Squad - Merlin
We are now pushing a version 6.4 hotfix release, which contains:
  • Full enablement of RCON, see Rcon.cfg in the server configs for more info.
  • Increased construction points per second from 1 to 2.
  • Changes to the smoke effect, it covers less area now.
  • Optimization of and changes to the muzzle firing effects.
  • The game's admin check now requires a user to have Kick permission and not just be in the admin list. Players with only reserved slot access are no longer going to see the team kill and suicide messages.
  • Added new bullet hole decals and fixed missing decals on the sandbag physical material.
  • Fixed changemap not working if the admin didn't have the pause match access level.
Squad - Merlin
We are now pushing a version 6.4 hotfix release, which contains:
  • Full enablement of RCON, see Rcon.cfg in the server configs for more info.
  • Increased construction points per second from 1 to 2.
  • Changes to the smoke effect, it covers less area now.
  • Optimization of and changes to the muzzle firing effects.
  • The game's admin check now requires a user to have Kick permission and not just be in the admin list. Players with only reserved slot access are no longer going to see the team kill and suicide messages.
  • Added new bullet hole decals and fixed missing decals on the sandbag physical material.
  • Fixed changemap not working if the admin didn't have the pause match access level.
Squad - Merlin
We are now pushing a version 6.3 hotfix release, which contains:
  • Likely fix for the "VoIP bug", a case where on round end in a server the player has reconnected to, an event callback in the game session was not properly cleaned up resulting in the steam session being destroyed and major parts of the VoIP system being disabled. This may potentially fix player count reporting issues that have been occurring as well.
  • Updates to rivers and lighting on a number of maps.
  • Fix for an issue relating to sprinting while focused.
  • Fix for the inability to lean in a certain flag on Sumari.
Squad - Merlin
We are now pushing a version 6.3 hotfix release, which contains:
  • Likely fix for the "VoIP bug", a case where on round end in a server the player has reconnected to, an event callback in the game session was not properly cleaned up resulting in the steam session being destroyed and major parts of the VoIP system being disabled. This may potentially fix player count reporting issues that have been occurring as well.
  • Updates to rivers and lighting on a number of maps.
  • Fix for an issue relating to sprinting while focused.
  • Fix for the inability to lean in a certain flag on Sumari.
Squad - Chuc
The Wheels of Squad are turning!

Hi Squaddies,

Hot on the heels of V6, its time for the Monthly Recap! While most of the month was dedicated to working on the Alpha V6 release, there was still work going on that is in preparation for much further down the track. Its in these recaps where we gather and explain all that has happened behind the scenes during the month that has passed.

Systems

Vehicles



Now that the Emplacements milestone has been hit, we are concentrating all our efforts to bring Vehicles into the following version (V7) of the Alpha. Just to recap the vehicles that are production ready are as pictured below, the US Army Humvee; US Army M939 Truck, Insurgent Technical; Russian BTR-80 configured with a 14.5mm KPVT turret and finally the Ural 375D truck used by Russian and Militia forces. Our current plan involves preparing the above vehicles for upcoming major Alpha updates.

Our artists are hard at work crafting the animations, effects, sounds and gameplay systems needed to finally bring Vehicles to the fray.



Art

Apartment Blocks

Our talented artists have been hard at work creating a new multi-storey apartment block that will be used in most Eastern European maps. Taking inspiration and references from real life, we're expecting this set to really add to not only the immersion factor of our maps but also present a real awesome tactical challenge to Squads entering urban combat operations. As you can see its still a heavy work in progress with many assets still in progress, but its development over such a short amount of time has been very encouraging.



SKS Rifle

Switching gears to weapons, a new weapon previously unseen but has been in the works is the SKS, a Soviet semi-automatic carbine chambered for the 7.62x39mm round (same round as the AKM). Loaded by 10-round stripper clips, while it lacks the automatic firepower of its more modern assault rifle counterparts, it makes up for with a slightly higher muzzle velocity and better weapon stability.



