Tactical Intervention cover
Tactical Intervention screenshot
Genre: Shooter, Tactical

Tactical Intervention

Steam Authentication Issue + West Coast

Over the past 24 hours, Steam Authentication has been going up and down. It was functioning properly for a while, but as of 3 hours ago, the problem has returned.

It is NOT specific to Tactical Intervention; The game is just affected by it!

Also, some good news? Once the Authentication is functional, you will find a new North America West Coast Lobby to play on.

End of May Status Update

Hello people,


I just wanted to share a bit of information about what's going on and officially introduce a new member of our team.

First off, we are coming along nicely with another significant update.

A few weeks ago we finally received a new source dump of the current CSGO version of Source Engine.
Let me explain real quick what this means for you.

Tactical Intervention since the OGP release before Steam has been built with a modified version of Portal2, with a number of customization's and optimizations from the main Source Engine branch.
We've also had GO's CSM (Cascaded Shadow Mapping) from an ALPHA version of GO, shortly after it was first completed. This has always been something that improves the visuals of the game, but has also been a performance hog - some of you may have noticed that the game wasn't running very fast for the past year.
Now, for the first time in 3 years we're finally able to update the shadows and apply a lot of optimizations. TI Is still slower than GO, but we are working as hard as possible to improve it, so you can expect the next update to improve even more.

Secondly I would like to Introduce Pavle. He has his own Source Modification called HYPOVOLEMIA. Pavle has been a major help to us, and his dedication to fix all of the little things that we either never had the time or severely lacked the resources to fix over the years. Whether it's collision clipping, game-play flow optimization, texture quality improving, he has been a godsend. He has spent a lot of his free time going over every single existing map that we have with a fine toothed comb fixing exploits, bugs, graphical mistakes, and as all of you know, there have been lots of them :).

All in all, with this next update we're hoping to make the game a lot more enjoyable for all of you - thanks for having been loyal to us in all these years.

Maintenance

Hello,

We're running maintenance right now to update the game. We'll be back as soon as possible. We discovered a few issues that need to be fixed before it can complete, Maintenance won't last more than a couple hours at most.

Thanks,

Beta Update - May 3, 2016

The beta has been updated with a few fixes


  • fix many of the props not working in certain maps like mall
  • additional clipping on innercity
  • recreated the navigation mesh for the NPC VIP in Highway
  • fix stage 3 VIP waypoints
  • optimization to the sounds that play when cars are driving on things
  • fix some door models
  • fixed exploit that allowed people to have dogs in fallback slot
  • linux client updated

Beta Update - May 2, 2016

Please see the previous post: Live Update for information about the current LIVE version.

Beta Update - May 2, 2016

Remember that if you wish to Opt into the beta you can do so by right clicking TI In Steam Library, click properties and use the "beta" tab.

The following is the list of changes/fixes in the Beta version, which will roll into Live in the next update at the end of this week, provided there are no major issues with these fixes.



  • VILLA
    - adjusted sprites and lights
    - moved piano to top floor, more conducive for cover
    - adjusted TDM spawns
    - removed parallax from the cave walls, it doesn't work well on curvy surfaces
    - potentially fixed stage 3 (cave) defending zones
  • HIGHWAY
    - graphical updates
    - additional clipping
    - replaced the static crates on the dirt roads
  • SKYRISE
    - minor adjustments
  • MONACO
    - fixed a number of missing faces
    - fixed floating barrels
    - fixed rocket crates appearing in stage 1
    - fixed one of the escape points for stage1
  • CONSTRUCTION
    - raised pit and flattened bottom
    - removed movable shelf in stage 2 doorway
    - moved conference room doorway
    - moved stage2 door away from ammo-box
  • CASTALLA
    - additional clips added to fix more found exploits

  • fixed major bug with pistols where accuracy was swapped between standing still and walking
  • fixed up all shotgun spread patterns
  • holding sprint (default shift) while turning in car will do half-rate for more smaller turn movements
  • updated all the default game pad presets
  • fixed the bug with the VIP car preventing it from accelerating properly
  • game pad now uses the lean keys (bumpers) for gas/brake
  • experimental rag-doll velocity clamping to mitigate the crash in car maps
  • while using DEVGRU character model, your view model arms match your character (this is the first in coming updates for this)
  • Attempt #521312 at fixing the remote c4 floating arms issue
  • added gold UZI skin

Full Update - April 27 / 2016 -- REPOST

This is a repost of the previous news, found in the News section.

