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
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.