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  1. #2401
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  2. #2402
    J'ai testé rapidement il y a un jour ou deux ! Bon c'était pitoyable car j'étais dans un état de fatigue avancé...
    Mais j'avais l'impression de jouer a un autre jeu !! Cette fluidité !! Et il ont revus un truc dans l'affichage, je ne sais pas quoi mais c'est génial !
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  3. #2403
    Citation Envoyé par Shep1 Voir le message
    Pour ceux qui veulent jouer avec la Quaumu, nous sommes un soir sur deux (environs) avec Wedgge sur le Mumble CPC, canal Hell Let Loose pour communiquer entre les parties et quand nous sommes en véhicules. Nous sommes muté mais on a l'audio mumble donc on entends les canards arriver. De plus si vous n'avez pas mumble, vous pouvez m'ajouter sur Steam, je vous donne les infos serveur (c'est comme ça qu'on fait avec DS et ça fonctionne très bien).

    Bonjour Shep1, je viens de te faire une demande de contact sur steam - pseudo [FR]Jfamiens -j'aimerai reprendre apres avoir tate du jeu il y a deux ans! Je suis sur le mumble CanardPC aussi - MERCI !

  4. #2404
    Citation Envoyé par Raoulospoko Voir le message
    J'ai testé rapidement il y a un jour ou deux ! Bon c'était pitoyable car j'étais dans un état de fatigue avancé...
    Mais j'avais l'impression de jouer a un autre jeu !! Cette fluidité !! Et il ont revus un truc dans l'affichage, je ne sais pas quoi mais c'est génial !
    Ouai grosse mise à jour sur les paramètres graphique. Ils vont continuer à mettre à jour normalement.

    - - - Mise à jour - - -

    Citation Envoyé par jfamiens Voir le message
    Bonjour Shep1, je viens de te faire une demande de contact sur steam - pseudo [FR]Jfamiens -j'aimerai reprendre apres avoir tate du jeu il y a deux ans! Je suis sur le mumble CanardPC aussi - MERCI !
    Je t'accepte ce soir.
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  5. #2405
    Une tite partie ce soir ?
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  6. #2406
    On sera sur le mumble ce soir avec Shep dès 20h/20h30. Pour ceux qui ont pas le mumble on sera sur un des serveur Exacted, de préférence RAAS, sinon /w steam.

  7. #2407
    J'ai croise un CPC DS, mais pas vu ici.

  8. #2408
    DS joue souvent mais poste peu. Ce soir games de l'enfer avec des mecs qui ne jouent pas les objectifs. Tellement relou.
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  9. #2409
    Citation Envoyé par Shep1 Voir le message
    DS joue souvent mais poste peu. Ce soir games de l'enfer avec des mecs qui ne jouent pas les objectifs. Tellement relou.
    Il y a des soirées à privilégier pour Squad sur les serveurs FR ou c'est aléatoire pour tomber avec des joueurs qui se coordonnent?

  10. #2410
    Trop peu nombreux, ajoute les personnes sur steam et passe sur mumble pour savoir si quelqu'un est dans les parages.
    Perso j'ai le TAG CPC lorsque je joue.

  11. #2411
    Ça me gonfle d'avoir le vocal IG qui bug...
    J'ai l'impression que c'est quand mumble ou discord est lancé. Ça vous arrive ??
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  12. #2412
    Citation Envoyé par RsRaidersCPC Voir le message
    Il y a des soirées à privilégier pour Squad sur les serveurs FR ou c'est aléatoire pour tomber avec des joueurs qui se coordonnent?
    Non pas de recette miracle. Je trouve, empiriquement, que ça joue plutôt mieux côté Exacted que côté Squad France (P², 1ST, etc...).
    Surtout côté Squad France j'ai déjà eu des parties avec les gars qui sont en team d'un côté et les PU de l'autre... Assez déséquilibré malgré les efforts que tu peux fournir.

