Jump to content
  • Announcements

    • Merlin

      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
      Prohibited topics include, but are not limited to: Piracy, drugs (including cannabis), pornography, religion, racism, sexism, homo/trans -phobic content, videos and images showing violent death or serious injury, ‘spam threads’, hacking & griefing (endorsement thereof), religion, politics,  etc. Prohibition may be suspended for some threads if they are found to be suitable by the Moderation (such as scientific debate).
      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. 
        §10 Images in posts
      When posting images, mind the following restrictions:
      .gifs will be allowed and may be removed by Staff if deemed necessary.
      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.

Search the Community

Showing results for tags 'recap'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • OWI Official
    • Announcements
    • Progress Updates
    • Frequently Asked Questions (FAQ)
    • The Official Squad User Manual
    • Development Tutorials
  • International
    • Supported Languages
  • Game
    • General Discussion
    • Questions
    • Feedback & Suggestions
    • Media
    • User Created Guides
  • Support
    • Software Support
    • Hardware Tech Support
    • Website Feedback
    • Bug Report Form
  • The Community
    • Introductions / New Players
    • Teams & Clans
    • Events & Leagues
    • Wiki Development
    • Modding
  • Game Servers
    • Game Server Info & Support
    • Game Server Feedback
  • Off Topic
    • Off-Topic Discussion

Found 21 results

  1. May 2018 Recap

    Hey Squaddies, Welcome to June! With the Alpha 11 patch released, we're back in the trenches hard at work on the next batch of updates for you. We're not the only ones that have been hard at work, though: the Post Scriptum weekend playtests have begun and, by all reports, your participation was invaluable! Check out this footage captured by Khaos during the first weekend: Back in modern combat news, we've got some more details on game modes, systems, and some new weapons platforms for you. On with the Recap! Systems Mode: Randomised AAS A massive improvement we're making to the AAS mode is the introduction of a randomised system for flag layouts. This will allow our designers to heavily consolidate the multitude of map layers we currently have in-game (which are difficult to manage and QA), while also giving variety in the capture chains depending on the map and designer's intent. For example, a map could be tuned such that the first flags from the main base are always the same, but as the chain goes on, there is more variety to the second or third flags in the chain. Or it could all consolidate back into one middle flag. This will give our designers a more powerful tool in creating more variety per round for much less stress. Vehicle Component Damage System Stage 2 of our improvements to our vehicle damage model is the ability to damage individual components on vehicles, both externally and internally. The final goal of this will be to greatly lessen the ability for weapons to outright destroy vehicles and focus more on disabling key components like movement (disabling the engine), mobility (taking out wheels or tracks), turret traverse functions, or weapons functions. Critical hit locations can also be implemented. Examples include ammunition compartments, rewarding accurate gunnery. Our intent is also to help balance the currently extremely strong anti-tank weaponry by preventing them from delivering the killing blow every time. Turret Stabilization One feature we're working on that features heavily for a lot of modern turrets is a stabilisation system that allows the user to focus on a particular direction for the main gun with a keypress, then the turret will attempt to stabilise the gun by counteracting the movements of the vehicle. This will help greatly in allowing such vehicles to fire on the move, improving the pace and style of vehicular combat and giving it a different flavour to the World War 2 style of, "stop, shoot, & move." This system is still in its early prototyping stage, but we find it a necessary component in preparation to introduce main battle tanks to the game. Modding 2.0 - Mods for Linux Servers Over the last few weeks, a lot of quality of life work has been done on Modding 2.0. First thing: mods are now WAY smaller than they used to be! "Operation Silver," a popular modded Squad map, went from 3.3gb down to 1.03gb when cooked against the Modding 2.0 framework. Another big thing that people have been asking for is also done - Mods for Linux! With Modding 2.0 mods will now just run on Linux servers; you will no longer need have a Windows Server to a run Modded server. Art and Environment FV432 APC Currently in the works, we have an addition to the British vehicle arsenal in the form of the FV432 Armored Personnel Carrier. Having undergone a series of upgrades on top of an older model, it will give the British a vehicle that is more than capable of ferrying more troops around the battlefield, but without the stand-off capabilities of the FV510 IFV. M1A1 Abrams We've teased you with this iconic beast of American military might for a while now, but we are entering a phase where the systems we are developing for vehicles will feed into how best we can represent the capabilities of main battle tanks. While we accidentally leek'ed an in-game version to you a little prematurely, let that be a sign that we're getting closer to making the tank dream a reality. These vehicles come equipped with a 120mm smoothbore cannon firing anti-tank sabot rounds or high-explosive ammunition, making it the most formidable opponent on the battlefield when it comes to raw firepower. T72B3 Also in the works is the answer to the American Abrams: the Russian T72B3 series of main battle tanks. Packing a larger gun and considerably lighter than the Abrams, this tank is one of the more widely produced and exported tanks since the 1970s. This particular asset has been in production for a fair while now, and is the first asset constructed from a 3D scan reference. There are still a number of missing components like the machine gun mount, but rest assured once it makes it in-game it will certainly make a huge impact. 9M133 Kornet ATGM To compliment the BGM-71 TOW missile released in the previous alpha version, we have the Russian equivalent in the 9M133 "Kornet" in production. It is equivalent in power to the TOW in that it will be able to defeat heavy armor, however, it uses a laser beam to guide the missile while in flight. Belaya Update Belaya has been undergoing a bit of an upgrade since it was released in Alpha 10 back in February. Some changes include lessening the snow coverage, more foliage adding more concealment when maneuvering between flags, and also roughening the terrain to give more opportunities for cover when crossing ground. We can't wait to get Randomised AAS into the hands of testers, but we might be a little more excited about that Abrams hitting the field. So how about it, Squaddies, what are you most looking forward to in-game? Hit the discussion link below and let us know. Thanks for reading the Recap! Offworld Out.
  2. Hi everyone! Now that the V11 SDK is out and hopefully you're all happily working on your new (or old) stuff it's time to let the community see it again! Submit your content over here: https://goo.gl/forms/0O1ry6yqwCLygmp72 Deadline is the 13th of June!
  3. March 2018 Recap

