** SQUAD **

En tråd i 'Nyheter / Artikler' startet av Total, 15 Jun 2016.

By Total on 15 Jun 2016 kl 22:31
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    Utviklingen av Squad går kjapt fremover og nå er versjon 6 av Alpha'en lansert. Jeg minner om at spillet koster kun 270,- NOK via Steam. Når spillet er lansert, så kommer prisen til å øke. Så hvis du har trua på at dette kommer til å bli bra, så kjøp spillet nå!​

    Det er utviklerne fra den populære Battlefield 2-modifikasjonen Project Reality, som utvikler Squad. En mod som kom kort tid etter lanseringen av Battlefield 2 i 2005. En mod som økte realismen og gjorde BF2 om til et helt nytt spill. Det morsomme er at det forsatt er folk som spiller den modden. Til og med Eversman var aktiv i Project Reality! :)

    Nå lager de samme utviklerne en 'standalone' og under et annet navn - Squad. De prøver å bevare det gode i Battlefield 2, men samtidig forbedre det de gjorde med Project Reality. Bedre grafikk og med verdens beste grafikkmotor - Unreal Engine 4.

    Jeg håper at 5 av oss kan opprette en Squad og teste dette ut en kveld, selv om det er tidlig Alpha. Jeg er bombesikker på at vi kommer til å ha det moro - sammen!

    Så langt er det bare Total, Scorp og Zalo som eier Squad. :)



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    Hi Squaddies,

    It's Update time! We would like to thank our community for being so patient with us as we continue to grind away at the beast known as Squad development. Alpha 6 is now upon us and we would like to take the time to share with you the changes you will experience since the last Alpha version.
    Note: Due to a major change in the way we do Graphics Settings, all of your custom settings will reset upon first launch of Alpha 6.

    Major Changes
    Unreal Engine 4.11 Update
    We've updated to Unreal Engine 4.11, pulling in a good number of engine features and performance updates. Take a look at the massive changelog for the engine to get an idea of the scope of all things that changed: HERE.

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    New Deployable: Emplaced Heavy Machine Gun
    The first iteration of Vehicles are here! The Emplaced Browning M2 .50 caliber rifle is a beast of a heavy machine gun, capable of tearing apart even the most determined of infantry attackers. Placeable as a FOB deployable by Squad Leaders, the Browning M2 is your new best friend when locking down an open field on Chora, or creating a kill-zone on a Sumari road. Its effective range for target suppression is well over a kilometer and can easily stop a soldier with just one shot. But due to its limited traverse and elevation angles, operators be careful of your flanks and be sure to have backup!

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    The Browning M2 consumes FOB Ammo Points (which will regenerate over time) when you reload, and you can only have 3 deployed per FOB (2 in Bunker Configuration and 1 Self-Standing). Sustained fire will overheat the weapon, denoted by how much smoke is pouring out of the front of the weapon. The emplacement itself can be damaged and destroyed with rockets, UGLs, incendiary grenades and hand grenades. Employ it wisely in defence or as a means of fire support, and it will prove invaluable in the firefights to come.

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    New Map: Gorodok
    We are proud to include in this release a new map that we've been teasing in previous news posts. Gorodok is an eastern european inspired map, with large expansive terrain. While Squad is still primarily infantry focused, we will launch with one AAS gameplay layer focusing on a segment of the larger map, pitting Russian and Militia forces against one another in open forest style engagements.
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    Map Update: Sumari
    A much expanded Sumari is finally ready to be released after many months in the oven, and it's looking absolutely gorgeous. More than twice in size with hundreds of enter-able buildings, this map will continue to provide endless tactical challenges to any Squad trying to navigate its narrow corridors and many firing lanes. Below is a quick look at the various layouts.

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    Map Update: Fools Road Tunnels
    Fools Road has undergone a drastic change, underground that is. A completely new Militia fortress has been carved out of the mountain, with crisscrossing tunnels serving to act as a means for defenders to further entrench themselves. Designed not only as a showcase of our new capabilities to show enclosed underground areas, but to also provide an intense close quarter battle experience for Squads willing to venture into the depths of the fortress.

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    Effects Update: Foliage and Water interaction
    We have now added foliage and water particle and sound effects, be mindful when moving through both of these terrain obstacles as those around you can now see and/or hear you.