    Citation Envoyé par Raoulospoko Voir le message
    Ça me gonfle d'avoir le vocal IG qui bug...
    J'ai l'impression que c'est quand mumble ou discord est lancé. Ça vous arrive ??
    Jamais... Désolé pour toi. Tu as essayé une réinstallation ? Sinon fait un ticket, ce sera dans le patch de la V10 qui sort dans 10 ans
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  13. #2413
    Citation Envoyé par Raoulospoko Voir le message
    Ça me gonfle d'avoir le vocal IG qui bug...
    J'ai l'impression que c'est quand mumble ou discord est lancé. Ça vous arrive ??
    Je suppose que tu l'as fait mais je pose la question au cas où... T'as réinstallé tes pilotes de son ? Par exemple, avant de changer de bécane (qui a désormais un chipset Realtek) j'avais une Xfi Titanium. À chaque mise à jour majeure de Windows 10 je devais reconfigurer mes pilotes.
    www.infotographiste.fr - Instagram : florent.infotographiste - Si ça doit merder, ça merdera…- PC Ryzen 3700X+32GB+XFX 5700XT ThicIII Ultra - Panasonic G9 + Leica 8-18mm + Olympus 60mm macro ou Mamiya C220 (Gx7 + Panasonic 14mm en secours)

  14. #2414
    Dernière modification par Shep1 ; 26/03/2021 à 15h49.
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  15. #2415
    Non, ça me le fait aussi juste avec le jeu...
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  16. #2416
    Hello squaddies,

    Today brings the v2.4 update, aiming to provide a slew of bug fixes and some further systems changes since the v2.3 release.

    While we are here, we believe it’s best to inform you that since the release of v2.0, the project leads of Squad have been formulating a new release process to help improve the cadence of releases and will hopefully allow the team to release more minor changes and bug fixes, while other team members can focus on large content drops or massive overhauls of mechanics/features that are further in the future. Ideally, this will also help us tackle our backlog of issues and provide a bit of spring cleaning for Squad in some of the most sought-after places.

    With that said, You may have noticed that since V2.0 we have been able to deploy more updates on a regular basis which is the beginning of this new release process. There’s still some fine-tuning to be done to ensure it works for all disciplines, and realistically, likely some initial hurdles in incorporating this new structure into releases as we continue. OWI is committed to providing more frequent updates, which will steadily improve the game experience for all, and we hope you’ll see that very soon with these process changes.

    Now, onto the notes!

    Note: Reminder to go to Settings -> “CLEAR CACHE” after updating, to ensure there are no residual issues after the update.

    Bug Fixes
    Fixed two Server Crashes related to UI and map rotation.
    Fixed an issue with the vehicle card info in the Command Menu Screen not providing the correct information about vehicle spawn times and tickets.
    Fixed an issue where TAA could not be turned fully off. Now turning this setting Off will completely remove all anti-aliasing. Note, many rendering features rely on TAA to work properly. To avoid graphical artifacts, only turn TAA Off as a last resort. If you continue to experience blurriness after updating please try clearing your cache within the Options menu.
    Fixed an issue with Servers always skipping the first Map Layer in rotation.
    Fixed an issue that allowed teams to have one extra HAT per team, caused by an error in the logic regarding HAT01 and HAT02 being counted separately in the total pool of HAT kits.
    Fixed an issue that allowed teams to have too many LAT kits, caused by an error in the logic regarding LAT01 and LAT02 not being counted together in the total pool of LATs per-team.
    Fixed an issue with the LAT kit Squad limit notification warning, which was incorrectly using the TEAM limit warning text.
    Fixed an issue with the SA330 Transport helicopter, where the Pilot had an exposed foot.
    Fixed an issue with the A10 airstrike not spawning as many projectiles as intended.
    Fixed an issue where the Stamina bar would be stuck on the UI when in the admin cam.
    Fixed a UI issue where the next map was not showing in the Scoreboard after it was changed by the admin command.
    Fixed a UI issue where the Scoreboard menu was not displaying the current map layer name.
    Fixed an audio issue with the L85 and AK74 firing sounds being too low volume.
    Fixed an issue where certain Admin Commands were accessible on licensed servers when they should not have been.
    Fixed various potential Settings exploits.
    Fixed an issue in the server browser, where the Game Mode column was not properly aligned.
    Fixed an issue with the Streamer Support, Team Kill, and Vehicle Claim notifications which were unintentionally showing the full player name when this feature was enabled in Settings.
    Fixed an issue with the configurable Automatic teamkill bans for servers not being included by default in the new Server.cfg.
    Fixed an issue in the Audio Settings Menu where the Microphone input would show up as Empty after clearing the cache.
    Fixed an issue where enemy soldiers were sometimes not visible for Vehicle Gunners.
    Fixed an issue that prevented some Squad Leaders from being given Incendiary Grenades on Insurgency Map Layers.
    Fixed an issue where the Scoreboard Menu would not display Kit Role icons under the role column.
    Fixed a Server Crash related to the SqPlayerController.
    Fixed an exploit where Deployable Emplacements could unintentionally have infinite ammo when placed in a specific way.
    Fixed an issue with the GB NLAW HAT rocket going off to the left in Direct Fire mode by making sure the target lateral speed for the missile is always zeroed if the PLOS targeting system is disabled.
    Fixed an issue with the server browser with blurry map thumbnails for Goose Bay Kamdesh, Kohat, Manic-5, Mutaha, Tallil, and Tutorial maps.
    Fixed a minor typo in the name of the GB FV107 CVR(T) Recon Vehicle.
    Fixed a minor issue with a broken material for the front grill of the US M939 Truck.

