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Hi Squaddies, March is behind us and with it another exciting month of Modding! We were thinking long and hard about a joke involving the Ides of March but since nothing made the cut, just take the hard facts: we received a lot of awesome updates from our community which we are more than happy to present to you. 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 passions with like-minded people that will happily help you create something awesome. Al Basrah Storm + Night Variation by Stadl0r We love modders who take the approach of making existing things more interesting. Stadl0r did this very well in his project to make some environment variations for Al Basrah by making a nice dusty storm variation. It's very well done and looks pretty much spot on. Sightlines are reduced and engagement ranges drop down by quite a bit. He also made a beautiful night variation with some new light objects which is worth having a look at. (Take a friend. It's dangerous to go alone.) Firepower: WW2 Combined Arms Total Conversion World War 2 is up and coming and we love to see Modders tackling this conflict. This submission came out of the dark: a World War 2 total conversion mod focusing on combined arms in the Pacific theatre. They are currently very early in development but we can already see some very nice things in this update and hope we'll see more in the future! Finkarus by LoRDHitMan Finkarus was first released on the Steam Workshop in March and has seen some great updates since them. Dedicated Wrenchers can still remember the first time we saw this map and it is great to see it released. It's a 5x5km map with different time of day versions, pitting the Russian Ground Forces against the US Army. Be sure to check out LoRDHitMan's hard work on the Steam Workshop here. Sands of Yanya by bestpony Well-known modder bestpony is back with another map, and this time we're headed to a coastal region. A beach littered with Czech hedgehogs, crumbled bunkers that still make for an ample defense position, and thick forests make for a hard-fought battlefield which we cannot wait to set our virtual feet on it. Foreign Legion Mod by Squad Mod France A very welcome and well known regular on the Wrench, the French Foreign Legion Mod brings us some very nice updates again this month with their new model of an AMX 10 RC and a nice work in progress on their HK417 for the more infantry focused fans! As always you can check out their updates on their website. Dzhungli by dsiOne Set in a heavy early morning fog this map puts the very mobile Militia Forces in a battle against heavily mechanized Russian Ground Forces that are defending an old Soviet compound. Dominated by a thick and unpassable Siberian forest which is only broken up by a raging river and some steep cliffs, forces will have to fight to control the crossing points to make sure they can move on vehicles. Operation Silver by EliteLurker Released a while back, Operation Silver has been one of the early favourites of the Modding Community. EliteLurker hasn't stopped to rest though, steadily improving his map by including a soon to be released night version. Operation Silver also featured in the LevelGaming 40v40 competitive league tournament. Included in the Steam Workshop download is a small bonus fun map named RoadRage, made for excessive vehicle mayhem, check it out on the Steam Workshop! That's it for this month people, we hope you enjoyed reading through this as much as we enjoyed collecting and providing it for you. As always, if you want to see your work in here one day, just submit it to us! We're looking forward to seeing your hard work. Squad Modding Hub Management Team Out.
Hi Squaddies, The snow is melting (in the Northern Hemisphere, at least. We make no guarantees for the cold-hearted either.) and the sun is coming out to shine onto our screens while we're trying to work on mods. Even throughout these difficult circumstances, the community is working had to bring their ideas and visions to the game and we're happy to show you what has happened in the month of February! So let's close those curtains and get this Wrench started, we have quite a lot of things to show you. 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 passions with like-minded people that will happily help you create something awesome. Official Squad Modding Hub Server Often requested and, thankfully, now we were able to finally do it. We have an official Modding Hub Server that is running your modded content 24/7! It shall forever be known as the "Squad Modding Hub Official" and you can directly connect here: steam://connect/play.squadmodding.com:27165, or use the IP address: play.squadmodding.com:27165 (The 27165 is technically the port number, but you get the idea.) Do you have any suggestions regarding what to run on it? Hit us up at the Modding Hub: we're there to listen to you! And while we're talking about our server, what are you doing on Saturdays? We have a nice, weekly event for every mod lover and mod lover in the making: our Squad Modding Roundup! This is where you can play some curated mods in an event with other