squad raas layers

Reduced the hollow tube effect. 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. The recommended solution, for now, is to run Squad in the Borderless mode. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. SquadMaps is a website to display all the maps and layers in Squad. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Local/Offline Bug with Commander CAS does not do damage in local. Updated brick tower at grid O13-4-6, interior ladders have been removed. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. 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. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). RAAS v10. RAAS v01. We have not been able to reproduce this issue since the fix was implemented. RAAS v03. This will be addressed in a future update. The audio module for Squad is initialized at the game start. 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 floating concrete platform at Shipping Yard grid G3-7-5. This was a legacy issue that has been tough to isolate. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. 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. 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 some road intersections that were not blending correctly. turret was disabled and therefore stabilisation was disabled. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Fixed a collision clipping issue with the rusty railing material and decal. 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. Updated the HAB ghost placement mesh to include exit point indicators. Tessellation itself has also been significantly optimized. Fixed an issue with foliage popup at close distance. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. 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. AAS . Squad Masters Vanilla are the normal maps with normal settings. Fixed a material LOD issue on the large garage at USA Main and the village houses. Also adjusted the volume of 50cal hit sounds against a Minsk. Optimization: Blur shader no longer costs performance when not in ADS. Fixed an issue with road/railroad culling distances being very low. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Kamdesh RAAS v6 new layout with 1 pre-captured flag. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. This addressed a number of visual bugs. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. 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 squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Please note that the associated quality and performance tradeoffs have similarly changed. Fixed an issue with untextured rubble walls at multiple locations. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Others can still hear them when they talk. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. RAAS v10. This crash is currently not reproducible. That helps us get an overview. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. 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. 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. This can be changed in Settings -> Graphics. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. If you experience any issues with the latest update please contact our Support Team (Link URL). Server performance may periodically dip when a server has a high population and high load. Reply 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. 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. This also helps reduce the perceived smudgyness of anti-aliasing. Fixed an issue with terrain clipping into a building at grid D3-3-6. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. 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. Skorpo is a map featured in Squad. Updated map to use new grass & adjusted the scale of the grass. Fixed an issue at the Old Hospital POI with wall alignment. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation. #5 killertowfoo Mar 7, 2021 @ 8:33am Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. This led to issues with flag distances and fairness, so it was changed to a lane system. The update also brings an overhaul of how the game handles lighting. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Squad Lanes has destroyed RAAS layer. Updated ragdoll motors to create a more realistic death with the pose being maintained. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. Adjusted the building in grid F8-4-9 to now have an open access point. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. A complete dictionary of Squad Maps and layers available in-game. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. This. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. We have updated the capture speed to scale with the number of players. 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. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. 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. 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 point capture speed to scale by the number of players. 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. This is intended to give low-end hardware more performance options. Updated the MEA G3 Rifle series firing sounds. Adjusted Sumari AAS v2 vehicle layout to not include APCs. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. 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. It should no longer crash, but we will be monitoring client logs. 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). 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. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Fixed smoothing groups, fixed dark baked in shadows in windows &. Clarified the requirement for Combat Engineer explosives. TC v2. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. 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. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Fixed some floating grass at grid F5-5-8. Fixed a minor UI issue with the MIL MTLBM 6MB vehicle info card entry, the icon was inconsistent with the map icon (it was using APC rather than IFV). Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. 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). Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. This has increased both the visual quality and performance cost of particles. Fixed an issue with the corn crops so that their LOD transition is not as obvious. RAAS v07. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. 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). Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Fixed an issue with dithered temporal AA glass shaders. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Increased the turret health to match the INS T62. RAAS v04. Harju. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Updated CAF Commander CAS to now use CF-18 rocket strike. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. This will be addressed in a future update. My suggestion? Fixed a common Server crash related to SQMapMarkerManager. Added a new road connection between the Bunker and Train Bridge OP. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. This may not provide a benefit on all computers. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. 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. !vote start - Starts a vote with 6 layers, random modes. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. 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. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. 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 More details below: Removed the force which previously prevented infantry from standing on each others heads. Those who know about it anticipate and destroy maps. 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. 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. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Updated the way armor meshes react to damage traces from explosions.

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