Squad - contact@rockpapershotgun.com (Brendan Caldwell)

The big boys at Valve have hired an unknown number of folks behind the space sim Kerbal Space Program [official site], RPS fanzine PC Gamer is reporting. A former Valve developer said as much in an interview on the podcast Game Dev Unchained and a current Valve spokesperson confirmed it to the mag, saying We ll be announcing more soon . Good work, everyone, I ve had to do absolutely no digging of my own. … [visit site to read more]

Squad - Chuc
Hi Squaddies,

In a surprise turn of events, we have yet another content release in the form of Alpha Version 9.4!

https://www.youtube.com/watch?v=ix9I5A3mivo

While we have been hard at work getting our big systems integrated for the upcoming v10 release, we just couldn't let you sit around for months and not get some cool stuff in the meantime. So some of us decided you guys need some juicy new toys for all factions including mortars, mines, IEDs and a few new vehicles to boot. Additionally, we have made some gameplay changes and balance tweaks to further improve upon what we did with v9.

Version 9.4 is now available via Steam. Please always reset your appdata in the game settings on every new build!

Full Changelog

Gameplay

  • All vehicles in the game have had a ticket reduction, some more than others. Check out this reference sheet for details.



  • All Recruit kits now have an entrenchment tool so they have a better chance of getting a kit back after a squad kick/leave.
  • When a Heavy Anti Tank (HAT) directly hits an Armored Personnel Carrier (APC; Stryker, MTLB, BTR variants) it will no longer instantly blow up. The vehicle will burn up and be destroyed, but now the crew and passengers has a chance to get out and fight through the ambush.
  • Heavy Anti Tank kit moved to the Fire Support category so that the squad must think a little harder on which kits they want in the squad and what they will have to be without.
  • Heavy Anti Tank kit is now limited to max of 1 per team, it still unlocks at 20 players on your team.
  • All medics now have one fragmentation grenade.
  • Reduced fragmentation grenades from 2 to 1 for the Scout kit.
  • Limited the Scout kit to a maximum of 6 per team.
  • Increased the limit on the Scout kit from 3 to 4 squad members before it is available.
  • Added 1 TM-62 anti tank mine, one large IED, an IED phone detonator and 5 decoy rocks to the Scout kit.



  • Added Deployable rocks and covers to the scout class for mine concealment
  • A Scout can have up to 3 anti tank mines deployed at any time, up to 5 decoys deployed at any time and only 1 large IED on the map at a time. Placing a new one will remove the oldest from the world. When you have placed a mine or IED you can dig it further into the ground to help conceal it, or leave it in plain sight to attempt to spook and funnel enemies into your other explosives or ambushes. This also means that your enemies can dig them up and thus neutralize them.
  • Added M1937 82mm Mortar for Insurgents and Militia, 2B14 Podnos 82mm Mortar for Russia and M252 81mm Mortar for the US army. Costs 300 construction points and are limited to 2 per FOB.Mortars come with a 'magazine' of 3 rounds at the ready, reloading this magazine costs 90 ammo points from the FOB.
  • The current set of mortars in Squad has about 1230m effective range on a level surface, you will have to migrate your fire support battery to a closer FOB if you cannot reach your target. All mortars fires standard High Explosive rounds - more options will be available in the future. Tip: using the arrow keys on your keyboard will add/subtract 1 mil from your current angle.



  • Added M-ATV MRAP Heavy Jeep for US, comes both with and without CROWS.



  • Added MT-LBM 6MA variant (armed with a KPVT 14.5mm turret) for Russia.
  • All main bases now have a no deployable zone.
  • Decreased volume of engine sounds when inside a vehicle
  • Changed the way RPG-7 and SPG-9 rockets behave. Previously they all had too high muzzle velocity, now they have an accurate and lower muzzle velocity and a rocket assisted boost after leaving the barrel. There is greater differentiation between the different round types. Fragmentation rockets fly the straightest, HEATs drop a bit more and the heavy Tandem Round finally feels as fat as it looks.
  • Reduced the rearming time on 30mm cannons to be more in line with the other vehicles
  • Added randomized deflection for penetrating projectiles. Upon exiting a material a bullet will deflect depending on the material and the caliber of the weapon. A good rule of thumb is that the bigger the caliber the straighter it will continue to fly through objects because of its momentum.


