***Official Squad Thread***

Some of the devs are currently in the middle of an AMA on reddit. Check it out if you are one of those brave people who use it! https://www.reddit.com/r/joinsquad/comments/7zq1y0/we_are_the_developers_of_squad_ask_us_anything/



The ReShade dev doesn't think there's an issue so I doubt there's going to be a different version any time soon.
You can use the GPU settings like you said or if you have an NVIDIA card you can use Freestyle if you configure it to work with Squad.
i couldn't get the NVidia thing to work with squad :( when I press alt +f2 to choose a preset it says "needs to be a compatible game"
 
So I downloaded this again last night and had a few rounds, not played in the beginning. It has come a long way!

What graphic settings would you recommend for smooth FPS and good visibility?
 
So I downloaded this again last night and had a few rounds, not played in the beginning. It has come a long way!

What graphic settings would you recommend for smooth FPS and good visibility?
I was playing this with most things set to high and above, since using the NVidia freestyle I will have to lower the settings though I think as ive lost 10fps
 
The biggest improvement to improve visuals is by running in 1440p and above currently. We're working on some new AA/sharpening techniques too.

Also 10.1 dropped this morning:

Alpha 10.1
It has been another 3 weeks - time for a patch.

Stamina
  • Vaulting, climbing and jumping now consume stamina in addition to sprinting and prone movement, which already did so previously
  • The seperate "jumping stamina" has been removed
  • Low stamina will not prevent you from vaulting, climbing, jumping or sprinting
  • Stamina below half will gradually decrease your movement speed until your sprint at 0 stamina is barely faster than normal movement at full stamina. This affects crouched and prone movement too.
  • Weapon sway is still affected by stamina

Localization

The Squad Community has done great work translating Squad into many different languages. The initial import of the localization files into A10 failed however. We also dicovered some issues with our use of different fonts in the game and the way we set some text assets. We are currently fixing all those issues and unifying our font use. In A10.1 all supported languages work but a few texts will not be translated yet. We'll work with our awesome localization community to have the game fully localized for A11.


Performance

A focus of our work in these past 3 weeks has been performance of the game. Particular problem areas identified were server performance and client performance on specific maps.
Map opimization is a lot of manual work and no major changes have been done in this short time frame. Our mapping department is currently working on addressing the most problematic maps, one after another.
For server performance we did changes to make player state related replication operations quicker. However the public test on Monday indicated that the server performance is still not on the same level as the later A9 versions. This is a problem because longer frame times on the server can lead to perceived issues with hit detection on the clients and poor kill feedback.
The best approach to improving performance is not trying to make existing systems quicker, but to rewrite the systems to be smarter and only do necessary and relevant operations, especially in regards to replication. We started this process last year on our road to 100 players.
Even though we didn't achive our performance goals for A10 it would be wrong to spend more time trying to optimize systems that are being rewritten at the same time. As we continue our development work towards 100p the optimizations that come with it will find their way into the next releases.


Bugfixes and improvements
  • Updated EAC SDK
  • Complete rewrite of freelook to fix it not replicating on deployables and improve performance
  • Fixed vehicles sometimes taking reduced damage from rockets
  • Fixed occasional invisible gun on revive
  • Fixed one hand getting detached in the 1p animation doing funny things
  • Increased rotation acceleration and maximum rotation speed on 3p soldier animations
  • Fixed bandaging not detecting other soldiers reliably
  • Fixed bandaging animation not cancelling when moving away from the soldier that's being bandaged
  • Set Medic's field dressings to be 25% faster to apply compared to any other role
  • Fixed crouch-sprinting not having correct stamina cost
  • Guns no longer get forced-lowered when very close to an enemy
  • Fixed an issue with reloads having to be done multiple times
  • Fixed rocket backblasts being too wide
  • Fixed nametags disapperaing on prone lean
  • Made nametags more transparant when aiming directly at them. The enemy won't be able to hide behind a nametag anymore
  • Fixed an issue where enemy players could cap a neutral flag for your team
  • Fixed inconsistent behavior when right clicking in the Squad-Leader's Fire Support sub-menu and enemy markers sub-menu
  • Fixed invite list not being scrol-lable so it could not be collapsed when a lot of players were unassigned
  • Fixed an exploit that allowed squad members to take more limited role kits than allowed
  • Fixed part of the player's body showing above him on incapacitation
  • Fixed MAT-V open top turret not blocking projectiles
  • Removed one BTR-82A from Narva AAS v1,v2 and v3
  • Removed two Strykers and replaced one BTR-82A with one BTR-80 on Kohat AAS v2
  • Fixed a RUS transport on Gorodok Invasion v1 spawning half way into the map
  • Fixed Narva AASv2 Old Barracks flag capture zone preventing leaning
  • Blocked windows of a wip building on Narva that players could glitch into since climbing was introduced
  • Fixed Mestia Tunnels dynamic shadow-casting light sources causing performance issues on AMD GPUs
  • Removed attack markers on Invasion ruleset
  • Fixed a bug that prevented un-muting a muted player
  • Fixed logistics technical showing 2000 as ammo/construction point capacity
  • Toggle lean status now gets cancelled on sprint so the player doesn't start leaning again by himself when stopping the sprint
  • Fixed a rare bug where a player would be able to move at very high speeds after using a bipod
  • Fixed a rare bug where players would launch into space after using bipods
  • Fixed a bounds issue on the SPG-9 deployable making it invisible in 1p
  • Fixed BTR's special blurred camo ability when ADS
  • Minor tweaks on dozens of movement related animations
 
