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Public 4.27 Playtest build available now!

Greetings!

The build that we will be using tonight is available to download now. If you are not familiar with the playtest or what it's about you can read the news post here:
https://steamcommunity.com/games/736220/announcements/detail/4689941763322221342

We have started up EU 2 with no password so that you can play around until the test. Once the test starts server will be restarted.

Important Information & Known Issues:
- DLSS is not compatible with any Anti-Aliasing or Super-Sampling modes.
- NIS is not compatible with any Super-Sampling modes.
- If rapidly tap firing weapons on Fully Automatic sometimes audio will play over each other.
- Some weapons have delayed animation, this can be fixed by looking down using freelook.
- When leaving a section in an MSP your kit might disappear when leaving the vehicle.
- DLSS on Quality and Balanced has some black graining artifacting when standing still for a while.
- Wounded players may experience issues where the world around is muffled and section / command voice is muted.

PLEASE READ We also highly recommend you reset your cache manually, since this is a new engine version.

If you do not know how to do so, we have an article for this here:
https://offworldindustries.zendesk.com/hc/en-us/articles/360052332231-How-to-clear-your-user-cache


Public 4.27 Playtest Information


The build we will be using during our playtest today is now available for download via Steam.

The public playtest will run on a special Beta branch that you can access starting now!

The test itself is scheduled to run from March 13th @ 10 AM Pacific | 1 PM Eastern | 5 PM UTC until March 13th @ 3 PM Pacific | 6 PM Eastern | 10 PM UTC

You can take part by following the small guide below:

NOTE: If you do not see the validation-branch yet, you need to restart Steam.

HOW TO OPT INTO BETA BRANCHES
  1. Right-click Post Scriptum in your library.
  2. Press the “Properties” button and navigate to the “BETAS” tab.
  3. Select the dropdown and opt into “Validation-Branch”




Sincerely,
Periscope Games

[h2]JOIN THE DISCUSSION ON DISCORD[/h2]

[h2]Roadmap 2021 / 2022[/h2]

Unreal Engine 4.27 Devblog + Public Playtest Announcement

Greetings!

We are super excited to finally be able to talk and show you what we have been up to since the start of the year, our big focus after the Armour Overhaul late last year has been on reaching 100 players and improving performance as well as stability with the game. To that end, we decided to push forward our Engine Upgrade plans and as such we have spent the last few months upgrading Unreal Engine to the latest version.

With the latest version of Unreal Engine, we had the capability to explore and make use of new technology.

Since Mercury Arts released the first Third-Party Content for Post Scriptum in January with their new Maleme map, since then focus for Mercury Arts has been to bugfix and improve upon their release as well as their next phase of content.



Unreal Engine 4.27 Upgrade


Since we released the Armour Overhaul last year, we made the decision to push for testing of 100 player capability, testing showed us that in order to reach the numbers we want, an engine upgrade was likely required and as such, we made the decision to push forward the upgrade and started working on this not long after the Armoured update released.

Unlike the last time we upgraded our engine we decided to not commit to an OWI Core upgrade as this would save us a lot of time on the upgrade. At the beginning of February, we began internal testing with our Community QA team with regular testing involving our Community Testing team.

[h2]Graphical Improvements[/h2]



One aspect of the engine upgrade was that it gives us some native improvements graphically, one such aspect is the visual one, with Unreal Engine 4.27 we have new and improved lighting, as you navigate the fields, forests and cities, you’ll notice that lighting is much warmer, brighter and lifelike, something we hope will be received well amongst our players.



In addition, we have made significant improvements in how objects such as houses, trees and various foliage are rendered for the game, while we don’t expect to see huge improvements in performance this helps us bring the performance closer to where we would like it to be.



There are many more changes that we are looking into for the visual aspect of the game and how it performs and as we move forward we’ll be exploring and implementing these where it makes sense.



[h2]Improved Spawn Menu[/h2]

The Spawn Menu is a vital tool for all players regardless of roles and function. Over the years we have made some changes to our spawn menu in order to streamline it and make the experience better, we spent a lot of time reading and discussing player feedback and suggestions, with the many changes already being made to the game in various ways thanks to our community, it would only make sense for us to see where we can improve the interaction with the spawn menu.