Systems

  • Created a no deployables zone that stops deployables from being used near main bases and caches.
  • Added better benchmarking that now runs on your first run of the game, or when manually triggered, instead of defaulting all players to epic settings.
  • Sorted all deployables into subcategories to allow for more options.
  • Added rocket acceleration to rocket projectiles.
  • Added Invasion gamemode and ruleset.
  • Made team score not scroll on the scoreboard
  • Added turret sounds to the BTR

UI



  • Updated the map grid system to be dynamic and more consistent for all map layers, there is now Major (300m), Minor (100m), Sub (33m) grids.
  • Added dynamic map scale legend.
  • Added grid reading to the map, the map will now show your current location player location or the location of your mouse on the map if in the spawn screen.
  • Added a green 'Request Fire mission' marker for Squad Leaders to use when communicating with mortar squad. Easier to differentiate than calling out which MG marker you want to fire at.
  • Added Enemy Mortar Spotted marker for marking enemy artillery positions.
  • Added a Vehicle Health Bar for when you're inside a vehicle.

Audio

  • Ambient Audio overhaul on maps Kokan and Al Basrah
  • Modified 3p pistol fire sounds and added new Makarov fire sounds
  • Modified M2 HMG close up fire sounds
  • New .50cal bullet snaps
  • Added Mortar sounds; fire and explosion sounds. New incoming projectile sound system with sound triggers at certain heights.
  • Added Mine explosion sounds

Maps

  • Gorodok AASv1 and AASv2 layers have been adjusted to increase frequency of combat.
  • New Lighting has been done for all Al Basrah layers.
  • Relight on Yehorivka AASv2 as it was too dark
  • Replaced trees on fools road with more 'old growth' feel. Quite different!
  • Jensen's Range has been dramatically upgraded functionally, as well as to include signage intended to help new players
  • New game mode has been added called 'Invasion'. This game mode bears resemblance to Kohat AASv2 Radio Tower. One 'underpowered' side starts with all but the first flag and the attacking team needs to capture all flags in order to reach the last objective to win.
  • Maps containing Invasion game mode: Al Basrah, Chora AASv2 Night has been converted to Invasion, Kohat AASv2 Radio Tower renamed to Invasion, Gorodok, and Yeho.


  • INS and MIL have had their base global tickets increased by 50-75 tickets on primary AAS layers to account for their unconventional nature.
  • Expanded storage site on Yeho AASv1 to incorporate the entire area.
  • Conquest layers have had their tickets increased for both teams from 500 to 800.
  • Logistical trucks have been added to all INF layers for future proofing and general gameplay.
Bug Fixes & Optimizations
  • Fixed game mode rules often not being shown or being showed incorrectly
  • Fixed map legend not working
  • Fixed radial menu tooltips not working
  • Fixed the stamina widget showing when dead or in vehicles
  • Fixed shovels not finding the collision of deployables properly, it is now much easier to use the shovel.
  • Fixed insurgency cache spawning
  • Fixed many causes of soldiers getting offset in vehicles after getting ragdolled
  • Fixed movement code multipliers sometimes not applying correctly
  • Fixed movement code bugging out when trying to sprint backwards (we now allow slow movement backwards in this case instead of the old bug)
  • Fixed alignment issues in the grid system when zoomed in, you now get the correct grid at all times.
  • Fixed various physmat assignments
  • Fixed Flag loss component not awarding tickets when capturing a flag
See you all in the battlefield!

Offworld Out.
Squad - Chuc
Hi Squaddies!

It's time for another Squad update and special event announcement!

In conjunction with several of our community partners we are excited to announce a special game mode testing event this coming Sunday, April 30th at 2 PM PST.