    Hey Squaddies, Welcome to the March Recap! It's been a busy month at home and abroad as some of the developers attended GDC, and others welcomed the Air Assault winners to Vancouver! We're happy to report they kicked some mocap butt. The rest of you can kick back, enjoy some Squad, and enjoy the fruits of March. A special shout-out to the pros at Animatrik for hosting us at their top-notch motion capture facility. Our veterans have never felt sexier than when donning Mocap Formal. AAS Ticket Bleed Tweaks We're doing a number of different changes to AAS in order to promote a more varied style of play and to positively incentivize flag capture. These include dramatically reducing the ticket bleed on the middle flags, as well as increasing the ticket win/loss when an actual flag area is captured or lost. Neutral flag captures will now also include a ticket gain for your team. There will still continue to be a very heavy "mercy" ticket bleed on the end flags. Our intention with these changes are to increase tactical variability and creating the dynamics for a more open-ended approach to strategy. The neutral flag ticket gain should still retain the incentive to capture middle flags quickly for your team, to deny the enemy team that initial ticket advantage. These changes are in the testing phase and ticket values may fluctuate and are subject to feedback from community gameplay testing sessions. Alpha 10.2 Bug Fixes A number of key bugs have been identified and are addressed in the latest hotfix, including these 3 big ones: Spawn over-run mechanic for FOBs has not been working correctly since the v10 release. When enemy players get within close range to a FOB, the spawn times for that FOB should increase. This is based on the ratio of friendly to enemy players in the radius. We shall be monitoring these changes, expect more tweaks coming to this area, as the spawn massacres around compromised FOBs is not the intended gameplay outcome. We value your feedback here and welcome more discussion on the topic of FOB spawning. Squad kit roles that were being force-switched has been corrected. When squad members left a squad, kit roles were being force switched if the squad dropped below the min players for that kit requirement. This has been modified so that it will only force switch a player upon respawn. A less pervasive method to protect against players exploiting kit requirements has been implemented. An exploit that enabled players to load Logistics Trucks with additional supplies above the 2000 limit has been fixed. Name Tag and Squad Leader 3D HUD UI Upgrades We know name tags have been a hotly debated topic, especially when it comes to them showing up when you don't want them to (e.g, blocking your vision when there are many incapacitated players in the area, or when there are many players inside a vehicle, etc). We feel name tags are necessary for team/squad cohesion and situational awareness. Our goal is to make them as unobtrusive as possible while giving players the necessary fluid contextual situational awareness. We have reduced the number of Name Tags shown on the 3D HUD. It will now display only one name tag at a time (the one you are directly looking at). We have also tightened up the viewing angle for the name tag to appear. We understand that players have a large variety of different display setups and may want to customize the UI. We have added 2 new slider bars in the options, one to adjust the name tag opacity and one to adjust the name tag size. There is also an on/off toggle for 3D HUD name tags (Default is on), and an on/off toggle for 3D HUD kit role icons. (Default is off.) The Squad Leader Icon on the 3D HUD has now been simplified. The SL icon is an important passive tool that allows for instinctive cohesion and spatial awareness of a squad, especially when it comes to newer players joining the squad. The SL Icon will now be displayed on the 3D HUD persistently, but it will fade when the SL is out of range. Map Screen UI Upgrades The Map screen will have a new feature: players inside a vehicle will have their name tags displayed when mousing over the vehicle. The nametags of all players inside the vehicle will be listed according to seat position, as well as the squad # and kit role of each player. Names displayed are test machines for demonstration purposes. Additionally, the Map screen will also have a new indicator for vehicles showing the squad number of the driver. The new indicator will be discreetly displayed next to the vehicles map icon. This enables Squad Leaders to better assess the battle situation on the map quickly and efficiently. British Forces Update The British have undergone more work and polish since we have shown them initially in January. They are from a gameplay point of view, almost ready, and will feature a unique array of small arms to make their infantry a considerable threat on the battlefield. Improved Vehicle Damage Model One massive upgrade we're doing to our vehicle damage model is the development of a localised damage system and the ability for us to model different armor thicknesses and angle of attacks in order to determine the effectiveness of projectiles against armor. Currently, all vehicles have a very simple health system that does not respect the location or angle of a hit, making anti-tank and vehicle play undesirably shallow. One example is the Stryker, where with this new system its frontal armor is completely impenetrable by 14.5mm rounds whereas its side and rear armor are more vulnerable. Another important upgrade is to include the angle of the projectile to the armor when calculating the penetrating capability. For example, hitting the armor on an angle means more material thickness the projectile must go through, which determines whether penetration is made or not. We also plan to have the impact effects and audio reflect whether penetration has occurred and you are actually doing damage to an armored target. This is the beginning of a deeper system that will be later expanded into damaging critical internal systems on vehicles, such as engines. In addition damage on separate components like tracks, wheels, and turrets. BGM-71 TOW Guided Anti-Tank Missile Launcher As part of upping our anti-tank defenses, we are introducing the addition of anti-tank guided missile systems for all conventional forces. Initially, we will be implementing the BGM-71 TOW missile launcher for all factions while the artwork for the 9M133 Kornet ATGM is still being done, but this should provide a very good analogue for the kind of anti-tank capability FOBs will be able to deploy going into the future. The TOW missile is a wire-guided missile that follows the target commands via a very long wire attached to the launcher. The player can effectively steer the missile while in flight onto target, and it is extremely effective against stationary or slow-moving targets. Weapon Emplacement Optics Upgrade In an effort to improve the fire support capabilities of FOBs, optics have been added onto the emplaced Russian NSV, British & American M2 Brownings and both emplaced and mobile versions of the SPG9 Kopye. Both the M2 Browning and SPG9 have completely functional reticles that allow for precise shooting at range. The intention is to make these weapons even more of a threat and further allow a FOB to lock down an area. Update: Kamdesh Highlands We managed to pull our mappers out of the SDK for a few minutes to see what the latest updates are looking like on Kamdesh and they sure have done us proud. We expect fighting from building to building to be fierce, much like the terrain surrounding the point. Squaddies should be ready to practice their bounding cover tactics if they expect to survive. The road in is rarely the road out, but with armor thickness coming in the near future, you might survive a few seconds longer. Be on your guard for anti-tank support! Update: Kohat Expansion As you may know, we've been taking some time to go back and fix up some of the old favorites. This time around, we're looking at the Kohat Expansion, which is building on the fantastic work the environmental team has already laid down. In addition to opening up the playable zones, a lot of surrounding dressing has been added to the map edges to make you really impart the sense of a large world around you. The beautiful lighting is sure to be used as an excuse for taking a few stray rounds from the enemy. Stack-Up.org Air Assault A while back, we had the opportunity to invite a few veterans from the community to join Stack-Up.org and the Squad team for a mocap session! Our winners were in Vancouver, British Columbia over a recent weekend at Animatrik. We're just getting some of the pictures and video in, so stay tuned for a full-fledged article in the near future. In the meantime, a huge thanks to the winners AND Stack-Up for making a once-in-a-lifetime event possible. Bonus points for making sure it goes down in gaming history! Stay sharp out there, Squaddies: April is upon us and has a reputation for being tricky! We'll see you in the next recap and on the battlefield! Did you see something you want to talk about? Something you want to see next month? Sound off to your next favorite squad leader in the Squad Community Discord. Until next time, squaddies. Offworld out.
  4. February Recap

