squad raas layers

Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. 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. Alt-tabbing out of Squad during a loading screen freezes the Player (client). V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Currently, this primarily affects the complexity of the Landscape. Switched to more physically accurate parameters for outdoor lighting. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Updated the landscape terrain shader to a new and improved version. Low is now much lower, and High/Epic is much higher. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. 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. Reduced the hollow tube effect. Hopefully, this issue should be resolved now. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. 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. This also helps reduce the perceived smudgyness of anti-aliasing. RAAS v05. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed floating foliage at various locations. a UGL impact getting perceived the same as a Tandem rocket). Fixed a minor issue with a floating rock at grid D13-8-9. Updated Seed Map layers to now show the game mode in the server browser, as well as adding the game modes description to the team select menu. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. Those who know about it anticipate and destroy maps. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. 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. Fixed the issue with modded custom factions causing an infinite loading screen. Community's opinion on RAAS vs AAS? : r/joinsquad - reddit Fixed an issue with various buildings and foliage culling too quickly. optimized the LODs on the Coal Tipple Building. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Vehicle Reset Feature does not currently work with Helicopters. Fixed some minor visual issues with the Scots Pine bush LODs and normals. The Most Underrated Mod Since The Start Of Open Modding Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! TC v2. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. Squad Lanes has destroyed RAAS layer. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Updated HUD notifications to cap the maximum number of notifications to 4. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Usage To use SquadMaps, head to https://squadmaps.com and begin! RAAS v11. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Fixed an issue with tall buildings culling inapporpriately. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed an issue with a wall sticking through a building at grid C4-2-4. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Potential Fix for a client crash related to network messages when joining a squad. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. #5. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Numerous fixes and updates to improve Squads modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. All armor piercing projectiles use another set of piercing more destructive sounds. No change in all vanilla settings. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. You may want to raise or lower your graphics settings from what you used before this update. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Fixed an issue with RUS Tigr and GB LPPV where the open turret hatches were transmitting damage to the vehicle hull, this will no longer happen. Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu. RAAS v05. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Fixed an issue with a static shovel floating at grid D7-8-5. Skorpo - Official Squad Wiki RAAS v06. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Some of the changes since you last saw me on the wrench: Fixed an issue with untextured rubble walls at multiple locations. Adjusted all SL Rifles to now show + Tracer on their HUD names. This usually resulted in putting a soldier up in the air, followed by a fall to their death. RAAS v01. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. 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). Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Updated point capture speed to scale by the number of players. Fixed multiple piles of incorrectly textured boulders. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed issue with shiny roads on several maps. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. Hawks layer pack, the next generation of squad gameplay. Fixed an issue with vehicles sometimes floating when they first spawn. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. Added a new deployable rickety wooden watchtower with camo nets for Militia. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. Local/Offline issues currently have a lower priority. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Skirmish v1. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Fixed a common Server crash related to SQMapMarkerManager. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Squadlanes (Squad v4.0) 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. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. Initial Neutral flags have an additional 1.3x speed multiplier. At higher quality, textures remain at full resolution further into the distance. Updated the minimap with intent to make height more readable, minimap also now features trees. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. Reddit - Dive into anything Is Squad Lanes cheating? : r/joinsquad - reddit.com Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Mention the demotion if you are no longer the FTL. Skirmish v1. Occasional Player (Client) crashes in various circumstances. The update also brings an overhaul of how the game handles lighting. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Easily installed this mod works to correct debilitating Raas layers. Squadlanes: Good or Bad? What's your opinion? : r/joinsquad Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. Updated CAF weapon text description in the role loadout screen. Added new explosive splash damage against infantry upon vehicle destruction. Some layers will continue to receive tweaks and improvements in the future. Design Intention: Give GB team better odds to and take and hold the first objective. Ticket loss from losing the flag is still the same (-10 tickets). Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Cooldown does not affect markers placed through the map. RAAS v09. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. 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 Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Complete overhaul of the technical and artistic approach to lighting. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. #5 killertowfoo Mar 7, 2021 @ 8:33am 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! RAAS v11. RAAS v02. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. Harju. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Fixed an issue with the Castle POI walls culling too soon. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Textures do not become excessively blobby at lower settings. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Fixed a wall segment having a missing face at grid I7-8-9. Also added more opacity at further LODs. 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. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Fixed an issue with a floating Road grid J10-2-1. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Increased intensity of peripheral vision blur when using zoom optics. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. 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 Updated a few maps to use new grass. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Soldier stamina regeneration will be paused until these actions complete. 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. Squad Maps Fixed a sidewalk using an incorrect material. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Fixed LODs before imposter on Beech/Oak trees. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Added a road connection between Niva Upper and Train Bridge. 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. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. SQUAD UPDATE V2.15 RELEASE NOTES : Squad - joinsquad.com Admin Commands. WoodenQuality5099 25 days ago However it's not truly random. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. This, Player kit role icons are sometimes not being displayed on certain menu screens. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Squad Lanes has destroyed RAAS layer. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. Updated minimap with intent to make height more readable, also now features trees. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Squad's RAAS system was originally based only on depth. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. This can be changed in Settings -> Graphics. SquadMaps is a website to display all the maps and layers in Squad. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Increased the update rate of particles at all quality levels. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Also adjusted the volume of 50cal hit sounds against a Minsk. Harju. RAAS v08. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. The collision should now better match the visual mesh. 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. Rocks and grass should blend much better. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Players who are experiencing issues after the update, be sure to go to Settings ->. TC v1. This is intended to make deployable fortifications more resilient. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. This allows a 120s AAS flag to be captured in as little as 80s. OWI need to nerf Squad lanes : r/joinsquad - reddit In 2 . Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed an issue with dithered temporal AA glass shaders. Fixed some floating grass at grid F5-5-8. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. MEA now has 2x Ural Logi instead of Simir Logi. Skorpo is a map featured in Squad. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. 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. That helps us get an overview. !vote cancelauto - Cancel scheduled automatic start of vote. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds.

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squad raas layers