PPSH41 Submachine Gun

While we're still on weapons, the PPSH41 showed up in a previous recap months ago, we apologise for the amount of time its taken to show this iconic Soviet era weapon again but as we're pushing more weapons through the pipeline, the more we can show off! Animation is one of the last stages before final implementation into the game from the art department, so expect this weapon to be in a future Alpha version.



TT33 Pistol

Another weapon aimed at militia and insurgent forces is the TT33 pistol. Designed to supplement the already implemented Makarov, it fires the larger 7.62x25mm Tokarev pistol round and has more theoretical stopping power than the Makarov.



Mapping

Yehorivka

More progress has been made on Yehorivka, and it is looking fabulous with its big wide open expanses and lakes.



Modding Community

Before we sign off we'd like to do a little showcase of the work thats going on in the Squad Modding scene! With the soft launch of the SDK last month, many budding artists and modders have banded together and started creating some very interesting projects within the engine. Presenting this little corner is Squads Modding Community leader, Zeno.

Squad Modding Hub

The Squad Community Modding Hub was created by Zeno(me) and Mitsu back in late december last year. This was a push from us, to create a common ground for all modders in the Squad family, regardless of project size and previous experience. This resulted in a Discord server, that serves as a gathering point for everyone that seek to make squad greater (again)!

Originally we consisted of a handful of dedicated modders with widely ranging skillsets, from industry professionals to people who had never touched a game editor before. But as Squad is growing, so are we as a modding community, and the Squad Modding Hub now consist of 1000+ members, all eager to see what the future will bring for Squad Modding. The main goal for us is to provide the best possible assistance and experience for people who wish to explore and expand Squad as a game. We will work to promote modding and mods, create tutorials and guidelines, assist with troubleshooting and testing, and in general be a great place to hang around.

So if you are a person who really wish to have an impact on the future of Squad, by creating the changes and content that will take this game to a whole new level.

Join us today!
Zeno


Co-creator of Squad Modding Hub Squad Modding Hub on Discord: http://www.discord.me/SquadModdingHub

Here's a small snippet of what the community has been working on!




For more information, the modding community also releases a monthly newsletter called The Wrench, which you can find in the modding section of the forums HERE.

We hope you all enjoyed this month's recap, it's going to even MORE busy here at Offworld Industries as we grind away at getting Vehicles finally into the game!

Offworld Out.
Squad - Chuc
The Wheels of Squad are turning!

Hi Squaddies,

Hot on the heels of V6, its time for the Monthly Recap! While most of the month was dedicated to working on the Alpha V6 release, there was still work going on that is in preparation for much further down the track. Its in these recaps where we gather and explain all that has happened behind the scenes during the month that has passed.

Systems

Vehicles



Now that the Emplacements milestone has been hit, we are concentrating all our efforts to bring Vehicles into the following version (V7) of the Alpha. Just to recap the vehicles that are production ready are as pictured below, the US Army Humvee; US Army M939 Truck, Insurgent Technical; Russian BTR-80 configured with a 14.5mm KPVT turret and finally the Ural 375D truck used by Russian and Militia forces. Our current plan involves preparing the above vehicles for upcoming major Alpha updates.

Our artists are hard at work crafting the animations, effects, sounds and gameplay systems needed to finally bring Vehicles to the fray.



Art

Apartment Blocks

Our talented artists have been hard at work creating a new multi-storey apartment block that will be used in most Eastern European maps. Taking inspiration and references from real life, we're expecting this set to really add to not only the immersion factor of our maps but also present a real awesome tactical challenge to Squads entering urban combat operations. As you can see its still a heavy work in progress with many assets still in progress, but its development over such a short amount of time has been very encouraging.



SKS Rifle

Switching gears to weapons, a new weapon previously unseen but has been in the works is the SKS, a Soviet semi-automatic carbine chambered for the 7.62x39mm round (same round as the AKM). Loaded by 10-round stripper clips, while it lacks the automatic firepower of its more modern assault rifle counterparts, it makes up for with a slightly higher muzzle velocity and better weapon stability.



PPSH41 Submachine Gun

While we're still on weapons, the PPSH41 showed up in a previous recap months ago, we apologise for the amount of time its taken to show this iconic Soviet era weapon again but as we're pushing more weapons through the pipeline, the more we can show off! Animation is one of the last stages before final implementation into the game from the art department, so expect this weapon to be in a future Alpha version.