Our community partners came up with some ideas that we've crafted into two very simple gameplay layers, so on Sunday we're all about stretching the boundaries of everyday Squad play to test an experimental map and game mode!

Desmo's playground - VC_v1 (Vehicle Combat)







Designed by our very own DesmoLocke, this layer consists of enough vehicles to mount an entire team in extended vehicular warfare. With 50 vehicles, 1000 tickets, and 3 very large control zones, we are certain to get into some wild adventures!

Zagros Highlands - Conquest Hardened







Combining ideas from a few of our partners, this game mode will consist of 7 conquest flags occupying hilltops. Each team will be allowed 10 minutes to pre-build bases on their two round start control points, after which a global combat barrier will drop and teams will be free to attack each other.

We're looking forward to hearing what you think of the new game modes, so don't be shy if you've got feedback after it all goes down. Whether you're playing or watching, we hope everyone enjoys the experiments we'll be streaming on Twitch this Sunday, April 30th!

Offworld Out.
Squad - Norby
Squad Alpha 9.3 hotfix has been released

Patchnotes:

- Readded missing ingame localization
- Improved stair climbing ability of soldiers
Squad - Valve
Play Squad for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup
Squad at 50% off the regular price!*

If you already have Steam installed, click here to install or play SQUAD. If you don't have Steam, you can download it here.

*Offer ends Monday at 10AM Pacific Time
Squad - Chuc


Hi Squaddies!

It's fragging time! Get your helmets dusted off, boots on the ground and be ready to welcome the masses as we ship our free weekend patch to the community in anticipation of the free weekend which will be launching Thursday 6th April at 10 AM PST.

And don't forget Squad and it's soundtrack will also be 50% off for the duration of the free weekend and our Squad merchandise will be 30% off!



We are also launching a new 9.2 Patch that contains some improvements and treats to help make the free weekend more enjoyable and rewarding for the community.

Server Queues

We are releasing server queues with this Free Weekend! This means you should never see Server is Full again unless something went terribly wrong.

Features:
  • Auto-joins when there is room (Although that should be assumed.)
  • No limits on queues as many people as long as they want.
  • Queues split by public and reserve, reserve joins first.
  • No more wasted loading times. No longer loading to see "Server is full".



Lastly to address the server browser in general. There are fixes for some of those issues at http://support.joinsquad.com but we will be looking into putting more time into it.

Al Basrah

We are very excited to be giving you our modder made urban map Al Basrah! The first truly urban map in Squad it will be the opening salvo in a series of maps we have planned focused around dense urban centers. Al Basrah is unforgiving street to street combat where the US Army is forced to penetrate the dense neighbourhoods and multistoried apartment blocks bristling with AKs and RPGs.

https://www.youtube.com/watch?v=J3Og7IsvYX0



Original Squad Soundtrack Volume 2

As per our news post last week we will be adding an additional Soundtrack Volume to the Squad music catalog and this will be made freely available to those who already own volume 1. in a few short days.



Server Providers

Also we can't forget our wonderful server partners who are ready and willing to spin up approx 20,000 slots to support our free weekend campaign. If you are looking for a Squad server we suggest you contact one of the providers below.

https://www.bluefangsolutions.com/
http://www.fragnet.net/
http://pingperfect.com/
https://www.vilayer.com/



Alpha 9.2 Changelog
  • New Map: Al Basrah
  • Added Server Queuing functionality to the Server Browser
  • Added New Russian Ammo Crate from the community (Many thanks to Rincewind!)
  • Fixed Ammo widget color transition is now more obvious (White > Yellow > Red > Black)
  • Fixed Tweaks to n-wheeled vehicle movement to make small adjustments easier
  • Fixed Hesco walls not having projectile collisions
  • Fixed Vehicle turrets and sounds staying around for several seconds after vehicle destruction
  • Fixed Yehorivka AAS v1 ammo crates below ground
  • Fixed Updated tree collisions on Kohat to stop vehicles and players getting stuck
  • Fixed minimum required view distance for the game to launch was set too low
  • Fixed projectiles sometimes incapacitating players in close proximity without detonating
  • Fixed Scoreboard End of Round issue
  • Fixed some bullet penetration settings
  • Optimized several shell ejection effects and improved performance on muzzle flash effects

Offworld Out.
Squad - Chuc


Ladies and Gentlemen!

