***Official Squad Thread***

I now use the last aa option in game. T+Fxaa or
whatever it's called. Can't remember off the top of my head but it's definite the last one. ReShade wise I still use a touch of lumasharpen and vibrance.
 
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That's the million dollar question! We're planning for v10 to be out in 3 weeks....
We've got no concrete dates yet to be honest. We don't give out dates this early in advance as if they slip then people lose their minds! I can tell you progress is going really well and when you see what everyone has been up to it will be worth the wait.

"3 weeks" originally came from one of the Devs giving that answer to every single question regarding release dates. Reddit picked up on it and started giving that answer themselves for everything also!

I'm really enjoying v9.4. I think it's the best and biggest update since adding in vehicles for the first time. Lots of tools for the insurgent teams to play with now and once the mortar spam dies down it will be interesting to how the 9.4 meta evolves.
 
Wake up and pay attention class is about to start!

If you have been out of the loop, last week we released Alpha v9.4 which included three new essential assets.

Today you will be spending time with Sgt. Ross as he runs you thru the basics of Mines, Mortars, and IEDs.

Tutorials

  • Mines
  • IEDs
  • Mortars

See you all on the battlefield!



Offworld Out.
 
The Wrench April
16-May-2017
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Hi Squaddies,
Welcome to the April edition of the Wrench! Once again, we have some exciting developments in the world of modding. There is a lot of new content available to modders with the release of the V9 SDK. A whole stack of new vehicles and gameplay features to experiment with that makes modding for Squad an exceptionally fun passtime activity.
Furthermore, the Squad Modding Hub now has over 3500 members making it one of the largest Discord communities worldwide. We invite you to join in on the discussions even if you don't plan on developing any mods.

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Afghan Valleys by dazZz-666
dazZz-666 made his debut with a very pretty Wrench entry. His work-in-progress map called Afghan Valleys extends what Squad already delivers. Wide open areas, mixed with strategic placement of villages, rivers, aqueducts, crop fields and much more. Additionally, the map will have an urban area with apartment buildings for your CQB needs.



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Jizan Province by Rainey
Jizan Province, by Rainey, is a new map built from scratch with custom assets based on the Jizan Province in Saudi Arabia, just North of the Yemen border. It will feature an arterial highway (visually similar to Jizan-Jeddah highway) with a military checkpoint and a major junction, a dam in the East, a cave complex in the hillside to the West, and 3 significant towns that include a grand hotel and shopping plaza.




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Operation Goblin by Special Projects Initiative
The Special Projects Initiative (SPI) team is hard at work to bring the rigors of mountain combat to life in their map, "Operation Goblin." This Pre-Alpha proof of concept is not representative of the final build, but rather a sneak peak into capturing the vision and scale of this future Squad map. The team at SPI consists of nine developers across over seven countries, five time zones and a variety of disciplines to challenge what's possible in a Squad map. They state: "we look forward to rolling out more content as we continue to work towards a future release!"




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Offmap Support System by Machinegunviking
Machinegunviking created an Offmap Support System concept. It allows Squad Leaders to call in air support, artillery strikes and supply drops, all of which can be accessed through the radial menu. He will be expanding his features by adding visual and sound effects and more content to play with. We're thrilled to see the finished mod in game!



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Skorpo by Zeno
Our very own Zeno is in the process of creating a map based on the real world island of Skorpo. Located in the entrance of the fjords of western Norway, it will be a unique setting with large varied terrain features. Small islands, high mountains and steep cliffs falling straight into the cold glacial water below.
The initial version will feature infantry focused combat in the tranquil forests of Skorpo, while the end plan is to expand into a full naval invasion map.




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Background Mountains by Axton
Axton's project this month has been creating some background mountain models, to extend the edges of any squad map. He says this could be useful for when helicopters make it into the game, and could possibly solve ONE of the issues with jets. He's also made a tutorial for anyone else who wants to use a similar technique for their creations.





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Really some amazing developments going on with Squad as well as in the community, we hope you are enjoying these reads as much as we are enjoying collecting and presenting them to you.
Squad Modding Hub Management Team Out.
Join the Discussion >>
 
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Monthly Recap
May 2017



Hi Squaddies,
I know, I know, you might be thinking "Finally, what took so long?" Well, development has been pretty crazy recently. There is a lot of work currently being done on some critical and fundamental systems that have required a significant portion of our team to focus on them. Due to the complex nature of the work currently being done, we have decided to transition to smaller content related releases while we are all waiting on v10, including videos, Dev blogs, and articles.
One of the first steps towards this was to release a small content patch that came with some highly anticipated systems, such as mortars and IEDs in v9.4. Alpha 9.4 proceeded an experimental event along with an article relating to some research trips the team did in preparation for the future development.
Okay, so what have you been up to you might ask? Everyone has been hard at work getting new maps, art assets, animations, and a plethora of other items.So, how about we just show you some of the stuff we have been working on since we last did our recap back in January!


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Systems

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New Animation System - Progress Update




Beginning this month, work is well underway taking the new Animation System from the prototype stage to actual implementation. Prior to this we've been experimenting and producing all new animation assets that conform to the requirements set by this new system, in order to produce a far more streamlined, dynamic system for players, artists and future modders.


