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Offline Asid

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Squad WW2 Mod - Post Scriptum The Bloody Seventh
« on: December 19, 2016, 02:50:46 AM »
Squad WW2 Mod - Post Scriptum The Bloody Seventh



Published on 6 Aug 2016

So a WW2 mod is in the works for Squad, holy crap this is amazing news. So now the majority of my gaming time will be in Squad or a game based on the same engine :). Are you as excited as I am? Let me know your thoughts in the comments. Links below to the games website and the article.

http://postscriptumgame.com/

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Offline Asid

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Re: Squad WW2 Mod - Post Scriptum The Bloody Seventh
« Reply #1 on: December 19, 2016, 02:52:55 AM »
POST SCRIPTUM: THE BLOODY SEVENTH [SQUAD Modification] Developer Interview | NEW INFO!!!



Published on 10 Dec 2016

Post Scriptum is a WW2 modification for the acclaimed tactical shooter SQUAD. Players will relive the events of ‘Operation Market Garden’ across the fields and towns of Holland. This massive Allied assault consisted of a coordination of the British and American Airborne to capture key bridges while the British XXX Corps moved to reinforce them through Highway 69. However, consecutive delays in consolidating ground from the north of Belgium through Nijmegen forced the 1st British Airborne Division in Arnhem to make a stand much longer than anticipated. With no successful link between the XXX Corps and the Airborne in sight, the seventh and final bridge in Arnhem was considered lost.

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Offline wilso845

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Re: Squad WW2 Mod - Post Scriptum The Bloody Seventh
« Reply #2 on: April 01, 2018, 02:21:19 PM »
experience a full-scale battlefield with 100-Player Servers, 50+ usable vehicles, Squad roles, Supply runs and Base Building.

Post Scriptum is a unique experience, recreating a Historically Accurate, Immersive & Realistic gameplay.

Players will be given the option to fight with the British Airborne Division, British XXX Corps, US 101st / 82nd Airborne Division or several branches of the German Army, such as the Wehrmacht or the Waffen SS. It’s a rare opportunity to experience the intense battlefield that was the Battle of Arnhem, which stretched across farms, woods, villages and city areas. Each area is being accurately recreated from archival references that range from street level to aerial images. Whether you’re jumping out of a plane, resupplying friendlies or operating a tank you will find multiple reasons to drop back into the battlefield in this grand scaled representation of a WW2 setting never explored in a large multiplayer environment.



140 KM² OF PLAYABLE AREA
Over 5 historically accurate maps based on archives, maps and aerial pictures.



LARGE-SCALE BATTLES
50 versus 50 players, on foot, operating tanks, field guns, artillery, armored recon and more.



50+ USABLE VEHICLES
From jeeps to heavy tanks, you will find a wide range of accurately remodeled vehicles.



40+ AUTHENTIC WEAPONS
40 Weapons from bolt action rifles to binoculars and canteens.



DETAILED TANK MODEL
Vehicles using realistic values, such as turret speed, armor thickness, and internal damage.



COMMANDER MODE
Call in Supports such as heavy artillery, strafing and bombing runs while commanding squads to secure objectives.



BASE BUILDING & LOGISTICS
Create fortifications and barricades. Logistic and supply runs to help fortify and re-arm.



CHOOSE YOUR ROLE
Heal your team mates as a medic or lay down suppressive fire with the MG.



OBJECTIVE FOCUSED
Coordinate with squads to capture and hold objectives in order to be victorious.



DEDICATED SERVERS
Post Scriptum will support Official and Private dedicated server hosting.



HISTORICAL ACCURACY
All levels, vehicles, uniforms and weapons recreated from original sources.



MODDING SUPPORT
Create, Add, Modify content to Post Scriptum with our development kit made available to the community.



TACTICS FIRST
With a Commander, Sections and objectives, Post Scriptum is realism focused. Choose your role be it a Medic, Tank Crew or Machine-Gunner to help take vital objectives.

Post Scriptum offers a full fledged combined-arms experience in a authentic and realistic setting. With this comes the need to work together to take control points and various objectives. You can decide whether you will be in a Infantry, Armoured or Logistic Section, each with their own set of roles and responsibilities. Using in-game voice communications and waypoints, sections can work together to co-ordinate from where to place fortifications, to what sector to attack.

A BRIDGE TOO FAR
Players will relive the events of ‘Operation Market Garden’ across the fields and towns of Holland in September, 1944. This massive Allied assault consisted of a coordination of the British and American Airborne to capture key bridges while the British XXX Corps moved to reinforce them through Highway 69.

However, consecutive delays in consolidating ground from the north of Belgium through Nijmegen forced the 1st British Airborne Division in Arnhem to make a stand much longer than anticipated. With no successful link between the XXX Corps and the Airborne in sight, the seventh and final bridge in Arnhem was considered lost.