    System & Gameplay Updates
    Updated CAF LAV6 IFV to now be equipped with a C6A1 MG open-top turret for seat 4.
    Updated CAF characters to use the new improved skin shaders.
    Updated CAF Grenadier to now use the C7A2 + C79 Scope + proper M203A1 CAF UGL variant.
    Updated Kit Limits for Heavy AT kit, now limited to 1 max per-squad and 2 max per team.
    Updated GB Elcan LDS scope reticle for increased authenticity.
    Updated the SL Vehicle Claim system to have an added 4-second cooldown to prevent claim fighting. This should prevent one SL from being able to immediately override another SL’s vehicle claim by being the last to interact with the vehicle.
    Adjusted LAT 02 (with Scoped Rifles) kit roles to have 2x frag grenades for the following factions: CAF, GB, MEA, RUS, USA.
    Adjusted the kick/ban messages so that successful kick/ban should appear in the game chat just as they used to. Additionally, if a kick/ban attempt fails, the command executor will be notified.
    Adjusted the helicopter pilot’s seated pose to show their left hand on the collective and right hand on the cyclic.
    Adjusted A10 impact and splash damage values to match SU25, and slightly increased deviation.
    Adjusted Ammo Rack cook-off start threshold and burning rate on all MBTs. The burnout time should be between 8 and 22 seconds. Single-shot burnout can be caused only by a TOW or Konkurs. HATs and MBT main guns should require at least 2 hits. Note that after 2+ ammo rack hits in some cases there might not be a cook-off afterward (or a very short one) depending on how much HP the ammo rack has left.
    Adjusted Mosin Nagant firing sounds to have an increased volume.
    Adjusted names of some sub-factions, shortening them slightly, and standardizing the nomenclature.
    Adjusted Sub Faction names to include the name of the faction in a truncated manner ("CAF") before the sub-faction name.
    Adjusted CAF kit geometry to remove Boonie hats for all kit roles except Sniper.
    Adjusted CAF Grenadier inventory to remove Binoculars.
    Adjusted CAF LAV6 IFV’s Gunner FOV 1st zoom level from 3x to 1.5x magnification, to reduce tunnel vision effect with the 1st zoom level.

    Experimental Joystick Support for Helicopters Update
    Added the ability to use Joystick action mappings as inputs. This is for the native support of buttons and triggers on various Joystick setups.
    Added options for keyboard-only flight bindings for helicopters.
    Added experimental hybrid controls for switching between joystick, keyboard, mouse during flight.
    Added Joystick HAT switch quick-look controls.
    Added Helicopter keybinds for picking up and dropping supplies. This currently does not work for ground vehicles. Note: these can be bound to Joystick buttons.
    Added recentering keybind for helicopter freelook.
    Joystick axes are no longer bound by default, to reduce the chance of conflicts. Players will need to manually bind their joystick axes until the feature is out of an experimental state.
    Updated the Joystick Menu UI with improved presentation, and renamed many options for clarity and consistency.
    Added Free Look for helicopters while in third person (Jenson’s Range/Modded Gameplay only).
    Fixed an issue on the Joysticks menu where the “lock-free look” feature would be displayed behind the joystick curves on certain resolutions.
    Fixed Joystick settings not being able to be reset to defaults.

    We appreciate any feedback pilots can provide on this experimental joystick support. We anticipate releasing a more polished version with bug fixes and more quality of life improvements in a near-future release.

