***Official Squad Thread***

We are now pushing a version 7.1 hotfix release, which contains:
  • Fix for a crash that can occur when a player is removed from a vehicle.
  • Fixed invalid physical materials in the landscape, causing physics crashes.
  • Resaved a number of maps to mitigate landscape related physics crashes.
  • Fixed a crash related to remote vehicle claiming.
  • Added a new collision trace channel to fix issues relating to complex vehicle collisions.
  • Updated & improved physics collision trace channel settings.
  • Fix related to vehicle penetration caused by some incorrect physical material settings.
  • Update to the loading screen guide.
  • Fix for ambient sounds not playing.
  • Fix for razor wires only doing damage when half built.
  • Various effects optimization.
  • Fix to an incorrect configuration in the Chora AASv1 lattice.
  • Set unique soldier mesh for the Militia Scout.
  • Renamed Insurgent RPG Gunner to "Light Anti-Tank" for consistency purposes.
  • Fixed line width on the Kit Role tooltips being too short.
  • Fix for FOB radios cutting out.
  • Added a missing vehicle physics collision asset to the m2_vehicle_base_woodland.
NOTE: One of the crash fixes has broken wheel effects (it is a known issue), but we have decided to ship with the issue to get crash fixes out sooner. We are planning to add them back in via another minor hotfix.
 
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July Edition

Introduction
>Things are shaping up!


Welcome back to another update from the Modding Hub community! With so many new community members getting into modding and industry veterans stepping in to create high quality content for Squad one can say that modding for Squad is shaping up nicely. Over the last couple of months we have seen many great projects and a lot of new talents showcasing their work on our Discord server and the official forums. Now it’s time again to recap the last month and see what the community has been up to.

Before we celebrate the awesome content some of you guys have created we’d like to thank each and every community member for their continuous support, whether it be helping out new guys to get started or share experiences with like-minded modders.
Also a huge thanks to the Developers for stepping in and explaining details and giving guidance when it was needed. It is great to see that the community and the Devs are working hand-in-hand to make Squad an even better game than it is now.


Community Projects
>Tutorials


Official Weapon Exporting & Animation
by Chuc

“Hi modders, Chuc here.
In this series of tutorials we'll be exporting weapons and animations from specifically 3DSMAX, and learning how to set up a typical weapon using the current system available in the Squad SDK.

Going into the future as Weapons themselves are given a rewrite, as well as changes to the animation system get launched, the methods and specifically authoring will need to change. But just for now if you are really keen on seeing your weapons perform in-game and using the current system, please follow this guide.”


Chuc, the lead animator at OWI, has been kind enough to create a weapon exporting and animation tutorial which will help you export and set up your weapons correctly within the Squad SDK. It’s highly detailed and full of examples / screenshots! A big thank you to Chuc!

Forum Link:
http://forums.joinsquad.com/topic/22572-tutorial-weapon-exporting-animation/


Community Projects
>Total Conversions


Post Scriptum
by Periscope Games

“Post Scriptum is a WW2 modification for the acclaimed tactical shooter SQUAD. Players will relive the events of ‘Operation Market Garden’ across the fields and towns of Holland. This massive Allied assault consisted of a coordination of the British and American Airborne to capture key bridges while the British XXX Corps moved to reinforce them through Highway 69.”
http://postscriptumgame.com/what-is-post-scriptum

I think it’s safe to say that Post Scriptum: The Bloody Seventh looks amazing. The visual fidelity of the WW2 assets is absolutely astonishing. It’s safe to say that we can expect great things coming from Periscope Games who are known for working on quality games and mods such as Project Reality, Traction Wars, Day of Infamy and Invasion 1944.

There are so many screenshots these guys provide on the website that The Wrench would explode. So please check out their website to keep track of their progress. In the meantime, enjoy this wonderful trailer.

Trailer:


Community Projects
>Blueprints


Arsenal
by Dealman

“This is a little something I've been working on while needing a break from studying. With the release of V7 I was kind of bummed out that we couldn't really try any of the new weapons in the firing range unless we kept changing maps.

