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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


[ 2023-05-15 19:29:04 CET ] [ Original post ]

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


[ 2023-04-26 19:29:22 CET ] [ Original post ]

Hotfix 23081

Fixes


  • Fix hit zone bug


[ 2023-03-23 10:26:16 CET ] [ Original post ]

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


[ 2023-03-22 10:05:45 CET ] [ Original post ]

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


[ 2022-10-01 10:22:42 CET ] [ Original post ]

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


[ 2022-06-20 16:20:25 CET ] [ Original post ]

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


[ 2022-03-31 21:11:48 CET ] [ Original post ]

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 youll 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


[ 2021-12-23 19:32:13 CET ] [ Original post ]

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!


[ 2021-08-31 18:38:54 CET ] [ Original post ]

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)


[ 2021-07-14 15:39:52 CET ] [ Original post ]

Patch 21189

Fixed


  • Workaround for "server leave button does not work" bug

Changed


  • Increase the falling damange around 2%: Falling speed threshold 1660 -> 1630
  • Reduce player AirControl 0.72 -> 0.65
  • Slower crouching, but no foostep sounds while crouching

Weapons


Vector


  • Increase AimError: 0.64 -> 0.75
  • X-recoil: 0.20 -> 0.10
  • Y-recoil: 0.065 -> 0.075

590A1 Shotgun


  • Increase RPM 0.80 -> 0.82

Spas


  • Increase the shooting volume: 1.00 -> 1.15
  • Less AimError: 3.10 -> 2.85

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
(needs feedback)

M16A1


  • RecoilInterpolationSpeed: 35.0 -> 65.0 for "sharper" recoil feeling/handling
  • Less AimError 3er burst: 2.2 -> 2.0
  • AimError single Shot: 0.82 -> 0.87
  • Less y-reoil: 0.80 -> 0.65
  • Higher x-reoil: 0.006 -> 0.025
  • Louder shooting sound by enemy

MAC10


  • Higher base damage: 72 -> 75

Sound


  • Adding new bomb announce voice by TheCleaner82
  • MP5-SD: Increase the shooting volume: 1.20 -> 1.30
  • MP5-N: Lower the shooting volume: 1.20 -> 1.15
  • Glock: Lower the shooting volume: 1.43 -> 1.30
  • Mac10: Increase the shooting volume: 1.55 -> 1.62
  • Saiga: Increase the reload volume: 0.35 -> 0.60
  • Radio: Lower the "RoundStart" and "ScoreRound" volume: 0.65 -> 0.58
  • Louder ammo drop volume 0.6 -> 0.9

HUD


  • Target Player names: added HP to friendly player names, health stats in Player HUD rounded instead of truncate(floor), it fits now to values in damage stats.

Maps


Map-Trainyard


  • Open the lower gate on mid again (but close the door) to get faster to A-Spot
  • Blocking the door-way on terror "ladder room"
  • Removeing the bomb-plant area from the top of truck

Map-Thunderball


  • Slower elevator for better SF timings
  • 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-ways

Map-Trooper


  • Some gaps, flickering fixed
  • Terror stairs to roof - blocking volume improved, still stuck after ducking
  • Removed superfluous meshes below and outside the map

MAP-Arena-Shaolin


  • New lighting: edited sky(light), less shadow bugs, better visibility, a bit more FPS
  • Map is now generally a little brighter, dark spots have been added lighter
  • New player-terror skins added (needs test+feedback)
  • Heavy meshes were replaced by lighter ones (made the map unnecessarily large)
  • Middle roofs are no longer accessible
  • Further access to the centre of the card on both sides in the base
  • Landscape was exchanged (something was wrong with the old ones)

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)

Map-Blister


  • Reduce one background volume on lower connector
  • Reducing volume of "Steam01_Cue": 0.56 -> 0.40 and changing the position

MAP-Arena-Deagle5k21


  • Remove the planks and replace it with boxes
  • Only 4 ways to get to the top
  • Adding the Physic on some Materials
  • Removing the collision from the cable
  • Adding some AirPipes


[ 2021-07-08 19:24:59 CET ] [ Original post ]

New patch after 7 months of development

What is new?


A whole lot actually, and so much more than this list below. But we don't want a crazy list to read over, we want you to play the game. Below you can find the highlights of the new patch!
  • The game now runs on Unreal Engine 4.25.4
  • TO4 now has Steam Audio in place with all new sound effects. This system will still be tweaked as we go (sound effects, reverb, etc.). Most obvious is the better possibility to locate sound effects (weapons, footsteps, etc) throughout the map.
  • Tweaked and reworked player(s) movement and animations
  • New player models for Special Forces, Terrorists and Hostages. We can now also set the player skin per map to change.
  • Tweaked and balanced the weapon specifics (timings, damage, falloff, recoil, etc.)
  • New effects on the weapons and grenades (sounds, impacts and decals), overhauled the smoke nade effect. Physics on nades are on our list for a next patch.
  • Redid and added parts of the User Interface (better keybind inputs, detailed round stats overlay, new minimap, etc)
  • Added two 2on2 maps, three arena maps and five normal maps. We have also (performance) tweaked, balanced, fixed and overhauled on all the old maps. This alone is over 1.000 changes.
  • Rewrote and structured a lot of code in order to fix the core of the game for further updates on the engines, this also helped in gaining overall performance


[ 2021-06-25 18:03:12 CET ] [ Original post ]

Tactical Operations - TO4 overhauled with a new huge patch!

Hi everyone, backers, enthusiasts, critics and want-to-try'ers! It has been 7 months since we released our latest patch. We announced we would take our time to make the next step for the game. Coming friday 25th of June, we will release the new patch on Steam. We will make sure there are servers up and running from the start! The time for the release will be 21.00h CEST.

What's new in the patch?


A whole lot actually, and so much more than this list below. But we don't want a crazy list to read over, we want you to play the game. Below you can find the highlights of the new patch! The game now runs on Unreal Engine 4.25.4 TO4 now has Steam Audio in place with all new sound effects. This system will still be tweaked as we go (sound effects, reverb, etc.). Most obvious is the better possibility to locate sound effects (weapons, footsteps, etc) throughout the map. Tweaked and reworked player(s) movement and animations New player models for Special Forces, Terrorists and Hostages. We can now also set the player skin per map to change. Tweaked and balanced the weapon specifics (timings, damage, falloff, recoil, etc.) New effects on the weapons and grenades (sounds, impacts and decals), overhauled the smoke nade effect. Physics on nades are on our list for a next patch. Redid and added parts of the User Interface (better keybind inputs, detailed round stats overlay, new minimap, Added two 2on2 maps, three arena maps and five normal maps. We have also (performance) tweaked, balanced, fixed and overhauled on all the old maps. This alone is over 1.000 changes. Rewrote and structured a lot of code in order to fix the core of the game for further updates on the engines, this also helped in gaining overall performance

What is Tactical Operations again?


We are a fast paced (team based) action shooter, set in a realistic-every-day environment. The key for this game is in it's movement, weapon control and ability to play different styles, while the fundament is still a very basic game design. Rush, camp, attack, swim, crouch, jump... you control all this while you shoot at your enemies in order to make the team objective. You can find our game on Steam ('Tactical Operations' or 'TO4'), download it for free and give it a try! You can also visit us on discord (www.discord.gg/to4), this is our platform for feedback, finding competitive wars, talk about every day business and see live action from the game.


[ 2021-06-23 20:16:10 CET ] [ Original post ]

TO4's winter tournament 1on1

Organised by a couple of enthousiastic players from our community, we played 1on1 Winter Tournament last night.

Organisation


Thanks to the time and energy of 4 enthousiastic community members (Vo0di, tajfuN, lineT and saNtos) a few days ago they announced the tournament - free for everyone to play and join. During the evening ccKane and wingah also stepped in to give comments during the streamed matches, koystikojo set up a second stream so everyone could see two matches at one time. The Tournament was hosted on our community competitive ladder website TOWars.net

Ruleset for the tournament


The following ruleset applied to all matches: 1. You will play 2 maps with 10 maxrounds rounds on both Terrorist side as the Special Forces side (both players can choose a map) 2. Mappool : MAP-Scope, MAP-Trooper, MAP-Drought, MAP-RapidWaters, MAP-Arena-RGB, MAP-Arena-preAIM, MAP-Arena-LockDown 3. Draw matches with a 20:20 score -> one more final round for the 13 matchpoint. This will be a knife duel 4. The sniperrifle M40 is forbidden 5. After each game, both players must send in Discord 2 screenshots with the final score. Demorec will be set by the Admins on the server by default 6. There will be a knock-out system, which means the loser is directly out of the tournament 7. If there are any disputes in the cup, the organizers must be contacted immediately

Stream and winner


Thanks to the effort of ccKane, wingah and koystikojo we had constantly two matches streamed through Twitch, You can look back some of the matches (and the final offcourse) at: https://www.twitch.tv/videos/903718355 The final winner was tajfuN after a very tense and close final match versus lineT. We saw a lot of tajfuN's crazy movement and perfect gun handling - both trademarks of our game offcourse. The finalists will be set in stone on the Wall of Fame in MAP-Fueled. Congratz to tajfuN, a big shoutout to everyone involved in making this a success and ... well, let's plan a new tournament! We know there will be a 2on2 tournament when we release the newest patch of the game. More information about this soon!


[ 2021-02-07 13:34:18 CET ] [ Original post ]

TO4 still going strong in 2021

Our last post dated from the end of november 2020 - this seems like ages ago! Not to worry, we are still here! Working very hard indeed, we still have those filled servers in the evening hours (European times - sorry). We also still get a lot of feedback on various stuff: little bugs in maps, annoying UI menu's, cries for new and more maps.

New maps


Well now, lets take that last question - more maps! That we will deliver with the upcoming new patch. So far it looks like these maps will make it to be included in the upcoming patch: MAP-2on2-Lock made by Ssswing` The 2on2 maps will be very small and competitive maps that we will add to the game more and more. This specific map is set in an old industrial complex. While the rain poors down on you, prevent or rescue the hostages taken by a group of rebels.
MAP-Arena-2021 made by Dissident A small and moody Arena map set in a futuristic arena surrounded by snow. MAP-Collision made by Dissident This map now is a bombing scenario, but might transform in the future with a new gamemode we are working on. We just don't want to keep it from you guys. Set in a rainy industrial setting. MAP-Crossfire made by DarkSoe and improved by Dissident This arabic themed map was in before for a very short period of time. This time Dissident redid a lot of the look and feel of the map and also improved the performance a great deal)
MAP-Escape made by Darksoe and improved by ccKane Set in a modern city terrorist try to escape from the police. A complex and layered map that needs teamplay. MAP-Smuggler made by Ssswing` In this rainy setting you have to prevent some terrorist from escaping after landing in a newly build port. Don't try to swim your way out, better get your weapons or sneak your way to the waiting cars.
MAP-Thunderball made by ccKane In his first TO4 map, ccKane revises an old and known map by some: Thunderball. Set in that trainstation with hostages that desperatly want to break free. MAP-Torii made by Dissident Set in a gloomy and charming japanese setting, you will find yourself hiding in a rice field or swimming in caves in order to plant or defuse that bomb - set to blow up an ancient temple.
MAP-TrainstationII made by Dissident The map brings you into a village where terrorists have taken hostage in a trainstation. Will Special Forces rush in or play it tactical in order to save those hostages?

That's an interesting list, but what else?


As said, we are working to move our game from the old Unreal Engine 4.22.3 to the newer 4.25.4. On top of that we switched sound engines. We cancelled the wwise that we used before and now use the Steam Audio setup. This also results in us redoing all sounds and prepare all our maps for better sounds (reverb, environmental effects, etc.). We also noticed that the minimap we used on our game, made the linux client crash. So we added a brand new minimap plugin that actually looks and performs better. We will post a lot more in-depth changes on our upcoming patch. We do kinda fear the day we need to create that complete patchlog in order to present to you all the changes, tweaks and fixes we implemented. It will be an insane list. So when is this patch available to everyone? We have had several internal patches with the above changes, we still have to iron out some bugs, complete some sounds and polish maps. We do expect that the longest wait is over and we will announce the new patch as soon as possible.

Where is the community?


We have a small but dedicated community. Every (especially) evening there are servers filled. We have just public games with players have fun. We also have mixwars and clanwars that players organise themselves. We facilitate in this with available servers and our very active Discord. Feel free to visit us on www.discord.gg/to4 Here you can find the community, but also the Dev's from this game, live bots with active servers and matchsearching channels.


[ 2021-01-27 21:17:01 CET ] [ Original post ]

Hooray TO4, 1st anniversary!

Hooray TO4, 1st anniversary


Almost a year underway from our launch on 19th december 2019. During this year we have had at least a patch once every month. Patches filled with some impressive updates and content. New weapons, new maps, new animations on weapons, an insane amount of bugfixes on maps and gameplay elements. Really not too bad for such a small team, making this game as a hobby. Yes, we still do that.

This newspost serves three purposes.


First: Nominate TO4 for the "Better with Friends" award on Steam! Second: we want to show you a little bit about the road ahead for the game. What are our plans, what are priorities and what is specificly not on our agenda. And Third: we want to inform you that we are still very actively working on the game, but.. Yes, here is the but: we need some extra time to release the upcoming patch. Why? This has to do with the engine update we are working on. More of that below, first a little applause to our community!

Community


Thanks to our small community we were able to fleshen out the game into the state it currently is. We have had great discussions, test sessions, players pointing out bugs with pictures and videos (and web translators) and most of all: a great faithful small group of testers who spend hundreds of hours (some thousand) into helping us out. This all on our open TO4 Bugtracker and Discord server Thank you. THANK YOU. THANK YOU!! Apart from this great little community, we are as developpers really proud of our game and very much involved with it (as much as our time let's us). So yes: we really read those reviews you guys place on Steam, Discord, etc. We have had conversations with players and people with the nickname: 'yes-i-want-to-play-but-there-is-noone-on-the-servers'. We know this. The current community is centered mostly on the European continent. On top of that: most our active players are there in the evening hours. This is due to the fact that we have a somewhat older community, who are not able to play the game during the day ("hello work, hello families"). Nonetheless; five of the seven evenings in the week, there are mixwars going on. Feel free to jump in our Discord and join those mixwars if you like, we are happy to help out new players! All you need is the game and a headset and a free 1,5 hours playtime. Besides the mixwar we have European and North-American public servers up and running where people can freely play. Again; this is mostly during the evenings (European time). Be aware new players: the game is optimized enough to play on both continent servers. You don't need that ping 19 to actually hit people, feel free to jump on an EU or NA server if there are people playing! A Little call-out to everyone who supports our game: - Nominate TO4 for the "Better with Friends" award on Steam! - Feel free to leave behind an honest review of our game on Steam. The more traffic the game gets, the more attention

The route forwards and Unreal Engine 4.25


We are working now on a stable new patch, based on the unreal engine 4.25. This is a small sentence to write, but an enourmous amount of work to realise for us as a development team. This results in us not bringing a new patch before (at least) half of December 2020. To be clear: we currently can't hotfix a few (smaller) problems that are known (in especially maps), we must first get that 4.25 engine stable. The current patch (UE 4.22) is running on all servers is very stable and performs as we hoped. Great fun!

Upcoming patches (Short to medium long term)


  • Most important: the game will remain free to play! We have the servers, the players, the game... now you play it and have fun! It is also good to mention: the system requirements for the game will not change with this engine switch (we actually hope for a little increase in performance).
  • We removed the Wwise audio engine we used. We go back to the original Unreal Engine 4 Audio engine (which we already used for ambient sounds in maps). This engine will add for us binaural panning (hrtf) and reverb on sounds. An important topic on the more competitive setting of the game. Initially we already included some new weapon sounds that were in mono on the old engine. We will also get Voicechat reimplemented using UE4's voice chat module
  • The maps we currently have will get updates on this new sound engine over time. Don't expect this directly, it's a time consuming job to finish per map.
  • Redo the grenade projectile movement and physics (this will also include throwing knives). Also redo the smoke grenade which currently has a bug on longer distance with playermodels.
  • Redo some User Interface elements (complete menu's, structures, etc.). Yes this also includes the key binding menu and the strangly positioned Leave Game when playing
  • We will further flesh out the UE4 online subsystem, the Steam backend tools and our own to4st sytem, which allows player statistics, game achievements, better admin controls and a lot more potential for the future.
  • When we have tackled a few of the above points and deliver a new stable patch, we want to start working a little more on gaining more attention and thus players. Feel free to contact us if you think you can help us out here!
  • We will remove the current CTF and Team Deathmatch maps for now. We still have the game mode included, but we want to create dedictated maps for it. We have found out that you need a 100% fitting and great map to complement a game mode. So this will be pushed towards the future.
  • Besides our normal game mode there will be an experimental new game mode. We call this one Sabotage. In short: both team rush for one bomb in the middle. First team to pick it up will plant it on teambased bombspot, the other team has to defend. So there is no more dedicated defending and attacking team, this will be decided during the round. This game mode also have players respawn during the round for more quick and focussed gameplay. For this gamemode we want fitting and proper maps. These will be brought over time, we might start with one map in one of the newer patches.

Upcoming patches (long term)


  • We are looking into redoing the complete 3rd person player animations (the current animations are slightly wooden, we agree)
  • Apart from that the regular stuff: new weapons (some surprises there!), new maps, new weapon animations - in short, more content!
  • A great action keybinder system
  • Unique character models, combined with taunts and voices
  • More depth to sounds in the environments (better footsteps, reverb effects, etc)
  • You can see our complete roadmap here: TO4 Trello

What will not happen soon (just so you know)


  • Added bot support (you can have absolutly stupid bots or they come with a pre-aim to them. There isn't really a good way in between. We want them, but we lack the time currently and we have other priorities (see the list above).
  • More remade maps from the Tactical Ops game. We want to focus on new stuff. Maybe a map will slip in, who knows!
  • Insane new graphics, overhauls of maps, etc. We simply lack the manpower to create more unique settings and looks then we currently have.
  • Don't expect weapon skins and stuff like that. We are looking into possible tweaks to your guns, but there will be no flashy, cartoonsy weapon skins.


[ 2020-11-26 20:05:43 CET ] [ Original post ]

Hotfix 20285

Changes


  • Remove MAP-Torii (still WIP, pushed by accident)

Fixes


  • Rework TrooperII lift to fix FPS issues it caused

MAP-TrooperII


  • Reduced the delay of the elevator from 2.2 to 2.1 (cckane)
  • Elevator shaft: Removed the top ceiling of the so the nades don't fall off and moved killing volume a bit lower (cckane)
  • Removed round wall on the underground passage testing new walls due to nade bugs. (cckane)
  • More light in the upper mid room (f0r5er)
  • Removed reflexion on ceiling on the elevator corridor (wingah)


[ 2020-10-12 10:43:33 CET ] [ Original post ]

Patch 20280

Added


  • New gameserver backend (first release, open source). It is able to collect game statistics. A player toplist will be live soon. If you want to use it for your servers contact us on discord.

