• Announcements

    • Spec

      Forum Rules

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.
      The rules of this forum have been last edited November 24, 2015.   Section I: Posting Guidelines   §1 Language & Legibility
      Please post only in English. Non-English content (including non-legible content) may be removed. If you see someone posting in another language because s/he apparently does not speak English, please report their post - if you can, you may reply in their language to explain their question, but please do translate their and your message so it can be reviewed by the Moderation. ‘Hiding’ insults in non-English posts will be punished harshly. Posts written largely in ‘leetspeak’ or full of spelling / grammatical errors may be treated like non-English content. This rule does not extend to PMs.   §2 Illegal Topics
      Prohibited topics include, but are not limited to: Piracy, drugs (including cannabis), pornography, religion, racism, sexism, homo/trans -phobic content, videos and images showing violent death or serious injury, ‘spam threads’, hacking & griefing (endorsement thereof) etc. Prohibition may be suspended for some threads if they are found to be suitable by the Moderation (such as scientific debate).
      If there is doubt, the Moderation Team can decide whether a topic is considered illegal.   §3 Forum structure & Search
      Please ensure when posting a new thread, that the thread is located inside the correct forum section. Check all forum section titles to judge where your thread should belong. Threads created in the wrong forum section will be moved or deleted.
      Before posting a new thread, please make use of the forum search to find older threads about the same topic. In doubt, it is recommended to rather post in an existing thread, unless that thread is years out of date. However, do not bump old threads without adding a new question / answer / insight that wasn’t in that thread before - use common sense.   §4 Thread Titles
      Please name your thread appropriately; the subject title should sum up / explain the content in the thread. If you fail to name your thread properly (such as ‘Hey!’ or ‘Check this out!’ or ‘Help!’), we will either rename or lock the topic. Repeated offense may lead to infractions. The practice of using CAPITALS only in your thread title is not allowed and will be edited or the thread will simply be deleted.   §5 Language, Free Speech & Respect
      This community can only work if we all respect each other - while we will not strictly moderate every little swear that occurs, the Squad Moderation Team will moderate any spiteful / aggressive behaviour, even if it is not expressed with explicit language. As a privately hosted web forum, there is no guaranteed “right for free speech”, especially not when it would impact other users negatively. The moderation reserves the right to remove rants and unsuitable content at any time.   §6 Images in posts
      When posting images, mind the following restrictions:
      .gifs will be allowed and may be removed by Staff if deemed necessary.
      Maximum size for images is 1280x1024.
      Do not include more than ~1 large image per paragraph of text, unless in image collection / announcement threads. Link to further images.
      Consider posting thumbnails. You may post a few more images per post if they are reasonably small, the details are for the Moderation to judge.   §7 Attitude towards Squad, the Team and other Users
      As per §5, keep in mind to be respectful and reasonable, not only towards all users of the forum, but also towards the Squad Team, towards any ideas and content and the game itself. Criticism is welcome, but if it is not constructive or offensive, the Moderation may need to step in. Please refrain from posting if you are upset, angry or drunk, or you may be punished for things you wouldn’t have otherwise written, which is not in anyone's interest.   §8 The use of BBCode
      It is allowed to use the BBCode in your posts. Over usage is not allowed. You may use the Bold in a reasonable manner but not for the whole text body. You may use the size feature but in a limited reasonable manner. You may not use any of the additional fonts at all. Color may be used to high light a point but again, not for the whole text body. Moderators will be watching for misuse and will edit when required without giving notice. Continued disregard for this rule will result in Moderator action in the form of warnings.   Section II: Forum Signatures   §1 Signature Dimensions
      To avoid clutter, please make sure your signature (if you choose to have one) does not exceed the following size limit: 350x150 pixels. Your signature may consist of images, user bars and text elements, as long as the total size does not exceed 550 x 200 pixels. A small tolerance will be given, but any signature larger than the limit may at any time be deleted without prior warning. If you are not sure whether your signature is acceptable, please PM a moderator.   §2 Signature Content
      All rules of section 1 fully apply to your signature. We will remove signatures or parts of signatures without notice if they violate the forum rules, and infractions may be given.   §3 Animated Signatures
      Please refrain from using animated .gifs as signatures, they distract and clutter the forum.   Section III: Reporting & Moderation   §1 Reporting Posts
      There is a Post Report system in place. If you notice a post that violates forum rules, simply use the exclamation mark icon below the users avatar image to send a report to the Moderation. We will then review this post. Your report will not be made public and cannot be linked to your person by anyone outside of the Squad Team. You will not be punished for using the Report system even if the report was false, unless you repeatedly abuse the system to spam it.
      Do not ‘report’ posts by replying directly in public to them. In case of spambots, this prompts them to respond in turn, spamming the forum further. This also fuels flame wars and arguments.   §2 Reporting Moderators
      Moderators are subject to the same forum rules (and some additional rules / exceptions). If you think that a Moderator has treated you unfairly or is otherwise breaking forum rules, please PM the Lead Moderator or any Administrator. Do not accuse Moderators in public, the Squad Team will treat every complaint seriously and it is in our interest to discipline or remove Moderators who are known to break forum rules.   §3 Respect Squad Team members and Moderators
      Do not ignore or argue against Admin, Moderator or Dev instructions on the forum. If you have a complaint, as per §2, please inform the Team in private. You are expected to follow orders given by the Moderation, Administration and Development Team, and it is necessary for smooth running of the forum to respect their decisions. Being stubborn or ignoring warnings will lead to harsher punishments - however, we do not tolerate Moderator / Admin abuse of power / privileges, so do not hesitate to inform other Team members if you feel treated unfairly.   §4 Bans and multiple accounts
      If your account is temporarily or permanently banned, do NOT create another account. Bypassing a ban will result in further action, and a permanent ban of all of your accounts.
      You are not allowed to have more than one account for any reason. If you share an internet connection with another user who has their own account, it might happen that this account is incorrectly identified as a secondary account - please get in touch with the Moderation or Administration to resolve such issues.
    • -Steve-