    February 2018 Hey Squaddies, Just because February is the shortest month of the year doesn't mean we haven't been as productive as usual! Most of the team is still deep in the heart of winter, so let's see what they've been doing to keep themselves warm. (Hint: It involves some new weapons, maps, and other upgrades!) Like the previous recap, we've selected work that's nearing completion, but not quite ready yet -- work in progress. Don't worry, though, you'll have your hot little hands on it in the near future. Art and Environment Squad's artists are always hard at work, whether it be on the latest weapon models coming to the game, or working hard to make the maps and their environs look beautiful, play well, and accurately represent the world we all want to play in. As diverse as their interests, each artist brings their love of their subject to the table. New Weapon: AT-4 Entering into service in the late 1980s, the AT-4 is a single-shot anti-tank weapon that gives infantry a chance to level the playing (and/or battle) field with impressive firepower. (Big-bada-boom.) Primarily intended for taking out armored vehicles and fortifications, it should be a welcome asset to squaddies taking on the anti-armor role. Careful, though -- tickle the wrong armor and you will need to move ASAP. New Weapon: L129 A1 The British are coming! And you'll just have to forgive that reference. Fortunately for us, they are coming fully armed and ready for action, as evidenced by the fine work on this L129 A1. The rifle, designed for the harsh environments of Afghanistan, should find itself right at home on the upcoming Kamdesh Highlands map. Don't forget the microfiber cloth for that ACOG -- there's nothing worse than sun glare through a smudge. HESCO Structure Upgrade While starting the work on Fallujah, we knew it will be our best-looking map to date. Still, we didn't want to leave the rest of the game untouched. We've started a side project called Make Squad Great Again! (Not that it ever wasn't. ;)) The goal is to give our existing assets and maps a fresh look -- we're talking about a complete rework, not just a simple texture tweak. To give you an idea how serious, we proudly present everybody's favorite home away from home, the HESCO: A special shoutout to OWI's own Tristan "Ghaz" Mills for kicking ALL of the ass on these. Can't wait to see them in the field. New Building Model Not content just to spruce up the old buildings, the team is hard at work creating more assets to bring Squad to life. Featured here is a multi-level building for the upcoming Fallujah map. With the recent addition of climbing and vaulting, this structure should prove an interesting challenge to clear and secure. It's bound to work its way into some other maps, so be sure to watch for it coming to the SDK too. Mapping Speaking of maps, there's more than just Fallujah in the works. Those lucky enough to catch Axton or ChanceBrahh streaming their workflow know that not only is Kamdesh Highlands evolving, but some of the previously released maps are getting some TLC. The mapping team is hard at work making sure Squad's environments come to life in a realistic -- and fun -- way. Update: Kamdesh Highlands The Kamdesh Highlands of Afghanistan have been host to some of the most intense fighting in recent years and bringing them to life accurately is a challenge the mapping team has a handle on, without a doubt. Previously featured in recaps, Kamdesh is shaping up to be a fierce battleground using the team's latest tricks and techniques. It continues to shape up to be one of the most beautiful environments to join the map list. The high peaks, dangerous slopes, and sharp falls into valleys should prove just as potent of an enemy as the OPFOR. We're honestly relieved nobody has to visit during monsoon season. Gorodok Update Pass Though Gorodok is still an old favorite, it could use a little Spring cleaning. Enter Axton. Under his expert eye, Gorodok is looking to receive some optimization that includes foliage draws, experimenting with distance fields, casting more impressive shadows, and even addressing some of the map's giant rock demons threatening the borders. Ahem. Since it's experimental, we'll have to wait for all the splines to reticulate before checking out the optimizations. Be sure to check out some of Axton's previous streams to get a better feel for what's happening to Gorodok, as it happened. Ain't technology amazing? Community SquadCast by TacticalGamer Tired of having to use your eyes all the time? We got your back and your ears. The folks at TacticalGamer recently had a chance to sit down with Drav and Merlin, some of the amazing minds (and talent) driving the development of Squad. Settle in for about an hour of SquadCast and, when you're done, let us know what you think in the forums. Listen Now! Reddit AMA With the help of the r/JoinSquad moderators, carefully monitored doses of caffeine, and your questions, we took to Reddit with an AMA! A huge thank you to everyone who participated. If your question wasn't answered this time, don't worry: we're already planning for the next AMA. Keep your eyes peeled for a blog-ready version of the text soon. In the meantime: Read the AMA on Reddit! And so we find ourselves at the end of another Recap! A big thank you to the artists (code or otherwise!) that made this recap happen. Did you see something you want to talk about? Something you want to see next month? Sound off to your next favorite squad leader in the Squad Community Discord. Until next time, squaddies. Offworld Out.
  5. January 2018 Recap

    Hey Squaddies, Got a minute? We're back with a brand new year and we're already in the final stages of bug fixing and testing for Alpha 10. Your feedback during the Alpha 10 public test before Christmas was invaluable in making the test period for us that much less crazy. There's absolutely no replacement for those dedicated boots on the ground! The insane amount of enthusiasm and positiveness around the playtest fueled our drive to make Alpha 10 one of our most polished releases yet. Gib A10! Alpha 10 Status Since entering testing, we've squashed more than 323 separate bugs and issues with no small thanks to your bug reports! We only have a few more left before we're happy going to a full release, but rest assured the day where we can finally move on is coming soon. In fact, some of the artists are already working ahead! In the meantime, we'd like to show off development in other areas of the game that are coming after the Alpha 10 release. Unlike previous recaps, this will focus more on content that is extremely close to completion and will most likely be added in the near future. One caveat is mapping, where it is usually an area that is developed on an independent schedule, so the content shown there will vary in levels of completion and release schedules. Let's see what the future holds! Art and Modeling British Army Update A faction teased since the beginning of the Kickstarter, the Brits have been stewing away for quite some time now and they're almost ready to make war. With their own array of weapons, uniform and armament, they will prove to be another flavour on an already rich battlefield. #Melbolyfe New Insurgent Soldiers The Insurgent models currently in use are the last marketplace assets still widely used in our art library. We've been hard at work modelling a completely new set of our own. With them comes a large variety of civilian and paramilitary styles to make the faction look a little more versatile visually. Rigged up and just about good to go, they're undergoing a bit more texture polish before deployment. Technical's Improvised Armor Package One other improvement we're adding to the unconventional factions is an improvised armour set for their light vehicles. Sometimes-reluctant workhorses of modern combat, these vehicles generally sacrifice speed and handling for much greater resistance to shrapnel and small arms fire. BGM-71 TOW Missile Emplacement Also in the pipe is our first foray into guided missile systems with the BGM-71 TOW. Equipped with a high magnification day-sight, this weapon fires wire-guided anti-tank missiles over extreme distances. This should give a bit more teeth to American FOB defences. PKP Alpha 10 will see the introduction of the PKM, but soon afterwards will come its modernised cousin, the PKP. Complete with a mount for optics, this Russian weapon will make their machine gunners even more fearsome. Heavy Machine Gun Optics Conventional factions will also be getting an upgrade to their heavy machine gun emplacements in the form of mounted optics. This will allow for greater target acquisition capabilities for HMG gunners, and also make HMGs a more formidable weapon to go up against especially on maps with little cover. Mapping With a new year comes a new year of mapping! This year we will try to keep the community abreast of the current state of maps as they develop so things may be a little more work in progress than perhaps in the past. Let's check in with the mapping team! Kohat Expansion An expansion to Kohat Toi River Valley will bring improvements to the eastern and southern portions of the map, providing more variety and capturable areas. In addition, the eastern edge of the map will house a brand new United States Army FOB, complete with helicopter landing pads. Logar Valley Expansion As part of a step to revamp some of the older maps we have retrofitted the main town in Logar and replaced about 40% of the buildings with more two story and larger internal space structures. In addition, many more damaged and ruined buildings were added throughout the map as well as a few new bisecting roads to keep those vehicles nimble. Kamdesh Highlands Building on our experience with Operation First Light, we've begun work on a new map visually based on a more rugged portion of Afghanistan than previous projects. Covered in a thick pine forest, the hilly terrain will increase the risk of ambushes leaving even seasoned veterans on the edge of their seats! Checking in with Fallujah Continuing progress on the layout of our long-term project Fallujah. We have moved into the second phase of the city creation and the environment team is working through the creation of larger urban structures to populate the core of the city. Expect monthly updates on this one as it moves towards release in the later part of the year. Annnnnd that brings us to the close of the first regularly scheduled Recap of the year. We hope you're as excited as we are to see what's coming to Squad in the near and distant futures. Be sure to let us know what you think of the new models! How 'bout dem kicks? Offworld Out.
  6. September 2017 Recap