Changed


  • 3% wider player models to increase hit surface in general
  • Increase size of hit collision primitives, add additional colliders for head, body & legs (comparison to the old version on the bottom of this article)
  • Weapon rebalancing for bigger hit primitives: Increase aim error (about 8%), damage & add more damage falloff for SMGs & shotguns. We appreciate feedback on the changes!
  • UMP receives a laser which improves the aimerror by 6%
  • Edit spray pattern of full auto weapons to fit the new hit primitives better
  • Increase player acceleration for more responsiveness
  • Increase recoil strength (interpolation velocity)
  • Use resonance HRTF by default
  • Dead pawns are ignored by weapons
  • Exchange bullet tracer fx (Spawned for every shot on high++ effect settings, feel free to give feedback, maybe it makes more sense to just spawn on every 2. or 3. shot)
  • Reduce particle amount smoke (does this reduce load on slower systems?)
  • Increase blood spawn rate (damaged player)
  • 18->22% spray pattern random deviation
  • Increase bloody screen feedback
  • Refactor recoil recovery (only applied when player stops shooting or weapon empty)
  • Simple message buffering for announce widget

Fixed


  • Blood blocking hacking panel / bomb defuse
  • Infinite clip drop when replacing weapon while reloading
  • Scope toggle on any weapon possible if spammed during replication
  • 3d marker should disappear after hacked
  • Admin pause stopped in pre round
  • Bomb planted on pawn

MAP-Eviction


  • Complete rework added to the map list
  • Needs testing of trickjumps / getting out of the map / getting stuck / etc.
  • Need to check balancing in the map, chokepoints, OverPowered positions, etc
  • NOTE: FPS might be a thing in this map, since there has not been a great optimization yet

MAP-Scope


  • Reduced wind effect on Middle of the map (0,95 > 0,75)
  • Reduced sound effect on lamps middle of the map (0,7 > 0,55)
  • Fixed broken foliage all around the map (material was missing)
  • Fixed missing metal impact effect on roof Baracks A
  • Resculpt the landscape around the roads (had some gaps underneath)
  • Fixed the lighting and shadows (did a high quality build this time, apologies)
  • Fixed the strange shadow caused by the fences near A mountain (Remus)
  • Redid some material work on the main buildings (still need to redo building A and B)
  • Reduced the shadow / lighting quality on some of the new foliage (gives better performance)

MAP-Blister


  • Blocked the camping position above the doorframes in the sniperlane building, terrorist side (Riax)
  • Gave the crates some more height for better cover (middle tunnel area, towards low. The crate on lower bombspot, The crate overlooking sniper house) (tajfun)
  • Blocked the balcony above the hallway from middle to high. You could trick-nade-jump there (tajfun)
  • Blocked the clothing/curtain rail in SF spawn building (pLum0)
  • Blocked the doorframe in the middle house, in front of SF base, where you could jump on (and camp (kummelmuck)
  • Repositioned the metal door on lower hallway, the lock was sticking through the door frame (Autix)
  • Repositioned the concrete doorframe that was flying around (oops), in front of Terrorist base (Autix)
  • Blocked trickjumps in terrorist base (autix / cckane)
  • Fixed Kummelmuck's gracious 57 (!!) visual errors / miss-alignments / OCD-triggering stuff

MAP-Trainyard


  • Fixed the missing impact effects on the blue metal fences (Autix)
  • Fixed the strange lighting due to faulty roof on warehouse B (Autix)
  • Added extra light to dark corners (especially in warehouse B) (kummelmuck)
  • Redid collision on the office plants, now you cant trickjump on them (removed the plant in middle stairwell) (kummelmuck)
  • Blocked the trickjump in the office near terrorist side (you could sneak up the closet and camp) (kummelmuck)
  • Redid entire outside lighting + skybox - less brightness, easier on the eyes (kummelmuck / remus)
  • Fix nade bouncing sound not being played

MAP-Fueled


  • Reduced the brightness of the sky (2,5 > 2,0)
  • Blocked shooting under the white truck (except for a very small hole) in middle (wingah)
  • Fixed / changed / repositioned (58) number of visual errors in the map (foliage / mesh placement / etc) by kummelmuck

MAP-TrooperII


  • New look
  • Boxes 1.5 size (tajfuN)
  • Nade bug on tunnel (cckane)

MAP-Drought


  • Fixed wood material
  • Added light to the shadows

MAP-Arena-preAIM


  • Boosted general lighting in the pos process volume (1.0 > 1.2) and reduced contrast on both general as shadows (0.95 > 0.85). Increased the skylight (1.0 > 1.2)
  • Added very soft lights on specific corners, hallways, etc. mentioned where the SF skin is hard to spot (kummelmuck / tajfun)

MAP-Arena-LockDown


  • Added slight ambient dust to the map here and there (test)
  • Reduced general fog setting in the map (density 0,1 > 0,05)
  • Reduced skybox brightness (1,5 > 0,7)

MAP-Arena-KillThemAll


  • Removed the ceiling

Hit primitives



Old hit collision primitives
New hit collision primitives

Weapon rebalancing


Aim error






TTK





[ 2020-10-07 19:06:54 CET ] [ Original post ]

Patch 20252

Changed


  • Removed official / community server filter

Maps


MAP-Blister


  • Removed the crate that prevented climbing in the middle area, towards Terrorist tunnels (dizzorizor)
  • Fixed hole in the wall, near lower bombspot (ccKane)
  • Fixed annoying flickering effect (overlapping meshes) in SF spawn and terrorist base (cckane)
  • Removed the top of the little walls around trees (strange collision with players and nades) (remus)
  • Added fences on both low and high bombspot to prevent more nadespamming
  • Changed the tree in the middle. It are now 2 palms, giving less annoying blocking places and better overview (kummelmuck)

MAP-Converge


IMPORTANT: this version of the map is still pretty early, it will get an overhaul over time. These changes are just to make it more fun to play and remove gamebreaking elements for now.
  • Removed the fences around the pillar on right side SF base (near escape point) (cckane)
  • Enlarged openings and hallways in the building next to the hostage point
  • Removed annoying stuff that blocked movement on the floor
  • Replaced all tree meshes with decent looking ones (omfg)
  • Removed access to the Terrorist balcony in their base (pLum0)
  • Blocked the trickjump on the fences on rescue point (Riax)
  • Removed some crates in the middle building for smoother movement
  • Blocked the sniper spot on terrorist side, outside hostage hiding place, where you could shoot through the fences towards SF spawn
  • Enlarged the metal bars on the middle area (easy to shoot people from there or throw nades) - not ideal still (ccKane)
  • Smoothen the terrain near the stairs from middle into middle building
  • Removed the fences and poles in sniper lane, right side from SF (annoying and strange blockades for players)
  • No longer possible: shoot through boxes

MAP-Scope


  • Added more grass and green feelings to the map (yes yes, i do listen to you guys) (alex333x)
  • Changed the road meshes in the map, new material with better asphalt and this new mesh prevents guns from falling through it (currently there are some shadow artifacts; will be fixed in the next patch)
  • Changed the window/glass material (there was an issue on linux machines with this) (pLum0)
  • Changed look of the 'RedHouse' (connector middle - silos)
  • Removed the wooden bars in the window of 'RedHouse' (connector middle - silos), still unpassible (kummelmuck)
  • Smoothen the terrain and rocks left side of bridge (SF side) (cckane)
  • Blocked trickjump on the entrance next to SF spawn on facility entrance (remus)
  • Reduced sound of Electric zoom on the Lights (1,0 > 0,7) (remus)
  • Closed 2 holes in the rockwall on Terorrist spawn (Riax)
  • Closed the gap on the railing on bridge SF side (koystikojo)
  • Closed the gaps under the silo's (koystikojo)
  • Redo complete silos
  • Thickend the walls of barracks A, this prevents playermodels, shadows and guns sticking through (wingah)
  • Removed the middle beam on upper facility (this was blocking the view) (wingah)

MAP-Trainyard


  • Fixed the hole in the floor on balcony, overlooking the entrance towards Terrorist base (cckane)
  • Fully closed the door leading from middle onto Warehouse of bombspot A (cckane)
  • Removed the boards with numbers / logos that kept shining through the whole map (voodi)
  • Blocked the window frames in the middle area. When you jumped down towards the ladder tunnel, you could stand in them (Riax)
  • Blocked the window next to balcony bomspot B (wingah)
  • Set the gate to: crush (it will kill a player when he's under) and No Interrupt (even when it kills, it will finish the close/open) (cckane)
  • Replaced some meshes for better alignment, especially on the Slate from warehouse A
  • Gave bombspot B a little more lightning

MAP-Filth


  • Replaced the trains
  • New interior gives better movement options then the previous one
  • Replaced the train tracks (some faulty stuff there ...)
  • Closed the gap between the escalator and the normal stairs on Bombspot B, also made the escalator somewhat wider for better movement (cckane)
  • Changed all blockvolumes to PawnBlocker only. So player can't go through, all other stuff can (kummelmuck)
  • Slightly smoothened the collision on all metal pillars in the map; better movement and more precise nade throwing
  • Added a stairs to SF starting point
  • Removed the boxes in the room next to ladder room (ground floor), they made it possible to climb very high and camp there
  • Blocked the access to the electrical installations in the room next to the ladder room (ground floor), you were able to climb the doors with this (kummelmuck)
  • Set all door frames to: 'Ignore Pawn', this way you can't jump and stand on them
  • Changed the railing from backway towards Bombspot B, for a more simple version. This way there is less 'random' bulletblocking in fights
  • Changed the glass material on the escalators to a metal material (cckane)
  • Redid entire Train material (less shiny) (cckane)
  • Blocked trickjump next to upper ladderroom (pLum0)
  • Adjusted traintracks (kummelmuck)
  • Adjusted escalators near bombspot B (lower) (AutiX)
  • Fixed material setting on impact glass trains (kummelmuck)
  • Added blocking volume for player movement in between trains bombspot B (tajfun & cckane)
  • Removed (random) bulletblocking fences on lower bombspot B and added solid walls (cckane)

MAP-RapidWaters


  • Removed crate on the stack in front of Terrorist base. This spot was very overpowered to look into terrorist base (wingah)
  • Removed all the crates in the corner opposing the main entrance of Terrorist base, you could climb them and this gave an insane overpowered overview of the map (wingah)
  • Lowered the walls on Terrorist water entrance a bit more. Increased the lighting source there (3,0 > 5,0) with dynamic shadows on playermodel. Also gave the crates behind the spot a more white look. This all to increase the sight on this spot with opponents camping there (cckane)
  • Removed the possibility to stand on the lamp and ledge above water entrance SF side (pLum0)
  • Slightly increased the lighting in the basement area
  • Redid the water material a little bit, hope to make playermodels slightly harder to spot (koystikojo)
  • Replaced the highbridge open parts of the floor with closed ones (bonus effect: nades should behave better) (wingah)
  • Repositioned and transformed the postprocessvolume on the water surfaces. When underwater you will always have the underwater effect (remus)
  • Redid some parts of the terrain underwater, to prevent standing in the water (remus)
  • Repositioned some crates on the lower bridge (first cluster left from SF spawn), you can now walk besides them on the right side and the bridge (remus)
  • Increased lighting source in the corner of high bridge, overlooking lower bridge (5,0 > 8,0)
  • Added white paint on the walls on specific spots (high bridge sniper spot, terrorist side) to increase sight for players on the other end of the map (wingah)
  • Slightly increased light on the total of high bridge (wingah)
  • Reduced waterfall sound (0,25 > 0,18 on Volum multipler)
  • Reduced dripping sounds in basement (1,0 > 0,8 on Volume multipler)
  • Reduced river sound (0,15 > 0,12 on Volume multiplier)
  • Reduced the on Water PostProcessingVolumes Shadows Gain (1,5 > 1,2), and the shadow contrast (0.95 > 0,8) - better sight under water?)
  • Reduced the on General and Water PostProcessingVolumes Exposure Max (1,4 > 1,0)

MAP-Drought


  • Lights in middle reworked

MAP-Arena-LockDown


  • Fixed the mis aligned wall piece (and a few more) (cckane)
  • Changed light in the middle corridor from deep red to deep yellow (better sight)
  • Gave PostProcess Exposure a 0,8 (min) / 1,2 (max) value - slightly better sight on long distance

MAP-Arena-preAIM


  • Fixed the missing impact effect on the floors (and also some glass) (wingah)

MAP-Arena-KillThemAll


  • Higher ceiling on both bases


[ 2020-09-09 10:30:15 CET ] [ Original post ]

Patch 20238

Added


  • Hidden, Right handed & mirrored weapon mode
  • Steam Achievements

Changed


  • Lower volume reload saiga, ak
  • Add 18% random offset to individual spray pattern shot
  • Bomb speaker range 38 -> 46m
  • Hostages receive 25% more damage
  • Bomb defuse and hacking panels give score points (12 total, equally distributed to all involved players)
  • Reduce falling damage threshold / multiplier

Weapon balancing


  • Generally lower TTK for full auto weapons; RPM & basedamage increased (details on the bottom of this article)
  • Slightly increase spread on most full auto weapons, reduced on MP5 & FAMAS

Movement balancing


  • The goal is to make the movement feel more responsive while trying to prevent "chaotic" situations
  • Player gravity 2.025 -> 2.130
  • Running speed 600 -> 610
  • Braking Deceleration 400 -> 1500 (player stops faster)
  • Ground Friction 9.5 -> 8.5 (faster direction changes while running)
  • Acceleration 1950 -> 2025

Fixed


  • Nade spawn clipping through thin walls
  • Delayed nade spawn into next round possible
  • Map switch bug (CTF / TDM servers)
  • Minimap hacking panel marker not visible
  • SpecHUD scope overlay
  • Outline visible in water
  • Init money after swap teams, inverse round winner array & swap team score

MAP-Blister


  • Fixed the LOD (popping effect) on the carpets on the floor (plum0)
  • Added extra buildings near lower bombspot. This prevents SF from create a rain of nades onto the left hallway from Terrorist towards lower bombspot (ccKane / plum0)
  • Closed the little gap in between boxes on left corridor towards lower bombspot (seen from terrorist) (kummelmuck)
  • Fixed the hole in the wall on palm tree area (ccKane)

Smoothen movement / blocked obstacles:


  • Board on the wall on the outside ring of lower bombspot (ghosty)
  • Little area on SF side, where you enter the tunnel of middle area (ghosty)
  • Wall segment in the tunnels near palm tree (wingah / ghosty)
  • Lower wall on high bombspot in sniper lane (ccKane)

MAP-Drought


  • Changed skylight bpadded a bit more light to the map in general
  • New light positioning on both terror and sf entrances

MAP-TrainYard


  • Windows on the train now block bullets (Kummelmuck)
  • Removed the hole in the floor towards the main entrance on bombspot A (ccKane)
  • Changed the ladders system towards the balcony on bombspot B. Its now part of a semi-trick-jump (wingah / kummelmuck)
  • Removed the text from the Oil reservoirs (for some reasons this keeps popping up through all other walls and meshes :D) (Remus)
  • Added more general lighting from: PostProcess Gain on Global Color (1.3 to 1.5), SkyLight (Intensity 1.2 to 1.5)

MAP-TrooperII


  • Changed Mid building floor (nades where getting slowed down)
  • Corrected a blocking volume at the elevator
  • Rearranged boxes on elevator corridor
  • Reduced elevator delay time by 0.3 (Kummelmuck)
  • Blocking volumes blocking nades fixed (pLum0, koystikojo)
  • Getting stuck on spawn fixed (pLum0)
  • Getting stuck on lower mid building on the stairs
  • More damage added, decals and props

MAP-Followthemoney


  • Removed the collision in the staircases, where you could walk on the ledge (kummelmuck)
  • Added breakable glass to some interior windows (testing phase)

MAP-Fueled


  • Added a little stairs in the canals, next to the bridge. This way you can get from canals into Terrorist spawn (Kummelmuck)
  • Replaced the red tank in the canals, now its slightly more easy to make the jump from the tank to the normal grounds (Kummelmuck)
  • Added some extra details to the canals

MAP-RapidWaters


  • Block railing on Terrorist side of low water ladder exit (ccKane)
  • Changed the railing of high-bridge. Less blocking points, mainly to have a better overview towards water entrance, terrorist side
  • Changed the plants on the high-bridge, giving better sight on all sides
  • Made the water entrance on Terrorist base smaller; easier to spot enemies
  • Slightly less opacity on the water; players are harder to see. There has also been a fix on character model skins that would help here. Needs testing
  • Gave the door meshes a little more thickness
  • Replaced the Terrorist sides waterfall rock, giving a little more space for a player to move there unseen (remus)
  • Reworked some rocky areas below (espcially lower bridge) to prevent fall damage from the bridge to the rocks below / in the water (remus)
  • Removed some water plants for better sight underwater
  • Added cover near the stairs on Terrorist side water ladder (also blocking OP spot on the ladder into Main Area with this (ccKane)

MAP-Arena-LockDown


  • Gave general light a little boost - easier to spot enemies
  • Gave a minimal amount of light to the little tunnel in the middle (it was pitch black)
  • Fixed the broken material of the little stuff laying on the floor (Remus)

MAP-Arena-RGB


  • Changed the box material back to standard grey (Remus)
  • Fixed the strange seam on the material when boxes where on each other (Remus)
  • Added an extra cover box, directly left from SF spawn
  • Moved the little box, directly right from Terrorist base slighlt closer to the larger box. You can now make the jump on the larger box

MAP-Arena-KillThemAll


  • New Look WIP

Weapon balancing comparison




TTK

Weapon spread

Base damage
RPM


[ 2020-08-25 17:06:31 CET ] [ Original post ]

Patch 20199

Added:


  • MAP-TrooperII
  • Ladder sounds
  • Death screams

Changed:


  • Better visibility for player characters (tweaking colours, add subtle effect that helps the characer stand out from the background)
  • Scoping only possible after weapon finished equipping process
  • New headshot impact sounds
  • Increase sound occlusion effect
  • Mk20 6 -> 5 ammo per clip
  • AirControl 0.82 -> 0.6
  • Strafe speed multiplier 0.86 -> 0.87
  • New default FOV 96
  • Knife range 120cm -> 135cm
  • 10% higher ladder speed
  • Removed ambient sound on MainMenu map
  • Lower range water enter / leave sounds
  • Additional weapon balancing (slightly nerf precision of SMGs, increase RPM / nerf precision of AUG)
  • Some volume balancing on footstep sounds (higher volume for carpet, grass, disable weird metal step sample)
  • Max time in ghostcam after death 3s -> 1.75s (if ghostcam disabled)
  • Init all sounds to 0 volume when main menu is loaded (sounds start playing once settings are loaded)
  • Slightly more bloody screen on low dmg (meant for Saiga hits especially)
  • Rework team outline effect

