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Old 2016-10-02, 14:41   #31
[R-COM]Arc_Shielder
PR Community Faction Lead

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Default Re: Post Scriptum: The Bloody Seventh

Our first devblog showcasing some of the stuff that has been worked on.

It's not the ideal video quality (720p) as we can't compile builds yet, but we feel that right now is just as a good time as any.

[youtubehd]XbQ2PK1I6GQ[/youtubehd]

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Old 2016-10-02, 15:58   #32
sweedensniiperr
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Default Re: Post Scriptum: The Bloody Seventh

are you sharing assets with the squad devs? Like, weapons, statics etc? Only weapon I could think of that the SQUAD devs MIGHT could use would 1911 I guess?

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Old 2016-10-02, 16:29   #33
Gosu-Rizzle

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Default Re: Post Scriptum: The Bloody Seventh

Its looking really promising guys, cant wait to see what the gameplay will be like

Quote:
Originally Posted by sweedensniiperr View Post
are you sharing assets with the squad devs? Like, weapons, statics etc? Only weapon I could think of that the SQUAD devs MIGHT could use would 1911 I guess?
Im pretty sure STG 44's and Lee Enfields are still sometimes used by insurgents in places like Syria, so they could potentially be used in Squad as well. And what about the Pak gun, anbody know if they are still in use?
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Last edited by Gosu-Rizzle; 2016-10-02 at 16:35..
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Old 2016-10-03, 05:15   #34
Cossack
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Default Re: Post Scriptum: The Bloody Seventh

Good luck finding ammo for pak guns, if someone has one operational.

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Old 2016-10-03, 12:32   #35
Mouthpiece
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Default Re: Post Scriptum: The Bloody Seventh

Looks totally awesome. I've gotten bored of the modern shooters, so WWII setting is really refreshing. Though what makes me sad, is that I have to buy a new cpu in order to play Squad or this, as AMD sucks big balls.

Only thing I dislike is the name of the mod. I mean, it sounds like an adventure game title.
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Old 2016-10-03, 17:27   #36
Cossack
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Default Re: Post Scriptum: The Bloody Seventh

If there is paradrop mission, would be cool to add some realism that there is 30% or so chance not to make it to the LZ. Like plane gets shot down.

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Old 2016-10-04, 01:21   #37
MaSSive

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Default Re: Post Scriptum: The Bloody Seventh

Then I guess whoever recored this has AMD CPU too cause it lags like shit.

I hope Squad figures out how to optimize the game better.


CATA4TW!
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Old 2016-10-04, 02:12   #38
[R-DEV]​Ratface
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Default Re: Post Scriptum: The Bloody Seventh

Quote:
Originally Posted by MaSSive View Post
Then I guess whoever recored this has AMD CPU too cause it lags like shit.

I hope Squad figures out how to optimize the game better.
And your guess is wrong.

Read the description, due to time constraints trying to upload the video before the monthly update as well as the slightly lower performance of recording using the SDK rather than standalone, the video ended up a little choppy compared to what would normally have been taken.

I can assure you that without recording software running the game runs just fine within the SDK.

In the most recent monthly update as well as some places on the forums the devs have mentioned nice performance increases, plus UE4 4.13 bringing some nice optimization that should help AMD users hopefully. We can hope

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Old 2016-10-05, 03:09   #39
Psyko

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Default Re: Post Scriptum: The Bloody Seventh

who made the animations?
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Old 2016-10-05, 14:19   #40
[R-COM]Arc_Shielder
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Default Re: Post Scriptum: The Bloody Seventh

Quote:
Originally Posted by Psyko View Post
who made the animations?
They're in our Discord so it's very likely that you don't know who they are (with the exception of one name). Some did more than others obviously, but here they are:

KaB, Macolik, LeventUlas and Robert.

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