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Alpha 3.7 is now live!

19. Dezember - Roy Awesome
 
Fixed in this patch is a clientside performance issue where players were getting very low FPS while having their Video Memory maxed out. If you were experiencing this issue, it should be fixed now!

Changelog:
  • Admins now take a reserved slot instead of ignoring max players when joining full servers
  • Fixed 'Press F to use' showing up on enemy assets
  • Improved the visibility of the Map Legend button
  • Improved the Map Legend to react to gamemodes and explain Insurgency objectives during Insurgency matches
  • Fixed other squad Rally Points showing up as Green. They are now Blue
  • Added Error Messages when failing to place Rally Points
  • Fixed Kills not giving the killer score.
  • Added world text to Insurgency caches, explaining how to destroy them or that you must defend them.
  • Fixed a bug where spawnpoints would spawn people on rooftops
  • Increased the texture pool, fixing an issue where some people were getting massive hitching and max VRAM usage
  • Added a dynamic Teamkill kicking solution. Serial Teamkillers will now be kicked by the server automatically.

 

EDIT: Jetzt haben sie Tutorialvideos für die Neueinsteiger erstellt ... :derb:

 

 

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Die Squad Devs haben uns mit einem Weihnachts-Patch beglückt. 3.8 ist seit heute draussen:

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Large number of bug fixes in this hotfix, including an attempt to fix the disconnect issue, fixes to Ping on the server browser, and more.  Also in this hotfix we are pushing live a new set of Texture Streaming settings, which fixes a possible hitch when turning rapidly, and helps increase performance overall.  If you've been having low FPS, let us know how this patch works for you. 
 
 
Alpha 3.8
 
  • Fixed a bug where the FOV could be set outside the range
  • Further pass on optimizing the animation system
  • Fixed an incorrect name on Sumari
  • Fixed a possible performance issue in the Animation System on AMD processors
  • Fixed a server crash when creating a squad
  • Fixed an issue where aim offsets would be wrong when aiming down
  • Fixed an issue where the recurit kit was not being given to people who leave the squad
  • Fixed an issue where the gamemode rules weren't being shown on map switch
  • Disabled Framerate smoothing by default (was causing FPS lock on certain machines)
  • Further pass on the map legend to ensure that all gamemodes were covered
  • Fixed a bug where Rally Point Error Messages were being sent to the wrong player
  • Added new sounds for Prone Movement and Sprinting
  • Fixed Ammo Crates posting a message on the HUD when used
  • Added 'Streamer Mode' to the game options.  This disables the Server Name on the scoreboard and a few other things
  • Fixed destroying friendly FOBs would deduct your team's tickets
  • Adjusted the attenuation settings on rocket flybys  
  • Added placement sounds for Rally Points
  • Fixed Fools Road not being properly randomized when selecting a random variation
  • Fixed an issue where the server would look up UserSettings for every player joining the server 
  • Enabled texture streaming and increased the texture streaming settings
  • Updated the Lod Bias on every asset, vastly improving Video Memory usage and rendering speed
  • Fixed a bug where the 'End Use' message would not be sent when a player died while using an object.  Fixes the Ammo crate menu sticking around when you died while using it.
  • Fixed a visual 'jumping' when a player is revived and goes into prone
  • Upped the spawn delay on FOBs from 5s per enemy to 10s per enemy in the radius
  • Added better logging when players are disconnected from servers to help debug the disconnection issues
  • Changed 'Training' to 'Firing Range' on the main menu
  • Fixed a server crash when validating player inventories
  • Added Ping to the server browser
  • Fixed a display issue with scoreboard pings (they were too high)
  • Fixed a possible cause of the disconnect bug, where players were attempting to switch to an empty weapon
  • Changed the handling of the Server Name, so it'll update more often
  • Removed some extra ammo crates in Fools Road
  • Improved the handling of getting stuck in objects

 

Grade nochmal getestet und FPS mal angeschaut. Anfangs als der Server leer war dümpelte ich bei ca 40fps rum, dann wurde der Server voll und es ging runter auf 17-20fps. Egal welche Settings. Ob LOW oder EPIC, keine Veränderung. :(

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Bei mir ist es seit gestern EEEEEENDLICH spielbar geworden.