squaddies. Keep an eye out for the announcements and get all the files at www.squadmodding.com. Finnish Defence Forces Update by FDFMod The team behind the Finnish Defence Forces is hard at work to bring this faction to Squad. Weapons are already starting to find their way into the engine and they're currently building some maps. Shown here is a 2x2km map based on a real-life location, it's called Rautjärvi. They are also working on custom buildings and foliage to populate the maps with appropriate content. Mennä! Helicopter Mod v6 Update by Heedicalking/MF Cool One community favourite just received a nice update: the helicopter mod just introduced the Russian Ka-52 "Alligator". Being equipped with a semi-rigid 30mm cannon, two side-mounted rocket pods, 14 ATGMs and a FLIR thermal camera it surely brings a lot to the battlefield. To counter this the M163 Vulcan anti-air platform was also added in this update! Karkand City by FAR-STAN A lot of people in the gaming community have fond memories of "Strike at Karkand," a map that was originally featured in Battlefield 2 and made its way into later iterations of the Battlefield series as well. FAR-STAN has set out to do a faithful recreation of this map and it's going quite well. In the future, he plans to continue working on the map and creating some custom assets to really bring back the city of Karkand to SQUAD -- sure to be a superior city combat experience. Foreign Legion Mod by Squad Mod France Still hard at work, we get another update from the Foreign Legion Mod. This time we can see some progress on their map from community member Legion, and some screens of the Renault GBC 180 which will be their second logistics truck and can carry more supplies than the TRM 2000, but comes at a higher ticket cost. As always you can also check out their website for their full progress reports. Battle of Skorpo - Uskedalen Expansion by Zeno The Battle of Skorpo has undergone a lot of changes during its time in development and is now being updated with an entirely new gameplay area based on the real-life location of Uskedalen. The mainland section of the level will feature tranquil villages, windy mountains, lush valleys and raging rivers. New layers available are AAS and AAS Infantry. Together with the updated Invasion layer and soon to come: Search & Destroy game mode, there will be endless ways to play this map! Sarau Desert by Noxxid3 Already introduced in last month's edition of The Wrench, Noxxid3 didn't stop working on his map inspired by Kashan Desert from Project Reality. A road network was defined and the landscape was decorated with some vegetation. You can follow the development of the map in the forum thread, development is moving quite quickly! Special Forces by r0tzbua While still working on putting the last few changes on the snow white (without a single dwarf) winter factions, r0tzbua was inspired by OWI's own ChanceBrahh to do an AN/PEQ-15 attachment for the M4 rifle. After that was done (even though it's just a cosmetic thing and doesn't work yet) the idea came up to work on a SOPMOD kit for the rifle. When the NT4 suppressor and the Spectre scope was on it didn't seem very far-fetched to play around with night vision. That's where we're at right now, complete with the awesome suppressed M4 sounds by TheSCRUB. SQUAD MOD Combat Evolved by The SMCE Team This fine team consisting of like-minded people from the Modding Community have set themselves quite the formidable goal of creating a total conversion of Squad in the Halo universe. While we would all love to blow through hordes of enemies as the Master Chief, we can all agree that it wouldn't be quite a balanced multiplayer experience. The SMCE team thinks the same and were mostly inspired by the elite Marine ODST gameplay of Halo 3: ODST. We are really looking forward to what they come up with! 1P63 - Russian Optic by Assi Some new optics for the poor optic-deprived Russian faction are in the works, and Assi started right up with the 1p63 for the AK-74M. Originally starting as a practice model he decided to implement it into Squad to check out how the weapon and attachment system works. You can check out the submission in the workshop already over here. Game Modes by Virus.exe Quite known in the Modding community for his excellent work on game modes and more, Virus.exe is at it again with a new release: a Territorial Domination mode which places objectives all over the map and lets the team fight over territories (as the name might imply). Depending on the number of held territories (each 5% of map control gains 1 ticket per minute) a team gains tickets and whichever team outpaces the other by 200 tickets first wins the match. The mod comes packed with a proof of concept INS vs. MIL layer on Al-Basrah which is loaded with highly mobile technicals and only little-armoured vehicles, check it out on the Steam Workshop! Additional thanks here to Sacretis for the Territory Domination icon. The Destruction game mode which we talked about last month has received some updates throughout February. Areas with active objectives are now shown on the map and the construction of deployables in a 10m