We're looking at 4.20, but the reality of engine upgrades is that they are huge, unpredictable, and require making sure /everything/ in game is working again -- a major component of alpha 9 taking so long was an engine upgrade. We believe we have everything we need in the current engine version to hit release.
That said, yeah, we'd love to have a lot of those improvements and will continue to evaluate the potential benefit. It may not be until after release, though... at which point engine updates would be far more likely anyway. =)
On a side note, you'll see one of our developers (Kory Postma) credited in the release, so that's kinda cool. https://www.unrealengine.com/en-US/blog/unreal-engine-4-20-released
Yes, engine upgrades are always quite significant. If you are interested in the details here are the posts for UE 4.16 https://www.unrealengine.com/en-US/blog/unreal-engine-4-16-released and UE 4.15 https://www.unrealengine.com/en-US/blog/unreal-engine-4-15-released
We did both upgrades in one because it is such an enormous task.
Actually, I'd just like to point out that it's the following: new structures, foliage and visual effects.
That's from the July 2018 Recap! http://joinsquad.com/readArticle?articleId=303
And I can tell you right now that Tallil is as new as it gets for Squad so far. Just clearing it up so we don't have misinformation floating around. :)
Al Basra is da best
Edit: Since someone down-voted me and I don't like being down-voted because karma totally means something... I guess I better provide a source for my statement.
Here ya' go Mr. WhoeverDownVotedMe. Over 536 people in the squad community were asked what their favorite map was. According to those polled, Al Basrah (25%) blew away the competition by significant margin. The second most common answer was Fool's Road, which only received 8% of the vote (17% less than Al Basrah).
If these sources do not convince you that Al Basra is da best, maybe my opinion will. I am a very experienced squad player with over seventy hours in-game. I once hit two LAT shots in a single game. I've also been told, "good job" by my squad leader on multiple occasions, so you can see that I know what I'm talking about.
It should, default bound to left shift. (Though it sounds like it may have been missed in binds.)
From Alpha 9 patch notes:
> Vehicle Handling has been dramatically improved. Force is now applied at the contact point between the wheel and the ground, rather than the center of the vehicle. > > Added N-Wheeled and Tracked Vehicle physics. N-Wheeled vehicles allow us to simulate any number of wheels, and Tracked vehicles allow us to simulate vehicles with tracks. The BTR has been moved over to N-Wheeled physics. > > Added the ability to climb obstacles by engaging Off Road mode (Default Key: Left Shift), which is useful in situations where you need maximum torque.
Finally have an update on our little Halo mod for you guys. Been working on this goof for months now and I'm finally comfortable enough with it to post it. I used this UE4 Marketplace asset as the base and modeled the Halo gear onto it. I've still got a lot of work left to do on this guy, but I'm loving every minute of it!
> Hi Squaddies,
>we are releasing a small hotfix today to address a few of the issues introduced in 9.6 that you brought to our attention. Here are the changes:
>* Fixed collisions on several buildings on Narva and Basrah to prevent glitching
>* Fixed "Gamma" flag zone collision and time to cap on Narva Invasion v1
>* Reduced bleed on "Alpha" and "Bravo" flags on Narva Invasion v1
>* Temporary Militia logistics truck spawn on Narva Invasion v1 moved back
>* Added temporary spawn for Insurgents on Al Basrah AAS v1
>* Fixed Sumari missing/displaced static meshes
>* Fixed incorrect mortar damage issue on HABs
>* Fixed destruction effects on INS and Militia HABs
>* Fixed SL hex menu not being centered on mouse position
>* Flipped stance indicators horizontally
Take a look at the devblog I wrote about what the main challenges with vehicles were: http://joinsquad.com/readArticle?articleId=86
Basically, the biggest issue we had is that the default implementation of vehicles in UE4 had very sub-par netcode. What it did was each client simulated their vehicle, then sent the inputs to the server every frame. The server then processed it, and sent the results back to the client. Because ping is a thing, this usually meant that the vehicle had moved further than where it "should" be according to the server, thus it snapped back. This lead to some really ugly rubber banding as the client and server fought over where the position of the vehicle should be. It was completely unworkable and unreleaseable. This wasn't something that came up in early testing, as we tested with very low pings and few players. Once we started introducing real world scenarios, it got very ugly very fast.
So, I rewrote the netcode. Alpha 6 will have the first iteration of vehicles (emplaced weapons, which are vehicles without physics) as the first major implementation and test of the new netcode for vehicles. Once we are satisfied that it works well, we'll move over the vehicle physics tto the system and it should just work.