So I decided to download the Squad SDK and try and implement a kind of arsenal allowing you to equip any weapon you'd like with ease. The interface is but a placeholder, this is a very early WIP and I'm not very good when it comes to interface design to begin with.

I'll be looking into changing the way it works so instead of having multiple M4 entries, you'd have one for the M4 with its various configurations. Same for example the RPG-7, you'd select RPG-7 and then you can choose either ammo.”


What a great addition by Dealman, I certainly hope the devs look into integrating this feature in someway!

Preview:


Community Projects
>Factions


KLMK Uniforms
by Marv

Marv is bringing back one of the most classic Russian camos known to men. With more content like custom headgear coming, the KLMK camo will be a great alternative to the Digital Flora we have in-game right now.

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Community Projects
>Maps


Al Basrah Remake
by ChanceBrahh

As teased by Chance himself, he has been working to get the beloved Al Basrah map from Project Reality to Squad. It is safe to say that his progress is amazing. The variety of the map allows a multitude of gameplay options. Whether it be firefights in open fields or clearing the main town from bad guys, in Al Basrah there’s something for everyone.

Forum Link:
http://forums.joinsquad.com/topic/22225-al-basrah-squad-remake/?page=2#comment-245368

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Normandy Map
by Oakleyhidef

We’ve already seen the great progress Oakley has made over the past couple of months. This time he’s showcasing his new Landscape Materials as well as his new Fog Settings to even create a more immersive environment.

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Island Environment
by Marv

Marv has been working on a Pacific Island map that includes abandoned buildings and planes from World War II.

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3-Kings
by EliteLurker

EliteLurker is back to show some more progress on his 3-Kings map. It’s safe to say that his map is shaping up nicely!

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Kunar
by Axton

With Kunar, Axton is really pushing the limits of Mapping. Ranging over 64km2,
or 8km x 8km, Kunar takes scale to a whole new level.

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Squad Modding
>Getting Started Guide


If you are new and want to get started with modding Squad, you can read the guide below!

To get the official Squad SDK release please view the step-by-step guide down below. Beware that you now don’t need to download any Unreal Engine version before hand because the SDK already includes the current engine version the game is running on.

How do I get involved in the modding community for Squad?

These are the very first steps you will take to join the modding community of Squad!

  1. Head over to https://www.unrealengine.com/ and then click the big blue button titled “Get Unreal”.
  2. Register and create your Epic Account.
  3. Download the Epic Games Launcher / Unreal Engine 4.
  4. Download the Squad SDK located in the “Modding” tab on the Epic Games Launcher.

Recommended:

Join us all at the Squad Modding Hub over on Discord: www.discord.me/SquadModdingHub
You will be able to communicate with fellow modders, ask for help, discuss mods, share ideas as well as interact with the developers of Squad itself! However, please don’t view the latter as an opportunity to swamp the developers with game ideas and what they should do with their game etc, this is a relaxed environment and such ideas should be submitted through the proper channels such as the Suggestions section on the official Squad forums!

Notes:

When you first launch the Squad SDK it will take a fair amount of time to initialise / compile all the information in order to run the editor. This typically takes anywhere from 10 to 30 minutes and has taken even longer in some cases, it varies depending on your system specifications. Please ensure that you are patient and wait it out!

What do I want to do?

As you may have noticed, Squad is a huge game in terms of variation in content ranging from weapons, characters and vehicles to larger scale elements such as environments. All of this content requires knowledge that can span several disciplines as well as proficiency in external software such as 3D modelling packages (Autodesk 3DS Max, Blender, ZBrush etc) and common game art / design guidelines.

There is a lot to do in the Squad SDK and making the decision of where to start can be the most difficult one, especially for a person with lots of ideas in mind. Personally, if you are someone who has no prior experience in modding or has no game development related knowledge at all, I recommend jumping into the editor and messing around with it for an evening or two to settle down and gain an understanding of the UI and navigation. Explore the existing content for a while and once you’re comfortable enough, you can start deciding on what you would like to sink your teeth into!