radius around them. The Gorodok layer received some balance changes and the Chora layer has been updated for Squad v10. If you haven't already played it, get it from the Steam Workshop, it's a lot of fun! Some thanks and credits go out to Rincewind for helping with a map painting system for objective areas, and Assi for the new weapon cache models. Forest Map Concept by Marv Quite a name in the community, Marv is known for working on multiple visually stunning maps. He also released Agrabah, which is on the Steam Workshop already. This new map takes us from the desert and directly into a dark and eerie European forest which makes us afraid of monsters jumping out behind every tree. Looking forward to it! That's all for this month people! We hope you enjoyed what we are cooking in the community and you have as much fun as we do. If you didn't quite make it into this month's deadline, fear not! We're taking submissions for the next month already, just use this Wrench submission form. Squad Modding Hub Management Team Out.
Hi Squaddies, The day is finally here! Or rather was. Not the day that The Wrench is out, which is exciting by itself, but we the day we got our hands on Alpha 10 after a mere three weeks! Now this means that some of the maps and mods have to be reworked, because as it is with games in an alpha-state: things change. Nevertheless, we have some great stuff this month and we're excited to show it to you. And now that the v10 SDK is out, it's one hell of a great time to work on mods! 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 passions with like-minded people that will happily help you create something awesome. Defend the Dome by Headshot13Vegas & Archangel These two guys are working on a new game mode which will feature two heavily fortified FOBs. At the start of the match, each FOB is given 20,000 construction points and 15 minutes of time to set it up while being separated by a DMZ "wall". After the time runs out, one team is declared attacker and has 40 minutes to find and destroy the enemy's FOB. Once the round is over, the teams are switched and the former attacker is now the defender. Sounds like quite an interesting idea! ARMSCor: SQUAD by Springbok_ZA ARMSCor: SQUADs primary goal is to bring the South African Border War 1966-1989 to SQUAD with most of the factions involved: the South African SADF, the south-west African/Namibian SWAPO/PLAN, as well as the Angolan MPLA/FAPLA. The secondary goal is to include the SANDF and Rhodesian Bush War as well as a fictionalized ZADF faction that will be equipped with South African designed prototype vehicles and equipment. Some may recognize the name ARMSCor from ARMSCor: ARMA III which is a sister project. They are a small team but all assets are shared wherever possible for the respective games, including SQUAD, ARMA III, and DCS. Too fast? Check out the vehicles and aircraft in static format. French Foreign Legion by The French Foreign Legion Mod Team This team is hard at work to deliver a fantastic new faction for Squad and just started with internal testing. Their latest Work in Progress report is so full of assets, that we simply can't show all of them here, so better simply check it out on their website. We all are very excited about seeing these things in-game and are off to a great start for community factions! Winter Soldiers by r0tzbua Winter may be here for quite a while, but the first snow (at least a bit snowy) map of Squad just dropped with Belaya in Alpha 10. So what better time to work on some soldier reskins that feature winter camo? r0tzbua's plan is to give every current faction (except for Insurgents, until the new model drops) a close to realistic winter camo setup by using the existing models and expand onto it from there. He started with the Russians featuring the popular aftermarket inverted KLMK version as well as some Klyaksa and plain white pieces. Destruction Gamemode by The ISKT Community Since the last Wrench Destruction has been playtested and tweaked a little bit! Destruction will feature — as some might know — 3 phases of 2 caches each were both caches of the current phase needs to be destroyed to advance to the next one. Playtests showed defenders were too underpowered and attackers had an easy way to snowball by placing FOBs to prepare for next phase and thus not giving the defenders enough preparation time. With the help of our amazing modder (the only and only) Virus.exe the following changes will be made until next playtest: A no FOB deploy zone for attackers behind current phase will be implemented. Rallies still work. (To counter mortar FOB and similar strategies. Incendiary grenades will be limited. Currently aiming for 3 per team to prevent mass SL kit spamming. After a phase has been completed (both caches destroyed), defenders receive many temporary 1 minute spawns spread out over the next phase. This allows defenders to spawn in soldiers anywhere. Attackers are free to rush the next phase if they want, but there can be a sneaky defender in any bush! Experimenting with spawning assets on phase completion. That would mean that the first two caches deploy light vehicles and infantry