Work has begun in earnest on one of our first helicopters, the UH-60M Blackhawk for the US Army. With a carrying capacity of 14 passengers and 1 pilot (11 dismounts + 4 crew, depending on how you look at it), this craft has the ability to ferry troops and supplies around the battlefield extremely quickly. It is still very early days regarding helicopters, but stay tuned for more updates down the line.
Info from May Recap 2017 http://joinsquad.com/readArticle?articleId=169
> I haven't seen a lot of progress for this game (vehicles etc.)
http://joinsquad.com/readArticle?articleId=100
> it feels like I've seen this game in early access for years.
We released for Early Access on December 15th, 2015. So we are a few days over 6 months.
Our asset creation rate is pretty similar actually, you are seeing our scheduling in action. We just have a systems bottleneck right now on things like Vehicles so we can dump 6+ months of asset work out to you guys in a month or two when the systems go live. Same with the Russians... we've had a bunch of stuff queued up for when the player models land (like the AK variants). It gives the impression of us being super quick, but it's more down to scheduling and release timelines.
I think the biggest difference is that in our 'off' months, we do heavy systems work. Closed Alpha v2 is a good example of this. We were pretty light on new assets, but heavy on systems, and we move REALLY fast with systems stuff because of the fact we aren't making our own engine.
Ultimately, it's our scheduling and flip-floping between asset heavy months and systems heavy months that keeps our content velocity high.
EDIT: Oh, and I do appreciate the compliments about our content velocity. I personally get my jollies off outdoing companies with millions more in their development budget than us :)
https://medal.tv/clips/63590576/d1337IsyLCRs
1000m test shot. potato quality but you can see the targets fall. compare the travel time to your clips, noticeably slower and that is only 1000m.
I have to wonder how much of a risk this is. Yes BF4 was banned, but that was after a DLC released with a bunch of cartoonish evil Chinese soldiers and a rather... bombastic trailer. C&C Generals also had a Chinese faction straight out of Orientalism. And then we have some super specific cases like HoI 4 getting banned for featuring Tibet as independent (I suppose that can apply to Taiwan too).
Yet both Operation Flashpoint Dragon Rising and Red River were perfectly open with how the PLA was the enemy, but that was about it, and it wasn't banned. Most other games banned in China are usually very graphic in regards to violence or nudity (https://kotaku.com/why-china-banned-battlefield-4-modern-warfare-2-and-4-1491490947) (https://en.wikipedia.org/wiki/List_of_banned_video_games#China). That's something that often happens in countries like Australia or Germany. And Squad isn't particularly graphic even though it's a war game.
So, as long as the game isn't considered debauchery or portrays the PLA in a deliberately negative light, they'll probably not care. If Squad can portray the PLA with impartiality and respect as capable professionals, and not make a big deal out of it, just treat it as another faction in a multiplayer game, I don't see why they'd be against that.
And if does get banned, too bad for the Chinese players (proxies are still a possibility I guess) but that's still a small-ish portion of the playerbase and I think everyone else could still appreciate the additions to the game.
"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!"
> If you achieve penetration of the armor on the outside and score a hit on the ammunition storage compartment, depending on how much damage you do to it, it could trigger the complete destruction of the vehicle.
Does this mean a nerf for russian HAT or a buff for all LATs? The wording makes it sound like a nerf for HAT to prevent it from one shot killing these beasts.
Book written by a friend of mine on the topic. He is a former Ranger and Green Beret.
It looks like he bought the asset pack and mostly used the original author’s stuff if I’m not mistaken: https://www.unrealengine.com/marketplace/en-US/slug/slums
Apart from that, it seems very derivative and like a performance nightmare.
We keep up to date on Unreal Engine versions, so there is a "working" dx12 implementation you can use by launching the game with the -dx12 param. However, it's not finished on the engine side, so there are issues with it. I do not recommend running it.
Epic is also working on Vulkan support for the engine as well. Nothing yet has been released.
Given that Dx12 and Vulkan are major engine level projects (requiring the rewrite of significant parts of the rendering core) and Epic is already doing both of them, we are just waiting until Epic releases them. Once the engine supports it, we'll update to that engine version and you'll have it.
If you want to follow along with what the Unreal Engine has planned, here is their roadmap: https://trello.com/b/gHooNW9I/ue4-roadmap
Adding on this, we're still building out the modding system. In-game downloads are coming, for example. It's discussed a bit in the last update we had on Modding 2.0 here: http://joinsquad.com/readArticle?articleId=285
We're also looking at options to made mods more visible in game/tweaking the server browser, but it's a complex design that touches a lot of the Squad experience.
And yup, a couple of the folks on the mapping team came directly out of the community (other teams too =)), and helped to bring us maps like Kamdesh and Mestia. We're very much down for incorporating community work when it's possible. Even better when we can continue to support their work too. =)
tl;dr: We hear you and modding isn't done yet. We want it to be successful as well.
