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[Official] SQUAD - Page 5

post #41 of 222
Thread Starter 
Quote:
Originally Posted by 98uk View Post

If I wanted to try this out, how do I get into it?

I assume that comms are necessary, does every server have mumble or something? Or, do you pretty much have to be in a clan that plays.

Also, how is it for beginners... is the community inviting?
Ok ... Just go to this page if you'd like to get into the testing. I'm updating the OP as well.

http://joinsquad.com/prepurchase
post #42 of 222
The gun play keeps me reminding of Americas Army 3 for some reason.
post #43 of 222
Thread Starter 
Good News!!!

Closed Alpha kicks off this week on September 26.

Here are the updates to the latest version:

Week 7:

Changelog:

Audio

Heavy breathing now stops when you go into incapacitated state
Added bleeding heartbeat sounds.
Breathing from stamina no longer plays when in incapacitated state
Added Main menu music by Alkali.
New M4, M249, AK-74 and RPK fire sounds.
Added more deploy and reload sounds.
More footstep sounds and bullet impact sounds.
Added Rocket flyby sounds.
Added Radio filter for Squad and Command VOIP with transfer sounds.

Effects:

Modified the scene tint for the incap state to blend smoothly from the low health state.
Fixed water hit effects not rendering correctly

Gameplay:

When you get incapacitated your stamina is now set to 0
Fixed stamina being consumed when sprinting and going incap
Fixed dry load animation not playing issue
Fixed auto spawning when going straight to dead state
Fixed voice comms not working when incapacitated
Changes to rallypoints now mean that they will disappear after 9 players have spawned, as well as the squad leader being limited to placing a new one for 2 min after placing the last, unless the SL respawns at a FOB
FOB capture time increased
Flags now require 3 players to cap and 60 seconds of cap time to capture
Changed inventory system, weapons can now have a much more complex mag/ammo layout and button presses can be empty (pressing #2 on rifleman kits now no longer does anything)
Fixed various issues with revive and incapacitated state. Capsule no longer falls through the ground.
Fixed issues discovered when a person becomes incapacitated soon after revive.
Moved the point system to float instead of int, allowing finer grained control of points
Medic now heals 1% of health every 0.1s instead of 10% of health every 1 sec, making the ui and healing more fluent.
Fixed rpg and law not having sway and properly aligned sights.

Maps:

Added new Kohat Toi map layer and new area along south river
Update all maps to new AAS system, with flag names and ticket loss penalties
Updated Kohat Toi and Logar Valley with “Foliage 2.0”
Updated Logar Night lights to temp fix AMD card issues and low frames
Updated all Logar Valley map layers so flags take 60 seconds to neutralize and 120 to cap

UI/HUD:

Updated loading screen quick guide with new icons and info about Field Dressings
Fixed hard-to-see black font on the login screen
Added HUD icon to indicate whether or not chamber is loaded and fixed magazine counter
Allowed the M203 and GP25 to have a round in the chamber to show round chambered indicator on the HUD
Changed incap HUD icon to be displayed out to 50m instead of 5m, it should help in finding fallen comrades.
Added a scrollable Squads-list and the ability to collapse/expand Squads on the Squad list
Removed old hud damage indicator
Stamina now hides when full and linearly changes color depending on percentage
The map now shows the correct position of players
The map now shows markers correctly from player to player
Rally point tooltip now displays the number of spawns left
Fixed voice comms not being available when map is open
Fixed an issue where a fob would be selected on the UI when it wasn’t
Fixed player duplication in the squad player lists
Fixed blur effect persisting after closing map.
Fixed not taking bleeding effect if > 100 damage taken
Added kills and deaths to the final score tally, as well as an indicator for when the next game will start
Added a map legend
FOBs will go red when overrun and become unselectable when spawning is unavailable+


Never to late to join:

http://joinsquad.com/prepurchase
Edited by jdstock76 - 9/23/15 at 9:24am
post #44 of 222
Thread Starter 

Edited by jdstock76 - 10/1/15 at 2:44pm
post #45 of 222
Thread Starter 
Small update for the month of September

September saw the opening of the epic Closed Alpha, where even more of our Kickstarter backers got a chance to finally jump in and play! We are definitely listening to your feedback and concerns, and are trying our best to incorporate as much of it into the next build.
Aside from work on the Closed Alpha, valuable ground has been made on a lot of other fronts too, from art to mapping; programming to optimization. The list goes on, and it's the purpose of these recaps to let YOU know what's been happening behind the scenes.
Without any further ado!
Systems