Hot on the exhaust trail of our A9 release and the inevitable hotfix, we are very excited to make some announcements today about upcoming events in the Squad timeline. In conjunction with pivoting our team into Alpha 10 release, we wanted to bring some more content to the player base and open up the game to a greater audience before the completion of our core feature set.

We are thrilled to announce that on Thursday, April 6th at approx 10 am PST we will be launching our second Squad free weekend. As a thank you to our player base we would like to offer you a redux of one of our favorite classic Project Reality maps (To be hot fixed in on Wednesday). Also, Squad will be on sale for 50% off for the duration of the free weekend!!! (April 6th 10 am PST to April 10th 10 am PST)

Al Basrah Free Weekend!

Huge shout out to the original creator Duckhunt from the Project Reality team and the Redux creator, our very own community modder ChanceBrahh.This map gives Squad its first significant dive into urban combat with an expanded urban footprint and a wider surrounding play area. With buildings as large as 6 stories high and completely enterable we expect to give a hard shake to the US Forces dominance meta, as Insurgents can be anywhere in the city. 100s of windows potentially bristling with RPG rounds ready to spoil the infidels' day. Without any further delay, we offer you this trailer to get you ready!

https://www.youtube.com/watch?v=J3Og7IsvYX0





In addition, we will be hosting preview streams of Al Basrah with our partners on the following schedule this Sunday, April 2!

CCFN event: 18:00 UTC with usually 15 mins delay on stream.

Squad Ops event: 3pm EST

North America Squad event: 8PM EST with no delay.




Squad Soundtrack Volume 2!

In response to the popularity of the original soundtrack, Scott Tobin has been hard at work and is happy to bring you volume 2 of his Squad soundtrack. Sometime next week will offer volume 2 for free to anyone that already owns the original soundtrack and we will be bundling the two soundtracks together for sale. As part of an enhanced audiophile experience Scott has also added full fidelity FLAC versions to the packages for both soundtrack volumes.

You can preview the tracks here:

https://www.youtube.com/watch?v=etceil_t6Ps

Please join us in welcoming all the new soldiers to the battlefield April 6th - 10th and helping our new wave of players not absorb too many bullets!

As always the best advocates of Squad are you guys, grunts and squad leaders alike!

Offworld Out.
Squad - Norby
These are the changes and fixes in this patch:

  • Fixed several issues in the EAC plugin
  • Changed EAC server logging settings
  • Added new confirmation window when getting kicked from a server displaying the reason for the kick
  • Fixed RCON plugin being disabled
  • Fixed RKG-3 not doing damage to vehicles
  • Fixed FOB takedown ticket cost logic being inverted
  • Fixed a StopReplicating crash by pulling in the fix from UE 4.15
  • Fixed constraint array issues by pulling in fixes from UE 4.15
  • Allow Linux servers to use directories that have spaces in them
  • Fixed incorrect impact effects after penetration
  • Fixed performance on issue on penetration exit holes
  • Fixed Linux compiler issues
  • Fixed Yehorivka conquest repair stations not repairing
  • Fixed hilltop buildings so windows are enterable again
  • Fixed some fences that were not penetrable
  • Renamed texture streaming setting in the graphics menu and inverted the logic so that people who refuse to read don't turn texture streaming off by accident. If you read this you are not one of them.
  • Increased chat size
  • Replaced green in the magazine counter widget with white
  • Added outline to magazine widget
  • Increased opacity on the scoreboard for better readability
  • Added "enemy hab" marker to the SL's minimap menu
  • Swapped the Russian MTLB NSV for the 30mm variant on Fools Road AASv3
  • Added 30mm water impact sounds
  • Modified distant crack sounds for rifles
  • Fixed AK and M4 semi auto sounds
  • Changed SVD close up sound
  • Modified HMG 3p close up fire sounds
Squad - Chuc
https://www.youtube.com/watch?v=SHeLfkKEggE

Hi Squaddies,

The day has finally arrived. After much tribulation we present to the world Alpha 9 of Squad! It is now available via Steam so be sure to update before playing. In addition to upgrading to Unreal Engine 4.14, this update comes packed with a whole lot of content related additions including new vehicles, map expansions, gameplay changes and balance tweaks.

