En tråd i 'Alt om spill, nyheter & oppdateringer!' startet av Total, 14 Sep 2016.
Squad Alpha 7.4 er lansert!
Squad Alpha 7.5 er lansert!
We are now pushing a version 7.6 hotfix release, here are the changes:
* Fully disabled Valve Anti-Cheat on servers to resolve issues where certain players were unable to connect.
* Fixed the bug where vehicle drivers are unable to see any players around them after driving a long distance away from the location they entered the vehicle.
* Added a fix for a rare crash relating to visual effects.
* Added a number of additional performance measuring code markers to aid developers with working on Alpha 8.
September has sure gone by quickly hasn't it? Over here in Squad Dev-land we've been hard at work improving the Alpha Version 7 edition of the game (with the latest hotfix being 7.6, notes are viewable here.), as well as the next Alpha Version 8 where the primary focus is going to be on performance optimisations. We still have lots of tinkering left to do, but rest assured the team is 100% committed to improving your in-game experience. Without any further ado!
Server Browser Improvement
We now update the server browser asynchronously! In Alpha 7 and before, when you refreshed the server browser, the Steam Subsystem would wait until all the servers have been pinged and responded before displaying any servers to you. Now, we start showing you servers as soon as they respond to pings. This makes the server browser far more responsive to the player, and just feels better.
Alpha 7 Performance Analysis
One critical part of developing Alpha 8 has been pouring over performance data from Alpha 7. Under the hood in Alpha 7s development, we added a number of additional performance reporting metrics to help us dig into what areas needed optimization work the most. Using that data, we have been working hard on our performance bottlenecks, or the areas of the code where we are the most inefficient. In addition to profiling under a variety of conditions, we have been profiling Intel and AMD side by side under the same setup to make a concerted effort at improving our AMD performance.
Engine level Optimizations
Shout out to the guys over at Coconut Lizard for hosting an amazing blog with a number of low level Unreal Engine optimizations. We trawled through the material they have and integrated a number of impressive performance improvements. Squad now starts up about 2 times faster and map loading is noticeably faster as well. Thanks Coconut Lizard!
User Interface Optimizations
This month has been focused on doing improvements on the Radial Menu and Compass based on community feedback and the development roadmap. Our prime focus here has been to begin the rollout of the unified UI we have been working internally as well as improving usability and performance of the underlying code. We are not done with the radial menu nor the compass, so there is a lot to look forward to.
The radial menu is now implemented with much fewer elements (Action Icon, selection icon and status icon) which allows us to do much less processing per widget and due to the simpler elements we have also been able to make the radial menu transparent which was a big wish for placing markers in the world.
Animated mockup of the desired end-product
The compass has gotten a code overhaul and all code is now entirely in C++ with a much more efficient implementation, and we are updating the artwork (layout, size, and ui elements are all subject to change) and features in this iteration, including the addition of markers to the compass.
Lastly we have rewritten the way that we update player/vehicle/flag icons on the map as well as how we track squads for the menu which has improved the execution time of the menu tremendously, this together with almost being finished with our c++ port of the spawn menu should help the speed we can implement UI features and the speed we can execute these at.
Animation Blueprint Improvement
Heaps of work has been done to optimise the current animation system, including moving a lot of the Blueprint over to C++, dramatically reducing the amount of processor time required to run animations on each character. Multiplied by the current player limit of 72 players, the savings in a full server look to be very promising.
As last additions to the current animation system, we've added a new first person crawling animation. Visually the movement should look a lot smoother and also slightly affect your accuracy while on the move.
Another addition is a slight head tilt in Third Person while your aiming down the sights. You will finally able to see if the enemy is aiming at you and about to shoot you down.
British Armed Forces
We're excited to show off the beginnings of our British Armed Forces faction. A lot is planned in terms of art and assets for this faction, so please stay tuned to a later blog post about the Brits and how they will be integrated into the game.
SPG-9 Kopye Recoilless Gun
The SPG-9 is a Russian recoilless gun firing a 73mm rocket assisted projectile, capable of defeating most light and medium armoured threats. It is extremely accurate and with a well trained crew, can present a serious threat to enemy armour. We are planning an emplaced and a vehicle version of this weapon.