Ask yourself what you want to create. Chances are, if you’re being realistic, you can bring whatever idea you have to Squad! Do you want to see different weapons, more attachments, whole factions, various maps that can be fictional or fully based on real world locations, a more in depth medical system or even create your own style of emplacements to build?

What do I need to learn?

In this section I will talk about some of the knowledge you should seek to acquire in order to create the quality content you want to see in-game. First off, to keep it really simple, I will split us all into three major disciplines and note down what they should be looking to learn and what additional software they may need. Please keep in mind that you do NOT need to learn everything, especially if you’re working with a team that has members with knowledge of different areas. It would certainly help, but don’t be pressured to learn it all. Not to mention there’s a lot of helpful people ready to guide you in the Squad Modding Hub on Discord!

Artist

Autodesk 3DS Max & Maya, Blender, Pixologic ZBrush, World Machine, Substance Painter & Designer, Quixel SUITE, Photoshop
  • 3D Modeling
  • Texturing (PBR)
  • Animation
  • Lighting
  • Material Editor in Squad SDK (Unreal Engine 4)

Designer / Mapper
Unreal Engine 4, World Machine
  • Level Design Theory / Principles
  • Creating basic landscape materials (Unreal Engine 4)
  • Landscape Tools in Squad SDK (Unreal Engine 4)
  • Foliage Tools in Squad SDK (Unreal Engine 4)

Programmer / Blueprints
Unreal Engine 4, Visual Studio
  • C++
  • Blueprints in Squad SDK (Unreal Engine 4)
  • Experience with other Scripting Languages helps

All of the software, techniques and knowledge listed is available out there on the internet. Unreal Engine has a vast level of official documentation, artists can find lots of creative tutorials on YouTube for free, designers and mappers have a lot of official Squad content to learn from and explore and programmers and people looking to get into anything technical have the same.

That's it for this recap. We hope that you enjoyed the content and will visit the Squad Modding Hub to join in on the fun!
Squad Modding Hub: DISCORD LINK

Best regards,
Zeno - Mitsu - R0tzbua
With the help of Igno, P1nga and Assifuah.

Squad Modding Hub,
Management Team
 
We are now pushing a version 7.2 hotfix release, which contains:

  • Fix for physx crashing [The most common crash currently]. Added a workaround in vehicle physics assets for a deeper bug in physx.
  • Fixed a common crash caused by a landscape material issue.
  • Fixed a crash related to vehicle seat code.
  • Allowed sounds shorter than 10 seconds to be loaded async on map load as a fix for some of the stuttering issues players have been seeing.
  • Fixed a number of issues with collision meshes on environment objects.
  • Removed unneeded landscape hole material from Operation First Light.
  • Disabled ribbons in effects for time being to negate a memory leak.
  • Optimized tick rate on effects. (ie not realtime).
  • Removed a few trace messages in the source to reduce some log spam.
  • Made an adjustment to the trace channels and presets used in vehicle collisions to accomodate another vehicle fix.
  • Pushed a simple collision setup for the radiotower, moving it from complex to simple collision, which should stop it from crashing people.
  • Foliage Cvar exploit fixes.
  • Added some ambeint sounds to Yehorivka and Sumari.
  • Updated default unbound binding text to "None" from "QWE".
  • Checked all collision assets for physmat assignment.
  • Added wheel effects on ural.
  • Reduced wheel effects to 4 on all vehicle types.
  • Assigned wreck meshes to "block all".
  • Increase m2 yaw to 30 degrees from 25.
 
Monthly Recap - August 2016

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Hi Squaddies,

Vroom vroom! We hope you all have been enjoying V7 and the introduction of Vehicles thus far. Like with any new feature we will be going through heaps of iteration, so expect more expanded functionality and features to the system in order to bring vehicles even closer to our vision for them in Squad.