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    General Performance Improvements
    We've fixed a number of performance issues in the game on top the engine performance changes that came with UE4.11.
    On the server, we've done a full pass of over all of our networked objects, reducing their networking footprint and replication cost, making things overall more efficient. We've also fixed inventories so that weapons that are not equipped no longer tick and are only updated to client once every second. We've fixed an issue where spawning a soldier hitched the server, and removed a large number of networked properties that were not needed.
    On the client, we've been making passes on every map, merging many small meshes into one big detailed meshes to reduce shadow casting overhead. We've also implemented Distance Field Shadows (More Info here) while reducing the distance of the highly detailed Cascade Shadow Maps, which has given us a major performance boost on maps with a lot of trees like Fools Road and Operation First Light.
    In addition, we have reduced bones on the player skeleton so that players farther away will consume fewer resources for animations. We have also eliminated a lot of excess animation nodes and cleaned up our animation code to be more efficient across the board.

    AMD CPU Specific Performance Improvements
    We've implemented a Low Quality sounds toggle in the Game Settings on top of general cleaning up of the soundscape, which should help many users with poor audio performance on AMD CPU hardware, as well as in general. If you are having very low FPS with AMD CPU systems, turn on Low Quality Sounds and you should see a nice performance bump. We actively encourage those that do have AMD CPU hardware to try this new update out, and to provide with us feedback on your play experience.

    Server Update: RCON support for Servers
    We have now added in a standard implementation of the valve R-CON or remote console protocol. This protocol will allow server admins to issue console commands for things like broadcasting messages and kicking players remotely via an R-CON application of their choice. Our initial rollout for Alpha v6 includes the standard aspects of R-CON like specifying the port / password, connecting, and authenticating, and will be expanded in a minor upgrade with the ability to issue specific commands. Additionally, with the help of Disposable Hero from the Tactical Gamer community, an open source Squad Remote Admin tool is being developed which will feature basic R-CON functionality specialized for use with the Squad server.
    Founders Perks: Skin Additions
    Founders Skins have been added back to the game! If you backed us on Kickstarter or pre-ordered at the Founders level, you now have access to your ingame item rewards. They are disabled by default, so you need to go into your Game Settings and enable the skins you want to use. Note: The Founders Patches for the character models are still being worked on, so while the options are there in the menu, they are nonfunctional.