Pulling this from an AMA a bit back.
> Q: Is there like a 10% chance we'll be getting player controlled planes, a10/f22 as shown in the kickstarter? - vishru601
> A: I think to be honest it's something that we probably overpromised in the Kickstarter. > A: I would say, yes, there is a 10% chance, but it is likely a no. I definitely think air strikes and non-player controlled planes is something that is being much more heavily considered.
> I personally would love to have jets in Squad myself, but I can't say that reflects what is practical for us to achieve well or figure out a good design for. It was actually one of my favorite parts of the "immersive factor" of Project Reality where you know there is a meta-battle in jets going on overhead with the occasional airstrike called in with a jet flyby to complement it. As a fun side note, once upon a time I flew jets during a PR Tournament campaign :-)
Full text of the AMA is archived here: http://joinsquad.com/readArticle?articleId=262
> When will core inventory be released? V10? It will be release in steps, the one in the v10 will favor mostly the vehicles and the assets (HE, coaxiall mg, smoke launcher) and is only the first step for them aswell
>What will it accomplish? I will quote one of the devblog: "Finally, we are implementing a system that allows us to place stat-changing effects on players, vehicles, and potentially deployables, that allow us to expand on the effects of being injured, suppressed, revived, or any number of events that happen in our game." that you will find here: http://joinsquad.com/readArticle?articleId=135
> How will customizable kits work? At the moment we only know that it wil be a soft kit customization, Ex. you will to put an Acog, a redot or an iron sight on your weapon ( a SAW for example)
>What kind of gameplay will most benefit from the introduction of Core Inventory? (Vehicular gameplay, Infantry, etc.) Everything, is tied in for the infantry, vehicle and Fob's asset's gameplay
Feature must be bugged out. It was introduced in Alpha 8-ish. Added scoring for vehicle drivers when their gunners kill something, rewarding the driver equally as it was a team effort.
afaik the sonic radar software will get you auto-kicked from anti-cheat...
A while back I looked into how feasible it would be to rig up a "hardware" sonic radar rather than a "software" solution..
What I came up with was RGB-LED controllers that have 3.5mm audio inputs like this: https://www.amazon.com/BTF-LIGHTING-Digital-Addressable-Controller-DC5V-24V/dp/B0759PQ46B
These would get plugged into the analog-5.1 or 7.1 3.5mm audio-outs from the motherboard, then they'd be set to light-up the L/R, Rear L/R, side L/R etc
I never got around to trying to building this but I've kept the bookmarks for a "someday" project.
Oh cool we've got an actual dev here! Are y'all aware of the issues going on with running Squad through Proton on Linux? It seems like the main one is that VRAM isn't being freed or the limits aren't being honored. Here's the issue thread for more info: https://github.com/ValveSoftware/Proton/issues/938
I realize that Linux isn't the largest market share, but I'm hoping this nerd snipes you and maybe you can help us figure things out.
Squad is strictly PvP right now with uncertain plans for AI in the future. Meaning no, there isn't a mission editor.
However, if you're savvy, you can create maps and other content by downloading the SDK from Epic. https://www.unrealengine.com/blog/squad-development-kit-now-available-on-launcher
There is a healthy modding community around Squad already and I suspect it will boom when the mod marketplace is added. I recommend joining the Squad Modding Hub Discord for more info.
I think this suggestion also came up during the SquadChat on Friday. Drav's response was more or less that it was a good idea, but he wasn't sure if it was technically possible as is. We are planning on making things a little more friend-friendly per the Next Phase article that might help fill the gap a little though.
As announced in the June Recap the rally system will have an infinite rally until taken down (unlimited waves). As of the current build system you are correct though.
Correction. It says it here in the July Community Roundtable
As a squad leader returning to the game, you'll want to familiarize yourself with how vehicle claiming works. It's also a good idea to learn the ticket values for vehicles and their respawn times.
http://joinsquad.com/readArticle?articleId=108
https://media.joinsquad.com/2016/Aug/V7Update/vehicleclaiming.jpg
They wont stay. The game is in Alpha.
In the latest update they talk a bit about the sounds http://joinsquad.com/readArticle?articleId=90
You can find tons of info on the sounds at the forums and here if you use the search button.
https://www.unrealengine.com/en-US/blog/unreal-engine-4-19-released
ctrl+f and search "Landscape Rendering Optimization"
Right now, the # of polygons landscape tiles are rendered with depends on how far away you are. Things far away are rendered with low detail, up close with high detail. This causes distant landscapes to deform as pictured above.