‘The Bloody Seventh’ is our name for the initial focus of the project as we feel it succinctly details the struggle that the British paratroopers had to endure while waiting for their army counterpart to establish a link through the Lower Rhine.

 

Offline Asid

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Re: Squad WW2 Mod - Post Scriptum The Bloody Seventh
« Reply #3 on: April 01, 2018, 02:38:09 PM »
Thanks for posting Wilso  :thumbsup

Hopefully it is not a let down like many other similar WW2 games  :thumbdown

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Offline wilso845

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Re: Squad WW2 Mod - Post Scriptum The Bloody Seventh
« Reply #4 on: April 01, 2018, 02:45:43 PM »
it has to be better than Squad......brah

Offline Asid

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Re: Squad WW2 Mod - Post Scriptum The Bloody Seventh
« Reply #5 on: April 01, 2018, 02:48:02 PM »
it has to be better than Squad......brah

 :laughing4

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Offline General Sandman

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Re: Squad WW2 Mod - Post Scriptum The Bloody Seventh
« Reply #7 on: April 03, 2018, 04:32:11 PM »
Actually this seems to be not just a Mod in a usual sense, but a whole stand-alone-game:

http://store.steampowered.com/app/736220/Post_Scriptum/

It is stated that it is up to 50 vs. 50 people servers. In spite of the large scale maps and the WWII background, I wonder if there are huge WWII-like mass battles also with additional AI bots on the field, perhaps also commanded by players?

Offline wilso845

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Re: Squad WW2 Mod - Post Scriptum The Bloody Seventh
« Reply #8 on: May 25, 2018, 06:42:23 AM »


Dear PS community,

As most of you already know, Periscope Games is hosting internal playtests twice a week in order to make sure our first iteration of Post Scriptum is the most enjoyable as possible.

At the end of April, we had our big event with developers, streamers/YouTubers and internal playtesters etc.. We were very confident on what we had at that time and were only missing a few optimisations, our user interface upgrade and some minor corrections here and there to the game mechanic. That build was on Offworld Core A10.

Based on the stability of the A10 build, we weren’t foreseeing any major issues when switching to A11 in late April. Minor issues are always to be expected when you upgrade to a new core and things tend to break but nothing we haven’t experienced in the past.

Development kept on going with Weekend Playtest planned for May in mind.

Unfortunately our internal playtest last night [17/05/18] proved to us that we are not ready to share our current build with you guys and we will cover the reasons for this heartbreaking decision.

We will also explain why we do not wish to provide you our old A10 build as it will not provide the full Post Scriptum experience we want players to have for their first time.

However things are not as bad as it sounds though, far from it actually but a delay appears to us like the only viable alternative for that *one* critical issue.


Let’s start with the bad part then, the main reason why Post Scriptum will not be in your hands during the month of May as originally intended and marketed.
Since our A11 upgrade, vehicles are having a very hard time communicating between the server and client. In short, what you see is not necessarily what your teammates will see, so this sight was not uncommon at all during the play test.




This issue is new to us and is not something we encountered with A10 or previous builds and that is the reason why we were so confident about delivering the playtests in May. Classic game development some will say. And yes, that is THE ONLY reason we are not delivering the game right now as everything else is relatively smooth and in good working condition.

Now that the bad news is out of the way, let’s get to the good part! Yes, we also have good news for you folks.


As soon as we fix the vehicle desync issue we will get the playtests live to you!

Heavy optimization was made to the core, players are experiencing better framerate overall, the game looks sharper and our recent lighting tweaks will make it more pleasing to the eye.
We are also getting very close to our final in-game user interface. All those little things will overall give you a better experience of what Post Scriptum is all about.

Now, the question you are all asking yourselves.

When are we going to be able to playtest Post Scriptum then?


There is no clear answer to that question yet sadly. The process to fix this is a bit time consuming, but rest assured that as soon as this bug is confirmed dead we will very happily scream it loud on all our social media channels.


I think it is pretty clear by now that this is our only blocker. As soon as it is fixed, the game will be available to download for playtest. Weekend or not.

Thank you for your understanding, as a final word for today, all of us at Periscope Games want to thank this wonderful community for the support and excited responses we've been receiving during development.

Believe us, we want PS out in the public as much you do and both Periscope and OWI are all working around the clock to get this one issue fixed and ultimately get the game in your hands.

If you want to have the latest news, join our Discord: discord.gg/postscriptum

Offline wilso845

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Re: Squad WW2 Mod - Post Scriptum The Bloody Seventh
« Reply #9 on: May 25, 2018, 10:14:33 PM »
Weekend playtest - This is it boys!

This is it folks! Sky is clear, Operation Market Garden is a go this weekend!
We have more than 30 thousands soldiers waiting on the landing grounds ready to get into action.



