TO4: Tactical Operations cover
TO4: Tactical Operations screenshot
Genre: Shooter, Indie

TO4: Tactical Operations

Patch 23134

Map Changes



  • New Map: MAP-2on2-Conquer; feedback appreciated!
  • Enabled precomputed visibility on all maps (might increase performance especially for older systems)
  • 2on2-Lock: Fixed the objective description & Added a third hostage

Misc



  • Fixed impact fx on local listen server

Patch 23115

Code



  • Fixed occasional dedicated server crash
  • Fixed wrong starting money for players who join during a game
  • Update FSR 2.1.1 to 2.2


Maps


MAP-Fueled



  • Redid the pain-causing-volume near the window on SWAT spawn. This caused strange impact effects
  • Adjusted the collision on the big containers (Terrorist and SWAT spawn) for smoother movement
  • Fixed the missing impact effects on the SWAT tunnel materials


MAP-Thunderball



  • Reduced texture load


MAP-Arena-Shaolin



  • Fixed missing physical materials on some walls


MAP-2on2-Lock



  • Fixed misaligned rescue zone
  • Changed overpowered spot on the stairs near T-base (could look directly into SF base)


MAP-RapidWaters



  • Blocked entrance to truck underwater


MAP-Filth



  • Fixed the bouncing evidence bags


MAP-Smuggler



  • Slightly increased overall darkness to the map

Hotfix 23081

Fixes



  • Fix hit zone bug

Patch 23077

TL;DR



  • Game size halved
  • Better game performance (+ upscaling technologies for more FPS)
  • Update project to Unreal Engine 4.27 & a lot of core source code refactoring
  • A new gamemode


Unreal Engine 4.27



  • Enable Oodle Compression (ratio about 60%, 50GB => 20GB game size; while also providing faster loading times, however even small updates will be a lot bigger in the future)
  • Nvidia Reflex Low latency
  • Nvidia DLAA
  • Support new upscaling technologies for better performance with only some minor visual artifacts on balanced / quality preset

    • AMD FSR 2 (works also on older Nvidia cards without DLSS support)
    • Nvidia DLSS 2


Recommendation for good performance:



  • Nvidia Platform: DLSS > TAA, Always use Reflex
    (Reflex Low Latency boost mode trades additional GPU load for even less latency if you have the resources)
  • General: TAA even on high / epic offers great performance (seems to have issues on older GPUs, known fix is to set AA to Low / Medium or use FXAA),
    FSR improves performance a lot and even works on older Nvidia / AMD GPUs


Other changes



  • General source code refactoring & cleaning (needed before even thinking about adding bots; more lines of code deleted than added :))
  • Rework weapon hit / miss fx replication (affects especially shotgun fx replication)
  • Reactivate low pass filter automation when flashed
  • Hide minimap setting
  • Usage of async trace interface for continuous tracing: third person weapon laser, "aim-at" ui features (player name, tooltips), might improve performance
  • Fix TAA artifacts on first person meshes
  • Removed overlap workaround for collision events of physics actors (onCollide events caused random physx crashes when using them in earlier engine versions; might improve performance)
  • Fix "random" fps hitches caused by garbage collector due to unnececary rebuilding of ui maplist (yes that happened :D)
  • Fix nade clipping through window without breaking it


New Gamemode: Sabotage (WIP)


A variation of the classic bomb defuse gamemode with auto respawn, which allows both teams to plant the bomb on their given target spots.
This gamemode is still in development and just a prototype, maps might be removed / edited in the future. More maps are still in development. Feel free to give feedback & pls report bugs :)

  • SBT-Abstract
  • SBT-Terminal
  • SBT-Underground


Coming up todos (some already wip)



  • Migration from OSS Steam to EOS Plus (with Steam)
  • Freebie Easy Anticheat (EOS Game Services)
  • New replicated projectile actor (for nades & at some time knives / nade launchers)
  • Gamemode overrides for Maps; run game modes without the need to package extra maps for them (Classic / TDM / CTF / SBT)
  • New / Reworked distributed builder framework (distributed compiling the game / gameservers on multiple servers at once)
  • TO4ST features: Gamemode specific game config overrides, maplist presets (map + gamemode override)
  • Gameserver distribution via SteamCMD
  • First person animations rework + new weapons (long term)
  • Bots (long term)
  • UE5 (very long term :D)