We identified a few key areas that we wanted to improve upon
  • The number of pages players have to navigate in order to select roles, kits and teams.
  • Better streamlined experience to ensure that going from Joining a team to selecting a kit, a role and a place to spawn is set up in a more intuitive way for players.
  • Rework various items that aren’t on the spawn menu, or take up unnecessary space.


To address these we started out by outlining that going from joining a server to spawning should consist of no more than 2 pages, to achieve this we merged the Section and Loadout pages into one seamless page.

We also made the requirement for the map, section & kit selection as well as role information to be displayed in such a way that it's more intuitive to switch from one column to another.



We then looked at any items on the spawn menu that were not necessary or were missing from the players and we realised that players have no intuitive way to respawn when necessary, this is especially true for new players who aren’t familiar with the command line and the respawn command.

We have now added the ability to respawn directly from the spawn menu when you are spawned in, this also gives you a warning that respawning comes at a cost in tickets and spawn time. It is still possible to respawn using a command, but we encourage players to make use of the new respawn button as eventually the command could be removed.



The biggest one for us was the spawn list which would show you the spawns on a list rather than making use of the map, we decided to remove this feature as it really only doubled as a way to spawn and most players make use of the map when deciding where to spawn in.

We also learned that most players prefer to have the largest map possible so that navigating and placing markers is easy. Because of the new layout, the map was made smaller in the overall UI and this was something that we very quickly learned was offputting, to counter this we made it so that when players hover over the map, it will now scale up over the rest of the spawn menu, allowing you to make better use of the map. This we call “Dynamic Map Scaling” and it can be turned on or off based on player preferences from the game settings.

The chat was another point in which we saw a lot of unnecessary space being taken up, the chat is something players rarely use on the spawn menu itself, but we couldn’t remove it instead we now allow players to collapse and uncollapse the chat, by default its collapsed and only displays the last message from the chat.


[h2]Nvidia DLSS Implementation[/h2]



With Unreal Engine 4.27, we had the chance to experiment with the implementation of brand new tech that has changed how we play video games quite heavily, one such technology is Nvidia DLSS.

Nvidia DLSS (Deep Learning Super Sampling) is an AI-based technology developed by Nvidia to improve performance using Tensor cores on their special hardware, particularly the RTX series of graphics cards. DLSS uses AI deep learning neural networks to upscale images from lower resolutions to higher resolution using the AI Tensor cores available on their RTX series of graphics cards. The performance improvements come at virtually no cost to visual fidelity.

With 4.27 Post Scriptum will also feature the ability for players with RTX graphics cards to make use of DLSS to improve their performance in the game. Players can expect to see as big as a 50% performance boost to their game performance using DLSS.


[h2]Nvidia NIS Implementation[/h2]

Because DLSS requires an RTX series card from Nvidia there is a limit to who can make use of this technology, but Nvidia recently released NIS (Nvidia Image Scaling) which uses the same principles of upscaling lower-resolution images to achieve better performance.

NIS is essentially Nvidia's version of AMD FSR and it works in the same way and this means that it is not required to have a Nvidia graphics card as this technology works with cards from other manufacturers like AMD, Intel and so on.

Unlike DLSS, NIS does not make use of any AI deep learning or neural network to upscale, but rather relies on an upscaling algorithm and sharpening to achieve a similar result.

Performance improvements here aren’t as high as they are using DLSS, but on the other hand, NIS is driver based and does not require any particular type of graphics cards, as such even older Nvidia or AMD series cards can make use of this feature.

[h2]Intel 10/11/12th Gen CPU Crash Fix.[/h2]

With Unreal Engine 4.21, we had an issue in which 10th, 11th and 12th gen Intel CPUs were unable to start due to a bug in OpenSSH that Unreal Engine uses which caused a game crash on startup, we were unable to deploy a fix manually and had to resort to a temporary workaround in the form of “Safe Mode”, but with the new version of the engine this issue should be resolved.

[h2]Armour Overhaul APCR Changes[/h2]

We are also currently working through all our APCR, HVAP and APDS shells to ensure they behave correctly, we were made aware that these shells have a tendency to penetrate extreme angles when they shouldn’t.

APCR, HVAP and APDS especially those deployed during WW2 had a tendency to ricochet off high impact angles, this wasn’t very well represented due to the curves that were initially created. We have gone through each and every one of these shells to ensure they behave more correctly to their real-life counterpart.


