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On 12/21/2016 at 3:26 AM, Hybrid said:

Are there any plans to incorporate some of the total conversion content that's being developed? I know they're accepting community content such as the Kokan remake, but what about the larger things? Entire factions and time periods?

 

Is it possible that mods like Fallen Heroes, Post Scriptum, or Escalation:1985 will be merged? Kind of like Vietnam assets from Project Reality.

 

I just feel like that diversity would add so much, without splitting the community. I can't ever seem to find a PR:WWII server these days...

I think some of those projects aim to be standalone in the future. I believe it was IronTaxi during a stream said that if they could they would love to have Squad be a launching point of sorts for great mods becoming their own games...but it's not concrete but think Red Orchestra =)

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Hybrid   
19 hours ago, The Flash said:

I think some of those projects aim to be standalone in the future. I believe it was IronTaxi during a stream said that if they could they would love to have Squad be a launching point of sorts for great mods becoming their own games...but it's not concrete but think Red Orchestra =)

Squad is the best milsim platform, I believe. It takes the best parts of an ArmA milsim community, and let's you just join a server instead of having to be a part of a community that's almost a serious as having a job. To take squad and give it many factions and wars in the last century would be ideal. The ultimate battle experience across many eras? It almost seems like a no-brainer to me. I worry that all the standalone mods just wouldn't have enough players. Only time will tell, but I doubt I'm the only one who gets a little wet at that idea. I'm sure some of the OWI devs would agree with me as well! But Pre-Alpha might be a bit too soon to speculate. Ahhhhh

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FishMan   

UE4.16 Has been released.

 

https://80.lv/articles/unreal-engine-4-16-released/

 

The most interesting part is DFAO Optimization:

Quote

 

Distance Field Ambient Occlusion and Ray Traced Distance Field Shadows are now 30-50% faster on current generation consoles and mid-spec PC! These features allow for more realistic ambient lighting and area shadows on dynamic meshes in your scene.

 In addition, static mesh Distance Field Generation is 2.5 times faster, thanks to acceleration from Intel’s Embree ray tracing library. Memory usage is also significantly reduced when enabling the Eight Bit Mesh Distance Fields and Compress Mesh Distance Fields project settings.

Distance Field Ambient Occlusion and Ray Traced Distance Field Shadows are now 30-50% faster on current generation consoles and mid-spec PC! These features allow for more realistic ambient lighting and area shadows on dynamic meshes in your scene.

image_4.png

In addition, static mesh Distance Field Generation is 2.5 times faster, thanks to acceleration from Intel’s Embree ray tracing library. Memory usage is also significantly reduced when enabling the Eight Bit Mesh Distance Fields and Compress Mesh Distance Fields project settings.

 

So lets hope DFAO will return in futher releases of Squad.

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