squadlogo_white_hires.png

Recap
February 2018


Hey Squaddies,
Just because February is the shortest month of the year doesn't mean we haven't been as productive as usual! Most of the team is still deep in the heart of winter, so let's see what they've been doing to keep themselves warm. (Hint: It involves some new weapons, maps, and other upgrades!)
Like the previous recap, we've selected work that's nearing completion, but not quite ready yet -- work in progress. Don't worry, though, you'll have your hot little hands on it in the near future.

middle_separator.png


Art and Environment
Squad's artists are always hard at work, whether it be on the latest weapon models coming to the game, or working hard to make the maps and their environs look beautiful, play well, and accurately represent the world we all want to play in. As diverse as their interests, each artist brings their love of their subject to the table.
New Weapon: AT-4



Entering into service in the late 1980s, the AT-4 is a single-shot anti-tank weapon that gives infantry a chance to level the playing (and/or battle) field with impressive firepower. (Big-bada-boom.) Primarily intended for taking out armored vehicles and fortifications, it should be a welcome asset to squaddies taking on the anti-armor role. Careful, though -- tickle the wrong armor and you will need to move ASAP.

middle_separator.png


New Weapon: L129 A1



The British are coming! And you'll just have to forgive that reference. Fortunately for us, they are coming fully armed and ready for action, as evidenced by the fine work on this L129 A1. The rifle, designed for the harsh environments of Afghanistan, should find itself right at home on the upcoming Kamdesh Highlands map. Don't forget the microfiber cloth for that ACOG -- there's nothing worse than sun glare through a smudge.




middle_separator.png


HESCO Structure Upgrade



While starting the work on Fallujah, we knew it will be our best-looking map to date. Still, we didn't want to leave the rest of the game untouched. We've started a side project called Make Squad Great Again! (Not that it ever wasn't. ;)) The goal is to give our existing assets and maps a fresh look -- we're talking about a complete rework, not just a simple texture tweak. To give you an idea how serious, we proudly present everybody's favorite home away from home, the HESCO:






A special shoutout to OWI's own Tristan "Ghaz" Mills for kicking ALL of the ass on these. Can't wait to see them in the field.

middle_separator.png


New Building Model



Not content just to spruce up the old buildings, the team is hard at work creating more assets to bring Squad to life. Featured here is a multi-level building for the upcoming Fallujah map. With the recent addition of climbing and vaulting, this structure should prove an interesting challenge to clear and secure. It's bound to work its way into some other maps, so be sure to watch for it coming to the SDK too.

middle_separator.png


Mapping
Speaking of maps, there's more than just Fallujah in the works. Those lucky enough to catch Axton or ChanceBrahh streaming their workflow know that not only is Kamdesh Highlands evolving, but some of the previously released maps are getting some TLC. The mapping team is hard at work making sure Squad's environments come to life in a realistic -- and fun -- way.
Update: Kamdesh Highlands


The Kamdesh Highlands of Afghanistan have been host to some of the most intense fighting in recent years and bringing them to life accurately is a challenge the mapping team has a handle on, without a doubt.




Previously featured in recaps, Kamdesh is shaping up to be a fierce battleground using the team's latest tricks and techniques. It continues to shape up to be one of the most beautiful environments to join the map list.