    If you are having issues with Helicopter flying, and you are not using a Joystick, go to Settings -> Controls -> Helicopter Axes to unbind any axes bound there.

    Please Note: Multiple Joysticks/Rudder Pedals/HOTAS input is not currently supported. There is currently no differentiation between device IDs. You may be able to get around this if your joystick software can combine all HOTAS axes into a single virtual input device. Full Multiple Joystick Support is planned in the future, but it will require an extensive complete overhaul to the Control Settings.

    Map Updates & Bug Fixes
    Added new map layer: Mutaha AAS v2 - GB vs RUS
    Added new map layer: Goose Bay AAS v2 - CAF vs RUS.
    Added new map layer: Chora AAS v3 - USA vs RUS.
    Updated Fool’s Road tunnels with a post-processing transition so player view darkens more gradually.
    Updated Yehorivka Invasion v1 team vehicle balance.
    Fixed an issue with vehicle spawns on Invasion v2 vehicle loadouts.
    Updated the number of tickets for both teams across all Insurgency layers. Attackers now get 200 tickets and defenders get 1000.
    Adjusted Fallujah to remove additional water planes and water sounds from the sewers.
    Adjusted Fallujah minimap to reflect gameplay boundary more accurately in the South East quadrant.
    Adjusted CAF Goose Bay Invasion v1 so the CAF defender’s no longer have forward spawns for infantry and LAV6’s, to allow Attacker’s a better success rate on the first objective.
    Adjusted Mutaha Skirmish v1 lighting to sunset (was sandstorm).
    Adjusted Gorodok RAAS v3 to lower the initial helicopter spawn delay to 6 minutes (was 20 minutes).
    Adjusted CAF Goose Bay RAAS v1 to have reduced tank delay from 20 minutes to 10 minutes for both teams.
    Adjusted CAF Goose Bay RAAS v1 RUS vehicle loadout swapping Tigr to BTR82A.
    Fixed an issue on Tallil Tanks v1 and v2 with incorrect vehicle respawn times. Tanks and IFVs should now respawn on these 2 map layers in 5 minutes instead of the regular 10 minutes for IFV’s and 15 minutes for tanks.
    Fixed an issue on Narva AAS v2 with blocked GB LPPV vehicle spawners.
    Fixed an issue on Yehorivka AAS v1 with blocked GB LPPV vehicle spawners.
    Fixed an issue with the building collisions on the Narva Hospital POI.
    Fixed an issue on Fools Road with black wheat fields.
    Fixed an issue with floating roads at Al Basrah Airfield POI.
    Fixed an issue on Goose Bay with missing collisions on various fences.
    Fixed an issue on Goose Bay with a wall that could be passed through on the second level of a garage.
    Fixed an issue on Fallujah with some rocks that infantry could clip into to gain an advantage.
    Fixed an issue on Skorpo AAS v1 where the USA protection zone was colliding with helicopter rotor blades. Also increased the protection zone height to match the RUS protection zone.
    Fixed an issue on CAF Al Basrah Invasion v2 where CAF vehicle repair stations and ammo crates were floating and outside of the CAF Main base.
    Fixed an issue with Kamdesh Invasion v1 where INS vehicles were not spawning correctly.
    Fixed an issue on Manic-5 with a bad rock face.
    Fixed an issue on Goose Bay with a bad rock face.
    Fixed an issue on CAF Mutaha AAS v1 which was displaying the incorrect Map Loading Screen image (was incorrectly showing up as Mestia).

    v2.4 Known Issues
    FOB Bleedout Progress Bar currently has a regression and does not display properly in v2.4. The fix for this issue will be deployed in the next update.

    v2.0 Known Issues
    Occasional Player (Client) crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports.
    Various Kit icon issues - Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit.
    The deploy screen squad list will sometimes display incorrect players that are not actually in the squad.
    SL icons sometimes incorrectly show up for player kits in the spawn screen squad list (and outside of the squad list).
    SL icons show up for every kit on ammo crates when rearming.
    Player kit role icons are sometimes not being displayed on certain menu screens.
    HAB will sometimes show up as "red/unspawnable", even when it is in fact spawnable. Fix has been applied but there still remain some alternative ways to reproduce this issue.
    Some players may be experiencing very low-res textures after the v2.0 release. If you are experiencing this issue, you are likely under the minimum recommended specs for VRAM (4G. This may be mitigated by ticking the “unlock pool size” box in the settings menu under the textures tab, but it may come with more performance stutter.