There's a new method introduced in UE 4.19 which looks at how much space each landscape tile takes of your screen, and renders it accordingly. This may/may not help solve this problem
>Really wish community servers would just download community maps if a player didn’t have them ala Rising Storm 2.
That’s coming with modding 2.0.
If you haven't already, you should check the monthly modding recap called the Wrench that sheds light to some of the different community mods being worked on, here's a link to the latest one: http://joinsquad.com/readArticle?articleId=284
Probably the most fleshed out one so far is the French Foreign Legion, they even have a site up for it: https://mod.squadfrance.fr
As to why these aren't ready yet, a full faction mod takes a lot of work to finish and mods are usually done by people on their free time.
Well we kinda already know what tanks they will add http://joinsquad.com/readArticle?articleId=163
But I would also hope they add t54/55
I would also say my expected apc's
US: bradley (shocker I know but I also hope for stryker upgrades )
RUS: Bmp-2/3 or bmd-3/4(hopefully anti tank variant/scouting)
Mil: Bmp-23? (also I'm hoping for more technicals and mutations of the brdm)
Ins: Bmp1/2 (Also expecting alot of technical vehicle and mutations of already existing vehicles)
Pls read the monthly update: http://joinsquad.com/readArticle?articleId=175 To quote another dev: >We're in the pretty boring phase of development at the min with some big systems like animation and inventory still being rewritten. Once these are finished we can really start putting out the new content at a much faster rate than we have been
TDLR: Gotta get the foundations, structure and roof of the house before we can install the flatscreen TV. They are also integrating 4.16 over 4.14 which is a HUGGGGEEE task which should hopefully benefit us gamers i the long run.
4.11 and 4.12 are focused on optimizations as well. So even if it was stuck in DX11 theres a chance the 60 fps consistent could happen before DX12 is properly supported. /u/royawesome provided this https://trello.com/b/gHooNW9I/ue4-roadmap
DX12 ~ april for Unreal Engine Support.
Some good thoughts here! Thank you for sharing them.
Both dragging and commander roles are things we have prototyped a bit, but will likely be a post-1.0 addition. (Merlin touches on that here: http://joinsquad.com/readArticle?articleId=262)
We work pretty closely with the Squad Modding Hub and their dedicated modding server. They've been running modding roundups as well, and we continue to publish The Wrench to highlight community mods. We try to support some of the other organizations that are running modding events as well; Level.gg is one that comes to mind, though definitely not the only.
Everyone on the team is pretty prone to trying out new mods and reporting back too. Hard to get a feel for projects without testing them out. Tenax's training grounds, for example, was one that got checked out a bit over the weekend: https://steamcommunity.com/sharedfiles/filedetails/?id=1382850277
Further, we're continuing to develop the modding system in general. Zak gave us an update just the other day, in fact: http://joinsquad.com/readArticle?articleId=285
We're hoping this not only helps people discover mods, but it should be a solid update to the quality of life, especially things like in-game downloading.
The process should speed up as we get all the features in. Right now, the mappers are applying a lot of the knowledge we gained from v8, v9, v10 into the updates you've been seeing on some of the older maps. Part of that will be figuring out what the requirements are to have x content running at y performance at the final feature set. (i.e., 100 players, tanks, choppers, etc.) tl;dr: It's currently a moving target, but naturally progressing toward a standard.
Modding is, indeed, not done. There's actually an update about Modding 2.0 posted this week: http://joinsquad.com/readArticle?articleId=285
Don't believe Zak has tried to tackle VOIP access yet, but he has recently mentioned it would be something he'd like to do.
Hello! If you're here, then you're interested in playing in the Squad experimental event featuring a 6km X 6km map called Zagros Highlands this Sunday, April 30th, 2017 at 14:00 PST! The map will feature two new gamemodes called Vehicle Combat and Conquest Hardened. Read more about it here!
Please provide your in-game name and your Steam ID 64 to sign up!
Simply copy your Steam profile link and paste it here to look it up! https://steamid.io/lookup
If the number of sign-ups is more than the available number of slots, then a lottery will pick members randomly. I'll post the roster Saturday. Good luck!
Disclaimer: Zagros Highlands is a huge map with very little done as far as optimizing it. Lower tier PCs may struggle to perform well. This shouldn't dissuade you from signing up! Just wanted to let you know.
I've legit tried guessing what the article number is to see if you guys have published it but not put it on your homepage yet.
My bet is that this will be the link to the recap: http://joinsquad.com/readArticle?articleId=143
If you look at the Feb update on what they have been working on, toward the bottom you will see they are already working on opening up Sumari.
