***Official Squad Thread***

We are now pushing a version 7.4 hotfix release, which contains:

  • Fixed the round start crash and a number of other crashes, all caused by the improper deletion of physical materials in memory.
  • Pulled in a performance fix developed for Alpha 8 relating to the rendering of other people's character meshes.
  • Fixed up the deployable repair station blocking lean and deployables.
  • Made reflection spheres not appear in game. (As an aside, we would like to assert that reported sightings of UFO's in squad are completely unfounded and baseless!)
  • Made the wire fences at the fool's road train station penetrable.
  • Fixed not being able to enter certain tunnels at the Fool's Road hilltop.
  • Fixed players not being able to drive vehicles into the fortress on Fool's Road.
  • Fixed the Sumari AAS 3 flags being cappable by 1 person.
  • Fixed the Sumari skirmish layer cap zones being too high in the air.
  • Fixed some road and spline bugs in Chora.
Finally, please note there is at least one other moderately occurring crash that we are still aware of and actively investigating.
 
Excellent, good work devs.

Really looking forward to optimisations now. On servers with <20 people I'm getting 100% GPU use and 100+ FPS, but on full 70 man servers this drops to 50ish and GPU only running at 50%. I'm guessing other player locations is bashing the CPU to hell?
 
We are now pushing a version 7.5 hotfix release, here are the changes:
  • Fixed a client side crash relating to effects code in the engine introduced following the upgrade to Unreal Engine version 4.12.
  • Fixed some possible memory corruption which may have been leading to crashes relating to the initialization of the console on startup.
  • Fixed a rare server crash in vehicle claiming code.
  • Pulled in a performance fix for Alpha 8 using a much faster method for drawing nametags. Note that in order to facilitate this, nametags will now be rendered through walls for nearby friendlies.
  • Performance improved on the maps Op First Light, Kohat, Sumari and Logar by fixing improperly sized terrain textures.
  • Fixed soldiers being invisible in local play on Jensen's Range, a bug introduced in a performance fix for alpha 7.4.
  • Fixed an exploit relating to users tweaking their FOV outside of acceptable ranges.
  • Increased the starting velocity for the spectation camera from 2.5 to 15 meters per second.
 
We are now pushing a version 7.5 hotfix release, here are the changes:
  • Fixed a client side crash relating to effects code in the engine introduced following the upgrade to Unreal Engine version 4.12.
  • Fixed some possible memory corruption which may have been leading to crashes relating to the initialization of the console on startup.
  • Fixed a rare server crash in vehicle claiming code.
  • Pulled in a performance fix for Alpha 8 using a much faster method for drawing nametags. Note that in order to facilitate this, nametags will now be rendered through walls for nearby friendlies.
  • Performance improved on the maps Op First Light, Kohat, Sumari and Logar by fixing improperly sized terrain textures.
  • Fixed soldiers being invisible in local play on Jensen's Range, a bug introduced in a performance fix for alpha 7.4.
  • Fixed an exploit relating to users tweaking their FOV outside of acceptable ranges.
  • Increased the starting velocity for the spectation camera from 2.5 to 15 meters per second.

Great news!

Will this eradicate all "Fatal Errors" now?
 
Brilliant news on both counts! :)

That's good to hear, really looking forward to v8.

The aim is 60fps with 72players for those with half decent rigs on high for v8. Keep those fingers crossed!

Any optimisations before v8 that will work with UE4 v4.12 will be put in via hotfixes. Fixes that require v4.13 will be in Squad v8.
 
The aim is 60fps with 72players for those with half decent rigs on high for v8. Keep those fingers crossed!

Any optimisations before v8 that will work with UE4 v4.12 will be put in via hotfixes. Fixes that require v4.13 will be in Squad v8.

I am getting about 50FPS atm so not to fussed. Was higher, but I know that will get better in time.

On a positive note, played about 5 rounds without having to D/C after each round and no "Fatal Errors" meaning I could stay with the same squad members for 5 rounds! :)
 
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.
 
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Monthly Recap - September 2016

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Hi Squaddies,

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!

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Systems

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.

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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.

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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.

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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.

http://media.joinsquad.com/2016/Oct/SeptRecap/pronemovement.mp4

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.

http://media.joinsquad.com/2016/Oct/SeptRecap/adsanim.mp4

Art

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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.

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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.

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FGM-148 Javelin

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.

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Improvised Mobile Rocket Artillery

Even MORE rockets!

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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.

http://media.joinsquad.com/2016/Oct/SeptRecap/rockettechiefiring.mp4

Environment Art

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.

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Mapping

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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.

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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!

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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.


Offworld Out.
 
ive been keeping a close eye on this for a while but having a bottom end amd cpu before (Athlon 860k) I was worried that it would be a stutter fest for me,i now have a i3 but think I will wait until the performance has been optimised a bit more before I buy :)

looks a great game though
 
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