    Hi Squaddies, Ah, the crisp air, the change of seasons, and one of the spookiest months of the year. The ghosts and ghouls will soon be out, and, let's face it, the only way to be prepared is to bring along a squadmate hauling a PKM to make sure when the zombies* come, they stay down. Systems Territory Control Game Mode Prototype Starting with the introduction of a test map last year called Insurgent Territory Control or ITC, we have been wanting to do a game mode that has a more dynamic style of play that focuses on gaining ground and fighting for locations that matter. It has been our goal to try and develop game modes that provide more strategic play and allow the players the ability to create their objectives and drive their own experience. As a step towards that goal (FOBs are one piece of that puzzle) we have started our initial development of a frontline, territory control based game mode. Depending on how development and testing goes, this may evolve into multiple game modes, such as the initial terrain based one and a larger sector and resource based one. Hex lattice auto-generation tools are being created, UI is being designed, and initial gameplay design is being hashed out. To keep this semi-short, we are giving you a screenshot that should provide a broad overview of the current Work In Progress. Staging Area The initial implementation of staging areas for the beginning of round timer has been created. This will partially replace the current timer allowing players to spawn in before the match starts, so squads may gather together, go over plans, and stage vehicles. Art Bradley Fighting Vehicle Our first truly dedicated Infantry Fighting Vehicle is ready to be shown off. Bridging the gap between Armored Personnel Carrier and Main Battle Tank, IFVs can transport a small group of infantry while also providing considerable fire support against both infantry and enemy armor. You may still need to remind your squaddies that it's not a BTR, though. PKM Following the reveal of the m240 in the last recap, we are now ready to reveal the next General Purpose Machine Gun - the legendary PKM. Developed in 1961 and improved in 1969 (Nice.) when is was adopted into service, you will likely see the PKM go out before the modernized PKP is ready for action, which means that there will likely be a small period of time where the Russian faction uses the PKM. M1 Abrams The first of several Main Battle Tanks to be shown off, the M1 will come in two base versions in the world of Squad - the M1A1 and the M1A2. Main Battle Tanks will be a highly valuable asset that will be able to confidently deal with most battlefield threats head on. Mapping Belaya First Look You can make you own, "Winter is coming..." joke as the rest of us ogle the first look at Belaya. Belaya is an Eastern European map set in late winter/early spring. One main goal for Belaya has been to try and capture gameplay elements from our existing maps in hope of providing a varied gameplay experience. Production for the map is in full swing and will keep you updates as we progress at a rate faster than White Walkers. You'll have to keep a (Night's) watch on this one. Fallujah: More to Come We don't want to keep you out in the cold forever, though. The environment team has been cranking away on revisiting our production workflow and creating some exciting assets for this map, and boy are we excited. As we've mentioned, we're planning a detailed blog post about Fallujah which will give you a more in depth behind the scenes of our thought process and how Squad's team works under the expert guide of artist oxygencube. If you find yourself a little scared of marching North, Maesters are standing by now. No word on the milk of the poppy update for medics, though. Thanks for joining us for another recap! As always, be sure to let us know what you think. Offworld Out. (* No zombies were, or will be harmed. C'mon, zombies are, like, so 2010.)
  7. November 2017 Recap

