind on some aspect. Difficulty and Inertia will be the keywords. No quick reload, if it takes 20 seconds for the crew to get in the Panzer 38 (t) then, 20 seconds it will take. MG Gunner will have less stamina than a simple rifleman, or according to his load. Emphasize ambush and transport more than Gun & Run Here are a few features we would like to showcase, via Scripting or Blueprints in UE 4 : - Drink & Stamina ( Drink coefficient is directly connected to the speed of Stamina regeneration. ) - Towing of Canon and light Artillery. - Troop transport, Opel Blitz, Half track, Light carrier ect.. - Light armored vehicles, M5 Stuart, Panzer 38 t. No Heavy Unit - Squad Based, FOB, rallypoint ( Squad ) - Massive non linear map based on actual location - Construction and Fortification ( Squad ) - Gear modification ( Tree branch for canon camouflage, sandbags ect... Men of War like ) - HQ and High Command ( Squad ) - Axis and Allies, Western Front conflict. - Inventory, micro gestion, ammo and drink canteen ( Men of War like ) - Vehicles Cargo ( ArmA like ) - Night and Day cycle ( If technically possible ) - Autobipod ( Red Orchestra like ) Everything announced is subject to changes, but the main idea is here. We will start with the basic features first, in order to get a prototype released no too long down the road. On the reference side, here are some and what we like from them : - Invasion 44 & Iron Front (mod ArmA) ''Speed pace and tactics'' - Resistance & Liberation ( mod Half Life ) ''Game overall concept and belt inventory'' - Men of War series ''Micro gestion and inventory'' - BattlegroundEurope WWII OL ''Game concept and scale and learning curve'' - Red Orchestra & Darkest Hour ''Game concept, and weapon behaviour and impact + bipod system'' - Project Reality ''Team based'' As you can imagine, this is a gigantic task that is in front of us. This is also why I offer to any volunteers to step up, we need 3D Artists, Texture Artists, Progammers, Level designer and Sound specialist. There is absolutely no obligation what so ever in therm of time to invest, if you just feel like modeling one gun and then leave, it is all good with us. If you feel like this is a project you like and want more responsability, then that is also totally fine. Everything is to be done, so if you like it, text me, and we will find you a task suited to your skills. If you have a showreel, or example of past work, please attach them to the discussion. Pipeline is as follow : 3D Modeling : 3dsmax or else for High & low poly. (We need high and low poly modelers, I can provide High meshes that just need retopo and UV's) Texturing : PBR Shader Substance Painter & Designer Photoshop Rigging : 3dsmax Game Engine: Epic Unreal Engine 4 I also have a possibility to purchase some good models on Turbosquid or CG Trader, I will activate a transparent paypal microdonation system to help. Everything will help, up to what you can and want to give, 100% of it will be used in the game purpose. This totally optionnal and is basically like a kickstarter to help us shorten some corners. Thanks for your support. =BoB=BreihzoO
  19. Aspiring Mod Makers?!

    Hi guise! I'm making this thread to get a show of hands from the community when it comes to modding. I'm aware we still might be quite a while away from the Squad SDK and modding in general, but I'm planning to write documentation on it once it's is available. Maybe the devs will provide documentation on this for us when it comes nearer to the time (they've already released some tutorials on it!) but there might be a lot of new people out there who won't understand it because they don't have prior experience.. but are willing to learn! My goal is to author something really quick and simple that covers the basics which might not be covered by the devs. I highly doubt they're going to teach us how to use other software such as 3D modeling packages and texturing tools! All of this information is already out there for us to learn from but sometimes demonstrations can be the best resource... you'll learn how to work through a full pipeline specific to Squad itself. For example: I could create a video series or a written breakdown on creating weapons and getting them into Squad via the SDK. The same would go for vehicles, props, textures, materials etc. Short and sweet created for you to understand what the requirements are for specific mods. Something such as a high overview of a general workflow could be done first in order to get people on the same page and once that's finished we could get into specifics further down the line with demonstrations and examples. Of course, all of this could be absolutely irrelevant if the devs drop a huge knowledge base on us along with the SDK! However, just in case that doesn't happen, I would like to have a basic idea on what we, as a modding community, would require to get us going. OWI are a pretty small team, so it would be completely understandable and expected that they would release the SDK with minimal information or guides while the game is still in full development. Although, I'm not sure if there's any legal requirements for them to release an SDK with full documentation as a result of developing on Unreal Engine 4. I would be completely fine if they just dropped the devkit on us and said "Have fun figuring it out guys, see you when you make something!". :D Anyway, lets see how many aspiring and experienced modders we have in this community! PS: I'm an artist, in case anyone is interested. I'm not a development guru or anything! Would be nice to also see if anyone else from multiple / different disciplines is interested in creating something like this as well. :)
  20. Possibility of modding WW2

