***Official Squad Thread***

Us medics aren't supposed to be able to shoot people AND magically touch people!

I'll mention the FOV issue again and see what I can come up with.
 
Will the insurgents guns have sites like in insurgency? Think they had it bang on ;-) is there plans to add them in? And think it would be good if instead of holding shift key to add extra zoom when aiming would be better if right click and hold down mouse button 3

Insurgents will get optics for a few weapons but the majority won't. They get other toys to play with :)

The M4 sights in game are worst than they are in real life. I think they are too zoom out, right now it looks like the the eye/camera is at the very end of the stock instead of being right up to the sight. With the solid posts of the sight it does make it look like you're looking down a straw, in reality these would be blurred, but I don't know if they can replicate that or not.

This is simply due to the soldier more or less looking straight into the tube/sights atm. We will be doing a separate aim mesh in the future to rectify this.
 
I think it's more a case of people are far too used to be able to just hold the mouse button down and expect pinpoint accuracy these days. Once weapon resting and the new animation system which will change weapon handling are implemented then you will see a marked improvement.
 
Anyone get into the 100 player test server last night?

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You can't really compare CS:GO and Squads graphics. One has what, 10 players (in competitive?) and the other will have 100. Sacrifices have to be made.

As much as I hate the term, most assets are just "placeholders" and the engine is still very new and getting updated regularly so there is always room for improvement.
 
[TFU] Thegoon84;28624459 said:
Who'd have guessed it was in Alpha hey haha!

Enjoying reading the feedback, doesn't seem to be any game braking bugs atm. Havent' read any reviews by anyone either! Needz moar info's and reviewz

Nothing game breaking but there are certainly quite a few bugs! There is one guy though who refuses to play because the trees don't look good apparently...

The response from the new players has been pretty amazing. They all seem to be enjoying it immensely and considering how bare bones it is still and all the little bugs it really is looking good. There's plenty of threads from new players and videos being posted over on the forums regarding their views on the game so you can have a look there. Lots of good information in there.
 
Xcept, Can you release any details on the status of new maps? I know you're looking at vehicles but in the coming month or two will we be getting any new city enviroments (Fallujah)?

Been playing nearly every weekend since the closed pre-alpha and just need a more urban environment.

Nothing I can publicly talk about. I'll do some digging around see if I can get a few exclusive screens for OcUK this weekend!
 
September 2015

2015 is nearly up! But in no way are we slowing down.

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September saw the opening of the epic Closed Alpha, where even more of our Kickstarter backers got a chance to finally jump in and play! We are definitely listening to your feedback and concerns, and are trying our best to incorporate as much of it into the next build.

Aside from work on the Closed Alpha, valuable ground has been made on a lot of other fronts too, from art to mapping; programming to optimization. The list goes on, and it's the purpose of these recaps to let YOU know what's been happening behind the scenes.
Without any further ado!

Systems

  • Continuing work on player possession, which is key to getting development on emplacements and vehicles moving
  • Added Bandaging and Reviving
  • Changes to rally-points now mean that they will disappear after 9 players have spawned, as well as the squad leader being limited to placing a new one for 2 min after placing the last, unless the SL respawns at a FOB
  • FOB capture time increased
  • Flags now require 3 players to cap and 60 seconds of cap time to capture
  • Changed inventory system, weapons can now have a much more complex mag/ammo layout and button presses can be empty (pressing #2 on rifleman kits now no longer does anything)
  • New Ammo / Magazine functionality. Ammo is now saved and sorted on reload.
  • Damage model balance tweak on all rifles, carbines and LMGs to account for some edge cases
  • Adjusted sights alignment on the SVD to be much more intuitive
  • Moved weapon sway and stamina code to c++
  • Fixed an error causing rifles to have an unintentional ray trace instead of bullet drop
  • Continued progress on Steam integration and automated website purchases
  • Reworked spawn position checks and mechanics

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An interesting piece of design can be seen with how the spawn checks are done. Any spawn point by code, drops a series of spheres around that location, and depending on whether the spheres are landing on an elevated surface, or a position where the player can't physically be, it will flag that particular spot as being bad for spawning on. The system would preference the green spheres to drop the player into when they spawn in.

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Art
  • Added 7 new AK and RPK variants to the game as well as remaking the existing RPK
  • Added 3 new variations of the RPG-7 skin
  • Modelling, Rigging complete on Russian soldier models, entering texturing phase
  • Progress on US supply and transport truck

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There is a greater emphasis on improving the fidelity of the first person view, so a lot more tris have been allocated to the hands and arms.

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Mapping
  • Progress on new Afghan assets
  • Progress on environment assets for Fools Road and an eastern European environment
  • Added new Assault and Secure flag capture mechanics and systems on all maps
  • Preliminary layout of a new large scale Green-Zone map, Chora, has been started.
  • Fools Road layout nearly complete and entering detailing phase
  • Added two gameplay layers for Kohat Toi

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As part of a larger environment art update which can be read HERE.

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Sounds
  • Added automated reverb systems to all buildings
  • Heavy breathing now stops when you go into incapacitated state
  • Added bleeding heartbeat sounds for bleeding and low-health states
  • Breathing from stamina no longer plays when in incapacitated state
  • Added Main menu music by Alkali.
  • New M4, M249, AK-74 and RPK fire sounds.
  • Added more deploy and reload sounds.
  • More footstep sounds and bullet impact sounds.
  • Added Rocket flyby sounds.
  • Added Radio filter for Squad and Command VOIP with transfer sounds.


We hope youve enjoyed this months recap, and stay tuned to all our social media outlets as well as the front page for more news on Squad. A reminder to all that you can still Pre-Purchase the game and enter the Closed Alpha via the Pre-Purchase link here (and along the top navigation bar).
Offworld Out.
 
wish I had my key, ordered on the 27 Sep, not had anything back as off yet, checked my spam and bi and inbox only have the paypal transaction receipt.

Kenneth

Just saw your thread over in the official forums. I'll look into it when I get home from work tonight if there's been no progress.
 
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