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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If there is doubt, the Moderation Team can decide whether a topic is considered illegal. §5 Attitude towards Squad and the Development Team
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
Please post only in English. Non-English content (including non-legible content) may be removed. If you see someone posting in another language because s/he apparently does not speak English, please report their post - if you can, you may reply in their language to explain their question, but please do translate their and your message so it can be reviewed by the Moderation. ‘Hiding’ insults in non-English posts will be punished harshly. Posts written largely in ‘leetspeak’ or full of spelling / grammatical errors may be treated like non-English content. This rule does not extend to PMs. §7 Forum structure & Search
Please ensure when posting a new thread, that the thread is located inside the correct forum section. Check all forum section titles to judge where your thread should belong. Threads created in the wrong forum section will be moved or deleted.
Before posting a new thread, please make use of the forum search to find older threads about the same topic. In doubt, it is recommended to rather post in an existing thread, unless that thread is years out of date. However, do not bump old threads without adding a new question / answer / insight that wasn’t in that thread before - use common sense. §8 Thread Titles
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.
§9 Thread Capitalization
Please ensure that your post is not in all CAPITALS, as this is not allowed. Any threads posted in all caps will subsequently be removed from the forum. Repeated offenses may lead to infractions against your account. This practice is not approved or accepted here.
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Maximum size for images is 1280x1024.
Do not include more than ~1 large image per paragraph of text, unless in image collection / announcement threads. Link to further images.
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
If your account is temporarily or permanently banned, do NOT create another account. Bypassing a ban will result in further action, and a permanent ban of all of your accounts.
You are not allowed to have more than one account for any reason. If you share an internet connection with another user who has their own account, it might happen that this account is incorrectly identified as a secondary account - please get in touch with the Moderation or Administration to resolve such issues.
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Hi Squaddies, October may be over for a while, but thanks to you awesome modders out there we have great things to show this month. If you haven't had your fill of treats from last month, we've got a special inclusion direct from Offworld: Steam Workshop Support. Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passion with like-minded people that will be happy to help you along the way. Community Modding Updates Skrunda-1 Map by Pyrokillz A map based on the real world Skrunda-1 abandoned Russian base, but taking inspiration from both Fallout and S.T.A.L.K.E.R. The eerie hue and ravaged landscapes will have you looking over your shoulder for Deathclaws. Shudder. We are loving the style! Game Mode: Supply Lines by Bill Nye Supply lines is a new game mode Bill Nye has been working on that hopes to add some depth and variety to standard AAS gameplay. The core gameplay revolves around the balancing act between capturing AAS flags as normal, and establishing and defending supply lines. Supply lines will consist of "Supply Crates" spawning that can be picked up by logistical trucks to refill their supplies. Each team will receive a supplies at their start point every 10 minutes that will be easy to secure, and a third supply crate will spawn randomly on the middle of the map somewhere. As the game mode will not feature main bases, these supplies will be instrumental in setting up the FOBs the team will require to spawn. These fobs will also receive significant buffs to their spawnability as well as having the cost of defensive fortifications and emplacements. With most deployables, like sandbags and hescos costing 0 supplies, but being limited by number and defensive emplacements costing considerably less. The main use of build supplies will be the construction of vehicle garages that will be used to spawn vehicles for the team. These will be placed by the Team Lead and allow each game to feel unique with different FOBs acting as main base and different vehicle loadouts chosen for each side. The team that wins will be the team that chooses the right vehicles, secures their supply lines, while maintaining a presence on the capture zones. Communicate, coordinate, and dominate, squaddies. Khe Sanh Combat Base by Socrates One of our favorite frequent flyers, Socrates brings us an update on the Khe Sanh Combat Base. The focus of this month was to create a realistic waterfall scene with secret tunnels, showcasing just how diverse this map is growing to be. Finnish Defense Forces by FDF Mod A small group of Finnish players have started to bring the Finnish Defense Forces into the fold. Finland has a lot of unique assets and a great amalgam of older Eastern technology and