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    Full Changelog

    Gameplay
    • Deployables now no longer can be stacked one on top of the other
    • Decreased Construction point and Ammo point income on FOBs
    • Increased time necessary to take down a friendly FOB
    • Tweaked recoil on some weapons
    • Stamina now stops recharging while falling or jumping
    • Insurgency tweaks. Minimum cache distance is now 300m on 2k maps and 400m on 4k maps, Insurgents now loose tickets if they get killed and there is a high but finite number of insurgent tickets (500 tickets) as a secondary win condition (make FOB placement and medics a little bit relevant again)
    • Tweaked minimum arming range on rocket projectiles
    • Speed up the time it takes to show the nametags above peoples head
    • Smoke grenades no longer kill you with direct hits
    • You can no longer focus while moving (within reason, there is a small velocity buffer)
    • Updated recoil zoom modifier on ACOGs
    Systems
    • Added Foliage bending on some maps, partial implementation at this stage
    • Fixed an issue with soldiers standing when dead if you connect to a server with a game already in progress.
    • Fixed weapon disappearing after using medic bag or field dressings.
    • Fixed a number of crashes related to VOIP
    • Added LODs to the soldier skeletons, improved performance on the animation-side when rendering multiple characters at a distance on screen
    • Added Low Quality Sounds, which should help some AMD CPU users who are having stuttering issues related to sounds.
    • Fixed issues with grenades exploding too late when you are dead
    • Fixed a bug in AAS where lattice links would incorrectly look the wrong direction when looking for home links (fixes a potential locked in main situation).
    • Mains now always contest their neighbors in AAS, which should prevent potential locked-in-main situations
    • Fixed a PAAS issue where too many flags could be contested.
    • Fixed an issue when leaning and sprinting while wounded would get the player stuck in that state
    • Fixed an issue while jumping out of gun while holding fire allowed you to jump in the gun and fire without pressing a button.
    • Tweaked MP443 pistols hit detection settings
    • Fixed an issue where players are using more field dressings than are in their inventory
    • Fixed players being able to spawn on other squads rally points when changing squad
    • Adjusted projectiles so they overlap instead of block on water collisions, causing projectiles to now enter water
    • Fixed weapon reloading desyncing between clients
    • Fixed return to origin of the weapon reload being too slow/fast/various times
    • Fixed an issue where the field dressings and medic bags would dissapear on weapon switch.
    • Fixed enemies markers occasionally being visible during the first moments when you join a server
    • Fixed some cases where the server list was not updating properly
    • Fixed suppression effects not firing off under certain hit detection conditions
    • Reworked code for healing yourself and someone else. This should prevent you from healing yourself and someone else at the same time with the medic bag
    • Updated scalability to force distance field shadows on all graphics settings
    • Fixed grenades from showing unequipping animation when there are no grenades left
    • Fixed grenades not showing 1p and 3p in Listen Servers
    • Fixed Shovel and patches being displayed below player
    • NetUpdateRate optimizations. All spawn points down from 100 to 1, FOB spawns from 100 to 10, CameraMan from 100 to 10
    • Improved performance on shovels, they now use a timer instead of ticking and only tick the timer when they are equipped
    • Prevent reloading if your input is disabled. This prevents a bug that is caused by deploying and reloading at the same time
    • All weapons now only tick when they are equipped, and unequipped network update rates have been drastically decreased
    UI
    • Server Browser no longer kicks you back to main with a server full message after you have completely loaded the map, instead you should see this message pop up within a few seconds of trying to join a server.
    • Updated inventory slider, you can now disable auto switching between weapons as well as confirm and cancel weapon switches that are only still highlighted in the UI.
    • Fixed Purple smoke grenades having blue UI icon
    • Optimised the Main Menu UI
    • Optimised the in-game HUD
    • Fixed Squad Leader icon number disappearing when he goes incapacitated
    • Simplified the code for and added more validity checking to the team switch confirmation widget
    • Fixed an issue where multiple toasts could crash the game due to incorrect garbage collection safety
    • Fixed Tickets not always showing at rounds end
    • Fixed an issue where overlapping Capture Zones would cause the capture widget to not show while you were in a capture zone.
    • Fixed Sergeant Chevrons and Squad Leader Number overlapping
    • Fixed the map timer not always showing the text in the correct format
    • Fixed an issue where the Map Timer would desync between server and client
    • Fixed keyboard not getting automatic focus on password dialog box when entering passworded servers
    • Updated Minimaps on all maps to show fields, bodies of water, gameplay boundaries and also a distance scale
    • Fixed toast messages being cut off by a smaller than normal dialogue box
    • Fixed Fools Road and Sumari minimaps being out of alignment
    • Updated Militia and Russian faction radial menu to use the Russian radio instead of US or INS
    • Added map icon for HMGs
    Sounds
    • Added Sound collisions to most passable vegetation, as you move through foliage you will make a noticeable sound
    • Modified bullet hit dirt sounds
    • Updated main menu music
    • Added reverb volumes in tunnels on Fools Road
    • Fixed attenuation and increased volume on healing sounds.
    • Added Bleeding and Wounded/Incap EQ filters that adjust based upon your health.
    • Modified SVD fire sounds
    • Modified default M4 fire sounds to later fit for dynamic reflections
    • Fix to crack flyby sounds
    Art
    • Improved LODs on various static props
    • Added window bar props to various maps
    • Added water interactivity, collisions and impact effects by the player, small arms and explosives
    • Fixed corrugated metal fences and scrap with double sided geometry settings
    • Updated metal fences and log trenches to have proper materials and impact effects
    • Overhauled bullet impacts on Dirt to use new gpu debris and random dust animations
    • Fixed Smoke Grenade effects not rendering at far distances
    • Fixed Smoke Grenade effects not always colliding with the surrounding environment
    • Fixed tracer rounds showing too close or behind the gun barrels.
    • Fixed several physmats having wrong footstep dirt effect, causing weird excessive foot fx on plastic, rubber etc.
    • Added small working tool props as map decoration
    • Relocated all shell ejection sockets to their right position, and improved the visual look of them spinning out of the ejection port
    • Resized dirt bullet hits and improved random dirt animations
    • Updated blast shockwaves relevant to dirt, grass and wood
    • Fixed hescos disappearing at a distance
    • Added small bulletholes for Makarov and other 9mm pistols
    • Fixed RPG7 low quality geometry sight being mis-aligned
    • Fixed misaligned rocket on the RPG7 during the reload
    • Adjusted Particle Bounds of RPG7 rocket concrete explosion
    Maps
    • Fixed issue where you could get stuck under the hopper car on Fools Road
    • Fixed issue where you could use prone to get into the pipe on the gas silo Fools Road/First Light
    • Fixed Op First Light warehouse door collisions from being borked
    • Updated lighting on all maps
    • Added more cache locations that are outside of buildings
    • Fixed players falling through mine roof on Fools Road
    • Fixed players spawning on the hesco bunker roof on Fools Road
    • Updated playable boundaries on a number of maps
    • Updated max tickets for BLUFOR on Logar Insurgency
    • Added Chora Insurgency Layer
    • Added Sumari Insurgency Layer
    • Updated cap zone names for some maps
    • Ambient sound fixes on Gorodok, Logar and Firing Range maps.
    Admin
    • Added RCON Server plugin
    • Added map icon for admin cam
    • Fixed crashing on Admin-Camera as soon as you reload your weapon
    • Fix for crash caused by jumping in admin cam while reloading on listen server and non-networked games.
    • AdminRestartMatch command should now restart the map and stay on the same level

