[PREVIEW] SQUAD

  • Iniciador de Tópicos Iniciador de Tópicos hirohd
  • Data de Início Data de Início
tbm nao tenho muita paciencia pra jogos mais realistas assim, apesar de achar muito bom.

e, pelo menos nas partidas que joguei, a comunidade parece bem legal ajudando na moral quem ta começando.
 
Como está a otimização do jogo?
 
ja ta disponível?
não sei, mas desde agosto ou setembro que já falavam nele

tem um jogo novo que deve sair esse ano
Nos moldes de Squad e com a temática do Vietnam
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SQUAD chega a versão 2.0!

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Para essa atualização temos muitas otimizações gráficas e de rede, um rebalanceamento geral dos mapas e composição de kits\veículos\facções, mudanças quanto ao uso de HABs para criar algo uma linha de frente e não um teleporte instantâneo para os flancos inimigos, adição de algumas novas armas, novos veículos, atualização para muitos dos existentes, vários QoL....

ENFIM

tudo o que se pode esperar de um update 2.0 de um jogo desse calibre. Changelog completo: Squad Update: V2.0 : Squad – Communicate. Coordinate. Conquer. (joinsquad.com)

Lembrando:
Remember to go to Settings -> “CLEAR CACHE” after updating, to ensure there are no residual issues after the update.

Deu quase 9gb de update aqui na minha máquina.

Ilustrações:

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Galera vai ter tradução pra PTBR?
Outra coisa aquela opção de partículas quel é melhor visualmente EPIC OU CINEMATIC?
 
Squad Update: V2.5
Hello Squaddies,

Today brings the new Squad Update V2.5 containing more bug fixes and updates to assist the V2 release. Included as part of this update is a new Replay functionality that will allow you and your squad to capture those glorious moments of play from within the game client itself to share later.

Be sure to share your best (or worst) moments with us via our social channels with the hashtag #CanIGetARally so we can help spread your amazing feats and be let us know if you encounter any issues via our Discord channel here.

If you are experiencing certain issues after the update, be sure to go to Settings -> “CLEAR CACHE” after updating. This will resolve common issues after updates.

System & Gameplay Updates
  • Optimized most Skeletal Mesh LOD’s. This means that most meshes will now correctly LOD (crush down) bones on characters, weapons and vehicles as they get farther and farther away. For example, vehicle antennas and steering wheels will no longer animate/be activated when they are too far from the camera to be seen, and at extreme ranges the wheels and suspension will no longer animate. This saves precious VRAM and CPU usage. It will benefit all players, but is expected to particularly benefit players with 8 or less GB of VRAM, and those with weaker/older CPUs. The meshes updated include: All Character Meshes. Most Infantry Weapons. Most Vehicles.
  • Added new Replay functionality and UI. You can find this under the Replay tab in the Settings menu.
    1. You can now create and manage recordings of gameplay easily via this menu. Includes the option to automatically record your multiplayer games.
    2. After playing a round, an automatic replay is created, you can rename these to save them permanently.
    3. Automatic replays are automatically deleted when over the maximum number of automatic replays set by the user, starting with the oldest replays.
    4. Note: recordings made locally in this fashion may not include data from far away entities, or things that were not replicated to the player during play.
    5. Also includes a small fix to an issue in the settings menu UI where if you clicked on a tab more than once, it would push you back to the Game settings menu.
    6. Note: There are still some issues to resolve with using Replay functionality. Fast forwarding/rewinding on the demo often causes a crash. Also Grenade throws won't be seen on a replay. Sometimes weapon firing audio cannot be heard. These are the same longstanding issues that will be addressed in time.
  • Added a notification message in the Server Browser when a player is attempting to join a server running with modded content.
  • Updated teamkill bans to once again be displayed in the text chat.
  • Updated ZU-23 Anti Air Gun with a new Targeting Sight Reticle. Includes emplacements and vehicles.
  • Adjusted HAB activation delay to 20s (was 10s).
  • Adjusted the INS Mosin Nagant M38 Carbine variant Max Damage Value from 120 to 94. This change does not affect full-length Mosin Nagant rifles.
  • Adjusted the GB L85A2 LDS Sight to have a thicker Reticle for better visibility in all lighting conditions.
  • Adjusted CAF LAV 6 commander and open-top mg seats (Seat 3 & 4) to no longer require Crewman kit roles.
  • Adjusted the RUS/MEA BMP2 IFV to no longer require a crewman role for Seat 3, the vehicle commander.
  • Adjusted Helicopter mouse deadzone to be a much smaller value so mouse movements on low DPI are much more responsive.
Bug Fixes
  • Fixed an issue with color banding. This was caused by r.SceneColorFormat being clamped to 0 to avoid exploits, changed it to be clamped to 4.
  • Fixed an exploit related to Commander Assets which could be intentionally cloned/spammed in certain High Packet Loss situations.
  • Fixed an issue where, if a round ended while a player was bipoded, that player’s camera would be permanently clamped in the next round, as if they were still bipoded.
  • Fixed more desync issues with the FOB Bleedout progress bar.
  • Fixed more potential settings exploits.
  • Fixed an issue where modded servers were being incorrectly listed as Vanilla servers. Server Browser should now show all mods that are loaded on a server.
  • Fixed an issue with map boundaries where Tracked Vehicles that drove outside the map boundary would only have 7 seconds to return to the area of operations, instead of the full intended 20 seconds.
  • Fixed an issue with the MEA Simir Kord & RUS Tigr Kord, where the vehicle’s weapons would require 50 ammo points to rearm upon spawning.
  • Fixed an issue with the MEA Simir HMG, which previously had an instant rearm time. It now has an 8 second rearm time, in line with other Vehicle HMGs.
  • Fixed an issue with the INS Mosin Nagant Rifle where partial reloading would incorrectly add an extra 6th round.
  • Fixed an issue with CAF soldiers tongues and teeth using a glove texture.
  • Fixed an issue on the Infantry Tutorial where US Soldier models were changing to lower quality LODs at too close a range to the camera.
  • Fixed an issue with the Helicopter tutorial where players were unable to get in another helicopter for a few minutes after crashing their current helicopter.
  • Fixed an issue with the M2 ACOG missing a luminescent dot in the reticle.
  • Fixed an issue with the TK Autoban time being set incorrectly by default.
  • Fixed an issue with the RUS 1P78 Scope 3P Mesh missing LODs.
  • Fixed a Client Ensure issue related to Capture Point Neighbors.
  • Fixed a potential race condition in the RCON connection handling, which could cause server crashes.
Map Updates & Bug Fixes
  • Updated Sumari Skirmish v1 lighting.
  • Adjusted Fallujah lighting saturation and angle of the morning sun to prevent/reduce potential shadow artifacts.
  • Adjusted some of the level and layer map names to use the map's full name.
  • Adjusted Al Basrah Invasion v1 vehicle layout, GB has 1x FV520 CTAS IFV, INS forward vehicles are now only Minsk Motorbikes, Modern Technical +BMP1 Turret now respawns.
  • Adjusted Chora AAS v3 Flag layout to be identical to AAS v1, but with USA vs RUS.
  • Adjusted the ExcludedLayers.cfg to no longer include all the map layers in comments.
  • Fixed an issue on Yehorivka with a compound causing graphical anomalies, replaced yeho_compound_v5 with a newly created prefab.
  • Fixed an issue with Track Attack Game Mode where vehicles were not spawning.
  • Fixed an issue on Narva TA v1 with floating repair stations and ammo crates for both teams.
  • Fixed an issue on Gorodok RAAS v3 where the actual in-game boundary did not match the minimap boundary.
  • Fixed Mutaha AAS v2 from being listed in ExcludedLayers cfg.
  • Fixed an issue on CAF Fallujah RAAS v1 with one of the two MEA T72AV MBT’s spawning instantly instead of being delayed by 15 minutes.
  • Fixed an issue on Skorpo Invasion v1 with the map boundary spline intersecting with the tunnel in grid O18-1-3.
  • Fixed an issue on Yehorivka AAS v1 with an incorrect respawn delay for GB FV107 Recon Vehicle (was 10 seconds now set correctly to 10 minutes).
  • Fixed an issue on Kohat AAS v1 with an incorrect initial spawn delay for one of MEA helicopters (was 60 minutes, now 6 minutes).
  • Fixed an issue with Tallil RAAS v4 BMP2 IFV having an initial 20min spawn delay when it should not have.
  • Fixed an issue on Fools Road Skirmish v2 with the location of the RUS Main Base protection zone.
  • Fixed an issue with CAF Belaya RAAS v2 the RUS Helipad was not inside the main base resupply zone.
  • Fixed an issue on Yehorivka RAAS where the GB LPPV had no space to spawn.
  • Fixed a typo in layer name of CAF Jensen's Range.
  • Fixed an issue on Goose Bay Invasion v2 and CAF Yehorivka Invasion v1 where the MIL T62 was using the wrong camouflage.
  • Fixed an issue on Sumari AAS v1 where the GB LPPV had no space to spawn.
SDK Updates
  • Updated all Blueprints which switch meshes based on map Biome (Handheld Rally Mehs, etc) to default to the first Biome in the array if they are fed an undefined or unrecognized Biome.
  • Updated experimental MI8 and MI17 CAS Helicopters to use the HMG Kord as door guns.
  • Adjusted the license plates on some static mesh cars to now use a string of numbers and letters instead of Arabic writing, increasing flexibility for these assets in a wider variety of Biomes.
  • Removed broken vehicle bay handler component from BP_PlayerController. This is also a significant memory optimization, as it prevents dependencies from being loaded.
v2.0 Known Issues
  • "Logi Bug" with resources being unavailable for certain players when they interact with logistics-enabled vehicles.
  • Various Kit icon issues - Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit.
  • The deploy screen squad list will sometimes display incorrect players that are not actually in the squad.
  • SL icons sometimes incorrectly show up for player kits in the spawn screen squad list (and outside of the squad list).
  • SL icons show up for every kit on ammo crates when rearming.
  • Player kit role icons are sometimes not being displayed on certain menu screens.
  • HAB will sometimes show up as "red/unspawnable", even when it is in fact spawnable. Fix has been applied but there still remain some alternative ways to reproduce this issue.
  • Some players may be experiencing very low-res textures after v2.0 release. If you are experiencing this issue,you are likely under the minimum recommended specs for VRAM (4gb). This may be mitigated by ticking the “unlock pool size” box in the Settings menu under the textures tab, but it may come with more performance stutter.
Legacy Known Issues
  • Occasional Player (Client) crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports.
  • Player (Client) occasional crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
  • “Missing Turret in Vehicle Issue” - Occasionally vehicles have their turrets missing from the round start. This issue is a high priority for us to fix, and we are actively in the process of debugging the issue.
  • “Ghost Player in Vehicle issue” - Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle. This issue is a high priority to fix.
  • "Mass EAC disconnect issue" - Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a “Server Closed Connection” message. Closely working with EAC to resolve this issue.
  • "FOB teleport bug" - Occasionally upon digging a FOB down, players within a certain radius of the FOB will be teleported outside of the FOB radius in a random direction.
  • Commander – When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from – even if the person doing the transmission has moved afterward. Will be addressed in a future update.
  • Vehicle Reset Feature does not currently work with Helicopters. This will be addressed in a future update.
  • Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree.
  • Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — This will be addressed in a future update.
  • Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
  • ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is currently in long-term development.
  • “Alt-tabbing” out of Squad during a loading screen freezes the Player (client). The recommended solution, for now, is to run Squad in the “Borderless” mode. This can be changed in Settings -> Graphics.
  • The audio module for Squad is initialized at the game start. If a player does not have a microphone plugged in at launch, or accidentally unplugs their microphone and then plugs it back in, Squad needs to be restarted to get the microphone to work again — This issue will likely require an engine upgrade to UE4.25 to be fixed.
  • SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did — This will be addressed in a future update.
  • Localization for most language translations is currently out of date. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game.
Local/Offline Issues & Bugs (these currently have a lower priority):
  • Local/Offline Bug with Commander – Insurgent / Militia Handheld Drone does not move in local.
  • Local/Offline Bug with Commander – UAV hovers in one position instead of moving along the flight path in local.
  • Local/Offline Bug with Commander – CAS does not do damage in local.
  • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
  • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
  • Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.
 