>Sumari Bala: The expansion of the play area continues, and with the addition of numerous crop fields around the city edges, provides ample concealment for squads seeking to flank hardened positions.
http://joinsquad.com/readArticle?articleId=82
IMO one of the problems with Sumari was that the close quarters made it so that rally points were less feasible, which lead to more scattering of squad members. I like the close quarters, but it was more like a TDM than Squad due to needing to respawn mostly from main or a FOB.
Take a look at the Feb Update
We wrote:
> Another quality of life improvement that has been long awaited and that we want to mention is name tag drawing reliability. We are now tracing from your camera location to the head, chest and feet of the other soldier, instead of the default Unreal Engine 4 method of tracing from waist to waist. This tracing method makes sure that you always get a name-tag when you can see your team members head, chest or feet, which solves a lot of issues for new and old players alike.
GPU bottlenecked, CPU is nearly there as well, but GPU is the one actually holding you back. Since many are confused (even other devs) please read this for more information: https://www.unrealengine.com/blog/how-to-improve-game-thread-cpu-performance
Looks like it was alpha 9:
> Vehicle Handling has been dramatically improved. Force is now applied at the contact point between the wheel and the ground, rather than the center of the vehicle.
> Added N-Wheeled and Tracked Vehicle physics. N-Wheeled vehicles allow us to simulate any number of wheels, and Tracked vehicles allow us to simulate vehicles with tracks. The BTR has been moved over to N-Wheeled physics.
> Added the ability to climb obstacles by engaging Off Road mode (Default Key: Left Shift), which is useful in situations where you need maximum torque.
> 1) A command slot.
Commander is planned and is post 1.0
> There are other things that are not likely to make 1.0, but which we are leaving for major patches after that, primarily for example commanders and fireteams.^[1]
> 2) Post round voice restrict
I'm not sure how much this would help, to be honest, and I rather not add another 20 seconds to post-game scoreboard.
> 3) Post round AAR - Show the score breakdown
And I believe scoreboard improvements are planned (cannot find a source) but it's way down on the priority list, I would imagine. Either way, I think a breakdown at the end of the game can definitely be informative.
So it depends on just how much they're going to release in v11. We know the British Army is almost ready and are probably going to be in v11. So they're most likely going to have they're own trucks and apcs. Odds are the land rover or one of the MRAP's will be added.
As for other vehicles we will most likely see the Bradley added for the US forces and I'm interested no how they balance it. Because latter versions of the Bradley had frontal armor can withstand 30mm rounds and it does looks like the up the up armored version. Also it has a ATGM on the left side SOOOOOOOOOO... YEah
OWI also said in one of the updates that they were working on better vehicle Comms. So i imagine all vehicles will have there own comms like they do in real life. I'm excited for that. Keep in mind that im not a Dev and most of these are based on posts and opinions
In the recent post they claim to be working on:
> Transport Technical now holds a full 9 man squad! Full on clown car.
I would use this image for the first sheet.
Sacrifice your first born child and your most beloved pet for immediate access.
Otherwise http://joinsquad.com/prepurchase is the only option
If you buy the Squad Leader package, you will (hopefully) get access on the 26th this month.
Rifleman and Squad Leader tier packages are back on sale.
Tier 1
Rifleman - Backer Level ($30 USD)
Tier 2
Squad Leader - Founder Level ($70 USD)
there's no info how to get this game on the website. Did you spend longer than 5 seconds looking at the site? http://joinsquad.com/faq second item explains it. Hope to see you on the Battlefield!
You get someone good on a mortar, that actually knows how to aim, and you can easily soak up a couple dozen kills, while making it easier to push an objective or enemy fob.
PSA: use a mortar calculator people, like this online one or this android one
Yes, you can buy a pair on amazon for like $35. being able to hear conversations next to you while remaining hearing-safe is a great safety feature. they block sound 100% of the time and have battery microphones that pick up sound so even if they dont have power they still protect you.
https://www.amazon.com/Howard-Leight-Amplification-Electronic-R-01526/dp/B001T7QJ9O
$32.
Source: https://www.unrealengine.com/marketplace/en-US/product/ztz99a2-mbt
OWI sell various assets on the Unreal store, I noticed this one is available early. More pictures at the link.
There is a blip of it on their public roadmap, but its also been pushed back like the API's. Refactoring is slated for ~~March~~ April, but may be delayed again. But yes they're gutting the entire thing. I honestly believe we have OWI to thank for Epic getting rid of their Archaic mess.