Fixed:


  • Gate / door replication
  • Scope view bob not decoupled from weapon bob
  • Spray pattern of sniper rifles not random

Maps:


MAP-Eviction


  • Removed until rework is ready (soon)

MAP-Escape


  • Removed until rework is ready

MAP-Crossfire


  • Removed until rework is ready

MAP-RapidWaters


  • Reduce strenght lights SF base
  • Walking on the ledge of highbridge no longer possible (tajfun)
  • Adjusted the distance of the boxes in front of Terrorist base for smoother jump movement (for5er)
  • Disappear in rocks directly right from lower waterentrance (tajfun)
  • Removed and lowered some of the rocks on the riverbed - better sight of enemies
  • Lowered the terrorist water entrance sniper spot, it was too easy for Terrorist to snipe from here. Also increase contrast on colour here (ccKane)
  • Gave the underwater effect a litle more easy to the eye; easier to spot enemies
  • Fixed the speed jump on lower bridge towards the entrance of Main Terrorist building (ccKane)
  • Adjusted the Terrorist window on the water side (less sight on low bridge, lowered the wall a little for better sights)
  • Closed the pillar of high bridge and the stairs and the railings from middle water (terrorist side) for less random and hard to see spots
  • Closed the middle pillar of high bridge further
  • Smoothen the wall near stairs from middle water to lower bridge (you could run on that ridge) (ccKane)
  • Changed the TL armatures on the ceiling. Previous ones looked kinda odd (ccKane)
  • Changed material next to high bridge door opening SWAT side (ccKane)

MAP-Blister


  • Increased height on the box on Sniper lane Terrorist side - you can now hide behind it as player (kummelmuck)
  • Add extra height to the building between sniper lane and higher bombspot - prevents nadespams on sniperlane (ccKane)
  • Gap on the door on lower bombspot B. Overpowered sniper spot (ccKane)
  • Can get into the wall (middle area) next to the boxes (Nasenbaer)
  • Fix impact on blue barrels (plastic to metal) (Pirate)

MAP-Fueled


  • Block roof building above bombspot A (ccKane)
  • Block roof buildings around bombspot B (ccKane)
  • Block roof building near z-stairs (ccKane)
  • Redid collision on broken concrete wall part
  • Redid some LOD's on the ventilation system meshes near bombspot B (was popping in and out)
  • Reduced the distant explosion sounds by 20%

MAP-Scope


  • Tweaked the road mesh a little more, to prevent playermodel' feet get in the roads. Not great yet :) (ccKane)
  • Removed roof access from the building on SF spawn (Tajfun)
  • Removed getting stuck on crate lower A Building (ccKane)
  • Smoothen the rock directly right from SF facility, looking towards RED building (ccKane)
  • Getting stuck under rock directly left from Terrorist base, up the little hill (ccKane)
  • Remove bush under the ramp on silos (overlooking Terrorist base) (ccKane)
  • Fixed the no impact effects on door close to silos (ccKane)
  • Reduce 'light fitting' sound on the whole map (-15%)
  • Reduce the 'wind' sound on the whole map (-15%)
  • Remove bush on the ramp towards scaffolding silo's. Looking towards Terrorist bunker (ccKane)

MAP-TrainYard


  • Add ladder to balcony Bombspot B (kummelmuck)
  • Closed the main entrance from middle area to Bombspot A (ccKane)
  • Volume on middle building Trainyard is invisible again (Kummelmuck)
  • Open/close gate mesh in middle building has wrong LOD (ccKane)
  • Added Evidence (3 locations) through the map. Picking this up and surviving the round will give a money reward!
  • Added general lights everywhere
  • Fixed the broken lighting on the interiors of the maps
  • Blocked path from the containers to the left of terrorist base, you could get out of the map (m4kSerial)
  • Further closed the wall further on roof from Terrorist spawn to Bombspot A (ccKane)
  • Decorated the middle building a bit more
  • Replaced some trees on the B side bombspot; less annoying in movement
  • Added white painted surfaces behind key points where it might be too dark

MAP-FollowTheMoney


  • Added Evidence (3 locations) through the map. Picking this up and surviving the round will give a money reward!

MAP-Drought


  • Evidence spawns added
  • Rework light sf base
  • Lowered sand effect

MAP-Arena-LockDown


  • Removed volumetric fog throughout the map (less impact on performance)
  • Gave the map overall a little more lighting for better sight

MAP-Arena-preAim


  • Removed volumetric fog throughout the map (less impact on performance)
  • Changed the spotlights to Static Lighting and the LightPoints to Stationairy. This for better performance and lighting/shadow effects in the map and on models.
  • Fixed the LOD's on the lights on the ceiling (ccKane)

MAP-Arena-RGB


  • Fix artifact reflections on weapons (wrong setting in Skylight)
  • Added slight general lighting
  • Added boxes in front of SF base (was to easy to get spawn killed by snipers)
  • Changed the boxes to light grey with wood pattern

MAP-Arena-KillThemAll


  • Added crates to both bases


[ 2020-07-16 15:59:12 CET ] [ Original post ]

Patch 20161

Changed


  • Rework player character skins
  • Spatial update buymenu on weapon received (no shadow selling anymore)
  • Further weapon balancing (slightly higher precision for MP5, Mac-10; nerf precison of Vector, UMP slightly; -2% Basedamage AUG; 5% more spread SAIGA)
  • Running speed 590 -> 600, strafe speed multiplier 0.85 -> 0.86
  • Rework free spawn detection
  • Smoke particles are slightly softer and affected by light
  • Explosions destroy destructible objects
  • Grenades break windows on collision
  • New spawn protection material for TDM and CTF
  • Display 6 decimals in mouse-settings-menu.

Fixed


  • Resize weapon hud images (should no longer overlap on 4:3)
  • Sort smoke particles always on top (glass material no longer erases smoke particles behind the glass)
  • Rework replicated reset of vertical gate actor
  • Fix black gloved first person mesh
  • Fix bug which prevented key mappings from being saved

Maps


MAP-Arena-LockDown


  • Reduced dynamic lighting and volumetric fog throughout the map (less impact on performance)

MAP-Arena-RGB


  • Fix artifact reflections on weapons (wrong setting in Skylight)
  • Added slight general lighting

MAP-Blister


  • Replaced the left door on lower bombspot, you could snipe towards sniperhouse (ccKane)
  • Replace the bench in Terrorist spawn, getting stuck between benches (ccKane)
  • Removed the tent in Terrorist base that you could jump on (and through the linnen...) was obsolete and annoying

MAP-FollowTheMoney


  • Added Evidence (3 locations) through the map. Picking this up and surviving the round will give a money reward!

MAP-Fueled


  • Blocked the side balcony of the building near Drop-Point / Balcony (reDean)
  • Reduced the frequency and volume from the Distant explosions (ccKane)
  • Added Evidence (3 locations) through the map. Picking this up and surviving the round will give a money reward!
  • Reduced texture size on loads of materials for smoother performance

MAP-Prelude


  • Blocked the Fences near escape point, they could be jumped on (kummelmuck)

MAP-RapidWaters


  • Reduce strength lights SF base

MAP-TrainYard


  • Add ladder to balcony Bombspot B (kummelmuck)
  • Closed the main entrance from middle area to Bombspot A (ccKane)
  • Volume on middle building Trainyard is visible again (Kummelmuck)
  • Open/close gate mesh in middle building has wrong LOD (ccKane)
  • Added Evidence (3 locations) through the map. Picking this up and surviving the round will give a money reward!


[ 2020-06-09 12:14:47 CET ] [ Original post ]

Patch 20146

UPDATE 26-5-2020 Something went wrong in our packaged and distributed content to Steam. Our apologies for taking hostage 90 gb of diskspace for a moment. The size of the game is back to normal (around 37gb) with the hotfix 20146. ORIGINAL MESSAGE Hi everyone! A few days later then we hoped for, we release a new patch for the game. Yesterday it was already on the PubTest branch for a final test (yes this branch is available to everyone on Steam also!). Attached you will find the patchlogs, since its an enourmous list again. Some really great work! Thanks to our very dedicated PTR testers we tweaked the weapon behaviour and player movement ones more. It's starting to feel better and better with every patch. Besides that I am very proud to introduce 5 (!) new map to the game! 4 of theose maps are ARENA maps. Smaller worlds, for quick games, ideal for that fast-arcade-fps-blood-pumping-feeling of a random day! Besides those Arena maps, Darksoe finished his MAP-Escape (yes... you have to escape the map). Try it out! Great work by DarkSoe, Dissident and Ssswing` with this new content. Th120 and Darksoe have been putting out a lot of work on tweaking, fixing bugs and overhauls on various elements of the game. Most noticable is the UI reworks here and there (some menu's are still a pain, we know that!). But the movement and weapon behaviour tweaks should make the game slightly more accessible to new players. Enough chitchat here, let's play! The servers are updated already! And do remember: we love feedback! Leave it in #feedback on our Discord channel! Come and visit us!

Patchlog 20146


**** CODING ****


Player HUD - Reworked PlayerHUD handling to fix the MouseIssue - Added new Info "Header" to Player HUD - Replaced some buttons on IngameMenu MainMenu and Settings - New Settings menu - Reduced volume of music in the MainMenu - Rework "Key in use", should be more usefriendly now - Fixed the Control Inputs for Mouse Wheel/Buttons - Some new placement of buttons in menu to make it more user friendly - Fixed the password issue on the Admin panel on servers Game - Reworked Player Movement (Strave speed ~85%) - Max Acceleration a bit higher - Fix too much loser money, increase 3. round loser bonus (800 -> 1200) - Brand new Spray pattern v.4 - Weapon balancing (nerf precision SMGs, Saiga, AUG; lower damage range UMP) - Fix flashlight (listen server) - Fix evidences don't spawn - Fix spawn protection not disabled on shoot - Different (lower) velocity cutoff for sniper rifles based on movement state (falling, running)

**** MAP CHANGES ****


General Map changes - Fixed mapicons on minimap for all maps (rescuezone, escape zone, bomb plant zone) - Added ambient sounds to all the maps (except for Crossfire, Drought, Eviction, Escape, Filth, Arena-Cargo, Arena-KillThemAll, Arena-Labyrinth) - Updated TDM maps to more recent version - Removed the CTF maps that did not work for that gamemode, updated the remaining ones to more recent versions MAP-Arena-Cargo (NEW MAP) - Lite up the Map a bit more. - Litup Minimap a bit Cargo MAP-Arena-LockDown (NEW MAP) - New map by Ssswing` - First map with volumetric lighting set - Fixed crouching issues on crates MAP-Arena-KillThemAll (NEW MAP) - New map, very quick and small arena map made by Dissident MAP-Arena-preAIM - Redid lighting - Redid landscape - Redid look and feel - Set dynamic lighting - Set volumetric lighting - Added Terrorist and SF base MAP-Arena-RGB (NEW MAP) - New map by Ssswing` (based on our old Performance map... see it as a LEGO world!) - Volumetric lighting MAP-Blister - Fixed nades getting blocked on new passage Bombspot A (high) from blocking volume MAP-Crossfire - Added minimap MAP-Escape (NEW MAP) - New map by DarkSoe - Lit up the whole map a bit more. - More space in middlehouse basement. - Blocked up the sideentrace to middlehouse basement so u need to crouch. - Removed window on middlehouse basement stairs. - Moved fence to Escape Area more away but Escape area more near. - Add water to the sewerage. - Made the 2nd door in sewerage larger. - Reworked big building room to be more open. - Added entrace to big building from the roof. - Added ladder to roof ob big building. - Added beam to move to big building roof from middle house. - Fences are no longer random bulet blockers on this map. - Removed some Fences (Reworked escape area) - Added new Container to escape area - Reworked Terr high "Roof" (no longer is the roof) - Fixed "Walk on Edge" on Escape Middlehouse - Litup Minimap a bit on Escape MAP-Eviction - Removed collision on the flagpoles outside (sniper alley from SF base to Terrorist base) - New overhaul of the map is in the making! MAP-Followthemoney - Blocked off the main stairwell (left from SF spawn) for smoother movement (Razemike) MAP-Fueled - Fixed getting stuck on pipes of canals - Added war effects to background - New navigation symbols in the map MAP-Prelude - Fixed player collision on rocks and fence on Escape area (bridge to building) (remus) - Blocked part of the warehouse on Terrorist base - Removed some foliage that was growing inside buildings :D MAP-RapidWaters - Fix overpowered spot: ladder SF water towards terrorist water entrance (wingah) - Added moveable doors to waterbuilding - Fixed the broken impact effect under water, besides lower bridge and water entrance SF side (Pirate) MAP-Scope - Added breakable glass to the map (middle building and upper facility) - Fixed: Weapons fall into the ground on the road mesh (remus) MAP-TrainYard - Fixed the middle door (sounds are still WIP) - Added extra sightpoint for terrorist on the left side on the container (overlooking middle) - Fixed the window issue where there was only collision on one-side of the glass - Fixed several trick jump in Terrorist base - Blocked the window on upper side of Bombspot B (ccKane) - Added more cover from upper balconies on Bombspot A (ccKane) - Fixed strange walls peaking through randomly on Bombspot A (near ladder room) (ccKane) - Fixed the low res reflections in the map on weapons - Added navigation marks on the map where bombspots are - Added: breakable bottles on Terrorist start


[ 2020-05-25 19:03:00 CET ] [ Original post ]

Patch 20125 (large patch) and some news on the game!

New patch version


Most important: the new patch is live! It is a huge patch, due to a lot of map fixes / changes. We still try and keep a reduced size to the patch. All changes are made because of the time spend by our PTR team, consisting of +20 testers of the game. Thanks guys!

Changelog patch


Most important topic, please find the changelog below for more details - Tweaks on movement (basic ground movement, air control, responsiveness of keys) - Tweaks on weapons behaviour and handling (recoil - New Server Browser (still WIP), new Settings menu is being worked on - New map from new level designer Dissident: MAP-Drought (still WIP) - Added functionalities like open and close doors and gates in maps - The changelog is over 200 lines long, so we decided to put it in a seperate file

Overhaul on the TO4 Discord


Our member L4ur3ns redid the entire Discord. Remember, we keep this platform as our main communication channel - Set new roles, cleared the old roles from wrong rights and legacy stuff - Added a 'lobby' alike system where players need to fill in a command, in order to prevent bots from flooding our servers - Added a Live channel where Developpers and PTR testers show almost every evening (EU time) their constant work on the game - Added roles for the community to set themselves: do you want to get pinged with news, or for a mixwar? It's up to you! - Together with MacFrog a new channel is made where you can see the actual activity on the server (who killed who, who did what objective, etc.) - Added a Poll channel. Here we will hold polls in order to find out what the players think of certain decisions The input of this Discord change is that we want active players to be able to find each other

Route forwards and Trello


Since we are such a small team, we have a roadmap, but don't use it as 'normal' teams do. We base our to-do list on our estimate time and resources to be spend. We love to do everything we have planned, but we simply need to make choices. You can find our Trello here!Feel free to have a chat about it on Discord!

The TO4 team


It's obvious, but lets give it some attention ones more. We are always on the lookout for skilled (and experienced) developpers who love to help out. Feel free to contact us on Discord if you want to help out. Mind you; we are also looking for non-technical people, helping out on Marketing, communication, community... we can use all help!