While we're on the subject of rockets, we're planning our next level of heavy anti-tank weapons in the form of the FGM-148 Javelin Anti-Tank Guided Missile. Capable of direct fire and also a unique top-down attack mode, this is a serious piece of modern hardware used to take down the heaviest of armor. This particular weapon system is still a while away, but we just couldnt resist showing this awesome piece of kit off.
Improvised Mobile Rocket Artillery
Even MORE rockets!
Basically a helicopter rocket pod mounted to the back of a technical, this system is capable of launching 32 S-5 dumb-fire rockets capable of dealing significant damage to infantry and light damage to vehicles. However its psychological impact cannot be denied. Due to the nature of its firing system, it is extremely inaccurate and most useful in suppressing a large area rather than killing specific targets.
Our environment team has been bolstered with a few more talented artists, and is working hard at creating more assets to flesh out the Eastern European theatre.
Map Lighting Overhaul
As we like to work in iterative passes, this past month we moved all of our maps to a new lighting system that makes use of photographic skyboxes. Down the line we hope to keep improving our lighting and atmosphere in our maps.
Our talented modders have been real busy behind the scenes working away at their own total conversions and projects. They have their own version of Monthly Recaps in the form of The Wrench, so please check out the write up and support the work of the next generation!
The Post Scriptum mod developers have also released their first Developer Blog showing off for the first time their game in motion with characters, weapons and even vehicles! We're just as excited as they are that so much progress has been made on their end when it comes to mod development.
MAKE YOUR VOICE HEARD.
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We're hoping everyone is enjoying the December holidays, and as an end of year present for everybody, we're doing a special Holiday Patch with a couple goodies and bug-fixes to keep you all entertained over the break.
Squad is now available in a variety of languages! From this initial localization pass we have Russian, Traditional & Simplified Chinese, Italian, Polish, Turkish, German and French translations.
Big thanks to our community for coming together and helping to translate and input text for Squad in their native languages. Simply go into Properties when launching Squad from Steam and select the Language setting!
SPG-9 Kopye Recoilless Gun
The SPG-9 is ready for action! Emplaced or mounted to a technical, it is capable of firing High Explosive Anti-Tank (HEAT) rounds at velocities faster and ranges further than the RPG-7. However the gunner and weapon are extremely exposed when engaging the enemy, making this kind of weapon unsuitable for head-on direct combat, and more suited for hit-and-run tactics.
Veterans Day Items
Due to technical difficulties, the Veterans Day event items did not drop as intended during the November 11th event. As compensation for that, we're running the drop event again for these items until January 2nd. So to get these all you gotta do is jump into Squad and play for an hour to get these special weapon skins! Note that these are non-transferable or tradable.
80 Player Servers
The hardcoded limit for maximum player count per game server has been lifted to 80 players. This is because there are many servers out there on powerful hardware that can very well handle 80 players.
The minimum CPU clock speed for servers wanting to get licensed for 80 players is 4 Ghz base clock. Servers not meeting this requirement will stay at 72 players or less depending on their hardware. Setting an inappropriately high player count on weak/old hardware may result in OWI revoking that license.
Added the SPG-9 recoilless gun as a deployable for Militia and Insurgents. It is limited to 2 per FOB and costs 350 construction points. Currently this emplacement only has access to HEAT rounds (similar to your RPG-7) but it packs a bigger punch and it shoots it a lot faster, further and straighter. Each reload is 50 Ammo points at a FOB.
Added a SPG-9 version of the technical to Militia and Insurgents. Losing a SPG-9 technical will result in a 12 ticket loss for your team and a 8 minute respawn timer. Each reload at an ammo depot is 50 Ammo points. It holds up to 5 people.
The S5 rocket fired from the Improvised Rocket Artillery Technical has had a minor buff to its explosion radius.
The ammo cost of reloading the Improvised Rocket Artillery Technical has been lowered from 300 to 250 ammo points at a FOB.
