squad raas layers

squad raas layers

SquadMaps is a website to display all the maps and layers in Squad. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. 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. MEA now has 2x Ural Logi instead of Simir Logi. This is intended to make deployable fortifications more resilient. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). !vote restart - Restarts voting with 6 random maps and modes. Fixed issue with shiny roads on several maps. Added a new experimental Tire Fire deployable for Insurgents. Design Intention: Give GB team better odds to and take and hold the first objective. RAAS v01. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. While in AAS the flag layout is static and always the same for a map layer, in RAAS the flag layout is randomized and will be different every time you play. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Updated the minimap with intent to make height more readable, minimap also now features trees. 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). All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). 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. The collision should now better match the visual mesh. Potential Fix for a client crash related to audio and gun sounds. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. RAAS v05. Adjusted the corn and wheat fields to remove the short grass. 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. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. 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. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. !vote start - Starts a vote with 6 layers, random modes. Added a new map layer: Al Basrah Seed v1 (GB vs MEA) new map layer for server seeding, which includes a single capture point in the Crossroads with restriction zones and forward spawns. #5 killertowfoo Mar 7, 2021 @ 8:33am Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. RAAS v04. The quality and performance cost of this effect are controlled by Post Process Quality. Some of the changes since you last saw me on the wrench: Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. 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. Added new explosive splash damage against infantry upon vehicle destruction. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Initial Neutral flags have an additional 1.3x speed multiplier. TC v1. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. 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. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Updated brick tower at grid O13-4-6, interior ladders have been removed. Improved the micro terrain across the entire landscape. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Updated minimap with intent to make height more readable, also now features trees. TC v2. Skirmish v1. TC v2. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Fixed the long standing FOB Double teleport bug. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Admin Commands. !vote end - Gently ends the current vote and announces the winner layer. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. 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. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Capture Speed Scaling was added in v2.14. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. 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. Fixed a minor issue with a floating rock at grid D13-8-9. 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 all SL Rifles to now show + Tracer on their HUD names. Please note that the associated quality and performance tradeoffs have similarly changed. This will be addressed in a future update. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. This addressed a number of visual bugs. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. 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. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). 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 columns having z-fighting issues on the rooftop of the Warehouse. Fixed floating rocks at grid G6-8-8, F8-8-9. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Fixed incorrect shading on several landscapes. Reduced the hollow tube effect. Tunnels are now darker in general, to better represent these CQB areas. Fixed an issue with the corn crops so that their LOD transition is not as obvious. 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. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Adjusted several CPs capture areas to better match the POI layouts. 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. 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. SquadMaps: All maps and layers in Squad. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. 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. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Also added more opacity at further LODs. Our design intent is to allow for camouflage and cautious movement to be effective, but without excessively inhibiting other players situational awareness once a firefight begins. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. Updated map to use new grass & adjusted the scale of the grass. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. RAAS v11. 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). I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Low is now much lower, and High/Epic is much higher. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. 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. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Fixed the issue with modded custom factions causing an infinite loading screen. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Fixed an issue with tall buildings culling inapporpriately. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed an issue with various buildings and foliage culling too quickly. This will be addressed in a future update. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Skirmish v1. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). 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. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re.

Arizona Form 140nr Instructions 2020, How To Cancel Actors Access Account, Bona Natural Seal On White Oak, Hot Dogs On Pellet Smoker, Articles S

0 0 votes
Article Rating
Subscribe
0 Comments
Inline Feedbacks
View all comments