TO4 Patch notes 20125


This patch is made with the contribution of our players! We thank them for that. All mentioned changes or fixes are reportated by that specific player. In honor for their work, we mention them! **** CODE CHANGES **** Added: - Add camshake on shoot to sniper rifles - Drop active nade if dying while throwing - New serverbrowser (still wip, feel free to give feedback) Changed: - Rework movement: Faster acceleration, less running speed (about -8%), decrease air strafing strength - Rebalance weapons: Decrease recoil in general (mostly X recoil), new spray pattern (more balanced to make the recoil feel less random) - Faster spray pattern reset - Stop spawn protection when player fires - Reduce smoke load (1/2 particles) and increase particle size - Brighter headshot sound - Grenade throw Z offset 30 -> 24cm - Scaled down initial nade collision (Start with 6.4cm capsule and morph it to a capsule after first collision) Fixed: - First Person meshes correctly receive light / shadows - Allow spectator pawn to move when paused - Aggregate same frame / network tick damage (hit fx does not feel strong enough on high damage in some cases) - Decrease trace offsets of HE (avoid damage behind thin walls) - UI glitches when pause enabled & demo player closed - Snow footsteps playing concrete footstep sounds **** MAP CHANGES **** MAP-Drought (NEW MAP!) Fixed based on internal feedback: - Rearranged the SF base height so you don't get sniped while crouching - Fixe Player blocking on top of both bases and on the terrorist water tank (objective) - Fixed the blocking bugs on the terrorist base - Set the right physical material on all materials used - Fixed the footstep sounds on all surfaces - Rocks collision re-arranged on the cave path MAP-Blister - Fix LOD windows throughout the map (annoying flickering of the windows) - Removed all metal boxes to prevent the shooting underneath - Redid and simplified the collision on the wooden box - Fixed all crouch blocker problenms in the map (see the doc cckane #int-test channel) - Close the gap in the wall on sniper lane Terrorist side - Added movement collision around all benches and tables (smoother movement) - Set all hanging lamps to Collision on, except for pawn (smoother movement) - Removed some foliage (clovers), added more of the grass as foliage - Redid some LOD's on the palm trees (caused flickering effects) - Lighting chain on A bombspot floating (remus) - Fixed the crouch bug middle, crates next to hallway from Bombspot A (remus) - Fixed the box on sniper lane terrorist side, you could get stuck when crouching near it (cckane) - Repositioned the tree, directly right from terrorist base to middle. You could get stuck there / non-smooth movement (remus) - Doorway high sniper lane; reduced the height of the doorway. This prevents shots from sniper house (SF side) towards the door (cckane) - Removed skyblocking volume (you can ghostcam much higher) - Fixed the possible jump on cables in middle area (kummelmuck) - Fixed the strange red glow on foliage grass - Added some graffiti Bombspot A: - Removed the barrels that gave strange movement behaviour, also opening the area up a little more - Removed the metal doors on the bombspot, this gives extra movement and cover on the full lenght of the bombspot - Opened the doorway from backway to bombspot with +1 meter width and +0,5m height. Also gave the whole hallway besides bombspot A +1 meter more space. - Removed the wooden railing on the far side of bombspot A (near Sniper bunker) - Repositioned the balcony on SF side; you cant look very far into Terrorist sniper lane - Repositioned the doorway from sniper lane to A (less height, width the same) - Rescaled crates on A, you can now crouch behind them - Added oildrums as cover for ccKane to lame in the corner - Smoothen out the landscape and platform for better movement and nade control - Added new passage from SF high towards middle - Fixed broken lantarn chain in the coves next to the bombspot (remus) - Close gap SF sniper house Bombspot B: - Added extra jumpspot so you can enter the lower terace in front bombspot B from 2 sides - Redid the wooden railing around the lower terrace in front of bombspot B, no strange openings now anymore - Removed the table on connector Terrorist Base to Lower B Bombspot - Gave the entire lower bombspot area +1,5m widthness - Made the connector from middle to lower bombspot wider (0,5m) - Redid most cover spots on lower area (better hiding, you can crouch behind them) - Redid landscape for better movement - Made some extra hiding spots on lower bombspot - Added extra buildings around lower bombspot to prevent constant flashes, smoke and nades on the upper part of the bombspot (better defence) - Move crates little more away from the door Lower bombspot, right side - Opened the door more on Lowerbomb spot MAP-Crossfire - Blockout some jumpable edges - Remove some airconditioners and other blocking objects - Add another container near BombB Spot - Reworked BombA-Spot Highground to block some view to Bombspot - Removed collision of metal bars in way from BombA to middle Area - Moved the StreetLamp that blocked view From SF to Terrorist Long area - Replace Woodramp that caused shadow issues for Kane MAP-Fueled - Remove truck in middle with a container (you can climb it and shoot through little holes) (m4ttiz) - Enlarged the red gas tanks on Bombspot B and Bombspot A - Block the container position with sight from SF base to high bridge window (through the grates) (m4ttiz) - Remove that jump on high bridge (gastank?) overlooking terrace bombspot B - Added extra ridge on Bombspot B, but with Barbed Wire (only reachable with trick jump) - Add cover from middle window to B (crate on truck) - Added a new sniper point in canals for Terrorist (approachale from all sides) - Raised the height of the walls on upper bridge overlooking Bombspot B - Redo all the grass in the map, lower the max height - Fixed the position on container SF base to Bombspot B, you can also have a look on window upper bridge (m4ttiz) - Changed all the grass - Added extra boxes from canals to jump on the side of B bombspot - Simplified collision on all ground panels, concrete walls and fences and blocks for smoother movement - Redid ground work on bombspot B for smoother movement (no more strange blocks) (cckane) - Checked all collisions on building (mostly Bombspot B connector). Added pawn blocking volumes where needed (cckane) - Fixed the middle area, near the white truck. You could use the wooden pillars to get on the wall splitting middel and SF base (koystikojo) - Make the opening from balcony stairs to terrorist sniper spot more clear and easy. Also replaced the tree so it doesnt block and cause randomness (koystikojo) - Redid the Sniper lane on SF side. Removed the truck and added more simple shapes. This might also help a little on the shadow issue on sniper side terrorist. - Fixed all known Crouch blocking issues from the document (oa. White truck and little fences) (cckane) MAP-Prelude - Fixed idiotic Collision on the trees (used complex collision, where every leaf blocked a bullet and nade :D) - Rock collision, rock next to White escape building, left (Pirate) - Fixed trickjump: get on the walls outside upper middle area (towards lower middle) (koystikojo) - Fixed trickjump: SF base; use the container at the back to get on the fences and then on the roof of SF building (koystikojo) - Fixed broken material in lower middle building - Repositioned the road material / mesh on the landscape near lower middle area (it was floating, oops) - Fully closed the middle lane from Cave towards Upper Middle building - Removed ugly car thingie near white house / escape house - Added 4 new types of foliage to the map - Perhaps more to do: reduced hiding spots in the map (oa. closed off 40% in Terrorist base, removed small hiding corners, etc) MAP-RapidWaters - Fix overpowered spot: ladder SF water towards terrorist water entrance (wingah) - Added moveable doors to waterbuilding - Fixed the broken impact effect under water, besides lower bridge and water entrance SF side (Pirate) - Fix overpowered spot: ladder SF water towards terrorist water entrance (wingah) - Added moveable doors to waterbuilding - Fixed the broken impact effect under water, besides lower bridge and water entrance SF side (Pirate) - Fixed the unaligned boxes near the exit of Terrorist base, with an OP spot aiming towards SF base (wingah) - Added a wooden board to close the gap between lower bridge (SF spawn) and the Terrorist sniping spot from Water entrace - Blocked the pillars from high bridge (standing in the water), aiming towards Terrorist Water Entrance (very OP spot) (wingah) - All the railings on all stairs are now movable for a player (cckane) - Fix the collision on the rocks near waterentrace / ladder SF. You could crawl away in it (m4ttiz) - Fixed the watervolume / post process that stopped near the bottom of the river, near the fence on low water (Razemike) - Close opening between crates in SF base (underneath stairs to high bridge) (wingah) - Spawn points from SF are a little closer to the exits of their base. Meaning they can get on key points slightly more early - Added ladder to the terrorist side of low water, towards main area Terrorist base (m4ttiz) - Smoothen the upper and lower bridge parts for better movement, but mainly for smoother nade throwing - Redid the Water entrance on Terrorist Base. More space in the hole, easier to manouver there, throw nades, etc. (kummelmuck) - Smoothen all the stairs with blocking volumes (now its a ramp where you move on) (ccKane) MAP-Scope - Fixed the landscape near road Terrorist base (near the gate), there was a hole - Fixed the missing Foliage in the map - Smoothen movement near the rocks behind building B (kummelmuck) - Replaced the small walls near Red House (they were also not nade proof) - Fixed the broken impact effect on the new walls SF base - Smoothen the walls in front of A and SF base - Fixed the wrong shiny concrete material in the map - Sticking out rock on bridge - Fixed wrong material in the doors of lower facility - Smoothen the landscape in front of Building A - Replaced the pipes on Silos / Facility (material was broken, meshes looked bad) - Smoothen out the silo site. Removed 60% of the metal pillars here, added wooden board below the silos (no more shooting through) (ccKane) - Added red striped material to Red House (duh) - Gave the main road mesh a simpeler collision (better performance, more smooth movement) - Fixed the possible trickjump from middle upper roof on the building B (wingah) - Removed collision from the trees leafs (no more blocking nades and bullets) - Replaced all ground foliage with better looking stuff (blame me, Ssswing`) - Replaced the concrete walls with better looking walls (they were so plastic and shiny and fake and annoying...) - Added extra cover to the right SF hill, overlooking silos and facility. Also removed cover on that hill overlooking SF spawn to prevent rushing Terrorists (ccKane) - Enlarged and repositioned the cover on bridge (Railing + wooden boards) looking over to A (ccKane) - Smoothen all movement around the bridge (ccKane) - Smoothen movement on various crates and decorations (facility, top facility, bunkers, outside SF base, inside middle house) (ccKane) - Smoothen movement on all walls near Building A - Smoothen movement on all the trucks in the map (ccKane) - Smoothen movement on all bunkers (ccKane) - Removed PawnBlocking volume on the sky - Smoothen the movement around the walls near A mountain area - Fixed foliage shadow issue MAP-TrainYard - Fix collision containers (invisible blocking player areas due to scaling) - Blocked concrete fence where you could jump on from the Green train (left side SF side) (L4ur3ns) - Removed the logos on all containers, they appear out of nowhere (RedfireSpiffy) - Moved the container with boxes near the basement area to Warehouse 1 - Blocked the balcony in warehouse 1 with on specific spots with wood - Removed the railings on balcony in warehouse 1 for more openess - Added a new route to the ladder in warehouse 1 for easier access for terrorists - Added little cover near the terrorist ladder in warehouse 1 - Made the outside door from terrorist base to warehouse 1 much larger. Gives better cover and you cant jump on it anymore - Added a jump possibility near the trains to get on the fuel truck (objective) for better defensive positions on Warehouse 2 - Added doors to the interior of the train near Warehouse 2 (the interior was too small and too annoying) - Block containers in warehouse 2 (you could jump on them from the fuel truck) (m4ttiz) - Blocked gate near Warehouse 2 (you could get out of the map) (Riax) - Fixed the missing impact effects / physical materials on map - Removed the little stones in the map on the ground (most of them were floating due to tessalation on the floor) - Fixed the collision issue on the Gas tank (remus) - Added extra boxes to jump on the crate in the middle connector building. Also raised this box for more cover (remus) - Repositioned the ladder in new passage Terrorist base to Warehouse 1 (you got stuck while running there) (remus) - Repositioned the ladder on balcony Warehouse 2 (you would float in the air) (remus) - Removed the metal beams off the roof when you sit on the pallet with boxes (warehouse 1, next to basement, overlooking new ladder room) (remus) - Removed a decal that wrongfully placed (and gave errors) next to bombspot Warehouse 2 - Add minimap - Fixed the drop position above the ladderroom Warehouse 1 (you could float in the air here) (remus) - Fixed the floating trucks near the base of Terrorist base (kummelmuck) - Fixed the collision issue on trees, you could walk through them (kummelmuck) - Smoothen the movement around the trains - Add movabale door Trainyard (WIP, not sure sounds are replicated), middle area - Fixed footstep sound on all trucks in the map (was glass, now metal) - Fixed the footstep sound on the trains (this was glass, now its metal) (remus) - Fixed the logo on the oil silos in the back (they popped up through other meshes... crazy LSD trip alike) (remus)


[ 2020-05-05 20:42:25 CET ] [ Original post ]

Patch 20109

Added:


  • MAP-TrainYard & MAP-Crossfire (both work in progress, feel free to give feedback)
  • New setting "Decrease input lag", replaces "SkipGPUBuffering" (experimental, feel free to give feedback)
  • Apply a small view offset animation after falling to make landing smoother

Changed:


  • Further tweaking on the movement to smooth out running, mostly decreasing BrakingDeceleration (affects player movement after stopping to run)
  • New general spray pattern (smaller x movement deviation)
  • +6% Basedamage MP5
  • -20% X Recoil MP5
  • +5% AimError MP5
  • -5% X Recoil M4
  • -3% Basedamage M4
  • -7% Basedamage UMP
  • -12% X Recoil AK
  • -30% X Recoil, -10% Y Recoil Famas
  • -10% X Recoil Mac10
  • +7% Basedamage Mac10
  • +7% Basedamage Vector
  • +6% AimError AUG
  • +5% Basedamage M16
  • Higher damage range for SMGs
  • Aug recoil interpolation speed 38 -> 34
  • Weapon hits up to 120ms after death still do damage (local hit fx already played on remote)
  • +200ms tolerance cancel reload (switch Weapon)
  • Empty chat textbox on toggle visible


[ 2020-04-13 22:37:36 CET ] [ Original post ]

Easter update

Hi @everyone. First off all; happy Easter or simply enjoy the weekend! We have been kept busy on our game, currently we are tweaking the new patch (this will include new movement and weapon tweaks). PTR test group We do this with our so called PTR tester group. These are players that love the game and spend time with us testing and refining the game. We do this on a different branch the public game. Perhaps you've seen in the #serverinfo channel some servers populated, but you can't find them in your server browser ingame. First things first: we are always on the lookout for enthousiastic people who want to join this PTR team. What do you need? Some spare time in the (European) evenings, a microphone and our Discord and motivation and time to give detailed feedback about the game. You don't need great skills ingame or be known with everyone. Remember that we (as DEV team) work with the PTR team, we listen to the feedback and with that we work. Interested? Leave a personal message at @Ssswing` or @ccKane or @w1ng4h on Discord! You mentioned a new patch? Yes, we have a new patch we have been working on. We have had feedback that the game feels to chaotic at times. Also the tracking on enemies is not always simple and easy. The use of certain weapons (yes i'm looking at you famous MP5) doesn't feel as satisfying as we like it to be. Another topic is the mouse input and the feeling some players have with this (or the lack of this actually). Th120 is figuring out various fixes that have a less heavy performance impact than the current "Skip GPU Buffering". More on this topic later. Also included is new content! Besides these tweaks we have also included two brand new maps. Mind you: heavy Work In Progress on both of them. MAP-Crossfire is made by Darksoe (he also made the Labyrinth map!) MAP-TrainYard is made by Ssswing`. Both are bombing scenario maps, where MAP-Crossfire is somewhat larger than most maps we have so far. The new patch will also include a new system for our maps on the servers and the voting system. Not all maps are fun playing 1on1 (hi MAP-Fueled) or are more competitive orientated (hi MAP-Prelude). We introduced the new tag: MAP-Arena-Name for small and fast maps. These are based on the more classic Arena or WarmUp setting maps. No objective, except shooting as you please Community So our community is more and more active. There are several great initiatives going about. Let's mention one of the most important ones: TO4 Clanwars (made by @L4UR3NS and his team). The idea is that there will be a easy to use matchmaking system on Discord, combined with a website with competitive ladders. This is also the platform from which our first Tournament was held (congratz to emP.to for winning). For now we will keep using the #looking-for-match channel in the TO4 Discord. When our community grows we will move this activity completly to the TO4 Clanwars Discord. TO4 Clanwars will stay active during all this time offcourse! Final words We see more and more people playing the game, which is great. We do realise that our game is rough in places. The "easy to learn hard to master" is kinda steep in the game, especially if you join a server with already great players. I want to ask you all: help each other out! There is no fun playing a game where you get instantly shot by semi-pro's and their m40's. Another topic; empty servers. Again, we are a small game, with a smaller DEV team and a non-existant budget. We have to grow the community by playing a lot, sharing experience from player to player, etc. Best way to get some players when you want to play: do a shout-out on Discord! Thanks for reading, think about the PTR roles we offer and hope to frag you soon ingame! TO4 Discord: https://discord.gg/TVp9Xd


[ 2020-04-12 14:18:10 CET ] [ Original post ]

Patch 20095

Changed


  • Rework visuals of ammo counter, clean up player HUD (feel free to give feedback)
  • Start nade with sphere collision and blend it to capsule after first collision (more reliable bouncing)
  • Slightly faster nade throwing and faster switch to next weapon after throw
  • Boost smoke particles on spawn and make them smaller to avoid clipping
  • Further movement tweaking: -3% player gravity, -4% breaking deceleration, +5% ground friction
  • Sniper weapons precision: Max speed in air 128 -> 96, max speed general 255 -> 180 (cm/s)
  • -8% precision deagle
  • +2% dmg shotguns (dmg nerf after +2 bullets was slightly too much)
  • SAIGA RPM 142 -> 139
  • Deagle, M16 10% -> 12% more precision laser on (the M16 +2% were subtracted from the general precision)
  • Higher intensity damage taken feedback (view shake, bloody screen)
  • Remove auto chat when throwing nade
  • Increased steam authentication time limit 10s -> 30s ("Steam auth failed" kick message)
  • +15cm X spawn offset nades

Fixed


  • Replay player not switching to spectator HUD
  • Spamming server reset while using auto demo recording corrupts demo header
  • UMP pickup doesn't spawn
  • Closed small gap between smoke and floor

Added


  • Demo rename
  • Announce hostage rescue

MAP-Fueled


  • Blocked the rumble in the back of SF base. You could jump on it and snipe towards middle (remus / kummelmuck)
  • Moved the back player spawns of SF more forward. This gives a 1,5m faster spawn, so SF can be slightly faster on the bombspots
  • Set all blocking volumes to "PawnBlocker only". This removes the annoying effect that nades bounce off in mid air (wingah)
  • Removed trick jump onto the blue truck at Palm Tree (sniper lane) (sCion)
  • Fixed Default winner (Special Forces), no draw at the end of the round (wingah / remus)

MAP-RapidWaters


  • Removed all the splash effect on water (remus)
  • Added water foam on a few positions
  • Gave the underwater effect more brightness, now it's easier to spot enemies under water
  • Fixed the "No water flow in waterfall" (remus)
  • Gave the water material less opacity from above; players in the water aren't as visible anymore as before (iAmTheOne)
  • Redid the terrain next to the border/sidewalk opposing the Terrorist base. You can now move more fluently here (Vo0di)

MAP-Scope


  • Closed 1 window in lower mid building
  • Made 1 window in lower mid building so you can't move through, but shoot towards A roof
  • Give a little more general light in the outside areas


[ 2020-04-02 20:55:32 CET ] [ Original post ]

Patch 20081

Fixed:


  • Chat rendered above buymenu
  • Early Access info page still bugging (attempt 9999, please report to us if you still encounter problems)

Changed:


  • Slightly lower sound range movement (32m->28m) & reload (30m->26m)
  • Bars for UI Armor status

MAP-Scope


  • Blocked strange corner near facility where player could get stuck (cckane)
  • Close planks in Terrorist bunker (looking towards SWAT bridge) (ccKane)
  • Removed the jumpable crate on the right side (seen from terrorist) next to SWAT bunker. You can only climb it on the left side now (cckane)
  • Repositioned 3 pillars at the silo's. You can now walk around without being blocked by a too small gap in between the pillars (cckane)
  • Removed bullet blocking on Barbed Wires all over the map (cckane)
  • Removed collision on beams in House A for more smooth movement (cckane)
  • Redid the material on the A and B House for better looks
  • Repositioned the little walls next to RedHouse (they blocked view towards Terrorist bunker) (Streety675R)
  • Removed the rock that blocked movement where you jump on the bridge (swat bunker side) (remus)
  • All Blocking Volumes are now 'BlockPawnOnly', some also blocked nades and bullets (cckane)
  • Added extra pathnodes for hostages to follow you (House B on the ramp, sometimes they couldnt follow) (cckane)


[ 2020-03-21 12:31:12 CET ] [ Original post ]

Patch 20078 - Movement TTK Changes

This update will introduce some changes to the movement parameters. We got quite a lot of feedback which was about gun figths being too random or general feedback about a chaotic feeling while fighting at closed quarters. For this reason some movement parameters were edited to reduce abrupt changes in direction. In the linked video you can spot the effect of fast changes in direction on the player's aim. The goal is not to completely nerf strafing, but reducing those "random" situations. We appreciate any further feedback on this topic. We will tweak the movement in upcoming patches if needed. https://www.youtube.com/watch?v=mQ-raQwz6dM Another point was the quite short TTK of our rifles. In this patch we generally decrease the damage of all full auto weapons. Now all of them need +1 hit on the chest to kill. Feel free to also give feedback on these changes.

