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4 Φεβ 2016
A New Year! It's that time again.

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Hi Squaddies,
It's the first Monthly Recap of the year! We apologise for not putting one out at the end of last month, but considering it was the Christmas break and we're also coming hot off the heels of our epic Early Access release on Steam, we just didn't have enough goodies stocked up for you all! Anyway, lets get to business.
Art
Effects Update
Our Lead Effects Artist, Bruno, explains the changes behind a number of effects in version 4, in particular the way smoke from smoke grenades behaves and a new approach to depicting muzzle energy.


TrueSky Experiments
We've been running tests on Truesky for Squad and we're pleased to say that the results have been stunning. We'll let these test screenshots speak for themselves.

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New Weapons in the Pipeline
We have a number of interesting and unique weapons that are nearing the end of the art pipeline, (their actual implementation into the game is still TBD)
KS-23
A 23mm rifled shotgun originating from the Soviet era, the KS-23 fires shells that are considerably larger than most typical western combat shotguns.

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

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Improvised Explosive Device (IED)
Featured previously in a monthly recap, this nasty bit of kit is now fully textured and ready to be implemented into the game.

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

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

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

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

February 2016 Monthly Recap - Part 1

 

 

February 2016 Monthly Recap - Part 2

  Reveal hidden contents

 

Έγινε επεξεργασία από wolves
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Version 5 Release

22 MARCH - CHUC
Hi Squaddies, 

Head up, a new version is inbound! Version 5.0 comes packed with a number of UI and quality of life improvements to help smooth out your experience in-game, as well as a number of balance and performance tweaks, not to mention a whole slew of additional expanded areas for maps that are currently in rotation. 

A full Changelog can be read here.[joinsquad.com] 
 
Major Changes
 
Map Updates

As outlined in the last monthly recap, we have a number of map updates and new areas for players to duke it out. 

chora1.jpg[media.joinsquad.com]chora2.jpg[media.joinsquad.com]chora1.jpg[media.joinsquad.com]opfirstlight1.jpg[media.joinsquad.com]opfirstlight2.jpg[media.joinsquad.com]opfirstlight2.jpg[media.joinsquad.com] 
 
Updated UI Map Look and Feel

The map and respawn screen has received a huge code and art pass. Porting over parts of the heavy Blueprint code over to C++, weve achieved a major performance increase over the previous versions, as well as fixed a large number of annoying issues like not being able to switch between the spawn screen and the map. Additionally, we are doing an art pass to improve the readability and look and feel of the map. 

Squad-Spawn-Menu-Alpha5.jpg[media.joinsquad.com] 
 
Updated Optics

We added a blur filter and improved the sight picture on some of the optics. 

Squad-ADS-reticle-post-process.jpg[media.joinsquad.com] 
 
Balance Pass on Stamina
Standing around waiting for your stamina to regenerate before you jumped over a knee high wall is not fun, so weve fixed that. Weve reduced the stamina cost for the first jump, but added an increasing stamina penalty the more you jump in succession. Preserve your stamina, spread out your jumps! 
 
Server Licensing
We now have official server licensing system in place for communities and server providers wishing to officially host a server and be officially sanctioned by us to provide the ideal Squad experience to players. We are adding this system in order to quickly direct players to servers that have - 
 
  • Quality, dedicated administration 
  • Have reliable and powerful server hardware 
  • Promote teamwork and communication in their community and/or clan. 
  • Provide a positive environment for new players to learn the game and play with more experienced players. 
  • Use the vanilla Squad gamemode rules so regular players know what to expect (will be important once modding is possible)

More information about applications and server licensing HERE.[forums.joinsquad.com] 

A full Changelog can be read here.[joinsquad.com] 

- Offworld Out
  • Like 2

March 2016 Recap

 

  Παράθεση

"NetMove, our generic networked movement system that we’ve built to support vehicle movement, is now functional. NetMove removes the heavy calculations from the clients and only requires the clients to calculate their own movement, not everyone else’s as well.
So for the server and the clients you will see movement taking up less CPU. What about network? We have also optimized the network side. We group movements together, added interpolation and only send data when we need to on a client by client basis. Instead of the old system that sent data to all the clients all the time."

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