Maps



MAP-2on2-Lock



  • Enlarged both T-base and SF-base. No longer there is a direct sightline into base for both teams
  • Hostages are slightly more spread
  • Made it possible to access both T-base and Hostage area without it being a one-way street
  • Changed all glowsticks into decent models
  • Redid some rain parts (let heavy on performance)
  • Added some more surrounding buildings and landscape
  • Slightly increase overall lighting
  • Added a few extra strategic cover points on both connecting sides
  • Fixed new minimap
  • Fixed collision on stairs new SF base
  • Removed some foliage due to sight lines


MAP-Fueled



  • Moved the palm on sniper alley on T-side (was an overpowered spot)
  • Replaced some meshes since they were broken (due to engine migration?)


MAP-Thunderball



  • Enlarged and replaced the SWAT buyzone (was a strangely placed and small zone)


MAP-Torii



  • Replaced most blocking volumes (for pawn) around the cliffs on the edge of the world. We need these for smoother movement, but it also prevents from picking up weapons/bomb laying behind the volume


MAP-Drought



  • Fixed the one strange blocking volumes (and bullet impact effects) on walls
  • Fixed foilage


MAP-Scope



  • Fixed the strange blocking volumes on some windows (especially middle house)
  • Changed the look and feel of RedHouse to actually match the map more
  • Removed breakable bottles that looked bad


MAP-Trainyard



  • Fixed misaligned meshes on the ground
  • Fixed some materials that were broken
  • Fixed strange collision / wall in the air near the bombspot A (inside warehouse)
  • Fixed the bug where you could shoot through the train (especially the glass)
  • Fixed the strange opening in the container on the backside of bombspot B (near the train)
  • Redid the mesh painting on the big walls near SF-base; they had strange lines to it which seemed unnatural


MAP-Smuggler



  • Replaced the T-base. It's seconds closer to the middle of the map now
  • Added some extra cover for T-base routes towards points in the map
  • Redid all glowsticks
  • Fixed some misplaced / overlapping actors in the map
  • Closed the breakable windows in the lower middle building (cant see through anymore, gives cover)
  • Added some extra lights in the map to get rid of too much darkness
  • Fixed missing ceiling in the house next to SF-base (you could look through the entire building)
  • Added a snipers nest on the high route, only accessible from the Terrorist side. This point overviews the high route Escape but also part of the middle roof


MAP-FollowTheMoney



  • Fixed the one-sides mesh on the stairwell (you could look through, but not shoot)
  • Fixed the strange collision on plants
  • Fixed the one-sided panel


MAP-Arena-PreAIM



  • Added extra ramp for T-base to get up more quickly (Balancing)
  • Adjusted containers completly to the floor to prevent damage being done from underneath
  • Adjusted small overlapping actors


MAP-Arena-KillThemAll



  • Slightly brightened the wall texture

Patch 22267

UI


SettingsPage



  • Added min/max value and unit to slider component
  • FOV slider works with absolute values 85-120° (instead of 0-100%)

Gameoverlay



  • Fixed dmg values in killed by info
  • Fix hide hud bind

ServerPage



  • Fixed overlapping of serverlist and buttom bar
  • Scrollable playerlist

MainMenu



  • Design polish (overlapping pages with buttom bar)

BuyMenu



  • Fixed closing with OpenBuyMenu bind

Game performance



  • Optimise tick utilisation (remove tick from various blueprint map actors, rework bp logic which does not need tick, apply bp -> c++ to even more actors)
  • Implement object pooling for weapon fx (ejected shell actor; bullet fx actor, in addition to particle system pooling)
  • Misc ini tweaks to improve performance for some configurations (don't expect much from those changes, it might reduce hitches, in comparisons it could improve FPS by a little for GPU bottleneck scenarios)

Misc



  • Fix spectator join on listen server
  • Fix typo in player controler movement tooltip

Patch 22167

Hello everyone!