For more information on some of the major new additions in this version, please take a look at our Feature Preview for Version 9 put out recently.

Version 9 is now available via Steam. Please always reset your appdata in the game settings on every new build!

Full Changelog

Gameplay

  • Added Minsk 400 Motorcycle, BRDM-2 Scout Car and MT-LB PKT APC to the Insurgent vehicle pool
  • Added BTR-80 APC, BRDM-2 Scout Car, MT-LB NSVT APC and MT-LB 30mm Cannon IFV to the Militia vehicle pool
  • Added BTR-82A IFV, MT-LB NSVT APC, MT-LB 30mm Cannon IFV and Ural 4320 truck to the Russian vehicle pool.
  • Added Stryker ICV to the US Army vehicle pool
  • FOB Radio Hub no longer creates a spawn point
  • Added a new FOB Deployable, the 'HAB', which is basically a spawn point. US Army and Russian HABs cost 500 Construction Points, Insurgents cost 350 and Militia costs 400. HABs are limited to 1 per FOB.
  • Added a Heavy Anti Tank for Insurgents and Militia. This kit features the PG7-VR Tandem HEAT warhead launched from the RPG-7. Youll find that this is the most effective anti vehicle weapon on the battlefield. It is similarly very front heavy, so be sure to take your time to line up your one shot. The kit is team limited as well as squad limited, similar to how the Marksman role operates. Unlocks 1 slot per team at every 20 players. Squad size must be 9 to claim. Kit comes with 1 Tandem HEAT round and one regular HEAT round as well as an AKS74U as a primary weapon.
  • Temporarily disabled the open/close driver hatch functionality on the BTR-80. The feature will return soon! New experimental version of closed hatch available on the MTLB series of vehicles.
  • Added a new feature where you can double tap the Walk key to stay locked in walking mode and you can toggle the shift manually to sprint. A simple tap of any Walk key will then disable it.
  • Reduced the stamina regeneration rate by 33%.
  • Due to the success of the test of the HMG environment penetration, we are now rolling it out for all 5.56/5.45 and 7.62 rifle caliber weapons. This practically means any primary weapon in the game, with the exception of the PPSH-41. The penetration varies depending on the caliber of the round (bigger being better) and what you are shooting at. Both damage and effective range upon exit is modified by the material. Time to consider if you are in cover or concealment from your attacker, as well as if you want to have a weapon with better environment penetration or not. G3s and 7.62 AKs are options in this case. 30mm AP projectiles are similarly able to penetrate the environment, and are particularly good at it. Beware, this is the first damage type able to penetrate the afghan tightly packed mud walls material.
  • Deployable SPG-9s are now limited to 2 per FOB.
  • Repair stations are now limited to 2 per FOB.
  • All 5 ton transport trucks now hold up to 18 players instead of 13
  • Smoothed out the overheating penalty on emplaced and vehicle mounted HMGs. The punishment period is shorter but you will overheat quickly again. More viable for sustained fire and less crippling.
  • Squad Leaders are now able to set 'possible' friendly FOB locations thru the SLs map Hex Menu as a green FOB icon for the entire friendly team to see. This should help facilitate SL to SL communication when relating to FOB placement.
  • SL Hex enemy spotted icons are now red to bring it more consistent with items that expand or items that are placeable.
  • Due to the success of Op. First Light Conquest and at the request of the community, Conquest has now been added to Gorodok and Yehorivka.
  • All layers have been updated with all new vehicle loadouts. Depending on gamemode, faction, and size will determine how many and what type of asset is used.
  • Increased head turning angle limits as passengers in vehicles
  • Added a ton of interior decoration to the HMMWVs and in the back of the Technicals