The high peaks, dangerous slopes, and sharp falls into valleys should prove just as potent of an enemy as the OPFOR. We're honestly relieved nobody has to visit during monsoon season.

middle_separator.png


Gorodok Update Pass


Though Gorodok is still an old favorite, it could use a little Spring cleaning. Enter Axton. Under his expert eye, Gorodok is looking to receive some optimization that includes foliage draws, experimenting with distance fields, casting more impressive shadows, and even addressing some of the map's giant rock demons threatening the borders. Ahem. Since it's experimental, we'll have to wait for all the splines to reticulate before checking out the optimizations.


Be sure to check out some of Axton's previous streams to get a better feel for what's happening to Gorodok, as it happened. Ain't technology amazing?

middle_separator.png


Community
SquadCast by TacticalGamer

Tired of having to use your eyes all the time? We got your back and your ears. The folks at TacticalGamer recently had a chance to sit down with Drav and Merlin, some of the amazing minds (and talent) driving the development of Squad. Settle in for about an hour of SquadCast and, when you're done, let us know what you think in the forums.
Listen Now!

middle_separator.png


Reddit AMA
With the help of the r/JoinSquad moderators, carefully monitored doses of caffeine, and your questions, we took to Reddit with an AMA! A huge thank you to everyone who participated. If your question wasn't answered this time, don't worry: we're already planning for the next AMA. Keep your eyes peeled for a blog-ready version of the text soon. In the meantime:
Read the AMA on Reddit!

middle_separator.png


And so we find ourselves at the end of another Recap! A big thank you to the artists (code or otherwise!) that made this recap happen. Did you see something you want to talk about? Something you want to see next month? Sound off to your next favorite squad leader in the Squad Community Discord. Until next time, squaddies.
Offworld Out.
Join the Discussion >>
 
squadlogo_white_hires.png

Modding Recap
The Wrench February
logo.png


Hi Squaddies,
The snow is melting (in the Northern Hemisphere, at least. We make no guarantees for the cold-hearted either.) and the sun is coming out to shine onto our screens while we're trying to work on mods. Even throughout these difficult circumstances, the community is working had to bring their ideas and visions to the game and we're happy to show you what has happened in the month of February! So let's close those curtains and get this Wrench started, we have quite a lot of things to show you.
Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passions with like-minded people that will happily help you create something awesome.

middle_separator.png


Official Squad Modding Hub Server

Often requested and, thankfully, now we were able to finally do it. We have an official Modding Hub Server that is running your modded content 24/7! It shall forever be known as the "Squad Modding Hub Official" and you can directly connect here: steam://connect/play.squadmodding.com:27165, or use the IP address: play.squadmodding.com:27165 (The 27165 is technically the port number, but you get the idea.)
Do you have any suggestions regarding what to run on it? Hit us up at the Modding Hub: we're there to listen to you! And while we're talking about our server, what are you doing on Saturdays? We have a nice, weekly event for every mod lover and mod lover in the making: our Squad Modding Roundup! This is where you can play some curated mods in an event with other squaddies. Keep an eye out for the announcements and get all the files at www.squadmodding.com.

middle_separator.png


Finnish Defence Forces Update by FDFMod

The team behind the Finnish Defence Forces is hard at work to bring this faction to Squad. Weapons are already starting to find their way into the engine and they're currently building some maps. Shown here is a 2x2km map based on a real-life location, it's called Rautjärvi. They are also working on custom buildings and foliage to populate the maps with appropriate content. Mennä!


A special shout-out to the folks from the last developer chat that were looking for maps and forces outside of Eastern Europe and the Middle East.

middle_separator.png


Helicopter Mod v6 Update by Heedicalking/MF Cool
One community favourite just received a nice update: the helicopter mod just introduced the Russian Ka-52 "Alligator". Being equipped with a semi-rigid 30mm cannon, two side-mounted rocket pods, 14 ATGMs and a FLIR thermal camera it surely brings a lot to the battlefield. To counter this the M163 Vulcan anti-air platform was also added in this update!



middle_separator.png


Karkand City by FAR-STAN
A lot of people in the gaming community have fond memories of "Strike at Karkand," a map that was originally featured in Battlefield 2 and made its way into later iterations of the Battlefield series as well. FAR-STAN has set out to do a faithful recreation of this map and it's going quite well. In the future, he plans to continue working on the map and creating some custom assets to really bring back the city of Karkand to SQUAD -- sure to be a superior city combat experience.