    Legacy Known Issues
    Player (Client) occasional crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
    “Missing Turret in Vehicle Issue” - Occasionally vehicles have their turrets missing from the round start. This issue is a high priority for us to fix.
    “Ghost Player in Vehicle issue” - Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle. This issue is a high priority to fix.
    "Mass EAC disconnect issue" - Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a “Server Closed Connection” message. Closely working with EAC to resolve this issue.
    "FOB teleport bug" - Occasionally upon digging a FOB down, players within a certain radius of the FOB will be teleported outside of the FOB radius in a random direction.
    Commander – When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from – even if the person doing the transmission has moved afterward. Will be addressed in a future update.
    Vehicle Reset Feature does not currently work with Helicopters. This will be addressed in a future update.
    Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree.
    Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — This will be addressed in a future update.
    Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
    ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is currently in long-term development.
    Vehicles parking brake gets stuck “On” if a player exits the vehicle while holding the parking brake (Default Spacebar). When encountering a vehicle that appears healthy but is not able to move, try hitting Spacebar to turn the parking brake “Off’ — This will be addressed in a future update.
    “Alt-tabbing” out of Squad during a loading screen freezes the Player (client). The recommended solution, for now, is to run Squad in the “Borderless” mode. This can be changed in Settings -> Graphics.
    The audio module for Squad is initialized at the game start. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again — This issue will likely require an engine upgrade to UE4.25 to be fixed.
    SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did — This will be addressed in a future update.
    Localization for most language translations is currently out of date. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game.

    Local/Offline Issues & Bugs (these currently have a lower priority):
    Local/Offline Bug with Commander – Insurgent / Militia Handheld Drone does not move in local.
    Local/Offline issues currently have a lower priority.
    Local/Offline Bug with Commander – UAV hovers in one position instead of moving along the flight path in local.
    Local/Offline Bug with Commander – CAS does not do damage in local.
    Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
    Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
    Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  17. #2417

  18. #2418
    Citation Envoyé par DMDuncan37 Voir le message
    Il faut relativiser, le jeu est en 1080p.
    C'était pas pour mettre en avant ce qu'il dit à ce moment là. J'avais pas fait attention que la balise de temps était passé dans le lien.
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  19. #2419
    Bonjour les canards, j'ai acquis Squad hier, si vous faite une partie faite moi signe
    Pour rejoindre l'aventure Star Citizen et avoir un bonus de 5.000 UEC, n'hésitez pas à entrer mon code de parrainage : STAR-M6RV-N2K4

  20. #2420
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  21. #2421
    C'était posté quand ?
    Par contre c'est bien dans l'esprit des vidéos retrowave et synthwave

  22. #2422
    Squad Update: V2.5
    Hello Squaddies,

    Today brings the new Squad Update V2.5 containing more bug fixes and updates to assist the V2 release. Included as part of this update is a new Replay functionality that will allow you and your squad to capture those glorious moments of play from within the game client itself to share later.

    Be sure to share your best (or worst) moments with us via our social channels with the hashtag #CanIGetARally so we can help spread your amazing feats and be let us know if you encounter any issues via our Discord channel here.

    If you are experiencing certain issues after the update, be sure to go to Settings -> “CLEAR CACHE” after updating. This will resolve common issues after updates.

    System & Gameplay Updates
    Optimized most Skeletal Mesh LOD’s. This means that most meshes will now correctly LOD (crush down) bones on characters, weapons and vehicles as they get farther and farther away. For example, vehicle antennas and steering wheels will no longer animate/be activated when they are too far from the camera to be seen, and at extreme ranges the wheels and suspension will no longer animate. This saves precious VRAM and CPU usage. It will benefit all players, but is expected to particularly benefit players with 8 or less GB of VRAM, and those with weaker/older CPUs. The meshes updated include: All Character Meshes. Most Infantry Weapons. Most Vehicles.
    Added new Replay functionality and UI. You can find this under the Replay tab in the Settings menu.
    You can now create and manage recordings of gameplay easily via this menu. Includes the option to automatically record your multiplayer games.
    After playing a round, an automatic replay is created, you can rename these to save them permanently.
    Automatic replays are automatically deleted when over the maximum number of automatic replays set by the user, starting with the oldest replays.
    Note: recordings made locally in this fashion may not include data from far away entities, or things that were not replicated to the player during play.
    Also includes a small fix to an issue in the settings menu UI where if you clicked on a tab more than once, it would push you back to the Game settings menu.
    Note: There are still some issues to resolve with using Replay functionality. Fast forwarding/rewinding on the demo often causes a crash. Also Grenade throws won't be seen on a replay. Sometimes weapon firing audio cannot be heard. These are the same longstanding issues that will be addressed in time.