against each other, second phase deploys more heavy hitting vehicles, and the last phase is where the big boy assets come in! The hope is to provide a more tactical and fun game mode that offers the ability for both teams to effectively develop and employ strategies. Buffing defenders should provide the ability to avoid merely sitting on the cache and attack the enemy spawn points and more! If you're interested in helping ISKT test and play Destruction or competitive Squad in general, be sure to check out the International Squad Knockout Tournament at www.internationalsquad.com. Credits: Nordic, Koodoo, Virus.exe, Bill Nye, Rocode, Haynick, Filthy Crab Sarau Desert by Noxxid3 Taking inspiration from Kashan Desert, a popular Project Reality map originally created by Duckhunt, Sarau is a combined arms focused map around Yehorvika size. The centerpiece is a large FASP (Field Ammo Supply Point — Don't worry, we had to look it up too.) in the Sarau Desert. The facility will offer medium to close quarters engagements for infantry while the open desert will offer chances for vehicular combat and long range engagements. The map is defined by dunes, small mountains, and Noxxid3 is planning to work on some nice heat particle effects to get you all into a mood, this is up to performance though. Everyone can follow the development closely on the forums. Operation Silver by Elite Lurker This map made it out of its alpha stage and is now in beta development completely with five gameplay layers. While Alpha 10 may have changed some things and a small overwork may be needed, it's sure to be re-released quickly with the release of the v10 SDK. Get your bookmarks ready and subscribe to it on the Workshop already. Operation Silver is set in a hilly region, filled with lush (though dry) river beds, steep hills and winding roads. The Squad Cinema Group With the release of the v10 SDK, it's getting easier to create Squad videos, but sometimes you still need an expert in the field. OWI's own Lordas, who produces such impressive hits as the V10 release trailer, is spearheading the effort to get more moviemakers the knowledge they need. Do you have a creative vision utilizing Squad? Stay tuned for more! So, that's all for this month! January couldn't stop us, and February ain't got the guts either. Missed the deadline and absolutely had something for us? No worries, just submit it for the next Wrench, you can easily do that using this form. See you next time! 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 hope you all had great and amazing holidays and spent some time with friends, family, scotch, or your pets. (Whichever you may enjoy most. No judgment.) The Modding community was also hard at work on some new content which we're happy to present to you. We love what everyone has been doing so far and with Alpha 10 around the corner we are sure that a great 2018 is waiting for us! We are glad that you are with us on this journey. 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 passions with like-minded people that will happily help you create something awesome. Finnish Defence Forces by FDFMod This team is working on a custom faction everyone has really wanted to see since the Project Reality days: the Finnish Defence Forces. It plans to combine elements from both conventional and unconventional forces in a way that reflects the traits of the FDF such as infantry focus and defensive maneuvers. They are also planning on including new maps as well as a defensive game mode. Currently we can see great progress on their character models as well as various gear. Mahtava! Finkarus by LoRDHitMan It always fills us with a sense of pride when we see things that grow in our community get bigger and end up in the Steam Workshop to be downloaded by everyone. Finkarus is a great example of that. It is a 4x4km map with all sorts of different terrain that can already be played. Creative work is never finished though, so LoRDHitMan is currently working on a Mesh Kit to make the Soviet apartments look more authentic. You can check out the current version of the map on the Steam Workshop. Destruction Gamemode by The ISKT Community Sample Destruction layer. A new game mode is currently in development with a focus on competitive play. Let's hear all about it directly from the guys who are working on it: ""Due to changes coming to AAS, the ISKT community took it upon themselves to create a new game mode for competitive Squad that would fit well and make for more diverse strategies. Destruction is a product of several people from the competitive Squad community, ISKT, and is being built and made possible by Virus.exe who is a great contributor within the Squad modding community. Destruction is based on the Battlefield 4 Rush game mode with a pair of caches that will spawn in the general same area (around the size of your average capture zone in AAS) that need to be destroyed. The caches are always spawned in the same general areas for each phase which allows teams to prepare different strategies for different layers and maps. Attackers need to destroy both caches in a phase to advance to the next phase, with 3 phases being the