Continuing work on player possession, which is key to getting development on emplacements and vehicles moving
Added Bandaging and Reviving
Changes to rally-points now mean that they will disappear after 9 players have spawned, as well as the squad leader being limited to placing a new one for 2 min after placing the last, unless the SL respawns at a FOB
FOB capture time increased
Flags now require 3 players to cap and 60 seconds of cap time to capture
Changed inventory system, weapons can now have a much more complex mag/ammo layout and button presses can be empty (pressing #2 on rifleman kits now no longer does anything)
New Ammo / Magazine functionality. Ammo is now saved and sorted on reload.
Damage model balance tweak on all rifles, carbines and LMGs to account for some edge cases
Adjusted sights alignment on the SVD to be much more intuitive
Moved weapon sway and stamina code to c++
Fixed an error causing rifles to have an unintentional ray trace instead of bullet drop
Continued progress on Steam integration and automated website purchases
Reworked spawn position checks and mechanics



An interesting piece of design can be seen with how the spawn checks are done. Any spawn point by code, drops a series of spheres around that location, and depending on whether the spheres are landing on an elevated surface, or a position where the player can't physically be, it will flag that particular spot as being bad for spawning on. The system would preference the green spheres to drop the player into when they spawn in.

Art

Added 7 new AK and RPK variants to the game as well as remaking the existing RPK
Added 3 new variations of the RPG-7 skin
Modelling, Rigging complete on Russian soldier models, entering texturing phase
Progress on US supply and transport truck






Mapping

Progress on new Afghan assets
Progress on environment assets for Fools Road and an eastern European environment
Added new Assault and Secure flag capture mechanics and systems on all maps
Preliminary layout of a new large scale Green-Zone map, Chora, has been started.
Fools Road layout nearly complete and entering detailing phase
Added two gameplay layers for Kohat Toi





Sounds

Added automated reverb systems to all buildings
Heavy breathing now stops when you go into incapacitated state
Added bleeding heartbeat sounds for bleeding and low-health states
Breathing from stamina no longer plays when in incapacitated state
Added Main menu music by Alkali.
New M4, M249, AK-74 and RPK fire sounds.
Added more deploy and reload sounds.
More footstep sounds and bullet impact sounds.
Added Rocket flyby sounds.
Added Radio filter for Squad and Command VOIP with transfer sounds.



Hope to see you guys in game! thumb.gif
post #46 of 222
Wonder if the maps are going to be large enough when helicopters or jets are going to be added.

isn't 4/4 8/8 km to small for Aviation?
post #47 of 222
Thread Starter 
Quote:
Originally Posted by Toxsick View Post

Wonder if the maps are going to be large enough when helicopters or jets are going to be added.

isn't 4/4 8/8 km to small for Aviation?
The maps as they sit now are incredibly large. Expanding them out to 4-8km would be breath taking.
post #48 of 222
another ARMA/COD spinoff

will it ever end, jeez

enough already
Define R5
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CPUMotherboardGraphicsRAM
Intel Core i3/i5/i7 P8Z77-V LE PLUS MSi GTX 980Ti GAMING 6G Crucial Ballistix 16GB (1866) 
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Samsung SSD 850 PRO 256G Samsung SSD 840 EVO 250G Western Digital WD VelociRaptor WD1500BLFS 150GB ASUS BW-16D1HT 
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Define R5
(17 items)
 
  
CPUMotherboardGraphicsRAM
Intel Core i3/i5/i7 P8Z77-V LE PLUS MSi GTX 980Ti GAMING 6G Crucial Ballistix 16GB (1866) 
Hard DriveHard DriveHard DriveOptical Drive
Samsung SSD 850 PRO 256G Samsung SSD 840 EVO 250G Western Digital WD VelociRaptor WD1500BLFS 150GB ASUS BW-16D1HT 
OSMonitorMonitorKeyboard
Windows 7 NEC Spectraview 2490WUXi Dell UltraSharp 27 QHD Monitor – U2715H Ducky Shine 4 
PowerCaseMouseMouse Pad
CORSAIR AX860 860W Power Supply Fractal Design Define R5 Steelseries Rival Artisan Hayate Soft 
Audio
Auzentech Prelude 7.1 
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Reply
post #49 of 222
Quote:
Originally Posted by Dunan View Post

another ARMA/COD spinoff

will it ever end, jeez

enough already

... Really?

The core of this game has been around since Project Reality... the largest Battlefield 2 mod and the only real reason why BF2 servers still exist.

It's not a clone of anything...
post #50 of 222
Quote:
Originally Posted by Dunan View Post

another ARMA/COD spinoff

will it ever end, jeez

enough already
JoinSquad will be different and more realistic...


Arma 3 isnt even realistic, and intense like joinSquad.
And how should this be a ripoff?
Joinsquad already runs better while in alpha stage compared to arma in current state.
Which explains alot.


/lol
Edited by Toxsick - 10/9/15 at 6:55am
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