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Task Force 0.6.0.2001Apr 29, 2024 - Community AnnouncementsThis update changes the default renderer from DirectX 12 to DirectX 11. We're making this change because after extensive testing we've determined that the game runs smoother this way without really losing too many new UE5 features that we don't necessarily need right now. That's because we value performance much more than graphics, even though we want to make a game that still has good graphics. So until we update from UE5.2 to UE5.4 later this year for some extensive performance updates to DirectX 12 in UE5, we plan to keep everything defaulted to DirectX 11 until then. If you would like to test the game on DirectX 12 then you can use a special command line parameter via a desktop shortcut in order to launch the game in this graphics mode: {STEAM_CLAN_IMAGE}/30694736/79ba723c287512f59b577584fc4a280b283b8e0b.png {STEAM_CLAN_IMAGE}/30694736/e5ed42c6bc41856d5bd16ed383fbdf5f451af376.png There are still some significant benefits to DirectX 12 along with many optimizations that save developers time so they don't have to optimize their assets as much. So by falling back to DirectX 11 you do lose some of these newer benefits, and it's worth trying out which mode works best for your current system. But again based on all of our tester feedback it appears that DirectX 11 was the preferred renderer a majority of the time, with players noticing very little change in how good the graphics actually looked. This update also overhauls the entire audio system with some very significant optimizations and reorganizations. We've setup audio priorities for every single audio sample in the game so the engine can know which sounds are most important in order to prioritize them over others to ensure they always play. This is because audio engines are limited by a certain number of channels that they can mix together before the engine has to start choosing which sounds to play and which sounds to drop. {STEAM_CLAN_IMAGE}/30694736/166bfeb834145d13352615da8b28a56ffb49fb0e.gif The weapon optimizations are very significant as we're no long spamming the game world with audio and particle components to simulate weapon fire. Instead we now have a much more robust system that properly cycles through preallocated audio and particle effects that repeat in order to simulate the effect of constant firing. This should make the shooting feel a bit snappier as the entire system is now using a lot less resources. We've also added new "dry fire" sounds to the weapons which should trigger when you try to fire the weapon when it's out of ammo. We've included accelerated paint support for DirectX 12 now as well. This means the DirectX 12 user interface will be just as snappy and quick as the DirectX 11 user interface after our previous update last week. This means accelerated paint mode is being officially rolled out across both rendering platforms and ensures that your web-based user interface (a web browser floating on top of the game engine) works at full 4K 60FPS. That's because the un...Task Force 0.5.16.1986Apr 23, 2024 - Community AnnouncementsThis update makes some significant performance enhancements to the user interface system. We are now using something called "accelerated paint" in order to provide a much more responsive and snappier UI. However this system is currently only in place for DirectX 11 and is not finalized on DirectX 12, which means you would have to manually switch into this graphics mode for the time being. However this is a huge step forward for us to ensure we have a user interface that runs smoothly at a similar FPS to the game. {STEAM_CLAN_IMAGE}/30694736/79ba723c287512f59b577584fc4a280b283b8e0b.png {STEAM_CLAN_IMAGE}/30694736/92eed0efe1fd0f6e211e42991011f69fc24907c9.png There's also been some adjustments to smoke grenades, which should now deploy faster than before, as the timer has been reduced by 1 second. We've added some new graphics commands as well to disable some newer features such as virtual shadow maps via the graphics_vsm command.Task Force 0.5.15.1980Apr 19, 2024 - Community AnnouncementsThis update adjusts a lot of settings for Lumen Global Illumination and Reflections. We've carefully tuned some default engine settings which should fix a lot of issues with existing maps and things being a bit too dark. There is now a significant amount of indoor lighting to prevent things from over-darkening along with some boosting to texture colors. There's also an important fix for auto-exposure settings which weren't originally tuned very well for a competitive shooter. These settings are what adjust the exposure of your eyes as you walk into light areas vs dark areas. We've now overridden the entire auto-exposure system in the engine so that it performs as intended. The same goes for workshop maps which should inherit all of these settings by default.Task Force 0.5.14.1979Apr 18, 2024 - Community AnnouncementsThis update enables Lumen Global Illumination and Reflections by default. It includes some optimized settings to ensure these new lighting modes run as efficiently as possible. These new features are what make everything "pop" in Unreal Engine 5, but (as we always do) we wanted to focus on performance fixes prior to experimenting with these new rendering features. {STEAM_CLAN_IMAGE}/30694736/07fce1e8a5e1b1c261823df298460eef07a4b891.gif As you can see, these new GI and reflection modes significantly increase the graphical fidelity of the game. There are now actual light bounces that adjust the color of surfaces to create a much more sophisticated representation of a scene. It also creates high quality reflections that can now show elements that are completely off-screen. {STEAM_CLAN_IMAGE}/30694736/0a79091ee16da02d21e2cf87d42cc9e420e69e52.gif However while these new lighting modes look fantastic, we want to ensure performance is never compromised. Therefore we've included some new graphics settings that allow players to manually enable/disable these new features if they aren't desired. The following commands can be used to control Lumen settings: graphics_lumengraphics_lumen_gigraphics_lumen_reflections These settings will save with your other video settings for the local device and are not synchronized via Steam Cloud as is the case with bindings, gameplay