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squad raas layers

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. RAAS v07. 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. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Adjusted river grass and cattail foliage to better match the rest of the autumn look. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). This should hopefully remove an annoying issue that some users have with our in-game mod browser. 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. All armor piercing projectiles use another set of piercing more destructive sounds. 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). 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. 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. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Mention the demotion if you are no longer the FTL. Adjusted several CPs capture areas to better match the POI layouts. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Increased the turret health to match the INS T62. 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. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Fixed a material LOD issue on the large garage at USA Main and the village houses. Fixed an issue with terrain clipping into a building at grid D3-3-6. Ticket loss from losing the flag is still the same (-10 tickets). Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Also. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). The map was added into the game in the Alpha 14 (June 6, 2019) update. Initial Neutral flags have an additional 1.3x speed multiplier. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. 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. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. before taking any other troubleshooting steps. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Some of the new Seed layers have experimental features added to try out various scenarios to see how they play out, Tallil Seed v1 is focused on light vehicle combat, the rest of the seeding layers dont have offensive vehicles, On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round), Al Basrah Seed v1, Fallujah Seed v1, and Tallil Seed v2 have Restriction zones limiting the fighting to middle flag(s), At the moment, these restriction zones stay in place until the end of the round. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Textures do not become excessively blobby at lower settings. 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. TC v2. Fixed a common Server crash related to SQMapMarkerManager. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Increased intensity of peripheral vision blur when using zoom optics. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Updated point capture speed to scale by the number of players. A complete dictionary of Squad Maps and layers available in-game. Added a new deployable rickety wooden watchtower with camo nets for Militia. Capture Speed Scaling was added in v2.14. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. 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. 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 should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. TC v1. This can be changed in Settings -> Graphics. Added various mini POIs across the map to fill in areas that were a bit barren. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. And it accomplishes this. Added a Material Quality graphics setting. Hawks layer pack, the next generation of squad gameplay. Those who know about it anticipate and destroy maps. 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. Updated the minimap with intent to make height more readable, minimap also now features trees. Vehicle Reset Feature does not currently work with Helicopters. Goose Bay Fixed various floating grass. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. 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. Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Updated Mutaha RAAS v1 to include new CPs and new routes. #5. RAAS works for the first 5 to 20 mins into the game. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. Fixed an issue with small ground clutter/rocks having too short of a culling range. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. A "lock" icon will appear over a capture zone when a team . Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Fixed a z-fighting column at the warehouse. etc.) Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). This is an inherent problem, and the solution is currently in long-term development. This addressed a number of visual bugs. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Improved the way texture resolution scales down at distance. 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. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Chora RAAS v3 features old school F88 Rifles. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Improved the visibility of muzzle flashes. !vote start - Starts a vote with 6 layers, random modes. 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 a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Also adjusted the volume of 50cal hit sounds against a Minsk. 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. 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. proportions on the CAF and MEA static flags. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. 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. 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. Fixed an issue at the Old Hospital POI with wall alignment. Occasional Player (Client) crashes in various circumstances. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). !vote cancelauto - Cancel scheduled automatic start of vote. 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. Updated Mestia Skirmish v1 to now use Overcast Lighting. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. 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. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). 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 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. RAAS v11. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Fixed smoothing groups, fixed dark baked in shadows in windows &. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed an issue with tall buildings culling inapporpriately. The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. 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 allows a 120s AAS flag to be captured in as little as 80s. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. 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. Fixed an issue with a wall sticking through a building at grid C4-2-4. Fixed floating foliage at various locations. This may not provide a benefit on all computers. Adjusted and replaced some ambient sounds. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. 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). Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. 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. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. Fixed an issue with vehicles sometimes floating when they first spawn. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Fixed some floating grass at grid F5-5-8. In 2 . Added a new road connection between the Bunker and Train Bridge OP. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). 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. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Also updated is the Buddy Boost feature, with a focus on making it easier to use. deployables to be placed intention is to disallow all deployables in the sewers. Optimized the sky textures, which previously could cause system hitching on older hardware. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. The fix attempt. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. 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. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. Fixed an issue with road/railroad culling distances being very low. Fixed a minor issue with floating grass in the Tunnel. To halt their advance, a NATO carrier group has been . SquadMaps: All maps and layers in Squad. The new map is set on the southern coastline of Finland. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. RAAS v08. A complete dictionary of Squad Maps and layers available in-game. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. We now achieve the desired look using lighting alone, which preserves detail. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. 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. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. Fixed an issue with a static shovel floating at grid D7-8-5. Potential Fix for a client crash related to network messages when joining a squad. Updated HUD notifications to cap the maximum number of notifications to 4. Fixed an issue with a rock having collision problems at grid F4-7-4. RAAS v10. This is intended to give low-end hardware more performance options. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Updated a few maps to use new grass. Updated the landscape terrain shader to a new and improved version. 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. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. 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 landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Updated ragdoll motors to create a more realistic death with the pose being maintained. Updated flag capture rate scaling values. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. 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 capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Fixed LODs before imposter on Beech/Oak trees. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. USA now has 2x M939. Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways.

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