The Wrench - May 2021
Hello squaddies!

Today we have an updated edition of The Wrench, before we begin though we just want to let you know about the Open Modding event that will be occurring from May 12 to May 19, in which all licensed servers in the main server browser can run mods without the need for the mod being whitelisted. We'll be sharing more information about the event next week but here is an updated look at just some of the mods currently in development.

Sanctuary
Sanctuary is inspired by old-school CQC maps with 10 tickets per team.




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Steel Division
Steel Division focuses on nighttime layers featuring lights, night vision, and more air and ground support. They don’t have any unique command support call-ins yet but plan on adding a thermal UAV and an AC130.

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Croatian Armed Forces

The Croatian armed forces will bring another NATO member country to Squad using a mix of old Soviet, Yugoslav, and modern NATO equipment. In addition to the new equipment, the mod will also include two maps set in Croatia.

Shown here are the LKW 5t mil gl 4x4 truck, PLASTIKA M93 hand grenade, and the HS Produkt VHS-D2 (all used variants of the VHS-2 will be included).

Discord: https://discord.gg/YvvRGCY94J

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French Faction

The French faction is coming, they’ve been testing the initial scaled-down version of the mod during the testing phase leading up to the open modding event. Their plan is to select and recreate the equipment of the French ground forces from 2010 to 2020.




https://drive.google.com/file/d/1fd8KhhVdxY36uI0Ex8HYNUEmSOTQIkB4/view?usp=sharing

https://steamcommunity.com/sharedfiles/filedetails/?id=2198088821



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Brazilian Army
The Brazilian army team aims at having an initial release and playtest by the end of the year. They plan on representing equipment being used by the Brazilian Army since 2010. The mod will also include two maps, one representing the Amazon rainforest and an urban map, possibly set in a favela or other large Brazilian urban center.

Please go check out their discord and website for more Info
https://discord.gg/ucXhXEKcaT
http://squadbrazil.rf.gd

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Dorilsk
Set in a fictional valley in north-western Russia, Dorilsk is Rookheim’s debut into map creation. Originally just a testbed to learn UE4, it has now been refined into a playable state. The map is characterized by thick spruce forests surrounded by highly defensible positions that will require coordination, teamwork, and a lot of firepower to both take and hold. POI:s include a radio tower, villages, river crossings, camouflaged camps, a construction yard, a swamp, ruins, and a hastily fortified airfield. The map features, among others, an invasion layer where an under-equipped RGF will have to stage a desperate defense against attacking Militia forces.

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SquadZ: Origin
This is a zombie MOD, which allows players to experience the absolute firepower of human beings in a Squad, and also the sense of oppression and despair brought by zombies. Currently, it has 7 modes and 13 maps, and 53 maps are playable. More camps, gameplay, and guns will be added in the future. At the same time, the game environment in the MOD will also allow new players to quickly adapt to and participate in the game.

Hives (Destroy the zombie nest)
TheLost (Human survival in a given amount of time)
Extraction (Human survival in a given amount of time) AI
LastStand (Defend the last stronghold of mankind)
LastStandV2.0 (Defend the last Stronghold of mankind) AI
VIP (Protect the VIP to survive within the specified time) AI
Battleground (Battlefield mode, stay tuned for the next version)

https://b23.tv/P4vGVG

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REBORN: SQZ
REBORN: SQZ is a PvP zombie mod pitting 1-life humans against an ever-growing team of zombie players. Similar to "infection" modes in other games, humans spawn at the start of the round and survive as long as possible. The zombie team has a variety of classes and abilities to try and spread the virus, while the humans' best weapons are communication and teamwork.

REBORN features several custom modes:
Last Stand - Humans build & defend a SuperFOB until time runs out or they are overrun.
Hives - Humans search for the main zombie hives and attempt to destroy them.
Extraction - Humans capture relays to reveal an extraction zone and escape.
Escort - Humans drive & protect an APC as it travels between refueling stations.
Survival - Humans place a FOB and send out parties to capture supplies.

REBORN features 11 maps, including 5 custom maps built specifically for the mod! More vanilla maps will be added and custom maps are always in the works.

Other changes include a custom scoreboard (counting infections, kills, & revives), balance changes, custom FOB deployables, custom human classes, night vision, and more! The mod is under active development, including community map submissions and feedback. Come join the HORDE!

https://discord.gg/89A2a4k63R

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Wake Island
The Wake Island Crew proudly presents: We manage to get our lazy selves up and update the Mod to Squad 2.6 with all the comforts that come along with it including better water thanks to the addition of screenspace reflections. Wake features a wide variety of game modes from AAS over Invasion to Skirmish and TC. We hope that Wake will someday get the chance to be played on every server.


https://steamcommunity.com/sharedfiles/filedetails/?id=2010827510


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Squad Vietnam
Greetings from the Squad: Vietnam team! It’s been some time since we’ve shown our work in The Wrench. Boy, do we have a lot to show. Our team has been hard at work creating everything from grass to grenades and all under the ever-watching eye of our master optimizer Hoover. We set out to accurately recreate the Vietnam War theater and we aren’t going to disappoint.

Our US Army faction is taking shape equipped with so many iconic vehicles and weapons. US troops will take to the skies in Hueys with door gunners laying down a river of lead while on the ground their counterparts roll through the rice paddies and jungles of Vietnam in style in their M113 APCs. Supported by commander asset call-ins such as Cobra attack helicopter strafing runs and F4 phantom delivered napalm strikes the US faction packs a punch that will make the Vietcong wary.

Wary but not defeated, our Vietcong faction will wage a guerrilla war against the western invaders using all manner of equipment. It will be no surprise to learn that Chinese and Soviet-made small arms like the AK47 & Type 56 will be commonplace with even captured US weapons making their way into VC hands. Ever the formidable foe the Vietcong faction like their historical counterparts have adapted to the heavily armed US forces, using all manner of RPGs, explosives, and traps to level the playing field.

Lastly but by no means least a word from our flagship map creator Tuaam. Upcoming with Squad Vietnam is a 3.5x4km map designed around a mix of irregular close and long-ranged combat. Players will experience the marshy and dense lowlands of the Mekong Delta which can be aptly described as a scrutinizing game of cat-and-mouse. The new map, "Mekong Encounter" is a mix of rice paddies, rivers, and villages with landmarks like our riverside town, which has been marked by local skirmishes between US and NLF forces and lies in ruin. The U.S Army must defend its Military Base and airfield, which is under attack by VC mortar fire and irregular attacks. The Vietcong, on the other hand, must assault the Base and drive the US out, by first securing the Island Plantation and then capturing the stronghold town. Both fight to the bitter end in a game of hide-and-seek, where one has the upper hand of secrecy while the other has the policy of sheer destruction.

We hope to deliver the in-depth Vietnam war experience that so many Squad players crave, all while running silky smooth thanks to our focus on quality and optimization. Make sure to join our discord for weekly teasers and updates as well as checking out our Instagram page for background on some of our assets. - Giddy

https://discord.gg/2Z42SbY9jV
https://www.instagram.com/squad_vietnam_mod/

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Plymouth
Plymouth is a fictional US-based map centered around an island suburbia. With Russian ground forces advancing through the hilly mainland to the flatter coast, and then to the main island, it should provide a map with a heavy focus on strong defensible positions it will allow for a truly unique experience in Squad.

