***Official Squad Thread***

Had the mammoth task of first upgrading Squad to UE v4.16 which is nearly complete. Looks like we're going to lock it down on that version and then just pick and choose new features that come out with newer engine upgrades.
 
Hi Squaddies,


How about a little patch for the weekend? Alpha 9.8 has been released! While it's not a big one, we're laying the groundwork for more good things to come. Here are the changes comin' atcha:

  • Updated to UE 4.16
  • Replaced Strykers with MAT-V CROWS on Sumari AAS v2 & v3, added one M939 transport truck to each layer
  • Added one BTR-80 to Militia on Goro AAS v2 and fixed the flag bleed
  • Moved temporary INS spawn point on Al Basrah slightly to prevent overlap with Mosque flag
  • Fixed flag ticket gain/loss bug on Goro AAS v1
  • Added mercy bleed to Kokan AAS v1 & v2 and Yeho AAS v1 & v2
  • Fixed flag bleed rate on Chora AAS v1
  • Fixed flag bleed on Refinery on Al Basrah AAS v1
  • Fixed flag bleed on Echo flag on Narva AAS v1
  • Tweaked LODs on several trees
  • Improved animation lodding settings
  • Fixed vehicles catching fire too quickly when flipped
  • Fixed vehicles burning for a very long time after being flipped
  • Changed restitution values on vehicle bodies
  • Fixed weapon skins not working
  • Fixed players glitching through landscape
  • Fixed most cases of revives in mid-air or below ground
 
August 2017
01-Sep-2017


Hi Squaddies,
August was a bit of a quiet month, as OWI was exposed to sunlight as a group outside of Vancouver. Fully rested and recharged, we're back at it -- you may have noticed the Unreal Engine 4.16 update in the 9.8 patch. We've been building on that groundwork and have some cool stuff to show off from August. Are you ready to see how the new animation system is shaping up? Dig in!

middle_separator.png


Systems

middle_separator.png


Animation System Update - Almost there!


Our new Animation and Weapon Handling system is approaching the final stretch! Our game designers are getting their hands on it, taking it apart, and rebuilding the way weapons handle. Our Programming team is also hard at work optimising this new system, as its features are now being locked for the next release. The features coming with the new system include Climbing, Vaulting, Deployable Bipods, UGL/Rocket Launcher Adjustable Sights, Crouch-Sprinting, Free-Look, and seamless Weapon Transitions. (Switching between UGL/Rifle, Ammo Types, etc.)


The capture data from our motion capture session we did last month with Animatrik is also being implemented into the new system, breathing new life into our characters as they traverse the battlefield. Please be aware that some of the MOCAP data still needs refinement by our animators and speeds adjusted by game designers.

middle_separator.png


Deployable Bipods
Bipods are a feature coming first to Light Machine Guns, enabling players to set up on any flat surface ranging from window ledges, walls, tables, and more. Players will enjoy a dramatic increase in stability and accuracy to their weapon. Also, reloading while deployed is faster as the weapon is supported allowing swifter manipulation of the controls.




middle_separator.png


Climbing and Vaulting
Seen previously in earlier recaps, this system will be coming in with the new Animation System, and it will allow players to traverse obstacles up to chest height unaided. Depending on the thickness of the obstacle, you will either vault right over it or, if there is room to stand, climb on top of the obstacle. In this first iteration, it will be bound to the standard jump button.

middle_separator.png


Adjustable Sights
Featured in the last recap, Adjustable Sights are to be added to all Grenade Launchers and Anti-Tank rocket launchers. These allow gunners to more effectively hit targets out at further distances (as the sight wouldn't be obstructing your view), as well as offering some unexpected uses, like turning the Russian GP-25 Grenade Launcher into a pseudo-mortar.



middle_separator.png


Crouch-Sprinting
Players will have the ability to sprint while crouched, effectively being able to move while under cover. This action though typically consumes more stamina than normal sprinting and isn't as swift as sprinting normally. Quacking while moving is optional.



middle_separator.png


Free-Look
Also featured in one of our first peeks at the new Animation System, Free Look will allow players to decouple their view from their weapon and look around without penalty. This is particularly useful when operating deployed light machine guns, where it will enable you to check your flanks while still keeping your weapon readily pointed downrange, as well as admire your newly deployed bipod. Typically a feature found in more mil-sim style games, we decided to include it as we felt it was in line with the tactical nature and pace of the game.