Habe auf einem Server besetzt mit 72 Spielern und Grafiksettings auf 'High' gespielt und dabei gelegentliche Einbrüche in der Framerate gehabt. Werde mir noch überlegen ob ich bei der ein oder anderen Einstellung noch etwas runter gehen. Auf meinem Bildschirm war das auf jeden Fall ein großer Schritt nach vorne.

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January 2016

04.02.2016

A New Year! It's that time again.

Hi Squaddies,
It's the first Monthly Recap of the year! We apologise for not putting one out at the end of last month, but considering it was the Christmas break and we're also coming hot off the heels of our epic Early Access release on Steam, we just didn't have enough goodies stocked up for you all! Anyway, lets get to business.

Art

Effects Update

Our Lead Effects Artist, Bruno, explains the changes behind a number of effects in version 4, in particular the way smoke from smoke grenades behaves and a new approach to depicting muzzle energy.
 
 

TrueSky Experiments

We've been running tests on Truesky for Squad and we're pleased to say that the results have been stunning. We'll let these test screenshots speak for themselves.
 
truesky_lightingchange.gif
 
truesky_1.jpg
 
truesky_2.jpg
 
truesky_3.jpg
 
truesky_4.jpg

New Weapons in the Pipeline

We have a number of interesting and unique weapons that are nearing the end of the art pipeline, (their actual implementation into the game is still TBD)

KS-23

A 23mm rifled shotgun originating from the Soviet era, the KS-23 fires shells that are considerably larger than most typical western combat shotguns.
 
ks23.jpg

PPSH-41

A classic World War 2 era Russian sub-machine gun that has survived into the modern era, the PPSH-41 is capable of delivering pistol-caliber ammunition at incredibly high rates of fire. We are expecting to include two different kinds of magazines when this weapon ships, a 71-round Drum, or a 35-round box magazine.
 
ppsh41.jpg

Improvised Explosive Device (IED)

Featured previously in a monthly recap, this nasty bit of kit is now fully textured and ready to be implemented into the game.
 
ied.jpg
ied_2.jpg

US Soldiers

Under the advice of our new Army advisors, work has started on the new US Army soldier models, progress has been steady since the Christmas break but we expect it to pick up very quickly again.
 
usarmysoldier.jpg

Environment

Our talented environment artists have also expanded the set pieces and static environments for our mappers to utilise in their maps, which range from new houses and two storey blocks for the European theatre, all the way to a full sized train depot.
 
hilltop_1.jpg
 
hilltop_2.jpg
 
houses_2.jpg
 
houses_3.jpg
 
stationwarehouse1.jpg
 
stationwarehouse2.jpg
 
stationwarehouse3.jpg
 
stationwarehouse4.jpg

Mapping

Gorodok

We have started roughing out our next map, Gorodok. This map will be set in eastern Europe on a clear sunny day and will focus on open gameplay in anticipation of vehicles. Gorodok is still in its very early stages so stay tuned for further developments.
 
Gorodok_map_concept.jpg
 
gorodok1.jpg
 
gorodok2.jpg
 
gorodok3.jpg

Expanded Sumari Bala

The built-up area has been at least doubled in size, and more work has been done in detailing and the creation of unique crop and business areas going to the fringes of the town. This particular update will not be in the next Alpha version but another one down the line.
sumari1.jpg
sumari2.jpg
sumari3.jpg
 
We hope you all enjoyed our little presentation for January. Version 4 for January is coming through the pipeline as we speak and will be released very shortly! So stay tuned to the website, forums and our Steam Page.

Offworld Out.

 

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Version 4

04.02.2016

Release Time!

Hi Squaddies,
We're proud to present the newest version of the Squad Alpha: Version 4.0.
Contained are a number of major improvements to gameplay but also new content additions in the form of additional equipment for the Russian and Militia factions, As well as expanded playable areas for maps currently in rotation and further performance and balance tweaks. Enjoy the changelog below!

