Full notes
Full TO4: Tactical Operations update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- Server
- UI and audio
- Maps
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
Source
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