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Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Fixed an issue with foliage popup at close distance. Fixed the issues with the backdrop mountains texture. Fixed smoothing groups, fixed dark baked in shadows in windows &. Fixed floating foliage at various locations. 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. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Occasional Player (Client) crashes in various circumstances. Squad Lanes has destroyed RAAS layer. Note: autocannon are unchanged and still use a 50cm kill zone radius. Expanded the road network northwest of Mogiliovo POI. Updated ragdoll motors to create a more realistic death with the pose being maintained. RAAS v11. Ticket loss from losing the flag is still the same (-10 tickets). Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. This issue is a high priority to fix and. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Optimized the sky textures, which previously could cause system hitching on older hardware. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Adjusted the corn and wheat fields to remove the short grass. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. RAAS v02. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. The audio module for Squad is initialized at the game start. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Increased the update rate of particles at all quality levels. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Fixed an issue with various buildings and foliage culling too quickly. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. 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. 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. 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). Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Skorpo is a map featured in Squad. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. 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. 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 where players occasionally would have very thick fog after switching to a new map layer. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Updated binoculars with new zoom in/ zoom out sounds. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). 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. This means it will not be possible to destroy these vehicles by hitting only their turret. Added new explosive splash damage against infantry upon vehicle destruction. Updated Mestia Skirmish v1 to now use Overcast Lighting. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. This may not provide a benefit on all computers. MEA now has 2x Ural Logi instead of Simir Logi. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Localization for most language translations is currently out of date. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Also. optimized the LODs on the Coal Tipple Building. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. This will be addressed in a future update. We have not been able to reproduce this issue since the fix was implemented. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Added a new deployable fortified HASCO Observation Tower for all conventional factions. 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. All tank rounds are using the existing sounds that youve heard. A "lock" icon will appear over a capture zone when a team . Potential Fix for a client crash related to audio and gun sounds. Tessellation itself has also been significantly optimized. Fixed an issue with z-fighting decals on hangars. Updated the way armor meshes react to damage traces from explosions. 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. This will be addressed in a future update. RAAS v07. Fixed an issue with the Castle POI walls culling too soon. 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 the issue with modded custom factions causing an infinite loading screen. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). 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). Removed most artificial colour-grading. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. 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). Added various mini POIs across the map to fill in areas that were a bit barren. Tunnels are now darker in general, to better represent these CQB areas. AAS . Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Fallujah Fixed a few locations in sewers that still allowed. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. Vehicle Reset Feature does not currently work with Helicopters. Increased intensity of peripheral vision blur when using zoom optics. Added a new landscape shader and new landscape textures. In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. This will be addressed in a future update. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. 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). Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. This is also intended to increase chances of Attacker success on first Capture Points. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Fixed a wall segment having a missing face at grid I7-8-9. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. 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 with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Improved the micro terrain across the entire landscape. This. Only the admin cam has special caster features. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Carroll County Accident,
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