Major Changes

Easy Anti-Cheat (EAC)

Easy Anti-Cheat has been added as a new active anti-cheat protection system.

1P78 Kashtan Rifle Optic

The Russian faction now have scopes for their weapons! As one of the most requested feature, we are pleased to grant the Russian faction a rifle optic for their primary AK74M and support RPK74M rifles as well as sneaking some goodies for the Militia.
1p78_1.jpg
1p78_2.jpg
1p78_3.jpg

RGD-5 Grenade

The RGD-5 is a post-WW2 Soviet-era grenade, inexpensive to manufacture and commonly found in many modern conflict areas. Will be featured on the Militia and Russian factions.
 
rdg-5.jpg

Map Updates

Fools Road

Fools Road received a new industrial area in the South West of the map, an updated Estate with a very cool tunnel section connecting the buildings together, as well as many new details and features spread out around the map.
fools_1.jpg
fools_2.jpg
fools_3.jpg
fools_4.jpg
fools_5.jpg

Chora

Chora has also received many updates, expanding the playable area and more detail work.
chora_1.jpg
chora_2.jpg
chora_3.jpg
chora_4.jpg

Flag Capture Mechanics Updates

AAS has been updated with some new gamemode rules to encourage greater emphasis on the flag objectives. Flags now have an increasing ticket bleed based on the number of flags owned by the opposing team, reducing the chance that the team with more flags loses the match. Additionally, capturing a flag now grants the capturing team some tickets, as well as increasing the ticket loss for the team that loses a flag. Finally, we have added a protection sphere around each teams main base, which prevents bullets and players from the opposing team entering in it's area thus adding a layer of protection from main base camping.

Post Processing Effects

Many post processing effects and the ability to change their settings have been added. Ambient Occlusion helps to define soft shadowing of objects. Auto Exposure and Eye Adaptation causes the exposure of the screen image to simulate the effect of human eyes moving between brightly lit and dim environments. Bloom is the bleed-over of light caused by looking at bright objects in lowly lit environments. Motion Blur adds a blur effect to objects depending on how quickly they are moving on the screen (works well with the new Russian scopes). Lens Flare simulates scattering of light when viewing bright objects through lenses.

Server Browser and Joining Server improvements

The server browser has been improved, adding sorting by each column as well as better usability in general. Additionally, a number of bugs have been fixed, improving the server join experience and a quicker response when you fail to join a server.

Changelog

Game Mode Changes

  • Added Dome of Defense around main bases (Destroys all enemy projectiles upon impact, and pushes back enemy soldiers if they try to enter)
  • Updated the AAS logic to be more robust and have more features
  • Allows for giving the capturing team tickets and also has an option to prevent ticket gain when capping from start-neutral
  • Owning more capture zones than the opposing team will begin to incur a slight bleed penalty. The more zones owned, the more bleed the opposing team incurs.

Kit, role and equipment changes

  • Marksman kit moved from the specialist group to fire support, same squad/team limitations as before
  • Fire support kits are now reduced to 3 when at max squad size, down from 4. You should see more ordinary riflemen on the field now
  • Grenadier kit now unlocks at 5 squad members, rather than 4
  • Max amount of grenadiers available per squad down to 1 from 2 (AK74+GP25 removed from Militia until we have a more flexible inventory selection system)
  • Ordinary riflemen/fighter kits with ironsight or red dot sights now have 2 frag grenades rather than 1
  • Automatic riflemen now have another 150-200 rounds depending on the caliber of the weapon, so you dont have to feel bad about suppressing the enemy
  • Designated marksmen now have less rifle ammo to keep in line with damage potential of other classes (SVD down from 8 to 4 magazines), make those shots count
  • Designated marksmen has 3 pistol mags rather than 2
  • Added more smoke variation and each team now has different colored smoke variations. Militia have Green and Yellow smoke colour variations, Russians have Purple and Orange, while the insurgents have Black and Yellow. 40mm smoke grenades remain the same for now.
  • Russian squad leader has an alternative kit available at 6 squad members, an AK74M with an optic
  • Russian rifleman + optics kit available at 4 squad members. Limited to 1
  • Russian Automatic rifleman + optics kit available at 8 squad members
  • Militia rifleman + optics kit available at 4 squad members. Limited to 1
  • Every kit that has a magnified optic now has one less magazine than their red dot / ironsight counterparts
  • Added RGD-5 frag grenade to replace placeholder M67 on the Russian faction, also gave an alternative skinned version of it to Militia instead of the F1