Aside from the release and the subsequent support patches, August has been a month more dedicated to the well-being of the team than development. We had a huge week where more than 20 members of the Offworld family met up in Cologne, Germany, to enjoy some R&R, attend GDC Europe and Gamescom 2016. Now that we're rested from our trip, we're raring to get back into our development chairs!

GDC & Gamescom 2016 After Action Report

The Offworld Industries team travelled to Cologne, Germany, for GDC and Gamescom 2016. The team was met with beautifully warm summer weather, and what it seemed like the entire European gaming community, as the largest gaming event in Europe unfolded.

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Offworld Industries is a team that is completely decentralised with employees spread across over 10 countries, and so weve taken the opportunity to gather (almost!) everybody in one place for a good old friendly face-to-face and unwind over drinks, video games, minigolf and zombie lasertag. It was also the perfect time to have a number of critical team-wide meetings where we can work out issues internally, with the game and our plan going forward not only with Squad but also future projects.

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Our team also attended GDC Europe where we got to sit in on a number of eye-opening talks, in particular by a number of studios that went through the crowdfunding to Early Access route, and in general to get a feel for the state of the industry. Gamescom soon followed where the team got to experience in full force the marketing juggernaut a trade show can be. A number of fans also got to meet some of us in person! (not that hard to spot since we were the only ones with Squad T-Shirts!)

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Community Manager Litoralis and Programmer Trancer also got some time to sit in an interview with the German community website BF-Games, of which you can read below.



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New Apartment Blocks and Urban Environment Development

At the risk of sounding like a property developer.. You're looking at the beginnings of a new set of urban apartment blocks as well as more set dressing material for our mappers to really start carving out a proper Eastern European urban map. Coming soon to a map near you!

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Kord Heavy Machine Gun

The Russian counterpart to the M2A1 Browning is ready for implementation into the game in the form of the Kord Heavy Machine Gun. Firing the massive 12.7x108mm round it is capable of destroying unarmored and lightly armored vehicles with ease. Below is the weapon in its tripod configuration.

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M252 81mm Mortar

A few months ago we showed off the M1937 82mm Mortar, and now we are presenting the US Army answer to that in the form of the M252 81mm Mortar. Hot off the modelling pipeline it is ready for implementation along with the M1937 in a future system featuring Mortars. That should keep Terry's head down!

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US Army Soldier Expansion

Our art team is preparing a few more variants to the US Army soldier models in the form of unique load bearing equipment for the Automatic Rifleman, Marksman (helmet) and Medic, adding more variation to an already detailed faction lineup.

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Modding Update

Our talented modders have been real busy behind the scenes working away at their own total conversions and projects. They have their own version of Monthly Recaps in the form of The Wrench, so please check out the write up and support the work of the next generation!



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KLMK Uniforms by Marv

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Al Basrah Remake by ChanceBrahh

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Al Basrah Remake by ChanceBrahh

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3-Kings by EliteLurker

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Kunar by Axton

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Kunar by Axton

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Before we close out, the development team would like to thank all the contributors for their continued work on the Squad Wiki. If you are new to Squad, 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. The wiki itself will also be undergoing some design upgrades too, so look forward to that!

As our team members bounce back after a well deserved rest, expect many exciting developments in coming months as we double down on game optimisations and other quality of life improvements for next patch!

Offworld Out.

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We are now pushing a version 7.3 hotfix release, which contains:
  • Disabled async loading as an attempted fix for loading related crashes, and possibly a number of other crashes & bugs.
  • Added an attempted fix for a crash caused by a specific effect emmiter.
  • Added fixes for materials and material settings on a number of maps to prevent a specific type of crash. [This means a very large download for this patch]
  • Removed an unused analytics plugin as a fix for round start stuttering.
  • Updated the Easy Anticheat SDK.
  • Updated turret bounds to avoid them popping out.
  • Fixed some ambient sounds on Sumari and Kohat.
  • Removed a number of unused materials.
  • Fixed errors with two fence materials.
  • Fixed an improper texture size which was causing a small loading delay.
  • Increased the max data cache size as an improvement for both Squad and Mod developers.
  • Cleaned up unusued references to trace channels without actual properties which were causing log spam.
  • Cleaned up some orphaned break points in Blueprints as a reduction of log spam.
 
