squad raas layers

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). 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. Easily installed this mod works to correct debilitating Raas layers. 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 a shed that players can enter but cannot exit at grid D4-8-8. This led to issues with flag distances and fairness, so it was changed to a lane system. Fallujah Fixed a detached wall segment at grid G5-3-2. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Improved the way texture resolution scales down at distance. This new revised landscape should appear more natural, with a minor increase in micro terrain. It should no longer crash, but we will be monitoring client logs. 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. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Updated autocannon projectiles ( 23mm HE and 30mm HE) to no longer have a so-called kill zone radius this radius differs from other damage radii by ignoring mesh collisions, thus causing these projectiles to penetrate armour and still damage soldiers inside vehicles. Fixed an audio issue where double hit sounds would play for soldiers. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. AAS v1. The effect now smoothly fades in and out. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Ticket loss from losing the flag is still the same (-10 tickets). Complete overhaul of the technical and artistic approach to lighting. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. For example lets take Mutaha. Fixed an issue with foliage popup at close distance. RAAS v05. All UGL / Frags now use a new light impact sound. Fixed a sidewalk using an incorrect material. Reduced the hollow tube effect. All tank rounds are using the existing sounds that youve heard. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. 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. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Fixed an issue with terrain clipping into a building at grid D3-3-6. 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. Admin Commands. Fixed an issue with the Castle POI walls culling too soon. It is the third update of the year (not counting Hotfixes). This is a long-time legacy bug that has been difficult to reproduce reliably. You may want to raise or lower your graphics settings from what you used before this update. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Squadlanes (Squad v4.0) If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. 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. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Fixed an issue with the waterfall missing its VFX. Adjusted and replaced some ambient sounds. turret was disabled and therefore stabilisation was disabled. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Low is now much lower, and High/Epic is much higher. Reddit - Dive into anything Also adjusted the volume of 50cal hit sounds against a Minsk. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. 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. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Adjusted Sumari Seed v1 map layer increased tickets to 300/300 (was 100/100), increased round timer to 4 hours (was 2 hours), decreased startup timer to 30sec (was 60sec), increased forward spawn expiration to 15min (was 10min), removed ticket gain from capturing a flag (was +20 tickets), increased the mercy bleed rate. GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. Squad Maps Most night layers are now brighter in general. Increased the update rate of particles at all quality levels. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. 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. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Updated the water material to better match the new lighting. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. GitHub - mahtoid/SquadMaps: Website to display all the maps and layers Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. We have not been able to reproduce this issue since the fix was implemented. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. The oldest notifications will be removed to make room for new ones. 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. Squad Update v2.12 Release Notes New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). Tessellation itself has also been significantly optimized. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Fixed some minor visual issues with the Scots Pine bush LODs and normals. This, Player kit role icons are sometimes not being displayed on certain menu screens. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Updated Mestia Skirmish v1 to now use Overcast Lighting. Fixed incorrect shading on several landscapes. This. Harju. Squad Lanes has destroyed RAAS layer. We now achieve the desired look using lighting alone, which preserves detail. Complete rework of Squads approach to dynamic shadows. Added a new landscape shader and new landscape textures. It is the third update of the year (not counting Hotfixes). 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. Those who know about it anticipate and destroy maps. 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. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. Added 2 new Gorodok RAAS layers with re-configured CP routes for improved variability and less predictable routes: Gorodok RAAS v6 (USA vs RU), CAF Gorodok RAAS v3 (CAF vs USA). 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. 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. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Fixed a minor issue with dirty toilet water seeping through the wall. This will be addressed in a future update. 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. Fixed an issue with a rock having collision problems at grid F4-7-4. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Added various types of additional cover to various central locations. RAAS v09. Updated landscape to be rockier across the entire landscape. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. The update also brings an overhaul of how the game handles lighting. Removed most artificial colour-grading. We also added a Shaders Graphics Settings section which currently will primarily affect the complexity of the Landscape allowing lower-end hardware more performance options. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. The map was added into the game in the Alpha 14 (June 6, 2019) update. These are the 200 round box mags. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Increased the turret health to match the INS T62. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. 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. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Updated Yehorivka to use a new road material. AAS . Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. more than 100 rounds if they respawn with an empty kit. proportions on the CAF and MEA static flags. Fixed floating shovel and no water sfx sound on inlet. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. This is intended for very old systems for which Low settings are still not sufficient. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. OWI need to nerf Squad lanes : r/joinsquad - reddit 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. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Goose Bay Fixed various floating grass. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Fallujah Fixed a few locations in sewers that still allowed. 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 a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. 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 a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Improved the micro terrain across the entire landscape. Updated Shadows now render out to 1km at all graphics settings. This should hopefully remove an annoying issue that some users have with our in-game mod browser. RAAS v04. Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). Please note that the associated quality and performance tradeoffs have similarly changed. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. RAAS works for the first 5 to 20 mins into the game. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. The new map is set on the southern coastline of Finland. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did.

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