If you want to keep an eye on the proposed changes yourself check this link out. Epic: UE4 Public Roadmap
There’s a highly polished mod in the works featuring the Legion, as I said in an earlier comment I tried not to include things that are currently being made by community developers (their releases are most likely going to get put into the official game)
That is no longer the case. Epic does not have a fix as it has to do with XAudio2 and cannot be changed by epic in the short run. I couldn't get any details due to some stuff in the works. However I feel confident we'll see something crazy in a few months that'll fix FX issues related to sounds. Currently the sounds are pushed directly to CPU from Squad, regardless of dedicated Sound card or not due to the XAudio2 (Microsoft genius decision) so it'll take a bit more. With FX being poor at single threaded processing, and the XAudio2 only pushing to a single thread, its just too much for AMD processors right now in DX11 + AMD GPU especially. Not to mention the animation system is getting completely reworked as thats pretty taxing as well.
Although Unreal 4 patch 4.11 and 4.12 are going to have a huge number of rendering improvements (optimizations) and there is a total rework of how unreal engine 4 handles sounds among other goodies which can be found here https://trello.com/b/gHooNW9I/ue4-roadmap
Check out Escape from Tarkov. They're doing a SHITLOAD of animations for every weapon available. Everything from dry shot, jam, empty mag, one shot in the chamber to empty change. They're doing a lot, and the sounds sound absolutely amazing.
I don't think they're in alpha or even EA yet, but it's looking pretty fancy too.
Here's a link to their website
I don't think Squad needs -all- of those in its game, since not many modern weapons jam all too often.
Crazy that Fallujah was first shown off 2.5 years ago. Looks a lot different then the original idea they had, looks like it isn't a remake+expansion of the old PR map anymore, but a scaled down recreation of the whole city. I wonder what happened, took a hell of a long time to finish.
The game has changed a lot since then. I recommend reading up on the changes that V12 and V13 brought to the table before hopping in.
The game is in a way better place now than it was back in V11 (in my opinion anyway) and it's getting closer and closer to feeling like a full game than ever before.
They've improved performance a lot - I can finally get 60 fps most of the time, they've added a couple new game modes (Randomized Advance And Secure & Destruction), added battle tanks for all factions but the Brits (which will be getting a tank in the next update), changed the HAB and Rally mechanics quite a bit, added a couple new maps and that's just scratching the surface.
Transport helicopters, a commander role, and Fallujah will hopefully be coming in the next update. There is a lot to look forward to here!
Think you can get a feel for it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1305005339 though likely not current (and definitely not final).
And a throwback to a Wrench featuring it: http://joinsquad.com/2018/01/17/the-wrench-december-2017/
Hehe, they're trolling. We did add bipods back in February, though: https://joinsquad.com/readArticle?articleId=252
Alpha 12 is still getting bug-fixed as we roll along, so they are a little janky at the moment. There's a lot going on in alpha 12 that's worth reading about though (suppression, ammo persistent, spawn changes, revive changes): http://joinsquad.com/readArticle?articleId=317
Repair tool will be in Alpha 12 and be used to repair component damage, but won't getcha to full. You'll still need to limp back to a repair station. More deets here: http://joinsquad.com/readArticle?articleId=303
We're still growing. =)
The game has changed a lot in the last year, though. It'd be worth taking a look at the Alpha 10+11 patch notes: https://joinsquad.com/readArticle?articleId=252 http://joinsquad.com/readArticle?articleId=281
British forces, IFVs, vehicle armor/angle of attack matter, some new kits (like GPMGs with bipods), and some other mechanical changes had some big effects. There's also the crewman kit (to drive heavier armor), and some things like TOWs to help out against 'em. Been a map or two released, as well as some old ones revised a bit too. =)
We are looking at some options for team balancing and admin tools, though they aren't the priority right now. (Tanks are, vehicle components are... check the recap for more! http://joinsquad.com/readArticle?articleId=299)
We know server admins are in need of more tools for sure. (logging, better kicking interfaces, better chat, team balance options, etc.)
Awhile back we had an AMA with Merlin and Drav that touched on this:
Q: Is there like a 10% chance we'll be getting player controlled planes, a10/f22 as shown in the kickstarter? - vishru601
A: I think to be honest it's something that we probably overpromised in the Kickstarter.
I would say, yes, there is a 10% chance, but it is likely a no. I definitely think air strikes and non-player controlled planes is something that is being much more heavily considered.
I personally would love to have jets in Squad myself, but I can't say that reflects what is practical for us to achieve well or figure out a good design for. It was actually one of my favorite parts of the "immersive factor" of Project Reality where you know there is a meta-battle in jets going on overhead with the occasional airstrike called in with a jet flyby to complement it. As a fun side note, once upon a time I flew jets during a PR Tournament campaign :-)
The rest of the AMA is here: http://joinsquad.com/readArticle?articleId=262
We've also been pretty impressed with the Post Scriptum folks' approach to strafing runs, and keeping an eye out for other options. =)
(Edit: Formatting.)