    Hej Guys, I just have a question. Will it be possible to mod ww2 weapons, new maps and so forth into Squad. I read that modding would be quite open so I am guessing that this would be possible right ? Just a quick yes or no to confirm and I would be ever so happy.
  21. I don't know how others, who are interested in modding for Squad feel about this but I have a feeling that instead of having scattered individuals trying out stuff in UE4 or working on potential mod assets on their own, having something like Discord dedicated to community modding would be neat. This would give us the possibility to: Chat with like-minded about technology and art related to Squad and modding in generalAsk for help or teach in the creation of any type of mod related contentJoin or recruit for a modding group or even establish one with others.Give or get feedback for your assetHaving a supportive place for beginners who are interested in moddingAs for groups, this would be neat to get in touch with others and try to get something rolling together instead of working on your own (Like the Squad: WW mod that has been mentioned before). But also if you like to work by yourself on a certain project, you'd still have the chance to get feedback from a more technical or artistic point of view before showcasing it to the mass. I'd be happy setting this up if some people are interested. This though would be only with direct invites, to not spoil any information on projects to the outside world. Maybe Discord is not the best choice, but it's a start. HipChat would work great, too. Also modding groups could use this as a private place with sperate voice / chat channels to discuss things without having to deal with Skype for instance, but that's something that has to be discussed in detail and in general this is just a suggestion by me. Personally I'm into 2D graphics design (mostly Web and non-web UI's and currently in the process of learning UE4 and landscape creation / mapping. EDIT: Discord is up and running. Please PM me to get involved. Anybody who'd like to contribute in any possible way is welcome. You'll have the chance to create your own channels for your group and get your appropriate roles/positions (Artist, Programmer etc) assigned. EDIT 2: Apperently Zeno took it to the next level and already created a Discord when I had one running already. I'll figure out with him what the best approach is, since his Discord is currently open to anyone. Feel free to join it though.
  22. Will Squad be moddable?

    Are allowed to mod Squad? I feel like adding more stuff to the game, including more guns, maps, factions and etc. Granted that it will not be monetized at all.
  23. I did a search but didn't find a single comprehensive thread where people could post what types of mods they hope to see with the game, so I'd like to start one! I've seen some good suggestions of both WW2 and Vietnam mods, but I think a really cool and different one would be a Halo ODST mod. I can imagine it would be a ton of work since it's practically remaking a game (new weapons for two sides, new character models, new vehicles, etc.) but I still would love to see something like this. I know there's an ODST mod for ARMA 3, but I think it would be cool to see in Squad as I prefer the PR style of gameplay to ARMA's, personally. I'd like to hear suggestions from others too.
  24. Will there be a compatibility tree for mods/maps? Say I use a custom faction in a map I am making, will there be some mod manager than installs the faction first when the user chooses to install the map? You might be asking, "Why use a tree at all?" Well, what if someone created a map pack; on the top level we would have the map pack, on lower levels would be the maps, on even lower levels would be all the factions needed for each map, you could even imagine a lower level for weapons/equipment/clothing for each faction. Edit: Clicked on the wrong forum, this should be in Questions.
  25. Steam Workshop?

    This is just something that I saw and want to ask. I saw earlier that people were being creative and producing really cool community based features like maps, weapon models, and all that cool jazz. Now I was wondering will there be an avaliable Steam Workshop for this game? In my opinion having Steam Workshop will open more creative content such as maps, new weapon models, and hell even complete new factions. Something like this would just keep the game alive and more and more content flowing in, and I'd like your opinions if this isn't already planned, then I'll just hit myself for my sheer stupidtiy