Weapon changes

  • Added deviation to rockets and launched grenades projectiles
  • ACOG model got a quality of life upgrade to make it look prettier
  • Slight increase in the recoil of the SVD
  • Fixed a bug where all weapons were firing at the same muzzle velocity. Now weapons have different bullet drop depending on caliber/muzzle velocities
  • Fixed grenades being able to be quick thrown with left/right mouse combo. As a side effect you can no longer switch throw type (long/short) when you have started one or the other.
  • Fixed grenades being prepped for a quick throw by switching weapons when the animations were done. You are now committed to the throw when you have pulled the pin.
  • Updated inventory action delay timer on the scrolling menu from .5 to 1.5 seconds.
  • Medic bag and field dressing improvements
  • Added more information feedback to the player
  • Fixed an issue where enemy soldiers could be healed

Rally Point changes

  • Rally point code has been more optimized for server use
  • Increased placement cooldown time from 30 seconds to 210 seconds
  • Rally points can no longer be placed with enemies within a 50m radius, and will reset the placement time from 0 to 90 seconds. Your former rally points do not disappear.
  • Rally point placement now requires sl + 3 squad member if the sl does not have an officer kit, if he does have it, then only sl + 1 squad member is needed
  • Changing squad leader now resets the rally point placement time to 120 seconds if the placement time was under 120 seconds.
  • All rallypoint messages are now shown in the chat area instead of the middle of the screen.
  • If your squad leader changes, a message is now sent to your chat area to inform.
  • Deployable placement errors are now posted to your chat area.
  • Fixed an issue where you could leave a squad and keep your kit if you were incapacitated

Map and Spawn screen updates

  • Opening of map and spawn screen no longer stops the talking input
  • Clicking around and interacting with the spawn screen no longer stops other inputs (you can now move and interact with the menu at the same time, note that there are many edge cases to this particular issue and we will be addressing them as they are reported)
  • Fixed an issue where the mouse cursor could be lost when returning to the spawn screen after having opened the main menu
  • Map and spawn screen now automatically closes when the main menu is opened
  • Moved a large chunk of the map implementation to c++ improving stability and speed
  • Fixed a bug where the SL menu on the spawn map was not updating its last clicked position correctly
  • SL menu on the spawn map now opens with the cursor in the middle of the hex menu, making it easier to mark locations and work with the ui
  • SL marker lifespan is now 5 minutes, up from 1.5 minutes
  • Reduced the zoom levels on the map from 7 to 4, and made the map zoom all the way out on the outmost level
  • Slight rework of the map medic icon, making it more distinct.

Misc

  • Added a 240 second team switch timer, limiting how often you can switch teams, this timer only applies after the round startup time, allowing teams and friends to get set up while waiting for the game to start.
  • Keybinds for the spawn screen and map now work on both open/close. (You can rebind them to Enter without issues)
  • Changed the lowest possible FOV to 90 degrees.
  • Added more graphics settings for Motion Blur, Bloom, Lens Flare, Auto Exposure, etc.This is still work in progress
  • Fixed issue where some higher resolutions were missing from the graphics settings
  • Added sort-able server browser
  • Fixed some disconnection issues upon joining a server
  • Added a system that allows for individual damage sounds depending on the collision bone that was hit, this is replacing the dead sounds, meaning that you no longer know if an enemy died unless you do a visual confirmation
  • Added initial enhancements to the Admin Camera to support Squad League with Player Outlining and Capture Zone visualizations.
  • Redesigned smoke grenade variations to share one projectile and one effect. Any color variations now only need to be a child of the original, instead of needing duplicate effects and projectiles. This optimizes the deployment of smoke grenades and makes implementation easier.
  • Stopped smoke from playing on the server unintended. This prevents smoke spam affecting server fps.
  • Removed manually placed border blocking volumes and updated with new spline blocking volumes.
  • Fixed the ability to lean while prone, this snuck in due to lean code optimization
  • Lots of LOD models added to weapons, improving performance
  • Reworked tracers slightly, making them easier to use when correcting bullet drop
  • Reworked server configs, ban lists & admin lists (Details Here)
  • Added server messages
  • Changed console command ShowPlayerIds to ListPlayers
  • Added temp / timed bans
 