    Hi Squaddies, As we move into December, the team is now in a full bug-fixing and polish mode, where all the new major features have been locked down. The team is now dedicated to fixing as many outstanding bugs as possible before entering large scale community play-testing. Please give us your strength during this time! In return, we'd like to give you a preview of what the following major patch will contain. As always, these features are still in development and may vary in their final form. Stick with us for more development updates! Upcoming Version Feature Preview Coming in the next major version (Alpha v10), Squad gameplay as you know it will change dramatically. The Animation System overhaul may not sound like it changes much aside from aesthetics, but it is going to revolutionize how the game will be played. On top of that, several other changes to gameplay will mix things up quite a bit. Infantry Movement Changes Transitioning time from sprinting to getting your weapon up and aiming down the sights has been slightly increased from the previous value. The effect of this is that sprinting, as in real life, actually puts you in a vulnerable position. Constant running and gunning will put you at a disadvantage compared to a soldier who is crouching and already steadily aiming down sights. We're seeing that more careful movement is needed on the personal level, and more tactical movement is required as a team: bounding overwatch will become a much more important thing. (Bounding Overwatch: Covering teammates while they move up, then having them cover you while you move up.) Transitioning from standing to prone will no longer be instant, and you don't keep your sights on the target during it. This means that prone diving, previously a fairly common occurrence to instantly get dead-accurate hits, will be GONE. Bwahaha! Crouch Sprinting is also added to the game, meaning that you will be able to traverse distances with a lower profile, albeit at a slower pace than you would if you were standing up fully exposed. Vaulting and Climbing Vaulting will allow you to more quickly jump over small walls. Climbing will allow you to get over higher walls than was previously possible as infantry. This changes the playing field, as a simple rifleman's sandbag may be enough to scale a wall previously only accessible with a ladder. Another trick would be to use a vehicle as a booster which would allow you to climb over higher obstacles. Freelook Freelook will allow you to look around while doing any action while in infantry. This should slightly increase situational awareness while moving and reloading. Remember to watch your back! Weapons Handling Changes Weapon handling will change to feel more fluent and realistic, with a lot more polish in the way it moves and should feel much more immersive. Note that this will be the first iteration of this system and the precise sway/recoil/transition numbers will still be tweaked, and that the exact values we release with may not be the same as those shown here. However, the changes seen will still be in this direction. We will be slightly increasing sway effects when standing or after sprinting. This will put more emphasis on your posture and stamina, as well as taking your time to take your shots. This will benefit players who move carefully and deliberately. Good position and stance will give a more tangible advantage. Weapon Collision The length of your weapon also now plays a factor in how you maneuver through tight spaces and fire from cover. When you are too close to an obstacle or a surface, your weapon will be forcibly lowered and you will be prevented from firing and aiming down your sights. This naturally depends on the weapon in question, so bringing a long marksman rifle into small CQB spaces will be ill advised, whereas pistols will have a natural advantage in tight situations. Sights and Optics Scoped weapons will have reduced peripheral vision. This will reduce their spotting advantage at distance. The reticles also have been designed to allow for them to be used to gauge the fall of your shot. Ironsight weapons will have a very slight permanent zoom increase when aiming down the sights to increase the ability to effectively return fire against scoped opponents. Adjustable Sights All infantry weapons (barring those with fixed sights) will have the ability for you to adjust their sights depending on the range of your target. This is especially useful for grenade launchers and dumb-fire rocket launchers as they rely heavily on the shooter accounting for the ballistic trajectory to score a first shot hit. Being able to adjust your sights to compensate for the distance to target will greatly improve the chances of a first shot hit. This feature is also included in all small arms as well, ranging from rifles to machine guns, even on the PPSh-41 submachine gun. Don't forget to hit the range to brush up on your skills, squaddies. New Role: Machine Gunner A new role we have added is the Machine Gunner. A team-wide limited role, the Machine Gunner is packing a larger General Purpose Machine Gun (GPMG). Compared to the Automatic Rifleman's LMG, the Machine Gunner's GPMG is typically a larger caliber weapon capable of putting down suppressive fire out to much longer distances and can penetrate more surfaces with greater reliability. Due to the size and weight of the GPMG, it is generally unsuitable for firing either on the move or in CQB situations. We will be introducing the M240B and the PKM with this new role. Bipods Bipods will allow Light Machine Guns (LMGs) and General Purpose Machine Guns (GPMGs) to set up on positions and put down a large volume of fire with terrifying accuracy. The Automatic Rifleman and Machine Gunner roles intention were to provide suppression. In reality, they were often quickly picked off by Marksmen or Riflemen with optics, as they were limited in their ability to effectively return fire at range. With the introduction of bipods, from what we've seen so far, the machine gun is a force to be reckoned with. It is VERY deadly, even at range, when set up with a bipod. The changes to sway and prone diving (see above) give the automatic rifleman a much larger window to fire when after an enemy has been spotted, before taking return fire. The best way to deal with an Automatic Rifleman is to flank them, because they will have the power to simply make swiss cheese out of you if you try to attack from the front. Furthermore, each squad will have access to an extra Automatic Rifleman outside of the special kit restrictions, allowing a squad more freedom to pick other specialty kits as well. Changes to the Rush Meta After reviewing community and internal feedback, we have decided that we are unhappy with the "Rush the first enemy flags" AAS meta, as it is an unforgiving type of gameplay that fails to put emphasis on the gradual capping of flags and territory that AAS was designed around. To address this, non-capturable flags will no longer be blockable by the enemy. For example: if one soldier is in the capture zone of their team's first flag and nine enemies are in that cap zone as well trying to block it, the flag will still be captured. Once they find him and kill him, the flag will (obviously) stop capping. This should severely reduce the "Rush Flags" meta, and shift the focus more towards the linear progression of moving from flag area to flag area, as well as having a proper supply train with FOBs and logistics. Blocking a flag is technically still possible if you eliminate the entire attacking force, but it will require more resources to do and is more likely to fail. Vehicle Changes Entering or exiting vehicles and switching seats inside vehicles is no longer instant. The duration depends on the vehicle and the type of seat. This greatly reduces the effectiveness of soloing vehicles when a vehicle is flanked or ambushed. Either it will not be able to drive away or it won't be able to return fire instantly. Bring a friend! Several vehicles will have access to secondary weapons and different ammunition types. For example, the Russian BTR-82A will have access to 30mm High Explosive (HE) ammunition which deal explosive damage suitable for dealing with infantry, in addition to its normal 30mm Armor Piercing (AP) rounds. BTR and BRDM variants also have access to a secondary coaxial machinegun. Some vehicles also have access to smoke launchers, providing a way to either conceal their movements or aid infantry by providing a large smokescreen. Logistics Changes One change that we're implementing to Logistics is for the Logistics carrier to load on varying amounts of either construction or ammunition points. For example, an Ural supply truck has 2000 points worth of space to load either construction or ammunition. If a FOB in the front is running mortars or simply just needs more ammo, the truck can run a full load of ammo rather than wasting half of that space to haul unneeded construction materials. Unsecured oversized loads will be issued a moving citation. The process of loading and unloading is now treated like a weapon on a vehicle, in that Construction and Ammo occupy different inventory slots, and one button (Default: Left Mouse Button) will unload, and another (Default: Right Mouse Button) will load supplies onto the vehicle. Round Start Staging Timer Instead of a 3-minute pre-match spawn timer, there will be a 3-minute staging period before matches. During this time, you can spawn in at your team's Main Base, organize your squads, roles, get to your vehicles, and prepare to move out. However, you are unable to leave the Main Base area until the timer has fully elapsed. To prevent griefing issues, you cannot fire your weapons during the staging period. We're supremely grateful for the community we have and we absolutely do not want to disappoint, despite taking us this long to get our next major release together. Please stay tuned for further updates as our team is on overdrive in hammering out the bugs. Offworld Out.
  8. August 2017 Recap

