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January 24, 2018
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squad raas layers

Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Fixed the issues with the backdrop mountains texture. Occasionally a player does not spawn at a Rally Point. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Squad's RAAS system was originally based only on depth. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Afterwards it becomes AAS,(assuming if you remember the next objective location). Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). RAAS v09. This. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. RAAS v07. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. This often happens when numerous players are spawning in at the same time 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. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Added various mini POIs across the map to fill in areas that were a bit barren. Increased the turret health to match the INS T62. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Rocks and grass should blend much better. (APFSDS rounds etc.). RAAS v10. This draws focus to the action and enhances the look of visual effects. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Adjusted the CAF C9A2 LMG front sight to a more accurate model. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. before taking any other troubleshooting steps. Some layers will continue to receive tweaks and improvements in the future. Textures do not become excessively blobby at lower settings. We have not been able to reproduce this issue since the fix was implemented. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. 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. 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). Optimization: Blur shader no longer costs performance when not in ADS. RAAS v09. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. In the future, restriction zone functionality may be extended to some of our larger maps as well. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. A complete dictionary of Squad Maps and layers available in-game. proportions on the CAF and MEA static flags. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. These are 100 round box mags. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. 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. 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 Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. 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 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. It is the third update of the year (not counting Hotfixes). Fixed an issue with a tree growing in train tracks at grid G9-4-8. Updated Belaya to use a new landscape renderer. Please note that the associated quality and performance tradeoffs have similarly changed. Improved the way texture resolution scales down at distance. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. 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. This, Player kit role icons are sometimes not being displayed on certain menu screens. 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 the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Updated minimap with intent to make height more readable, also now features trees. Fixed some areas where foliage bushes was clipping into houses. Optimized the sky textures, which previously could cause system hitching on older hardware. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. 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! Some of the changes since you last saw me on the wrench: The audio module for Squad is initialized at the game start. 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. Fixed the long standing FOB Double teleport bug. All UGL / Frags now use a new light impact sound. Ticket loss from losing the flag is still the same (-10 tickets). Goose Bay Fixed various floating grass. 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. Squad Lanes has destroyed RAAS layer. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Fixed an issue with untextured rubble walls at multiple locations. 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. And it accomplishes this. Adjusted all SL Rifles to now show + Tracer on their HUD names. 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. 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. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). Fallujah Fixed a detached wall segment at grid G5-3-2. Soldier stamina regeneration will be paused until these actions complete. Fixed an issue with the corn crops so that their LOD transition is not as obvious. RAAS v12. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Others can still hear them when they talk. 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). 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 the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Updated flag capture rate scaling values. Pros: Large amount of hit points and good viewing angles, with a protected entry way. #5. 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 several issues with the industrial_office1_plain (a building used on multiple maps) structure. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. RAAS v11. Fixed an issue with various foliage clipping through buildings. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. 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 the way armor meshes react to damage traces from explosions. This is intended to give low-end hardware more performance options. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. This addressed a number of visual bugs. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Mention the demotion if you are no longer the FTL. 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 several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire.

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