    Added a notification message in the Server Browser when a player is attempting to join a server running with modded content.
    Updated teamkill bans to once again be displayed in the text chat.
    Updated ZU-23 Anti Air Gun with a new Targeting Sight Reticle. Includes emplacements and vehicles.
    Adjusted HAB activation delay to 20s (was 10s).
    Adjusted the INS Mosin Nagant M38 Carbine variant Max Damage Value from 120 to 94. This change does not affect full-length Mosin Nagant rifles.
    Adjusted the GB L85A2 LDS Sight to have a thicker Reticle for better visibility in all lighting conditions.
    Adjusted CAF LAV 6 commander and open-top mg seats (Seat 3 & 4) to no longer require Crewman kit roles.
    Adjusted the RUS/MEA BMP2 IFV to no longer require a crewman role for Seat 3, the vehicle commander.
    Adjusted Helicopter mouse deadzone to be a much smaller value so mouse movements on low DPI are much more responsive.

    Bug Fixes
    Fixed an issue with color banding. This was caused by r.SceneColorFormat being clamped to 0 to avoid exploits, changed it to be clamped to 4.
    Fixed an exploit related to Commander Assets which could be intentionally cloned/spammed in certain High Packet Loss situations.
    Fixed an issue where, if a round ended while a player was bipoded, that player’s camera would be permanently clamped in the next round, as if they were still bipoded.
    Fixed more desync issues with the FOB Bleedout progress bar.
    Fixed more potential settings exploits.
    Fixed an issue where modded servers were being incorrectly listed as Vanilla servers. Server Browser should now show all mods that are loaded on a server.
    Fixed an issue with map boundaries where Tracked Vehicles that drove outside the map boundary would only have 7 seconds to return to the area of operations, instead of the full intended 20 seconds.
    Fixed an issue with the MEA Simir Kord & RUS Tigr Kord, where the vehicle’s weapons would require 50 ammo points to rearm upon spawning.
    Fixed an issue with the MEA Simir HMG, which previously had an instant rearm time. It now has an 8 second rearm time, in line with other Vehicle HMGs.
    Fixed an issue with the INS Mosin Nagant Rifle where partial reloading would incorrectly add an extra 6th round.
    Fixed an issue with CAF soldiers tongues and teeth using a glove texture.
    Fixed an issue on the Infantry Tutorial where US Soldier models were changing to lower quality LODs at too close a range to the camera.
    Fixed an issue with the Helicopter tutorial where players were unable to get in another helicopter for a few minutes after crashing their current helicopter.
    Fixed an issue with the M2 ACOG missing a luminescent dot in the reticle.
    Fixed an issue with the TK Autoban time being set incorrectly by default.
    Fixed an issue with the RUS 1P78 Scope 3P Mesh missing LODs.
    Fixed a Client Ensure issue related to Capture Point Neighbors.
    Fixed a potential race condition in the RCON connection handling, which could cause server crashes.