settings, ect. In the workshop editor, a post process system can also forcibly disable Lumen on workshop maps if modders don't want these lighting features available on their maps at all. Finally we've included an engine system that detects if Lumen is disabled and automatically forces skylights to be stationary, otherwise they would have significant shadow artifacts without Lumen enabled.Task Force 0.5.13.1974Apr 17, 2024 - Community AnnouncementsThis update fixes an important issue with server disconnect messages. There are lots of custom systems running for our workshop integration which provide automatic downloading of maps on the loading screen, map version checking, automatic map updates, ect. But if a server is out of date and has an older version of a workshop map, this will prevent players from joining that server when they have a newer version of the map. However these types of disconnects from the loading screen were not supported with our UI error messages. The only way players knew about these issues was if they checked the console to see what errors were being output. So we've addressed this issue and fully integrated the loading screen systems with our UI error messages to prevent confusion when joining servers with custom content. The update also includes all new "graphics" commands that let players adjust the quality settings of the engine. There are 3 different levels of quality (low, medium, and high) for the following graphical settings: View DistanceAnti-AliasingShadowsGlobal IlluminationReflectionsPost-ProcessTexturesVisual EffectsFoliageShadingTask Force 0.5.12.1970Apr 16, 2024 - Community AnnouncementsThis update fixes an issue where weapons would not reset when selecting a new weapon if picking up an enemy weapon. The new carry-over feature between rounds would prevent weapon selection until death and selecting a new weapon would not overwrite this feature. So this has been addressed to prevent future conflicts between selecting weapons vs picking up enemy weapons. There's also some important debugging information that we've setup to allow us to fix a critical issue with the HUD freezing between map changes. This causes the timer, player diamonds, ping graph, scoreboard, and other elements to stop working between map changes and is one of the next major bugs we'd like to get fixed. So this is an important step into addressing this issue.Task Force 0.5.11.1968Apr 15, 2024 - Community AnnouncementsThis update fixes a critical performance issue with the new UE5 ragdolls. There should no longer be any stutter when players die whereby ragdolls fall to the ground. We've also significantly optimized when players spawn into the game, which should reduce any network spikes or stutters that take place between round resets. There's a new weapon carry-over system that's been implemented between rounds. Now if you pick up an enemy weapon and stay alive until the end of the round, you'll keep that enemy weapon into the next round and continue to have this weapon until you either die or the map is over. We're also detecting if players haven't left the spawn yet, which allows you to change your weapon without waiting until the next round. Note that you can only change your weapon once per round and must not have moved from the spot where you spawned on the map. Another critical issue has been addressed that prevented players from receiving credit for kills from grenades, breach points, or C-4 if the player had already died. Therefore you should now be properly credited with a kill and the associated points if your grenade kills an enemy after you die. We've updated our anti-cheat system with some of the latest definitions, but we're not going to elaborate on this for obvious reasons. Finally some crashes have been fixed relating to when players fall out of the map or when weapons are being cleaned up by the server.Task Force 0.5.10.1950Apr 12, 2024 - Community AnnouncementsThis update makes some very important changes to the new stats and rankings system. Previously if a player left the game before it was over there was no "game over" calculations on that account when the server sends final stats after the final round. This means you could leave in the middle of a game and neither receive a loss nor a win since you weren't there for the end of the game. However for a competitive system to function correctly we need to penalize players that try to leave "competitive mode" early before the game is over. Therefore we now find all players from the stats history of the current game that are no longer connected to the server and put a game loss on their account for leaving early. We plan to add a popup message in the next update when quitting the match early if the server is in "competitive mode" along with a "competitive timeout" so players are aware of this penalty when trying to quit back to the main menu. Note that a player can re-join a match before it is over to prevent receiving any penalty and complete the game as normal. The update also fixes an issue with the bomb icon indicator when someone has picked up the bomb. This icon would not display on the player after the round was over as all the other diamonds do, which should now be corrected. Finally an issue has been addressed in the bullet tracing system that prevented the physics types of surfaces on dynamic meshes from being known on impact. This was causing "purple impacts" to display on certain physics-enabled objects such as weapons players drop of they die.Task Force 0.5.9.1949Apr 11, 2024 - Community AnnouncementsThis update adds new "slay" and "spec" commands for server admins. They can now force players to commit suicide when they're AFK without kicking them or even move them to the spectators instead. Be sure to use the "players" command to obtain a list of players in the server along with their associated Steam IDs. The round stats screen should now display whether or not players died that round. We've temporarily slashed out any player that died until we implement some new icons for the round stats screen. An issue with certain weapons not having proper physics types has been corrected as well. You should no longer see purple bullet impacts on weapons dropped on the ground that you shoot. Finally we've included the Landmass and Water plugins within the game along with all associated