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Squad Update: V2.7
Hello squaddies,

Thank you for your patience as we worked on solutions for the “Logi bug” which has been a prevalent issue during recent Squad games, and a big thank you to those of you who joined in on the UAT tests over the previous weekend to help us test if this solution was viable for release.

As well as bug fixes, this update includes a reworked gameplay update which we are referring to as the “Recovery State”, older players may know it more commonly as “Dead dead” though now with some adjusted functionality. Our intention with the Recovery State is to temper aggressive playstyles after a player has been revived during combat.

If you are experiencing residual issues after the update, be sure to go to Settings -> “CLEAR CACHE” after updating.

Let us know in the forums how your experience is with this update by visiting this link[forums.joinsquad.com], and we’ll see you on the battlefield.

System & Gameplay Updates

Added back “Dead Dead”, reworking its functionality in what is now called the "Recovery State":
  • This mechanic was removed in Alpha 13, but now makes a return with new UI and UX features.
  • When an Incapacitated player is revived with a Field Dressing, they will enter the Recovery State. Being downed while in this state results in immediate death, with no chance to revive.
  • The state is indicated by a skull icon in the bottom right of the HUD and by a fullscreen desaturation and blur post-process effect. This effect impairs combat effectiveness.
  • If untreated by a medic, the Recovery State will end automatically after 60 seconds.
  • If healed by a medic, the Recovery State timer will be shortened based on the percentage of health. If healed to full health, the Recovery State will end immediately.
  • This feature is designed to temper aggressive play after Revive, reinforcing the importance of triage and re-org after taking casualties. The intention is to encourage players to stay in cover and communicate when they get revived, rather than rushing back into the fight like lemmings. That should never be an effective strategy. Players should depend on each other for cover and situational awareness after revives.
  • Please note that this is not the same as Insta-Death, where massive damage kills a soldier instantly without the chance to revive. That feature will get its own tuning in the future.
Other changes related to the Recovery State:
  • Post Process effects for Low Health, Bleeding, Incapacitation have all been reworked. Transitions between effects have been smoothed out.
  • When insta-killed or when giving up, you will now see your vision fade over a couple of seconds, rather than immediately returning to the spawn screen.
  • Added an option in Settings to use various Player Controls with a Double Tap Control scheme.
  • Added functionality to use both toggling and holding controls at the same time by double-tapping the given control.
  • This works for sprinting, aim downing sights, leaning, crouching, and freelook.
  • All of the controls are individually configurable, so the player can decide which modes they want for each control.
  • Updated all vehicle hulls, turrets, wrecks & emplacements with a new armor mesh component, which will allow for more dynamic armor penetration calculations in the future.
  • Updated RAAS Lanes randomization logic, to make sure that the random number generator used is initialized properly. This should improve the random factor in the RAAS layers, making them less predictable. The RAAS map layers themselves are still pending analysis & rework in terms of configuration to improve randomness even further.
  • Updated all Vehicles using Open-Turrets to now be able to use A/D controls to Left/Right Traverse, similar to vehicles with Closed Turrets.
  • Updated the Deployable ZU-23 to also now be able to use A/D Controls to Left/Right Traverse.
  • Adjusted Character Ragdolls to include a minor tweak to the way the momentum is carried forward to the ragdoll. Further tuning and adjustments are still planned and are required in order to give the ragdoll more weight and consistency with the momentum.
  • Updated firing sounds for all G3 Rifle variants to have a more beefy characteristic report, to showcase the larger caliber and older cold war tech doctrine that these weapons represent.
  • Updated logging in the server ban.cfg file, to include which admin did each ban entry.
  • Updated and optimized the remainder of Vehicle Skeletal Mesh LODs - Jeeps, all Vehicle weapons, all MBT turrets, all IFV turrets, FV107, BRDM2, TAPV. This optimization should improve overall performance, especially for players with a low-range CPU.
  • Adjusted all M249 LMG variants to have increased deviation from 6 to 12 MOA, for gameplay balance and for authenticity according to RL references.
  • Adjusted INS Modern Technical engine sounds to have increased volume over range.
  • Adjusted Skeletal Mesh LOD optimizations on Jeeps to extend the range in which the wheels are animating, as they were getting culled in too close range, which made it noticeable enough to see the cull.
  • Adjusted Vehicle HUD with a minor change to extend the max length of ammo icon rows from 10 icons to 12 icons. Vehicle HUD should now properly show the number of rounds for the BMP1 IFV, M1A2 MBT, and Leo 2A6M.
Bug Fixes
Potential Fixes for the following issues which are all symptoms of the same root issue:
  • Logistics Supply UI issue (aka the “Logi bug”) - Occasionally vehicles that carry supplies will be bugged for some players, resulting in those players not being able to use the supplies, including loading, unloading, and rearming from the vehicle.
  • Missing Turret in Vehicle Issue” - Occasionally vehicles have their turrets missing from the round start.
  • Player stuck on the spawn screen after entering certain seats on the vehicle issue - most frequently happens on APCs.
  • The root issue stems from a player’s client unloading some data at the round end, which the server assumes it still has loaded. When the client reloads the data on the map switch, it uses the wrong GUID for various components (which is what the server and client use to sync up parts of the game). The client then no longer understands what the server is sending as there’s a conflict between the GUIDs used for some components, which results in symptoms like not loading in vehicle turrets, passenger seats, the Supply UI, and other components fully / properly.
  • Fix for the log getting spammed with “EAC Unknown Client”. This was an issue discovered during our ongoing investigation efforts to resolve all known mass disconnect issues. We are still actively investigating the resolution for mass disconnects with the help of server hosters.
  • Fixed an issue with UI chat not displaying Kicks and Bans, they are now once again visible in the in-game chat text/logs.
  • Fixed an issue with the CAF LAV6 IFV where the main gunner experienced camera shake when the pintle-mounted C6 machine gunner was firing.
  • Fixed an issue with the Random Server Rotation option which incorrectly allowed the same map layer to run twice in a row.
  • Fixed an issue with Helicopter burning Effects, where the vehicle was showing as in flames, even though the vehicle was not yet in the critical health state. Helicopters should now only show flames when they are in the critical burning health countdown.
  • Fixed an issue with the ZU-23 elevation animation stuttering in the pitch axis for the gunner.
  • Fixed an issue where the UI would incorrectly show a Player using the recruit kit after joining a squad and picking the rifleman kit.
  • Fixed ammo bags being unable to deploy on slopes.
  • Fixed landmines being able to be placed on extreme slopes.
  • Fixed an issue with the Vehicle Info Card on the Command Menu which allowed the Player to hover over enemy vehicles to see if they were active or on their respawn timer.
  • Fixed an issue with server log spam when Players try to shoot in the main base.
  • Fixed an issue with CAF Crewman SL kit role not rearming the Repair Kit when the player switches to a CAF crewman SL outside of the main base.
  • Fixed an issue with the GB Rifleman body using the wrong material, resulting in awkward-looking textures.
  • Fixed an issue where wrecked vehicles were not getting the relative location of the turret correctly.
  • Fixed several issues with the Streamer Stealth Mode options, where several notifications were not hiding Player names, such as Connected and disconnected notifications, various Commander notifications, various Teamkill notifications, Server Names in the Command Menu.
    Fixed an issue with Streamer Stealth mode still having a visible server name while in the Team select menu.
  • Fixed an issue with landmine detonation, where occasionally Players would see the detonation effects of the mine without it actually detonating - mine damage and VFX should now always happen at the same time.
  • Fixed an issue where MIL was using the INS FOB Radio and was also using the deployable INS Oil Barrel Walls. MIL now uses the correct FOB Radio and Log Wall deployables.
  • Fixed some minor typos in the Medic Bag and Field Dressing notifications when attempting to heal dead or enemy players.
Map Updates & Bug Fixes
  • Added new map layer Sumari AAS v2.
  • Added new map layer Kokan AAS v2.
  • Updated Fallujah Skirmish v1 to use Morning Lighting instead of Night.
  • Adjusted Mestia AAS v1 to add a Ural transport truck for MIL so the team has enough vehicle seats for all 50 players at round start.
  • Adjusted CAF Al Basrah Invasion v2 to increase the attacker team success rate on the first capture point.
  • Adjusted CAF Fallujah Invasion v1 to increase attacker success on the first point.
  • Adjusted Fools Road Skirmish v2 Main Base protection zone to be larger for both teams’ main bases, from 50m to 70m.
  • Fixed an issue with Al Basrah Insurgency v1 where GB Helicopter would sometimes explode if it spawned on the easternmost Helipad.
  • Fixed an issue on CAF Fallujah RAAS v1 where CAF and MEA tanks were spawning at different times.
  • Fixed a display name issue for CAF Al Basrah layers.
  • Fixed an issue on Tallil RAAS v4 where the RUS BMP-2 IFV respawn timer was incorrectly set to 15sec, now correctly set to 15 min.
  • Fixed an issue on Yehorivka RAAS v 1, one M1A2 MBT initial spawn delay was 20min, should now be 15min to be in line with all other MBTs on the layer.
SDK Updates
  • Added v2 Eastern European apartment variants that have roof access.
  • Added new camera manager to handle Post Process FX. Search for "Camera Manager" in the Content Browser.
  • Added shortened Railroad Tracks as props.
  • Updated Vehicle Spawner Hard References.
  • Updated SQRotorBladesComponent to now be blueprintable, allowing to create blueprint subclasses of it.
  • Updated Vehicle spawner will now skip initial spawn delay if Specific Vehicle is specified.
  • Updated MI8 CAS Kord aim offsets.
  • Enabled Global Clip Plane.
  • Fixed an issue with mods using custom PlayerControllers, that was causing loss of admin permissions & voice chat functionality for players who were on the server during the transition between maps that are using different PlayerController classes.
  • Fixed Equippable Deployables not using their placement error data tables. Make sure your custom items have a Placement Failure data table set. See Engineer Sandbags for reference.
v2.0 Known Issues
  • Occasional Player (Client) crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports.
  • Various Kit icon issues - Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit.
  • The deploy screen squad list will sometimes display incorrect players that are not actually in the squad.
  • SL icons sometimes incorrectly show up for player kits in the spawn screen squad list (and outside of the squad list).
  • SL icons show up for every kit on ammo crates when rearming.
  • Player kit role icons are sometimes not being displayed on certain menu screens.
  • HAB will sometimes show up as "red/unspawnable", even when it is in fact spawnable. Fix has been applied but there still remain some alternative ways to reproduce this issue.
  • Some players may be experiencing very low-res textures after the v2.0 release. If you are experiencing this issue, you are likely under the minimum recommended specs for VRAM (4GB). This may be mitigated by ticking the “unlock pool size” box in the settings menu under the textures tab, but it may come with more performance stutter.
Legacy Known Issues
  • Player (Client) occasional crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
  • “Ghost Player in Vehicle issue” - Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle. This issue is a high priority to fix.
  • "Mass EAC disconnect issue" - Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a “Server Closed Connection” message. Closely working with EAC to resolve this issue.
  • "FOB teleport bug" - Occasionally upon digging a FOB down, players within a certain radius of the FOB will be teleported outside of the FOB radius in a random direction.
  • Commander – When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from – even if the person doing the transmission has moved afterward. This will be addressed in a future update.
  • Vehicle Reset Feature does not currently work with Helicopters. This will be addressed in a future update.
  • Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree.
  • Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — This will be addressed in a future update.
  • Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
  • ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is currently in long-term development.
  • “Alt-tabbing” out of Squad during a loading screen freezes the Player (client). The recommended solution, for now, is to run Squad in the “Borderless” mode. This can be changed in Settings -> Graphics.
  • The audio module for Squad is initialized at the game start. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again — This issue will likely require an engine upgrade to UE4.25 to be fixed.
  • SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did — This will be addressed in a future update.
  • Localization for most language translations is currently out of date. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game.
Local/Offline Issues & Bugs (these currently have a lower priority):
  • Local/Offline Bug with Commander – Insurgent / Militia Handheld Drone does not move in local.
  • Local/Offline issues currently have a lower priority.
  • Local/Offline Bug with Commander – UAV hovers in one position instead of moving along the flight path in local.
  • Local/Offline Bug with Commander – CAS does not do damage in local.
  • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
  • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
  • Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.
 