    Hi Squaddies, August was a bit of a quiet month, as OWI was exposed to sunlight as a group outside of Vancouver. Fully rested and recharged, we're back at it -- you may have noticed the Unreal Engine 4.16 update in the 9.8 patch. We've been building on that groundwork and have some cool stuff to show off from August. Are you ready to see how the new animation system is shaping up? Dig in! Systems Animation System Update - Almost there! Our new Animation and Weapon Handling system is approaching the final stretch! Our game designers are getting their hands on it, taking it apart, and rebuilding the way weapons handle. Our Programming team is also hard at work optimising this new system, as its features are now being locked for the next release. The features coming with the new system include Climbing, Vaulting, Deployable Bipods, UGL/Rocket Launcher Adjustable Sights, Crouch-Sprinting, Free-Look, and seamless Weapon Transitions. (Switching between UGL/Rifle, Ammo Types, etc.) The capture data from our motion capture session we did last month with Animatrik is also being implemented into the new system, breathing new life into our characters as they traverse the battlefield. Please be aware that some of the MOCAP data still needs refinement by our animators and speeds adjusted by game designers. Deployable Bipods Bipods are a feature coming first to Light Machine Guns, enabling players to set up on any flat surface ranging from window ledges, walls, tables, and more. Players will enjoy a dramatic increase in stability and accuracy to their weapon. Also, reloading while deployed is faster as the weapon is supported allowing swifter manipulation of the controls. Climbing and Vaulting Seen previously in earlier recaps, this system will be coming in with the new Animation System, and it will allow players to traverse obstacles up to chest height unaided. Depending on the thickness of the obstacle, you will either vault right over it or, if there is room to stand, climb on top of the obstacle. In this first iteration, it will be bound to the standard jump button. Adjustable Sights Featured in the last recap, Adjustable Sights are to be added to all Grenade Launchers and Anti-Tank rocket launchers. These allow gunners to more effectively hit targets out at further distances (as the sight wouldn't be obstructing your view), as well as offering some unexpected uses, like turning the Russian GP-25 Grenade Launcher into a pseudo-mortar. Crouch-Sprinting Players will have the ability to sprint while crouched, effectively being able to move while under cover. This action though typically consumes more stamina than normal sprinting and isn't as swift as sprinting normally. Quacking while moving is optional. Free-Look Also featured in one of our first peeks at the new Animation System, Free Look will allow players to decouple their view from their weapon and look around without penalty. This is particularly useful when operating deployed light machine guns, where it will enable you to check your flanks while still keeping your weapon readily pointed downrange, as well as admire your newly deployed bipod. Typically a feature found in more mil-sim style games, we decided to include it as we felt it was in line with the tactical nature and pace of the game. Weapon Transitions One significant change we've done to our weapon system was to allow for the seamless transitioning from part of one weapon to another part, such as with a rifle and its under-barrel grenade launcher. Another useful appearance is found while switching ammunition types, where the player can now seamlessly switch from one type to another. Art New Insurgent Soldiers Our original take on the Insurgent faction is finally taking shape! Donning a variety of civilian and surplus military apparel, this faction should look a lot more rag-tag in the field than our current set, as well as look a lot more high-fidelity. These still have a little ways to go, but expect them to come in a future version. M240 GPMG A staple of infantry since the '70s, the M240 is one of the first GPMGs coming to Squad, featuring the deployable bipods. They'll be made more fearsome by Suppression overhauls in coming patches. Look forward to each faction getting their own GPMG! BGM-71 TOW Missile With more vehicle options coming in the future, more anti-vehicle options are coming alongside them. Enter the BGM-71 TOW Missile, a familiar sight on the battlefield. ZU-23 Anti-Aircraft Gun A revisit on an asset we showed off in May, the twin-barreled 23mm Anti-Aircraft Gun has been completed art-wise and is soon to be ready for implementation once the other parts of our plan for more diverse vehicle assets are done. More barrels are better. All in all, not a bad month! We truly can't wait to get the new animation system into your hands, especially to see what sort of mayhem you folks muster up with those grenade launchers. Stay safe out there! Offworld Out.
  9. October 2017 Recap

    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.
  10. The community has been busy as ever with creating content in the Squad SDK. Check out the July 2017 Edition of The Wrench over at this link!
  11. The Wrench - May 2017 Edition