middle_separator.png


Weapon Transitions
One significant change we've done to our weapon system was to allow for the seamless transitioning from part of one weapon to another part, such as with a rifle and its under-barrel grenade launcher. Another useful appearance is found while switching ammunition types, where the player can now seamlessly switch from one type to another.

middle_separator.png


Art

middle_separator.png


New Insurgent Soldiers


Our original take on the Insurgent faction is finally taking shape! Donning a variety of civilian and surplus military apparel, this faction should look a lot more rag-tag in the field than our current set, as well as look a lot more high-fidelity. These still have a little ways to go, but expect them to come in a future version.



middle_separator.png


M240 GPMG
A staple of infantry since the '70s, the M240 is one of the first GPMGs coming to Squad, featuring the deployable bipods. They'll be made more fearsome by Suppression overhauls in coming patches. Look forward to each faction getting their own GPMG!



middle_separator.png


BGM-71 TOW Missile


With more vehicle options coming in the future, more anti-vehicle options are coming alongside them. Enter the BGM-71 TOW Missile, a familiar sight on the battlefield.





middle_separator.png


ZU-23 Anti-Aircraft Gun


A revisit on an asset we showed off in May, the twin-barreled 23mm Anti-Aircraft Gun has been completed art-wise and is soon to be ready for implementation once the other parts of our plan for more diverse vehicle assets are done. More barrels are better.





middle_separator.png


All in all, not a bad month! We truly can't wait to get the new animation system into your hands, especially to see what sort of mayhem you folks muster up with those grenade launchers. Stay safe out there!
Offworld Out.
Join the Discussion >>
 
Hey Squaddies,



Everybody loves a little bump in the quality of life and we're happy to provide that for you fine folks. Alpha 9.9 brings fixes for some nagging issues, and some performance improvements too. Be sure to let us know how they feel!



  • Implemented several performance improvements on player updates, movement, animation and inventory.
  • Fixed Narva Invasion V1 Militia having Russian Logi trucks.
  • Fixed the invisible player bug.
  • Fixed player offset after revive.
  • Fixed the "Press enter to open spawn menu" issue on the Stryker and BRDM.
  • Fixed damage effects getting reapplied on players when the player who caused the damage reentered replication distance.


Offworld Out.

Lots of people seeing some good performance increases :)
 
:DGetting a big fps boost tried Al-Basarah as its the most demanding on maps for me, and getting 90ish to 100+ on full server, before the 9.9 it was 45=60ish
 
Had a quick blast on this for the first time in ages the other day and loved it again lol one quick question though, why on the vids posted on here it looks sharp etc but when I play it I have to use the reshade otherwise everything is still blurry like it was before the engine upgrade? am I doing anything wrong? and if not will this game ever get a more sharp look to it so we don't need a reshade? I do love the game very much but hate having to use a reshade as it obviously impacts performance :(

thanks :)
 
Its almost impossible for me to play without a reshade at the moment :( its the only thing that bugs me about the game so far, I can hardly see anything clear and long range targets.....forget it lol
 
I'm not sure, havnt checked for ages, will have a look next time I'm on, could you please tell me which ones to use if you can remember and I will deactivate the rest :)

thanks
 
Its ok,just had a blast for an hr and I had about 7 things on in reshade lol turned them all off except 3 sharpening options and now getting great frames over 60fps 90% of the time with it even hitting over 80fps sometimes on epic graphic setting

much much better now :)
 
The performance increase is very welcome....mine was never too bad, but it definitely had some room for improvement. I'm now seeing over 60FPS much more consistently, which makes the game feel much more fluid :)

I notice that we've had v9.6, 9.7, 9.8 and 9.9 come along in quick succession so I was hoping that v10 might not be that far off, but I am awaiting an epic trolling from OWI when it turns out the next release is v9.91 :D
 
We do have a lot more numbers before 10 :p

The performance update was needed though. I pretty sure every system so far has reported improvements ranging from an increase of 5 to 60+ fps on top of their old numbers believe it or not.
 
Back
Top Bottom