Agrotourism Novi Sad

squad raas layers

squad raas layers

Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Cooldown does not affect markers placed through the map. Squad's 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! Added a new experimental Tire Fire deployable for Insurgents. !vote start - Starts a vote with 6 layers, random modes. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. 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! Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. 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). !vote restart - Restarts voting with 6 random maps and modes. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Expanded the road network northwest of Mogiliovo POI. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. RAAS v05. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Fixed an issue with a rock having collision problems at grid F4-7-4. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Fixed an issue with a static shovel floating at grid D7-8-5. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Initial Neutral flags have an additional 1.3x speed multiplier. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Added a Material Quality graphics setting. 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! Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. TC v1. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Upgrade package for defensive deployables. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Potential Fix for a client crash related to network messages when joining a squad. Hawks layer pack, the next generation of squad gameplay. 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). Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Clarified the requirement for Combat Engineer explosives. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! 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 and replaced some ambient sounds. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. A complete dictionary of Squad Maps and layers available in-game. Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. 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 soldier stamina to no longer regenerate during vaulting and climbing. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Fixed LODs before imposter on Beech/Oak trees. Tessellation itself has also been significantly optimized. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Improved the way texture resolution scales down at distance. We will keep you informed if this happens. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Updated all muzzle flashes to now kick up much more dust after sustained firing. RAAS v10. optimized the LODs on the Coal Tipple Building. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Side effects may include: Having fun, Getting along with other squad leads, Actual teamwork If you experience a round of squad lasting longer than 30 mins please contact Hawks and thank him for this wonderful rework. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. 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. RAAS v09. Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. 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. Ticket loss from losing the flag is still the same (-10 tickets). Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. !vote cancelauto - Cancel scheduled automatic start of vote. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. 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 Those who know about it anticipate and destroy maps. This. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed some areas where foliage bushes was clipping into houses. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. 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. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). 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 minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Please note that the associated quality and performance tradeoffs have similarly changed. 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). Reply Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Fixed a potentially exploitable issue with server fire projectile IDs. The new map is set on the southern coastline of Finland. . Fixed an issue with road/railroad culling distances being very low. garding exported NetGUIDs and Seamless Travel. 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. Optimized the sky textures, which previously could cause system hitching on older hardware. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Both locations will now use the IFV icon. 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. Updated CAF Commander CAS to now use CF-18 rocket strike. Fixed floating rocks at grid G6-8-8, F8-8-9. This is a long-time legacy bug that has been difficult to reproduce reliably. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Hopefully, this issue should be resolved now. 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. RAAS v03. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. proportions on the CAF and MEA static flags. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Capture Speed Scaling was added in v2.14. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Fixed some floating grass at grid F5-5-8. 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. 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 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. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. For example lets take Mutaha. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. 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. Some layers will continue to receive tweaks and improvements in the future. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. 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. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. RAAS v06. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. This is intended to give low-end hardware more performance options. Updated all muzzle flashes to be larger, brighter, and more consistent. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fallujah Fixed a detached wall segment at grid G5-3-2. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Also adjusted the volume of 50cal hit sounds against a Minsk. RAAS v04. Fixed an issue with the waterfall missing its VFX. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Added a new landscape shader and new landscape textures. The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. We have not been able to reproduce this issue since the fix was implemented. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. 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. Fixed the issues with the backdrop mountains texture. 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. Fixed an issue with various buildings and foliage culling too quickly. Fixed an issue with a wall sticking through a building at grid C4-2-4. Occasional Player (Client) crashes in various circumstances. 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. The map was added into the game in the Alpha 14 (June 6, 2019) update. Adjusted the grass materials to better match the landscape. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. RAAS v01. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. No ticket gain from capturing flags (normally +60). Fixed some minor visual issues with the Scots Pine bush LODs and normals. This also helps reduce the perceived smudgyness of anti-aliasing. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. . 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. more than 100 rounds if they respawn with an empty kit. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Adjusted all SL Rifles to now show + Tracer on their HUD names. Low is now much lower, and High/Epic is much higher. deployables to be placed intention is to disallow all deployables in the sewers. RAAS v07. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. 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.

Pinocchio Hero's Journey, Articles S