Public 4.27 Playtest Announcement


With all of those changes covered we are excited to announce a public playtest on the new 4.27 Engine version and all the improvements made. We want to ensure the game is stable and works for everyone, but also to give people a chance to see what is new, help give their feedback on what we have ready.

It’s also an opportunity for us to profile the server and bug hunt for issues that we can’t normally look for because it needs a full server. We might even try out 100 player capability again to see where we sit with server-side performance now that we have upgraded.

The public playtest will run on a special Beta branch that you can access starting March 13th @ 10 AM Pacific | 1 PM Eastern | 5 PM UTC until March 13th @ 3 PM Pacific | 6 PM Eastern | 10 PM UTC by following the small guide below:

NOTE: If you do not see the validation-branch yet, it has either not gone live yet, or you need to restart Steam.

HOW TO OPT INTO BETA BRANCHES
  1. Right-click Post Scriptum in your library.
  2. Press the “Properties” button and navigate to the “BETAS” tab.
  3. Select the dropdown and opt into “Validation-Branch”




Sincerely,
Periscope Games

[h2]JOIN THE DISCUSSION ON DISCORD[/h2]

[h2]Roadmap 2021 / 2022[/h2]

Update v2.1.2109.5801 - Changelog

Greetings!

While we have been hard at work, getting Post Scriptum running on the latest version of Unreal Engine, we have continued to make fixes and changes to the current version of the game, as have our Third-Party developers. This Update is mainly focused on bug fixes and changes related to the recently released Maleme map.

We expect to be able to talk about the changes and improvements that you can expect to come with the updated version of the engine, playtesting is scheduled to start this week with a public playtest not very far behind, we are excited to see what this can bring and our aim for 2022 outside of the Chapter 4 release is to reach 100 player servers as have become mostly standard for this genre.


As per usual you can find the changelog for this update below.

[h2]Changelog v2.1.2109.5801[/h2]
[h3]Changelog Core Game[/h3]
- Fixed a game start parameter exploit.

[h3]Changelog Chapter Mercury[/h3]
Level Design Changes
- Moved start screen camera actor
- New minimap of Maleme added with greater detail
- Maleme Offensive 4 capture points changed to align to map flow
- Maleme Offensive 4 is now a day layer
- Added night layer to every Maleme Offensive layer
- Added two Maleme event layers without flags
- Changed collision on barbed wire splines around the airfield
- Changed various shutters to different colours on Maleme
- Numerous small level design fixes to floating map furniture etc
- Change lightings on layers:
-- Maleme Off 01 = Dawn Clear
-- Maleme Off 02 = Sunset Clear
-- Maleme Off 03 = Noon Clear
-- Maleme Off 04 = Afternoon Sunny
-- Maleme Off 05 = Dawn Clear
-- Maleme Off 06 = Afternoon Sunny

Performance & Optimisation
- Updated LODs to all new Characters
- Updated LODs to all new Vehicles
- Updated LODs to all new Weapons
- Cobblestone road LODs amended
- Removed collision from various small stone meshes
- Fixed physics settings for Thompson and No76 grenade
- Fixed lightning creating bad performance for many low hardware players

Gameplay Mechanics
- Increased number of para jump JU52 aircraft to allow up to 18 players to spawn
- Increased Gruppe West Glider cool down to 15 minutes (balancing)
- Change DFS-230 glider MSP health system (destroyable by every projectile starting from rifles)
- Reduced cooldown times for ANZAC air support (balancing).
- Added 1x additional Matilda and 1x additional Vickers Mk6 to ANZAC tank deck (balancing/historical)
- Removed historically inaccurate QF6 pdr anti-tank gun

General Bug Fixes
- Fixed ANZAC Cdr Mortar call in - reduced time to action to 20 seconds
- Fixed ANZAC Cdr Blenheim call in (bomb hits)
- Fixed ANZAC tank crew lacking fire extinguishers
- Change Morris physic and driving behaviour
- Fixed Morris logistic crates clip through the bottom
- Fixed Morris internal col parts are sticking out
- Change Vickers physic and driving behaviour
- Fixed Gruppe West goremat
- Fixed Gruppe West Radioman sound cue location
- Added corrected Gruppe West gore system
- Added corrected Gruppe West gore limbs
- Added ANZAC goremat
- Added ANZAC gore system
- Fixed ANZAC "ping" sound by hitting not the head
- Fixed broken Lee Enfield scope
- Added No.76 smoke UI icon
- Added JU-52 paradrop and logistic UI icon
- Changed Kettenkrad tracks
- Bugfixed seat positions on Morris CS8 transports

[h2]Roadmap 2021 / 2022[/h2]


Sincerely,
Periscope Games


[h2]JOIN THE DISCUSSION ON DISCORD[/h2]

Tank Scriptum bundle is available NOW!

