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1.8: A New Era
Written by Ssswing   
Tuesday, 09 October 2007

 It's been a while since the last news about our next patch, called TO:C 1.8.

After some critical bugs in the release version of 1.7, we decided to get a second test team for the upcoming patches.  The "Stress test team" (20 players from the community) is our new addition to the development beta test team and this release.

Since the beginning there have been many hours put into both the development and the testing of the new package.  Finally we can tell you that we are close to release. There are still a few mapbugs and some minor elements that are delaying the patch.

We understand that you as a community want to hear a precise date or week, but as it goes with good work; it's hard to set a date and so we still don't know the exact release date.  All we can say is that the patch is growing nearer to a release every day.

On a final note we do have some optimistic news. While testing the new patch, the testers are happy with the adjusted feeling of the game; smoothness and fun factors are now even more the key elements of the game.

As we told you before, the 1.8 patch will contain two new maps and we are 100% sure you are going to like them!

We have included the current changelog for the 1.8 patch at the bottom of this news item, so check it out for more info.

// Change Log TO:C 1.8

+ Added performance option for weaponsmoke
+ Added performance option for ShellcaseLifespan
+ Added option for blue crosshair during reload period
+ Added two new maps; OBJ-Trooper.to2 and OBJ-Forge][.to2
+ Added round rewards GUI, command: activateguitab rewards <- default button F7 (fresh TO:C install)
+ Added support for ACP
+ Added blocking some illegal commands
+ Added new StGeorge Layout

//edit [19-10-2007]:
+ Added map name to scoreboard 

- Fixed Framerate drops
- Fixed Loading issue from Adminmenu
- Fixed almost all known bugs on all maps
- Fixed hud element showing negative health values
- Fixed switchplayer bug- Fixed hostage bug
- Fixed scoreboard overlap

//edit [14-10-2007]:
- Fixed AK-Reload bug
- Fixed sniper desync bug
//edit [19-10-2007]
- fixed Shotgun reload bug

- Lowering ambient sounds for all maps
- Improved textures for loading
- Resized shellcases textures
- Small firerate and recoil changes for pistols and G3.
- Increased effect for weapon sparks
- Reduced sound radius for click, scope and firemode switch
- Reduced Mac/Scorpion price and recoil
- Increased flash nade blind radius
- Increased sniper inaccuracy when jumping
- Decreased tocmenu loading time
- Reduced network cost

- Removed ricochets due to performance problems


Stay tuned!

 
Strip the soul
Written by Ssswing   
Sunday, 23 September 2007

Ssswing`s Tuesdays nonsense blog, chapter 4.

Strip the Soul”


//
Important!//
For everyone to read, this message will be viewable only once:


Date: 22-09-2007
Time: 14.50 pm CET

Subject: calendar dates
To: community
From: Ssswing`

Dear community,

Through this message I want to tell you all that today it’s Tuesday and not another day. This serious restriction is being made because of the delay of my blog and the fact that it appears on a Tuesday, and no other day.

So I repeat: today is Tuesday! Thank you for your understanding!

Kind regards,




Ssswing`




Strip the soul, fill the hole, a fire to feed, a belt to bleed, strip the soul, kill them all.
Porcupine Tree – Strip the Soul (1997)

So what is our hole to fill, our belt to bleed and our soul to strip? Well as you all know we are pretty busy fixing some intolerable bugs within the game. Actually we strip the game to find the cause of the problems. For an example I can give you this: every texture we used within the game (approximately 2000) needs a proper setting for the LOD (what the f*ck, technical talk!). The LOD setting determines the rendering and the detail use of the texture. With an incorrect setting, you get a f*cked result, roughly put… With a correct setting you get a f*cking awesome game, roughly put… (Challenge yourself and spot the three differences in the last two sentences! Winners will be rewarded with a forum-fluffle).

Okay, back to the story. So we got: 2000 textures…7 possible settings…1 man…1 mission…one lazy afternoon…one relationship row…2 busted monitors…1 cure…

So you guys guessed correctly, I am that man, with that mission and those textures. I can tell you, no time to write a blog when you have work like that to do, trust me!