Status Update: V2.7 Issues
Hello squaddies,

Last week on Thursday, May 13th the team released v2.7, which among other changes, had a fix to reduce and remove the bug that was affecting players’ ability to load/unload supplies from logistics trucks and helicopters, and a BP player controller fix. The logistics bug was initially introduced in our v2.4.1 release, and since patching it in v2.7 we have seen a dramatic decrease in the frequency of reports regarding this issue. However, after the release of v2.7, we started receiving reports that vehicle armor meshes were not behaving correctly. Specifically, armor thickness values are not working as intended. All vehicles are affected.

After the initial reports of the issue on Thursday, we immediately started our investigation. Once we verified that there was indeed an issue, work was underway Thursday, Friday, and over the weekend to build and test a hotfix that could correct these armor mesh anomalies. While the team was able to correct the armor meshes, plus other crashes/bugs, this led to the discovery of a problem with the modding framework. If we were to apply the armor mesh fix, it would cause a crash if mods were installed on a player’s machine when trying to launch Squad. In light of the recent modding push, this would affect more players than ever before.

With this information at hand, we reviewed the options that were available to us including:
  • Releasing a v2.8 hotfix update to fix the issue directly. This is what we were working on last week, and over the weekend. Unfortunately, the changes that we had to make to fix the armor bug introduced a Squad crash as soon as the game tries to load the main menu, for anyone who has mods installed. Unsubscribing to all mods would be required, and we are not very keen on that option.
  • Preventing the v2.8 mod compatibility crash by redoing the armor mesh fix in a different way, or changing the way mods are loaded. This would probably take quite a lot of time, longer than we would like for pushing a hotfix for the armor issues.
  • Rolling back to v2.6 plus the logistics UI supply mitigation fix and the BP player controller fix (making custom modded player controllers compatible with map switches) in v2.7. This will effectively restore the armor meshes to what they were before. This would give us more time to revisit our armor mesh changes and ensure they do not cause issues or crashes. Unfortunately, this would also come with all the changes in v2.7 being “rolled back”, which we would have to be patient with until the next update.
Of these options, we have decided to go with the last option. We are currently building v2.6.1 - once this has been built, tested, and verified by our QA team, it will be made public for download.

We will continue to keep you updated on this situation as more information becomes available.
 
Galera esse jogo é bom como era o Project Reality ou até mesmo o Desert Combat? Tem server BR? O ping atrapalha mto?

Eu curtia tudo no PR mas principalmente os mapas, Korengal Valley, Operation Ghost Train, Fallujah.
 
Galera esse jogo é bom como era o Project Reality ou até mesmo o Desert Combat? Tem server BR? O ping atrapalha mto?

Eu curtia tudo no PR mas principalmente os mapas, Korengal Valley, Operation Ghost Train, Fallujah.

Muitos dos criadores de PR, hoje trabalham no Squad, que é visto como "sucessor espiritual" do PR
Fonte: https://squad.fandom.com/wiki/Project_Reality
 
Galera esse jogo é bom como era o Project Reality ou até mesmo o Desert Combat? Tem server BR? O ping atrapalha mto?

Eu curtia tudo no PR mas principalmente os mapas, Korengal Valley, Operation Ghost Train, Fallujah.
É o sucessor espiritual do PR. Praticamente todas as mecânicas estão aqui mas mais desenvolvidas. O update mais recente mexeu nas mecânicas de spawn, deixou mais parecido com o PR.
Creio que todos esses mapas que você citou estão no jogo inclusive.

Tem servidor BR sim e é bastante povoado, apesar de o jogo ser meio tóxico algumas vezes.

PS: PR é freeware agora, pode pegar ele de graça.
 
Desenvolver um cenário é desafiador... quatro simultaneamente? Poderiam usar o recurso e tempo em um e depois de ter uma base sólida partir pros demais.
Jogo vai ser focado em MODs
Creio que vá ser uma base que possa se desenvoler vários MODs


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Squad Update: V2.9
Hello squaddies,

Today brings the v2.9 Update for Squad containing a slew of gameplay updates and bug fixes aimed at improving your overall experience while playing Squad.

If you missed our latest SquadChat from Friday 25th June where we discuss some of the changes in this update plus future updates that we hope to make, you can check that out here.[www.twitch.tv]

If you like what you see, remember that Squad is 25% off during the Steam Summer Sale until the 8th of July.

System & Gameplay Updates
  • Updated the vehicle ammo rack components mechanic:

    Designer’s Note: This is mainly a quality of life and UI/UX rework for this component, this is not anticipated to greatly weaken or strengthen vehicle dynamics as it relates to this vehicle component in engagements.

  • An ammo rack will now be set on fire/cookoff when the health of the component falls to 0 HP, instead of the previous 30% HP.
  • After reaching 0% HP, the ammo rack will no longer be repairable by any means (This is intended to disincentivize player behavior of vehicles camping at repair stations to avoid destruction).
  • When the ammo rack is on fire & cooking off, the component health indicator on the driver's UI will start blinking red, notifying the driver of imminent destruction. The SFX of rounds being cooked off will still be present, as another indication of the ammo rack component being destroyed.
  • A burning ammo rack no longer deals damage directly to the vehicle hull, but instead starts a timer counting down to detonation. This ensures the VFX gets a chance to play without being immediately interrupted by the vehicle exploding when it reaches 0 HP.
  • The amount of time needed for the ammo rack to burn out and detonate is randomized between 15 and 30 seconds.
  • Disabled the ability to cause instant detonation of the ammo rack by over damage (i.e. tank AP sabot round previously was causing instant detonation & vehicle kill on IFVs ammo racks, which no longer will be possible)

    Designer's note: the intention here is to reduce the frequency of one-shot kills, and to give players on the receiving end a clear understanding of why their vehicle was destroyed so fast. This will also increase the survivability of infantry transported in APCs and IFVs, as they will have time to dismount.

  • On ammo rack destruction & start of ammo cookoff, the vehicle will now lose most of its large-caliber ammunition.
  • Tanks will lose all ammunition for all main gunner weapons, except for the one currently loaded in the main gun, and the coaxial machine gun.
  • IFVs will lose all ammunition for all main gunner weapons except the coaxial machine gun. The only exception is BMP-1, which will act the same way as tanks.
  • Damage modifiers on the ammo racks were tuned to give more reward for precisely aimed shots, especially with LATs, HATs, and ATGMs.

    Designer's note: Vehicles have different armor values on different parts, which will affect the amount of post-penetration damage done to internal components when shooting from different angles.
    All of these changes mean that the visual and audio effects will be more often perceptible when a vehicle has been ammo-racked, rather than skipping to near-instantaneous destruction. However, if a vehicle’s hull reaches 0 HP while the ammo rack is cooking off, the vehicle will still instantly explode.


  • Overhauled the ammo rack component code, allowing for more related features to be potentially implemented by developers or modders in the future (i.e. ammo rack that doesn't kill the vehicle on cook-off but makes it lose all the ammo, and applying certain amount of burning damage without violent detonation, simulating the effect of blow-out panels and wet covers on the ammo racks).
  • Updated the FOB Exclusion Radius, this has been increased back to 400m (from 300m).
    This change is intended to reduce the effectiveness of massed FOBs/HABs surrounding an objective, and tone down the FOB spam meta which currently exists.

