***Official Squad Thread***

I've got a .ini adjustment I would like some people to test out tonight if possible. It adjusts the way that mouse input is handled in game. I'll post it tonight as I'm at work until 1900 or if Toejam reads this and he can remember then post away!

Edit - Sheldo, I have a decent ReShade config if you want it.
 
The Squad Development Kit is now available for download! Contained in the SDK is the Squad custom version of the Unreal Engine 4, a modified Editor for making maps, art assets, and game blueprints, and nearly all of the development tools that we use to create Squad.

To download the Squad Development Kit, first you must go to https://www.unrealengine.com/dashboard and register for an Epic Games account. Once you have an account, you need to download the Epic Games Launcher

Once in the launcher, navigate to the "Modding" tab, select Squad, and install the Squad Development Kit

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Once you download the SDK, you can now launch the editor and get started.

NOTE: The first time you start the editor, it will hang on load at 71%. At this part, it is generating the Derived Data Cache, and will take some time (5-10 minutes).

If you have any questions, feel free to join our modding discord: https://discord.gg/0jXt1Y2dpl79B4qV
 
We are now pushing a version 6.4 hotfix release, which contains:
  • Full enablement of RCON, see Rcon.cfg in the server configs for more info.
  • Increased construction points per second from 1 to 2.
  • Changes to the smoke effect, it covers less area now.
  • Optimization of and changes to the muzzle firing effects.
  • The game's admin check now requires a user to have Kick permission and not just be in the admin list. Players with only reserved slot access are no longer going to see the team kill and suicide messages.
  • Added new bullet hole decals and fixed missing decals on the sandbag physical material.
  • Fixed changemap not working if the admin didn't have the pause match access level.
 
Thanks to AnarchistUK for posting the Steam Summer Sale update earlier. Here's the full version!

Steam Summer Sale 2016

News Time Squaddies, rally up and listen in!

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Steam Summer Sale 2016

Squad is proud to be part of the Steam 2016 Summer Sale, and will be available at a 25% discount from regular retail price, which is US$30 or regional equivalent.

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Gamers on average have 22 hours of gameplay in Squad, and that's just the current infantry-only Alpha 6. This is the one and only chance to buy on sale before vehicles are released in Alpha 7 this summer. This is also the first time Squad has been discounted since winning the 2015 IndieDB.com Editors Choice Award for Best Upcoming Game.

And to answer the often asked question, yes this Steam Sale price is a Buy once, own forever purchase, with continued content updates over the next year and a half as both Squad and the Unreal Engine 4 continue to add content and features.

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Squad Modding SDK released on Epic Launcher

In conjunction with Epic Games, Inc., the developers at Offworld Industries are proud to announce the release of the official Squad SDK, you can download it today by clicking the Get Unreal button at unrealengine.com.

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The core of Offworld Industries were members of the Project Reality Mod for Battlefield 2, as well as RoyAwesome being the Lead Developer for Empires Mod for Half-Life 2. We are where we are today because of the access to mod the files of our favorite games years ago. The team has had a goal since the first days of this company to Pay It Forward and release a full SDK to the public to open up Squad to modding and assist the next generation of realism FPS modders bring about the next iteration of tactical teamwork based, paced and strategic FPS. Several founders will devote substantial amounts of their time bridging between the modding community and the official branch.

To celebrate Squad gaining a SDK tab next to Ark and Paragon, RoyAwesome is a guest on the Unreal Engines official Twitch channel, on Thursday June 23rd 2PM Eastern, 6PM GMT HERE live, you can watch the replay video here later this week to learn more about the future of Squad modding and the nearly 1500 member Modding community that has grown on Discord.

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Vehicles will be inbound in late July

Q. What do you call a Lada at the top of a hill?
A. A miracle

Substitute Lada for Squad in-game vehicles. Substitute climbing hill for 9 months of developer coding. Remember to maintain discipline and not skyline your vehicle in game or the ATGMs and RPGs will get you. The good news, you will be able to drive a vehicle to the top of a ridgeline in Squad by the end of July.