      On Site Selling and Trading of Items

      We are fine with allowing members to post their gaming stuff you need to sell in the "Discussions - Off Topic" as long as it doesn't get out of hand.
      All transactions are between the members involved and OWI will not be involved nor get involved in any dealings. All negotiations are to be done in the privacy of PM's between the parties involved. Only computer hardware is allowed. Software and any non computer items will be removed and the poster warned. No commercial activities will be allowed. Only personally owned items can be listed.
       
      When the item(s) are no longer available either because they have been withdrawn or sold the thread must be terminated. This should be done by the OP so as to inform the membership that the item(s) are gone.   Abuse in any shape or form will be dealt with quickly and could include punishment right up to being banned from the site.   We reserve the right to terminate this allowance at any time and to modify the rules at any time.   Thank you
    • -Steve-
    • -Steve-

      The Official Squad User Manual

      Please take the time to read "The Official Squad User Manual".   This is a excellent primer for those new to the game and it will answer most of your questions about the game and the gameplay!

RoyAwesome

Developer
  • Content count

    632
  • Joined

  • Last visited

2 Followers

About RoyAwesome

  • Rank
    Programmer
  • Birthday 12/11/1989

Profile Information

  • Gender
    Male

Recent Profile Visitors

2,093 profile views
  1. Oh, I'm kinda agreeing with you and clarifying something. It's not our engine choice that lead to the tasks that we need to complete. Had we chosen another Engine (lets say... Unity), we'd have a completely different set of tasks but no less monumental.
  2. I'll simply assume English isn't your first language and not shoot you down for the grammar. The engine does have allocation for vehicle code as I have used it myself, the built in editor even comes pre-packaged with a very simple vehicle foundation and a much more complex one that allows for independent suspension as well. It is entirely possible these features were not included in the UDK at the time when they started their vehicle code, but more likely than not the code had either a fatal interpolation issue or an overbearing overhead that would kill server performance. Thus, STFU AND LET THE DEVS DO THEIR SHIT INSTEAD OF COMPLAINING ABOUT THEIR ENGINE CHOICE! But really, we are all friends here, why not get together singing kumbaya while we praise the dev team for actually making a game that will be worth playing if/when vehicles do drop. Because let's face it, "running simulator 2015" is no longer applicable, more like "walking and dying simulator 2016" amirite??? Also, maybe you could add what you have done for vehicles into a specific map that is just a flat un-textured plane with ramps and stuff so we can test the vehicles out, you wouldn't have to add them to the normal maps and cause issues for players. This way we can all see what you guys have done and try it for ourselves without needing to burden servers who are playing stable with potential crashes or bugs that would go along with said vehicles. The vehicle physics built into the engine is what we used leading up to the early access launch. It's netcode doesn't work for what we are trying to do, which is why I'm rewriting it. I plan on using the UE4's physics because there is no reason to rewrite it (it works just fine). Anyway, this isn't an Engine problem and there is no reason to blame the engine choice. My whole job is solving problems like this. We aren't paying someone else to do it... the responsibility of making vehicles work for our game is on us, not Epic.
  3. Unlikely. I have no idea how we will even begin to stabilize them. 2 wheeled physics is hard. Harder than almost everything else.
  4. Hey, I made that joke in a playtest!
  5. There are a few issues with Vehicles still (for example, you can't get out of a vehicle if you are in seats 3+), but those are tabled right now with all effort on the Netcode. We aren't releasing Vehicles without working netcode, so it makes sense that we'll just finish that first, then fix the small issues after.