Before signing off we wanted to give everyone a bit of a road map of our intentions over the next several months. Our next monthly update for February will be largely focused on content, quality of life, UI updates and possible integration of Unreal Engine 4.11 (Check out the preview notes, exciting stuff!)
With completion of the backlog of high priority updates to content, QoL and UI , we've moved the majority of our coders (Including our two new guys!) into a focused campaign over the next 8 or so weeks to come through the other side with a feature rich base system for vehicles and character animations.
We hope you guys will help us in keeping these guys engaged and keeping all of our eyes on road ahead. We are very excited for the next couple months.

Offworld Out.

 

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26.05.2016

Alpha Version 6 Incoming!

The release will go live at 1700 UTC.

Hi Squaddies,
It's Update time! We would like to thank our community for being so patient with us as we continue to grind away at the beast known as Squad development. Alpha 6 is now upon us and we would like to take the time to share with you the changes you will experience since the last Alpha version.
Note: Due to a major change in the way we do Graphics Settings, all of your custom settings will reset upon first launch of Alpha 6.

Major Changes

Unreal Engine 4.11 Update

We've updated to Unreal Engine 4.11, pulling in a good number of engine features and performance updates. Take a look at the massive changelog for the engine to get an idea of the scope of all things that changed: HERE.
 
411_banner-770x250-2120500257.jpg

New Deployable: Emplaced Heavy Machine Gun

The first iteration of Vehicles are here! The Emplaced Browning M2 .50 caliber rifle is a beast of a heavy machine gun, capable of tearing apart even the most determined of infantry attackers. Placeable as a FOB deployable by Squad Leaders, the Browning M2 is your new best friend when locking down an open field on Chora, or creating a kill-zone on a Sumari road. Its effective range for target suppression is well over a kilometer and can easily stop a soldier with just one shot. But due to its limited traverse and elevation angles, operators be careful of your flanks and be sure to have backup!
 
m2_4.jpg
m2_1.jpg
 
The Browning M2 consumes FOB Ammo Points (which will regenerate over time) when you reload, and you can only have 3 deployed per FOB (2 in Bunker Configuration and 1 Self-Standing). Sustained fire will overheat the weapon, denoted by how much smoke is pouring out of the front of the weapon. The emplacement itself can be damaged and destroyed with rockets, UGLs, incendiary grenades and hand grenades. Employ it wisely in defence or as a means of fire support, and it will prove invaluable in the firefights to come.
 
m2_2.jpg
m2_3.jpg

New Map: Gorodok

We are proud to include in this release a new map that we've been teasing in previous news posts. Gorodok is an eastern european inspired map, with large expansive terrain. While Squad is still primarily infantry focused, we will launch with one AAS gameplay layer focusing on a segment of the larger map, pitting Russian and Militia forces against one another in open forest style engagements.
 
gorodok_minimap.jpg
gorodok1.jpg
gorodok2.jpg
gorodok3.jpg

Map Update: Sumari

A much expanded Sumari is finally ready to be released after many months in the oven, and it's looking absolutely gorgeous. More than twice in size with hundreds of enter-able buildings, this map will continue to provide endless tactical challenges to any Squad trying to navigate its narrow corridors and many firing lanes. Below is a quick look at the various layouts.
 