Additional Information: The beta version is also back up, and expecting another update in the next couple hours as we ramp up for the next patch this week.


Announcing Tactical Intervention 2016 Full Update! -- April 27 / 2016

Firstly, Thank You! to everyone who participated in our Open Beta for this Update! It was a good and required step into releasing this whole patch to the world.

Secondly, Massive apologies for the amount of time Maintenance took. We had some unfortunate server troubles, and it took over 48 hours to fix, but we're Back!

Thirdly, The North American East and West coast lobbies are Now Live!


Below you will find the list of changes/fixes for this update, thanks a Lot guys!

We will be updating the game Much MUCH more frequently as of this patch. We already have another update planned for sometime NEXT WEEK, which will include many more fixes, and the new Monaco.

Throughout the week, the beta version will also be updated periodically, however, the Beta will only have a Europe Lobby now, but, now that this patch is live, switching between live and beta will be much easier (very small amount of content differences) so once the beta is back up, if you feel like checking out upcoming things while we ramp up for each next patch, feel free to do so!

Thanks again, and we hope you enjoy. and Please continue to post bug reports on the beta forum!

Big Changes

  • NEW Villa; a Hostage Rescue and TDM/FFA map set in a beautiful Villa
  • CLASSIC MALL is back in TDM/FFA -- Mission will return later.
  • ULTRA BETA Linux Client
  • RANK UNLOCKABLES There is a new Level Unlock system in place where 'unique' items are unlockable via leveling up. The first set is for new players, and is described below.
  • We've introduced some significant upgrades to the engine code, incorporating a number of valves fixes and other things
  • Many of our shaders have received an overhaul, or upgrade. To name a few of the changes:
    - Lens Flares, God Rays re-written from scratch (No more 3x bloom!!)
    - vignette and Chromatic Aberration
    - Lightmapped Phong
    - Full Parallax support (both OBM and Full Parallax)
    - many optimizations
    Not all new features are being utilized yet, however they will roll out over time.
  • NEW Professional Mode -- Professional mode is a special game setting that changes a number skill related things. Reduced HUD, unique damage based on bullet type -- every bullet type deals the same value, only the weapons Rate of Fire and Accuracy cause differences. A number of attributes (boosts) are disabled for balance reasons, and more.
  • NEW In-game Music! The game now supports and includes some in-game music which can be customized by following the documentation inside the music folder.
  • drastically reworked recoil system. which has been quoted as "The smoothest recoil in a video game I've ever seen!" the new recoil system gives more control to the weapon user, doesn't blast the screen with vomit inducing shake, and as the quote says, is smooooooooth baby.
  • All new Melee (Knife) System, plus a new Knife that can be purchased from the shop, and customized in the rack -- We will be adding more knives in the future. Note, that knives are purely cosmetic. All knives do the same damage.
  • [experimental] SteamVR Support
  • [OSX]The entire renderer has been upgraded, and now uses SDL
  • [OSX]The audio bugs have been fixed (With the new Music System)
  • Room creators can now enable or Disable auto-balance if they wish
  • Muted players (Via the F3 menu) are now invisible from text chat too
  • The Sniping Queue is back. Now, like dogs, if you aren't a designated sniper you will get your fallback equipment instead.


We are also including the beta MAPKIT. With TI versions of Hammer and all of the tools to create maps and models. You will be able to test your maps alone with bots (for the time being) with a custom version of the game, also included. We are unsure how map distribution will happen yet, perhaps in the future with the Steam Workshop.