  6. It's a component. It'll be available to subclass in Blueprint for modders.
  7. Our requirements aren't the same as 'everyone in the entire UE community'. Netcode like this falls squarely in the game-code sphere, which isn't something Epic really does. They have some examples in the engine, but they aren't super production ready. We also don't plan on releasing this code to the general Unreal Engine public. It's tailored specifically for our uses, and not 'every game that could possibly be made'. It'll open up a lot of options for us and modders in the future, but there are cases where this code wouldn't be ideal (Something like Unreal Tournament, for example).
  8. Next update will have this fixed.
  9. I updated my post with that info (since I realized I didn't actually answer the question)
  10. So, We are building a system I call "NetMove". Essentially what it does is allows the "Owning" client to perform a move, and then the system then takes that move, packs it, sends it to the server. The server then checks to see if the move is a good move, and if it is, it broadcasts the move to every client. The non-owning remote clients then take that Move and smooth it out (Interpolate it), giving the impression that it was a clean and easy move. The goal of the system is for "Moves" to be very generic. Rotations, position changes, velocity changes... etc. More detailed systems can add more points of data to track the move, but the packing, checking, and interpolation parts are fairly generic. This allows us to really just network anything that can be controlled and moved... Players, Vehicles, Projectiles (remember BF2's TV guided missiles? Super easy to make with NetMove)... really anything. I'm also designing it with modding in mind, so that modders can do crazy stuff with this... Hover vehicles? Jets? Spaceships? Who knows what people will do... NetMove will just work as long as the implementation overrides the right functions and add their data to the packer and interpolater. It'll require some work, but it's all simple stuff. You don't have to fuss with client/server communication. It's a ton of work up front (since we are making it super generic), but the payoff will be huge. There are tons of things this will open up for Squad, Modding, and future games we do. As for porting it to soldier movement? It'll make our servers run faster. Validating that moves are possible is much easier than simulating it. We can offload the biggest chunk of the movement code (floor finding and based movement) to the client and do very simple checks to see if the floor they found is valid and they are where they say they are. If they are lying to us (either by desync or hacking), It's actually fairly easy to tell. This will be a major performance bonus for us.
  11. We are already past that point in our development of vehicles (as in, multiplayer vehicles "work". Ask any of the playtesters, they play with them from time to time). The issue is that the built in netcode simply replicates inputs, rather than any prediction/interpolation of movement. This leads to a really sub-par experience with the movement of vehicles over the internet on a large, 100 person server. We are rewriting the netcode to make it work for us, and that just takes time and effort to do.
  12. We haven't fully pinned down the max polycount for vehicles yet. Still working on where we stand on that.
  13. Yep, I watched that too. Epic is REALLY good at making game engines. I'm excited to see what 4.13/4.14 bring.
  14. Honestly, every single time we hit the point where we say 'This Engine Update will be the one we branch and stick to', they release something so incredibly bad ass that we just want to update right away. While it's not an official position, I doubt we'll ever settle on one engine version.
  15. Can you point to a game which you feel is 'right'? When working on the netcode, I tend to play other games to get a feel for where they make their tradeoffs.