***Official Squad Thread***

Do you guys only play in the larger servers (64+ players)? I've found the larger ones attract a different sort of player - ones that just run around doing their own thing for the entire match.
 
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Hi Squaddies,
Heads up, a new version is inbound: Version 5.1! We’re back from hunting those pesky chocolate rabbits, and we bring some additional stability to Squad, in the form of client and server crashes, gameplay improvements, and revised UI elements.

Before we begin on the goodies we want to extend our thanks to all the people in the community, who have helped us fix some of these issues through sending us server logs, pictures of bugs, and improvement ideas, your help has been greatly appreciated.

Changelog

Crash Fixes

  • Fixed rare client side crash when a player joined a squad before they should be able to.
  • Fix for the server crashing in certain rare conditions where a damage giver could not be identified.

Systems

  • Added the ability to stand up from prone when using jump key.
  • Removed post process effect on scopes for now. Will be updated when we find a better implementation (5.0 implementation was not always matching with animations and fov).
  • Tweaked settings increasing mip bias for lower settings, and increasing upper end texture pool size for higher settings.
  • Fixed squad leaders being able to destroy fobs, as long as they kept holding down the use key, after they exited the interaction area.
  • Game notifications have been improved and should now primarily show for admins, to help them manage their server and to keep ui bloat to a minimum.

UI


  • Font sizes in the hud has been tweaked to fit with the intended sizes again.
  • Fixed the character limit for player names (Limit is now Steam default of 32).
  • Added new directional cone to player’s icon in the minimap.
  • Fixed icon z order so that the player’s icon is rendering above all other players.
  • Medics and Squad Leaders will render on top of other player except for the player’s own icon.
  • Fixed z ordering of ammo crates, they now draw on top of all players
  • Changed blinking speed of bleeding and incap icons from 1 Hz to 0.33 Hz
  • Turned off the pulse from the player’s icon.
  • All kits now show up correctly on the squads list, matching your own squad's rolelist.

Maps

Updated Chora
  • Expanded the playable area of the map
  • Expanded chora AAS v1 flag layout to include more of new playable area
  • Detail pass around the map.

Admin

  • Fixed permanent bans not always sticking correctly.
  • Updated permission settings, fixing reserved slots not working.
  • Finally we want to put out a request to help us track down an annoying mass disconnect bug that we are getting intermittent reports on. If you are a server owner we request that you turn on verbose logging, and when any mass disconnects happen to please send us your logs as well as the exact time of the incident, to help us track down the root cause.

Simply add the following to your Engine.ini file

[Core.Log]

LogOnline=VeryVerbose

Offworld Out.
 
Squad Server Files Released!

I know! 2 releases in 1 day. We have been working hard for you guys! We have released the server files and they can now be downloaded via the Tools Library on steam. For information on how to setup and configure your server, visit our wiki page!
 
Great stuff thank you. Only has a quick game last night to test new CPU and I like the directional cone on the map, works well.

Also pleased to see that you can stand from prone with the spacebar. Not being able to do so previously caught me out a few times under fire smashing every key trying to stand up and run away :D

It's certainly a welcome addition!

All you medics can now play without having a seizure too!
 
March Monthly Recap

Lousy Squmarch weather..

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Hi Squaddies,

We hope that you all are enjoying the latest V5 release, keeping in mind that we always have a zillion things going on in the background. And it’s the purpose of this monthly recap to go over what’s been happening behind the scenes and in the world of Squad development in the past month of March!

Systems

NetMove

NetMove, our generic networked movement system that we've built to support vehicle movement, is now functional. NetMove removes the heavy calculations from the clients and only requires the clients to calculate their own movement, not everyone else’s as well.

So for the server and the clients you will see movement taking up less CPU. What about network? We have also optimized the network side. We group movements together, added interpolation and only send data when we need to on a client by client basis. Instead of the old system that sent data to all the clients all the time.


We will be slowly rolling out NetMove across the game objects, making Emplaced weapons, Vehicles and more optimised Soldiers possible.

In case you missed it, read up on our article on Vehicles that was posted earlier in the month.

Dynamic Reflection with Audio

Anders is currently working on a new feature called (in squad terms) “Dynamic Reflection”. This means that in the environment we can designate spaces to play different sets of sounds to fit the specific surroundings you are in. This feature will apply mainly to weapon fire and explosion sounds. The fire sounds will not use engine reverb effects anymore (as in buildings), but specially recorded sounds from the real world locations to reach even more levels of audio realism. Previously we have only used one sound per weapon on all locations in the environment.

Epic also have put some energy into the Sound Engine in for Unreal 4.11 which we will take advantage of. Two cool features that are included in 4.11 are sound occlusion and stereo spatialization.

Anders has put together an example, using a typical forest location (meaning a lot of trees surrounding the sound source).


Sound occlusion means that if an object is blocking a soundsource from the listener it can become more silent and muffled. Great for many sounds ingame. Like a vehicle driving past a building or if someone is running around inside a building, the listener outside won’t hear him that clearly.