    Check out the May 2017 edition of The Wrench right here! We're still alive and doing well.
  12. Check out the April 2017 edition of The Wrench right here! http://joinsquad.com/readArticle?articleId=167
  13. Read all about it here! http://joinsquad.com/readArticle?articleId=141
  14. Read all about it here! The Wrench - January
  15. 09.06.2016 - First edition Modding Community News Introduction Hello and welcome to this new recap article focusing on development in the Squad modding community. These monthly articles will feature and promote ongoing projects that are being worked on by our dedicated and hard working modding community. Modding Hub The Squad Community Modding Hub was created by Zeno and Mitsu back in late December 2015. This was a push from us to create a common ground for all modders in the Squad community, regardless of project size and previous experience. This resulted in a Discord server, that serves as a gathering point for everyone that seek to make Squad greater (again)! Originally we consisted of a handful of dedicated modders with widely different skillsets, ranging from industry professionals to people who had never touched a game editor before. This mix was vital for us, as it allows for a low entry barrier, and also gives the people the ability to learn from experienced users with an high understanding of the different professions of modding. We have also included several highly motivated individuals into our management team, this to create the best experience for you as a modder. As Squad is growing, so are we as a modding community, and the Squad Modding Hub now consist of 1300+ members, all eager to see what the future will bring for Squad Modding. So if you are a person who really wish to have an impact on the future of Squad, by creating the changes and content that will take this game to a whole new level, Join us today! Squad Modding Hub on Discord: https://discord.me/Squadmoddinghub SDK Release and Community progress An first iteration of the Squad SDK (Software Development Kit) was released 20th of April. This enabled the community to access the Squad assets used for creating maps. This instantly spawned lots of new maps and projects, ranging from deep jungles, cold mountains, scorching deserts and dark forests. These projects are now maturing nicely and with the competence level in the community rising, we are confident Squad will have a strong and experienced modding community for years to come. To download the SDK and start modding with UE4 and Squad, go to this thread and follow the instructions closely. SDK Release Thread Mapping With the SDK release focusing mostly on the mapping part of development, we are showcasing some of the amazing work being done by our community mappers. Marv Jungle Map Marv has been hard at work with his latest project, featuring a dense jungle theme unique for Squad. With atmospheric lighting and fog Marv has figured out the perfect formula for an immersive environment. Switcher Operation Dry Harvest Switcher’s Map ‘Operation Dry Harvest’ features a CQB centered map layout that is surrounded by dense forest that allows flanking maneuvers when you’re stuck fighting the enemy in the compounds. AK47 Halo Bloody Gulch remake The remake of ‘Bloody Gulch’ from Halo is AK47 latest project. He combines classic aspects of the map with Squad-esque environments that fit right into the tactical gameplay. Noxxid3 Jala Map ‘Jala’ is definitely one of the more mountainous terrains in this recap, featuring a variety of ridge lines and extremely dense forests. Watch out, there could be an enemy behind the next tree! LMR Sahara 6km x 6km, Sahara Plains Sahara Plains offer wast expanses of desert warfare, with a huge mountainrange stretching across the map, an highway passing through the scorching desert and desert villages with fortifications giving cover from the onslaught. Heavily inspired by the PR classic "Kashan Desert", many players will surely feel right at home in this map. EliteLurker 3 Kings ‘3 Kings’ is as his creator EliteLurker describes a map that is 100% focused on gameplay and designed to feature faster paced combat, while still retaining some of the classic Squad gameplay. EliteLurker has a long history of level designing, so we are eager to see the progress of this map. Igno WIP Forest map, 2x2km, Villages, lakes, Lumbermill. Igno’s Forest Map takes us to very rural areas offering open areas for long range engagements and dense forests that offer natural cover. Blindside Tresenka border - Project Thread Authors Description “It's inspired by most of the Chinese maps in Battlefield games and PR for its visual appearance. But as a larger map, I would like to have quite a few routes to each objective, kind of like mini, or secondary objectives. Large wide open spaces for objectives, surrounded by dense woodland and brush in between the points. But since it is a large map, I want to somewhat condense the area of action to make infantry gameplay a bit more interesting, because large open maps can be quite boring with 10 minutes of running time, then instant death or engaging enemy from extreme distances. Much more vertical gameplay as well, and designing the map specifically with gameplay in mind. To have a large map with large distance between objectives can be boring also so I'm trying to somewhat change that by making lots of ground cover for infantry and kind of "choke points", such as those mountain pathways, and kind of focus zones. while the distances are large, I want there to be a kind of clear objective” BigZ BigZ is working on a european countryside style map, where he wants to encourage fighting through fields and farms. He wants to build it in a future proof way, already thinking about good vehicle play when they eventually drop. OakleyHidef Normandy Oakley Hidef set himself the goal to up his modding by working on a rendition of the french countryside in Normandy. He also joined up forces with Fallen Heroes and is now part of the core team. Sidney Radar Array Model Sydney's massive radar array sure is a landmark that will be interesting to see in future maps. Having learned 3d modeling from scratch, he is setting his sights on definitely some of the “largest” projects currently underway in the modding community. We can't wait to see what more Sidney has in store for us in the future! Modding Fallen Heroes Development Team The Fallen Heroes Team is working hard on producing first person assets with a focus on grenades in the last time. Work continues on bringing the Squad feeling into a World War 2 setting. World War I Total conversion mod McQueen and Sekkyoku101 is working on an exciting new project focusing on rebirthing the battlefields of World War I. This project is still in its infancy, but they are showing great progress towards making an unique and enjoyable mod. Coding Nkey Nkey has been creating something that would offer maps in Squad to use even larger landscapes. He developed code that allows origin rebasing in a multiplayer environment. This might sound confusing to people, but in practical terms it allows the game to create new points in space which upon calculations are made from. fixing the known issues with floating point precision. This will allow Squad developers to expand their maps drastically, as it removes artifacts such as animation issues and scope jittering, currently appearing approximately 3km from the level centre. (noticable at the edge of Kohat for example) This new technique will open up for maps as big as 20x20 km (400 sq/km), resulting in a much more capable engine. Other Karmakut SquadOps SquadOps is the first step to allow Mil-Sim oriented communities to enjoy Squad even more. With predefined objectives and an extensive amount of preperation, planning and well coordinated execution, SquadOps will let military roleplayers and mil-sim enthusiasts feel right at home. Read more about Squad Ops and their mission here: Squad Ops Thread New SDK release and Unreal launcher integration The next step in the modding support for Squad is to release a brand new and much more content heavy version of the current SDK. This version will include all released assets so far, meaning all content that is in the v6 of Squad will also be in the SDK. Another great feature to come with the new SDK launch, will be the integration into the Unreal Launcher. This will allow for automatic updates and a much more streamlines pipeline for modding. It will also give great exposure to Squad Modding, as we are hoping for a large influx of experienced UE4 artists to give Squad a shot with this new integration. That's it for this time! We hope to see many more of you jump into the editor and give modding a try, and we are continuing our unrestricted support for the modding community via both the forums and also the Squad Modding Hub on Discord. Best regards. Zeno - Mitsu - Rotzbua Squad Modding Hub Management Team
  16. The Wrench - September Edition

    September Edition Ahoy! Mods on the horizon! Hello again good people of the Squad Community! We are back again with the monthly recap, designed to give an exciting insight into the murky corners of the modding community as we enter into the darkness of winter (at least for all you north-hemisphere dwellers). The squad modding scene has been doing great the past month, with some marvelous updates to already known maps, and some fresh content, straight out of the Modding Hub easy-bake oven™. So let's get straight to it! Total Conversions Post Scriptum by Periscope Games Post Scriptum released their first progress update since their reveal this month, and oh boy what progress they have made! In this almost 20 minute dev blog, they showcase their quality work-in-progress assets, giving everyone who is into WW2 something great to look forward to. Seriously badass and often unknown vehicles and weapons are featured, like the British Morris C8 Tractor and the German Sdkfz. 232 Recon variant, often overshadowed by its more famous cousin, the Sdkfz. 222. (referred to as “tiny tank” in Allo Allo) (DISCLAIMER: The video is a bit laggy and 720p due to the recording inside the UE software. Does not represent ingame performance) Vickers M.G. 3-Inch Mortar Granatwerfer 36 Factions Bundeswehr by BWMod Team The first faction mod to show some progress, the Bundeswehr will include the German armed forces into the Squad universe, with all its unique weaponry and vehicles. To quote the team`s description: “The BWMod (Bundeswehr Mod) is a mod adding a German faction. Some of you might already know it from Arma 3; This is a port of that project and the Arma version will remain the primary development platform” An interesting development strategy for sure, and many of us can remember the fun that the Bundeswehr brought to Project Reality, so having this for Squad also is certainly a dream for many PR “vets”. Mapping Kokan & Basrah by ChanceBrahh After its reveal last month, Kokan and Al Basrah has gotten some more TLC (Tender loving care) from Chancebrahh, and the maps are progressing very nicely. This is great work from an hard working mapper, and we are all anxious to finally have the British, face to face with the insurgents again, in the streets of Basrah. (click to expand) Weapons Musket Modélé 1777 by P1NGA Following an very unofficial “Hey, somebody should totally make an musket mod for Squad” comment from Mr. Irontaxi, two of our devoted community members took the bait, and now the first result is in: The Musket Modèlè 1777 was one of the most produced muskets of all time, with 7 million produced. If this turns into any more than a model duel is hard to tell, but atleast we can admire the amazing work that went into this model. 40mm Illumination Flare by Hamleet & Umarex Flares are something a lot of people want in Squad, seeing as there are already some night maps around and even some in development by the modding community. Some talented guys from the Squad Ops team took it upon themselves and are developing their first in-engine proof of concepts and they look great! Systems Basic AI Functionality by Hamleet AI is something that is very hard to tackle from a coding perspective, but nevertheless Hamleet started with his humble beginnings of a great project to bring some civilians into Squad. We hope to see a great development in the future. Best regards, Zeno - Mitsu - r0tzbua With the help of Igno, P1NGA and Assifuah. Squad Modding Hub Management Team
  17. The Wrench - August edition

