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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 ]



TO4: Tactical Operations
TacByte
  • Developer

  • TacByte
  • Publisher

  • 2019-12-19
  • Release

  • Indie F2P Multiplayer EA
  • Tags

  • Game News Posts 68  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mostly Positive

    (269 reviews)


  • Review Score

  • https://www.to4.co/
  • Website

  • https://store.steampowered.com/app/690980 
  • Steam Store



  • TO4 Client Linux [28.29 G]

  • Public Linux depots

  • 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

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    GAMERSGATE

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    9.19$ (74%)
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    1.58$ (77%)
    1.05$ (85%)

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