As some of you have noticed the "quick" patch we promised in the last update has not been published yet.
Sadly we ran into a very strange bug which introduced random game freezes to our development build.
Since most of the team has been taking a break during the first months of the year, the bug has not been discovered until we started working on the game actively again (especially testing new features that have been added in the meantime).
In the last 2 months we have been debugging potential fixes, however with no result until the reason has been identified recently (an engine config setting, which was supposed to improve performance).

Nonetheless, today we can finally announce and release the "not-so-quick" patch.

How will we continue?


We are aware of the small active player count the game currently has. Still we will continue to work on the game, we still feel that our game has potential for only a smaller group of gamers.

Great news is also that a new developer recently has joined the team to work on AI (bots!). His name is FilRip and say hi to him on Discord or ingame (hint: he is French ;-) )
In the last year a prototype for better (predictive) nade physics & replication has been worked on which is almost ready for initial testing; it will be used for grenades and a community favorite: knife throwing.
The first iteration on the first person weapon animations will be applied in the near future.

Changelog



Fixed



  • Breakable objects like windows not reset after round
  • "Validation Failed" connection reset on some systems
  • Serverbrowser bugfixing
  • Pause-in-pre-round bug


Maps



  • MAP-2on2-Exile: Reworked floor near Pool (fix flickering artifacts)
  • MAP-2on2-Lock: Reworked light (too muddy and washed out before)
  • MAP-Trainyard: Some wall painting, fix collision train ladder, fixed broken middle door
  • MAP-Scope: Scope a bit brighter overall, collision fixes, slightly polished landscape near Silo-Bunker.
  • MAP-Escape: Landscape and collision fix
  • MAP-RapidWaters: More light in team bases, less harsh contrast outside, added concrete in hostage base instead of gravel
  • MAP-Blister: Collision fixes
  • MAP-Fueled: Updated „Wall of Fame“
  • MAP-Trainstation][: Added blocking collision on the train, removed the OP spot on high bridge for Terrorist


UI



  • Reworked main menu (still work in progress, feel free to give feedback!)


Misc



  • Crouching now allowed pre round

Road forwards after the DEV break

Hello everyone, the end of March is upon us! We promised that after our long break (dec - march 2022) we would get back to you what the future of TO4 would be. We took our time to redefine our goal, our game and our team. Below you will find the first setup of the road forwards for our game.

April 2022



Game
- Bring out a (quick) new patch with at least:
- small tweaks and balancing spots on maps (Blister, Filth, Trainyard, Scope, RapidWaters, LockDown)
- fixed the 'timed out' error on some servers by players (mostly with lower-end hardware)
- Stop development on the current branch and prepare to migrate to a newer Unreal Engine

Discord
- Redo the entire setup (restructuring channels to have a better overview)
- We have deleted MatchPing and TwitchPing. We have now made 3 opt-in options: MatchPing, PublicPing and StreamPing. Information about this is in getting-started (👈🏼 check this channel!)
- We will also stop using the Everyone and Here commands, instead we have: PatchPing, NewsPing en EventPing, this is also opt-in check the getting-started
- Resetting roles and base structure of the roles
- Preparing for upcoming TO4 stuff

Marketing
- Bring more often news and announcements about the game
- Rewrite the Steam page and specifications


May - July 2022



Game
- Move from Unreal Engine 4.25.4 to 4.27.2
- Replace some legacy sub-systems of the game and redo parts of the code (for instance: server browser)
- Better optimization options (and reducing install folder size)
- Add anti-cheat
- Fix bugs, tweak balance / movement in maps
- Further tweak weapons, movement, other game elements
- Redo and tweak User Interface elements in the game (menu's, overlay, etc)
- Possible: better hostage models
- Possible: Add bots
- Possible: New weapon sounds
- Possible: New maps

Discord and community
- Discord used as main communication channel (bugtracker / forums will only be for internal testers)
- Direct links to competitive ladders and news through Discord
- Setup competitive ladder system (Team: Ukkie<3, Ncom.sax , Remus , L4UR3NS ... if you are interested, approach these people!)