    Map Updates & Bug Fixes
    Updated Sumari Skirmish v1 lighting.
    Adjusted Fallujah lighting saturation and angle of the morning sun to prevent/reduce potential shadow artifacts.
    Adjusted some of the level and layer map names to use the map's full name.
    Adjusted Al Basrah Invasion v1 vehicle layout, GB has 1x FV520 CTAS IFV, INS forward vehicles are now only Minsk Motorbikes, Modern Technical +BMP1 Turret now respawns.
    Adjusted Chora AAS v3 Flag layout to be identical to AAS v1, but with USA vs RUS.
    Adjusted the ExcludedLayers.cfg to no longer include all the map layers in comments.
    Fixed an issue on Yehorivka with a compound causing graphical anomalies, replaced yeho_compound_v5 with a newly created prefab.
    Fixed an issue with Track Attack Game Mode where vehicles were not spawning.
    Fixed an issue on Narva TA v1 with floating repair stations and ammo crates for both teams.
    Fixed an issue on Gorodok RAAS v3 where the actual in-game boundary did not match the minimap boundary.
    Fixed Mutaha AAS v2 from being listed in ExcludedLayers cfg.
    Fixed an issue on CAF Fallujah RAAS v1 with one of the two MEA T72AV MBT’s spawning instantly instead of being delayed by 15 minutes.
    Fixed an issue on Skorpo Invasion v1 with the map boundary spline intersecting with the tunnel in grid O18-1-3.
    Fixed an issue on Yehorivka AAS v1 with an incorrect respawn delay for GB FV107 Recon Vehicle (was 10 seconds now set correctly to 10 minutes).
    Fixed an issue on Kohat AAS v1 with an incorrect initial spawn delay for one of MEA helicopters (was 60 minutes, now 6 minutes).
    Fixed an issue with Tallil RAAS v4 BMP2 IFV having an initial 20min spawn delay when it should not have.
    Fixed an issue on Fools Road Skirmish v2 with the location of the RUS Main Base protection zone.
    Fixed an issue with CAF Belaya RAAS v2 the RUS Helipad was not inside the main base resupply zone.
    Fixed an issue on Yehorivka RAAS where the GB LPPV had no space to spawn.
    Fixed a typo in layer name of CAF Jensen's Range.
    Fixed an issue on Goose Bay Invasion v2 and CAF Yehorivka Invasion v1 where the MIL T62 was using the wrong camouflage.
    Fixed an issue on Sumari AAS v1 where the GB LPPV had no space to spawn.

    SDK Updates
    Updated all Blueprints which switch meshes based on map Biome (Handheld Rally Mehs, etc) to default to the first Biome in the array if they are fed an undefined or unrecognized Biome.
    Updated experimental MI8 and MI17 CAS Helicopters to use the HMG Kord as door guns.
    Adjusted the license plates on some static mesh cars to now use a string of numbers and letters instead of Arabic writing, increasing flexibility for these assets in a wider variety of Biomes.
    Removed broken vehicle bay handler component from BP_PlayerController. This is also a significant memory optimization, as it prevents dependencies from being loaded.

    v2.0 Known Issues
    "Logi Bug" with resources being unavailable for certain players when they interact with logistics-enabled vehicles.
    Various Kit icon issues - Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit.
    The deploy screen squad list will sometimes display incorrect players that are not actually in the squad.
    SL icons sometimes incorrectly show up for player kits in the spawn screen squad list (and outside of the squad list).
    SL icons show up for every kit on ammo crates when rearming.
    Player kit role icons are sometimes not being displayed on certain menu screens.
    HAB will sometimes show up as "red/unspawnable", even when it is in fact spawnable. Fix has been applied but there still remain some alternative ways to reproduce this issue.
    Some players may be experiencing very low-res textures after v2.0 release. If you are experiencing this issue,you are likely under the minimum recommended specs for VRAM (4gb). This may be mitigated by ticking the “unlock pool size” box in the Settings menu under the textures tab, but it may come with more performance stutter.

    Legacy Known Issues
    Occasional Player (Client) crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports.
    Player (Client) occasional crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
    “Missing Turret in Vehicle Issue” - Occasionally vehicles have their turrets missing from the round start. This issue is a high priority for us to fix, and we are actively in the process of debugging the issue.
    “Ghost Player in Vehicle issue” - Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle. This issue is a high priority to fix.
    "Mass EAC disconnect issue" - Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a “Server Closed Connection” message. Closely working with EAC to resolve this issue.
    "FOB teleport bug" - Occasionally upon digging a FOB down, players within a certain radius of the FOB will be teleported outside of the FOB radius in a random direction.
    Commander – When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from – even if the person doing the transmission has moved afterward. Will be addressed in a future update.
    Vehicle Reset Feature does not currently work with Helicopters. This will be addressed in a future update.
    Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree.
    Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — This will be addressed in a future update.
    Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
    ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is currently in long-term development.
    “Alt-tabbing” out of Squad during a loading screen freezes the Player (client). The recommended solution, for now, is to run Squad in the “Borderless” mode. This can be changed in Settings -> Graphics.
    The audio module for Squad is initialized at the game start. If a player does not have a microphone plugged in at launch, or accidentally unplugs their microphone and then plugs it back in, Squad needs to be restarted to get the microphone to work again — This issue will likely require an engine upgrade to UE4.25 to be fixed.
    SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did — This will be addressed in a future update.
    Localization for most language translations is currently out of date. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game.