sumari_aas1.jpg
sumari_aas2.jpg
sumari_aas3.jpg
sumari_insurgency.jpg

Map Update: Fools Road Tunnels

Fools Road has undergone a drastic change, underground that is. A completely new Militia fortress has been carved out of the mountain, with crisscrossing tunnels serving to act as a means for defenders to further entrench themselves. Designed not only as a showcase of our new capabilities to show enclosed underground areas, but to also provide an intense close quarter battle experience for Squads willing to venture into the depths of the fortress.
 
foolsroad2.jpg
foolstunnels1.jpg
foolstunnels2.jpg

Effects Update: Foliage and Water interaction

We have now added foliage and water particle and sound effects, be mindful when moving through both of these terrain obstacles as those around you can now see and/or hear you.
 
waterfx.jpg

General Performance Improvements

We've fixed a number of performance issues in the game on top the engine performance changes that came with UE4.11.
On the server, we've done a full pass of over all of our networked objects, reducing their networking footprint and replication cost, making things overall more efficient. We've also fixed inventories so that weapons that are not equipped no longer tick and are only updated to client once every second. We've fixed an issue where spawning a soldier hitched the server, and removed a large number of networked properties that were not needed.
On the client, we've been making passes on every map, merging many small meshes into one big detailed meshes to reduce shadow casting overhead. We've also implemented Distance Field Shadows (More Info here) while reducing the distance of the highly detailed Cascade Shadow Maps, which has given us a major performance boost on maps with a lot of trees like Fools Road and Operation First Light.
In addition, we have reduced bones on the player skeleton so that players farther away will consume fewer resources for animations. We have also eliminated a lot of excess animation nodes and cleaned up our animation code to be more efficient across the board.

AMD CPU Specific Performance Improvements

We've implemented a Low Quality sounds toggle in the Game Settings on top of general cleaning up of the soundscape, which should help many users with poor audio performance on AMD CPU hardware, as well as in general. If you are having very low FPS with AMD CPU systems, turn on Low Quality Sounds and you should see a nice performance bump. We actively encourage those that do have AMD CPU hardware to try this new update out, and to provide with us feedback on your play experience.

Server Update: RCON support for Servers

We have now added in a standard implementation of the valve R-CON or remote console protocol. This protocol will allow server admins to issue console commands for things like broadcasting messages and kicking players remotely via an R-CON application of their choice. In addition to this. Our initial rollout for Alpha v6 includes the standard aspects of R-CON like specifying the port / password, connecting, and authenticating, and will be expanded in a minor upgrade with the ability to issue specific commands. Additionally, with the help of Disposable Hero from the Tactical Gamer community, an open source Squad Remote Admin tool is being developed which will feature basic R-CON functionality specialized for use with the Squad server.

Founders Perks: Skin Additions

Founders Skins have been added back to the game! If you backed us on Kickstarter or pre-ordered at the Founders level, you now have access to your ingame item rewards. They are disabled by default, so you need to go into your Game Settings and enable the skins you want to use. Note: The Founders Patches for the character models are still being worked on, so while the options are there in the menu, they are nonfunctional.

Full Changelog

Gameplay

  • Deployables now no longer can be stacked one on top of the other
  • Decreased Construction point and Ammo point income on FOBs
  • Increased time necessary to take down a friendly FOB
  • Tweaked recoil on some weapons
  • Stamina now stops recharging while falling or jumping
  • Insurgency tweaks. Minimum cache distance is now 300m on 2k maps and 400m on 4k maps, Insurgents now loose tickets if they get killed and there is a high but finite number of insurgent tickets (500 tickets) as a secondary win condition (make FOB placement and medics a little bit relevant again)
  • Tweaked minimum arming range on rocket projectiles
  • Speed up the time it takes to show the nametags above peoples head
  • Smoke grenades no longer kill you with direct hits
  • You can no longer focus while moving (within reason, there is a small velocity buffer)
  • Updated recoil zoom modifier on ACOGs