    Designer’s Note: We recognize that the ability to deploy multiple FOBs/HABs in close proximity to the surrounding objective area should not be the primary means to take control of an objective, and will be looking at more changes in the future to help mitigate this broader strategic meta, and encourage a wider variety of effective strategies. We want to align this part of Squad gameplay more closely with Squad’s focus on teamwork, communication, planning & coordination, to allow and encourage more often wider strategic options and effective planning.

  • Updated falling damage and burning damage to no longer cause the player to begin bleeding. The intent is to prevent minor falls from requiring bandage use, costing the player a valuable consumable. This is part of a larger upcoming overhaul of soldier locomotion involving stamina drain, jumping, leaning, etc.
  • Updated all Armoured Car RWS turrets to now have a collision mesh which will take component damage from projectiles. Armored Car variants with RWS turrets include: RUS Tigr Arbalet Kord, USA MATV CROWS M2 / M240 variants, CAF TAPV CROWS M2 / C6 variants.
  • Updated Admin Access Levels bit flags. This is a small optimization and should make the checks on access rights a lot faster. It does not affect the functionality of Admin Access Levels on servers.
  • Updated the Server Browser to add a new reconnect button prompt. This will appear in the Server Browser after a player gets disconnected from a server.
  • Updated when a player creates a Squad to now be logged in the server log file. This is an admin quality of life improvement and part of our ongoing effort to support server admins with better monitoring tools.
  • Updated the list of names in the IED Phone. Thanks go to all our Community Play Testers, Wiki editors, and all other dedicated testers that have helped us uncover bugs. You may recognize a few of the names next time you're dialing your IED Phone. These dedicated community members have been consistently turning up to report bugs and help us test!
  • Optimized the following vehicles by switching to the new turret movement component: RUS/MIL BTR80 APC, RUS Tigr RWS, RUS/MIL MTLB with PKT turret, RUS/MIL MTLB with NSVD turret, MIL MTLB 6MB. All other vehicles are already using this new turret movement component since v2.0. This new turret component is intended to improve overall vehicle network performance.
  • Optimized grass shaders with improved wind math on foliage, and improved the grass normals and shading.
  • Adjusted M68 and Z-Point red dot reticles to be smaller and brighter. This should make it easier to line up accurate shots with these reticles without obscuring the target.
  • Adjusted Transport/Logistics Truck’s and Technical’s engine component armor thickness, reduced from 3mm to 2mm, so now they can be damaged reliably with small arms.
  • Adjusted INS/MIL/MEA machine gun shields armour thickness. All shields and guns now have 10mm armor.
  • Adjusted the rail on the G3 Rifle’s ZF Optic mount to include the proper hollowed out hole, so in the future the iron sights could be seen thru the rail to support potential backup iron sights.
Bug Fixes
  • Fixed an issue with players getting disconnected on map change with a "Server is full" error message. The issue would occur when, upon reconnecting after a map switch, the player reached the pre-login stage but had not successfully completed the login, and would lose connection during this time. The player would be removed from the reconnection cache but they would still remain in the pending players list and take up a slot until this connection timed out (InitialConnectTimeout), even though they would never be able to reconnect in this way if the connection had been broken.
  • The player should now be correctly removed from the pending players list if they disconnect during the connection process.
  • If the player does not reach the pre-login stage of connection, the player will remain in the reconnection cache and will retain the server slot until the reconnection timeout (default 60s).
  • If the player does reach pre-login, they will be removed from the reconnection cache and added to the pending players. If the player loses connection during this process they will be removed from pending players and the server slot will be freed instantly.
  • Fixed a problem with the way steam encrypted app tickets were being sent to EAC. This should improve overall stability around EAC authentication, potentially reducing mass disconnects.
  • Fixed & improved the error popup coverage for various network errors, where previously the Player would be sent back to the main menu with no popup message.
  • Fixed an issue with the FOB request map marker not being auto-deleted when a new FOB was built within its relevant area. This functionality was previously lost during an engine upgrade. Now if a friendly FOB gets placed inside the FOB request icon’s radius, it will be correctly auto-deleted.
  • Fixed an issue with logistics vehicles, wherein certain scenarios the vehicle’s ammo supply points would be reset to 50% of the total vehicle supply capacity when a player rearmed directly from the vehicle.
  • Fixed an issue with the USA M249 SAW M68 Aimpoint variant having an incorrect weapon zero, the zero is now set correctly to 100m (previously was labelled as 100m but was shooting high to 300m).
  • Fixed an issue with the Shielded DShK Tripod mesh, where the shield was not visible. This issue started in v2.8.
  • Adjusted the turret skeletal mesh position on the following vehicles: MIL/INS BMP1 IFV, USA M1A2 MBT, GB FV4034 MBT, CAF Leo2 MBT, RUS T72B3 MBT.
  • Fixed Mesh Decal Projection Bleed.
  • Attempted fix for an issue with HE Autocannon explosions incorrectly showing up as UGL explosions on certain surfaces.
  • Fixed an issue with closed turret vehicles turret collision hitting desynced colliders on client-side.
  • Fixed an issue with the CAF LAV6 IFV which was incorrectly using the M1126 APC armor values instead of the stronger LAV6 IFV armor values, this issue started in v2.7.
  • Fixed an issue with the GB FV4034 MBT which had missing effects when the ammo rack component was in a critical low health state and burning.
  • Fixed an issue with the CAF LAV6 IFV where the gunner could shoot and damage their own vehicle. The gunner’s turret pitch curve was adjusted so that the barrel stays above the collision on the right front side of the vehicle.
  • Fixed an issue with the INS Modern Technical Transport, which was using a Logi map icon instead of the correct Transport map icon.
  • Fixed an issue with the INS Modern Technical Logi which had the player collision clipping through the roof.
  • Fixed an issue with certain Closed Turret Jeeps map icons (BRDM2, LPPV RWS, TAPV M2), which were being displayed incorrectly as Open Turret Jeeps. The map icon should now correctly display these vehicles as Closed Turret Jeeps.
  • Fixed an issue with the RUS Tigr RWS being displayed on the vehicle list incorrectly as an Open Turret Jeep. The icon should now correctly display on the vehicle list as a Closed Turret Jeep.
  • Fixed an issue with the wrecks of BTR80 & BTR82A APC's which were casting to the VehicleClosedTop CPP instead of BTR80.
  • Fixed an issue with AT mines not respecting the maximum placed limit for each kit (currently 10). Land Mines will now remove the oldest placed mine when placing a new mine over the limit (10).
  • Fixed some issues with wreck meshes for the following vehicles: M1A2, T72B3, FV520 CTAS.
  • Fixed a minor issue with the INS/MIL T62 MBT turret wreck falling through the vehicle when the vehicle was destroyed.
  • Fixed a minor issue with the CAF TAPV Armoured Car where the displayed names on the UI were not reflecting the different TAPV variants.
  • Fixed a minor visual issue with the CAF TAPV C6 Desert Armored Car, which when switching to smoke launchers, the gun model would visually swap to the M2 variant and would also swap to the woodland camo for the turret mount.
  • Fixed a minor issue with the USA M1A2 MBT, which was missing its turret wreck when the vehicle was destroyed.
  • Fixed a minor issue with the debug function CanDriverSwitchTo3rdPerson which caused a flood of warning messages.
  • Fixed a minor issue related to the ban log which caused a flood of redundant debug error messages in the log.
  • Fixed a minor issue with GB FV432 APC where the collision mesh had a material with no triangles assigned.
  • Fixed a minor issue with the RUS/MIL BTR80 & BTR82A APC, the turret wreck was offset and sometimes glitching inside the wreck of the main hull.
  • Fixed a minor visual issue with the CAF LAV6 IFV where a small part of the mesh from the turret base was floating under the vehicle.
  • Fixed a minor issue with the USA BFV IFV’s turret wreck, whereupon destruction of the turret would fall through the vehicle body.
  • Fixed a minor issue with Admin Cam where a Player who is actively using Admin Cam could be sent to the ragdoll state by a vehicle if the vehicle runs over the location of the Player's hidden unpossessed solder.
  • Fixed a minor issue with missing faces on the SKS PU Rifle scope while ADS.
  • Fixed a minor issue on the Main Menu Entry Map, where the soldier LOD transition distances were incorrect and resulted in the soldiers looking very low-poly at close range.
  • Fixed a minor issue on the Infantry Tutorial where some remaining soldiers had bad LOD transition distances, resulting in the soldier models looking low poly at close range.
Map Updates & Bug Fixes
  • Added 5 new map layers: Mutaha Invasion v2, CAF Al Basrah Invasion v3, CAF Narva Invasion v1, CAF Mutaha Invasion v1, and CAF Yehorivka RAAS v2. Also updated the server config to add those new maps.
  • Mutaha Invasion v2 is a clone of Mutaha Invasion v1, but with Midday lighting instead of Night lighting.
  • Fixed an issue with the following 3 new map layers not being listed on the default server config:
    -Kokan_AAS_v2
    -Sumari_AAS_v2
    -CAF_GooseBay_AAS_v2
  • Updated Tallil Outskirts Soviet Air Base POI: 3 of the Soviet tube air hangars are now updated with two new entrances and additional props.
  • Updated Tallil Outskirts bomb craters to be more smoothed out.
  • Updated the lighting on Al Basrah Invasion v1 (Sunset lighting layer), replacing the HDRI and adjusting lighting for a more realistic look.
  • Adjusted most Invasion map layer vehicle timer initial delays so Attacker’s have better odds on the first objective. Increased the initial delay for Defender’s MBTs & Mobile ATGMs to 15min (some 20min), and IFVs to 10min.
  • Adjusted Skorpo Invasion v1 map layer balance to give Attackers better odds of winning. Moved the Militia initial forward spawn point from the Fish Oil Factory to Vaagen Beach. Replaced Militia Spandrel and BMP1 with Technical SPG9 and Technical UB32.
  • Adjusted vehicle balance on Chora AAS v2 - USA with 2x M1126 APC & 2x MATV versus RUS with 1 BTR82A, 1x BTR80, 1x Tigr.
  • Adjusted Kamdesh RAAS v4 vehicle balance, removed MEA Simir Kornet Mobile ATGM.
  • Fixed an issue on Yehorivka Zolota Hillside Bunker POI, the bunkers had an opening where players could access under map.
  • Fixed an issue on Fallujah RAAS v2 where GB team’s transport truck did not spawn when it should have.
  • Fixed an issue on Sumari where there was an invisible collision above Souk.
  • Fixed several issues on Fallujah: Prevented FOB Radio placement behind the grates in the sewers; Fixed floating road splines near the Crash Site POI; Removed duplicate building at Crossroads.
  • Fixed an issue with Physmats on plaster materials.
  • Fixed an issue with several Map Loading Screens which were using older Full HD images which did not have the best quality rendering settings for the image.
  • Fixed an issue on Fallujah Skirmish v2 with the northern out of bounds not being lined up with the road edge.
  • Fixed some visual errors on the Yehorivka minimap.
  • Fixed various issues on Fallujah with some floating and clipped objects.
  • Fixed an issue on the Al Basrah Refinery POI where a Warehouse building had a very small unintended exploitable gap in the wall; this gap has now been closed.
  • Fixed an issue on the Belaya Tunnel POI where an invisible collision existed at the tunnel entrance due to a landscape visibility mask.
  • Fixed an issue on Yehorivka AAS v2 where both teams’ IFVs were incorrectly delayed by 20min, now correctly set to 15min.
  • Fixed an issue on Sumari AAS v2 where the Checkpoint POI map name was offset from the actual capture zone.
  • Fixed a minor issue on Manic-5 with a floating rock.
  • Fixed a minor issue with a static mesh having missing faces; the end of the wooden beams on a slanted damaged village house roof could be seen through.
SDK Updates
  • Updated the file names of Layer Overhaul delay data assets to include the time of initial delay in the file name instead of using “Short”, “Long”, “Very Long”, etc.
  • Removed the combined stairs from Skorpo Fish Oil Factory Building, since this was an unfinished asset.
  • Restored the original version of the Aircraft Hangar Bunker Tube and converted the new version with the side door to be an alternative version.
  • Removed yeho_compound_v2 merged static due to physx errors. Due to prior issues, this asset has already been replaced with a BP variant, so this is just a cleanup to remove the error.
Clear Cache to resolve residual issues
  • If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.
    /list]
    Known Issues
    • Occasional Player (Client) crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports.
    • Various Kit icon issues - Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit.
    • The deploy screen squad list will sometimes display incorrect players that are not actually in the squad.
    • SL icons sometimes incorrectly show up for player kits in the spawn screen squad list (and outside of the squad list).
    • SL icons show up for every kit on ammo crates when rearming.
    • Player kit role icons are sometimes not being displayed on certain menu screens.
    • HAB will sometimes show up as "red/unspawnable", even when it is in fact spawnable. Fix has been applied but there still remain some alternative ways to reproduce this issue.
    • Some players may be experiencing very low-res textures after the v2.0 release. If you are experiencing this issue, you are likely under the minimum recommended specs for VRAM (4GB). This may be mitigated by ticking the “unlock pool size” box in the settings menu under the textures tab, but it may come with more performance stutter.
    • Player (Client) occasional crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
    • “Missing Turret in Vehicle Issue” - Occasionally vehicles have their turrets missing from the round start. This issue is a high priority for us to fix.
    • “Ghost Player in Vehicle issue” - Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle. This issue is a high priority to fix.
    • "Mass EAC disconnect issue" - Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a “Server Closed Connection” message. Closely working with EAC to resolve this issue.
    • "FOB teleport bug" - Occasionally upon digging a FOB down, players within a certain radius of the FOB will be teleported outside of the FOB radius in a random direction.
    • Commander – When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from – even if the person doing the transmission has moved afterward. This will be addressed in a future update.
    • Vehicle Reset Feature does not currently work with Helicopters. This will be addressed in a future update.
    • Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree.
    • Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — This will be addressed in a future update.
    • Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
    • ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is currently in long-term development.
    • “Alt-tabbing” out of Squad during a loading screen freezes the Player (client). The recommended solution, for now, is to run Squad in the “Borderless” mode. This can be changed in Settings -> Graphics.
    • The audio module for Squad is initialized at the game start. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again — This issue will likely require an engine upgrade to UE4.25 to be fixed.
    • SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did — This will be addressed in a future update.
    • Localization for most language translations is currently out of date. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game.
    • Local/Offline Issues & Bugs (these currently have a lower priority)
    • Local/Offline Bug with Commander – Insurgent / Militia Handheld Drone does not move in local.
    • Local/Offline Bug with Commander – UAV hovers in one position instead of moving along the flight path in local.
    • Local/Offline Bug with Commander – CAS does not do damage in local.
    • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
    • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
    • Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.
 