Changelog


  • Slower change in direction (-12%), less acceleration (-12%, start running / swimming etc), less deacceleration when stopping to run (-12%)
  • All shotguns +2 bullets (8 -> 10), Rebalance damage: SPAS 8, Mossberg 9, SAIGA 10 hits on chest to kill, slightly adjusted shotgun spraypattern
  • Deagle RPM 170 -> 167 (Last patch was 180 -> 170)
  • Crouch camera interpolation speed +100%

Base damage changes:


  • M4 -15,5%
  • AK -14%
  • AUG -13%
  • FAMAS -12%
  • UMP -13,5%
  • Mac10 -12%
  • MP5 -11%
  • Vector -10%

Weapon player speed penalty


  • Glock / M9 -4% -> -3%
  • Deagle -5% -> -4,5%
  • Vector / Mac10 -6% -> -4,5%
  • MP5 -6% -> -5,2%
  • UMP -6% -> -5,2%
  • SPAS / Mossberg / SAIGA -6% -> -6,5%
  • M4 -10% -> -6,5%
  • AK -7,5% -> -6,5%
  • M16 -9% -> -7%
  • FAMAS -13% -> -10,5%
  • AUG -6,5% -> -7%
  • Mk20 -10% -> -7,5%
  • M40 -11% -> -10%


[ 2020-03-17 18:58:20 CET ] [ Original post ]

Patch 20076

Fixed:


  • Some weapons visible through walls
  • Recoil multiplier (increasing recoil while spraying) not applied when using single taps

Added:


  • New health widget for player & spectator hud

Changed:


  • -5.5% RPM Deagle (180 -> 170)
  • Sniper max speed (while precise) set to a value lower than sneak speed (it was on 1/3 sneak speed before)
  • Faster reset spray pattern after stopping to fire

MAP-RapidWaters


  • Fix water blocking bullets
  • Fix position of water post process volume


[ 2020-03-14 22:40:04 CET ] [ Original post ]

Patch 20072

Fixed:


  • Higher tolerance for hit validation (less server check failed & offset exceeded messages)
  • Crouch camera movement too fast

Changed:


  • Work in progress: New first person arm meshes SF male; changed materials of Glock, Beretta, Desert Eagle, AKM, M16, AUG, Saiga 12, Mk20 Scope and M4A1 Receiver and Carry Handle

MAP-Scope


  • Removed the Ladder on SWAT base building; this is now a pile of crates. Ladder Sniping there was an annoying spot (cckane)
  • Remove railings in lower area Barrack A (remus / cckane)
  • Closed all the window jumping in Barrack A (remus / cckane)
  • Removed collision on metal bars next to middle house (insane lame camping spot)
  • Cover Terrorist bunker (lower terrain behind for more cover) (streety675R)
  • Removed the blocking the upper stairs in upper facility (remus)
  • Fixed collision windows on barrack B

MAP-Fueled


  • In general work on Lower Bombspot (B) with feedback from: Remus, sCion, ccKane, Tron>Lumi, vain
  • Closed off 1 tube on lower bombspot (B)
  • Added higher cover on the walls around lower bombspot (B)
  • Gave the connector hallway between lower bombspot (B) and Tube area a roof (more cover), also you cant get shot over it anymore
  • Closed little holes in planks / cover areas on lower bombspot (B) (less unpredictable shooting)
  • Removed the flying grass near the bridge terrorist spawn (remus / Riax)
  • Removed all the metal bars on the overview spot above the tubes on lower bombspot (B) (less random bullet blockers)
  • Reworked the canals next to lower bombspot (B), more space to move around
  • Added extra crates and cover and an overpass over the canals next to the lower bombspot (B)
  • Reduced opening from canals onto lower bombspot (B)
  • Placed plywood on the metal pointy wall in front of SWAT spawn (ccKane)
  • Lowered the general light, but gave dynamic shadows in the tube near lower bombspot

MAP-RapidWaters


  • Reworked the water (this removes the bug that you could see through from higher to low water), new material, etc. Still work in progress.
  • Closed the crates on lower bridge (especially one looking at water entrance, you could should through) (cckane / remus)
  • Replaced leaves peaking through floor snipernest on high bridge (Kummelmuck)
  • Removed the little bushes near waterside SWAT area (player can hide in) (wingah)


[ 2020-03-12 20:50:24 CET ] [ Original post ]

Adding competitive initiatives from and for our Community!

TO4 Tournament Now the signup can begin for the TO4-cup! Date has been set to 21st of March (Saturday) with starting time at 6.00PM (18.00) CET. Everything isn't sorted yet but mostly done with planning. There is set a cap of 16 teams in the cup, so be sure to sign up as soon as you can! And there must be at least 4 players signed up to get accepted into the tournament, so that means that you are not signed up before you've assigned a total of 4 or more players on the webpage! Signup @ https://battlefy.com/tactical-operations-4-4on4-cup/4on4-cup/5e53ea6729027a1e76b912c6/info - Let the fun begin! For more information, contact m4ttiz on Discord! TO4 Ladder website A few enthousiastic TO4 players have started an initative to create a ladder-alike website, to bring back a competitive element to the game! Before they work out the idea any further, they do want to find out how many backers there currently are for the initiative. Please visit the website https://towars.net/ and register your name there to support this idea! The details wont be shared with anyone. For more information, contact L4UR3NS on Discord! TO4 MixedWars Also don't forget, almost every evening around 20.00 -21.00 CET there is a mixwar organised. Based on the number of players the mixedwars are formed. Its free for everyone to join, just make sure you have an active microphone (and preferably speak english). All is organised through Discord. Take a look at the #looking-for-match channel and add yourself to the game! It brings a whole new dimension to the game instead of the regular Public gameplay. Where to find us? www.Discord.gg/TO4


[ 2020-03-02 12:50:09 CET ] [ Original post ]

Hotfix 20059

Fixed:


  • Vote widget not displayed, player hud visible in wrong state
  • Adminreset executed after first round if adminreset was executed during warmup before (reset is applied twice)


[ 2020-02-28 20:53:45 CET ] [ Original post ]

Patch 20057

Fixed:


  • Buymenu: Money Preview not showing correct values
  • Mouse not visible in the main menu (sometimes, under certain conditions)

Changed:


  • No map replay limit 2 -> 3 (new server default value)
  • Hide player HUD when buy menu is open

Added:


  • New Main menu work in progress (feel free to give feedback)


[ 2020-02-27 22:51:19 CET ] [ Original post ]

Patch 20053

Added:


  • Simple quick join button (don't expect it to be smart, it just tries to put you on a server with players once the server list finished loading)

Fixed:


  • Damage stats ignore damage on players that were assigned to their current team before join (was fixed in the last version, but did not make it into the changelog)
  • Alternative weapon hud hidden behind weapon
  • Alternative weapon hud broken in spec mode

Changed:


  • Removed mouse sensitivity sliders (weren't helpful anyway)
  • Less spectator camera smoothing

MAP-Filth


  • Enlarged the Train interior with 10%, removed collision on the metal bars in the middle, etc. This should give a more smooth and better movement. Not ideal, but working for now (ccKane)
  • Removed the collision on the doors handles (you could jump on them and peak over the door) (ccKane)
  • Removed the stair railings on the Terrorist route towards Bombspot A (more movement options on the stairs now)
  • Removed collision on small stuff on the floor (more smooth movement)
  • Opened the full doors towards the sniper nest for terrorist towards Bombspot A
  • Gave the general contrast of the map a slight boost without removing the clear eyesight everywhere
  • TEST: removed 1 escalator near bombspot B (lower) and made a wider stairs in its place. What does this with the gameplay?


[ 2020-02-23 16:06:08 CET ] [ Original post ]

Patch 20050

Fixed:


  • Broken UI scaling prevents the buttons to be clicked on first start(s) (to be validated, please contact us on Discord if you still encounter that problem)
  • Minimap icons behaving weird when recording demo
  • Issue where buying armor would not update weapon availability
  • Issue with Money Preview not updating when a weapon is clicked
  • Inventory backup bugging with free weapons, armor

Changed:


  • FOV has no influence on first person meshes anymore
  • 15% more recoil on UMP (recoil multiplier increasing 1..5 shots)
  • 1/3 damage on hostages, max teamdamage 650 (new server default)
  • More friction and less bounciness nades
  • All TacByte TDM / CTF servers enable free Mac-10 / Vector, free AK / M4, free armor

Buy Menu Improvements:


  • Move Buy / Reset / Cancel buttons to right side
  • Improve right click armor behaviour
  • Center Buy Menu with fixed gap
  • Show depreciated weapon price on shop list
  • Swap Buy with Sell All
  • Show enemy weapons on shop list (if equipped)

Added:


  • Launch pawns when hit by an explosion

MAP-Prelude


  • Fixed jumping on the hangar (Terrorist spawn) (ccKane)
  • Jump on garbage house from the little wall besides (wingah)
  • Blocked off garbage depot roof access
  • Blocked off cliffs in between garbage depot and middle house (wingah)
  • Blocked off middle house roof access (wingah)
  • Blocked off (even more) the route from SWAT base to middle area (near cave). You were able to shoot under the gate there
  • Fixed missing material effect on Electricity pole SWAT base (Streety675R)
  • Blocked off the trick jump near the side building (you could jump on the trailer, then the cliffs and then out of the world) (Streety675R)
  • Blocked off the roof on the wooden middle building (Streety675R)
  • Blocked off the roof of the Terrorist starting building + blocked the metal beams where you could hide under (Streety675R)
  • Sniperdepot: smoothen all walls and pillars. Removed access to the beams and roofs there (Terrorist side)
  • Sniperdepot: removed the little corner from Terrorist base where you had an overview to the middle tunnel towards SWAT base (ccKane)
  • Added killvolume on the cliffs near terrorist base (in case you want to jump down... just don't)
  • Added extra blocking volumes on the concrete fences between garbage depot and cave area (Streety675R)
  • Blocked off the gates on the back of Terrorist base (no more walking on barbed wires) (Streety675R)
  • Removed lightmesh that was broken

MAP-RapidWaters


  • Removed tree near the water on SWAT side (was blocking nades) (Streety675R)
  • Lowered the PostProcess volume on the waters (you had the underwater effect when above water) (Streety675R)
  • Gave all foliage more depth of green / moss alike, to respect the contrast in the map better (Tron)
  • Added extra sounds in the map
  • Removed collision on all foliage (Remus)

MAP-Scope


  • Silo house, on ladder you can look through the building (autix)
  • Window bars on B house, you can stand on them (wingah)
  • SWAT bunker could look into A house, this is now blocked (ccKane)

MAP-PreAIM


  • Get stuck near container / pallets / overhead door (tajfun)
  • Fixed impact effect on the mobile toilet (was metal, now plastic)


[ 2020-02-20 15:11:09 CET ] [ Original post ]

Patch 20043

Added:

  • New buymenu; still work in progress, feedback / suggestions appreciated (TO4 Discord)
  • Tutorial tooltips (can be disabled in the settings)
  • Show team outlines as setting instead of keybind (enabled by default)
Changed:
  • Auto recoil recovery: 42% more recoil for auto weapons (interpolating 0..42% while shooting first 7 shots)
  • AUG -12% -> -16% recoil scoped, -3% recoil
  • M4 +9% recoil
Fixed:
  • Set earliest time to shoot / switch weapon without losing ammo to roughly the same motion after reload on every weapon (last rising up)
  • Hacking impossible while standing inside the hacking panel volume
  • Hacking panel / hossie not reacting on certain angles
  • Knife not working after round reset
  • Admin panel text box using grouped number notation while not supporting it as input
MAP-Scope
  • Removed little bars on SWAT bunker
  • Blocked the green pillars near facility entrance SWAT spawn (no more trickjumps and more smooth movement)
  • Removed the wallpiece sticking through stairs facility
MAP-Fueled
  • Remove dark areas sewer near lower bombspot (the tubes made a player invisible)
  • Raised the walls near middle area to prevent shooting from base to base (you could jump on the bridge and see SWAT spawn)
  • Reduced shadow contrast with 0,05- Set back general fog in the map starting distance from 3000 to 4000 (better sight on long distances)
MAP-RapidWaters
  • Fixed water blocking bullets from above


[ 2020-02-09 14:00:47 CET ] [ Original post ]

Patch 20034

Added: Pulse on bomb zone image when bomb is planted Hide blood fx setting Weapon wear (resell to 2/3 original price when sold after the round it was purchased, the buymenu price coloured red in that case) Reset round vote & admin command (restores money and inventory to the last round end) Scale hitshake on damage (1..36hp min / max) Changed: Moneysystem RoundWinnerMoneyNormal 3000 -> 2500 WinEscapeMoney 3000 -> 2500 HostageRescueMoney 1000 -> 500 WinHostageMoneyTerr 3400 -> 2700 WinHostageMoneySF 3400 -> 2500 WinBombMoney 3000 -> 2500 RoundLoserMoney 2400 -> 2000 RoundLoserBonus3 500 -> 800 RoundLoserBonus5 1000 -> 2000 DrawMoney 2500 -> 2000 EvidenceMoney 800 -> 500 Adjust eye height in water, make water leaving easier MP5 +4% RPM UMP +3% RPM Pause classic game on next or current pre round when voted (only if player game control vote is enabled on the server) Higher range water enter / leave sound Higher volume bomb timer New bullet decals and impact effects Reset money when swap teams is executed Unscope weapon on reequip attempt Treat leave as death for round end +7% recoil if auto recoil recovery used Treat hostage damage as FF, auto temp kick ban player with >500 FF dmg (new default value) Fixed: Use complex collision for use action to avoid bomb being overlayed by rough collision primitives Force zoom reset to spectators on weapon change Clunky hostage handling Bad rounding hostage killed (ends round when first hostage dies) Character blocking own nade after spawn (in some cases) Wrong laser state replication High loser money after swap teams executed Night vision not saved when escaping Some clantags not saved MAP-Prelude Complete overhaul; still work in progress, please give feedback MAP-Fueled Remove graffiti static mesh and replace with Decal Middle area, remove higher fences, brought back the old ones Floating rocks on groud A bombspot removed Floating crate A bombspot back on the ground Blocked a small hole under the truck on SWAT sniper lane On sniper line near the SF area, the tree can no longer be used to climb On sniper line near the SF area, the truck can no longer be used to climb Removed the has blurry lines on the Building near bombspot B MAP-FollowTheMoney Removed cabines near the red sofa; you could see the entire map from there MAP-RapidWaters Closed the window on highbridge, closed to Terrorist base (you could jump out) Fixed physical materials Lower bridge has a blocking volume, removed the BlockAll function and made it BlockPawn only Change railing on high bridge. Less change that bullets get blocked, better view towards WaterEntrance on Terrorist side Changed settings on blocking volumes (also on crates), removed the BlockAll function and made it BlockPawn only Added more foam to the streaming water, this covers the swimming players better


[ 2020-02-04 19:07:02 CET ] [ Original post ]

Patch 20022

Changed: Max FPS 210 instead of 150 Allow TO4.cfg update instead of replace when new settings were added The team which kills half of the hostages loses Mk20 -9% damage, price 4800 -> 5000, ammo 15 -> 100 M40 Price 8750 -> 8900, ammo 75 -> 150 Glock, M9 100% dmg 0-10m, 100->60% 10-28m, 60->16% 18->88m MP5SD shoot sound louder (3dB) Defuse volume bomb scaled up slighly Lower jump off speed for pawns (when jumping on another player) Hostage kill penalty 800 -> 1200 Fixed: "Real" spectator not able to enter ghostcam Weapon cloning exploit Maps: MAP-Fueled Blocked middle lane, the gate window, half Lowered the metal bars in the middle area, near the gate window Redid the middle drop-point where SF can sidestab Terrorst going to A (higher) bombspot. Its a smaller opening, less random where a player may appear Closed a lot of railings / fences where you could should through Gave canals a little more cover from the middle (for instance; blocked the gap under the blue truck) Raised the fences in middle area, near the white truck. Better cover Blocked a part of the area near the palm on SF sniping lane (no more shooting under the truck), also slight better cover on the bombspot Added a blockade under the red tank on B (lower) bombspot, it was too easy to shoot someone when it was planting / covering the bomb Added an extra crate on B (lower) bombspot to give more tactical movement possibilities (its now an L-shape) Slightly moved the coal container near SF spawn to overview the B (lower bombspot more). As a counter, the spiked railing on top of the wall is blocked off. So its less random where a player shoots from MAP-Scope MiddleHouse, lower area, gained a little more general light. This way its easier to see from the outside in Removed collision from all BarbedWires (blocked bullets and players) Redid some meshes of the B building, with a higher shadow resolution. This gives it a better shadow quality (was very blocky) Added Plywood to the metal fences on the bridge. This prevents lame sniper / random bullets passing from this position. Now its more obvious where a player can shoot from Removed the pillar in the lower facility (near the hostage), this was annoying on movement Lowered the light intensity slightly on lower facility hallways (had annoying bright spots on the player and gun model) Added a new rock on Sniper Mountain (near SF side) to make it obvious just can't jump any higher Removed shrubs near Sniper Mountain Fixed Trees; leafs blocked bullets MAP-Eviction Blocked the ledge on the towerflats next to the sniper roof near Terrorist base Closed the gap between the plywood on the 1st floor "construction floor" of the main building Added more Global Illumination light, less intense Direct Sunlight, in order to get less intense contrast between shadow and lit areas Rescaled the fences on the stairs infront of SF base, you can now jump and walk on them Removed a Bookcase and pillar just outside of CFO laptop hackspot (blue room), for better movement Removed a few yellow poles on the outside area, in between SF and Terrorist spawn, for better movement


[ 2020-01-20 23:23:57 CET ] [ Original post ]

Patch 20020

Added: X/Y mouse sensitivity settings Allow to hold use before object is in range, use action is executed as soon as in range (useful for defusing / hacking) Optional Auto Recoil Recovery setting (crosshair interpolates to its initial position after shooting a bullet) Third person physic animation on body bullet impact Changed: 20% more gravity for all physical objects (for the player it is about +10% in total since its gravity multiplier was decreased by 10%; jump height stays the same) Subtle velocity boost when falling / jumping (4%) HE nadetimer 3.66s -> 3.3s Higher pitch body impacts Higher range other impacts Balance audio of bullet flyby samples (they varied by ~6dB) Louder nade impacts (+2dB) Glock, M9 -4% YRecoil UMP, MP5 -5% YRecoil New Mossberg / Spas spray pattern Spas -10% YRecoil Mossberg -15% YRecoil Saiga price 1800 -> 2800, +7% precision, -35% YRecoil, RPM 152 -> 142 AUG -10% YRecoil, -12% recoil scoped M4, AK -4% YRecoil M16 -7% YRecoil Famas -9% YRecoil M40 2% more movement speed (-13% -> -11%) Less angular damping on nades (should reduce the "stone throwing" behavior) No map replay for 2 maps (new default value for servers, if servers have changed that value at some time it is not applied) Fixed: Defuse / hack bar missing for executing player Fix TDM crashing on Blister, Fueled, Rapid, Converge due to missing navmesh Allow weapon reloading if chamber is empty, but clip is full (+1 bullet in weapon) Wood bullet impact sound missing


[ 2020-01-19 12:09:18 CET ] [ Original post ]

Patch 20012

Added:

  • SAIGA shotgun for terrorists
Changed:
  • +8% spread shotguns
  • Pseudo water physics for thrown nade
  • Temp disable can't walk off ledge restriction in sneak movement mode (will be added as optional setting later)
  • Aggregate and persist hit stats until respawned (regardless whether enemies respawn in the meantime; affects TDM & CTF mostly)
  • Shorter delay between playing shot empty weapon event (1,2s -> 0,2s)
  • Replace CTF placeholder sounds
Fixed:
  • Make sure all TacByte CTF / TDM servers use the correct round length (round length = map length)
  • Step sound not playing when moving on small rails / ledges
  • Damage aggregation on roundstats widget
  • Shotgun reload anim stutter
  • Avoid weird nade movement after spawn (twisting in the air)
Maps: MAP-Blister (and TDM-Blister)
  • Fixed bullet blocking leafs on middle area (palm area) Blister (and with this on every location of the map)
  • Smoothen the ledge on long tunnel High bombspot (you could stand on a little ledge next to the opening to Terrorist sniper lane)
  • Raised the SF house balcony (looking over sniper lane) with 20 cm. Lowered the door opening leading to A / high bombspot, giving less sight from balcony over sniper lane (you cant look further back anymore)
  • Removed playerstarts Terrorist that were furthest away in the base (playerstarts are now more compact, with only 1 secs difference in spawn to reach areas in the map)
MAP-Fueled
  • Bullet block on Decals (best noted on the jump-down spot near sniper lane, you couldnt shoot from below)
  • Ledge block on lower bombspot
  • Removed a lot of bushes, lowered the grass to prevent Foliage standing in the way of sight
  • Gave the landscape materials a little more character and wearyness
MAP-Converge
  • Terrorist spawn slightly closer to middle (more control over middle)
  • Removed ledge above sniper tunnel on SF side
  • Reduced Tessalation on Snow material landscape (gave strange lighting effects)
  • Tweaked lighting (removed dark corners)
  • Flatten the floor on the stair area from middle building to middle
  • Removed gates on hostage area (entrance from the long hallway), for more smooth and spacier movement towards the hostages


[ 2020-01-08 23:42:37 CET ] [ Original post ]

Patch 20008

Added:

  • Click sound on last shot before weapon empty
Changed:
  • Bomb timer 42s -> 52s (the old duration was not enough to run a coordinated retake; feedback appreciated)
  • Rework weapon spray pattern: More spread on x-axis than y-axis in general (feedback appreciated)
  • 7% more recoil AUG
  • 10% more recoil mk20
  • More accurate sync bomb timer to server (beep sound, display)
  • +60cm explosion radius HE (8,60m -> 9,20m)
Fixed:
  • Add missing (general) shoot empty weapon sound back


[ 2020-01-05 23:19:50 CET ] [ Original post ]

Patch 20002

Added: Flash grenade audio lowpass effect Chat vote: !vote nick (nick could be any unique nick substring on the server, "iana" -> "Xhiana") Allow flash aggregation (only add half of the smaller value to the greater value) Print updated player votes when a voter leaves Changed: Mk20 -8% RPM, clip size 7 -> 6 -5% damage taken on arms, decrease damage M40 -> one shot death, arm hit zone not possible M40 always apply movement penalty (even when holding knife), draw time 0.212s -> 0.64s, Max clip size 5 -> 4, Max clips 6 -> 5 Deagle +5% YRecoil, more XRecoil (12% of YRecoil) Scale dropped money mesh +20%, money reward 500-> 300 +18% flash duration Restrict show mouse keybind to scoreboard Longer dmg range for m9, glock Assault rifles (ak, aug, m4) +2,5% player speed (still slightly lower than smg) Longer range for shotgun dmg Add initial burst to smoke particle system (should spread slightly faster) Reduce smoke particle spawnrate Fixed: Fix warmup money restored when player reconnects during round Buymenu not closing after warmup Fix sort servers by playercount (click "Players") blocked by text label Fix closing scoreboard when player dropdown was used Avoid scoreboard dropdown closing if mouse is 1px off from buttons Fix banned message invisible on 4:3 Fix weaponbob 0 after restart Fix admin could be votebanned (results in a ban which only works if they lose their admin status) Fix mouse still visible after closing ingame menu (in some cases) Fix viewmodel offset slider mode (only setting a value works as intended)


[ 2020-01-02 12:48:49 CET ] [ Original post ]

Patch 19365

Changed:

  • Bombtime 47s -> 42s (please give feedback on that)
  • Hacking / defusing, +50% speed for 2nd player, instead of +30%
  • Deagle +10% YRecoil, introduce subtle XRecoil, -4% RPM
  • Glock, M9 +3% RPM
  • CTF respawn time 3s -> 4s
  • Run auto maketeam at the end of the round before map cleanup
  • M16 -6% RPM Semi auto, -8% RPM Burst
Fixed:
  • Last alive player of team left, round does not end
  • Player vote, mute not registering correctly
  • Nades can be spawned in walls on low distance
  • Slow nade movement after first collision


[ 2019-12-29 14:25:59 CET ] [ Original post ]

Patch 19362

Version 19362 includes a few fixes and a movement change. Changed:

  • 10% more gravity for player pawn (less airtime), jump height scaled to match old height, more aircontrol
Fixed:
  • Fix explosion damage not displayed on roundstats
  • Fix roundstats enemy jump damage displaying wrong damage causer
  • Fix M40 throw after fire causing glitches
  • Fix last spectated player invisible after spectator being auto team changed
  • Fix death for auto teamchange not removed
  • Relocate ctf hud text (no overlaps with other text anymore)


[ 2019-12-26 15:26:28 CET ] [ Original post ]

First patch Tactical Operations

First large patch for Tactical Operations


On the 19th of December, we launched our game, hooray ! Thanks for all the support so far. So far the feedback has been mixed, with a lot of good feedback and some criticism about things we can't/won't change (we are not a cs clone and we don't strive to be one). In the end, this game might not be for everyone, that's perfectly fine. This first patch is the work of a few days, based on the most common feedback we gained. The patch is meant to brush off some rough edges, especially on the gameplay elements. Mind you: we have NOT focussed on the User Interface, while we know there is still a world to conquer there. Two of the most prominent changes are: you can now interrupt a reload (will cost you 1 clip), a small movement penalty has been added to some weapons and armor, also have we tweaked the general movement. This should make firefights feel less chaotic and make duels between players last a bit longer (Time To Kill). Servers We also would like to mention that we have a few extra servers deployed in new regions of the world (Chicago, Singapore - massive thanks to L4ur3ns for making this happen). The server package is not ready for public deployment, this should happen over the next month or so. If you ever need an admin or want to talk about servers, let us know on Discord. Internal Testing team Another interesting topic is the start of our Internal Testing team. This consists of people who have given constructive feedback (both positive and negative) about the game. With them, we are trying out the patches before we release them to the public and they are the first ones who will have opinions about new ideas and improvements to the game, this is also our first line of defense when looking for bugs. Again, we are making this game with and for the community and we are not afraid to have meaningful discussions about certain topics. The new patch will be launched on 24-12-2019 Patchnotes version 19360 Note: This build includes new config settings, your config file will be reset. If some input binds do not appear in the input settings or do not work press Windows + R, paste & run %localappdata%/TO/Saved and remove the Config folder Added stuff
  • Knife slash first implementation
  • Reload interrupt, force player to drop a full clip
  • Plant bomb directly under the player if not aiming at a proper plant spot
  • -10% spread if using a laser sight on a weapon
  • Nades can be dropped now
  • Add not empty filter to the server list
  • 5 hp damage for the enemy when jumping on their head
  • Equip last weapon bind
  • Under settings: Weapon Bob Scaling, Viewmodel offset, skipGPUBuffering (experimental due to performance impact)
Changed
  • Player running & water speed based on current weapon (-2% pistol, -3,3% smg, -5% rifle, -9% M40, -9% Famas) and armor, scaled by armor health (Helmet: -2%, Vest: -3,5%, Legs: -3%)
  • 18% more sneak speed
  • +4% water speed, +5% ladder speed
  • -10% RPM Scar
  • Allow input bind clearing (Escape), hard bind menu to Escape
  • Higher auto pickup radius
  • 50% more nade bounciness
  • Flash nade time 3,6s -> 2,9s
  • -14% HE radius
  • Famas 6% more spread
  • Nerf spray pattern, weapon spread kicks in with 70% instead 40% after the first shot and decreases slower
  • M40 new price 8750
  • Attenuation curve update movement & weapon fire (drop volume faster)
  • Nade bounce volume boost 3db
  • Clean up damage taken on round stats when map is over
  • Smaller font size in the server browser list
  • When launching TO4 for the first time it will launch in fullscreen at your current desktop resolution instead of 1024x768 windowed
  • Default crosshair colour is now red
  • Lower priority for round stats (should no longer overlap the menu)
Fixes:
  • Fix a negative time when map time is over (scoreboard)
  • Disabled the ability to ADS (aim down scope) when entering the buy menu
  • Fix clan tags not showing up
  • Fix damage taken list including old damage, clear on map end
  • Only play hitmarker after succesful replication & only if damage was applied
MAP-RapidWaters (not yet done on CTF- and TDM-RapidWaters)
  • Water entrance (terrorist side) now works when you come from the water, stairs side
  • Added full ladder near lower water (this was a trick jump before). You can now enter the ladder from the water
  • Added an extra window on high bridge (looking in the corner near the stairs towards front Main Base and the water
  • Added blocking volumes over floors (lower and higher bridge, terrorist base) to give smoother gameplay and better bouncing of nades (instead of strange edges)
  • Removed collision on objects or totally removed objects for more smooth / better movement in the map
MAP-Converge (not yet done on CTF- and TDM-Converge)
  • Overall 8% less contrast in lighting (removed dark spots)
  • Overall cleaned the floors and walls with elements that prevent smooth movement
  • Reduced fog thickness (0,05 > 0,03) and starting range (3.000 > 5.000 meters), this gives a better sight on long range
  • Removed the ledge on the drop point near tunnel area (annoying backstab place)
MAP-Fueled (also on CTF-Fueled and TDM-Fueled)
  • Moved the crate near lower bombspot a bit more to the wall. This to make the trickjump still possible, after movement tweaks
  • Overall 5%-10% less contrast in lighting (reduced dark areas)


[ 2019-12-23 21:58:58 CET ] [ Original post ]

EA phase started

It's done


Yesterday we started the EA phase of TO4: Tactical Operations. After a good 3 years of development, with a small team, without budget and only in our spare time we released the game. EA means Early Access, which means that there are still a lot of bugs. We already know some of them and will fix them in the first weeks of the EA phase. Please forgive us if we don't fix bugs immediately, but sometimes it takes a while. Development under the above mentioned conditions needs patience and time. The game is for the community and should be further developed with the community. We need your feedback on bugs and improvements. Please be constructive and describe as exactly as possible a bug or what should be improved. But please keep in mind that a player's wish is sometimes completely different from the wishes of other players. We as developers try to find a workable compromise. Not everyone likes that. So enough of the preface. We are playing now. We have provided servers within the scope of our possibilities. In the next weeks we will also make the server package available to the community. I hope it will be full on our servers and on many community servers in the future. There are missing servers in North America, South America, Africa, Asia and Australia, but we are still working on it. We the DEV team wish you a lot of fun and hope you like what we have developed so far. If possible please create a short review. Anyway if it is positive or negative, but it should be constructive. A dislike with just a "Bad game" or "Worse as ..." is not helpful. And now enjoy the game.


[ 2019-12-20 10:51:49 CET ] [ Original post ]

Early Access Release

Hello guys, thanks for your patience, the Early Access version of Tactical Operations will be released to all players on 19th December 2019. We have uploaded our first release candidate to Steam and got approval. Current alpha testers can play the current release candidate via our steam alpha AppID, while we are working on the last remaining tasks. When Early Access launches all keys for the alpha release on Steam will be invalidated as we move development to our Early Access Steam AppID, you will not require a new key as the game will be free to everyone via our Steam store page. Please keep in mind that you will still encounter bugs in Early Access, we will need feedback on these to fix them. We track bugs via our #bugs channel on our Discord server. For us, the most important information you can provide is how to reproduce a bug on our systems. Please give us as much information as possible, screenshots and videos are also useful in most cases. Since launching the public alpha we have had plenty of feedback from the players. Thanks to the community feedback we have already received, we have altered and even added features. A shortlist of the most important new features: New audio engine: The audio engine was exchanged; we switched to Wwise by Audiokinetic which resolved most of the issues we had with the old one. Most of our sounds were migrated and some reworked (keep in mind most of the sounds are still work in progress). Additionally, an optional HRTF audio output for stereo headphones was integrated (allows more accurate spatialization, but loses sound quality). Two more game modes: Capture the flag is available for all maps, some maps have received small layout changes to better accommodate gameplay for that game mode. Team Deathmatch is also available for all maps. It should be fine for casual playing, but the spawn-find logic might need some improvements (feedback appreciated). Grenades update: Introducing the new flashbang, nades were split into two slots; Tactical Grenades and Explosives. Players are now able to carry a HE + Smoke or Flash. The deadly range of the Atomic Bomb called HE grenade has been greatly nerfed. We appreciate feedback on all grenades (range, total damage, usage, etc.). UI code rework: The entire UI code has been rewritten to allow easier additions/changes and less bug vulnerability in the future. Please keep in mind that a full rewrite always introduces some small new bugs. We try our best to fix them, please report if you have any issues (reliably reproducible bugs are an easy fix for us most often). Also, note that the User Interface is still the same visually. We cannot currently work on this due to lack of dedicated menu designer and there are higher priorities. Early Access, and then? As you have already noticed we are still in development which means we will continue to improve the game after we launched into Early Access. After this Early Access release, bug fixing and balancing will still be prioritized. New content (weapons, public player statistics, maps) will be added later on. Within one month after release, we will provide a dedicated server package (Linux only) and a simple back-end tool to manage bans, admin/mod rights. In the current state of the game, we use quite a lot of 2d / 3d placeholder content. We hope that this public Early Access helps us finding new developers who would like to join us as we further develop Tactical Operations. We badly need 3d modelers/environment artists, a 3d animator, and a 2d designer.


[ 2019-12-08 22:51:01 CET ] [ Original post ]

Open Alpha

Hello again, First off, thank you all for your patience. Today we start with the release of the first 1.000 Steam keys for TO4: Tactical Operations. We are excited, happy and a little tense :) How to get a Steam Key for preload: (You only can request Keys in our Discord, time to join? -> https://discord.gg/TO4) The request module will be activated on monday 30. September @ 18:00 CEST How to request a key. 1) Search for user xhiana and send a private message to this user, something like "xhiana can i get a key?" 2) Xhiana sends back a TO4 Key for you. Start Steam and chose "Register a Product on Steam". Use the provided key by xhiana. The game will be downloaded from Steam. 3) Start the game at "TO4 Alpha" 4) Official Server Start is on Tuesday 1. October @ 18:00 CEST 5) Connect to a server through the server menu and have fun online! Important: Please remind yourself; this game is in alpha stage. This means it's still rough in places, it might contain bugs or unlogic user interface. You have been given the Discord role "1st Wave", more details about this soon.


[ 2019-09-30 14:41:54 CET ] [ Original post ]

A new Teaser

Hello everyone, We have a Teaser for you and the Youtube Premiere is scheduled for today. [previewyoutube=9QmrH7VG45g;full][/previewyoutube]


[ 2019-09-27 10:13:14 CET ] [ Original post ]

TO4 Music Composer Livestream + 5 Key Giveaway

Hey! We are going live later today with a music composer stream at 8:30 CEST + 5 Keys giveaway for our alpha. See you there! https://www.twitch.tv/to4game


[ 2019-06-08 16:36:11 CET ] [ Original post ]

Devblog #14


We are close!


TacByte


Hello and welcome to our Devblog #14. As you might know, we expanded our testing to include the First100 Discord group, so let's talk about the impressions the players had and what we have changed as a result of your feedback. Furthermore, we can introduce some new weapons, a new map, some gameplay changes, and a new voice chat. So let's dig in.

The First100 Playtest


TacByte


When we invited "thefirst100" to be testers, we also created a Feedback channel in our Discord, this channel is still open and anyone can read the feedback there. If you are part of the First100 and have not given feedback please think about giving the game another try and giving us your honest review, we really wanted to make the reviews public so the community could discuss what changes might be best for TO4. So what have we learned from the feedback? Let's go into some detail, one of the main concerns was the audio, for example, weapons are too loud, it's too hard to track footsteps, etc. The good part of this is that we are totally aware of this issue and it was already on our todo list. Why was it like that? The simple answer is, right before we increased the test group we added Fmod Studio (an audio plugin for the unreal engine) to our game and it still needs a lot of work. For now, we have re-balanced the audio and changed mixing levels so the game should sound a lot better, Feedback from those changes have been very positive. Player damage feedback was also mentioned, an example of this is, if you get damaged it could be difficult to pinpoint where the shot had come from, are they behind me or left? Our game is all about being able to react quickly when someone is shooting you, but this is difficult when you dont know where they are shooting you from. However, with the better audio balance and changes to TO4's damage indicator you see now clearly from which direction you got shot. With these changes, we have also added hit sounds that indicate you have hit your target and also visual confirmation of a hit via a hit marker on your target. Both are optional but this will give those that want it even more feedback about whats happening around them in the game. So the way TO4 gives players feedback has improved a lot but we know the audio is something that will need more work in the future to be at a standard we will all be happy with. The buy menu, options menu, and the UI design was another issue, they are not exactly what we envisioned either and don't look as good as they should. But we wanted to focus on the functionality of the menus first. We are planning a complete UI overhaul sometime in the future, also, we found out our buy menu is not as self-explanatory as it should be, so maybe that will change sooner, rather than later. Damage and armor balancing was another topic you raised, we will be working on this continuously during development until every weapon feels correct for its use. We appreciate all the feedback about it, we have already made some adjustments. Some people disliked the speed of the game, others disliked the visuals, to those people we thank you for your candor. The majority of players enjoyed the game. If you did dislike the game hang around, the game is not finished yet and hopefully, you will like it in the future when it is in a more finished state. Thank you to everyone who has tested the game and left feedback, we really appreciate it. So what's next?

Big closed Alpha with Discord Members


Tacbyte


We announced in Discord and in our recent live stream, that we will be inviting everyone in our Discord group to play the game and join in testing TO4. We haven't announced a solid date yet but if everything goes to plan we want to do this before July 2019, currently we are still on track to achieve this. As always we will communicate in Discord if we encounter any issues that could change our ETA. We do have one hurdle on the horizon, it is an upcoming Unreal Engine update that is especially important for our project. The reason why this update is important is we had to implement a limit to the client side FPS due to a problem when the client FPS got over 144 FPS there are some strange glitches and stuttery gameplay, the next update should solve this issue, so cross your fingers for us, we hope that the update will work flawlessly but you never know. If everything works as intended we will have potentially about 1000 Players from our Discord group with access to the next round of TO4 testing but, that could be a lot more if some of the 5000~ Steam users that have our game on their Steam Wishlist also join our Discord before the next round of testing starts. You can still join our Discord group to secure a place in the next round of testing. Discord is working really well for us on this project, it gives us that direct and instant communication to the community, enabling us to give you feedback and information about our current progress. This should be the last round of testing before we release TO4 on Steam's Early Access platform fully.