We are now pushing a version 7.4 hotfix release, which contains:

  • Fixed the round start crash and a number of other crashes, all caused by the improper deletion of physical materials in memory.
  • Pulled in a performance fix developed for Alpha 8 relating to the rendering of other people's character meshes.
  • Fixed up the deployable repair station blocking lean and deployables.
  • Made reflection spheres not appear in game. (As an aside, we would like to assert that reported sightings of UFO's in squad are completely unfounded and baseless!)
  • Made the wire fences at the fool's road train station penetrable.
  • Fixed not being able to enter certain tunnels at the Fool's Road hilltop.
  • Fixed players not being able to drive vehicles into the fortress on Fool's Road.
  • Fixed the Sumari AAS 3 flags being cappable by 1 person.
  • Fixed the Sumari skirmish layer cap zones being too high in the air.
  • Fixed some road and spline bugs in Chora.
Finally, please note there is at least one other moderately occurring crash that we are still aware of and actively investigating.
 
We are now pushing a version 7.5 hotfix release, here are the changes:
  • Fixed a client side crash relating to effects code in the engine introduced following the upgrade to Unreal Engine version 4.12.
  • Fixed some possible memory corruption which may have been leading to crashes relating to the initialization of the console on startup.
  • Fixed a rare server crash in vehicle claiming code.
  • Pulled in a performance fix for Alpha 8 using a much faster method for drawing nametags. Note that in order to facilitate this, nametags will now be rendered through walls for nearby friendlies.
  • Performance improved on the maps Op First Light, Kohat, Sumari and Logar by fixing improperly sized terrain textures.
  • Fixed soldiers being invisible in local play on Jensen's Range, a bug introduced in a performance fix for alpha 7.4.
  • Fixed an exploit relating to users tweaking their FOV outside of acceptable ranges.
  • Increased the starting velocity for the spectation camera from 2.5 to 15 meters per second.
 
Brilliant news on both counts! :)

That's good to hear, really looking forward to v8.

The aim is 60fps with 72players for those with half decent rigs on high for v8. Keep those fingers crossed!

Any optimisations before v8 that will work with UE4 v4.12 will be put in via hotfixes. Fixes that require v4.13 will be in Squad v8.
 
We are now pushing a version 7.6 hotfix release, here are the changes:
  • Fully disabled Valve Anti-Cheat on servers to resolve issues where certain players were unable to connect.
  • Fixed the bug where vehicle drivers are unable to see any players around them after driving a long distance away from the location they entered the vehicle.
  • Added a fix for a rare crash relating to visual effects.
  • Added a number of additional performance measuring code markers to aid developers with working on Alpha 8.
 
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Monthly Recap - September 2016

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Hi Squaddies,

September has sure gone by quickly hasn't it? Over here in Squad Dev-land we've been hard at work improving the Alpha Version 7 edition of the game (with the latest hotfix being 7.6, notes are viewable here.), as well as the next Alpha Version 8 where the primary focus is going to be on performance optimisations. We still have lots of tinkering left to do, but rest assured the team is 100% committed to improving your in-game experience. Without any further ado!

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Systems

Server Browser Improvement

We now update the server browser asynchronously! In Alpha 7 and before, when you refreshed the server browser, the Steam Subsystem would wait until all the servers have been pinged and responded before displaying any servers to you. Now, we start showing you servers as soon as they respond to pings. This makes the server browser far more responsive to the player, and just feels better.