Marketing
- Directly approach streamers and reviewers with a more personal message to review our game
Goal for this: reach players, but also let them explain the game mechanics better and more. So people start the game with knowledge. We have a few a these streamers in mind, but if you know any good streamers that could help us out here, let Ssswing` know on Discord!
- Reach out to 1 or 2 video creators to create video content of the game (used on youtube / twitch / other marketing) - First spot is taken by @Daya*** !
- Get the competitive ladder up and running
- Organise a tournament
- Bring more often news and announcements about the game

Patch 21357

Today we are glad to bring you a new patch for Tactical Operations with quite a few fixes, new maps and some iteration on existing content.
The team wishes you happy holidays and a smooth start into 2022.

New Maps



  • MAP-Arena-Pool
  • MAP-BattleRoyale
  • MAP-Bunker
  • MAP-Deflect
  • MAP-Faiyum
  • MAP-TrainstationII


Player movement



  • Higher speed threshold for falling damage: 1725 -> 1677
  • Lower falling damage multiplier: 0,109 -> 0,102
  • Sneak Speed: 260 -> 250
  • Max. speed crouched: 242 -> 220
  • Weapon drop toss speed: 350 -> 400
  • Tweaked direction change feeling
  • Reduce the average movement speed gap between knife and weapons from 7% to 6%
  • Fix crouch speed overridden when sneaking while crouching


Weapons



  • General weapon balancing (we kinda lost track of the changelog, no major changes tho, mostly minor tweaking)
  • Fixed auto recoil recovery odd behavior in semi auto mode
  • Changed parameter set of the physics settings of nades to get a more reliable bounce
  • HE-Nade: Full damage radius 220 -> 210, Radius 920 -> 870


Animations



  • Reworked animation blueprints (third person & first person) for better performance (multithreaded animations & fast path optimisations)
  • Fixed wrong animation played for only a few frames on weapon draw
  • Added a blend time/transition for the weapon switch from one handed/two handed to two handed/one handed to third person animations


Programming



  • Core game code refactoring
  • Blueprint nativization for a few blueprints with hot blueprint code and porting some bp code to C++ (most of TO4's code is already C++)
  • Fixed blood not attached to moving actors
  • Improved balancing workflow of development build (dynamically loading datatables from filesystem without rebuilding the game)


UI



  • Exchange main font
  • New weapon images in HUD and buy menu
  • Serverlist: Fixed sort by players function
  • Serverlist: Fixed password handling (fixed game freeze after wrong password, added apply with enter key)
  • Added ingame menu clan tag switch
  • Rework key mapping, new functions: overwrite, clear, swap


Sounds



Deagle



  • New shoot sound
  • New draw sound
  • Reworked reload sound


M9



  • New draw sound


Glock



  • New draw sound


Hostage



  • New AI-Controller for better movement
  • Adjust swimming parameters


Gameservers



  • TO4ST-core officially supports assigning configurations to gameservers (game settings like map duration, round length, password, reserved slots etc)
  • Auto login to TO4ST-core via steam browser by clicking a button in the admintab
  • Masterserver with global player stats list (for now very simple).
    The website uses the player statistics of the TacByte servers.
    However, we can add more TO4ST-core instances.
    If you run servers and want your statistics to be included in our official player statistics list write a message in our #gameserver_hosting discord channel and you’ll receive a key you have to add to your TO4ST-core settings in order to be included.