Lowered the respawn timer of the Improvised Rocket Artillery Technical from 18 to 15 minutes.
Militia Medics now has the AKS-74 as their main weapon rather than the AKS-74U.
To further emphasize the mobility play style of the unconventional factions, as well as their light vehicles being a constant annoyance for US/Russia, we have lowered the amount of tickets lost on a DShK armed technical from 8 to 6, and lowered the respawn timer from 6 to 4 minutes.
Added more seats to various technical versions to further increase the mobility of the factions using them.
Added 2 seats in the back of the Improvised Rocket Artillery Technical. Optimal for bringing your spotters along for the ride! (Now holds a total of 4)
Added 2 additional seats in the back of the Dshk Technicals- (Now holds a total of 5)
Transport Technical now holds a full 9 man squad! Full on clown car.
Logistics Technicals now holds a total of 5 people.
Medics will be able to apply field dressings (bandages) 25% faster, both to himself and to friendlies. Medical treatment is their specialty after all.
Unequip animations for medic bag, field dressings and binoculars are now 50% faster
Added a logistics Technical to Militia on Yehorivka AAS v2 to add extra flexibility to the way the Militia team wants to play the map or the artillery. Also replaced a BTR-80 with a Transport truck for Russia.
Operation First Light now has logistics vehicle for both faction as an experiment. The US has one logistics truck but Militia has two logistics technicals.
Added 1-2 SPG-9 Technicals across most Insurgent and Militia map layers where applicable. In rare situations they are substituting a Dshk Technical, but mostly they are an addition to the vehicle pool.
Added Kokan AAS v2 with Russia vs Insurgents
Added Kokan PAAS v1 with Russia vs US
Added a Conquest Layer for Operation First Light, where the flags can be captured out of order. Both sides begin with 400 tickets and tickets are constantly draining at a rate of 4 tickets per minute per flag owned by the enemy team. Essentially the more flags you own, the slower the ticket bleed will be for your side.
Fixed an issue where the logistics technicals were delivering 1000 construction and ammo points rather than the intended 500 of both.
Fixed two bugs that made vehicles a lot more squishy than they were in A7. Vehicles should be back to A7 survivability again.
Fixed a bug where the burn damage to vehicles were up to 10 times higher than intended.
Fixed an issue where all vehicles except for the BTR-80 were taking 30-50% more damage from rifles and HMGs than they should.
Fixed Kokans AAS lattice not going double neutral
Fixed Kokan repair and resupply point at Insurgent main base not working
Fixed the Improvised Rocket Artillery Technical gunners view being offset from the head of the soldier
Fixed multiple issues which enabled you to kill the crew of armored vehicles with frag grenades and rockets. Now youll definitely have to rely on your HEAT rounds and your HMGs to deal with them again.
Improved the SVDs set up a little bit. It was shooting a bit too low and a bit to the right before. It still isnt perfect, but it is better until we get a new system for handling sights.
Adjusted the M72 LAWs sights so that is more useful at range. Taking shots at targets beyond 200m put the target fully outside of the ring in the sight, now that happens beyond 300m. Be aware that the projectile is slow and this adjustment has made it arc a lot, making it possible to overshoot a target at close range.
Fixed player state of dead players not displayed correctly on the spawnscreen
Fixed player state of players in vehicles not displayed correctly on the spawnscreen
Fixed deployable ghosts of HMGs not showing the green/correctly
Fixed weapons teleporting to maproot
Fixed razor wire causing vehicles to go airborne
Fixed server crash on round end if a demorec was running
Fixed rare zombie mode bug on incap
Fixed rare crash related to entering vehicles
Fixed FOB radio sounds being too silent to locate FOBs
Fixed a lot of bugs on Chora
Fixed entering a vehicle with ADS causing sway inside the vehicle
Fixed unable to kick a player from your squad if they have not spawned in yet
Fixed being able to place assets on enemy FOBs
Added impact effects and audio to glass surfaces such as windows
Added a unique map icon for both the Improvised Rocket Artillery and SPG-9 Technicals
Camera now shakes when you fire an explosive rocket projectile like the M72 LAW, RPG7 or SPG9.