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Alpha 7 Performance Analysis

One critical part of developing Alpha 8 has been pouring over performance data from Alpha 7. Under the hood in Alpha 7s development, we added a number of additional performance reporting metrics to help us dig into what areas needed optimization work the most. Using that data, we have been working hard on our performance bottlenecks, or the areas of the code where we are the most inefficient. In addition to profiling under a variety of conditions, we have been profiling Intel and AMD side by side under the same setup to make a concerted effort at improving our AMD performance.

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Engine level Optimizations

Shout out to the guys over at Coconut Lizard for hosting an amazing blog with a number of low level Unreal Engine optimizations. We trawled through the material they have and integrated a number of impressive performance improvements. Squad now starts up about 2 times faster and map loading is noticeably faster as well. Thanks Coconut Lizard!

User Interface Optimizations

This month has been focused on doing improvements on the Radial Menu and Compass based on community feedback and the development roadmap. Our prime focus here has been to begin the rollout of the unified UI we have been working internally as well as improving usability and performance of the underlying code. We are not done with the radial menu nor the compass, so there is a lot to look forward to.

The radial menu is now implemented with much fewer elements (Action Icon, selection icon and status icon) which allows us to do much less processing per widget and due to the simpler elements we have also been able to make the radial menu transparent which was a big wish for placing markers in the world.

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Animated mockup of the desired end-product

The compass has gotten a code overhaul and all code is now entirely in C++ with a much more efficient implementation, and we are updating the artwork (layout, size, and ui elements are all subject to change) and features in this iteration, including the addition of markers to the compass.

Lastly we have rewritten the way that we update player/vehicle/flag icons on the map as well as how we track squads for the menu which has improved the execution time of the menu tremendously, this together with almost being finished with our c++ port of the spawn menu should help the speed we can implement UI features and the speed we can execute these at.

Animation Blueprint Improvement

Heaps of work has been done to optimise the current animation system, including moving a lot of the Blueprint over to C++, dramatically reducing the amount of processor time required to run animations on each character. Multiplied by the current player limit of 72 players, the savings in a full server look to be very promising.

As last additions to the current animation system, we've added a new first person crawling animation. Visually the movement should look a lot smoother and also slightly affect your accuracy while on the move.

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Another addition is a slight head tilt in Third Person while your aiming down the sights. You will finally able to see if the enemy is aiming at you and about to shoot you down.

http://media.joinsquad.com/2016/Oct/SeptRecap/adsanim.mp4

Art

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British Armed Forces

We're excited to show off the beginnings of our British Armed Forces faction. A lot is planned in terms of art and assets for this faction, so please stay tuned to a later blog post about the Brits and how they will be integrated into the game.

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SPG-9 Kopye Recoilless Gun

The SPG-9 is a Russian recoilless gun firing a 73mm rocket assisted projectile, capable of defeating most light and medium armoured threats. It is extremely accurate and with a well trained crew, can present a serious threat to enemy armour. We are planning an emplaced and a vehicle version of this weapon.

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FGM-148 Javelin

While we're on the subject of rockets, we're planning our next level of heavy anti-tank weapons in the form of the FGM-148 Javelin Anti-Tank Guided Missile. Capable of direct fire and also a unique top-down attack mode, this is a serious piece of modern hardware used to take down the heaviest of armor. This particular weapon system is still a while away, but we just couldnt resist showing this awesome piece of kit off.

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Improvised Mobile Rocket Artillery

Even MORE rockets!

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Basically a helicopter rocket pod mounted to the back of a technical, this system is capable of launching 32 S-5 dumb-fire rockets capable of dealing significant damage to infantry and light damage to vehicles. However its psychological impact cannot be denied. Due to the nature of its firing system, it is extremely inaccurate and most useful in suppressing a large area rather than killing specific targets.

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Environment Art

Our environment team has been bolstered with a few more talented artists, and is working hard at creating more assets to flesh out the Eastern European theatre.