So, now we have set all our textures correctly, there is more to do. A new guy joined our team to give some quality input. His name is Ed and he’s from the SAS team (yes, another UT2K4 modification and I’m not gonna give away the full name or website since it’s a competitor of ours! Hihi). As we speak we are stripping our code and thus our game to find the faults. There is nothing concrete I can give you, since I don’t understand half of it myself. All I want to say is: no worries, we are still working on it and we also brought in fresh blood to help us out with some things.
Now, back to the more common things and stuff I know more about (which will be terribly interesting, so please read on!).

We havet good news! Yes, we actually do! I thank our god (no, not Leviathan, although he’s cool) that we finally got our What-Are-You-Listening-thread back alive! That is a true reason to join our forums and spam the songs you are currently listening to. While you are there, don’t hesitate to register and talk about the game a little (you are only allowed to praise us; mind you…we are watching you…).

So, we have more good news? Yep, we do. What about player statistics? Good point. This week the numbers were pretty good, every night above 110 players (that is at the same time yes, you critics!).

Doing the maths: 110 / 16 = 6.8 = 7

After this stunning piece of mathematics, we can conclude that there are at least 7 servers well filled, enough to play in my opinion. Speaking of playing and servers, I’ve played some wars last week. Real funny actually, although people still refuse to understand that I am a developer, and developers, as you all should know, are NOT people that are there TO BE shot, it is their job TO SHOOT YOU! Seriously, you need to adjust your movement to my aim…which is humpty-bump-wild, jumping, crouching, lots of wall-humping and stuff. I have forgiven the people I played in the last wars, but I just don’t want to see it next time, thank you.

Mapping news?
Currently I’m kinda lotred. Que? Lotred? Yes, read that as, LOTR(O)-ed. That means that I’m playing Lord of the Rings Online. Now guys, we suffer some technical issues, but we are a mod. LOTRO is a full-blown retail game with a lot, I repeat a LOT, of money behind it…and it sucks monkey balls. The lag on servers is incredible, there are enough floating objects to make Escher (the 3D drawings guy) cry and the community is only the English corner of our community; that small. Final judgement on the game: I wanna be a freaking level 50, I wanna smash a few more hobbits and I’m gonna play as long as my bought time lasts. The game looks stunning, the story is pretty cool, but it’s just not the great game I hoped for.

So, I fear I’m going to annoy you soon with new mapping news. Until then, enjoy TO:C and I’ll be seeing you on the servers!
 
Forg(e)ing ahead
Written by Leviathan   
Thursday, 30 August 2007

One game, one old layout, new unique setting, 3 artists, 5 months, 555 brushes, 1534 Static meshes and uncountable hours - it's all in one process 'the forg(e)ing of a map'.

Expect a new unique environment, but with 90% of the same layout people are familiar with from the old game, Tactical Ops. Included in the 1.8 patch of TO:C (when it's done...), OBJ-Forge][.to2, is a tactical and adventure filled map. Designed for endless hours of public gaming and with the strategic basis for a classic warmap.

Rain is pouring from the sky and the streets are on fire due to riots all around the city. In this grim setting, terrorists have taken political figures hostage. In their last attempt to seek freedom, they have fled to an abandoned warehouse, covered by this old fallen hotel and harbour, to make their last stand.  

toc_forge02.jpg
toc_forge03.jpg

 

 

 

 

 

 

 

 

toc_forge01.jpg
toc_forge07.jpg

 

 

 

 

 

 

 

 

 

 

 

Dodge bullets and grenades, defeat terrorists or Special Forces and work as a team in the poor circumstances of constant rain and fire all around you. Free the hostages or keep them well hidden, the challenge is up to you.

The battle can be won by only one, choose your side!

Tactical Operations: Crossfire presents: OBJ-Forge][
by Leviathan and Ssswing`

Special thanks to Guybrush,Listah and Spinex!

 
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