total. Once a cache is destroyed the attacking force will gain tickets. Since both caches in a phase are in play at the same time, the attackers know their location and the defenders must maintain a significant amount of map control to ensure where the attackers focus the majority of their forces. Defenders must bleed attackers out of tickets or hold out for 60 minutes to win. Attackers must destroy all caches to win. Below are some visual guidance alongside the caches for the other factions within Squad that are based on the existing Insurgent cache made by OWI." Frontlines Custom Winter Map by Marv Community Contributor Marv has been with us for quite some time and is working on a beautiful looking winter map. The map will feature capture zones centered around fortified trenches where the US Army and the Russian Armed Forces will fight over control in an open-world scenario. Docfapark by Orsouw.G Based on a forest located around his hometown of Oss, Orsouw.G is working on capturing the Dutch countryside. He is planning to do US Army vs. Russian Forces where the Russians will be attacking from the north of the map. The flat Dutch terrain will be key on this map, where concealment is hard to find. Orsouw.G is currently working on some custom props to liven up the new Western Europe setting. The Squad Modding Roundup Some may already know about it, some have been seeing the announcements in the Modding Discord or the official Squad Discord. Together with our community member rocode and a lot of support by server admins we've been doing a weekly Modding Roundup where everyone gets the chance to play some of the great Mods that have been in development. Want to take part? Make sure to stick around on Saturdays then! Modding Roundup happens every Saturday, 19.30 UTC, the maps of the week and server will always be posted in the Official Squad Discord as well as the Modding Discord. Modder Spotlight: =RED_BEARS=SilentBlooD Who are the people that make up this beautiful and dedicated community? Let's try to dig a bit in and get to know our Modders. This month we have an interview with =RED_BEARS=SilentBlooD, a mapper who has already been featured in the Modding Roundup with some great things. Q: Could you tell us a bit about yourself? A: Hi there, I am 34 years old and I live in Israel. I am a construction superintendent and a contractor. Q: How did you start Squad Modding? A: One day I saw a video by BlueDrake talking on the subject of modding for Squad. By that time I have been playing Squad for some time and was looking for a cool project to work on. Q: Have you been modding any other games before starting with Squad? A: This is the first time I did anything this large in terms of a modding project. Q: What was the biggest challenge you encountered? A: A game dev should be organized and careful with development backups. I had to redo the map three times. I still cannot believe I made the map in three months time. Q: What would be your best advice for newcomers to Squad modding? A: Watch a tutorial on a subject you need and then practice it until you are doing it fast and with a good result. Do not fast forward in your work thinking that you know stuff. You have to practice every day for at least two hours. Q: If you could change or add anything you want to Squad or the SDK, what would it be? A: Squad is all fine. I would whine on the subject after they release the final build. SDK needs a lot more environment assets. As a mapper the thirst for assets to play with is endless. I would be fine with a 300% increase in world assets for mapping! Q: How long did it take you to create Forest Air, from start to the current stage and did you learn anything new while creating it? A: It took me three months to get where I am at this stage of my map dev. Before this map, I was working for six months on an 8x8km island map. Now when I look at it I can see that my style got more interesting: the light setup is much better, I know how to set up spawn points and the rest of game logic. I had a lot of help from other community modders like CreativeRealms, Virus.exe, rocode, XanderDal, wasti and the moderators of the Squad Modding Community Discord server. Q: How many assets have you made yourself and would you recommend modders expand their skill set so that they can create their own assets for maps? A: In my opinion it is vital to know modeling and texturing software. At least on a basic level. This will help you to produce your imagination the way you see it on the map. There are 10 original meshes and a huge amount of merged assets that were created from by kitbashing inside the Squad SDK. Q: Do you have any upcoming projects after you complete your map, Forest Air? A: I have a couple in mind. I will start them only after the community has the chance to play for some time on my map and see if it wants it or not. But you never know. I might just wake up one day and start working on the next one. Thank you very much for answering our questions. We're looking forward to your future endeavours!