Squad Update: V2.10
Hello squaddies,

Today’s update brings in an urgent server crash fix we have been notified about since the release of V2.9, as well as a couple of fixes for some long-standing client crashes.

See below for complete explanations of these issues, and thanks again to those who submitted server crash logs to help us address these as soon as possible.

Be sure to let us know if you continue to experience any of these issues through our dedicated channels and try clearing your in-game cache if you continue to experience residual issues.

Hot Fixes
  • Fixed the Server Crash related to UB32 Rocket Pod & SPG9 Recoilless Rifle’s backblast.
  • Fixed a problematic and difficult to reproduce client crash that is related to the Particle System and switching maps. The Particle System was reusing a Particle Emitter Instance from a pool, which is tied to the FX System in the current map world, which was persisting to the new map world after a map change, and then re-using one of these instances from the pool, but the FX System it was created with was no longer valid. There has been an attempt to fix the same (or similar) issue with particle rendering, which essentially iterates all particle systems at the end of the match and force deactivates them. This fix has been extended to also reset the particles, and therefore clear the instance pool which should hopefully fix this assertion failure. As we still do not have proper reproduction steps for this, this is not straightforward to test or be certain the issue is resolved completely. If this issue persists, full crash dump logs are appreciated to investigate the issue further.
  • Fixed a Client Crash when switching maps, related to the vehicle tire configs. After investigation, the client crash was determined to be caused by a race condition in the Tire Config. Tire Configs are modified on initialization and destruction, however async loading initialization can happen on a separate thread and these functions are not thread-safe. Added locks around access to the Tire Configs array, to ensure it is thread-safe. This should address the fundamental issue causing the crash. Some reports of this crash mention that it was happening specifically while Alt-Tabbed, but this is not conclusive.

Clear Cache to resolve residual issues
If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.


---------------------------------------------------------------

The Wrench - Freedom Edition (July)
Welcome squaddies to another edition of The Wrench,

Here we highlight some of the modifications the modding community is working on, and how to find their dedicated community spaces.

With mods now available in the licensed server browser, if you are a server owner and like the look of what there is on offer from the modding community, be sure to sync up with the creators to try and organize an event to help get things popping!

With that said, let's show off these mods!

Disparity by RagTag Interaktive Team
#Decoding incoming transmission
##DECODING
###PROGRESS

I N F O R M A T I O N _ C L A S S I F I E D
J O I N _ D I S C O R D : https://discord.gg/tGSjRGYKYZ

###ERROR _ UNABLE TO DECODE
##FINALIZING
#End transmission

efbe50275ebaf8d8ef9b158568157db8bb7e4e3f.png

a82ad2c28591e26c70938af660f3e44782cdbb3a.png

faa568fad2be8fd0389c9c26b8bb88ed29ffbbd1.png


Steel Division v2
We are working on releasing a v2 overhaul for the steel division mod rebuilding it from the ground up. We are adding new exciting features for the player base to enjoy.

1f7f79371fcbe1276202f4c58b59d9571bc0b95d.png

6cef2b7ec877341f992a3229726547e0ab142432.png

e7cc68d7852d49a973efe7ed5dcb0b6d6dd16555.png


Hawk’s RAAS Rework
Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. And it accomplishes this.

Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS.

Without going into too much detail, it allows for jumping between lanes in a newly reorganized setup that makes it impossible to know what the point 2-points ahead will be, even after you dig into the layers and learn all the potential caps.

In addition to this, Hawks RAAS Rework implements a variety of standardized faction setups for each of the existing factions within Squad, and these are reused across all reworked RAAS layers. This allows me to address balance changes quickly and effectively, as well as add new content much quicker as OWI releases more vehicles and more factions.

In addition to the RAAS rework, there are also some extra Territory Control and Invasion layers that aim to fill a niche that didn't already exist, like 24 motorcycles storming Basrah Airport.

What all this allows is for you to enjoy the Squad you know and love, in a more unpredictable, novel, and exciting package.

Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2442357787



bd83229bcc37f6c4834f4d66b629631a62dab725.jpg

e93c24837dc48d404523dc84968bc848d35a2189.jpg

bc5251c8aea8a167deb742313b2f7fd242a791c3.jpg


Dutch Armed Forces
This mod aims to add a realistic representation of the modern Dutch Army, mainly the mechanized infantry, or "Pantser Infanterie". I am not using the NFP stuff.