New Map


Ssswing


Ssswing has been working on a new map called Fueled, Inspired by community requests, this map will be bigger than other maps and will be a Bomb Scenario map. It is still only a work in progress but has been added to the game to test layout and gameplay. Check out the recent Screenshots he has supplied us. Please visit our Website for the pictures.

FOV Slider, Voice Chat, Sniper Overlay and Character Speeches


DarkSoe & TH120


We have implemented an ingame Voice chat currently limited to your own Team, with this feature we also added some dropdown menus to the scoreboard screen to mute players, you can also mute the text chat. Furthermore, you can check their Steam profile. Our first sniper reticle had a crosshair with a red dot in the center, players disliked it so we removed the dot and now you just have the crosshair. We have also started to add voices to the characters, both male and female characters will have their own unique voices.

New Weapons


Slayer5530


Slayer5530 has prepared new animation sets for some of the new weapons in TO4. We have added a FAMAS, MAC10 and a Vector to the arsenal, audio still needs some work but the animations are done and implemented to our game. Whether these weapons will be in the main loadout or if they will be optional for our TO4ST weapons has not been decided yet, but for now, they are included in the main game for testing purposes. You can see them in action in our latest Livestream. Furthermore, he is close to finishing the M40, you will love it!

Grenades


TH120


Our grenades are deadly and can instantly kill you, so we decided to limit each player to one grenade for now. We want to add more explosives types, so you maybe can have a grenade and another explosive Item in the future, this is not a final decision. Furthermore, the grenades should now be flying smoother in the air and look less jittery.

Building Changes


macfrog


Macfrog has once again changed our game file building process, this change allows us to publish updates faster and helps to speed up the bug fixing process, instead of building the Windows client, Windows server, Linux client, and Linux server all at once, we can now exclude components from the build process. For example, we can exclude both the Linux server and client builds, this means we are now just building the Windows versions of the game cutting the build time in half, as most of the work on TO4 is done in windows we can then test the windows versions in-house before pushing the update or fixes to all the branches, then releasing the new files to the test group for further testing, if the build fails for whatever reason we've not wasted too much time. This lowers our iteration time by a good 50% or more, this will be vital once we are live on Steam for fixing bugs and getting Hotfix patches out as soon as we can.

Latest Livestream


TacByte


Here is a link to our last Livestream on Twitch, which features most of the thing we have written about here in this Blog, including the new weapons and their animations and more. So why not click the link and take a look? https://www.youtube.com/watch?v=1QlTLWITqbk&

Final Words


TacByte


So that's it for now, we will keep you updated. If you wish you can join our Discord by clicking this link. Thank You TacByte


[ 2019-04-30 12:43:21 CET ] [ Original post ]

Developer Livestream Today

Hey everyone, we'll be doing a livestream today at 3:00PM EST / 21:00 CEST. We have some new things to show you and answer your questions, see you soon! Twitchlink


[ 2019-04-11 17:15:27 CET ] [ Original post ]

Stress test


Hey everyone, we hoped you all had a great Christmas day and are continuing to enjoy this festive season, we said in our last devblog that we were going to start an internal stress test in December, yesterday that happened and we invited thefirst100 group from our Discord group to test the game. This test should help us to estimate an Early Access release date for everyone. We keep you updated! Enjoy the rest of your holidays from the Tacbyte Team.


[ 2018-12-28 22:32:38 CET ] [ Original post ]

Devblog #13


Going Forward!


TacByte


Hey everyone, welcome to our devblog #13. Before we delve into the blog we want to say that despite the lack of DevBlogs we are still developing the game, we are investing a lot of our time and effort into this project and we are getting ever closer to an Early Access release date. If you would like more information then you should consider joining our Discord server, there we will answer your questions and give other updates about our development. Currently, we have 750+ Members, so come and chat with us.

Closed Stresstest


TacByte


Let's start with some good news. In our Discord, we have the "TheFirst100" group (The first 100 Members to join our Discord server) and this group will get access to the game in December 2018. This means we can open the game to a larger testing group and they can finally play the game, we know it took such a long time. If this test goes well and our systems are robust enough we will expand the testing group sometime in the new year. We are sorry that we cant grant access to everyone right now, Please remember this game is not finished or nearly finished yet, we've invested a lot of time getting TO4 to this point and now its time to allow more players to try/test our game with us, We are looking forward to having more people giving us their views and or criticisms of the game. Primarily opening our game up to a bigger group will enable us to test the performance of our servers/clients under a heavy workload. This test should also show assist us to balance our maps and help us to make adjustments where needed. More details will come when we are close to the test.

TacByte team changes


Jack M & Skyline


Our Discord members have already noticed that we have two new members "Skyline" and "Jack M" in our Tacbyte Crew. Some people maybe recognize "Skyline" due to the fact he was part of the project in its early stages, "So welcome Back Skyline". Now we have 3 coders, that's awesome news for us at TacByte, furthermore, he is familiar with the project and he has already started working on the game. Jack M is our Sound designer, he prepares and edits the projects Sound files so they can be implemented into the game, up to yet we didnt have a Sound designer and we are glad that "Jack M" has joined our crew "Welcome Jack M". The full potential of his sound design will come out when we have added FMod to the game. We are still working on that.

The unraveling of a planetary sized constricted ball of hair aka our Code


TacByte


That's how Skyline described our code, of course, it isnt as bad as it sounds, but it is kinda funny and worth repeating in the blog. This is just a part of our development when we started this project our knowledge of Unreal Engine 4 wasnt as good as it is now. We grew with every problem we solved. So some parts of the code that are working need to be rewritten, in the end, it's better for all of us, a clean code will help us when problems arise, then we can find and fix them easier and quicker. There was also a tremendously work at the code that was put in by TH120 & DarkSoe, it's not possible to show that, but you will feel it when the game will run buttersmooth in the end. The Viewers of the last Livestream saw that we suffered a lot of server crashes, that has now been fixed, small error big impact, however, there are plenty of bugs left to fix/find, so let's leave that to our Dev team and Alpha-Testers, On a side note we would like to thank the active Alpha Testers for their work on TO4, Thank You. Now let's move on to some new Features that have been added to the game.Main Menu, Crosshair Editor, Shell-Out, Gameplay

Main Menu, Crosshair Editor, Shell-Out, Gameplay


DarkSoe & TH120


The Visual of the Main Menu remains the same but the plugin that we used has been replaced with our own code, now it's our own Menu, we wanted to hold off replacing it but we had a lot of complications working with the old menu plugin so we thought no time like the present. We have also added a Basic Crosshair Editor, nothing super fancy but it does the job for now. We have also added an alternative Weapon Hud, some of our Alpha Testers liked it some didn't. Take a look at the picture. We added a Shell-Out animation to all our Weapons, so when you're firing a gun you see the empty shell ejected from the chamber and the shell falls to the ground and remains, it also makes a sound when it collides with the terrain. Fine tuning is still needed but it works and gives the weapons a better feeling. We made some gameplay changes to the hacking and bomb scenarios. Now you can defuse or hack (same panel) with a maximum of 2 players at the same time to speed up the hacking or defusal. This is only something we are testing and we are not sure if it's a good idea or not. What do you think? Please Visit our Website for the Screenshots

Map work


Ssswing


The maps Scope and Blister suffered from some scaling issues and didn't match the performance we needed for the game. Our new versions have Tacbyte's own style, they are a lot bigger and the performance of the maps has been greatly improved. All of our Alpha testers are really happy with these changes, since the gameplay on it improved drasticly. It is difficult to do comparison screenshots because both the maps are really different now, but take a look at the pictures from November 2017 and November 2018. Check out our Media Section (High Resolution), we have recently updated it with new Screenshots, or just check it here below (Low Resolution). The Map-Prelude had some minor visual changes. It's now a more damp forest, with reflective pools, muddy tracks and a more tense feeling to it. We are also happy to mention a new map (WIP name: FollowTheMoney), its a smaller map focused on 2vs2 and 3vs3 gameplay. The mapshots are from a very early moment. In the mean time we are working on RapidWaters and Converge to increase performance and gameplay on these maps. Please Visit our Website for the Screenshots

New Weapon Animations


slayer5530


Slayer made you some new Eyecandy to look at and the Special Force finally gains its correct MP5, our Silenced MP5A2 is out and the original MP5SD is in, we know you wanted it, obviously the Terrorist still have the MP5A2. Please Visit our Website for the Videos

Introducing TO4ST


DarkSoe & TH120


TO4ST is our "Tactical Operations 4 Server Tool" this addon to the admin panel will enable the server owner to configure the server in many ways, for now, DarkSoe has been working on TO4ST Weapons. So you can create Servers that allow or disallow certain weapons on the server, as an example, you could set up a server which ONLY allows Sniper rifles and Pistols, TO4ST will also Auto Buy set items at the beginning of each Round. Currently, you can only make these changes in the Servers Config file, but this will change in the future and this function and any future admin functions/options will be added to the Admin Tab. We cant wait to see Desert Eagle only servers again.

Final Words


TacByte


We hope you enjoyed our Devblog and we hope we took away some of your concerns or doubts about out develoment, we are steady working at the game. Some more news about this very soon. Again we mention: feel free to join our Discord channel and join our growing community! Thank you TacByte


[ 2018-11-18 14:39:09 CET ] [ Original post ]

Livestream today!

Hey everyone, we'll be doing a livestream today at 2:30PM EST / 20:30 CEST. We have some new things to show you, see you later! Twitchlink


[ 2018-10-06 14:12:55 CET ] [ Original post ]

The It's "NOT" a Devblog Devblog


Not a Devblog


TacByte


Hi everyone, I just want to say that this is not a devblog it's an update on what we are up to and what is happening with the development of TO4. We are still having problems with the latest UE4 update. As usual UE4 updates can be good, bad or both, this one has been a really bad one for our project. We have sorted out most of the problems on our side, but there are still some issues remaining we are having difficulty fixing, fortunately, we are not the only development team with these problems and it is looking like it could be a bug in the Unreal Engine. Hopefully, these problems will be fixed soon. Because we dont know when these issues will be fixed and the problems have slowed our development, we have to consider a workaround and try to find different solutions to avoid issues like this in the future. Sadly this means that we will have to invest our time into something that we wont need later on, right now we feel like we are moving two step forward and then we are forced to take one step back. We said this should be the last Engine update before we enter Early Access. We would like to stick to that but with these current problems and some sound issues within the current 4.20 build. We will most likely be upgrading again when UE 4.21 is released, we hope that by upgrading to 4.21 it will fix several of issues and give us a more stable engine for TO4. Even with these problems, we have been working on other areas of development, we have reworked a lot of essential coding paths in our game code, we spent a tremendous amount of time analyzing and fixing build issues and bugs. We fitted a new graphics card in our build server without it game builds were impossible. A massive change we have made is now our devs can create Local builds, that means our team members can do test builds without uploading them to the Steam dev branch. Somethings just don't work within the editor and need to be tested once fully compiled (not using the unreal frontend), as you can imagine this is going to help us a lot with both development and workflow.We are continuing to climb this Mountain with your support! This is just another small Hickup on our journey. Hopefully, we won't have too many more. From all of us on the TacByte Team, we thank every one of you for your continued support and patience.


[ 2018-09-23 20:58:55 CET ] [ Original post ]

ALPHA-TESTER RECRUITMENT DRIVE!


Recruitment


TacByte


Hey, everyone, we have some news that I'm sure some of you will be excited about. We are having another Alpha-tester recruitment drive! We want to recruit between 20 to 30 new Alpha-testers, this will be the biggest recruitment we have done so far and most likely the last one before we open testing to thefirst100 group. (planned for this year) Please dont apply just for the chance of getting a sneak peek at the game, that will only slow our development, we need enthusiastic active people that really want to bug test and to do stress testing with us. So please, if you don`t have the spare time or you are not committed to submitting bug reports don't apply, also consider that you could be taking the place of someone who really wants to help out and has spare time. If you would like to be an Alpha-tester for our game you will have to join our Discord server and fill out the form in #apply_for_alpha_2 channel, you will also need an activated account on our Website Thank you!


[ 2018-08-19 15:45:26 CET ] [ Original post ]

Devblog #12


Number #12!


chr & kulan


Welcome to our new Devblog, in this blog we will talk about our release plans, introduce a new member to our team "ojl10", we have an update on TO4's weapon list and some screenshots of some Models and Weapons. So let's get directly to most frequently asked question first and then on with the rest of the blog.

Early Access 2018?


TacByte


Everyone wants to know when the game will be available at steam, so here is a summary. We cant announce a definite release date, however, we do set our own targets within the development team and our current plan is to start some kind Early Access or a larger Closed Alpha at the end of 2018. We are on track to achieve this target date, on the downside there are still some aspects of the development that we cant predict a timescale for, as an example of this Anti-Cheat, how long will it take to discuss (with the provider) and implement the Anti-Cheat and to be honest, we've never done it so we are not sure, we can only speculate. So this is not a confirmed date, problems could arise that we didnt account for. We will keep you informed as best we can to any changes that might alter the target date, in a future Devblog closer to the end of 2018 we will inform you of our release strategy in more detail. We believe we can attain this target and we thank you for your continued support!.

Linux Client? wait I mean Server don't I?... Both!


macfrog & th120


Yes, you have read correctly, we really have been working on a Linux version of both the Server and Client for TO4, The first iteration is now complete and both server and client are running. We will ship the Linux Client as an unsupported version of the game (for now), this means if there are problems or bugs we will be prioritizing the Windows version above Linux (sorry Linux people). A lot of people prefer to run a Linux based OS on servers to save the cost of a Windows license. So we are really happy that we can supply Linux Server files, this should make the cost of running or renting a server cheaper once the game is released. There are still a few small issues to sort out, but overall both are working better than expected for a first iteration. The Linux client will be available from the Linux Version of Steam. Here are some pictures so you dont think we are fool around.


Weapons Line-Up


TacByte


It really took us some time to decide what weapons we will have in TO4, but finally, we can present an almost complete list, there still might be a couple of changes but we don't think anything major will change. Take a look, we have replaced some of the weapons.

Pistols


  • M9
  • Glock 22
  • Desert Eagle
  • Stealth Hunter (Raging Bull Substitue)
  • P250 (optional)

SMG & Shotgun


  • Vector (SMG II Substitute)
  • MAC 10
  • Remiberg (Mix of Remington and Mossberg - we dont have a better name for it)
  • Saiga 12
  • SPAS 12
  • MP5A2
  • MP5A2 Silencer (MP5SD Substitute)
  • MP7 (optional)

AR & Sniper


  • M4A1
  • M16
  • AK47
  • AUG (SIG Substitute)
  • SCAR SSR (MSG 90 Substitute)
  • M40 (Parker Hale Substitute)
  • M4/M203
  • MK18 (optional)
optional = These could replace a weapon listed above or be added as additional weapons to the list. For now, they are not in-game. As you see we are still missing a scoped Assault Rifle and we haven't decided which Light Machine Gun we should use. The M60 could have its comeback or maybe it will be the M249. We have also talked about whether we should use the SKS instead of the SCAR SSR, in the end, the team decided to pick the SCAR. One weapon we definitively didn't want to use was the AWP/AWM, that's not a weapon we think you want to see in TO4, we think the M40 is a good choice. Are we making the right choices?

Weapon Animations


slayer5530


The whole team loves slayer5530's weapon animations and we always look forward to him presenting us with new ones. We are really glad to have him on our team. There are a lot of new Animations he has made, but sadly due to holidays, they didnt make it into this blog but we should be showing you some new animations within the next few weeks. As a taster here is our new M9 Model, take a look.

New M9



Robin replaced the Pizza box!


robin


Our Modeler robin finished the bomb model and slayer5530 rigged it for our game. It's now ingame and only missing the planting animation, which is WIP. So if you had hopes that the Terror team would keep delivering pizza at a Bomb spot or you loved the idea of RP'ing a Pizza delivery person, robin is the one you want to complain to. If you wondering why we keep referring to it as a Pizza Box, here is a delivery in progress which will explain.

Pizza box



TO4 Bomb Model



robin has also been modeling an M40 Sniper Rifle for us. This means we will have our own unique Model. As you know we do currently use a lot of Marketplace assets/content within TO4. However, we are actually proud to have this one made from scratch using a high poly model for reference we bought. Creating good models can take a lot of time so it's currently impossible for us to create bespoke models for all our weapons. Maybe in the future. Here are some screenshots of his work in progress. What do you think about it? let us know in the comments section. [


Discord Notifications


chr


I dont want to ping everyone with everything we publish, so in the future, you only be notified with the @everyone function when it's a big announcement that is really important for us to let you know about. Now I have created a new role called "@subscribed", this role will be used on all our discord category "News" from now on. This means if you wish to be notified when we update/upload something to our Social Media Accounts or that News has posted on our Website, you have to give yourself the role "subscribed". If you don't the channel will still be highlighted when something is posted, you just won't get a mention notification.

How to get the role "@subscribed"?


I created a channel called #botspam, just type in that channel "?rank subscribed" that's it. I have also added the rank NA, SA and EU. This will come in handy when we release our game and you look for matches, feel free to join one of them if you wish. So to join either group type "?rank EU", "?rank NA" or "?rank SA". If you have a request for a different region you can contact me in Discord, to see all available ranks just type in "?ranks"

Last but not least a big Welcome to, ojl10


TacByte


Some of you may already be aware of our new member ojl10, he is joining TacByte as a Modeler- So Welcome aboard ojl10! Like most of us on this project he has limitations on time he can invest into the project, however, he already created, fixed and changed some in-game models, not everything is visible in pictures, but it really helps us out. In the next Blog we will show some more.

Upcoming Devblog


TacByte


So that is it for now, but expect more news sometime in July. We hope you enjoy your sunny summer holidays with your family and friends, I know that some of Tacbyte team have vacations planned, so bye for now and above all else HAVE FUN!


[ 2018-07-27 05:16:53 CET ] [ Original post ]

Stream recording available!

Missed our stream? It is now available on Youtube, enjoy! https://www.youtube.com/watch?v=MyxKfryMJ0c


[ 2018-05-21 14:06:14 CET ] [ Original post ]

We are live!

Join our Stream on Twitch! Twitch


[ 2018-05-20 13:01:10 CET ] [ Original post ]

Upcoming Livestream Tomorrow!

Upcoming Livestream Tomorrow!