Map Changes

  • OFFICE TDM -- Completely overhauled by Resi.
  • CONSTRUCTION has received a major overhaul with tons of fixes and changes
  • SKYRISE has been updated
  • SHOPPING MALL has been updated
  • MILAN has been removed from beta, and all chairs/obstructions have been fixed up for collision (and are kick-able too!) Various bug fixes, plus a number of rappel points have been added for getting down from the scaffolding.
  • FLASH METRO has all known exploit areas fixed.
  • INNERCITY has all known exploit areas fixed.
  • CASTALLA has all known exploit areas fixed.
  • CASTALLA [TDM] Lighting improved


Achievement Changes/Additions

  • IMEI Seeking Rockets now WORKS, and only requires you to kill IMEI once.
  • NEW SKORPIOWNED
  • NEW FAMILY JEWELS
  • NEW CITY DRIVER
  • NEW FASHIONISTA


Other changes/fixes/additions

  • Updated networking settings to hopefully improve performance.
  • added an announcer for TDM/FFA
  • Buffed the MG4 Machine Gun
  • Buffed the PLEXIGLASS shields
  • Added direct radio key-binds to options, and if config is reset to default, the keypad matches the radial menu layout
  • Advanced: Added an option to force your config to save to the cloud, ie: if you modify config.cfg outside of the game, you can force it to save to the cloud so your changes don't get lost, access this from the "Game Options" menu
  • fixed a number of networking bugs
  • changes to hopefully keep servers from losing connection to steam so frequently
  • fixed issues with lag compensation, that might have affected the dogs and cars
  • increased propane tank explosion damage by 500%
  • fixed an issue with car lights
  • improved the helicopter camera when you are dead in HIGHWAY/INNERCITY
  • buffed breaching charge and remote c4
  • fixed bug with spawn protection not ending with the knife, or zooming
  • fixed bug with weapon/armor restrictions not functioning
  • fixed a bug with damage/hit report when you die in TDM/FFA
  • death report shows remaining health of your killer
  • added a new feature (under game options) to display all your hits to the screen. however, it does not show when you hit someone via surface penetration to mitigate abuse.
  • AFK kick time is doubled in TDM/FFA
  • for real this time, fixed the bug with network settings not saving. it will totally save now, and stay that way.
  • fixed an exploit on all VIP Escort (NPC vip) maps, that would allow the CT's to win when they don't deserve to.
  • Friends are no longer taken into consideration for team balance.
  • VIP is not forced into the back seat of empty cars, this only happens at the start of a round.
  • added support for MUMBLE (VOIP)
  • buffed the hostage wave / car jacking so you can shoot again sooner
  • Hostage Bashing has returned in Hostage Rescue
  • Updated the scoreboard, and end of round / end of match displays
  • fixed the incendiary fire visuals that have been missing since the first steam version
  • fixed a longstanding bug with the rappel rope not disconnecting automatically
  • added an option (under game options) to enable tracers for all locally fired weapons. If enabled, when you are spectating you can see tracers for everyone.
  • found and fixed a rogue HUD element that was causing the screen to become 50% darker than it was supposed to be.
  • fixed a really bad bug with hostages that prevented them from being shot properly, or kicked away when you stop grabbing them (using them as meat-shield)
  • throwing the riot shield into enemy players now stuns them again
  • changed the message box after purchasing equipment or weapons to only ask once, unless you choose to actually agree to go to the respective screen.
  • smoothed and cleaned up leaning
  • fixed a number of interface bugs
  • fixed some issues with configuration saving/resetting
  • fixed a long-standing issue with enemy map/SA reveal
  • helmet/headset impacts now have a distinctive sound
  • fixed bug with the minimap/sa indicator game option
  • fixed bug allowing you to put a second dog/sniper rifle as fallback equipment while your primary is a dog/sniper rifle


Tactical Intervention OPEN BETA UPDATE - April 7, 2016

Beta Update - April 7, 2016

Hey guys, it's been a couple weeks since the Open Beta started. Things are going quite well, and we're pretty close to doing a full proper update.

