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
- AMD FSR 2 (works also on older Nvidia cards without DLSS support)
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
Changed files in this update