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Mapping

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Map Lighting Overhaul

As we like to work in iterative passes, this past month we moved all of our maps to a new lighting system that makes use of photographic skyboxes. Down the line we hope to keep improving our lighting and atmosphere in our maps.

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Our talented modders have been real busy behind the scenes working away at their own total conversions and projects. They have their own version of Monthly Recaps in the form of The Wrench, so please check out the write up and support the work of the next generation!

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The Post Scriptum mod developers have also released their first Developer Blog showing off for the first time their game in motion with characters, weapons and even vehicles! We're just as excited as they are that so much progress has been made on their end when it comes to mod development.


Offworld Out.
 
Remember that the things in the recap won't necessarily be in v8. It's just some of the things that have been worked on during the last month.

v8 will primarily be focusing on performance gains.
 
Just a few more weeks until 200FPS then :cool::D

Hah yeah, 200fps.... :P

Latest edition of the Wrench hit earlier today.

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September Edition

Ahoy! Mods on the horizon!

Hello again good people of the Squad Community! We are back again with the monthly recap, designed to give an exciting insight into the murky corners of the modding community as we enter into the darkness of winter (at least for all you north-hemisphere dwellers).

The squad modding scene has been doing great the past month, with some marvelous updates to already known maps, and some fresh content, straight out of the Modding Hub easy-bake oven™. So let's get straight to it!

Total Conversions

Post Scriptum by Periscope Games

Post Scriptum released their first progress update since their reveal this month, and oh boy what progress they have made! In this almost 20 minute dev blog, they showcase their quality work-in-progress assets, giving everyone who is into WW2 something great to look forward to.

Seriously badass and often unknown vehicles and weapons are featured, like the British Morris C8 Tractor and the German Sdkfz. 232 Recon variant, often overshadowed by its more famous cousin, the Sdkfz. 222. (referred to as “tiny tank” in Allo Allo)

(DISCLAIMER: The video is a bit laggy and 720p due to the recording inside the UE software. Does not represent ingame performance)



Vickers M.G.
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3-Inch Mortar
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Granatwerfer 36
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Factions


Bundeswehr by BWMod Team

The first faction mod to show some progress, the Bundeswehr will include the German armed forces into the Squad universe, with all its unique weaponry and vehicles.

To quote the team`s description:
“The BWMod (Bundeswehr Mod) is a mod adding a German faction. Some of you might already know it from Arma 3; This is a port of that project and the Arma version will remain the primary development platform”

An interesting development strategy for sure, and many of us can remember the fun that the Bundeswehr brought to Project Reality, so having this for Squad also is certainly a dream for many PR “vets”.

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Mapping

Kokan & Basrah
by ChanceBrahh

After its reveal last month, Kokan and Al Basrah has gotten some more TLC (Tender loving care) from Chancebrahh, and the maps are progressing very nicely. This is great work from an hard working mapper, and we are all anxious to finally have the British, face to face with the insurgents again, in the streets of Basrah.

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Weapons

Musket Modélé 1777 by P1NGA

Following an very unofficial “Hey, somebody should totally make an musket mod for Squad” comment from Mr. Irontaxi, two of our devoted community members took the bait, and now the first result is in:

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The Musket Modèlè 1777 was one of the most produced muskets of all time, with 7 million produced. If this turns into any more than a model duel is hard to tell, but atleast we can admire the amazing work that went into this model.



40mm Illumination Flare by Hamleet & Umarex

Flares are something a lot of people want in Squad, seeing as there are already some night maps around and even some in development by the modding community. Some talented guys from the Squad Ops team took it upon themselves and are developing their first in-engine proof of concepts and they look great!

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Systems

Basic AI Functionality by Hamleet

AI is something that is very hard to tackle from a coding perspective, but nevertheless Hamleet started with his humble beginnings of a great project to bring some civilians into Squad. We hope to see a great development in the future.

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Best regards,
Zeno - Mitsu - r0tzbua
With the help of Igno, P1NGA and Assifuah.

Squad Modding Hub
Management Team
 
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