Systems

  • Vehicle Handling has been dramatically improved. Force is now applied at the contact point between the wheel and the ground, rather than the center of the vehicle.
  • Added N-Wheeled and Tracked Vehicle physics. N-Wheeled vehicles allow us to simulate any number of wheels, and Tracked vehicles allow us to simulate vehicles with tracks. The BTR has been moved over to N-Wheeled physics.
  • Added the ability to climb obstacles by engaging Off Road mode (Default Key: Left Shift), which is useful in situations where you need maximum torque.
  • The Last player to damage a Vehicle is now cached for 30 seconds. Any unknown or burn damage that is dealt to this vehicle will be attributed to the last damager until the timer expires. Any new damage will become the owner and reset the timer.
  • Flipped Vehicles now attribute their damage to the driver. If there is no driver, it's attributed to the last damager. This means that any passengers that die due to a flipped vehicle will be counted as team-kills for the driver.
  • Added an admin-only notification for when a developer or privileged QA member joins a server
  • Added a Crash Reporter. Now, if your game crashes or generates a crash dump, a crash reporter will appear, asking you to send the crash to us. Please do, as this helps us find and fix crashes.
  • Redid the way steering wheel hand animations are handled, resulting is a much better and more natural way to steer
  • Added some physics to the vehicle as it transitions into its wrecked state after being destroyed
  • Reduced height impact normal to try and reduce the amount of situations where players were being killed behind low cover.
  • Content is now packaged into PAK files. This should reduce loading time and increase the security of the game.
  • Tweaked player movement when going up and down stairs to be a little more deliberate
  • Updated the Easy Anticheat SDK.

UI

  • Replaced the Scoreboard with a new design and added many new points of data to track your performance during the round.
  • Added new Kit Role icons, replacing the old set
  • Ammunition UI has been updated to conform to newer design standards
  • Tightening some style elements regarding font sizes
  • Restyled and reworked the backend on how Text Chat is rendered on the screen
  • Added a new more realistic reticle for the BTR-80 KPVT Turret
  • Added new icons distinguishing APCs vs IFVs (IFVs have a 30mm Cannon or greater)
  • Added new icons distinguishing Tracked and Wheeled armoured vehicles
  • Added new loading Splash image
  • Updated loading QuickStart guide
  • Tweaked radial menu button sensitivity to feel a better in terms of hovering over with your mouse (outer widgets were being selected too early when moving the mouse from the middle to the outer widgets)
  • Removed old Ticket Counter and Round timer as they are now integrated into the new Scoreboard
  • Optimised code for the Stamina and Jump bar, also adjusted the visual styling
  • Updated Credits

Audio

  • New vehicle engine sounds for all new vehicles and also modified the existing vehicles
  • Improved some bullethit impact sounds and flyby bullet crack sounds
  • Modified distance sounds for some explosions
  • Modified M4, AKs, SKS, KPVT fire sounds.
  • Added burning vehicle sounds
  • Added UI sounds
  • Added music tracks 'Downtime' and 'Faith' to the Main Menu music playlist
Maps
  • Gorodok has been expanded greatly, with the addition of more towns, industrial complexes and points of interest.
  • Yehorivka has had additional towns, map detailing and points of interest added.
  • Adjusted map terrain lod levels to minimize distance warping especially on Kohat. Should reduce occurrence of floating players and vehicles.
  • Added an array of additional compounds and ruined areas to Chora as well as fixing general bugs and issues. Optimization pass to reduce draw call overhead.
  • Kohat and OPFL have been completely merged down to hardened maps (some minor final steps) should see increased GPU performance especially on low end machines. Allowed us to push foliage and grass draw distance out to more acceptable levels.
  • Added Minsk Motorcycles on the Jensen's Range Racetrack, along with additional spawn points
  • Improved behaviour of map borders on Sumari, Logar, Kohat and Chora.
  • Adjusted scale of the Bridge on Kohat and improved its collision mesh to prevent players from falling through
  • Removed all static Minsk 400 bikes from maps
  • Updated Kokan lighting on PAAS V1
  • Added a number of additional compounds to Kokan
  • Fixed a lot of doubled up static geometry occurring on some maps
  • Fixed ammo crates on Sumari ITC from being in the ground.