Stereo spatialization is an awesome feature. You can make a stereo sound act like 2 channels or 1 channel (mono) depending on how far you are from the sound source. Example. Step into a waterfall and you’ll hear the sound all around you. Go further away and you can locate the source easily as it will function as a positional mono sound.

Art

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Environment-Sensitive Explosion Effects Update

Lead visual effects artist Bruno along with lead programmer Kory have taken our explosion shockwave system to the next level. They introduced intelligent traces that detect different materials while an explosion happens. This gives us a much more organic blasts with lots of diversity. Take a look at this footage, and pay attention to the environment’s reaction to the explosions.


Foliage Interactivity

As a continuation to our update with moveable foliage we have started the process of adding sounds based interactions as well. Our end goal is that soldiers will be able to both hear and see an enemy creeping up on them through all forms of foliage.

In case you missed it, check out our demonstration video on physical interaction with foliage we posted last month.

Tunnels Update

Our environment artist Drav has been working hard on our modular tunnel systems, adding more components and details to the overall package. Case in point Mapper Tonto has been constructing a much more elaborate system running under Fools Road that should really present some heart pumping CQB action to the map.

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BTR-80

Work has started on a new Russian vehicle, this time is the BTR-80 8x8 wheeled amphibious APC! This current iteration will tout a 14.5mm KPVT heavy machine gun along with a 7.62mm PKT Co-axial machine gun for some light fire support, in addition to being able to ferry men and ammo to the front, much like what we have planned for other armoured personnel carriers.

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US Soldier Progress

More progress has been done on the US Army soldier model since last time we reported on it. We’re edging very close to the stage where we can start creating variants on the different body parts like the sleeves, pouches, helmet and backpacks, in order to create that distinction between different kit roles.

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Photogrammetry & Terrain Improvements

Our lead environment artist has been getting into photogrammetry and scanning in order to get greater fidelity with our environment and terrain texture assets. Simply put, the process involves taking multiple hi-res images of the object/surface from multiple angles and stitching all that data together in order to get a three dimensional object.

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Mapping

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Sumari Bala

Slated for next release, Sumari Bala is in the final stages of its expansion. Feast your eyes on how much it has grown! With an expanded play area comes many more opportunities to expand gameplay layers, more flag capture areas and more unique zones in the town with their own flavours.

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Yehorivka

Further work has been done on the enormous task of set-dressing a map which is a total of 64km² in size. While there is still lots of ground to be covered, progress has been steady since its inception. With this map we are trying to strike a good balance between cover for infantry and open space for vehicles. Yehorivka will offer lots of opportunities for true combined arms warfare.

Based on a real-world location, south east of Krasnyy Luch, Ukraine, we’re using satellite data along with photographic reference to represent this area as true-to-life as possible.

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Chora Valley

Chora continues to grow in complexity and as the ends of the valley get filled up we have begun to rough in some surrounding hills and also started detail passes in the compounds and surrounding grounds. Chora is planned to retrofitted with the interactive foliage within this development cycle as well. Lot’s to come yet for Chora!

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We hope ya’ll enjoyed this month’s recap, and please stay tuned to the website and forums for more in Squad development!

Offworld Out!
 
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Any idea when we can expect 6.0?

There's no definite time frame at the minute. We are waiting for Unreal Engine 4.11 to drop at any time now (should have been a few days ago but there have been some last minute blockers) which should have lots of new great things we can use in that. Epic have realised their animation system is not up to scratch while developing Paragon so 4.11 has some major improvements in there. It will take time for us to integrate 4.11 into Squad thought.

Forgive me if Im mistaken.

Are you a dev for this game?

Yup, as shedlo said I'm one of the military advisors working on the game. Roll on those British forces :)


Ajax has been pumping out some great stuff for ages. It was only a matter of time before we took him on!
 
From one of our programmers:

It's going to take us some time to port. Some stuff really broke. Give us a week or two to get the game playable again and then we'll probably have more info on how it performs and runs.
I still haven't finished reading the parts of the changelog that are relevant to me. This thing is massive
 
Damn, I hope they don't balls up the loadout and make it too over-complicated. I hate farting around with custom loadouts with many different options.

A couple of different options would be nice though

This just looks like there is too much going on - http://i.imgur.com/mPyOZk5.jpg and I will stop playing the day you have to unlock weapons depending on the time / hours / stats you have from previous matches. This is one of my pet hates of current online fps

It won't be complicated. Last thing we want is the Arma situation where everyone stands around an ammo box for 30 minutes trying to decide what to use. There will never, ever be any unlock-able weapons!
 
I would love to tell you why but I'm away until Saturday so I'm not lurking in the channels to find out why. Couldn't even get my fix on the train this morning!
 
5.2 hotfix

Changelog
Systems
Bugfixes
  • Fixed an issue where if your first action after spawning was Prone, you'd enter an invalid state.
  • Fixed a cleanup issue with the RichText widget.
  • Fixed an issue where sway was influenced by FPS.
  • Fixed an exploit where players could disable particles.
 
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