Discord: https://discord.gg/rktAweGz67

9e4744fbf12754e470cf1c7bbbef7a4cf7ba0553.png

6956098a8f1a2f38c96835904e930c165cea40bb.png

4512fc985f98f0fae98253c0ad38637af80b4b68.png


Serbian Armed Forces
The SAF mod is here once again to showcase some sweet new things that have been worked on.

The mod is going to bring the Serbian army into Squad, using a mix of old Yugoslavian era equipment as well as more modern weapon systems. Also coming to the mod will be a more Yugoslav-equipped militia force, using old M53 machine guns, SKS's, and the sort.

In this current showcase are the M79 osa anti-tank rocket launcher, some miscellaneous ammunition crates, and an old M59/85 helmet. There is a lot more stuff on the discord server as well.

Discord: https://discord.gg/prKRvP46Aa

b708e68679c22b196520621b10f5ea92d9aa0b69.png

29503484a17cddcee9edd258bead0d60234eb6b5.png

92515606254d13c73ca891fd0d7cdb306503ba3d.png


Gradac by Hawken
Gradac is a 6.5x6.5km (42km²) map, but the playable area is slightly smaller than that. It features a large city near a coastline, a 2.3km long racetrack, several villages, dense forests, military installations, and scattered farming compounds. Gradac will have ~10 villages & the city. The city itself is slightly smaller than Narva and features multiple unique POIs, such as a Hospital, a Construction Site, Industrial District, Urban and Suburban areas.

Currently, it is a work in progress, with the city only having buildings placed, mostly without fences or detailing in the backyards. The villages don’t have much of anything yet. Still, the overall road and forest layout are complete. Playtesting should begin soon™. If you’re interested in joining in on the playtests, following the map’s development more closely, or want to ask questions, join the discord - https://discord.gg/F6pRvdexPt

58a1e8bc00f40295192e962f3bbb3263d31d5aa0.png

193c3fda23ed44a0a1aa41e8a116594a0182d5ef.png

e3e1dc74d1c85483239cfee8a5a2f524d49bd275.png


VDV Russian Sub-Faction
The VDV sub-faction project aims to bring the Russian Airborne Forces to Squad, as a RedFor equivalent to the upcoming USMC.

d83e4932521347d8ce5120284a31494bd4331ab7.png

0c881b26fc8c76cb59c93e45228e0021ada21bd9.png

900634c2c3fbe4573abe9c7b38d99d3d2a10de8b.png


Waterlogged by Rookheim
Taking lessons learned from previous projects and then completely ignoring them, "Waterlogged" (working title) is a map set in a fictional European mountain pass of strategic importance. The map will feature snow-capped peaks as the backdrop to a lush valley containing dense forests, treacherous swamps and mires, villages and farms, flooded barracks, and dangerous cliff-side roads snaking their way to hilltop camps and outposts. The map is still in the early stages so may take some time before it's in a playable state, but it's slowly getting there.

de14b2120c390cc2fe22d7b772a063130fbbe50e.png

d1e728ed45b2d11f9f4de28afa11398da88a24a2.png

d8e09ea472c5305bb0ae2f1c9182b0e68c0abde9.png


Zavod 34 by Gunslinger
Priviet Comrade, welcome to Zavod 34 a top secret russian factory town used to produce any armed goods mother russia has to offer.
There is just some minor disturbance here: Foreign forces keep attacking Zavod 34.
Zavod 34 is a small-scale Map with one goal in mind: CQB Action.
The Map has an altered Version of Skirmish (No Vehicles!) and features its own "Team Deathmatch" mode!

Team Deathmatch Settings:
- No Flags to capture
- No Vehicles
- 3 Ammo Boxes per Team on the Map
- 5 Seconds Respawn
- Random respawn around the Map
- Team with at least some Tickets remaining wins

Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=2506289822



f8bd01687a720445368f01b08d856464f487d8f0.png

bbf5e0990cecd1aa1e2c36b912a566c93be73c73.png

1690171a419680476e8e472af0cc5667a448a988.png


Reborn: SQZ
REBORN is a zombies vs humans PVP mod. Humans start with one life at the beginning of the round and are slowly infected by zombies, turning into an unstoppable horde.

REBORN features 6 modes, including a Super FOB Last Stand mode, Vehicle Escort mode, Extraction mode, and more, on 14 maps and over 60 layers- including 6 custom maps only available in REBORN.

Players have access to a variety of weapons and loadouts to help survive, as well as customized deployables. On night layers, humans have access to tools like glowsticks, flashlights, and night vision.

Humans aren't the only ones using teamwork! Zombies have 6 custom classes to work together to infect the humans.

The mod is in active development, with regular updates. Come join our Discord server here: https://discord.gg/89A2a4k63R

492283cedd566e991b4881333301eb9ef6f19284.png

167fc45101b712c9924ca1c42a2040c1ee6380f7.png

3a8db50ef530814c11b236922fb1416462f323bf.png


Brazilian Armed Forces by Smoking Snakes Dev Team
Today we are back again with more content to showcase for you guys out there.

We are getting closer and closer to a playtest state and as we said before, we plan to have the mod ready to play by the end of this year.

Today we got 5 new models to showcase for you guys, 2 of them will only be available on our discord and website, so be sure to go check it out.

Discord Link: https://discord.gg/ucXhXEKcaT
Website Link: http://squadbrazil.rf.gd

402a6747095b40174614f4974463b6049022a928.png

a2f0aa7443ed5c949668c996e5a79dfed44f320e.png

896dbe4b8d6c1a91e4a9d3de78d8b91f2b0d5e1c.png


Squad: Vietnam
Hello Wrench readers, Squad: Vietnam is back and this time we have GunTrucks!

We’ve been fleshing out our vehicle pool adding the M131 MUTT, M35 truck, Honda SS50, and yes the M35 Guntruck. The individual customizations that were so Iconic to the Vietnam War have always been in the minds of our team with small details being added from cigarette cartons to graffiti. It only seems right to include the ultimate customization that US soldiers in Vietnam made. The Guntrucks were custom built with many sporting colorful graffiti and various armaments and ours are no different. Praise the Sphere!

We’ll have more for you very soon with our Huey Helicopter and Vietcong character models expected to be completed shortly.

Please head on over to our discord for any questions and for progress updates.

Discord: https://discord.gg/2Z42SbY9jV

418fdeef51c4a07e903477e7492f7211cdb3894d.png

bf725c5631999224d197edd93e3c8a620ff0986b.png

91986d0096e9436c5f3c12c27c9f99b10bcaaf8b.png


French Faction
We have made good progress on the achievement of the French soldiers of the 2020 faction, here are some examples. We are also working on producing soldiers for the 2010 faction who will have different equipment.

Discord: https://discord.gg/ZCCYEFx

Website: https://smf.tactical-collective.com/

21a198027839752aee8c6fefb1a35e6504b7abc0.jpg

d3cfcc736251102381de43b4ec4538a39dc3a2b5.jpg

56cf6c96f9ca0a16658b2786ab438c1fa21f267c.jpg


SATCOM
SATCOM is an in-development mod that offers a new game mode. The commander is given access to a RTS-style top-down camera and can build base buildings, automated base defenses, vehicles, give units orders, and order offensive strikes. Teams can collect construction and ammo resources around the map. You can win by destroying the enemy headquarters or breaching it and destroying its SATCOM control terminal.



Swiss Faction
We're trying to make the swiss a playable faction in Squad. We're not many still lacking helping hands but one of us managed to make an early soldier model. Sadly there isn't much more to say at this stage. The rifle is undergoing texturing work and animation work, vehicles are being worked on etc, but with the year we all had progress has been slow.

0cda4b2a3db1a1bff1d4705d037c25d4d367a57b.jpg

00b54596a201ee113b9cdebe97e142049f82d70f.jpg
 
Squad Update: V2.10
Hello squaddies,

Today’s update brings in an urgent server crash fix we have been notified about since the release of V2.9, as well as a couple of fixes for some long-standing client crashes.

See below for complete explanations of these issues, and thanks again to those who submitted server crash logs to help us address these as soon as possible.

Be sure to let us know if you continue to experience any of these issues through our dedicated channels and try clearing your in-game cache if you continue to experience residual issues.

Hot Fixes
  • Fixed the Server Crash related to UB32 Rocket Pod & SPG9 Recoilless Rifle’s backblast.
  • Fixed a problematic and difficult to reproduce client crash that is related to the Particle System and switching maps. The Particle System was reusing a Particle Emitter Instance from a pool, which is tied to the FX System in the current map world, which was persisting to the new map world after a map change, and then re-using one of these instances from the pool, but the FX System it was created with was no longer valid. There has been an attempt to fix the same (or similar) issue with particle rendering, which essentially iterates all particle systems at the end of the match and force deactivates them. This fix has been extended to also reset the particles, and therefore clear the instance pool which should hopefully fix this assertion failure. As we still do not have proper reproduction steps for this, this is not straightforward to test or be certain the issue is resolved completely. If this issue persists, full crash dump logs are appreciated to investigate the issue further.
  • Fixed a Client Crash when switching maps, related to the vehicle tire configs. After investigation, the client crash was determined to be caused by a race condition in the Tire Config. Tire Configs are modified on initialization and destruction, however async loading initialization can happen on a separate thread and these functions are not thread-safe. Added locks around access to the Tire Configs array, to ensure it is thread-safe. This should address the fundamental issue causing the crash. Some reports of this crash mention that it was happening specifically while Alt-Tabbed, but this is not conclusive.

Clear Cache to resolve residual issues
If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.


---------------------------------------------------------------

The Wrench - Freedom Edition (July)
Welcome squaddies to another edition of The Wrench,

Here we highlight some of the modifications the modding community is working on, and how to find their dedicated community spaces.

With mods now available in the licensed server browser, if you are a server owner and like the look of what there is on offer from the modding community, be sure to sync up with the creators to try and organize an event to help get things popping!