July Edition Introduction >Things are shaping up! Welcome back to another update from the Modding Hub community! With so many new community members getting into modding and industry veterans stepping in to create high quality content for Squad one can say that modding for Squad is shaping up nicely. Over the last couple of months we have seen many great projects and a lot of new talents showcasing their work on our Discord server and the official forums. Now it’s time again to recap the last month and see what the community has been up to. Before we celebrate the awesome content some of you guys have created we’d like to thank each and every community member for their continuous support, whether it be helping out new guys to get started or share experiences with like-minded modders. Also a huge thanks to the Developers for stepping in and explaining details and giving guidance when it was needed. It is great to see that the community and the Devs are working hand-in-hand to make Squad an even better game than it is now. Community Projects >Tutorials Official Weapon Exporting & Animation by Chuc “Hi modders, Chuc here. In this series of tutorials we'll be exporting weapons and animations from specifically 3DSMAX, and learning how to set up a typical weapon using the current system available in the Squad SDK. Going into the future as Weapons themselves are given a rewrite, as well as changes to the animation system get launched, the methods and specifically authoring will need to change. But just for now if you are really keen on seeing your weapons perform in-game and using the current system, please follow this guide.” Chuc, the lead animator at OWI, has been kind enough to create a weapon exporting and animation tutorial which will help you export and set up your weapons correctly within the Squad SDK. It’s highly detailed and full of examples / screenshots! A big thank you to Chuc! Forum Link: http://forums.joinsquad.com/topic/22572-tutorial-weapon-exporting-animation/ Community Projects >Total Conversions Post Scriptum by Periscope Games “Post Scriptum is a WW2 modification for the acclaimed tactical shooter SQUAD. Players will relive the events of ‘Operation Market Garden’ across the fields and towns of Holland. This massive Allied assault consisted of a coordination of the British and American Airborne to capture key bridges while the British XXX Corps moved to reinforce them through Highway 69.” http://postscriptumgame.com/what-is-post-scriptum I think it’s safe to say that Post Scriptum: The Bloody Seventh looks amazing. The visual fidelity of the WW2 assets is absolutely astonishing. It’s safe to say that we can expect great things coming from Periscope Games who are known for working on quality games and mods such as Project Reality, Traction Wars, Day of Infamy and Invasion 1944. There are so many screenshots these guys provide on the website that The Wrench would explode. So please check out their website to keep track of their progress. In the meantime, enjoy this wonderful trailer. Trailer Link: https://www.youtube.com/watch?v=W24njMwPkCM Community Projects >Blueprints Arsenal by Dealman “This is a little something I've been working on while needing a break from studying. With the release of V7 I was kind of bummed out that we couldn't really try any of the new weapons in the firing range unless we kept changing maps. So I decided to download the Squad SDK and try and implement a kind of arsenal allowing you to equip any weapon you'd like with ease. The interface is but a placeholder, this is a very early WIP and I'm not very good when it comes to interface design to begin with. I'll be looking into changing the way it works so instead of having multiple M4 entries, you'd have one for the M4 with its various configurations. Same for example the RPG-7, you'd select RPG-7 and then you can choose either ammo.” What a great addition by Dealman, I certainly hope the devs look into integrating this feature in someway! Preview Link: https://www.youtube.com/watch?v=YJWdMZiNTYM Community Projects >Factions KLMK Uniforms by Marv Marv is bringing back one of the most classic Russian camos known to men. With more content like custom headgear coming, the KLMK camo will be a great alternative to the Digital Flora we have in-game right now. Community Projects >Maps Al Basrah Remake by ChanceBrahh As teased by Chance himself, he has been working to get the beloved Al Basrah map from Project Reality to Squad. It is safe to say that his progress is amazing. The variety of the map allows a multitude of gameplay options. Whether it be firefights in open fields or clearing the main town from bad guys, in Al Basrah there’s something for everyone. Forum Link: http://forums.joinsquad.com/topic/22225-al-basrah-squad-remake/?page=2#comment-245368 Normandy Map by Oakleyhidef We’ve already seen the great progress Oakley has made over the past couple of months. This time he’s showcasing his new Landscape Materials as well as his new Fog Settings to even create a more immersive environment. Island Environment by Marv Marv has been working on a Pacific Island map that includes abandoned buildings and planes from World War II. 3-Kings by EliteLurker EliteLurker is back to show some more progress on his 3-Kings map. It’s safe to say