***Official Squad Thread***

Does Squad support SLI?

3440 x 1440 with everything on highest settings and reshade dips FPS down to 40s even on my heavily overclocked 980Ti. It still actually plays fine because of G-sync but would still be nice to render at least 60fps+ all the time
 
Does Squad support SLI?

3440 x 1440 with everything on highest settings and reshade dips FPS down to 40s even on my heavily overclocked 980Ti. It still actually plays fine because of G-sync but would still be nice to render at least 60fps+ all the time

UE4 isn't great at SLI currently. Check one of my previous posts for a workaround - https://forums.overclockers.co.uk/showpost.php?p=30179866&postcount=2854

ALSO!

Ready for another Steam sale?

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In case you or your battle buddies missed the Free Weekend and Veterans Day sale 2 weeks ago, Starting at 9:50 AM PST tomorrow, Squad will be 35% OFF!

Sale runs from November 23 - 29.

- Offworld Out.
 
Just a reminder that Squad is 35% off on Steam until November 29!

Also the SPG techie is more or less wrapped up and ready for christmas!

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RedCoats EU #1 | TOURNAMENT MODE


We are pleased to announce the re-launch of our European community server.
After a prolonged period away from the game, we have now returned and we bring with us a new, dedicated 72 man server running tournament mode, so that we can host a platform for the community which ensures fair play. Our server will be located in the Custom Server browser.


Server information

Our new server which is hosted on a dedicated machine, allows us to provide the best performing server we can. In addition to hosting locked graphical settings, we will be constantly striving to ensure the highest standard of gameplay around.
For those who remember our 4 EU servers that we hosted from the start of steam release, they were renowned for offering some of the best gameplay in the game. With active, English speaking squad leaders working alongside and helping newer SL’s, we will work to ensure the highest echelon of gameplay, all the way from the basics of communication, to the coordination of full teams.

As a way of achieving this, unresponsive SL’s will be warned before being kicked from the server. Having respectful, honest fair play is a priority for us and ensuring this is achieved is our main goal for this server..
For us to maintain all of the above, we will have an active and committed admin team who will be ready at all times to deal with issues on the server.


Locked Settings

Shadows - Medium

View Distance - High

(Players wishing to join our server must have their graphics settings at these ranges as a minimum.)

Gamma - 2.2 (default)
Players wishing to join our server must have their gamma set to this range.


Server Rules

All Squad Leaders must have use of a microphone. Non-communicating SL’s will be kicked from the server.

All Squad Leaders to communicate in English.

Squad Leaders who do not actively engage in the objectives will be kicked from the server.

Squad Leaders who make a squad and then leave/pass leader will be kicked from the server.

All players must be respectful of their peers. Anyone seen to be disrupting the server through chat, comms or behaviour will be removed.

Lone wolfers will be kicked if they ignore admin requests to PTFO (Play the ****ing objective).

Any and all glitching, exploiting, tweaking and hacking will result with a permanent ban without appeal.

“All chat” use to be kept at a minimum. Repeat offenders will be kicked

New players to ask for help on anything they’re uncertain of.

150 metre exclusion zone from main base. Players who ignore admin requests to move away from main will be kicked and/or banned.

Intentional team killing will result in a ban with 0 tolerance.

Intentional destruction of friendly assets will result in a ban with 0 tolerance.

No spamming of mic at end of round with music/trolling/disruptive behaviour.

Anyone who makes a squads then leaves will be kicked.

Players will not be kicked to make room for clan/community members.


Map Rotation

All vehicle maps.
Infantry and skirmish maps to be used at certain times on the server (seeding, low pop battles).

Insurgency to be brought in on a random selection to add variety. At least one round per night.

Night maps to be brought in on a random selection to add variety. At least one round per night.


Contact/Community Details


Teamspeak: redcoats.g-portal.com

Please come and see us on TS if there is an issue with the server. We will have admin coverage across timezones.


Discord: https://discord.gg/mZwBpS9

Join our public discord, for quick access to admins, server news and community discussions


FAQ

What is tournament mode (T M)?

Tournament mode is a server configuration which sets a minimum requirement of in-game settings and prevents the tweaking of INI files. This was developed by OWI as a way to host a fair playing field for competitive Squad Play. Anyone who doesn’t meet the determined graphics settings will not be allowed to join the server, they will be kicked from the server with a message stating which graphic ranges need to be changed.


Why are you using Tournament Mode?


As a group, we feel Squad has core features which should not be removed/tweaked to gain advantages. We believe in fair play, where everyone can play a game and have faith that we are doing everything we can to ensure a fair playing field. We are renowned for playing the game the way it was intended, and we want to ensure there is a place in the game that the community can come and play Squad the way it's supposed to be played.