With that said, let's show off these mods!

Disparity by RagTag Interaktive Team
#Decoding incoming transmission
##DECODING
###PROGRESS

I N F O R M A T I O N _ C L A S S I F I E D
J O I N _ D I S C O R D : https://discord.gg/tGSjRGYKYZ

###ERROR _ UNABLE TO DECODE
##FINALIZING
#End transmission

efbe50275ebaf8d8ef9b158568157db8bb7e4e3f.png

a82ad2c28591e26c70938af660f3e44782cdbb3a.png

faa568fad2be8fd0389c9c26b8bb88ed29ffbbd1.png


Steel Division v2
We are working on releasing a v2 overhaul for the steel division mod rebuilding it from the ground up. We are adding new exciting features for the player base to enjoy.

1f7f79371fcbe1276202f4c58b59d9571bc0b95d.png

6cef2b7ec877341f992a3229726547e0ab142432.png

e7cc68d7852d49a973efe7ed5dcb0b6d6dd16555.png


Hawk’s RAAS Rework
Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. And it accomplishes this.

Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS.

Without going into too much detail, it allows for jumping between lanes in a newly reorganized setup that makes it impossible to know what the point 2-points ahead will be, even after you dig into the layers and learn all the potential caps.

In addition to this, Hawks RAAS Rework implements a variety of standardized faction setups for each of the existing factions within Squad, and these are reused across all reworked RAAS layers. This allows me to address balance changes quickly and effectively, as well as add new content much quicker as OWI releases more vehicles and more factions.

In addition to the RAAS rework, there are also some extra Territory Control and Invasion layers that aim to fill a niche that didn't already exist, like 24 motorcycles storming Basrah Airport.

What all this allows is for you to enjoy the Squad you know and love, in a more unpredictable, novel, and exciting package.

Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2442357787



bd83229bcc37f6c4834f4d66b629631a62dab725.jpg

e93c24837dc48d404523dc84968bc848d35a2189.jpg

bc5251c8aea8a167deb742313b2f7fd242a791c3.jpg


Dutch Armed Forces
This mod aims to add a realistic representation of the modern Dutch Army, mainly the mechanized infantry, or "Pantser Infanterie". I am not using the NFP stuff.

Discord: https://discord.gg/rktAweGz67

9e4744fbf12754e470cf1c7bbbef7a4cf7ba0553.png

6956098a8f1a2f38c96835904e930c165cea40bb.png

4512fc985f98f0fae98253c0ad38637af80b4b68.png


Serbian Armed Forces
The SAF mod is here once again to showcase some sweet new things that have been worked on.

The mod is going to bring the Serbian army into Squad, using a mix of old Yugoslavian era equipment as well as more modern weapon systems. Also coming to the mod will be a more Yugoslav-equipped militia force, using old M53 machine guns, SKS's, and the sort.

In this current showcase are the M79 osa anti-tank rocket launcher, some miscellaneous ammunition crates, and an old M59/85 helmet. There is a lot more stuff on the discord server as well.

Discord: https://discord.gg/prKRvP46Aa

b708e68679c22b196520621b10f5ea92d9aa0b69.png

29503484a17cddcee9edd258bead0d60234eb6b5.png

92515606254d13c73ca891fd0d7cdb306503ba3d.png


Gradac by Hawken
Gradac is a 6.5x6.5km (42km²) map, but the playable area is slightly smaller than that. It features a large city near a coastline, a 2.3km long racetrack, several villages, dense forests, military installations, and scattered farming compounds. Gradac will have ~10 villages & the city. The city itself is slightly smaller than Narva and features multiple unique POIs, such as a Hospital, a Construction Site, Industrial District, Urban and Suburban areas.

Currently, it is a work in progress, with the city only having buildings placed, mostly without fences or detailing in the backyards. The villages don’t have much of anything yet. Still, the overall road and forest layout are complete. Playtesting should begin soon™. If you’re interested in joining in on the playtests, following the map’s development more closely, or want to ask questions, join the discord - https://discord.gg/F6pRvdexPt

58a1e8bc00f40295192e962f3bbb3263d31d5aa0.png

193c3fda23ed44a0a1aa41e8a116594a0182d5ef.png

e3e1dc74d1c85483239cfee8a5a2f524d49bd275.png


VDV Russian Sub-Faction
The VDV sub-faction project aims to bring the Russian Airborne Forces to Squad, as a RedFor equivalent to the upcoming USMC.

d83e4932521347d8ce5120284a31494bd4331ab7.png

0c881b26fc8c76cb59c93e45228e0021ada21bd9.png

900634c2c3fbe4573abe9c7b38d99d3d2a10de8b.png


Waterlogged by Rookheim
Taking lessons learned from previous projects and then completely ignoring them, "Waterlogged" (working title) is a map set in a fictional European mountain pass of strategic importance. The map will feature snow-capped peaks as the backdrop to a lush valley containing dense forests, treacherous swamps and mires, villages and farms, flooded barracks, and dangerous cliff-side roads snaking their way to hilltop camps and outposts. The map is still in the early stages so may take some time before it's in a playable state, but it's slowly getting there.

de14b2120c390cc2fe22d7b772a063130fbbe50e.png

d1e728ed45b2d11f9f4de28afa11398da88a24a2.png

d8e09ea472c5305bb0ae2f1c9182b0e68c0abde9.png


Zavod 34 by Gunslinger
Priviet Comrade, welcome to Zavod 34 a top secret russian factory town used to produce any armed goods mother russia has to offer.
There is just some minor disturbance here: Foreign forces keep attacking Zavod 34.
Zavod 34 is a small-scale Map with one goal in mind: CQB Action.
The Map has an altered Version of Skirmish (No Vehicles!) and features its own "Team Deathmatch" mode!

Team Deathmatch Settings:
- No Flags to capture
- No Vehicles
- 3 Ammo Boxes per Team on the Map
- 5 Seconds Respawn
- Random respawn around the Map
- Team with at least some Tickets remaining wins

Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=2506289822



f8bd01687a720445368f01b08d856464f487d8f0.png

bbf5e0990cecd1aa1e2c36b912a566c93be73c73.png

1690171a419680476e8e472af0cc5667a448a988.png


Reborn: SQZ
REBORN is a zombies vs humans PVP mod. Humans start with one life at the beginning of the round and are slowly infected by zombies, turning into an unstoppable horde.

REBORN features 6 modes, including a Super FOB Last Stand mode, Vehicle Escort mode, Extraction mode, and more, on 14 maps and over 60 layers- including 6 custom maps only available in REBORN.

Players have access to a variety of weapons and loadouts to help survive, as well as customized deployables. On night layers, humans have access to tools like glowsticks, flashlights, and night vision.

Humans aren't the only ones using teamwork! Zombies have 6 custom classes to work together to infect the humans.

The mod is in active development, with regular updates. Come join our Discord server here: https://discord.gg/89A2a4k63R

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Brazilian Armed Forces by Smoking Snakes Dev Team
Today we are back again with more content to showcase for you guys out there.

We are getting closer and closer to a playtest state and as we said before, we plan to have the mod ready to play by the end of this year.

Today we got 5 new models to showcase for you guys, 2 of them will only be available on our discord and website, so be sure to go check it out.

Discord Link: https://discord.gg/ucXhXEKcaT
Website Link: http://squadbrazil.rf.gd

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Squad: Vietnam
Hello Wrench readers, Squad: Vietnam is back and this time we have GunTrucks!

We’ve been fleshing out our vehicle pool adding the M131 MUTT, M35 truck, Honda SS50, and yes the M35 Guntruck. The individual customizations that were so Iconic to the Vietnam War have always been in the minds of our team with small details being added from cigarette cartons to graffiti. It only seems right to include the ultimate customization that US soldiers in Vietnam made. The Guntrucks were custom built with many sporting colorful graffiti and various armaments and ours are no different. Praise the Sphere!

We’ll have more for you very soon with our Huey Helicopter and Vietcong character models expected to be completed shortly.

Please head on over to our discord for any questions and for progress updates.

Discord: https://discord.gg/2Z42SbY9jV

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French Faction
We have made good progress on the achievement of the French soldiers of the 2020 faction, here are some examples. We are also working on producing soldiers for the 2010 faction who will have different equipment.

Discord: https://discord.gg/ZCCYEFx

Website: https://smf.tactical-collective.com/

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SATCOM
SATCOM is an in-development mod that offers a new game mode. The commander is given access to a RTS-style top-down camera and can build base buildings, automated base defenses, vehicles, give units orders, and order offensive strikes. Teams can collect construction and ammo resources around the map. You can win by destroying the enemy headquarters or breaching it and destroying its SATCOM control terminal.



Swiss Faction
We're trying to make the swiss a playable faction in Squad. We're not many still lacking helping hands but one of us managed to make an early soldier model. Sadly there isn't much more to say at this stage. The rifle is undergoing texturing work and animation work, vehicles are being worked on etc, but with the year we all had progress has been slow.

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Esses mods são aproveitados de alguma forma pelos Devs??
 
Galera, uma pergunta sobre o vanilla.
Alguém aqui também tem dificuldade em ver os inimigos? Eu não entendo pq raios a mira com maior grau é uma ACOG 4x basicamente. Os mapas são gigantescos e eu não entendo pq algumas classes nem mira pra distância tem.

Eu tô perdendo algo ou é assim mesmo?
 
Galera, uma pergunta sobre o vanilla.
Alguém aqui também tem dificuldade em ver os inimigos? Eu não entendo pq raios a mira com maior grau é uma ACOG 4x basicamente. Os mapas são gigantescos e eu não entendo pq algumas classes nem mira pra distância tem.

Eu tô perdendo algo ou é assim mesmo?
Haha é para ser mais realista. Faz o teste com uma sniper para ver.
 

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