Added new sounds for the M4 Rifle
Added new way of handling rearming of vehicle weapons at a repair station. Before all magazines would instantly appear, now only one magazine appears every 7-10 seconds depending on the weapon.
The above change allows us to better handle the Rocket Technical and Humvee CROWS 50cal weapon systems. These two now gradually fill up their magazine at a repair station. Rule of thumb is about 1 min for a full rearm of an empty vehicle.
Humvee CROWS 50cal now has one big magazine of 500 rounds.
Before we sign off, we just want to say that thanks to YOU, Squad is in the Top 100 on IndieDB's Indie of the Year! You only have a few days left to vote, but please spread the word and get those votes in.
MAKE YOUR VOICE HEARD.
Happy 2017! In December we worked hard to release Alpha 8.9 as a special patch on Squad's first Steam birthday. We were happy to celebrate the anniversary by streaming CCFN and Squad Ops, and releasing a new patch that included a brand new map for you to play in was our gift to you for the holidays. The real celebration for our team was having time off over the holidays to focus on our own well-being - a break that had been months in the making. We came back refreshed in January to venture to PAX South and work on all the goodies we wanted to pack into upcoming releases and this recap.
Tracked and N-Wheeled Vehicles
In a combined effort Drav, Kory, Norby, Tjens and others have been working on bringing you many new vehicle types and overhauling the existing ones. Code support for tracked and n-wheeled Vehicles (standing for vehicles that have any number of wheels) has been added, which allows for a whole new spectrum of ground vehicles.
In Alpha 7 and 8 all of our vehicles are hard-coded to only four physical wheels, but with n-wheeled and tracked support we'll be able to accurately simulate more of the unique wheel configurations seen in all of the different military vehicles we add, such as the Stryker and MTLB. Or even two wheeled vehicles like motorcycles.
Further adjustments have been made to address the issues of vehicles getting stuck. Vehicles equipped with systems like locking differentials in reality are now also much more capable in the game.
New Inventory System - Progress Update
CoreInventory, introduced in our last recap, has been making incredibly steady progress. Since our last update, we've removed all of the old inventory and weapon code from our Soldier and replaced it with the new Core Inventory code. We've also cleaned out our old animation code in preparation for the new Animation System.
As one of the primary goals for CoreInventory is to allow modders to create amazing things, we've also been spending time creating a large number of expandable features and examples for modders to dig into. For example, we've done a pass on our Zooming system, generalizing it and exposing a good amount of it to Blueprint to allow modders to easily add a Zoom functionality into any item, weapon, or vehicle seat.
We've also put together a system for UMG full screen overlays, which can be used for dynamic and updating screens (like a more interactive CROWS UI, for example), as well as an easy Post-Process modifier. This is only a very small sample of the things that can be done with CoreInventory.
New Animation System - Progress Update
We've been busy over the December and January period continuing to experiment and refine the new Animation System that we showed off back in November last year. In addition we've begun the process of integration which involves a lot of removal of old code and components, to make way for a lot of new stuff. One being the shift to a split first and third person system that would make a lot more player actions simpler and more elegant. But at the same time we're still able to initiate a "true first person" style of movement and interaction on certain actions if need be. A lot of this will become clearer the more we begin putting our new system through its paces.
One system we're excited to see make strides on is Free-Look. What we're testing at the moment relies on a button-press system (other control methods will be looked into later) where once activated, your mouse look will be unslaved from your weapon, and you're free to look around. However you are still limited by how far you can turn your head without moving your entire body. When you exit out of Free-Look, your character will reorient his weapon to where you are looking at. This means you can look for targets, then if you spot something, you can train your weapon onto there really quickly. We're still testing this system out and ironing out the kinks but we hope it'll make it into the final game in one form or another.
We've also worked more on the Climbing System, and are trying to refine the way your character registers obstacles and also checking for different heights. Based on the height of the obstacle, you will perform a different kind of climb or vault action. Naturally the lower the obstacle the faster it will be for you to negotiate 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
British Army Soldier Update
The Soldier models for the new British faction are making steady progress behind the scenes, with the texturing process complete and about to enter rigging for animation and final implementation. The unique helmet profile and liberal use of camouflage netting will help them differentiate themselves from the Americans once they begin to see action in-game.