Greetings tankers!

Its time to give your tank some maintenance and what better way to get your hands dirty than grabbing yourself a copy of Tank Mechanic Simulator and their brand new First Supply DLC!

It is no secret that we here at Periscope Games love tanks and we proudly present in collaboration with DeGenerals, what we believe is the ultimate tank lover bundle.

[h2]Tank Scriptum Bundle[/h2]

Grab the Tank Scriptum Bundle and complete your tank game collection with a -10% discount!

What's more, if you get the bundle by 18.02, the discounts will add up and you'll grab the games at an even better price!

GET IT NOW

The Tank Scriptum Bundle includes:
  • Tank Mechanic Simulator
  • Tank Mechanic Simulator – First Supply DLC
  • Post Scriptum


Tank Mechanic Simulator - Renovate & build II World War tanks. Experience highly detailed & realistic simulation game. Take tanks fully apart by using different tools. Transform them from rusty and ruined to fully working. Check them on the training ground, sell or put into your own museum.
https://store.steampowered.com/app/407130/Tank_Mechanic_Simulator/

Tank Mechanic Simulator – First Supply DLC – An expansion for Tank Mechanic Simulator which includes 5 new highly detailed vehicles together with 5 engines. Additionally each vehicle contains packs of new museum stands, posters, unique MGs, ammunition, and achievements.
https://store.steampowered.com/app/1485420/Tank_Mechanic_Simulator__First_Supply_DLC/

Post Scriptum - the only truly immersive WW2 collaborative tactical shooter. Ruthless realism with an impressive arsenal of authentic weapons and a detailed collection of vehicles across immense battlefields in this absolutely unique combined arms experience.
https://store.steampowered.com/app/736220/Post_Scriptum/

So what are you waiting for tanker! Time to get your hands dirty with this unique opportunity.

This couldn't be possible without the awesome people at DeGenerals, both of our games share the same theme – Tanks.

We prepared a list of vehicles you can meet in both games:
Chruchill Mk IV
M18 Hellcat
PzKpfw VI Ausf. B Tiger II
PzKpfw V Panther
PzKpfw III
PzKpfw II
PzKpfw IV Ausf. G
Sd.Kfz 251
M3 Half-track
M8 Greyound
M4A3E8 Sherman
Panzer VI Tiger I

You have driven them to battle in Post Scriptum, now relax and repair them repair in Tank Mechanic Simulator!



Sincerely,
DeGenerals & Periscope Games

WW2 game Post Scriptum has a new map that recreates the Battle of Crete

WW2 game Post Scriptum has a brand new map set in one of the lesser-known battlefields of the war: the island of Crete, which was the site of a heated showdown between Allied and Axis forces in May and June of 1941. The new map, Maleme, is the first Post Scriptum map created independently by a third-party studio, Mercury Arts.


The map recreates the Battle of Crete, which was the first massed used of German Fallschirmjäger paratroopers. Defending the island is New Zealand's 2nd NZ Division, who are attempting to keep the Germans from capturing the key airfield on Crete. Should the airfield fall to the Germans, they'll be easily reinforce the invaders, and the Allies will have to retreat from the island.


Maleme features the hot, sandy island terrain of the Mediterranean, and it'll be joined by additional maps as part of Mercury Arts' independently produced 'Chapter Mercury' addition to Post Scriptum. In the post announcing the launch of the chapter, the studio says it's working on adding the Greek 5th Cretan Division, the Australian 16th Infantry Brigade, and the Italian 50th Infantry Division in future updates.


Read the rest of the story...


RELATED LINKS:

Making it in Unreal: mobile base-building and portable cannons in WWII sim Post Scriptum