Systems

  • Added Foliage bending on some maps, partial implementation at this stage
  • Fixed an issue with soldiers standing when dead if you connect to a server with a game already in progress.
  • Fixed weapon disappearing after using medic bag or field dressings.
  • Fixed a number of crashes related to VOIP
  • Added LODs to the soldier skeletons, improved performance on the animation-side when rendering multiple characters at a distance on screen
  • Added Low Quality Sounds, which should help some AMD CPU users who are having stuttering issues related to sounds.
  • Fixed issues with grenades exploding too late when you are dead
  • Fixed a bug in AAS where lattice links would incorrectly look the wrong direction when looking for home links (fixes a potential locked in main situation).
  • Mains now always contest their neighbors in AAS, which should prevent potential locked-in-main situations
  • Fixed a PAAS issue where too many flags could be contested.
  • Fixed an issue when leaning and sprinting while wounded would get the player stuck in that state
  • Fixed an issue while jumping out of gun while holding fire allowed you to jump in the gun and fire without pressing a button.
  • Tweaked MP443 pistols hit detection settings
  • Fixed an issue where players are using more field dressings than are in their inventory
  • Fixed players being able to spawn on other squads rally points when changing squad
  • Adjusted projectiles so they overlap instead of block on water collisions, causing projectiles to now enter water
  • Fixed weapon reloading desyncing between clients
  • Fixed return to origin of the weapon reload being too slow/fast/various times
  • Fixed an issue where the field dressings and medic bags would dissapear on weapon switch.
  • Fixed enemies markers occasionally being visible during the first moments when you join a server
  • Fixed some cases where the server list was not updating properly
  • Fixed suppression effects not firing off under certain hit detection conditions
  • Reworked code for healing yourself and someone else. This should prevent you from healing yourself and someone else at the same time with the medic bag
  • Updated scalability to force distance field shadows on all graphics settings
  • Fixed grenades from showing unequipping animation when there are no grenades left
  • Fixed grenades not showing 1p and 3p in Listen Servers
  • Fixed Shovel and patches being displayed below player
  • NetUpdateRate optimizations. All spawn points down from 100 to 1, FOB spawns from 100 to 10, CameraMan from 100 to 10
  • Improved performance on shovels, they now use a timer instead of ticking and only tick the timer when they are equipped
  • Prevent reloading if your input is disabled. This prevents a bug that is caused by deploying and reloading at the same time
  • All weapons now only tick when they are equipped, and unequipped network update rates have been drastically decreased

UI

  • Server Browser no longer kicks you back to main with a server full message after you have completely loaded the map, instead you should see this message pop up within a few seconds of trying to join a server.
  • Updated inventory slider, you can now disable auto switching between weapons as well as confirm and cancel weapon switches that are only still highlighted in the UI.
  • Fixed Purple smoke grenades having blue UI icon
  • Optimised the Main Menu UI
  • Optimised the in-game HUD
  • Fixed Squad Leader icon number disappearing when he goes incapacitated
  • Simplified the code for and added more validity checking to the team switch confirmation widget
  • Fixed an issue where multiple toasts could crash the game due to incorrect garbage collection safety
  • Fixed Tickets not always showing at rounds end
  • Fixed an issue where overlapping Capture Zones would cause the capture widget to not show while you were in a capture zone.
  • Fixed Sergeant Chevrons and Squad Leader Number overlapping
  • Fixed the map timer not always showing the text in the correct format
  • Fixed an issue where the Map Timer would desync between server and client
  • Fixed keyboard not getting automatic focus on password dialog box when entering passworded servers
  • Updated Minimaps on all maps to show fields, bodies of water, gameplay boundaries and also a distance scale
  • Fixed toast messages being cut off by a smaller than normal dialogue box
  • Fixed Fools Road and Sumari minimaps being out of alignment
  • Updated Militia and Russian faction radial menu to use the Russian radio instead of US or INS
  • Added map icon for HMGs

Sounds

  • Added Sound collisions to most passable vegetation, as you move through foliage you will make a noticeable sound
  • Modified bullet hit dirt sounds
  • Updated main menu music
  • Added reverb volumes in tunnels on Fools Road
  • Fixed attenuation and increased volume on healing sounds.
  • Added Bleeding and Wounded/Incap EQ filters that adjust based upon your health.
  • Modified SVD fire sounds
  • Modified default M4 fire sounds to later fit for dynamic reflections
  • Fix to crack flyby sounds

