Patch 23077

TO4: Tactical Operations

Tactical Operations is a round based fast-action first-person shooter with classic controls. Built using the Unreal Engine 4 – Welcome to TO4!

[h2]TL;DR[/h2] [list] [*] 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 [/list] [h3]Unreal Engine 4.27[/h3] [list] [*] 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 [list] [*] AMD FSR 2 (works also on older Nvidia cards without DLSS support) [*] Nvidia DLSS 2 [/list] [/list] [h3]Recommendation for good performance:[/h3] [list] [*] 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 [/list] [h3]Other changes[/h3] [list] [*] 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 [/list] [h3]New Gamemode: Sabotage (WIP)[/h3] 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 :) [list] [*] SBT-Abstract [*] SBT-Terminal [*] SBT-Underground [/list] [h3]Coming up todos (some already wip)[/h3] [list] [*] 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) [/list] [h2]Maps[/h2] [h3]MAP-2on2-Lock[/h3] [list] [*] 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 [/list] [h3]MAP-Fueled[/h3] [list] [*] Moved the palm on sniper alley on T-side (was an overpowered spot) [*] Replaced some meshes since they were broken (due to engine migration?) [/list] [h3]MAP-Thunderball[/h3] [list] [*] Enlarged and replaced the SWAT buyzone (was a strangely placed and small zone) [/list] [h3]MAP-Torii[/h3] [list] [*] 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 [/list] [h3]MAP-Drought[/h3] [list] [*] Fixed the one strange blocking volumes (and bullet impact effects) on walls [*] Fixed foilage [/list] [h3]MAP-Scope[/h3] [list] [*] 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 [/list] [h3]MAP-Trainyard[/h3] [list] [*] 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 [/list] [h3]MAP-Smuggler[/h3] [list] [*] 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 [/list] [h3]MAP-FollowTheMoney[/h3] [list] [*] 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 [/list] [h3]MAP-Arena-PreAIM[/h3] [list] [*] 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 [/list] [h3]MAP-Arena-KillThemAll[/h3] [list] [*] Slightly brightened the wall texture [/list]