gear, together with modern Western tech. All of this makes the Finnish Defence Forces a great fit, and we're looking forward to what these dedicated Finns are bringing to the table. Fara-PV portable close observation radar system by |FULL| Virus.exe and Rincewind A result of cooperation of an artist and a programmer, interesting bit of electronic warfare, the Fara-PV, russian-made portable radar station capable of detecting people and vehicles up to 6km away (limited to 800m for balance reasons), although it can only detect targets in the clear line of sight, unable to penetrate any obstacles. The operator can use 15 meters long cable to hide the control unit (and himself) in the nearest cover. Finkaris by LoRDHitMan Based on an island in Eastern Europe, this map will have it all: cities, villages, bunkers, highways, dirt roads and forests! The Russian Ground Forces team will start in a bunker in the south eastern corner of the map and will have to fight their way through fields, hills, camps and a ruined castle towards the US Army troops that have established a foothold near the northwestern corner of the map. Join the work-in-progress forum thread. IDF Mod: West Bank Village by CreativeRealms Lots of progress has been made on the West Bank map previously showcased by Creative Realms, including the creation of improved olive terraces, a barrier wall model, as well as some new custom deployables (although this is still only a small portion of what has been added). Ffeel free to check out the behind the scenes development album too! French Forces Faction update FN Minimi by Pawin Changkiendee A new update on the Minimi that we already showed a while ago, now it'ss beginning to get some color! The textures are currently Work In Progress, but already look like a great start. He hopes it will convey the feeling that it been in service for a while. "It wouldn't hurt to add some dust here and there," Pawin notes. "It has been extremely rewarding to see the gun come to life." He would like to give a big shout to the SMF team for all the hard work and support. Radio ER 350 Ian found sourcing reference material for this radio, but was still able to come up with fantastic results after four days of hard work. High poly was 4 million polygons, while low poly is 1.4k polys. The textures clock in at 2k, as it is a minor item to be worn by the player. Lucius-Pattern No.98 Lasgun by TIOW The "There Is Only War" mod team is looking to free the universe of the chaos with the start on their futuristic Warhammer 40k Lasgun. Looking forward to how it will look inside Squad and what a future total conversion in this universe could bring! Model is done by Justin Maclin and Defcon, Texturework is by Der Kommissar. Samland Peninsula Update by Legion_X Steady progress was made on Samland Peninsula. More villages, as well as an old factory and an ammunition depot were added. Legion_X is currently focussing on the town area which takes the most time to design. He hopes to finish it in about a month, we'll make sure to keep everyone updated. Sarau (Revamped and reworked) by Noxxid3 Inspired by Kashan Desert from Project Reality which was originally created by Duckhunt, Sarau is a 16km2 map focused on a combined arms combat. The centerpiece of the map is a large military facility in the Sarau Desert which offers medium to close quarters engagements for infantry while you can expect most of the vehicle combat to happen in the wide open desert and oil fields around the military facility offering medium to long range engagements. Panjab by SaltySeaKook Taking a real world location from Afghanistan, SaltySeaKook has taken a solid base and run with it. Looking to offer an interesting play style, it will have lots of vegetation, in addition to an urban area. The intersection of two valleys will play host to smaller villages and farms as well. Rocky, steep hills ensure that both the villages and the terrain hosting them will ensure hard-fought battles, with or without vehicles. Squad Ops Mod by [OPS] Hamleet & Bestpony Steam Workshop Support It's here! It's finally here! If you're interested how we got here, under the experience guidance of Zak Strange and Chris Greig, check out the previous The Road to Modding. Caught up? Good. We've got some ground to cover! Remember, you can always find these directions in the Squad Field Manual. The following guides assume you have the Squad SDK installed already. It's a large download, so you may want to start that now. Need a hand with that? Check out the Squad Field Manual. Additional guides for server administrators can be found under the Modding category of the wiki. Create a Mod Click the "Create Mod" button. Fill out the Create Squad Mod form. Note: This information will be visible in Steam Workshop. Note: Mod names cannot have spaces or special characters. Listen to the form! Click "Create Mod." You should receive a "[yourmodname] was created successfully," notification. Click "View options" in the bottom right hand corner and select "Show Plugin Content." Click the button with the 3 horizontal lines next to "Filters" in the content browser. Scroll down in Folder View and you should see a folder named modname Content Select that folder. All of your mod's content should live here. Start creating! Play a mod locally Package your mod so that is playable. Navigate to output folder that now containers your mod package. Danger: Do not modify the folder with the name of your mod! Danger: Seriously, don't. Navigate to your Squad install directory. Create a folder named Plugins. It may already exist. It should resemble this: X:\Root\Games\Squad\Plugins. Inside of Plugins folder, create a folder called Mods It may exist already. Copy your mod from the output folder above to the Mods folder. (Re)start Squad All of your mod's content should live here. Boot into Jensen's Range and AdminChangeMap from the console. Brag to your friends. You're a modder! Uploading your mod to Steam Workshop Cook your mod. (See "Play a mod locally") Click "Share Mod" button on the toolbar. Click the Steam Workshop image. Enter notes into the changelog This may be as simple as, "Initial release to Steam," or a detailed list of changes. Enjoy life as the progress bar churns toward completion. This may take some time. Note: Once completed, it may take some time to appear on Steam. Note: Steam performs maintenance on Tuesdays, during which most features are inaccessible. If your mod does not appear within a few hours, please consult the FAQ for assistance. Play mod through Steam Workshop Cook your mod. (See above for assistance.) Upload to Steam Workshop. Open Steam and navigate to the Steam Workshop. Locate your mod in the Workshop. Click "Subscribe". Brush up on your squad leader etiquette while it downloads. (Re)Start Squad. Have fun! (Or don't. We're not your parents. But we'll be disappointed, not mad, if you don't.) Remember, advanced guides and guides for server administrators can be found under the Modding category of the wiki. Squad Modding Hub Management Team Out. Please note: Offworld Industries is not responsible for mod content. Please contact the creator for assistance.
Hi Squaddies, We're bringing you another recap, fresh off the presses. This recap contains some of the most recent efforts each of the teams have put into Squad to show off their work, and what's coming down the road for Squad. The development team remains hard at work, so be sure to check back to see how everything is progressing, especially that new map! Systems Animation System Progress Since the last devblog on the animation system, we've continued to make progress at a steady rate, replicating features like Bipods and Freelook over the network. There have been some engineering challenges as we look at how to deal with bipods over the network and the way the player interacts with the surrounding obstacles as you swivel around. Regardless, progress is being made day by day, and we'll keep you updated as major developments here happen. Weapon Collision One system we managed to serendipitously add was a collision detection system to weapons. When you are up against a wall or obstacle, depending on the length of your weapon, it will lower out of the way and prevent you from firing and aiming down the sights. This will add another layer to weapon balance, especially when dealing with close quarter battle situations where bringing a shorter weapon would allow you to be more maneuverable. Pistols especially benefit from this as they practically require you to be right up against the wall before you're too close. Main Menu UI Our UI designers have begun step one of our plan to greatly improve the UI and menus both in and out of the game, beginning with the Main Menu. We're aiming to not only make it more aesthetically pleasing, but also build in additional functionality like access to Modding (More info about this to come!). The background scene currently is a work-in-progress, but our artists are cooking up something special to go in there. Art M240B Featured previously in a monthly recap, the M240B (and to a larger extent the FN Mag 58 series of machine guns) has been styled and configured to the new animation system, ready to rock and roll come next major version. RPG26 Aglen Rocket Launcher Developed in the 80s as a disposable rocket launcher counterpart to the M72, the RPG26 boasts a larger warhead than its American counterpart, and overall much lighter package compared to the traditional RPG7. When this weapon debuts you will take advantage of the adjustable sights system in order to make your shots count. TT33 & M17 MHS A few new pistols will also make their debut in the next major version, with the Sig P320 (recently adopted as the M17 Modular Handgun System by the US Army); and the Soviet Era TT33 Tokarev for the Militia/Insurgents. Both have their own distinguishing characteristics in terms of firepower and magazine capacity. Mapping Mestia Borrowing heavily from our experience with Fool's Road, this reimagining of a classic Project Reality map pushes the envelope on vertical combat. Focused around a triangle of mountainous fighting positions the map includes rocky faces and winding mountain passes that are sure to be a recurrent graveyard for unwary vehicles. An infantryman's dream, we are aiming to tuck a good amount of nooks and unique engagement locations throughout the map. Mestia was begun by our recent modder turned developer Axton and polished up by the development team. We expect the map to be completed and ready to roll before Christmas! Sign-off Among primary development on version 10 and other departments making ground for future content, we have plenty still left in the barrel. Expect continued updates on this in more dev blogs and monthly recaps to come! Stay safe, squaddies.