As a consequence of such a major overhaul, all the animations relating to weapons and vehicles needed to be overhauled (in essence 're-animated'). Here's a little taste of what to expect.


Bipods are a highly requested feature from the Community that we're working on. Our aim for this first iteration is to have a way for Light Machine Guns to deploy onto any surface dynamically, and have the player swivel around a pivot point. This will dramatically increase the number of firing positions Automatic Riflemen will be able to have, as well as enjoying faster reload times while deployed. In addition Free-Look will tie in seamlessly with this system, allowing gunners far more situational awareness than otherwise if your view was locked.


Another feature that has come from creative experimenting has been melee. Our approach is going to be very simple, binding the attack to a single key press. Big bonus of this is that your shovels will also double as killing implements, allowing you to have those shovel wars you've been wanting for so long!


Zeroing is another feature we're working on, where the player has the ability to set the range at which their weapon's sights are aligned to. The PPSH-41 has flip sight with two range settings, and was perfect for showing off this system.
We're still a ways off, but the wheels are still turning!

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Art

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UH-60M Blackhawk
Work has begun in earnest on one of our first helicopters, the UH-60M Blackhawk for the US Army. With a carrying capacity of 14 passengers and 1 pilot (11 dismounts + 4 crew, depending on how you look at it), this craft has the ability to ferry troops and supplies around the battlefield extremely quickly. It is still very early days regarding helicopters, but stay tuned for more updates down the line.




L131A1 Pistol


The standard sidearm of the British Armed Forces as of early 2013, the Glock 17 Gen 4 (official designation L131A1) is an Austrian-made sidearm known for being reliable, light and easy to carry. Firing the 9mm Parabellum round with a magazine capacity of 17 rounds, it's one of the higher capacity sidearms going into the game.




ZU-23 Anti-Aircraft Gun
A twin-barreled fully 360 degree traversable gun platform chambered in 23mm, this weapon can put out an immense amount of damage very quickly, suitable for shooting down slower aircraft or shredding light armour. A modern take on the older ZPU family of Anti-Aircraft guns, it typically is either configured as an emplacement, mounted onto armoured vehicles, or on the back of flatbed trucks or pickups.






RPG-29
The RPG-29 is a Russian made and exported dumb-fire rocket propelled grenade launcher. Firing a 105mm Tandem warhead similar to RPG-7 ingame, it is designed to defeat the toughest of modern armour at short to medium ranges going out to 500m.







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Mapping

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Narva Update
Our urban Eastern European map is coming along really well. The bulk of the playable area is almost complete and the hope is to have Narva Version 1 to the testers in the next few weeks. Players can expect a mix of urban residential, commercial, and industrial areas all blended into a map that should cater to a variety of play styles. As with its real world counterpart, Narva will feature a historic castle, a dense train yard, multi-story residential buildings, tree-lined streets, and the overall feel that is unmistakably Eastern European.










Al Basrah Expansion
Al Basrah has been received unbelievably well since its release! After taking into account feedback from the community, we are making some gameplay adjustments involving relocation of the Insurgent and US Mains, as well as completely expanding the south end of the city. The US main has been relocated slightly north of its current position to extend travel time as well. With these newly expanded areas new flag layouts will follow, along with the highly anticipated Insurgency gamemode.
And this is just our first step into expanding Al Basrah!








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Phew, that is some amazing stuff the team is working on. I hope all of you are as excited about all of the fantastic things we are currently working as we are! We cannot wait to get this done and out to the public. Expect more in the coming months because we are not done yet showing off all of the amazing things we are doing.
Offworld Out.
Join the Discussion >>
 
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It's really coming together now. Playing with the new anim system is a breath of fresh air. Once it's out in a few months then the flood gates will open for lots more content. Hoping to have user content (mods) working soon also so expect to be playing some new maps soon™.

Narva is truly amazing. To get a sense of scale think of Fools Road but the entire size of that map is a city.
 
The main performance gains from the new animation system will come from not having every client have to calculate every single bone on every other player etc. Currently they all are calculated regardless of if they are in view so that's why you get poorer performance on high population servers.
 
Weapon selecting will have some changes yes. The trick at the minute when using the number keys to select items/weapons is that for example the medic items, pressing 5 will always select the last used item (works for rpg warheads too). We know it's nowhere near perfect though and will be changing. The new animation system will allow for weapon switches to be interrupted too so you will be able to switch weapon/item quickly if the situation changes.
 
Indeed! Getting caught with your bandage out and pants down is not nice!

Plan is for a couple of smaller updates to come before v10. We were thinking of stopping engine upgrades at 4.15 but with the release of 4.16 there is some pretty nice stuff for us to play with so the plan is to probably upgrade to 4.16 and halt there. If any new things arrive in future engine updates then we can add them in as and when.
 
Any idea if theses new Engine upgrade from Unreal will give Squad 7.1 audio? Last I heard the lack of 7.1 was Engine issue... Seems to be the case for all Unreal 4 games so far.

Unsure. There are a quite a few changes coming with the sound engine and Steam Audio so I'll have to look into it.

In other news...we're now 40% off on Humble Store! Bargain price of £17.99 for 5 days.
 
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