Squad: Project Reality's uppföljare

Permalänk

I slutet på denna månad kommer v5...

Visa signatur

8700K@ 5Ghz, Noctua NH-D15, MSI RTX 2080 Ti VENTUS OC, Asus ROG STRIX Z370-F GAMING, Corsair Vengeance LPX Black 32GB 3000MHZ, Corsair RM850W, AOC C32G1 144Hz

Permalänk

Så ingen patch för Februari/Mars..

Permalänk

Den verkar ha uteblivit, men kolla in på deras hemsida för en updatering kring fordonen!
(http://joinsquad.com/readArticle?articleId=86)

Dock verkar det som att patchen som kommer blir av det större slaget, så tror inte vi kommer bli besvikna när den ramlar ner sen!

Permalänk

Var med och testade V5 förra veckan, vet inte vad de fick för resultat men om allt var bra så skulle vi eventuellt få se den nu i veckan.

Vad jag vet så var det inte några större förändringar i v5, det var UI, optimeringar och lite map uppdateringar.

Permalänk

Då får vi hålla tummarna, det känns som att många inväntar fordon av något slag nu. Kan förstå det, för kartorna börja bli riktigt stora nu.
Men jag uppskattar verkligen att man får infanteristriden och annat på plats ordentligt först! Något annat spännande som du märkte av i V5?

Permalänk

Ne inget spännande direkt, de har ökat weapon sway och om man hoppar så förlorar man inte längre stamina. Hoppar man flera gånger på raken så tappar man fart, så det går inte att bunny hoppa fram

Permalänk

Tycker det där med hoppandet känns som en bra lösning tills man får ordning på vault-systemet. Så nu behöver man inte oroa sig för att inte komma över låga murar bara för att man tagit en sprint fram!

Sway är också bra, det kan bidra till att folk inte kastar iväg kulor lika mycket... eller så dom det mer Det kanske kan sänka tempot lite ibland också, hur som är det välkommet. Misstänker att det kommer knorras en del kring det och att det kommer tweakas ganska mycket framöver!

Permalänk

Absolut, jag kände att själva spelandet flöt på mycket bättre när man slapp stanna för alla små murar som kunde blockera vägen.

Permalänk

Taget från konversation med RoyAwesome(utvecklare "Programmer" av SQUAD) på Discord.

-we should be able to integrate it into alpha 6 it's gonna be pretty huge.
-there are two types of optimizations being added out of the box engine improvements, and systems that are being added that let us optimize our game
-the out of the box improvements will greatly benefit us but the systems they are adding need us to do some work... so future versions will include those systems
-so, all of the improvements we could possibly get from 4.11 wont come in in v6.
-it's that big.

-the whole animation system is now multithreaded as opposed to only a very small part.
-v5 is mostly bug fixes and small content but v6 is going to be pretty big.
-and, no, vehicles wont be in v6 that's going to be a nightmare to get all of that done.
-the main reason v5 is a bit buggy and delayed is because we ported a bunch of blueprint to C++ in for this update for a combination of reasons it just creates a bunch of new issues that werent there before for example, one of the issues we had was the map would get caught in an 'open-close' cycle
if you played during closed pre-alpha, that bug was there before but since we rewrote the map in C++, it came back.

Visa signatur

8700K@ 5Ghz, Noctua NH-D15, MSI RTX 2080 Ti VENTUS OC, Asus ROG STRIX Z370-F GAMING, Corsair Vengeance LPX Black 32GB 3000MHZ, Corsair RM850W, AOC C32G1 144Hz

Permalänk

http://forums.joinsquad.com/topic/16627-release-alpha-version...
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. Read the full changelog below!

The Alpha 5.0 release will go live at 1700 UTC.

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.
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 to C++, we’ve 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.

Updated Optics

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

Standing around waiting for your stamina to regenerate before you jumped over a knee high wall is not fun, so we’ve fixed that. We’ve 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 partnered with 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 -
http://forums.joinsquad.com/topic/16519-server-licensing-gene...

