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Update v2.0.757.14854 - Changelog

Hey guys!

This patch will fix and optimise a number of issues, including the most recent issues with the game loading slowly, this is still ongoing and we appreciate the feedback we've been getting.

[h3]Changelog v2.0.757.14854[/h3]
GENERAL FIXES
  • Optimised loading times by removing blueprint references (still ongoing)
  • Fixed the entry map to be more optimised
  • Fixed St Mere Eglise server browser image
  • Fixed dismemberment/gore physics so that it no longer spins
  • Fixed collisions on several farmhouse meshes
  • Fixed collisions on several buildings
  • Fixed overlap collision on all support capsules for all weapons
  • Fixed overlaps being generated on LCTs and LCVPs
  • Adjusted background terrain texture sizes


ANIMATIONS
  • Added new Lee Enfield cup discharger animations


VISUALS
  • Optimised several textures sizes
  • Adjusted P-51 LODs
  • Fixed missing texture in gore material for the 4th Infantry uniform
  • Fixed distant tree mesh LOD


EFFECTS
  • Optimised smoke grenades, smoke mortars, smoke tank shells
  • Optimised medium calibre sized impacts and muzzle flash effects


VEHICLES
  • Fixed Jagdpanzer IV L48 seat state error
  • Fixed Jagdpanzer IV L48 coax MG missing skeleton mesh
  • Fixed several vehicle blueprints skeleton bounds
  • Fixed several vehicle blueprints overlap events
  • Fixed log spam caused by Jagdpanzer IV COAX mg firing


Sincerely,
Periscope Games

Progress update and information regarding the Loading Issue

Greetings!

We feel it’s important to keep our users informed and up to date when it comes to issues that so directly affects their experience.

On the 5th of May, we released patch v2.0.708.14663 and a new issue was found causing some users to have excessively long loading times on game start, upwards of 20 minutes and some simply refuse to load at all.

Following this, we quickly pushed hotfix v2.0.716.14697 on May 7th in a hope of resolving the issue but to no avail. After this, we were quiet about the issue causing some users concern as to the status and progress in resolving the issue. This we can only apologize for.

We have since then worked with our support and testing team to find the cause of this new issue and to resolve it. The initial hypothesis revolved around the issue being localized to users with mechanical hard drives (HDD’s), this was the pattern we kept seeing over and over, but we later uncovered some users with fast solid-state drives (SSD’s) with the same or similar issue.

While investigating loading times we found some major issues in how Post Scriptum loads game content, most concerningly we found that the game loads massive amounts of assets when the game first loads, most of these the game doesn’t even need to load. Although there can be other issues that might be contributing to increased loading time that we might not know about and that we may discover as we continue working on the issue.

But to fully understand this, we need to get a little bit technical.

When Post Scriptum loads content it loads via references to files, this is what causes the game to decide what it should and shouldn’t load at any given time. In our case we found that there were many references that were entirely unnecessary and as thus, was causing the game to load in assets that aren’t required, this causes a number of issues one of which is the potential of contributing to the long loading time.

What all of this means is that as of right now we have eliminated over 12 minutes of loading times from standard loading during testing, this has been very consistent over multiple tests by different testers. Some tests indicate that some users have gone from loading into the game within 5, 10 or even 20 minutes to mere seconds thanks to the optimization on how the game references assets.

We are still working on the issue as we want to ensure that the loading time is as good as it can be across the entire game, this ensures that we aren’t just shifting the problem from one place to another.

Lastly, we want to thank everyone who has raised the concern with us, submitted tickets and helped us investigate the issue. For those who are experiencing the issue we understand the frustration and ask that you be patient with us as we work through the issue. We obviously highly encourage any user experiencing issues to contact support as they are able to better help you with your issues.

There is a temporary workaround that may work for some users, which involves moving Post Scriptum from an HDD to an SSD, this is by no means a fix, but it can work as a temporary workaround while the issue is being resolved by us.

See: https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129 for information about how to move your game installations.


Sincerely,
Periscope Games

Update v2.0.716.14697

Hey everyone!

We have another small hotfix coming your way. We've been investigating the issues related to loading times and we might have a fix in this update.