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    We hope that you all enjoy this latest Squad update, as always your feedback and bug reports are always welcome on the Forums.

    Offworld Out.
     
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Kommentarer

En tråd i 'Nyheter / Artikler' startet av Total, 15 Jun 2016.

    1. Torch

      Torch Rekrutt [aCe]-medlem

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      Jeg kan rapportere at jeg også har fått spillet :D
       
      Zalo og Total liker dette.
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      [​IMG]

      Immersive. Tactical. Teamwork.
      Squad Ops is an organized community project bringing structured events focused on hardcore and immersive gameplay. Their intense cinematic matches, educational training sessions, and open events provide a unique experience for the Squad community.


      One Life Events

      Squad Ops hosts one life events multiple nights weekly for participants, providing something for everybody.

      • Convoys
      • Raids
      • Patrols
      • Rescue Missions
      • Escorts
      • Search and Destroy
      • FOB Assaults
      • Supply Missions
      • Area Defense
      • And many more!

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      Tactics and Training
      New to Squad and need the basics? Squad Ops Tactical Training has dedicated instructors that provide hands on training for new and experienced players alike. Want to learn more about advanced tactics or assets? SOTT also provides dedicated training sessions to familiarize players with newer concepts. Training sessions are structured to provide valuable and relevant information for both public play and hardcore events.

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      Immersive Mods
      Squad Ops also has a dedicated mod development team focused on bringing a truly immersive experience to each and every operation. They are constantly working on everything from basic modifications including sprint speed changes and customized mini-maps; to more complex systems such as artificial intelligence and pathfinding.

      Join the Squad Ops Discord to learn about some of the exciting projects in their development pipeline:

      • Minefields
      • Minimalist UI/HUD
      • Illumination rounds
      • AI - Friend & Rebel Civilians
      • AI - Responsive Enemies

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      Open Events
      Each week, Squad Ops hosts open events for any and all players interested. Everyone is welcome to join and participate in the action. Squad Ops also provides public servers for vanilla Squad gameplay. Visit SquadOps.gg to register for events and be sure to check out their calendar for all future operations.


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      Join Up!

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      Offworld Out.​
       
    8. Total

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      Every Bullet - Squad Surrounded Sniper

       
    9. Total

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      FOREST FIREFIGHT! - Squad

       
    10. Total

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      Jeg har de siste dagene spilt en god del Squad. Har spilt litt før også, men det er først nå jeg føler at spillet er stabilt og ytelsen er på plass. Har blitt bitt av Spiller vs Spiller-basillen, så blir nok mindre skyting på bot'er for meg, hehe. Har gått litt lei Insurgency etter å ha spilt det av og på siden 2007 (Det orginale Insurgency).

      Med helikoptre, flere kjøretøy, Free View med trackir, bedre animasjoner ++ så kommer dette bare til å ta av! :)

      I min drøm, så har vi aktive treninger og klankamper i dette spillet <3 <3 <3 Men den tiden har nok passert.

      Noen screenshots fra min skjerm:

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      Ratata liker dette.
    11. Scorpion

      Scorpion Spamking Klanleder

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      Vi får se. Må nok bestemme oss for dette eller Arma3.
       
      Zalo og Total liker dette.
    12. Total

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      Det må vi. Virker som alle vil spille forskjellige spill, så noen må ta det rette valget her og holde oss der. Fjerne inaktive medlemmer.

      Uansett hvor mye jeg liker Arma 3, så har realiteten slått meg. Jeg mener Squad passer oss bedre enn Arma 3. Jeg er lei av å bruke unødvendig med tid for å spille et spill. Jeg vil spille og jeg vil ha det moro!