Well Guys, It's time for another Live Stream, Tomorrow at 3pm (15:00) (GMT+2) we will be streaming and answering your questions. We will also be showing our new map RapidWaters, So please Join us. Fingers crossed nothing will go wrong this time. steamsad Twitchlink: TO4Game GMT+2 Time: Timezone


[ 2018-05-19 21:34:19 CET ] [ Original post ]

Devblog #11


The delayed #11


chr & kulan


Hi everyone, I know it's been a while since our last devblog and we were trying to publish a devblog monthly, sadly this did not go to plan, be reassured that TO4: Tactical Operations is still in development and the team is working on getting the game to open alpha testing as soon as possible. We have had some bad news over the last couple of months, but on a positive side, we have made some progression in the development of the game. Well on with the blog I guess bad news first.

The Q1 Dream


TacByte


As we have announced in discord sadly we won't be able to release the game for public Steam access in the Q1 of this year and we don't have a date for when we will be able to, we are not going to make the mistake of getting players hopes up with another release date till we are 100% sure we can achieve it, we are trying to be as honest and transparent as possible, but in a development like this there are so many problems that can arise, but when they do we will try our best to inform you. Our first-person weapon animator slayer5530 left the group early february, this has put a pause on that part of the development, slayer5530 has a lot of stuff going on in his real life at the moment and those must take precedence over any project. This ment we had an issue with manpower, he is now back, however, this outlines one of the major problems with developing a game like this its man-hours, we are not paid for working on this project and everyone on the project is doing it in their own free time, sometimes family life or our 9-5 jobs impede on the time we have free to work on this project, that is something we can't predict. When these problems arise we have to adjust our development plans and this could have massive implications on the development schedule, luckily we have managed to move forward again. slayer5530 is currently working on the reload animation for the Glock and Beretta, stay tuned!

Builds and upgrades


macfrog


We also had a problem with our main game build server, the issue was a dysfunctional harddrive, game builds were taking up to 16hours to complete, This had massive impact on testing and development speed, Reasontlly we had the opportunity to upgrade our server hardware, macfrog worked on moving all the files and systems we need to the new hardware and integrating it with our current infrastructure, with that problem fixed we can now do a game build in under 2 hours, we have also partnered with a server hosting company we will announce them later on.

Refactoring and bug fixing


th120


If you watched our Stream in January you may have noticed that our game server crashed a few times, that has been tracked down and fixed, On that note, th120 is refactoring the code, for those that don't know Code Refactoring is re-writing the code making it cleaner and quicker but without changing the functionality, this might take a bit of time but in the long run it will speed up development and make future changes and additions to the code easier. Furthermore, the network load of our game was reduced which results in a performance boost, since the game feels smoother, we have also increased our game speed a little to match a more arcade feeling playstyle. We also decided to use Steam's Master server because we had issues via our own and this lays a foundation for steam features like joining friends on a server from your steam friends list or their profile, we also want to use Steam groups for clans/squads, there will still be a way to use Clantags without a Steam group but we think Steam is the best way to go.

Voiceactors


chr


Firstly, this has no priority and is not part of our Early Access plan, however, some sounds are needed for the game and chr started to look for Voice actors and found a female and male vocal actor for our game. The game will have automated sounds triggered by actions and sounds you can trigger via a menu and maybe hotkeys. So you can get a feel for what we have in mind here we have mocked up a quick (not final in any way.) sample. Please visit our website for the samples! Click me! If you want to check some of their previous work you can check out their websites listed below. CCC from Purple Rogue (female) Website from Zach Stevens (male)

Music for MAP-Prelude


bluekoala202


bluekoala202 finished his edits on the Track for our MAP-Prelude and its now ready to be implemented to the game. How you like it? Please visit our website for the audio Click me!

MP5 Navy Silenced


darksoe


You know our MP5 Navy model, we have now added a silencer for the Special Forces for those stealthy kills. Take a look!

More Rapid Waters Pictures


ssswing & bluekoala202 & chr


After the overwhelming response to our announcement on Facebook about a new map being worked on for TO4: Tactical Operations, chr has created a montage from the newly envisioned Rapid Waters map to reawaken your dreams or nightmares. bluekoala202 gave the video a jungle jingle. https://www.youtube.com/watch?v=62uOr5IxODw

Minimap and VoIP


th120


So we added a Blueprint minimap (WIP) to the game, hopefully, this will help with tactics, If you have time to look at it while bunny hopping. Click here to see it in action If you would like to air your opinions on these or any of TO4: Tactical Operations features now is the time to like and follow us on one or all of our social media pages and have your say or directly join our Discord server.


[ 2018-04-15 09:18:10 CET ] [ Original post ]

Devblog #10


This is Number 10!


chr & kulan


Hi everybody, so it's the first Sunday of the month and it's time for the new devblog. This devblog is more text-based than we normally publish, the main reason is, we have been doing a lot of work on the Backend systems, cleaning up the games current content and editing code. So let's see what some of our crew has been up to.

Steam and Future


macfrog & ssswing


Well, the first steps have been made, for the last week or so the TacByte Crew has been able to play TO4: Tactical Operations on Steam and up to now our TO4 alpha testers had to play the game by downloading the game from one of our servers and loading it using our custom launcher, this has now changed and our alpha testers also have access via Steam, this a huge step towards our open Early Access. Here are some more details and the reasons why this is so important for us, and you. Macfrog, has been working on the backend stuff for Steam and was able to create an additional Steam AppID for TO4, this means we have now got our main Steam AppID that will be used for our Early Access on Steam and will be opened to you once our closed alpha testing is complete, this will be the one you want to add to your Steam wishlist http://steam.to4.co. The new Steam branch will be a test branch and will be used for our closed alpha testing and any further Steam tests before public release. This second steam branch has paved the way for a friendly user test. Wait, what is that? Firstly, this test will be using the new branch on Steam and it sounds really simple but, trust me it wasnt, Steam has allowed us to get Steamkeys for TO4: Tactical Operations on our testing branch, with those keys we can now control how many players have access to our game via Steam, if we were to go directly into open Early Access, we would have no chance of controlling the number of players and we are fairly sure our systems are not stable enough or big enough to handle that just yet, also, we are not sure that we have the manpower or infrastructure to react to server failure or a problem quickly enough for general release, we can't predict how many new players will try the game when it pops up on their Steam store. We really want to deliver a working Early Access game, nobody wants to boot up a game to be faced with an empty server list or a game-breaking bug, that would just create a negative impression of our game to people that have not followed the development process. That's why we will do a big closed alpha testing period with friendly users first. What are friendly users? Well, friendly users are Thefirst100 (we have not forgotten about you), people like you and also people in our discord group, the people that have followed us and have given their opinions, help and encouragement during the development of the game up to yet, also, those of you that have given us constructive criticism. That's our friendly user test. We will be starting this test with Thefirst100 group in Discord soon (see told you we had not forgotten you). If this works as well as intended, we will then send out more keys to our other discord users, then the followers, members, YouTubers, and streamers on our other social media outlets. Please, remember we will still only have a limited number of keys for this closed test, so don't be too disappointed if you don't get one, more will be released at a later date.

Optimizations


th120 & ssswing & darksoe


Th120 was concerned about the performance, so he started to change the blueprints system in the unreal engine to C++, collectively they have also, reworked all the lighting on the maps from a dynamic lighting system to a semi-static lighting system, as player shadows are quite important for gameplay the team decided not to use full static lighting for the game, while testing, we also found a bullet impact effects that dropped the framerate quite drastically, they have now replaced that, while they were fixing that, they also took the opportunity to add some dedicated impact sounds that were missing. They have just finished these modifications and the first results are very satisfying. These changes have made TO4: Tactical Operations run a lot smoother and also at a higher frame rate, as with all competitive games, the higher frame rate the better. Optimization is an ongoing process and we will try to squeeze as much performance as possible out of the game without affecting graphical quality or playability.

Elvis (it's not the real one, he's still with the aliens)


So, firstly, a big welcome to Elvis (Graphical Artist), Elvis sent us a mock-up of a new UI for TO4: Tactical Operations and we really liked it, he will be working with the team to see if his vision of the UI can be implemented to the game. What do you think?

Final Words


TacByte


There is still a lot of work left to do, but we are getting closer, Do you know any friends that might like the game? Please if you have not already done so, add TO4: Tactical Operations to your steam wishlist http://steam.to4.co and ask your friends to do the same!


[ 2018-02-04 16:00:13 CET ] [ Original post ]

Missed the Stream?


Twitch Recording


I'd really like to say our Stream went without a hitch, but, we had a rocky start, our lead PR guy CHR and Ssswing (project leader) had a few practice streams without a problem and all was going well up to the last minute, when, CHR's "new" custom loop rig decided to throw a hissy fit and stop working, CHR managed to sort the problem out but we started the stream about 30 minutes later than expected. thank you to everyone that stuck around and waited for the stream to start, We know it must have been frustrating for you. We will endeavor to make sure this does not happen again. Once we got started, it went quite well, we managed to show you what we wanted to show you and answer most of the questions you asked, at one point we had close to 100 viewers watching the stream, we did get a bit of streamer lag (bandwidth problem) near the end of the stream which was a bit distracting, but, as you will see from the video of the stream below it was not in-game lag, I have to say that Sswing and CHR for a first attempt at streaming LIVE did a really good job of hosting the Twitch, True, it was not polished or without problems but it's sort of like our game right now, we can work on it and make it better over time with the community's help. If you missed the stream or want to join our community and give us your input on the game, why not join us in our Discord Group [LINK], Oh, and please add TO4 to your Steam wishlist [LINK] ,it will help us gauge our player base for when we release on steam. Lastly, A massive THANKS to our Alpha testers and the people that watched the stream, We really appreciate Your help and continued support. https://www.youtube.com/watch?v=rpb0TomBTeo


[ 2018-01-23 23:10:34 CET ] [ Original post ]

Developer Livestream

Please, join us today 21st January 2018 at 8 pm CET as we will be streaming our Pre-alpha TO4: Tactical Operations gameplay on Twitch www.twitch.tv/to4game, we will also be answering your questions about the game and its development. The game is due for release to Early Access Alpha testing via Steam sometime around Q1 2018. We are dedicated to making this game with the communities help and input. there is a lot that is still broken and a lot of content missing right now, but that will change over time. Please join our Discord group or visit our website www.to4.co for more information. This stream will be available in a couple of days time via YouTube or another platform if you miss it. Thank you! the TacByte Team.


[ 2018-01-21 18:23:21 CET ] [ Original post ]

Live Twitch Pre-Alpha Gameplay with the Devs


Twitch Live Stream


Please, join us tonight 21st January 2018 at 8 pm CET We will be streaming our Pre-alpha TO4: Tactical Operations gameplay on our TO4 Twitch channel , we will be answering your questions about the game and its development. The game is due for release to Early Access Alpha testing via Steam sometime around April 2018. We are dedicated to making this game with the communities help and input. there is a lot that is still broken and a lot of content missing right now, but that will change over time. Please join our Discord group or visit our TO4:TO website for more information. This stream will be available in a couple of days time via YouTube or another platform if you miss it. Thank you! the TacByte Team.


[ 2018-01-21 14:01:08 CET ] [ Original post ]

Devblog #9


DEVBLOG #9


Back in business!


Hi everybody, we are back with our first Devblog of 2018. We hope you had a great Christmas and an outstanding new year. So let's get on with the blog.

Early Access


TacByte


We are on target for our release to Steam's Early Access, we also want to release a quality product and a solid foundation for the game. From that foundation, we the TacByte team with the help of you and the community can make the game we all really want to play. we also have to be realistic, we are developing the game voluntarily in our free time and have real-life commitments jobs and families etc. Right now we can offer a really fun playable gaming experience which will only improve over the course of the development process. Currently, we are solely focused on creating that solid foundation before we release the game via Steam's Early Access. As always we will be transparent about the development, our triumphs, and our failures. Please be aware, if we do have a very good reason to postpone the EA release to increase the quality of the game or to fix major bugs/problems that may arise, we will do but reluctantly. But if that does happen, we will let you know immediately. So here is what we want before we release the game on Steam for Early Access, it's like a glimpse of our roadmap for this stage of the development.

The Game...


  • to be downloadable through steam
  • to updates through steam
  • to have the following Gamemode: Team-Deathmatch
  • to have the following Scenarios: Hostage Rescue, Bomb Scenario, Hacking and Escape.

The Servers


We will launch official servers and also to have a selection of private servers (servers ran by players) to help cover more areas and so we have enough servers for player demand. We can confirm that we will have plenty of TacBytes servers located in Germany and we will have at least two servers in North America. This means you won't be able to run a private server on Day 1 of Early Access, but, we will be releasing a server pack via SteamCMD as soon as we can. There will also be a Linux version of the server files sometime in the future.

The Animations


The game will have at least one fully animated weapon for each class, right now, we can confirm both the Desert Eagle and AK47 are completed, we have more weapons that are half done (Baretta, Glock, MP5A2, SPAS12, M4A1) and some if not all will probably make it into Early Access. The MSG90 will be added with or without animations because it uses a scope and is playable without the complete animation. Movement Animations are very basic, they can look stuttery and will need more work, we would like better animations for movement but they can be done while we are in Early Access. 3rd Person Animations: Another one we would like before Early Access but will probably be further on in development. 1st Person Animations: Missing Weapon animations will be added one by one and get patched in with our updates these to will more than likely done after we have released on Steam.

Daily Builds and Engine Update


We have completely changed the process of building the server/game files, we now generate new server/game files every night, With this, we can directly react to the Alpha testers, implement a fix or add content and see the results the next day, this rapid iteration of builds should make the development process a lot quicker, also, The Unreal Engine was recently updated, we have also updated our game and are now developing using the newest version of the engine.

Polishing and Features


  • Overhaul of our Main menu (done)
  • Overhaul UIs (WIP)
  • Overhaul Buymenu (WIP)
  • Overhaul Server browser (WIP)
  • Recoil System (WIP)
  • Female Skins (done)
  • Skin Selection (done)
  • Integrated Music (WIP)
  • New Buy Menu (WIP)
  • Fixing Bugs (WIP)
  • Map Vote (done)
We do have more things we would like to show and talk to you about, but, as a lot of you might know we planned a live Stream a while ago but we had to cancel it, we still really want to show you the game live, So!, why not join us on our live stream on Sunday 21-1-2018 and we will talk more about Early Access and our development plans then. We will be making the Stream available afterward via YouTube, VOD by Twitch or on some other platform so if you miss it you won't have missed out. Sorry if this feels like a slow start to the year but we are all just getting back to our normal routines and getting back up to speed with the project after the festive season.


[ 2018-01-17 18:44:12 CET ] [ Original post ]

TO4: Tactical Operations
TacByte Developer
TacByte Publisher
2019-12-19 Release
Game News Posts: 68
🎹🖱️Keyboard + Mouse
Mostly Positive (269 reviews)
Public Linux Depots:
  • TO4 Client Linux [28.29 G]
TO4: Tactical Operations brings back those nostalgic feelings you know from the early days of online shooters. We love that sheer easy-to-learn-hard-to-master attitude. The fun of playing with friends in a game where you need tactics, ammo clips, bravery and perhaps a bit of luck.

Game Modes
TO4: Tactical Operations brings the game modes that we all know. Teamplay on every map with bombing (and/or defusing) scenarios, hostages rescue, the hacking of important assets and escaping with the whole team before the other team finds you. And most important, if you don’t succeed in one of those objectives, you always have the classic Team Deathmatch.

Playing the game
The game is a classic round based game. At the beginning of the round you can buy weapons, armour, and grenades with the money you have earned the round before. When you and your comrades are all geared up, you will find yourself in unique worlds where you will have an objective. Complete the objective, wipe out the entire other squad or let the round time run out. The choice is up to you. But it will reward you with stronger weapons, good map rankings and good long fights.

Key elements
The movement of TO4: Tactical Operations is something unique. The game is fast, an almost arcade-like feeling in a realistic world. Carrying a knife, pistol or rifle, your movement speed will not differ. Jumping, crouching, swimming, climbing ladders, you are in control of the direction you take. Gunfights you ask? Well, we do have a lot of guns in the game, and each has a unique feeling to it. You will find yourself switching between your 3 weapon inventory slots to win that 1 v 1 battle with an opposing player. Firefights take longer, you will not die instantly from only one shot. But the better your aim, the faster your opponent will go down.

Multiplayer
TO4: Tactical Operations development is focused on multiplayer gameplay. We love to play versus real people and not unimaginative bots or learnable AI, we have made this easy with an In-game server browser to help you find a good place to have fun with friends and other players or to find the most challenging game for your level of gameplay

MINIMAL SETUP
  • OS: Xubuntu 18.04 LTS
  • Processor: Intel Core i5 3570k / Ryzen 5 2400GMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: Geforce GTX 1050ti / AMD RX 570Network: Broadband Internet connection
  • Storage: 30 GB available spaceAdditional Notes: We try and make the game run on Linux. but it's not supported
RECOMMENDED SETUP
  • OS: Ubuntu 18.04 LTS
  • Processor: Intel Core i5-7600K / Ryzen 5 2600xMemory: 16 GB RAM
  • Memory: 16 GB RAM
  • Graphics: Geforce GTX 1070 / AMD Vega 56Network: Broadband Internet connection
  • Storage: 30 GB available spaceAdditional Notes: We try and make the game run on Linux. but it's not supported
GAMEBILLET

[ 6132 ]

4.20$ (58%)
31.89$ (20%)
39.95$ (11%)
8.49$ (15%)
25.47$ (15%)
1.72$ (78%)
13.04$ (13%)
49.79$ (17%)
35.99$ (10%)
1.00$ (80%)
1.64$ (89%)
33.97$ (15%)
22.98$ (23%)
4.29$ (14%)
1.50$ (90%)
24.59$ (18%)
3.75$ (75%)
5.79$ (42%)
49.79$ (17%)
7.64$ (15%)
4.21$ (16%)
8.49$ (15%)
8.00$ (60%)
6.60$ (17%)
5.70$ (81%)
50.39$ (16%)
20.00$ (50%)
12.44$ (17%)
8.25$ (17%)
9.90$ (67%)
GAMERSGATE

[ 2625 ]

0.75$ (75%)
1.5$ (85%)
14.99$ (50%)
1.0$ (80%)
19.99$ (20%)
1.88$ (81%)
1.19$ (92%)
13.49$ (10%)
7.0$ (80%)
5.4$ (73%)
1.2$ (80%)
9.99$ (50%)
0.45$ (85%)
9.71$ (46%)
3.0$ (85%)
3.4$ (57%)
18.89$ (46%)
19.8$ (67%)
12.59$ (37%)
2.0$ (80%)
1.28$ (74%)
30.0$ (50%)
4.56$ (89%)
3.26$ (78%)
13.5$ (55%)
11.3$ (43%)
3.48$ (83%)
1.7$ (83%)
3.3$ (78%)
9.0$ (64%)

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