squad raas layers

Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Updated soldier stamina to no longer regenerate during vaulting and climbing. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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). TC v1. Rocks and grass should blend much better. Fallujah Fixed a few locations in sewers that still allowed. !vote start - Starts a vote with 6 layers, random modes. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Fixed an audio issue where double hit sounds would play for soldiers. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. This is also intended to increase chances of Attacker success on first Capture Points. RAAS v07. We are continuously working to improve server performance and optimization. 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. Potential Fix for a client crash related to audio and gun sounds. Fixed an issue with the waterfall missing its VFX. We have updated the capture speed to scale with the number of players. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Easily installed this mod works to correct debilitating Raas layers. All tank rounds are using the existing sounds that youve heard. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. Skorpo is a map featured in Squad. At higher quality, textures remain at full resolution further into the distance. USA now has 2x M939. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. RAAS v01. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Updated CAF arid uniforms textures to look more authentic. Updated and optimised deployable sandbag destruction FX. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Updated minimap with the intent to make height more readable, minimap now also features trees. This is intended for very old systems for which Low settings are still not sufficient. These are 100 round box mags. No ticket gain from capturing flags (normally +60).

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squad raas layers

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