Bug Fixes & Optimizations

  • Fixed super dark shading on the Militia faction soldier models
  • Fixed odd player camera rotations while as a passenger in a vehicle
  • Fixed a bug where the logistics driver wasn't getting points for dropping supplies off
  • Merged a lot of deployable statics together, improving performance
  • Heavily optimised the Weapon Cache mesh
  • Fixed engine sounds playing the incorrect sounds on low settings
  • Increased shovel detection zone size on repair stations.
  • Fixed attachment of burning and destruction effects on vehicles
  • Tweaked rocket trails and backblast effects
  • Optimized footstep dirt effect
  • Fixed a couple of issues involving shooting your own vehicle unintentionally with the turret gun on some vehicles
  • Adjusted and optimised a number of vehicle wrecks
  • Fixed chain-link fences, razor wire and regular wire fences to be penetrable
  • Fixed collisions on a number of stone-wall statics
  • Changed minimum required mipmap LOD bias to prevent .ini changes from making the minimap unusable
  • Fixed collisions issue with destroyed vehicles bouncing around like crazy and colliding with players
  • Fixed giving radial menu access depending on your deploy role instead of your current role
  • Prevented unnecessary overlap events from firing on all vehicles to improve performance on vehicles
  • Fixed an issue where dying due to bleed damage shortly after revive would incorrectly send you to wounded rather than dead.
  • Fixed a bug where 'Use Inventory Switch Timer' config setting didn't persist across game restarts
  • Started hardening passes on many of the older maps, dramatically decreasing draw calls. Will continue into A10 on newer maps as they become complete.
  • Audited physmats to ensure penetration was enabled on all appropriate material types.

Modding

  • Exposed the following functions to Blueprint.
    • SQVehicle
    • bool IsValidSeat(int32 Seat) const
    • bool IsSeatHeldByClaimingSquad(int32 Seat) const
    • void EjectAllPlayers()
    • TArray<USQVehicleSeatComponent*> GetSeats() const
    • USQVehicleSeatComponent* GetDriverSeat() const;
    • void GetExitPoints(TArray<FTransform>& OutTransforms);
    • AController* LastDamageInstigator
    • void EjectPlayerFromSeat(int32 Seat)
    • void RequestChangeSeat(class ASQPlayerController* Player, int32 RequestedSeat)
    • SQGroundVehicle
    • void SetEngineActiveInput(bool bNewEngineActive)
    • void SetEngineBoostPressed(bool bInHasEngineBoostBeenPressed)
    • bool CanToggleEngine()
  • Fixed an issue where the OnSeat Events weren't being called in SQVehicle (Thanks SgtStryker)
  • Added a 4-param event in SQSoldier, OnSeatChange(Soldier, Vehicle, FromSeat, ToSeat) for when seat switching happens on the client. The client only receives this event when a seat change event happens, not why. A player has entered a vehicle when FromSeat is null and ToSeat is valid, a player has exited the vehicle when FromSeat is valid and ToSeat is null. A player has switched seats when both FromSeat and ToSeat are both valid. FromSeat and ToSeat both being null is an invalid operation, and will never happen.
  • Exposed "Wound" and "Die" to Blueprint. Note: These functions may fail in certain situations and the player may not be wounded or die. Check the return value to be sure if the call succeeded!

Offworld Out.
Squad - contact@rockpapershotgun.com (Alice O'Connor)

A mission editor is coming Kerbal Space Program [official site] as part of a paid expansion pack, developers Squad have announced. ‘Making History’ is its name, and recreating history is its game. The expansion will come with a set of missions inspired by real-world historical jaunts from the early days of spaceflights, along with tools to create your own missions or download missions other players have made. A little more purpose for the spaceship-building sandbox does sound good. … [visit site to read more]

...

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