It's a long time coming with this vehicle, and we're just as itching as you are to see this piece of kit in action. We've just finished a texture pass on this bad boy and are preparing the N-Wheel piece of supporting code to give this vehicle the in-game handling and maneuverability it deserves.
One vehicle we've yet to reveal is the M-ATV (MRAP All Terrain Vehicle), set for the American forces. Designed to defend against mine and RPG attacks, this kind of vehicle offers much better protection compared to the more common Humvees. We can't reveal much about its ingame details, but it's an asset that we're excited to put through the pipeline.
New Eastern European Map Progress Update
Squad's first urban eastern European map is in full development. Fantastic new environment statics, buildings and set dressing from our Environment Art team is being finished up and the the map is taking on its own distinctive look. The gameplay areas will include multi-story apartment buildings, urban commercial areas, large industrial factories, and so much more!
Gorodok Expansion Update
The update we have all been waiting for, 4k Gorodok and it is awesome! With this expansion comes several new locations including an industrial train station, a small apartment complex, and several small areas that really bring this rural zone to life, not to mention some tweaks to the existing areas we all know and love. With this expansion I would not expect the same map layers as before. Get those engines warmed up because you have a lot more ground to cover soldier!
We're adding a couple more sections to Yehorivka, some spread out residential and some industrial orientated with more complex structures for you and your squaddies to fight in. Please look forward to it!
Several updates are coming to Yehorivka that we think you'll like. A large industrial complex has been added, the airport is finally getting a facelift, and several existing areas have been touched up with some new buildings to fight in.
That's been our 2017 so far, and now that the team has rested and are back in the swing of things we have some big plans and are looking forward to a very productive February. Expect lots of new and fun developments coming soon!
MAKE YOUR VOICE HEARD.
The day has finally arrived. After much tribulation we present to the world Alpha 9 of Squad! It is now available via Steam so be sure to update before playing.
In addition to upgrading to Unreal Engine 4.14, this update comes packed with a whole lot of content related additions including new vehicles, map expansions, gameplay changes and balance tweaks.
For more information on some of the major new additions in this version, please take a look at our Feature Preview for Version 9 put out recently.
Version 9 is now available via Steam. Please always reset your appdata in the game settings on every new build!
Added Minsk 400 Motorcycle, BRDM-2 Scout Car and MT-LB PKT APC to the Insurgent vehicle pool
Added BTR-80 APC, BRDM-2 Scout Car, MT-LB NSVT APC and MT-LB 30mm Cannon IFV to the Militia vehicle pool
Added BTR-82A IFV, MT-LB NSVT APC, MT-LB 30mm Cannon IFV and Ural 4320 truck to the Russian vehicle pool.
Added Stryker ICV to the US Army vehicle pool
FOB Radio Hub no longer creates a spawn point
Added a new FOB Deployable, the 'HAB', which is basically a spawn point. US Army and Russian HABs cost 500 Construction Points, Insurgents cost 350 and Militia costs 400. HABs are limited to 1 per FOB.
Added a Heavy Anti Tank for Insurgents and Militia. This kit features the PG7-VR Tandem HEAT warhead launched from the RPG-7. Youll find that this is the most effective anti vehicle weapon on the battlefield. It is similarly very front heavy, so be sure to take your time to line up your one shot. The kit is team limited as well as squad limited, similar to how the Marksman role operates. Unlocks 1 slot per team at every 20 players. Squad size must be 9 to claim. Kit comes with 1 Tandem HEAT round and one regular HEAT round as well as an AKS74U as a primary weapon.
Temporarily disabled the open/close driver hatch functionality on the BTR-80. The feature will return soon! New experimental version of closed hatch available on the MTLB series of vehicles.
Added a new feature where you can double tap the Walk key to stay locked in walking mode and you can toggle the shift manually to sprint. A simple tap of any Walk key will then disable it.