Why aren’t you using your server license?

The downside of Tournament mode is that, due to the game seeing it as a “mod”, licensed servers cannot run it. We weighed up the pro’s and con’s of having a licensed server running the vanilla game, open to graphical exploits and adaption of in-game features (removing shadows, using low view distance to gain an advantage), or to go onto the custom server list and host servers which are tuned to playing the game in the right way.


We hope to see you on the server!

The Arrogant RedCoats
 
Wow Redcoats! I thought they had packed up or something. I played with a few people from Redcoats, seem to remember Grumpy and id probably remember other names.
How are 'locked settings' enforced? E.g. You crank up Gamma, how does anyone know? You sent you monitor gamma up, how does anyone know?
 
Haha no not quite. Most of us had a break for a while when the vehicles didnt really work properly.

The settings are set on a server config. As a client connects, the server checks if the settings match the requirement. If they don't, they will be kicked with a message stating which ranges need changing. As for the gamma, this is just restricting the use of the in-game slider
 
Its not Squad, you are probably missing one of the C++ runtime requirements. Google the api-ms-win... missing dll error.
All the errors ive had with Squad have been either missing runtimes, anticheat related or my reshade graphics mod
 
Pushed an update while I was away over the weekend

UPDATE 8.8 Hotfix

  • Fixed a bug int the anti-cheat plugin that prevented some players from joining servers
  • Modified the BTR collision body to reduce it's jumping when colliding with objects
 
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Monthly Recap

November 2016


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Hi Squaddies,

It's been awhile since we had one of these things! For those new Squaddies that are not aware, every month we put out a Recap on whats been happening behind the scenes in Squad development, and is a great way for us to tell YOU what we've been working on.

Veterans Day

This year we really wanted to do something special for Veterans Day, so we went all out with a huge 50% off sale, Squads very first free weekend, and the Call to Arms campaign to raise $20,000 for Stack-Up, a charity that supports veterans with video games.

On November 11th, Squad Up 4 Stack-Up raised over $19,000 to support US, NATO, and ANZAC veterans through deployments to combat zones and anything the world throws at them once they get home. Big thanks to everybody who watched, streamed, played, and contributed during the event - your support is what made the campaign a success. Our goal was to raise $20,000 by December 31st and that goal was met and surpassed a full month and a half before our deadline.

Sale Frenzy

We had not one, but TWO Steam sales this month!

Hopefully you got in on the action, especially over the free weekend. There was some concern that the weekend would be absolute chaos, and it was - in the very best way. The community was overwhelmingly positive in welcoming the influx of brand new players, helping them understand the game, and guiding them through their first traumatic experiences.

All that fresh blood gave the game a new vitality, and were happy to welcome all the new players who stuck around from the free weekend and both Steam sales. We also went a little wild and did Cyber Monday for the Squad Merchandise Store. With all those sales, you should be all set for a holiday season filled with Squad!

IndieDB Awards

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Last year Squad was the runner-up in IndieDBs Indie of the Year award, and after a full year of major updates and improvements were asking for your vote again. Only 9 days are left to vote Squad into the top 100 round - if its your favorite indie game, make sure you get in there!

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Systems

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New Animation System Work in Progress

Over the past year we've been hard at work in the background trying to get together the talent and the pieces behind the new animation system for Squad. Since going into Pre-Alpha, Squad has utilised virtually the same Animation System to drive its character movement and weapons handling, and it is definitely showing its age.

http://media.joinsquad.com/2016/Nov/NovemberRecap/1p_Intro!.mp4

http://media.joinsquad.com/2016/Nov/NovemberRecap/1p_Jumping.mp4

http://media.joinsquad.com/2016/Nov/NovemberRecap/1p_ADS.mp4

http://media.joinsquad.com/2016/Nov/NovemberRecap/newanimsystem_bipod.webm

http://media.joinsquad.com/2016/Nov/NovemberRecap/recap_3PAO.mp4

http://media.joinsquad.com/2016/Nov/NovemberRecap/recap_animsys_3P.mp4

What we are working behind the scenes is a new system that would not only make our characters move and behave much more naturally, but also allow us to add a whole host of features that were not possible previously. The videos below will give you a small preview of what we've been able to achieve thus far. (Keep in mind that it IS a Work in Progress and will require a lot of tweaking)

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New Inventory System

The Weapon and Inventory system is the single oldest system in our code base, created back in 2014 for the original Squad prototype. Since then, we've tacked on more and more requirements to the system and hacked together a number of little features, such as shovels, medical kits, and bandages. As we progress further, we've started to hit the extent of what is possible with the current system, and we've found ourselves a great need to re-engineer the weapon system to better support the wide variety of new weapon types we want to add.