that his map is shaping up nicely! Album Link: http://imgur.com/a/c3OAI Kunar by Axton With Kunar, Axton is really pushing the limits of Mapping. Ranging over 64km2, or 8km x 8km, Kunar takes scale to a whole new level. Squad Modding >Getting Started Guide If you are new and want to get started with modding Squad, you can read the guide below! To get the official Squad SDK release please view the step-by-step guide down below. Beware that you now don’t need to download any Unreal Engine version before hand because the SDK already includes the current engine version the game is running on. How do I get involved in the modding community for Squad? These are the very first steps you will take to join the modding community of Squad! Head over to https://www.unrealengine.com/ and then click the big blue button titled “Get Unreal”. Register and create your Epic Account. Download the Epic Games Launcher / Unreal Engine 4. Download the Squad SDK located in the “Modding” tab on the Epic Games Launcher. Recommended: Join us all at the Squad Modding Hub over on Discord: www.discord.me/SquadModdingHub You will be able to communicate with fellow modders, ask for help, discuss mods, share ideas as well as interact with the developers of Squad itself! However, please don’t view the latter as an opportunity to swamp the developers with game ideas and what they should do with their game etc, this is a relaxed environment and such ideas should be submitted through the proper channels such as the Suggestions section on the official Squad forums! Notes: When you first launch the Squad SDK it will take a fair amount of time to initialise / compile all the information in order to run the editor. This typically takes anywhere from 10 to 30 minutes and has taken even longer in some cases, it varies depending on your system specifications. Please ensure that you are patient and wait it out! What do I want to do? As you may have noticed, Squad is a huge game in terms of variation in content ranging from weapons, characters and vehicles to larger scale elements such as environments. All of this content requires knowledge that can span several disciplines as well as proficiency in external software such as 3D modelling packages (Autodesk 3DS Max, Blender, ZBrush etc) and common game art / design guidelines. There is a lot to do in the Squad SDK and making the decision of where to start can be the most difficult one, especially for a person with lots of ideas in mind. Personally, if you are someone who has no prior experience in modding or has no game development related knowledge at all, I recommend jumping into the editor and messing around with it for an evening or two to settle down and gain an understanding of the UI and navigation. Explore the existing content for a while and once you’re comfortable enough, you can start deciding on what you would like to sink your teeth into! Ask yourself what you want to create. Chances are, if you’re being realistic, you can bring whatever idea you have to Squad! Do you want to see different weapons, more attachments, whole factions, various maps that can be fictional or fully based on real world locations, a more in depth medical system or even create your own style of emplacements to build? What do I need to learn? In this section I will talk about some of the knowledge you should seek to acquire in order to create the quality content you want to see in-game. First off, to keep it really simple, I will split us all into three major disciplines and note down what they should be looking to learn and what additional software they may need. Please keep in mind that you do NOT need to learn everything, especially if you’re working with a team that has members with knowledge of different areas. It would certainly help, but don’t be pressured to learn it all. Not to mention there’s a lot of helpful people ready to guide you in the Squad Modding Hub on Discord! Artist Autodesk 3DS Max & Maya, Blender, Pixologic ZBrush, World Machine, Substance Painter & Designer, Quixel SUITE, Photoshop 3D Modeling Texturing (PBR) Animation Lighting Material Editor in Squad SDK (Unreal Engine 4) Designer / Mapper Unreal Engine 4, World Machine Level Design Theory / Principles Creating basic landscape materials (Unreal Engine 4) Landscape Tools in Squad SDK (Unreal Engine 4) Foliage Tools in Squad SDK (Unreal Engine 4) Programmer / Blueprints Unreal Engine 4, Visual Studio C++ Blueprints in Squad SDK (Unreal Engine 4) Experience with other Scripting Languages helps All of the software, techniques and knowledge listed is available out there on the internet. Unreal Engine has a vast level of official documentation, artists can find lots of creative tutorials on YouTube for free, designers and mappers have a lot of official Squad content to learn from and explore and programmers and people looking to get into anything technical have the same. That's it for this recap. We hope that you enjoyed the content and will visit the Squad Modding Hub to join in on the fun! Squad Modding Hub: DISCORD LINK Best regards, Zeno - Mitsu - R0tzbua With the help of Igno, P1nga and Assifuah. Squad Modding Hub, Management Team