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With the Summer Sale comes new Squaddies. Let's welcome them and get them up to speed.

Squad has a learning curve. The learning curve is Squad cost of entry to this world of tactical gameplay, as actions, reactions, and inactions all have round changing consequences.

We ask veterans to adopt a new player, and we ask new players to speak up and let people know you're learning the ropes, we come from a 10 year strong modding community where communication, camaraderie and sportsmanship are the cornerstones of our success, to help get your feet wet we have several places to start:

Squad's Official Wiki

Squad Beginner Tutorial Series

Go check out the 100+ active communities in game, spanning a dozen+ languages and spread around the world.

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Squad Organised Play

Itching for some competitive and special event Squad? Check out the following:

SquadOps sponsored by BlueFangSolutions at SquadOps.gg. A structured role-play style event running each weekend, for those that want to take their Squad experience to the next level.

Squad League organised clan vs clan tournaments at Squad.gg. New tourney signups starting in late-July!

Community Clan Fight Night, a weekly event for the last 26 weeks and growing.

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EFusion livestream on Hitbox.tv

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On Monday June 27, at 2 PM Eastern, 16:00 GMT, RoyAwesome and SgtRoss will be guests on the EFusion livestream on the frontpage of Hitbox.tv. You can check them out here: http://www.hitbox.tv/nationfusion. EFusion will be kicking off Monday, and will run all week with video game industry developers and celebrities dropping in for livestream events.

Offworld Out.
 
Are the coders still toiling away on vehicles for the game, think they had lag with it last I read

As shankly said we're aiming for the end of July for vehicles. The original code from Epic that we were hoping to use turned out not fit for purpose so we had to totally redo it from scratch. Can't wait for you guys to see how it's coming along!
 
Monthly Recap - June 2016

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Hi Squaddies,

June has been an extremely busy time for us, with work on Version 7 well underway and a majority of the team focusing on getting vehicles into your hands! Without any further adieu.. Here is what we worked on in June!

Systems

Vehicles Update

A lot of work has continued behind closed doors with respect to vehicles, namely sorting out the physics, handling, player interaction and gameplay systems involved. Below is a heavily Work in Progress video.


Vehicle handling is something we are paying careful attention to, and with that a sense of reality in responsiveness and drive capabilities of our vehicles. Not only physical behaviour but also input responses are tweaked for each vehicle. Different tires and suspension designs have strength and weaknesses. For example, the technical is much more nimble compared to the armoured Humvee. This is going to provide some very interesting bits of asymmetry with the way these vehicles will be used, with Insurgents and Militia factions opting for hit-and-run tactics while the Americans and Russians prefer more stout but slower convoys to move around the battlefield.

Production has made significant progress since the beginning of the month, with Effects dealing mostly with what happens when a vehicle is damaged or destroyed as well as handling different damage types, Audio with general engine and drive sounds (the video above is not the final product), Animation with passenger behaviour and vehicle weapons.

Logistics has also been heavily worked on in the next version, where vehicles now play a huge role in keeping FOBs supplied and armed. In the next version, Construction and Ammo points will be regenerating at a significantly reduced rate, encouraging the use of vehicles to run logistics from main base to FOBs in the field. Central FOB Radios will also require a corresponding supply vehicle to deploy. In the first release of Logistics, the supply will be channeled from vehicle to FOB, rather than dumping all of the supplies into crates. What you will see is a rough first implementation of the system, and we will be developing it further in future iterations.

Upgraded Radial Menu

As part of our expanded redesign of our User Interface, we are upgrading the look and functionality of the Radial Menu used by Squad Leaders and ordinary Squad members to access kit roles and deployables for construction in the field.

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One exciting development to accompany this upgrade is tying the marker system with the Radial Menu, meaning that Squad Leaders can place map markers via pointing and marking with the Radial Menu, in addition to placing it directly onto the map.

