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February 2018

 

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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.
 
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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

 
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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.
 
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New Weapon: L129 A1

 
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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.
 
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HESCO Structure Upgrade

 
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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:
 
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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.
 
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New Building Model

 
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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.
 
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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

 
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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.
 
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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.
 
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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.
 
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Gorodok Update Pass

 
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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.
 
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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?
 
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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.

 

 

 
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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:
 
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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.

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All looks very good.

 

With the introduction of the AT-4 to I assume LAT are we going to see player kit customisation to the extent of e.g: taking one AT-4 vs taking 2x M72? Similar to PR's standard and alt kits but more refined?

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Kohat is pretty unplayable due to new 30 mils atm! 

Belaya is great but the whole game pivoting around impregnable tunnel is frustrating. 

Kamdesh is awesome. 

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Thanks OWI.  Looking good as always. Hope bug fixes come in this 1 too ^_^

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New Hesco textures looks amazing! Great work! :)

I was hoping for some helicopter status information in this recap...

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Posted (edited)

Any news about Territory Control? :(

New AAS is very very boring...

Edited by Tmac

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5 minutes ago, Tmac said:

Any news about Territory Control? :(

New AAS is very very boring...

From the AMA, which is linked above BTW ;)

 

We are in the process of building and tweaking it now, (we have a developer actively working on it).

We're going to begin closed testing of it next month

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7 hours ago, Psyko said:

Your hescos say hasco on the side.

Possibly a license issue? Unless they speak directly to Hesco to change it.

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Very nice! One very small pet peeve with rocks, the local environmental rocks, those that stick out of the ground and those used in building rock walls and such should match...... 

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Posted (edited)

Inside that Hesco looks so real. Nice to see the sharpshooter rifle too.

 

Edited by TheGenera1

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Is that L129 A1 scope addon working ,I would love something like that , I don't know if we will get costumization because that has a lot of balance problems but if that addon works that's great 

 (I admit I didn't read the AMA on Leddit so this might have been asked)

What's the news on HMV's are they lost forever ,are they crazy expensive to license-Make a patreon we could probably fund that 

Any plans on something like: level ,ranks , recommendation system(foxhole) , or at lest showing the amount of hours played next to player's name?

 

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Posted (edited)
3 hours ago, Exionas said:

Is that L129 A1 scope addon working ,I would love something like that , I don't know if we will get costumization because that has a lot of balance problems but if that addon works that's great 

 (I admit I didn't read the AMA on Leddit so this might have been asked)

What's the news on HMV's are they lost forever ,are they crazy expensive to license-Make a patreon we could probably fund that 

Any plans on something like: level ,ranks , recommendation system(foxhole) , or at lest showing the amount of hours played next to player's name?

 

I know it's a bit off topic but... I'd like to see (very) basic stat tracking too - something like games played broken into wins and losses so it doesn't impact play style other than to emphasise the importance of the end game. Maybe the server could record who started the round and on which side and then take a snapshot at the end so there's no incentive to switch sides or anything silly like that. I think most players would appreciate something like that as it's just emphasising the core game-play mission: to win.  

 

Oh, and LOVE the game btw.

Edited by Chris Tud

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On 3/2/2018 at 10:31 AM, AnimalMother said:

Possibly a license issue? Unless they speak directly to Hesco to change it.

i didnt think of that, also there was the hmmwv issue.

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@GatzbyAny news if Squad will update to UE 4.19 that's just been announced. Hexus.net are reporting on it and one of the things that caught my eye was this......

 

Probably the standout feature of UE 4.19 is the new upscaling method called Temporal Upsampling. Epic says that this algorithm "performs both a temporal accumulation of the frame at lower resolution and primary spatial upscale, reducing output blur."

 

Sounds like something Squad could really benefit from.

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I missed this recap because it was pushed off the front page by other news. i blame you :)

 

Some very pretty new stuff in there. I'd love to see a tutorial on creation and import of assets, particularly buildings if there is one around.

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4 hours ago, Major Trouble said:

@GatzbyAny news if Squad will update to UE 4.19 that's just been announced. Hexus.net are reporting on it and one of the things that caught my eye was this......

 

Probably the standout feature of UE 4.19 is the new upscaling method called Temporal Upsampling. Epic says that this algorithm "performs both a temporal accumulation of the frame at lower resolution and primary spatial upscale, reducing output blur."

 

Sounds like something Squad could really benefit from.

There's a lot of good stuff in 4.19, but likely not enough for us to make the jump. Adding an engine update adds several months of development time and fixing -- part of the reason some of the previous patches took much longer than anticipated was upgrading to 4.16. The folks in the know have been looking at the features and are confident that we have everything to hit 1.0... then start thinking about engine updates again. =)

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6 minutes ago, Gatzby said:

There's a lot of good stuff in 4.19, but likely not enough for us to make the jump. Adding an engine update adds several months of development time and fixing -- part of the reason some of the previous patches took much longer than anticipated was upgrading to 4.16. The folks in the know have been looking at the features and are confident that we have everything to hit 1.0... then start thinking about engine updates again. =)

Thanks for the insight. I understand engine updates can end up breaking more things and add to development time. From your comment I see the devs may hold off on any engine updates for now and revisit the idea post 1.0?

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