As a Reminder, to Opt into the Beta, you must install regular Tactical Intervention, right click the game in Steam Library, click properties and switch to "open beta - testbed" to download the beta version.

Here is what's coming in this beta update:



  • MONACO-- Monaco has received a complete overhaul with a slightly different VIP Mode, known as MAFIA ESCAPE. Instead of Counter-Terrorists having the VIP, The terrorists have The BOSS.
    Stage1: Terrorists have 2 squads + the Boss. One Squad must attack the Casino. The other Squad must PROTECT the Boss, and help him escape to the cars.
    Stage2: The Mafia Team must drive The BOSS to the escape helicopter. Once the Boss is inside, a few moments later the Helicopter will take off. The Mafia must protect the Helicopter until it can escape. The Monaco Police (CT) Must do whatever they can to stop it.
  • lots of updates to SKYRISE
  • lots of updates to VILLA
  • additional fixes to INNERCITY for collision, as well as added cubemaps around the stage 2 escape point
  • new collision fixes for HIGHWAY around the roads to reduce getting stuck on collision
  • [driving] cars have an all new suspension system, this really needs some good testing to make sure the cars are in tip-top shape.
  • [driving]new sounds for driving on dirt roads
  • [driving]car tires now visually pop again like they did until Sept 2013
  • [driving]cull detail sprites that are inside the car you are riding in
  • fix the bug allowing you to put a sniper rifle/dog in both fallback and normal
  • fix the bug with minimap/sa indicator option, not hiding the minimap when set to SA only.
  • disable NPC indicator particles
  • don't play the "heal me" sound anymore, because it's really annoying
  • don't give hints against helicopter pilots
  • Newly created rooms aren't respecting certain settings, like auto-balance --- Requires Lobby shutdown and maintenance, as well as client update.
  • shaders updated again

Announcing Tactical Intervention 2016 OPEN BETA

First let me start out by saying thank you for your continued support, and massive apologies for the almost 16 month delay between actually getting anything new.

We are starting with an Open Beta, instead of updating the live version immediately. In order to join the beta you must right click on Tactical Intervention in your steam library, selecting Properties, click the BETAS tab and opt into the ('testbed - TEST VERSION ( BETA )'). Steam will then switch the version and download the beta version.

Note that there are a limited number of dedicated servers for this beta, however the first thing you'll notice is that there is both a Europe and.. North America Lobby!
During the beta, the game servers in North America are only located on the West Coast.

Important things to note about the Open Beta:
1) The servers may suddenly go down without any notification for updates
2) The lobby itself is located in Korea, so while it's on the same private network as all of the other servers, it is still very far away and thus occasionally network communication between it and the other servers can be slow, or even fail at times.
3) Please Communicate all issues on the Beta Forum! we have spent a lot of time changing/fixing/optimizing but it is still possible that some things either have been missed, or that some configurations behave negatively.

Included in this open beta, is an ULTRA BETA Linux Client. If you have a Linux machine that can run modern games decently, give it a try and let us know if it IMPLODES or not.


See Here for Complete News

Currency Display ingame

Hi guys,

I made a small update to the server-side which adds support for the new currencies, to allow the inventory and prices to all come down for people in the new supported regions.

However, some of the currencies will display wrong in the game until the new update that is in beta, is ready.

For example,
If something cost $1.00, and you are in India, the back-end converts to Rupees.. But the game will display $66.00 (66 rupees) because the client doesn't have the formatting for Rupee patched yet.

Just wanted to let everyone know this.
Thanks.

Server Maintenance

We will be performing a short server Maintenance in about 40 minutes.

Which is:
12:30AM GMT
7:30PM EST
4:30PM PST

The purpose is just to fix the Weapon Rack / Inventory for all countries affected by the Steam store updates on November 6th.

Maintenance should only last about 20 minutes.