Reduced the stamina regeneration rate by 33%.
Due to the success of the test of the HMG environment penetration, we are now rolling it out for all 5.56/5.45 and 7.62 rifle caliber weapons. This practically means any primary weapon in the game, with the exception of the PPSH-41. The penetration varies depending on the caliber of the round (bigger being better) and what you are shooting at. Both damage and effective range upon exit is modified by the material. Time to consider if you are in cover or concealment from your attacker, as well as if you want to have a weapon with better environment penetration or not. G3s and 7.62 AKs are options in this case. 30mm AP projectiles are similarly able to penetrate the environment, and are particularly good at it. Beware, this is the first damage type able to penetrate the afghan tightly packed mud walls material.
Deployable SPG-9s are now limited to 2 per FOB.
Repair stations are now limited to 2 per FOB.
All 5 ton transport trucks now hold up to 18 players instead of 13
Smoothed out the overheating penalty on emplaced and vehicle mounted HMGs. The punishment period is shorter but you will overheat quickly again. More viable for sustained fire and less crippling.
Squad Leaders are now able to set 'possible' friendly FOB locations thru the SLs map Hex Menu as a green FOB icon for the entire friendly team to see. This should help facilitate SL to SL communication when relating to FOB placement.
SL Hex enemy spotted icons are now red to bring it more consistent with items that expand or items that are placeable.
Due to the success of Op. First Light Conquest and at the request of the community, Conquest has now been added to Gorodok and Yehorivka.
All layers have been updated with all new vehicle loadouts. Depending on gamemode, faction, and size will determine how many and what type of asset is used.
Increased head turning angle limits as passengers in vehicles
Added a ton of interior decoration to the HMMWVs and in the back of the Technicals
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.
The Last player to damage a Vehicle is now cached for 30 seconds. Any unknown or burn damage that is dealt to this vehicle will be attributed to the last damager until the timer expires. Any new damage will become the owner and reset the timer.
Flipped Vehicles now attribute their damage to the driver. If there is no driver, it's attributed to the last damager. This means that any passengers that die due to a flipped vehicle will be counted as team-kills for the driver.
Added an admin-only notification for when a developer or privileged QA member joins a server
Added a Crash Reporter. Now, if your game crashes or generates a crash dump, a crash reporter will appear, asking you to send the crash to us. Please do, as this helps us find and fix crashes.
Redid the way steering wheel hand animations are handled, resulting is a much better and more natural way to steer
Added some physics to the vehicle as it transitions into its wrecked state after being destroyed
Reduced height impact normal to try and reduce the amount of situations where players were being killed behind low cover.
Content is now packaged into PAK files. This should reduce loading time and increase the security of the game.
Tweaked player movement when going up and down stairs to be a little more deliberate
Updated the Easy Anticheat SDK.
Replaced the Scoreboard with a new design and added many new points of data to track your performance during the round.
Added new Kit Role icons, replacing the old set
Ammunition UI has been updated to conform to newer design standards
Tightening some style elements regarding font sizes
Restyled and reworked the backend on how Text Chat is rendered on the screen
Added a new more realistic reticle for the BTR-80 KPVT Turret
Added new icons distinguishing APCs vs IFVs (IFVs have a 30mm Cannon or greater)
Added new icons distinguishing Tracked and Wheeled armoured vehicles
Added new loading Splash image
Updated loading QuickStart guide
Tweaked radial menu button sensitivity to feel a better in terms of hovering over with your mouse (outer widgets were being selected too early when moving the mouse from the middle to the outer widgets)
Removed old Ticket Counter and Round timer as they are now integrated into the new Scoreboard
Optimised code for the Stamina and Jump bar, also adjusted the visual styling
New vehicle engine sounds for all new vehicles and also modified the existing vehicles
Improved some bullethit impact sounds and flyby bullet crack sounds
Modified distance sounds for some explosions
Modified M4, AKs, SKS, KPVT fire sounds.
Added burning vehicle sounds
Added UI sounds
Added music tracks 'Downtime' and 'Faith' to the Main Menu music playlist
Gorodok has been expanded greatly, with the addition of more towns, industrial complexes and points of interest.