We're gearing up to have the studio heads on for a chat again, but in the meantime, you might be interested in the last AMA where Merlin outlined a bit of the future: http://joinsquad.com/readArticle?articleId=262
Less Squad-centric and more Offworld Industries-centric, we did a SquadChat with IronTaxi that touched on the past/present/future of the company too: https://www.youtube.com/watch?v=S4bPhQtJYvI
They had to make buildings created specially for the map, anyone can try and recreate the map with the buildings we got now, but than it will just look like someone just threw down some standard buildings in a custom map.
We already know some of the tanks they scanned I find it highly unlikely they scanned the t72 and the t62 just for the militia.
INS: T55/54
MIL: t62/t72k
Rus: T72B +
US: M1a2 (marines obviously m1a1)
Britain: challenger 2
We don't know, Squad devs are keeping us in the dark about it. This article here is the most we know. It says it was their long term plan and a strong desire, yet they never actually mentioned it before. They also say they're the ones seeking out teams to include in this. It doesn't say anything about how much this would cost a team, if OWI gets % of sales, what is the standard for a team to be accepted or even how to get involved in the first place.
The best part is, there is a lot more improvements and additions coming that you have no idea about yet if you haven't been closely following its development. So stick around and you'll be very glad you did.
By the way, if you do want to see what's on the way, check out the updates at joinsquad.com.
To be fair, I was about to shame this poor fellow for not searching either as I knew I read recently they were working on it, but for the life of me I can't find it.
Update- Found it-
"Server Queue & Server Browser Improvements
We've begun work on probably the single most requested feature for Squad - a Server Queue! Currently, Unreal Engine must make a full server join attempt before being rejected due to the server being full, invalid password, or any other possible fail conditions. This actually makes a Server Queue quite difficult, as we don't want players waiting in Queue to be stuck in a loading screen. So, rather than make extensive engine changes to improve this behavior, we are building a system off of Unreal Engine's OnlineBeacon system that will handle a number of pre-connect tasks from the Main Menu, including checking if the server is full, having a valid password, valid game version, and in the future ensuring that the proper mods are installed before making a full connection attempt to the server. With this system we can also build a First-In First-Out Server Queue! Also, for those of you with Reserved Slots on your favorite server, we'll be sure to put you in front of everyone else :)"
For the list of new stuff visit the main page at http://joinsquad.com and read the monthly updates and release updates.
No free look yet, it is still on the long list.
Regarding the M110, I personally have a setup very similar to this, it is by far the most common.
Ive got the same setup but overkill on RAM 32 atm ;). It runs great. Most optimized maps not below 50FPS. "New" maps not getting lower then 40. BTW im running with a EVGA 970 4GB FTW+ ACX 2.0+
If your still not sure. You can wait till the weekend. Its free to play. Linkie
Nice :)
For anyone that doesn't know yet, the new article states that the first few vehicles will be out by the end of July (before peole start asking about that).
Right now they have a donation page set up where you can donate as much money as you want with virtually no reward. If you donate at least $10, you get a little badge on your forums account that says you contributed money to the game with no expectation of reward.
They're planning on pushing their Alpha to Steam soon for Early Access. It'll be limited at first but as the game keep selling, donations keep coming in and they get more time to work on the game... the scale and scope of the battlefield will expand until they get to what they're looking to achieve.
They are also planning on holding a Kickstarter soon as well. If you have any ideas that you'd like to contribute to the game, you can post your ideas in this thread on the forums.
> Unreal Engine 4 probably can't provide the level of graphical fidelity that the Frostbite Engine can.
oh, it definitely can. You just need a $100 million dollar budget to do photogrammatry to get to that scale.
If you don't believe me about that number, This Unreal Engine blog post goes into the techniques, and the Epic devs are quoted saying that their Kite Demo cost them over $3mil to create.
Frankly, We just don't have the budget to do these things. Maybe if we sell 10 million copies of Squad we can do it :P
This. AMD CPUs have issues in the sound subsystem of the Unreal Engine. Hopefully 4.10 shows some improvements there, as it looks like Epic attempted a fix.
EDIT: Specifically this line in the 4.10 changelog:
> Optimized performance when many sounds are playing at the same time.
Nah, I develop with Godot Engine. I haven't used Unreal for a LONG time, however collisions are one of those things that would be silly for an engine to not handle in a similar way. Hardcoding collisions isn't really something you should have to do if working in an engine, or else what's the point of developing within the engine's framework?
I would really hope unreal has something similar set up for collisions. In fact, I did a little googling and it looks like it's fairly similar!
