***Official Squad Thread***

Squad official forum member Usgu has updated his unofficial game manual. It's a good read for new players or players who are not quite up to speed on all the mechanics.

https://dl.dropboxusercontent.com/u/50135680/Squad_Alpha-Manual_1_1_0.pdf

Preface
The following game manual is not the official Squad manual. We can't expect the devs to provide a game manual at this early development phase. Nevertheless I felt compelled to write this manual in order to make it easier for newcomers. Also, at the time of writing this [late September 2015] our community only has one tool: a forum. Not the best place to store and retrieve knowledge. A manual however would be able to compile all essential game-related knowledge into one central location that is easy to structure and read. Hence, after a short consultation with the devs and many many hours of writing, this manual was born and is now available to you, my dear fellow Squaddie.

Please don't expect a polished, pretty, 100% complete and error-free document. During Closed Alpha Squad will constantly change. I will make every effort to keep up with these changes and put them into this manual. In order to be able to do so, I deliberately kept the manual as simple as possible: simple and short text explanations, unpolished screenshots, no fancy formating or layouts. Every text and every picture will likely have to be changed and updated multiple times. The less there is, the easier it will be to keep it up-to-date.

Also, please be patient, the manual will always lag behind the current game version.

Your contributions
Help from the community for this manual is more than welcome. Post your suggestions for the manual in this thread or send me a PM. I am sure you will find missing or incorrect information and many spelling mistakes. Occassionally I even added the keywords "contribution" or "suggestion" in the manual to highlight sections that need your help - just search the manual for these keywords. If you feel like it, you can even write new sections of new game features and I will add them to the manual. Or just provide suitable screenshots. If you want to work really closely on the manual and become a co-author, send me a PM and we'll work out a work-share.

Translations: If you don't loath the thought of chasing an ever-changing target, feel free to translate this manual into your native language. I will gladly provide you with the current OpenOffice document from which I generate the PDF, just send me a PM. However, be aware that you will have to take on the complete task, start to finish, until you produce the finished translated PDF manual. Then I will add your download link next to the English version.

One final request. Please refrain from discussions in this thread unrelated to the manual itself. Please use other threads for this. Please don't post questions about game features or bugs or make feature suggestions in this thread. Please don't! Stick to the topic of the manual and how it can be improved.

Version history
1.1.0 (15.10.2015): This manual update focused on two things: 1) include all new or changed features from the latest build 2566 and 2) address the questions and problems that have come up when the wave of Squad Leaders joined us in the Closed Alpha launch. Below you see a list of the major changes to the manual - the big changes are listed first, the small ones come last. In the changelog of the manual you can click on the "section links" to jump to these modified sections.
  • Updated the entire manual for the Closed Alpha launch build 2566 (CA-v1). I hope I covered everything. If I missed something, please point it out.
  • Updated and detailed the key purchase and registration process extensively for the Closed Alpha in sections "Getting a key" and "Registering your keys".
  • Updated the entire installation process extensively - see sections "Downloading Squad", "Installing Squad" and "Updating Squad".
  • Added help for those with login problems - see section "Squad Login" and "Windows Firewall".
  • Updated the default keyboard shortcuts for weapons and equipment as they have changed significantly in the last build; also various ammo counts have changed (mostly less magazines, more bandages) - see section "Weapons and equipment".
  • Added new console commands added (only a few - new ones are highlighted in bold) - see section "Console commands".
  • Updated all changes to the HUD in section "HUD (Head-Up-Display)".
  • Added new compass features (awesome!) - explained in section "HUD (Head-Up-Display)".
  • Added new map features (map markers - how amazing!) - explained in section "Using the Map".
  • Updated health management to reflect current build - see section "Health management"
  • Added all the suggestions from the forum until 01.10.15 into the manual - many thanks to Zacam, Nate, DLZ and sentienthaze.
  • Updated all the terms, URLs and screenshots from "Closed Pre-Alpha" with "Closed Alpha" throughout the manual.
  • Added a quick start section with useful videos for new players, see section "Quick Start Guides".
  • Added list of Steam groups for Squad in section "Steam Groups for Squad".
  • Updated the troublehshooting sections (minor updates) - see sections "Troubleshooting" and "Troubleshooting".
  • Updated text and icons through the document with minor changes, additions and improvments.