Vehicle behavior is now a lot more stable (not perfect, but playable/enjoyable) and all the current bugs and issues should not break the game.
Keep in mind that you will play on a development build and bugs **WILL** happen and all our features, gameplay mechanics are subject to change.

While we make sure the logistic is ready for the weekend operation (servers, anti-cheat, grenades are properly packed and hot tea) Periscope Games entire development team would like to invite you to a **Live Tea Time With The Devs stream on Friday night at 7.00pm GMT**, where we will walk you through our maps, game mechanics, tanks system, rules etc..
That way you will be ready to get into battle without being a headless chicken running clueless to a certain death. Don’t be a burden and make sure you are game ready!



On a side note, all Douglas C47 will have to stay grounded for this first event, we did not have enough time to properly test it and the system is not yet robust enough to go live. We know you understand, it will come not long after..
On the bright side, you will be able to fail miserably to penetrate a Panther from the front in your trusty Cromwell! So if you plan on being a tank commander, make sure to inform yourself about tank weak spots, that will extend your lifespan and your crewmen considerably. A good tank crew is an alive tank crew!

We will share with the community a list of known issues so you know what is pointless to comment on. For everything else, we will have a support line ready on our website for you to open a ticket. We don't know yet what our response time will be, but we will do our best to get back to you as quickly as possible. There is also our Discord server where the community will gladly help newcomers: discord.gg/postscriptum



Only people who pre ordered the game will have access to the weekend playtest. However, it will be heavily streamed so if you like what you see and you change your mind, pre ordering the game will grant you immediate access to the event and the following ones.

Last but not least, Periscope Games would like to say a massive thank you to our two “Official Server Providers” for the weekend event!


BlueFang Solutions

https://www.bluefangsolutions.com/index.html

and

Nitrado Server.

https://server.nitrado.net/

If you are in need of a server provider for your favorite games, check their link below. They will be able to host your server for Post Scriptum when we release.
Thanks to them for providing over 120 servers!!! Sincere thank you from all of us!

We hope you will like our game and see you on the battlefield!

PS: Pre load will open tonight after our live stream for all the people who pre ordered Post Scriptum. Pre ordering during the weekend will grant you immediate access to the playtest.
We will start turning server gradually on tomorrow Saturday 26th of May around 8.00am GMT!


Sincerely yours,
Periscope Games

Offline wilso845

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Re: Squad WW2 Mod - Post Scriptum The Bloody Seventh
« Reply #10 on: May 26, 2018, 12:17:23 AM »
ITS HERE BRAH










Offline wilso845

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Re: Squad WW2 Mod - Post Scriptum The Bloody Seventh
« Reply #11 on: June 16, 2018, 11:02:49 PM »

Offline Asid

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Re: Squad WW2 Mod - Post Scriptum The Bloody Seventh
« Reply #12 on: July 08, 2018, 04:19:50 PM »
Open for Testing!
7 July - Stadl0r [RD]   


YouTube™ Video: Post Scriptum - Paradrop Teaser (July2018)





Our testing build is now online and you can now experience the iconic paradrop as British Airborne troops jump out of waves of C-47 Skytrains along with Commander Artillery Barrages.

Pre-order to get instant access to our testing weekend.

Full list of changes

-Gameplay: New spawn restriction on MSP (restriction visible on the minimap as SL, or MSP driver)
-Gameplay: Commander icon on the minimap
-Gameplay: Sniper sway is smoother
-Gameplay: Markers are visible over greater distance
-Gameplay: Engine torque fixed on multiple vehicles
-Gameplay: Pontoon can no longer be destroyed or un shoveled
-Gameplay: Armored and Logi section can only be locked if a minimum of 3 players are in
-Gameplay: Weapon sway on low stamina tweaked
-Gameplay: Pontoon icons are invisible to defenders
-Gameplay: Poontoon icon change based on their status
-Gameplay: Hovering the mouse over a vehicle on the minimap show player's names
-Gameplay: Bushes and small rivers will affect your running speed
-Gameplay: HUD marker distance visibility increased by 50 meters
-Gameplay: Pontoon icon is changing color based on its health state


-Add: Heelsum S06, S07, S08
-Add: Driel S06, S07, D01, D02
-Add: Oosterbeek S06, S07, D01
-Add: Artillery module for Commander
-Add: Coaxial MG34 to Stug III and Jagdpanzer 4
-Add: Coaxial BESA MG to T17
-Add: New Radial UI


-Fix: Ladders can be climbed again
-Fix: Downscaled textures unnecessary too big
-Fix: Optimized some explosion FX
-Fix: Tanks are no longer firing small grenades in slomo
-Fix: Grass density increased
-Fix: Main menu music colume setting
-Fix: Vehicle UI should no longer stay after death
-Fix: Possible fix on bombs not being played on all clients
-Fix: Deployables can no longer be placed on soldiers volumes
-Fix: Possible fix on vehicle UI staying on screen after death

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