If you ever wonder if you can run it check the minimun requirements on steam, and do some research too. You can also use CAN I RUN IT? website if you are lazy do to research
AMD has some issues but its still decent if you turn down the sound settings
If someone has access to their map I'm pretty sure they have such things planned but not a priority. (Maybe after beta or something)
This is what I was talking about
Depends on how long you are exposed to computer usage. If you are an avid computer user like me. Then rest your eyes. Go walk outside or take a power nap. also use this https://justgetflux.com/. It has significantly helped reduce my eye strains.
Not really relevant to your question, but Gyazo is a pretty poo old screen capture app. Check out ShareX, it was leaps and bounds better than Gyazo and does everything so much easier https://getsharex.com/
OWI had a major server malfunction that made it so you can no longer browse servers, as far as anyone knows they are doing their best to fix it.
If you're using an AMD GPU, I recommend using OBS with AMD VCE support to record your gameplay. It's much better than Raptr.
At the bottom of this page - https://www.unrealengine.com/what-is-unreal-engine-4 you can see the social media for Epic Games. I would suggest you start working on them first because OWI can't fix their optimization if it is an engine failure UNTIL Epic updates the engine with fixes. Redirect your inner anger child
MSI comes with afterburner, you have to install it from the web/the CD it comes with if your oldschool.
You only thing you should be watching while OC if your CPU temp'
What bothers me the most is that ground textures seem flat, the shader appears to not have normalmaps, substance designer can make materials look so awesome, i wish they used it, the other thing is how rounded and undetailed all the hills are.
you are correct
it was in june recap. Mobility kills, engine kills, ammo(1 shot) kills will be a thing
You can check out what's in store for modding here: http://joinsquad.com/readArticle?articleId=285
Zak's currently working on another article, so we should see a little more information probably this week.
Squad's roots go back to Battlefield modding, and a lot of the folks on the team are modders are heart. We're going to keep supporting mods. =)
The patch was in lieu of the recap -- can't get more detailed than actually playing what everyone was working on. (Up to the last minute, if you were part of the deployments, hehe.)
If it helps, we did use the last recap document to build the alpha 11 patch notes. They're not quite as image heavy as a normal recap, but that may be good or bad depending on your POV. =) http://joinsquad.com/readArticle?articleId=281
>You what? Extra content is not essantial!? Wow, maybe 30 fps in Squad is considered playable to you? Listen, extra content will become non essantial only when the game will be fully released, if ever it will be fully released.
Where do i say that the 30fps isn't an issue? (wich they are fixing one of the devs on twitter and also no i dont have that problem get up there PCMR!
>Beign talked about since the release on steam on Dec 15th 2015, now is July 6th 2017. Hope dies last, I guess.
Look at the recap >As part of our early commitment to a community driven project we released the Squad SDK soon after our Steam release and are continuing to plan for full mod support. In May of this year, we transitioned two developers, StrangeZak (Zak Strange) and Irontaxi (Chris Greig) into planning and implementation of the modding platform for a complete release to launch around the end of September.
>That means devs are the people who cant stand for their words and screwed up again contradicting their own words which were spoken when they've released 9.4 update.
what i said.. its been 2 months and this one isnt over yet, beter yet if you keep trac on discord there have been some silly rumors of 25th narva release + optimization
Game is still in development so of course it'll be getting more content and fixes. Just had a recap of what the developers have been working on lately a few days ago. Go through the previous recaps and update and be amazed :) http://joinsquad.com/readArticle?articleId=175
Well I guess The Wrench would be a good place to start. This is the most recent one. None of these mods are out, it's just stuff the community is working on. Mod support will come, but it's not integrated yet.
http://joinsquad.com/readArticle?articleId=150
What the Devs have been doing though is including some mods in the full game. Mainly Kokan and the new Al Basrah are Project Reality remake maps by ChanceBrahh and they have been included in the game. Also some improvements like better MTLB window view by... insert name of creator here
http://joinsquad.com/readArticle?articleId=112
Not only is the first half of this article about how we've pretty much only been working on optimization for v8, but we have stated that all over the forums, Discord, and Reddit.
However, if we still have not communicated properly with the community in your opinion then let us know how we can improve.
And let us stick to facts, not simple conjecture.
There will be various different round types for the rpg class. This has already been confirmed and we saw screenshots during the closed alpha phase I will see if I can find it. Think it is down, but here is vehicles and ieds. http://joinsquad.com/readArticle?articleId=58
There is MOA deviation. Its not only ballistics. Its a far-cry from PR's deviation, but it is there.
> Weapons now have MOA deviation depending on weapon and bullet quality
Maybe it's best you not skim or speed read. "combined arms(planned)" "Squad promises to offer combined arms warfare, whereas Insurgency has that old stupid press "E" to drive this car(or make it move on a preplanned path) and have it cause havoc cause Source engine."