      Det positive med Squad:

      - Man kan hoppe rett inn spillet uten noe ekstra tull. Med Arma 3 går halve spilletiden til å tukle med addons ect.
      - Alle i [aCe] har spillet.
      - Bedre ytelse i Squad enn i Arma 3 = Morsommere å spille.
      - Liten lærekurve.
      - Effekter som Arma 3 kan se lenge etter :D
      - Er vi få spillere på, så kan vi enkelt fylle opp Squaden med andre spillere.
      - Ved å spille mot andre spillere så får vi den motstanden vi trenger for å bli motivert til å jobbe sammen som en klan. Skyte på hjernedøde bots og få 150 kills klarer hvem som helst. Vi må våkne litt.
      - En Squad har klasser/roller som passer hver enkelt av oss. Join, choose and play.

      Det negative med Squad:

      - Utviklingen av spillet er forsatt i Alpha-fasen. Spillet er ikke helt perfekt enda. Likevel er det såpass perfekt at jeg spiller det så ofte jeg kan og minst 4x bedre enn sist jeg spilte det. Patcher og hotfixes kommer hele tiden!
       
      Zalo liker dette.
    13. OztehQvel

      OztehQvel Fenrik Offiser

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      Etter at vi prøve arma 3 i vår så er jeg enig med Total. Krever at det er minst 4 og helst mange fler på for at arma skal bli bra. På squad så kan vi bare starte og spille med en gang. Og nesten alltid mulig å ta eget squad og bestemme selv.

      Sent fra min SM-A520F via Tapatalk
       
      Zalo og Total liker dette.
    14. Total

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      Har opprettet en prøveserver for Squad og lagt til Scorpion og OztehQvel som admin (Jeg hadde steamID'en deres kjapt tilgjengelig).

      Jeg vet ikke når de fleste er tilbake fra ferie, men er 3.September en dag vi kan starte spillingen igjen?

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      Zalo liker dette.
    15. OztehQvel

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      Jeg kan se om jeg kan ordne de dagen ja


      Sent fra min SM-A520F via Tapatalk
       
      Total liker dette.
    16. Zalo

      Zalo Moderator Offiser

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      Er seint hjemme den dagen, men er klar for å sette i gang litt regelmessig spilling etterhvert fra den tiden ;) (gleder seg til å preke med gutta igjen!!!)
      (skrev "drekke" først men sletta det...)
       
      Total liker dette.
    17. Scorpion

      Scorpion Spamking Klanleder

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      Jeg er vel neppe klar før den 15.
       
      Total liker dette.
    18. superjorn

      superjorn Fenrik [aCe]-medlem

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      Jeg har ny pc og er kjempeklar! sitter alene for tiden å spiller bf4 i mangel av noe annet:/

      EDIT: Squad kjøpt:))
       
      Sist redigert: 29 Aug 2017
      Total liker dette.
    19. Total

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      Supert! Regner med vi prøver ut Squad samlet ved midten av September. Forhåpentligvis før for noen av oss ;)
       
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      [​IMG]
      Hi Squaddies,
      August was a bit of a quiet month, as OWI was exposed to sunlight as a group outside of Vancouver. Fully rested and recharged, we're back at it -- you may have noticed the Unreal Engine 4.16 update in the 9.8 patch. We've been building on that groundwork and have some cool stuff to show off from August. Are you ready to see how the new animation system is shaping up? Dig in!


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      Systems

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      Animation System Update - Almost there!

      Our new Animation and Weapon Handling system is approaching the final stretch! Our game designers are getting their hands on it, taking it apart, and rebuilding the way weapons handle. Our Programming team is also hard at work optimising this new system, as its features are now being locked for the next release. The features coming with the new system include Climbing, Vaulting, Deployable Bipods, UGL/Rocket Launcher Adjustable Sights, Crouch-Sprinting, Free-Look, and seamless Weapon Transitions. (Switching between UGL/Rifle, Ammo Types, etc.)



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      The capture data from our motion capture session we did last month with Animatrik is also being implemented into the new system, breathing new life into our characters as they traverse the battlefield. Please be aware that some of the MOCAP data still needs refinement by our animators and speeds adjusted by game designers.

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      Deployable Bipods
      Bipods are a feature coming first to Light Machine Guns, enabling players to set up on any flat surface ranging from window ledges, walls, tables, and more. Players will enjoy a dramatic increase in stability and accuracy to their weapon. Also, reloading while deployed is faster as the weapon is supported allowing swifter manipulation of the controls.

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      Climbing and Vaulting
      Seen previously in earlier recaps, this system will be coming in with the new Animation System, and it will allow players to traverse obstacles up to chest height unaided. Depending on the thickness of the obstacle, you will either vault right over it or, if there is room to stand, climb on top of the obstacle. In this first iteration, it will be bound to the standard jump button.