TT33 Pistol

Another weapon aimed at militia and insurgent forces is the TT33 pistol. Designed to supplement the already implemented Makarov, it fires the larger 7.62x25mm Tokarev pistol round and has more theoretical stopping power than the Makarov.



Mapping

Yehorivka

More progress has been made on Yehorivka, and it is looking fabulous with its big wide open expanses and lakes.



Modding Community

Before we sign off we'd like to do a little showcase of the work thats going on in the Squad Modding scene! With the soft launch of the SDK last month, many budding artists and modders have banded together and started creating some very interesting projects within the engine. Presenting this little corner is Squads Modding Community leader, Zeno.

Squad Modding Hub

The Squad Community Modding Hub was created by Zeno(me) and Mitsu back in late december last year. This was a push from us, to create a common ground for all modders in the Squad family, regardless of project size and previous experience. This resulted in a Discord server, that serves as a gathering point for everyone that seek to make squad greater (again)!

Originally we consisted of a handful of dedicated modders with widely ranging skillsets, from industry professionals to people who had never touched a game editor before. But as Squad is growing, so are we as a modding community, and the Squad Modding Hub now consist of 1000+ members, all eager to see what the future will bring for Squad Modding. The main goal for us is to provide the best possible assistance and experience for people who wish to explore and expand Squad as a game. We will work to promote modding and mods, create tutorials and guidelines, assist with troubleshooting and testing, and in general be a great place to hang around.

So if you are a person who really wish to have an impact on the future of Squad, by creating the changes and content that will take this game to a whole new level.

Join us today!
Zeno


Co-creator of Squad Modding Hub Squad Modding Hub on Discord: http://www.discord.me/SquadModdingHub

Here's a small snippet of what the community has been working on!




For more information, the modding community also releases a monthly newsletter called The Wrench, which you can find in the modding section of the forums HERE.

We hope you all enjoyed this month's recap, it's going to even MORE busy here at Offworld Industries as we grind away at getting Vehicles finally into the game!

Offworld Out.
Jun 2, 2016
Squad - Roy Awesome
We are now pushing a version 6.2 release which contains:
  • Attempted fix for a major part of the stuttering issue many users were seeing
  • Attempted fix for playercount issues that servers have been experiencing
  • Converted most of the existing admin commands to work with the new RCON command system
  • Fixed a crash related to players entering vehicles
  • Fixed a sound attenuation issue on Chora
  • Fixed various light source problems on multiple maps
  • Fixed Sumari AAS1's lattice being wrong
  • Fixed the FOV issue when entering emplacements

    Regarding the VoIP breaking for some people on round end:
    We have discovered the cause of the issue (the online session in the engine is being improperly destroyed for yet unknown reasons which in turn prevents the VoIP from functioning properly since it depends on the online session being in place). We are hoping to get a fix out for the issue very soon.
Jun 2, 2016
Squad - Roy Awesome
We are now pushing a version 6.2 release which contains:
  • Attempted fix for a major part of the stuttering issue many users were seeing
  • Attempted fix for playercount issues that servers have been experiencing
  • Converted most of the existing admin commands to work with the new RCON command system
  • Fixed a crash related to players entering vehicles
  • Fixed a sound attenuation issue on Chora
  • Fixed various light source problems on multiple maps
  • Fixed Sumari AAS1's lattice being wrong
  • Fixed the FOV issue when entering emplacements

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

One thing I love about spaceflight simulator Kerbal Space Program [official site] is that I’m yet to find two players who’ve shared identical experiences. I’ve only ever played in short bursts myself, but mastering takeoff still heads my to do list. Others I’ve chatted with speak of grand space voyages and interesting discoveries. Heck, Adam even prefers the game as a spectator sport, which speaks volumes for its wide-reaching appeal.

Which is why it’s a surprise to learn that lead developer Felipe Falanghe has announced his departure from Kerbal Space Program after five and a half years of service.

… [visit site to read more]

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

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