squad raas layers

Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). 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. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. SFX bug while Firing in full auto. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Capturing the center flag does not cause any ticket loss or ticket bleed. 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. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. 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). 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. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed a material LOD issue on the large garage at USA Main and the village houses. Those who know about it anticipate and destroy maps. A complete dictionary of Squad Maps and layers available in-game. 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. 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. Optimization: Blur shader no longer costs performance when not in ADS. (APFSDS rounds etc.). Improved the way texture resolution scales down at distance. Fixed an issue at the Old Hospital POI with wall alignment. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. 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 Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. 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. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. Added new landscape shader & landscape textures. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. 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. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. 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. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Updated Yehorivka to use a new road material. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. 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. We are continuously working to improve server performance and optimization. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. 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! Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Design Intention: Give GB team better odds to and take and hold the first objective. If you spot any specific errors, please open an issue! Fixed a z-fighting column at the warehouse. 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 gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Adjusted river grass and cattail foliage to better match the rest of the autumn look. The oldest notifications will be removed to make room for new ones. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Fixed an issue with terrain clipping into a building at grid D3-3-6. Fixed a collision clipping issue with the rusty railing material and decal. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Fixed the issues with the backdrop mountains texture. Adjusted several CPs capture areas to better match the POI layouts. The recommended solution, for now, is to run Squad in the Borderless mode. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. 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. 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). Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Fixed a sidewalk using an incorrect material. 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. This is an inherent problem, and the solution is currently in long-term development. Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. Complete rework of Squads approach to dynamic shadows. Updated Terrain shadows to now render out to 8km. Added various types of additional cover to various central locations. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Fixed an issue at the NW Main with an unintended burning fire sound in the area. 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. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Fixed floating foliage at various locations. a UGL impact getting perceived the same as a Tandem rocket). Potential Fix for a client crash related to network messages when joining a squad. Upgrade package for defensive deployables. Usage To use SquadMaps, head to https://squadmaps.com and begin! Adjusted grass heights to create less excessively high grass. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed floating shovel and no water sfx sound on inlet. This issue is a high priority to fix and. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Localization for most language translations is currently out of date. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed an issue with a tree growing in train tracks at grid G9-4-8. 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). These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. We will keep you informed if this happens. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Switched to more physically accurate parameters for outdoor lighting. All tank rounds are using the existing sounds that youve heard. Capture Speed Scaling was added in v2.14. The quality and performance cost of this effect are controlled by Post Process Quality. That helps us get an overview. Updated point capture speed to scale by the number of players. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. 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. This draws focus to the action and enhances the look of visual effects. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. 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 should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. We now achieve the desired look using lighting alone, which preserves detail. 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. 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. RAAS v06. Updated flag capture rate scaling values. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Expanded the road network around Kropy and Zolata POIs. Squad Masters Vanilla are the normal maps with normal settings. Soldier stamina regeneration will be paused until these actions complete. Updated binoculars with new zoom in/ zoom out sounds. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Fixed an audio issue where double hit sounds would play for soldiers. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). RAAS v07. RAAS v08. 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 an issue with tall buildings culling inapporpriately. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. 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. Added a Material Quality graphics setting. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed an issue with the waterfall missing its VFX. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. This issue occurred when a projectile damage trace would hit both the vehicle turret and hull, applying damage to both of them, and when the turret was set to transfer received damage to the hull, it resulted in dealing double damage to the hull, which was not intended. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Squad Lanes has destroyed RAAS layer. Updated Mutaha RAAS v1 to include new CPs and new routes. AAS . RAAS v01. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. !vote end - Gently ends the current vote and announces the winner layer. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. 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. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Setting it to Low will disable the effect altogether. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. 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! Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Those who know about it anticipate and destroy maps. Fixed an issue with a bad texture assignment on certain brick walls. RAAS v07. 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. Updated brick tower at grid O13-4-6, interior ladders have been removed. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. The map was added into the game in the Alpha 14 (June 6, 2019) update. 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. Occasional Player (Client) crashes in various circumstances. Tessellation itself has also been significantly optimized. The effect now smoothly fades in and out. Others can still hear them when they talk. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. Occasionally a player does not spawn at a Rally Point. Fixed a potentially exploitable issue with server fire projectile IDs. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. RAAS v02. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Expanded the road network northwest of Mogiliovo POI. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. RAAS v03. Improved and optimized texture quality scaling. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Updated the way armor meshes react to damage traces from explosions. We noticed that there were still some untapped areas to improve performance, as well as provide better scalability options across the board including for users on lower-end hardware in our graphics menu options. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. 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 ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Initial Neutral flags have an additional 1.3x speed multiplier. . 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. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Fixed an issue with road/railroad culling distances being very low. Chora RAAS v3 features old school F88 Rifles. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Potential Fix for a client crash related to audio and gun sounds. I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Updated the minimap with intent to make height more readable, minimap also now features trees. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. Players who are experiencing issues after the update, be sure to go to Settings ->. This usually resulted in putting a soldier up in the air, followed by a fall to their death. 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. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. In the future, restriction zone functionality may be extended to some of our larger maps as well. 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. We have not been able to reproduce this issue since the fix was implemented. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. RAAS v05. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). Updated Shadows now render out to 1km at all graphics settings. 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. RAAS v09. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Afterwards it becomes AAS,(assuming if you remember the next objective location). Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. TC v1. Adjusted the CAF C9A2 LMG front sight to a more accurate model.

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