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      Adjustable Sights
      Featured in the last recap, Adjustable Sights are to be added to all Grenade Launchers and Anti-Tank rocket launchers. These allow gunners to more effectively hit targets out at further distances (as the sight wouldn't be obstructing your view), as well as offering some unexpected uses, like turning the Russian GP-25 Grenade Launcher into a pseudo-mortar.

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      Crouch-Sprinting
      Players will have the ability to sprint while crouched, effectively being able to move while under cover. This action though typically consumes more stamina than normal sprinting and isn't as swift as sprinting normally. Quacking while moving is optional.

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      Free-Look
      Also featured in one of our first peeks at the new Animation System, Free Look will allow players to decouple their view from their weapon and look around without penalty. This is particularly useful when operating deployed light machine guns, where it will enable you to check your flanks while still keeping your weapon readily pointed downrange, as well as admire your newly deployed bipod. Typically a feature found in more mil-sim style games, we decided to include it as we felt it was in line with the tactical nature and pace of the game.

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      Weapon Transitions
      One significant change we've done to our weapon system was to allow for the seamless transitioning from part of one weapon to another part, such as with a rifle and its under-barrel grenade launcher. Another useful appearance is found while switching ammunition types, where the player can now seamlessly switch from one type to another.

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      Art

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      New Insurgent Soldiers

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      Our original take on the Insurgent faction is finally taking shape! Donning a variety of civilian and surplus military apparel, this faction should look a lot more rag-tag in the field than our current set, as well as look a lot more high-fidelity. These still have a little ways to go, but expect them to come in a future version.

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      M240 GPMG
      A staple of infantry since the '70s, the M240 is one of the first GPMGs coming to Squad, featuring the deployable bipods. They'll be made more fearsome by Suppression overhauls in coming patches. Look forward to each faction getting their own GPMG!

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      BGM-71 TOW Missile

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      With more vehicle options coming in the future, more anti-vehicle options are coming alongside them. Enter the BGM-71 TOW Missile, a familiar sight on the battlefield.

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      ZU-23 Anti-Aircraft Gun

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      A revisit on an asset we showed off in May, the twin-barreled 23mm Anti-Aircraft Gun has been completed art-wise and is soon to be ready for implementation once the other parts of our plan for more diverse vehicle assets are done. More barrels are better.

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      All in all, not a bad month! We truly can't wait to get the new animation system into your hands, especially to see what sort of mayhem you folks muster up with those grenade launchers. Stay safe out there!

      Offworld Out.
       
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      Hør igjennom hele denne:


      og denne:

       
      Sist redigert: 12 Sep 2017
    22. Total

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      Hotfix 9.9:

      Hey Squaddies,
      Everybody loves a little bump in the quality of life and we're happy to provide that for you fine folks. Alpha 9.9 brings fixes for some nagging issues, and some performance improvements too. Be sure to let us know how they feel!

      • Implemented several performance improvements on player updates, movement, animation and inventory.
      • Fixed Narva Invasion V1 Militia having Russian Logi trucks
      • Fixed the invisible player bug.
      • Fixed player offset after revive.
      • Fixed the "Press enter to open spawn menu" issue on the Stryker and BRDM.
      • Fixed damage effects getting reapplied on players when the player who caused the damage reentered replication distance.

      Hotfix 9.10:

      Hey Squaddies,
      With the weekend ahead, we wanted to make sure you could get your range drills in. These hot, hot fixes can be found on a Steam client near you today!

      • Fixed a crash in the Engine.
      • Set soldier movement speed when playing in local to normal levels.
      • Fixed the ingame server browser showing an incomplete list. (If you still don't see all the servers, reduce pings/min in steam settings->ingame settings).
      • Changed ingame server browser to order by ping by default
      • Fixed ghost gunshots being heard at maproot.
      • Fixed placing SL markers on minimap stopping all inputs.
      • Fixed default admins.cfg listing deprecated permission level.
       
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    23. Total

      Total Webmaster Offiser

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      Jeg setter opp et trening-map på Squad-serveren til Søndagen. Litt kjøre trening, skyte trening og Squad basics.

      Er smart å øve litt før vi spiller public :)
       
      Zalo liker dette.
    24. OztehQvel

      OztehQvel Fenrik Offiser

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      Skal skal prøve å stille. Tror jeg har fri den dagen.
       
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      Scorpion Spamking Klanleder

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