middle_separator.png


Foreign Legion Mod by Squad Mod France

Still hard at work, we get another update from the Foreign Legion Mod. This time we can see some progress on their map from community member Legion, and some screens of the Renault GBC 180 which will be their second logistics truck and can carry more supplies than the TRM 2000, but comes at a higher ticket cost. As always you can also check out their website for their full progress reports.


middle_separator.png


Battle of Skorpo - Uskedalen Expansion by Zeno

The Battle of Skorpo has undergone a lot of changes during its time in development and is now being updated with an entirely new gameplay area based on the real-life location of Uskedalen. The mainland section of the level will feature tranquil villages, windy mountains, lush valleys and raging rivers. New layers available are AAS and AAS Infantry. Together with the updated Invasion layer and soon to come: Search & Destroy game mode, there will be endless ways to play this map!



middle_separator.png


Sarau Desert by Noxxid3

Already introduced in last month's edition of The Wrench, Noxxid3 didn't stop working on his map inspired by Kashan Desert from Project Reality. A road network was defined and the landscape was decorated with some vegetation. You can follow the development of the map in the forum thread, development is moving quite quickly!



middle_separator.png


Special Forces by r0tzbua
While still working on putting the last few changes on the snow white (without a single dwarf) winter factions, r0tzbua was inspired by OWI's own ChanceBrahh to do an AN/PEQ-15 attachment for the M4 rifle. After that was done (even though it's just a cosmetic thing and doesn't work yet) the idea came up to work on a SOPMOD kit for the rifle. When the NT4 suppressor and the Spectre scope was on it didn't seem very far-fetched to play around with night vision. That's where we're at right now, complete with the awesome suppressed M4 sounds by TheSCRUB.


middle_separator.png


SQUAD MOD Combat Evolved by The SMCE Team

This fine team consisting of like-minded people from the Modding Community have set themselves quite the formidable goal of creating a total conversion of Squad in the Halo universe. While we would all love to blow through hordes of enemies as the Master Chief, we can all agree that it wouldn't be quite a balanced multiplayer experience. The SMCE team thinks the same and were mostly inspired by the elite Marine ODST gameplay of Halo 3: ODST. We are really looking forward to what they come up with!

middle_separator.png


1P63 - Russian Optic by Assi
Some new optics for the poor optic-deprived Russian faction are in the works, and Assi started right up with the 1p63 for the AK-74M. Originally starting as a practice model he decided to implement it into Squad to check out how the weapon and attachment system works. You can check out the submission in the workshop already over here.

middle_separator.png


Game Modes by Virus.exe
Quite known in the Modding community for his excellent work on game modes and more, Virus.exe is at it again with a new release: a Territorial Domination mode which places objectives all over the map and lets the team fight over territories (as the name might imply). Depending on the number of held territories (each 5% of map control gains 1 ticket per minute) a team gains tickets and whichever team outpaces the other by 200 tickets first wins the match. The mod comes packed with a proof of concept INS vs. MIL layer on Al-Basrah which is loaded with highly mobile technicals and only little-armoured vehicles, check it out on the Steam Workshop! Additional thanks here to Sacretis for the Territory Domination icon.

The Destruction game mode which we talked about last month has received some updates throughout February. Areas with active objectives are now shown on the map and the construction of deployables in a 10m radius around them. The Gorodok layer received some balance changes and the Chora layer has been updated for Squad v10. If you haven't already played it, get it from the Steam Workshop, it's a lot of fun! Some thanks and credits go out to Rincewindfor helping with a map painting system for objective areas, and Assi for the new weapon cache models.

middle_separator.png


Forest Map Concept by Marv

Quite a name in the community, Marv is known for working on multiple visually stunning maps. He also released Agrabah, which is on the Steam Workshop already. This new map takes us from the desert and directly into a dark and eerie European forest which makes us afraid of monsters jumping out behind every tree. Looking forward to it!



middle_separator.png


That's all for this month people! We hope you enjoyed what we are cooking in the community and you have as much fun as we do. If you didn't quite make it into this month's deadline, fear not! We're taking submissions for the next month already, just use this Wrench submission form.
Squad Modding Hub Management Team Out.
Please note: Offworld Industries is not responsible for mod content. Please contact the creator for assistance.
 
So took delivery of an RX 480 8GB today, time to start switching from PR to this I think!

This seems a lot more base building based though from videos, is it still possible to have a more fluid gameplay?
 
Get out more Melbo you saddo :p

Need to get me a new computer to get back into this with any real purpose! The 970 just ain't cutting it at 1440p!
 
Back
Top Bottom