1.0.0 (24.09.2015): The first version of this manual was released to the community in time for the launch of the Closed Alpha on 26th September 2015. The manual is update-to-date with Squad build 2282 (v7), the last build of the Closed Pre-Alpha. This means the manual does not yet describe the features that will be added with the launch build of the Closed Alpha – please see the latest changelog for the new features, fixes and modification. I will add these changes soon to the manual. To all Squad Leaders: enjoy the read and get ready for the weekend!
 
We're doing monthly builds now so it will hopefully be done for either the weekend of the 24th or the 31st. We're fast approaching a "content lock" which is where all new features that aren't done don't get into the build and we just focus on fixing what made it in.

I would say it will be next weekend but don't take that as gospel!
 
Actually MarkeR, try this and see if it changes anything.

Go to your X:\Users\userName\appdata\local\squad\saved\config\windowsnoeditor and open up Engine.ini. Under [Core.System] add this
Code:
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
to the bottom so it looks like this:

Code:
[Core.System]
Paths=../../../Engine/Content
Paths=../../../Squad/Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=../../../Engine/Plugins/Runtime/LeapMotionController/Content
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

[WindowsApplication.Accessibility]
StickyKeysHotkey=True
...
...

Set it as read only and see if that does anything.
 
This actually looks like a good game! Tempted to plunk for the rifleman option (this gives you a full copy of the game right?).

How big a download is it (limited internet).

Also will it run 2560x1440 okay on a GTX 780?

Correct sir. Rifleman will get you access when it comes to Steam in December. Currently the build sizes are under 2gb but with more maps and vehicles fast approaching the size will increase.
 
Had some epic fire fights tonight!

Admin camera got some good snaps too.

ef2a9a4e5d.jpg

764d1a8670.jpg
 
A few things that are going to be in the next update:

  • First iteration of the classic Insurgency mode
  • New scopes (yes the SVD will have a scope!)
  • Territory Control - An asymmetrical mode like insurgency. It is still in its infancy, and may one day be married to the insurgency game mode. More info on this soon in an upcoming blog post.
 
Will squad world textures change at all, like trees and rocks/mountains etc, as this is all in real time, and rocks/mountains/trees/vegetation is photo realistic, and on a 100 square mile map all in realtime, on the unreal engine 4 engine(same as SQUAD), https://youtu.be/clakekAHQx0?t=46s worth watching it all.

Lets not jump too far ahead of ourselves hear! Looks great yes but how would that run with 100 players/vehicles running about everywhere!

Still, there's a few things we're working on ;)
 
Thermite grenades are now in. BluFor SLs will carry 2 for destroying Terry caches. They will only be allowed to be underhand thrown so you can precisely deploy them. Just don't go near it when it's going off!
 
Is they still work to be done on cpu load on multi player? On single player I can be 80/90fps but on 50man server I can be down to 40/50fps and graphic settings make no difference..

The performance issue is not actually really down to that. The drop you get on large servers is down to the engine currently sending data about EVERYONES animation state to you. Now imagine that happening to all players on the server and it gets quite bogged down. We've hired someone who's currently rewriting the whole anim system though and hope to have it sorted before early access on Steam.

Is it available for anyone to play yet? i don't mean F2P but can i back it and get a game.

It's been available for quite some time now mate. You can buy the Squad Leader tier for £45.63 and that will allow you to play as soon as we send you the key. I wouldn't recommend buying if you don't want to help develop the game/post issues on forums etc. It's still bare bones but with each update there is more and more content. The next build is going to be our biggest and best yet by a long way.

There's also the Rifleman tier for £22.81 but that won't get you in-game until Early Access in December. That would be the best option for you if you wanted a more "complete" product...and by complete I mean not complete. This is an alpha in the true sense of the word!
 
The plan is to get vehicles in for early access in December. Obviously we don't wan't them to behave like the Counter-Strike 1.6 road rage maps/vehicles so ideally we will get them in the build before so we can give them some solid testing.

Nice pic! Reminds me of this one:

yVLC59Yl.png.jpg
 
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