Map Changes



MAP-RapidWaters



  • Reconstruction of the T-Start base-layout; lower water, water-hole, basement, upper and lower bridge
  • Changed sunlight angle
  • More lights on terror side
  • Wider entry into basement
  • Increased the force of the water-fall
  • Give hostage more teleport possibilities for better following
  • Fixed blocking collision on waterfall wall and truck
  • Added some dust decals to basement ground
  • Increased the fog panorama
  • Added sounds to movable doors
  • Higher basement floor on stair entry
  • Slight decrease of leaf movement
  • Better light at the spot near the truck on sf side
  • Some new/more design elements


MAP-Blister



  • Reconstruction A-Spot and A-Long
  • New sniper bunkers (also on lower and market)
  • Added rune on terror sniper spot


MAP-Escape



  • Increased the lighting on lower mid house and underground
  • Reduced the width of mid-way slightly
  • Removed blue container from landscape
  • Changed lower mid construction
  • Changed lighting and some materials
  • General visual polishing


MAP-Trainyard



  • Reworked bomb spots design
  • Wall painting polish
  • Access to roof in front of b-gate


MAP-2on2-Lock



  • Fixed nade collision on the big tree
  • Foliage polish for better view
  • Some performance improvements


MAP-FollowTheMoney



  • Collision polishing
  • Removed some overloaded objects for better movement and enemy spotting
  • Removed a useless little room on upper stairs area


MAP-RGB



  • Removed OP shadow
  • Nerfed skynades by adding higher buildings
  • Blocked one middle gap for terror snipers, so SF are in less disadvantage


MAP-Thunderball



  • General bug fixes & polishing


Join 2v2 Tournament!

Hello everyone,

We want to let you know that our community organised a nice 2v2 tournament. Free to join, free to have fun and chances are there for prices and that eternal glory on our ingame Wall of Fame!

On Saturday the 4th of September 2021 the tournament will take place. Servers are in place, all communication will be done through the TO4 Discord. Just make sure you sign up on the roster (link below), be there on time, have a partner in crime and understand English.

Hope to see a lot of people ingame! Check this link to sign up!

Patch 21196

Fixed



  • "Wrong password" serverbrowser bug

Weapons


Deagle



  • Decrease AimError: 0.97 -> 0.94

Vector



  • Increase AimError: 0.65 -> 0.75

MP5



  • Decrease AimError: 1.58 -> 1.47
  • Decrease y-recoil: 0.161 -> 0.130
  • Increase x-recoil: 0.013 -> 0.045
  • Decrease interp. speed: 58.0 -> 45
  • Increase random aim Error 0.22 -> 0.50 need feedback

M9



  • Higher RPM: 286 -> 315
  • Less "AimError": 2.2 -> 1.7
  • Slower "Recoil Interpolate Speed": 60 -> 48
  • Lower "AimError Interpolate increase Speed": 90 -> 65
  • Higher "AimError Interpolate Recover Speed": 70 -> 85
  • Increase "random AimError" 0.66 -> 0.90
  • Decrease "x-recoil": 0.082 -> 0.090
  • Increase "y-recoil": 0.820 -> 0.650

Glock



  • Less "AimError Burst": 2.2 -> 1.8
  • Increase "random AimError": 0.80 -> 0.90
  • Higher burst RPM: 815 -> 830
  • Decrease "x-recoil": 0.100 -> 0.090
  • Increase "y-recoil": 0.760 -> 0.670
  • Slower "Recoil Interpolate Speed": 65 -> 60

590A1



  • Slightly more damage for hitting long distance shots

M16



  • Burst RPM: 720 -> 740

Maps


MAP-Thunderball



  • Adding police radio sounds to police cars
  • New landscape
  • Fix graffity
  • More lighting on Sf base
  • Some little sound volume polish

MAP-Escape



  • Fix Wall bug on midleehouse stair
  • Adding graffity
  • Trickjump a little harder on high roof
  • More roughness on coilwire surface
  • Increase the lighting on some spots
  • Some little changes on mid-way

MAP-Arena-Shaolin



  • New lighting: edited sky(light), less shadow bugs, better visibility, a bit more FPS

MAP-RapidWaters



  • Repositioned some spawn points for better balance (buffed SF spawns, but also T spawns in another way, feedback appreciated)
  • Easier jump from boxes to highbridge spot in T Base
  • Nade from highbridge T side to SF side not possible anymore (closed gap)