Patch 23077
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 :)
[ 2023-03-22 10:05:45 CET ] [ Original post ]
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
TO4: Tactical Operations
TacByte
TacByte
2019-12-19
Indie F2P Multiplayer EA
Game News Posts 68
🎹🖱️Keyboard + Mouse
Mostly Positive
(269 reviews)
https://www.to4.co/
https://store.steampowered.com/app/690980 
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
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
- 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
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