squad raas layers

This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. before taking any other troubleshooting steps. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. 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. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Updated all muzzle flashes to be larger, brighter, and more consistent. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. MEA Protection zones no-deploy zone was reduced from 150m to 80m. The new map is set on the southern coastline of Finland. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Please note that the associated quality and performance tradeoffs have similarly changed. . Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. TC v2. This draws focus to the action and enhances the look of visual effects. Updated all muzzle flashes to now kick up much more dust after sustained firing. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Added a small amount of new mini POIs throughout the map. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. No change in all vanilla settings. Updated CAF Commander CAS to now use CF-18 rocket strike. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Increased intensity of peripheral vision blur when using zoom optics. Skirmish v1. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. This was a legacy issue that has been tough to isolate. Fixed an issue with z-fighting decals on hangars. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. Fixed an exploitable non-enterable room to prevent radio placement. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. The audio module for Squad is initialized at the game start. Updated CAF arid uniforms textures to look more authentic. Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. RAAS v12. Adjusted the faction vehicle layout on Tallil RAAS v1. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Adjusted the building in grid F8-4-9 to now have an open access point. Removed most artificial colour-grading. Optimized the sky textures, which previously could cause system hitching on older hardware. Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. Fixed floating rocks at grid G6-8-8, F8-8-9. . Those who know about it anticipate and destroy maps. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. These vehicles are equipped with a very fast velocity and flat trajectory weapon, and when combined with their high mobility, they can be used to devastating effect at long ranges. more than 100 rounds if they respawn with an empty kit. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. This is also intended to increase chances of Attacker success on first Capture Points. Updated the water material to better match the new lighting. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Fixed multiple piles of incorrectly textured boulders. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Ticket loss from losing the flag is still the same (-10 tickets). Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. This will be addressed in a future update. Increased the turret health to match the INS T62. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Kamdesh RAAS v6 new layout with 1 pre-captured flag. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. V2.12s primary focus was on bringing improvements to Squads visuals, making for an all around better looking game, as well as adding new gameplay and tactical opportunities for our players based only on the higher quality visuals alone. All tank rounds are using the existing sounds that youve heard. Local/Offline issues currently have a lower priority. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Updated Anvil loading screen music to use its own unique theme. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Vehicle Reset Feature does not currently work with Helicopters. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Others can still hear them when they talk. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Updated the MEA G3 Rifle series firing sounds. If you spot any specific errors, please open an issue! If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Added a new map layer: Fallujah Seed v1 (USA vs MEA) New map layer for server seeding, which includes a single capture point in the Market with restriction zones. Clarified the requirement for Combat Engineer explosives. garding exported NetGUIDs and Seamless Travel. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. This is intended to help mitigate visual anomalies from high altitudes, as well as reduce abuse of excessive helicopter spotting by exploiting LODs/landscape render issues at high altitudes. Upgrade package for defensive deployables. RAAS v03. Fixed an issue at the Old Hospital POI with wall alignment. RAAS v02. A "lock" icon will appear over a capture zone when a team . Fixed an issue with a wall sticking through a building at grid C4-2-4. Fallujah Fixed a detached wall segment at grid G5-3-2. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Fixed an audio issue where double hit sounds would play for soldiers. Harju. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Usage To use SquadMaps, head to https://squadmaps.com and begin! Improved the way texture resolution scales down at distance. Increased the update rate of particles at all quality levels. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Fixed the issues with the backdrop mountains texture. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. #5 killertowfoo Mar 7, 2021 @ 8:33am TC v1. A complete dictionary of Squad Maps and layers available in-game. This issue is a high priority to fix and. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Design Intention: This is intended to make deployables blend into the environment better, making them slightly harder to spot, especially from longer ranges and from the air. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Added 3 new Kohat RAAS layers with re-configured CP routes for improved variability and less predictable routes: Kohat RAAS v5 (USA vs RU), Kohat RAAS v6 (GB vs RU), Kohat RAAS v7 (RU vs MEA). Players could also use this as a corner-piece to connect with a larger network of defensive deployables like the HASCO walls, sandbags, HMG bunkers, etc. RAAS v10. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Tunnels are now darker in general, to better represent these CQB areas. (APFSDS rounds etc.). AAS v1. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Updated CAF weapon text description in the role loadout screen. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Fixed an issue with the waterfall missing its VFX. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Fixed an issue with tall buildings culling inapporpriately. This is intended to make deployable fortifications more resilient. Updated the landscape terrain shader to a new and improved version. Predict Squad RAAS lanes and learn map layouts with Squadlanes! This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. With improved shadows and lighting also comes updates to the Graphics Settings Menu. optimized the LODs on the Coal Tipple Building. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. RAAS v04. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Adjusted the CAF C9A2 LMG front sight to a more accurate model. This is intended to help mitigate visual anomalies from high altitudes, as well as reduce abuse of excessive helicopter spotting by exploiting LODs/landscape render issues at high altitudes. Expanded the road network northwest of Mogiliovo POI. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Fallujah Fixed a few locations in sewers that still allowed. Reply Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Added various mini POIs across the map to fill in areas that were a bit barren. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am For example lets take Mutaha. Fixed an issue with foliage popup at close distance. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Now with well over 100 distinct layer configurations, Hawks RAAS Rework is the perfect supplement to any server, giving you a classic Squad experience with a new twist. Updated Mestia Invasion v1 to now use Mid Day Lighting. Added a road connection between Niva Upper and Train Bridge. Also adjusted the volume of 50cal hit sounds against a Minsk. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. Fixed the long standing FOB Double teleport bug. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). Players who are experiencing issues after the update, be sure to go to Settings ->. RAAS v08. Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. Updated map to use new grass & adjusted the scale of the grass. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Most night layers are now brighter in general. Fixed an issue with a floating Road grid J10-2-1. Fixed an issue with small ground clutter/rocks having too short of a culling range. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. Fixed a minor issue with dirty toilet water seeping through the wall. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Fixed an issue at the NW Main with an unintended burning fire sound in the area. We intend to add a staging phase functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends. The fix attempt. Potential Fix for the critical issue of players occasionally suddenly getting sent to the spawn menu screen when entering certain vehicle passenger seats (Passenger Seat Bug). Adjusted all SL Rifles to now show + Tracer on their HUD names. Added a new landscape shader and new landscape textures. The full Release Notes for v2.12 are below, and we encourage that you take the time to look for them, to get the full scope of what the Squad development team has been working on. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). Adjusted and replaced some ambient sounds. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Harju. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Added a new road connection between the Bunker and Train Bridge OP. Squad Lanes has destroyed RAAS layer. And it accomplishes this. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Updated ragdoll motors to create a more realistic death with the pose being maintained. In 2 . Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! This addressed a number of visual bugs. Squads v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. This patch adds the new Harju Map to the game. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). RAAS v12. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. This crash is currently not reproducible. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Updated HUD notifications to cap the maximum number of notifications to 4. Those who know about it anticipate and destroy maps. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. RAAS v05. All UGL / Frags now use a new light impact sound. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. RAAS v07. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. This led to issues with flag distances and fairness, so it was changed to a lane system. Updated binoculars with new zoom in/ zoom out sounds. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Squad's v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area.

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