Since the release of Alpha 8, we have started building a robust and extensible equippable system we are calling CoreInventory (although that name may change). We are basically re-architecting the old system onto a far more robust and mod-able platform, as well as prepping it for use in future games we create. We are also laying the groundwork for a much more robust medical system, as well as the groundwork for kit customization system with attachments, fixing a few pesky bugs, as well as allowing equipment animations to cancel when switching weapons.

Finally, we are implementing a system that allows us to place stat-changing Effects on players, vehicles, and potentially deployables, that allow us to expand on the effects of being injured, suppressed, revived, or any number of events that happen in our game.

We are just in the early days of building it, so expect to see more about CoreInventory in future recaps.

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Art

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SPG9 Kopye Recoilless Rifle

Revealed in an earlier monthly recap, the SPG9 is almost 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, so this should be the equivalent of a glass cannon for the Insurgent and Militia factions.

http://media.joinsquad.com/2016/Nov/NovemberRecap/spg9_emplaced2.mp4

http://media.joinsquad.com/2016/Nov/NovemberRecap/techie_spg9.mp4

Anti-Tank Mines

To go along with the Improvised Explosive Devices we have already shown off in a previous recap, unconventional forces will also get access to victim operated anti-tank mines such as this soviet era TM-62 mine. Capable of ruining the day of all but the most mine-resistant vehicles.

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http://media.joinsquad.com/2016/Nov/NovemberRecap/boom.webm
Small preview of the effects work

British Faction Update

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As announced in an earlier Monthly Recap, the Brits are coming to Squad! Over the past few months more solid progress has been made with the artwork for its characters and weapon systems.

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L110A2 Light Machine Gun

Based on the same platform as the US Army's M249 SAW, the L110A2 LMG as used by the British forces has been completed. The L110A2 will be available with iron sights as well as a SUSAT sight.

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L109A1 Frag Grenade

Standard British fragmentation grenade has been completed.

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SA80 Series Assault Rifle

The main armament used by the British ground forces are the SA80 series of rifles. Seen here is the main service rifle, the L85A2 with a rail hand guard, and shown with iron sights.

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The L85 has been seen in many different configurations in recent years, such as with the SUSAT sight, an ACOG and a back up reflex sight and most recently being fielded with an Elcan sight. Expect to see most of the above options available in time. Your first experience with the L85 in Squad will be with a set of iron sights or an ACOG without the back up sight.

There will be other additions to the family of SA80 rifles, such as the short L22 carbine used by vehicle crews, or the mostly outphased L86 Light Support Weapon that will be temporarily filling a DMR style role for the first few patches with the British faction until a proper DMR has been finalised.

Stryker ICV

Shown off a while ago, the Stryker is just about ready to hit the battlefields of Squad!

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The first version to enter service is the Infantry Carrier Vehicle. A very tough transport and support vehicle that is designed to be proof against even fiercest .50 calibre weapon systems as well as shrugging off most rocket propelled grenades.

Armed with a remote controlled M2A1 .50 cal machine gun and eventually functional smoke launchers, this is a tough, but valuable infantry support vehicle. It is likely that more variants of the Stryker chassis will be seen in time.

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Mapping

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New Eastern European Map

Work has begun on our newest map and were very excited about it because it will feature our first urban battlefield in the eastern European theater. Our environment team has been busy creating brand new statics that include multi-story apartment buildings, commercial buildings, gas stations, and a variety of industrial facilities. Most of the buildings will be enterable so close quarters infantry battles will be common, but the map will also have plenty of open and strategically complex areas with a mix of rail yards, parks, industry, and quiet residential streets.

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Look forward to fighting your way through the outlying residential areas, across railroad tracks and along tree-lined avenues -- all in a push to take the city center.

Gorodok Expansion

With vehicles rolling out in full force, we are expanding Gorodok. We've added surrounding terrain so that we can have a full 4k playable area. To showcase vehicle gameplay we've cleared a lot of trees and added larger plains and fields. There will also be many new objectives and completely new gameplay layers including the Insurgency gamemode. In the end, Gordok will be almost 4x the size that it currently is and will provide many more unique gameplay experiences.

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Before we sign off, our talented composer Scott Tobin is preparing volume 2 of Squad's Original Soundtrack, which is coming to Steam. Please enjoy the wonderfully hand-crafted preview below!


Offworld Out.

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