squad raas layers

Fixed floating rocks at grid G6-8-8, F8-8-9. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. The fix attempt. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. Fixed an issue with z-fighting decals on hangars. 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. This patch adds the new Harju Map to the game. Reply Fixed an issue at the Old Hospital POI with wall alignment. 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. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). 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. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. The recommended solution, for now, is to run Squad in the Borderless mode. Fixed an issue with a tree growing in train tracks at grid G9-4-8. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. 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. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Updated soldier stamina to no longer regenerate during vaulting and climbing. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. RAAS works for the first 5 to 20 mins into the game. Updated flag capture rate scaling values. Players who are experiencing issues after the update, be sure to go to Settings ->. Fixed an issue with a floating Road grid J10-2-1. Fixed an issue with terrain clipping into a building at grid D3-3-6. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces We have updated the capture speed to scale with the number of players. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. 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. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. This new revised landscape should appear more natural, with a minor increase in micro terrain. 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. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Most night layers are now brighter in general. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Optimized the sky textures, which previously could cause system hitching on older hardware. Fixed a common Server crash related to SQMapMarkerManager. before taking any other troubleshooting steps. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Increased the update rate of particles at all quality levels. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. 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. Increased the turret health to match the INS T62. Updated HUD notifications to cap the maximum number of notifications to 4. 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. Updated CAF weapon text description in the role loadout screen. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed an issue with tall buildings culling inapporpriately. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. RAAS v02. Fixed an exploitable non-enterable room to prevent radio placement. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. proportions on the CAF and MEA static flags. Adjusted GB FV107s HAT damage modifier. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. 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. Pros: Relatively small footprint with superior viewing angles for observation and fire support. 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. RAAS v03. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. This can be changed in Settings -> Graphics. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. 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. Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. To halt their advance, a NATO carrier group has been . 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. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. 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 a rock having collision problems at grid F4-7-4. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Capture Speed Scaling was added in v2.14. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Updated the minimap with intent to make height more readable, minimap also now features trees. Server performance may periodically dip when a server has a high population and high load. Fixed an issue with road/railroad culling distances being very low. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Setting it to Low will disable the effect altogether. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Improved the micro terrain across the entire landscape. Updated Belaya to use a new landscape renderer. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Increased intensity of peripheral vision blur when using zoom optics. 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 an issue with an archway that was too low to walk under at grid H6-4-9. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. SFX bug while Firing in full auto. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. 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. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. 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. 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. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Currently, this primarily affects the complexity of the Landscape. Updated Terrain shadows to now render out to 8km. Adjusted the building in grid F8-4-9 to now have an open access point. Both locations will now use the IFV icon. Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Updated all muzzle flashes to now kick up much more dust after sustained firing. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Updated map to use new grass & adjusted the scale of the grass. RAAS v08. 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. 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. Pros: Large amount of hit points and good viewing angles, with a protected entry way. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Switched to more physically accurate parameters for outdoor lighting. 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! Those who know about it anticipate and destroy maps. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Please note that the associated quality and performance tradeoffs have similarly changed. Fixed an audio issue where double hit sounds would play for soldiers. 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 Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. If you experience any issues with the latest update please contact our Support Team (Link URL). RAAS v04. If you spot any specific errors, please open an issue! This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Added new explosive splash damage against infantry upon vehicle destruction. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. 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. Fixed an issue with the corn crops so that their LOD transition is not as obvious. This is also intended to increase chances of Attacker success on first Capture Points. 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 a minor issue with floating grass in the Tunnel. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed smoothing groups, fixed dark baked in shadows in windows &. 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. 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. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Fixed a wall segment having a missing face at grid I7-8-9. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Adjusted the corn and wheat fields to remove the short grass. 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. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. #5. 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. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. RAAS v07. 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. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Adjusted all SL Rifles to now show + Tracer on their HUD names. These are the 200 round box mags. Fixed an issue with a wall sticking through a building at grid C4-2-4. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. The effect now smoothly fades in and out. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Adjusted several CPs capture areas to better match the POI layouts. 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 . The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Fixed some road intersections that were not blending correctly. Capturing the center flag does not cause any ticket loss or ticket bleed. Updated point capture speed to scale by the number of players. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Some layers will continue to receive tweaks and improvements in the future. RAAS v11. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Squad Masters Vanilla are the normal maps with normal settings. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Potential Fix for a client crash related to network messages when joining a squad. With improved shadows and lighting also comes updates to the Graphics Settings Menu. 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. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. RAAS v08. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Also adjusted the volume of 50cal hit sounds against a Minsk. Cons: Very exposed / prominent position which is easy to target with area effect weapons. optimized the LODs on the Coal Tipple Building. 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. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Localization for most language translations is currently out of date. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). You may want to raise or lower your graphics settings from what you used before this update. That helps us get an overview. Fixed a minor issue with a floating rock at grid D13-8-9. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. All UGL / Frags now use a new light impact sound. TC v1. Tunnels are now darker in general, to better represent these CQB areas. In 2 . Others can still hear them when they talk. RAAS v01. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. RAAS v11. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable.

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