If you are still having issues we want to remind you to clear your cache as this has sometimes been known to fix issues like these.

Should you still have issues after trying this then, please reach out to our support.

We've also optimized some building collisions while we were at it.

[h3]Changelog v2.0.716.14697[/h3]
  • Possible fix for the issues with loading times.
  • Optimization to building collisions.


Sincerely,
Periscope Games

Update v2.0.708.14663

Hey guys!

We have a patch coming to address several issues and bring some more optimization to our Chapter 3 maps. Carentan is still not ready, but it's getting there.


[h2]Changelog v2.0.708.14663[/h2]
[h3]GENERAL FIXES[/h3]
- Fixed head 3rd person LOD settings
- Move intro volume lowered by half
- Lowered volume for the intro movie
- Fixed MI_CobbleAsphaltRoadA having the wrong physmat changed from gravel to concrete
- Fixed collision in some foliage types
- Fixed collision on a few The Bloody Seventh and Day of Days buildings
- Fixed Hawkins mine not damaging engines
- Fixed several graphics exploits

[h3]VISUALS[/h3]
- Fixed 4th infantry floating medical patch
- Updated 1st airborne uniform with new colour
- Updated US 1st person sleeve/infantry backpack textures
- Fixed Hawkins mine not disappearing in the hands of the player after placement

[h3]EFFECTS[/h3]
- Fixed funky ribbons on magnetic mine explosions and HE against armour
- Fixed Hellcat wheel fx by downsizing some debris textures
- Fixed some US paratrooper physmats
- Fixed ambient Flak light and no collision on beam restored
- Removed shadows from point lights in flak searchlight blueprint’s
- Updated Sherman wheel fx
- Optimization for tracked vehicle engine damage FX
- Optimization for tracked vehicle turret caching
- Updated Support artillery impacts
- Added a new projectile variant for the ambient Vierlings that do not have end explosions
- Fixed Skytrain plane destruction effects
- Fixed wind intensity on grass
- Fixed physmat for material on cobble paths

[h3]MAPS[/h3]
St Mère-Église

- Optimized terrain and static meshes
- Added 2nd cap zone spawns to be enabled
- Adjusted lifetime of forward spawn groups near the church to 150 seconds
- Adjusted flag spawns on St Mere Invasion 01

Utah Beach

- Optimized terrain and static meshes
- Fixed tanks spawned by LCTs being enterable by the Wehrmacht
- Fixed culling and materials of meshes
- Improved some areas of interest
- Adjusted number of LCVPs to 9
- Fixed hedgehog glitching through the LCVP at H7 kp5
- Fixed inside of bunker culling too early at G7 kp9

Heelsum

- Fixed fence blocking bridge at M11 keypad 7
- Fixed terrain at H8 keypad 5
- Fixed hedge mesh at L13 keypad 8
- Fixed Flak 36/38 emplacements from respawning ontop of wrecks on Heelsum s04 (They no longer respawn)
- Fixed floating parachute at M8 keypad 1
- Fixed fence posts not being passable on Heelsum at K13 keypad 7

Grave

- Fixed floating foliage at F4 keypad 6
- Fixed floating foliage at E6 keypad 9
- Fixed concrete bunker cull distance to be higher on Grave at D4 keypad 6
- Fixed fence collision at F2 keypad 8
- Fixed gap in tunnel mesh at F7 keypad 5
- Fixed gap in wall mesh at G7 keypad 1
- Fixed gap in wall mesh at G8 keypad 7
- Fixed floating building mesh at F7 keypad 3
- Fixed fence collision at E2 keypad 5

Doorwerth

- Fixed fence gap in the north side of the Factory at I7 kp6
- Fixed road gap at J5 kp2
- Fixed bad hedge collision at K2 kp1
- Fixed Castle Doorwerth gatehouse materials
- Removed support radio for the germans in S04 at M6 kp8
- Improved some areas of interest


Sincerely,
Periscope Games

Hotfix v2.0.604.14516

Hey guys!

Hotfix v2.0.604.14516 is now available for download!

It mainly fixes the St. Mere Eglise AA guns not being destroyed.

Sincerely,
Periscope Games