    August Edition New month, new toys! To start off this month's edition of the Wrench, we can announce that the v7 SDK files have finally been released, opening the possibility for modders to play around with vehicles. This is of course very exciting news, and we can't wait to see what incredible work the modding community can create with these new tools available for them. To download the update for the Squad SDK, open your Epic launcher, go to the “Modding” tab, find Squad in the list, then simply press the big “update” button and let the magic unfold! (be advised though, the patch is very large). Remember to backup anything you may have changed before, the update should not overwrite anything custom you made, but you can never be sure! This month we also have some sexy new maps that are under development, adding to the already rising number of maps in development > Mapping Iron Mountain by American Outlaw & Co Original Thread: http://forums.joinsquad.com/topic/23423-iron-mountain-wip/ Screens: Iron Mountain uses a lot of the same characteristics that old-school Project Reality players will recognise from the original Iron Ridge map: Its steep and rocky ravines, multiple river crossings and expansive tunnel networks. American Outlaw and his brother are putting some real love into this map, and it’s looking well on its way to become a community classic. Kokan by ChanceBrahh Screens: Following the trend of reimagining Project Reality classics, ChanceBrahh has started working on his second map, based on the Kokan area in Afghanistan, with the Kunduz river quietly flowing past. This map features large fields flanked by dense villages and compounds, creating interesting choke points that make any assault a real hassle. Hoʞ by Sajuuk Screens: Sajuuk is hard at work on his new map, Hoʞ. Showing great progress, we can't wait to see what will be coming up for this map, featuring rolling fields, dark forests and farms dotted along the countryside. > Tutorials Axton's Guide to Creating Realistic Terrain for Squad by Axton Forums: http://forums.joinsquad.com/topic/22739-axtons-guide-to-creating-realistic-terrain-for-squad/ Tutorial: This month's first featured tutorial is coming from our very productive community member Axton, who have taken it upon himself to go into the details of his process to make realistic and good looking terrains for Squad. So if you are new to mapping, or not used to Worldmachine, this tutorial will certainly be of great use! Import M4-like weapons into the SDK (and reuse the M4 animations) by r0tzbua Tutorial: https://www.twitch.tv/r0tzbua_at/v/83241775 Got that beautiful AK-5C model lying around? Or the tacticoolest M4 on the planet? In this guide you’ll learn how to get those weapons which can reuse some of the already available animations into the SDK. Featuring a SIG550 model by Krycek from gamebanana.com To wrap it up The modding community is thriving, and with the newest version of the SDK released, we are waiting in excitement for what will be next to roll out of our modder`s workshops. What we in the Modding Hub management would love to see in the coming time though, is for more people to take action and help out the community with some quality tutorials. This will ensure the barrier of entering the modding scene to be even lower, resulting in more content, and also increasing the overall quality of the mods. So if you have something you know and excel at, don't be afraid to share it with the rest of the community, either by videos or written tutorials. Until next time! Best regards, Zeno - Mitsu - r0tzbua With the help of Igno, P1nga and Assifuah. Squad Modding Hub Management Team
  18. The Wrench - June Edition

    June Edition The heat is on Welcome back to another update from the Modding Hub community! Summer has definitely arrived, and with it, fresh content from our dedicated band of modders. Speaking of Modders, the official Squad Modding hub is growing ever stronger, with plenty of new members joining every day, seeking help and guidance, and we will be there to help them out. So this is definitely the right timing to jump into the editor and start learning, because you will also have a 1800+ member strong modding community that will help you along the way. Squad SDK is now available on Epic Games Launcher Thanks to the outstanding support of the Squad developers and our friends at Epic we can now enjoy modding even more. You now have the chance to download the official SDK release through the Epic Games Launcher. This will allow the developers to push their latest content to the SDK and let modders automatically update their SDK to the latest version. 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. Migrating previous content to the new SDK Migrating your content you’ve created in the previous version of the SDK should work fine. To do so, open your old project, right click the contents you want to migrate, select Asset Actions and then Migrate from the context menu. You’ll now be prompted to add or remove related assets and then select the destination where you want to migrate to. Make sure your relative file paths are the same, meaning that the folder structure should be the same as in the old project. You may run into compatibility issues or your merge might be faulty, so it’s best to make a backup of your content before merging. Documentation on Migrating Assets 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. Brazilian Army Community Faction One of the first Community factions to be announced is the Brazilian Army. This team is being lead by Sshadowfox and is set to definitely add a very exotic flavour to the Squad universe. Their main focus at the moment is to create a unique set of environmental assets that will teleport you from the current open hills of Kohat to the lush rainforest of the Amazon. This is an ambitious project with an unique and exciting goal, so they will need all the help they can get. If you are interested in helping the Brazilian faction become reality, please follow the information below. Join their discord here: https://discord.me/ForcasBrasileirasSquad Winter Airport Marv has been busy at work this month also, and have gone from tropical forests to icy tundra. The map in the images below is based on a eastern european airport covered in deep snow, also featuring a total reskinned eastern European faction to go along with it. We are all very excited to see the coming of winter map, and looking forward to see the progress ahead. Name: Góra Size: 8x8km Creator : LMR Sahara A mountainous European map with two lakes, villages, and dense forests. There is a road going up to the Mountain in which there is an active Military outpost, and a Historic castle with abandoned bunkers. You can lurk through the remote forests and you may be surprised with who, or what you may encounter. Name: Forgotten Forest Theme: Foggy, Eerie and abandoned Creator: Igno A scenic map that features Villages, a scenic lake and beautiful forests, get your woodland camo on for this one. To finish up this months recap we have two more “4 teh lulz” videos that shows off some of the more funny things you can do with the SDK. Jonpas and his Banana grenade for scale And The Salt and his prototype for Squad: Farming simulator 2016 That's all for this month, make sure to check in to the Modding Hub for all your modding needs, and we will see you in the next edition of The Wrench! Squad Modding Hub: - Discord link - Best regards. Zeno - Mitsu - Rotzbua With the help from Igno - Assifuah - P1nga Squad Modding Hub Management Team
  19. Monthly recap hype!!!!

    One week to go I presume get the hype going.