Art

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New US Army Soldiers

Our art team is proud to show off to you our new set of United States Army soldier models, finally in the game! Crafted from scratch with help from our Military Advisers whom have served in the US Armed Forces, the level of authenticity is hard to beat. We will continue to iterate and add more variations to the soldier models well into the future.

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M1937 82mm Mortar

"Mortars INCOMING!"

This old Soviet mortar pre-dates World War 2. Don't let its age fool you, when those 82mm shells start flying, youll be running for cover regardless of its age! Planned for much later down the track as a FOB deployable, the M1937 Mortar will see service with our irregular factions, while our more conventional factions will have appropriate mortar models down the line, and when the mortar system is developed further.

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DShK Heavy Machine Gun

Featured in a previous recap, the DShK is now fully animated and textured, and will soon be featured in the battlefield both in static tripod mode (as a Deployable Machine Gun), and on the back of the Technical. In its tripod configuration, the weapon offers full 360 degree coverage with excellent pitch range, making it an excellent all-round-defense weapon. However, the gunner is extremely exposed as it requires him to stand up to operate the weapon, so be careful!

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M110 SASS

The M110 Semi-Automatic Sniper System is now in-game and will be featured in the US Army Marksman kit in the next version. In its current state it will sport a TA31 4X ACOG optic, in lieu of technical blockers preventing us in using the standard 10x Leupold scope. Rest assured that we will be working at getting that particular optic working in due time.

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PPSH-41 SMG & SKS Rifle

Our artists have also been hard at work bringing two more irregular forces weapons to the fold, the SKS rifle and PPSH-41 submachine gun. Both fully animated and configured, expect these to come to a battlefield near you!


Apartment Blocks Update

An update from the environment team comes in the form of Apartment blocks, where we've been working on more variations and the exteriors to really get the ball rolling on a more urban-style environment.

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Mapping

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Yehorivka

Our new Eastern European theatre map, Yehorivka, has been growing since the last recap. The map now has the first settlements in it. They're agricultural themed, surrounded by open fields, roads and highways. Inside the settlements you'll find sturdily built house yards covered with fences and gateways. These settlements are going to be very easy to dig in and will provide the much needed cover for your whole team.

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Gorodok

Work continued on Gorodok with the addition of new objective areas for upcoming layout variations as well as multiple visual improvements including sky and lighting adjustments.

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Sumari Bala Detail Pass

They say "It's all in the details" and that's exactly why we've spent the last month adding props and detail to the remaining areas of Sumari Bala. In addition to giving it a more lived-in feel, the details should provide added cover and concealment for its wide streets, narrow alleys, and even interiors. We've also made a few tweaks to the AAS layers and added even more caches for the Insurgency layer.

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Before we close out, the development team would like to thank Tom Landry for the continued contributions to the Squad Wiki. If you are new to Squad and joined us during the summer sale, this is a fast evolving resource to get yourself up to speed on all of Squad's content and gameplay concepts. For those who have been with us through development, we ask that you join in contributing, knowledge is power, power is strength, stronger Squaddies make a stronger Squad.

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

Offworld Out.

Join the Discussion >>
 
@xcept1 hi m8y can u find out if this will ever make it in game :-)

Glass for windows that can be broken?

Buildings or vehicles? We have some plans for this with the balistics/penetration system.

Will there be more weapons for the rebels ? More old ww2 rifles? Etc and Russian weapons? I ask this as I always find myself on them teams as usa have dot's and acogs etc...

Yup, more are planned. Tis all I can say about that!

And also weather effects ?

Planned. Waiting on Simul to fix trueSky. Once that's in we can start looking at weather effects/passing of time etc.

Cheers if u could maybe ask devs or if u know yourself
 
Never say never. Our own Sgt. Ross was a mortar man in the USMC so there's always a possibility. For the time being though the plan is to currently have the mortar as a FOB deployable like the M2. The same developer who built the mortar system in PR will be working on the Squad version.
 
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