    Local/Offline Issues & Bugs (these currently have a lower priority):
    Local/Offline Bug with Commander – Insurgent / Militia Handheld Drone does not move in local.
    Local/Offline Bug with Commander – UAV hovers in one position instead of moving along the flight path in local.
    Local/Offline Bug with Commander – CAS does not do damage in local.
    Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
    Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
    Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  23. #2423
    Les gros changements pour ceux qui ont la flemme de tout lire :

    -Added new Replay functionality and UI.
    -Adjusted HAB activation delay to 20s (was 10s).
    -Adjusted the INS Mosin Nagant M38 Carbine variant Max Damage Value from 120 to 94. This change does not affect full-length Mosin Nagant rifles.
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  24. #2424
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  25. #2425
    La classe
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  26. #2426
    On va essayer de pousser une version publique du mod ce Vendredi 23 Avril (vers 21h00 CEST). L’équipe essaie actuellement de corriger quelques bugs agaçants que nous avons eu dans le test privé. C’est notre version bêta de la Faction française, il y a encore des mois de développement pour la terminer, alors soyez gentil avec nous :innocent: (Regardez le screen pour avoir la liste des serveurs autorisés à exécuter le mod sur le navigateur du serveur principal.)
    ++ Vous serez en mesure de télécharger le mod via le steam workshop et de tester l'ensemble de l'équipement de la Faction sur le jensen's range , et les propriétaires de serveurs seront en mesure d’exécuter le mod sur des serveurs CUSTOM uniquement.
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

  27. #2427
    Ils auraient pu mettre un server fr...
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  28. #2428
    Tu sais si ça continue ce soir ?
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  29. #2429
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  30. #2430


    Dans cette vidéo on voit plutôt bien la faction en action :

    Le FAMAS déchire tout le monde en CQB, la cadence de tir élevée et le calibre petit (par rapport au G3 par exemple) en font un monstre en combat dans les villages.
    Le mortier Français tire très lentement mais les impact sont deux fois plus gros que le mortier normal. Le lead dev du mod explique que c'est le même projectile que les tank.
    Les grenades à fusils ne sont pas hyper réalistes car en vrai il faut chambrer une munition particulière pour tirer la grenade à fusil sans détruire cette même grenade.
    Les lunettes des FAMAS sont plutôt simples et sympa (AIM COMPM2 et Scrome J4)
    L'appui feu du Tigre est bien vénère. Un poil trop par rapport aux autres faction peut-être.
    Les Français auront un sniper et un marksman, sur deux époques différentes (tout le mod comprendra la faction française en 2010 et en 2020) :

    French Faction 2010 : Marksman rifle : HK417 7.62mm with Schmidt & Bender PM2 or Elcan Specter DFOV 156
    French Faction 2010 : Sniper rifle is the FRF2 7.62mm with Scrome J8 scope

    French Faction 2020 : Sniper rifle will be the PGM Hécate 2 bolt action 12.7mm (.50 cal) with Scrome J10 scope
    French Faction 2020 : Marksman rifle will be SCAR H PR 7.62mm semi-auto.
    Un .50 cal en sniper…

    Je pense qu'il va falloir, une fois le mod proche de la release, qu'ils équilibrent la faction sans trop la dénaturer, par rapport aux autres. Le mortier devrait être bon, mais le CAS, et le fait d'avoir deux rôle de "sniper" avec le marksman et le sniper à proprement parler sont très puissants. Il faudra surement avoir un total de "sharpshooter" équivalent à celui des autres factions.

    Après pleins de trucs sont encore en cours de développement ou à faire, le mod ne verra pas le jour avant au moins la fin de l'année pour sûr.
    Dernière modification par Shep1 ; 27/04/2021 à 14h21.
    Uplay/Origin : Shep_FR -Steam
    Citation Envoyé par Willyyy Voir le message
    Au fond, on est bien

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