Yehorivka has had additional towns, map detailing and points of interest added.
Adjusted map terrain lod levels to minimize distance warping especially on Kohat. Should reduce occurrence of floating players and vehicles.
Added an array of additional compounds and ruined areas to Chora as well as fixing general bugs and issues. Optimization pass to reduce draw call overhead.
Kohat and OPFL have been completely merged down to hardened maps (some minor final steps) should see increased GPU performance especially on low end machines. Allowed us to push foliage and grass draw distance out to more acceptable levels.
Added Minsk Motorcycles on the Jensen's Range Racetrack, along with additional spawn points
Improved behaviour of map borders on Sumari, Logar, Kohat and Chora.
Adjusted scale of the Bridge on Kohat and improved its collision mesh to prevent players from falling through
Removed all static Minsk 400 bikes from maps
Updated Kokan lighting on PAAS V1
Added a number of additional compounds to Kokan
Fixed a lot of doubled up static geometry occurring on some maps
Fixed ammo crates on Sumari ITC from being in the ground.
Bug Fixes & Optimizations
Fixed super dark shading on the Militia faction soldier models
Fixed odd player camera rotations while as a passenger in a vehicle
Fixed a bug where the logistics driver wasn't getting points for dropping supplies off
Merged a lot of deployable statics together, improving performance
Heavily optimised the Weapon Cache mesh
Fixed engine sounds playing the incorrect sounds on low settings
Increased shovel detection zone size on repair stations.
Fixed attachment of burning and destruction effects on vehicles
Tweaked rocket trails and backblast effects
Optimized footstep dirt effect
Fixed a couple of issues involving shooting your own vehicle unintentionally with the turret gun on some vehicles
Adjusted and optimised a number of vehicle wrecks
Fixed chain-link fences, razor wire and regular wire fences to be penetrable
Fixed collisions on a number of stone-wall statics
Changed minimum required mipmap LOD bias to prevent .ini changes from making the minimap unusable
Fixed collisions issue with destroyed vehicles bouncing around like crazy and colliding with players
Fixed giving radial menu access depending on your deploy role instead of your current role
Prevented unnecessary overlap events from firing on all vehicles to improve performance on vehicles
Fixed an issue where dying due to bleed damage shortly after revive would incorrectly send you to wounded rather than dead.
Fixed a bug where 'Use Inventory Switch Timer' config setting didn't persist across game restarts
Started hardening passes on many of the older maps, dramatically decreasing draw calls. Will continue into A10 on newer maps as they become complete.
Audited physmats to ensure penetration was enabled on all appropriate material types.
Exposed the following functions to Blueprint.
bool IsValidSeat(int32 Seat) const
bool IsSeatHeldByClaimingSquad(int32 Seat) const
TArray GetSeats() const
USQVehicleSeatComponent* GetDriverSeat() const;
void GetExitPoints(TArray& OutTransforms);
void EjectPlayerFromSeat(int32 Seat)
void RequestChangeSeat(class ASQPlayerController* Player, int32 RequestedSeat)
void SetEngineActiveInput(bool bNewEngineActive)
void SetEngineBoostPressed(bool bInHasEngineBoostBeenPressed)
Fixed an issue where the OnSeat Events weren't being called in SQVehicle (Thanks SgtStryker)
Added a 4-param event in SQSoldier, OnSeatChange(Soldier, Vehicle, FromSeat, ToSeat) for when seat switching happens on the client. The client only receives this event when a seat change event happens, not why. A player has entered a vehicle when FromSeat is null and ToSeat is valid, a player has exited the vehicle when FromSeat is valid and ToSeat is null. A player has switched seats when both FromSeat and ToSeat are both valid. FromSeat and ToSeat both being null is an invalid operation, and will never happen.
Exposed "Wound" and "Die" to Blueprint. Note: These functions may fail in certain situations and the player may not be wounded or die. Check the return value to be sure if the call succeeded!