Changelog

Systems

You are no longer punished with a team switch timer if you failed to switch team
Further optimisation passes on weapon and player animation code
Jumping has been redone. <br>Jumping no longer requires stamina. However, for every jump a small cooldown timer is associated with it. If another jump occurs before this small cooldown is up your jump height and forward velocity will become lower. If multiple jumps are done consecutively (spamming jump) four or more times without allowing the small cooldown timer to reset, you will go on an extended cooldown timer while your jump “stamina” regenerates. This allows more flexibility while preventing “bunny hopping”.
Updated rulesets to only count TKs as 1 ticket instead of 2. Fixed an issue where players would sometimes be punished for suicides twice.
Fixed an issue where sending someone straight to death would not score or apply punishments in the case of TKs.
Fixed kit logic not working correctly in all cases, We now remove your kit as a squad leader if you pass the squad leader role have been added.
Fixed an issue where players could deploy with a kit role while incapacitated, effectually allowing +1 available kits of any type.
Updated sway values for most weapons. Optics and iron sights have slightly different values to account for magnification. Speed and horizontal “randomization” sway has been increased to more accurately represent and convey the appropriate target acquisition timing desired. Managing combat stances should be more desirable, more effective, and medium to long range fire will potentially require more effort, especially in the standing.
Updated focus time by 5 seconds to account for potentially higher difficulty in firing with updated sway values.
Changed the way traces work for nametags, so the trace comes from the eyes instead of the waist and we trace for several parts of the body instead of just tracing for Center of Mass.
Fixed a mass disconnect when Steam servers go down
Improved the syncing of players with their corpses upon incapacitation.
Fixed bug where player is stuck in sprinting if they die while sprinting and then get revived.
Fixes to make deployable ghosts more reliable.
Updated graphics settings defaults and edited the graphics menu to get rid of variables that were not having any effect anyway.
Modified decompression for Audio which should help with performance.

UI

Improved the inventory sliders so grouped weapons and your current selection (different coloured smoke grenades for instance) all appear at once so you know exactly what you’re selecting in your inventory.
Added a UI element for jumping height penalty.
Added bleeding and incapacitated map icons on the map, visible to Medics.
Updated player map icons in preparation for a greater overhaul of the UI.
Players can now close their map and spawn-screen with the main menu button (default escape on keyboard or start on gamepad)
Added role icons and kit tooltips to Ammo Crate resupply menu.
Changed the map so it will never be able to lock your inputs when closed anymore.
Added a pulse animation for your own player icon for quicker identification.
Fixed the inability to drag the map in the spawn screen.
Touched up the spawn menu role select to make the grey out of kits work, and introduced a new presentation style that allows for more information about loadouts at a glance
Cleaned up marker code and tooltip code, should hopefully give better performance, and no longer capture the player’s input when they want to select a rallypoint
Added a News message box for the main menu
Added a server licensing information notice to the main menu when server licensing is enabled. The custom games list now no longer shows when server licensing is disabled remotely.
Added the ability to delete action keys in the keybindings menu
Fixed bug where screen resolution would reset when editing settings.
Fixed player tooltip name not showing up on players that are bleeding or incap and you mouse over them as a medic.
Updated Quickstart guide loading screen image
Updated minimaps to be greyscale, in preparation for more UI developments down the line.
Art

Added new radial blur to all weapons with optics.
The area around magnified optics has been darkened with a slight, soft blur to bring more focus into optic itself.
Updated Russian medics and SLs to use new Russian binoculars.
Added collisions to bricks and other large trash items.
Added more Tunnel components.
Fixed collision meshes on various Afghani structures.
Updated cannabis plants
Added new wooden and chain-link fence statics
Fixed wood floor reflectivity
Fixed AK74M and RPK74M lod shading issues
Fixed Russian AK optic having too much magnification
Adjusted all magnified optics to more accurately represent their realistic values in-game using a magnification to FOV calculation.
This fixed Russian AK optics having too much magnification.
Maps

Updated all AAS layers (not including Skirmish) with latest ticket system adjustments.
Bleed, tickets lost, and tickets gained have been adjusted.
Ticket system has been standardized to create consistency across all map layers and scales based on number of flags on any given map.
Updated Fools Road river rock texture to fix its specularity
Updated and expanded Chora
Updated Train Wreck to Train Village and added a new cap zone on Operation First Light
Fixed minor foliage and static bugs on Kohat. Updated Kohat radio tower layer so US starts with fewer points but gains points with each flag capture. Modified spawn locations on Kohat AAS.
Admin

Fixed all admins able to join full servers
Fixed admin command description for kick by ID.
Fixed an improper ‘Disconnected by EAC’ kick.
Added admin group permission type to circumvent team change timer
Changed TK punishment from a Kick to a 5 minute (by default) timed ban. Servers can configure it.
Offworld Out.

Visa signatur

8700K@ 5Ghz, Noctua NH-D15, MSI RTX 2080 Ti VENTUS OC, Asus ROG STRIX Z370-F GAMING, Corsair Vengeance LPX Black 32GB 3000MHZ, Corsair RM850W, AOC C32G1 144Hz

Permalänk
Visa signatur

8700K@ 5Ghz, Noctua NH-D15, MSI RTX 2080 Ti VENTUS OC, Asus ROG STRIX Z370-F GAMING, Corsair Vengeance LPX Black 32GB 3000MHZ, Corsair RM850W, AOC C32G1 144Hz

Permalänk
Permalänk
Medlem

6.0 denna vecka månntro? Har inte spelat Squad på veckor, börjar bli otålig nu.