Art

  • Improved LODs on various static props
  • Added window bar props to various maps
  • Added water interactivity, collisions and impact effects by the player, small arms and explosives
  • Fixed corrugated metal fences and scrap with double sided geometry settings
  • Updated metal fences and log trenches to have proper materials and impact effects
  • Overhauled bullet impacts on Dirt to use new gpu debris and random dust animations
  • Fixed Smoke Grenade effects not rendering at far distances
  • Fixed Smoke Grenade effects not always colliding with the surrounding environment
  • Fixed tracer rounds showing too close or behind the gun barrels.
  • Fixed several physmats having wrong footstep dirt effect, causing weird excessive foot fx on plastic, rubber etc.
  • Added small working tool props as map decoration
  • Relocated all shell ejection sockets to their right position, and improved the visual look of them spinning out of the ejection port
  • Resized dirt bullet hits and improved random dirt animations
  • Updated blast shockwaves relevant to dirt, grass and wood
  • Fixed hescos disappearing at a distance
  • Added small bulletholes for Makarov and other 9mm pistols
  • Fixed RPG7 low quality geometry sight being mis-aligned
  • Fixed misaligned rocket on the RPG7 during the reload
  • Adjusted Particle Bounds of RPG7 rocket concrete explosion

Maps

  • Fixed issue where you could get stuck under the hopper car on Fools Road
  • Fixed issue where you could use prone to get into the pipe on the gas silo Fools Road/First Light
  • Fixed Op First Light warehouse door collisions from being borked
  • Updated lighting on all maps
  • Added more cache locations that are outside of buildings
  • Fixed players falling through mine roof on Fools Road
  • Fixed players spawning on the hesco bunker roof on Fools Road
  • Updated playable boundaries on a number of maps
  • Updated max tickets for BLUFOR on Logar Insurgency
  • Added Chora Insurgency Layer
  • Added Sumari Insurgency Layer
  • Updated cap zone names for some maps
  • Ambient sound fixes on Gorodok, Logar and Firing Range maps.

Admin

  • Added RCON Server plugin
  • Added map icon for admin cam
  • Fixed crashing on Admin-Camera as soon as you reload your weapon
  • Fix for crash caused by jumping in admin cam while reloading on listen server and non-networked games.
  • AdminRestartMatch command should now restart the map and stay on the same level
We hope that you all enjoy this latest Squad update, as always your feedback and bug reports are always welcome on the Forums.

Offworld Out.

 

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Alpha 6.1 Hotfix is now live

27 MAY - ROY AWESOME
6.1 Hotfix is going live!
  • Fixed performance issues with Shadows 
  • Fixed the Shadows option in Graphics Settings not working

 

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EDIT: We've reverted this update due to a server crash. We'll bring it back later this week.

  • Fixed the stuttering issue many users were seeing 
  • Fixed a crash related to players entering vehicles 
  • Fixed a sound attenuation issue on Chora 
  • Fixed various light source problems on multiple maps 
  • Fixed Sumari AAS1's lattice being wrong

 

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Alpha 6.2 Hotfix

3 JUNE - ROY AWESOME
 
We are now pushing a version 6.2 release which contains:
  • Attempted fix for a major part of the stuttering issue many users were seeing 
  • Attempted fix for playercount issues that servers have been experiencing 
  • Converted most of the existing admin commands to work with the new RCON command system 
  • Fixed a crash related to players entering vehicles 
  • Fixed a sound attenuation issue on Chora 
  • Fixed various light source problems on multiple maps 
  • Fixed Sumari AAS1's lattice being wrong 
  • Fixed the FOV issue when entering emplacements

    Regarding the VoIP breaking for some people on round end: 
    We have discovered the cause of the issue (the online session in the engine is being improperly destroyed for yet unknown reasons which in turn prevents the VoIP from functioning properly since it depends on the online session being in place). We are hoping to get a fix out for the issue very soon.

 

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