Litt mer Gameplay
Enda litt mer Gameplay
My type of game! <3
Måtte bytte skjermkort til et ganske crappy ett,men er back in business nå. Prøver å få spilt en del Squad. Alt for lenge siden jeg har spilt det nå, mye har endret seg og ingenting slår den følelsen man får når man spiller med et skikkelig lag. Håper forsatt på at det skal slå an innenfor [aCe], selv om grafikken ikke er helt 2017.
Ender vi med å spille dette, kan jeg sette opp server for practice.
For dere som vil lære litt om spillet: https://www.youtube.com/playlist?list=PLL7yuIe6OBXwCQciztx79xyLWtTL9FDY7
Nesten det samme for meg hva vi spiller. Men nå må vi snart bestemme oss for et spill å satse litt på det alle sammen.
Jeg er enig, men jeg orker ikke presse folk til å spille Arma 3 eller Squad. Squad er enkelt, ingen mods osv, men grafikken er tydeligvis ikke bra nok... så jeg har egentlig ingen anelse hva vi bør spille. Jeg trenger et spill som man kan hoppe rett inn i.
Qvel har gjort en strålende jobb med Arma serveren vår så jeg syns vibskal teste det litt mer ut før vi legger det på hylla. Jeg savner litt mer hardware i spill ala tanks kamphelikopter der det trengs litt mer samarbeid. Jeg har ingen problemer med å sitte klar i et Heli på stripa å vente på å bli kalt inn til å hjelpe bakkemannskaper. Jeg driter i kills...
Lagarbeid og samarbeid er det eneste som betyr noe for meg. Jeg bryr meg ikke om stats, kills eller grafikk. Samarbeid mellom oss i [aCe] er hva som betyr noe. Jeg savner å føle at vi fungerer som et lag. Jeg savner treninger som betyr noe, noe vi kan trene i mot og bli bedre på. Jeg er med på Arma, men jeg har ikke lenger tid til å tukle så mye, derfor lener jeg meg mer mot Squad, som fungerer ut av boksen. Fungerer Addons og vi har noe spille, samt folk deltar, så er jeg fullt med
Jeg foreslår en 50/50 deling mellom Arma 3 og Squad, annen hver trenings kveld. På den måten lærer vi oss 2 gode og taktiske skytespill og vi har et system å følge. Uansett hva vi skulle mene, så kjører vi på og prøver å bli vant med begge spillene.
Tirsdag @ 21:00: Arma 3 COOP.
Torsdag @ 21:00: Squad
Søndag @ 21:00: Arma 3 COOP.
Sånn det er nå så er det jo ikke Arma med mindre jeg er der. Og etter en hendelse der jeg skaffet med en kjæreste, og nå samboer så er det mye mindre tid jeg har til å spille. Tirsdager så er det vekk uansett. Så med mindre noen andre zeuser. Eller at vi spiller de dynamiske oppdragene som jeg har lagt inn. Så vil jeg heller gi squad en sjanse, men det virker som aCe har gitt opp PVP og har bare lyst til å spille mot AI. Og da må fler bli med å styre zeus i Arma 3. Jeg kan ta en kveld å vise folk. Eller spille de dynamiske oppdragene.
Jeg tror [aCe] har godt av litt variasjon mellom fiendtlige AI og spillere. Jeg spiller nok litt Squad i kveld.
Noen tips: Dette vil gjøre spillet litt lysere og med mer behagelige farger. Kan slås av med Scroll-lock. Helt valgfritt
1. Last ned dette.
2. Pakk ut alt og plasser det hit: ..\steamapps\common\Squad\Squad\Binaries\Win64
3. Start spillet og slå det av/på med Scroll Lock.
Jeg blir gjerne med å tester Squad nærmere helga, plug'n play høres bra ut! (tilbake tors kveld for min del).
Flere av videoene er skikkelig motiverende når en ser på samarbeidet
Dessverre, så poppet det inn en arbeidsuke hos meg Mulig jeg har litt tid på Torsdag, men timeplanen er stapp full til seint på kvelden, hele uka.
Neste uke er jeg fullt med
Squad Alpha 12 kommer snart...
The qrew, and Jane.
Skill mellom flere navn med komma.