Permalänk

Man kan alltid hoppas! Denna eller nästa lär väl vara aktuellt, som sagt det är dags för lite mer innehåll, nu när balasen är bra!

Permalänk
Medlem

Nepp. Blir nog inte förrän i mitten av maj tidigast.

Permalänk

Då får vi sitta still i båten och suktas ännu lite mer Hellre nån månad till och få en rejäl patch som fungerar bra (vilket de hitills har gjort) än en utstressad som riskrerar att förstöra balansen och dra med sig massor med extra buggar!

Permalänk

Nu har jag inte startat upp spelet på ett tag.
Men i shooting range, har de infört möjlighet att se kulbanan?

För mig är det omöjligt att avgöra hur långt vapnen skjuter rakt och när jag måste börja kompensera p g a avstånd.

Visa signatur

HP NX9420 | C2D T5600 | 2GB | 100 GB Hdd | Radeon x1600 256mb |

Permalänk

@I Kill: Kan du avslöja om vi kommer få se fordon i den kommande patchen eller är det något som är hemligt?

Permalänk
Medlem

Joelgbg på steam ifall någon vill lira lite

Visa signatur

In science we trust!

Permalänk
Medlem

Är lite sugen på att köpa detta. Hur är spelkänslan jämfört med Arma 2? Tyckte det kändes väldigt stelt och fysikmotor var i princip obefintlig.

Visa signatur

Speldator: Intel i7-6700k ~ Noctua NH-U9b ~ EVGA GTX 1080 Ti FTW3 ~ 16 GB Corsair LPX DDR4 ~ Gigabyte Z170X Ultra Gaming ~ 970 m.2 500 GB ~ EVO 500 GB ~ 1 TB HDD ~ Cooler Master V750 ~ Svive Luna S800 ~ Benq XL2420Z ~ Corsair K70 ~ Logitech G403 ~

Permalänk

@gujukal: Det är ett lovande spel som har goda möjligheter att växa till något stort. Jag skulle säga att det är en blandning av Battlefield och ArmA, det lutar mer mot Battlefields gameplay. Har jag förstått det rätt så kommer Squad inte vara en Milsim som ArmA eller casual som Battlefield, de siktar på att hamna någonstans mellan dem två.

Jag tycker att det är värt pengarna och ångrar inte mitt köp.

Permalänk
Medlem

Inga fordon än, men vi har gjort jävligt stora framsteg med prestandan till nästa patch. Bara lite finetuning till, sen kör vi.
Kan säga att ni kan ta fram popcorn el motsvarande, när ni läser v6's changelog. Tar nog en dag att läsa igenom.

Fordonen kommer få mkt kärlek efter av vi klargjort vad som behövs göras för just prestandan, som absolut tagit mest tid, men ack så viktigt.

Permalänk

@I Kill: Härligt, alltid trevligt med bättre prestanda. Längtar verkligen tills ni börjar inkludera fordon, det komemr bli så sjukt mycket roligare då

Längtar!

Permalänk

Är det i morgon eller den 25:e som vi kan räkna med patch?

Visa signatur

8700K@ 5Ghz, Noctua NH-D15, MSI RTX 2080 Ti VENTUS OC, Asus ROG STRIX Z370-F GAMING, Corsair Vengeance LPX Black 32GB 3000MHZ, Corsair RM850W, AOC C32G1 144Hz

Permalänk
Medlem

Dom har public test release idag för patchen. http://forums.joinsquad.com/topic/18386-pre-release-test-for-...

Med det sagt, tror jag att den kommer nästa vecka.

Permalänk

Något som förhoppningsvis kommer i v6

Permalänk
Medlem

Gillar dom nya banorna och .50cal man kan deploya

Skickades från m.sweclockers.com

Visa signatur

In science we trust!

Permalänk
Medlem

Rea på steam nu på squad

Visa signatur

In science we trust!

Permalänk
Permalänk
Geeks Gaming

Fordon patch på ingång.

https://joinsquad.com/readArticle?articleId=106

Även lite nya vapen kommer.

Visa signatur

|Fractal Design Arc Svart|Fractal Design Tesla R2 650W 80+ Gold|MSI X470 GAMING PLUS|AMD Ryzen 5 5600X|Corsair Vengeance LPX DDR4 3200MHz 16GB|RTX 2070 Super|