content. These plugins have also been enabled in the Task Force Editor, so mappers should update their engine installation along with any project configurations in order to get the latest settings. Please note that this doesn't mean we've included built-in water mechanics that work with the game, but rather an initial water plugin that allows you to make more advanced water surfaces. We still have to program our own system for representing underwater volumes and how they affect your character depending on how deep they are in the water.Task Force 0.5.8.1945Apr 10, 2024 - Community AnnouncementsThis update implements an initial user-interface to check player rankings. The interface is very basic for now since it will only be used for testing in order to verify ranks are being calculated correctly. Please note that stats will be RESET multiple times over the coming weeks as we carefully test and tune everything before re-release. However we still need your help to collect stats now so we can ensure everything is working correctly ahead of time. We've also setup titles and paygrades which should now display on the player stats screen. It will say E-1 through E-9 for enlisted and O-1 through O-7 for ranked officers. Finally, the number of rounds required to become ranked has been TEMPORARILY reduced as well to allow us to test things faster.Task Force 0.5.7.1944Apr 9, 2024 - Community AnnouncementsThis update enables the new stats and rankings system on dedicated servers and implements an initial user-interface to check your stats. The interface is very basic for now since it will only be used for testing in order to verify stats are being logged correctly. In the next update we plan to build out this interface into a very robust and detailed set of data and graphs, including stats for each individual weapon along with daily, weekly, and monthly stats. Please note that stats will be RESET multiple times over the coming weeks as we carefully test and tune everything before re-release. However we still need your help to collect stats now so we can ensure everything is working correctly ahead of time. The rank icons next to your name in the bottom-left (and on the round/game stats screens) are now LIVE. This means they are hooked up to the rankings system on the website and will refresh your current rank after every round. Please note that these icons are only visible in dedicated servers, but do not display in user-created lobbies or offline games. These rank icons are now also relayed to Discord so they can display in your Discord activity. This means you can click on someone's profile in Discord and see their LIVE rank next to the current server info, such as current map, mode, player count, ect.Task Force 0.5.6.1942Apr 8, 2024 - Community AnnouncementsThis update adds console commands for controller players to adjust sensitivity, deadzone, acceleration, and invert the controller. These commands start with controller_* and are similar to the commands for the mouse. The FPS command has been tweaked so that it TEMPORARILY enforces a 90 FPS maximum, although it will still save your desired FPS for a future update. That means if you try to set your FPS to 144 it will still save as 144 but for now will load in as 90. We've implemented this TEMPORARILY in order to mitigate some issues we're experiencing with our UI system on Unreal Engine 5. It should prevent your user-interfaces such as the menu and HUD from becoming extremely laggy. Finally we fixed an issue with global sound configurations in the engine that were not being set correctly. This means your menu volume on the main menu will now save when you close the game, as will your music volume as well.Task Force 0.5.5.1938Apr 5, 2024 - Community AnnouncementsThis update adds all new headshot indicators to the game. There will now be a headshot icon in the kill feed if a player was killed with a headshot, and headshot information will be displayed on the stats screen at the end of the round if a player had any headshot kills. The game settings have also been expanded for various audio channels. This will allow you adjust the volume for different parts of the game. These settings will also save via Steam Cloud Sync so you can keep the same settings across any of your computers.Task Force 0.5.4.1936Apr 4, 2024 - Community AnnouncementsThis update makes some significant changes to the new jumping mechanics. There is now a bit of movement that takes place when jumping off the ground. It should allow players to jump onto ledges when standing up against them without interfering with the new jumping mechanics. It was very important that these adjustments provided a bit of forward momentum when jumping from a position where the player is standing in-place without causing the momentum of jumping while moving to feel somewhat askew because of these changes. The MVP screen at the end of the game has now been fixed and should properly pick players for both teams. It will select the player with the highest score on each team, or if tied, will then select based on kills, assists, and damage done to the enemy team. Additionally the "music" command has been fixed and should properly save within your game settings which are synchronized via Steam Cloud (which means you maintain the same settings across all computers that are logged in with your Steam account). A critical issue where character ragdolls wouldn't clean up between rounds if the player left the game before the round is over has been addressed. This was a very serious issue that caused all kinds of "frozen bodies" in A-pose to be visible throughout random parts of a map (since these ragdolls were never cleaned up). Another critical issue with the "map" command in dedicated servers has also been addressed so that server admins can now actually change the game to a specific map rather than being limited to just skipping maps. Finally, some crashes related to the engine have also been fixed, such as the one that was caused by the image generation system for some of your in-game icons.Task Force 0.5.3.1932Apr 3, 2024 - Community AnnouncementsThis update slightly increases the radius of M67 and RGD-5 grenades to provide more explosive damage for just a bit farther distances than before. It fixes a bug with the newly added armory commands from working for certain users in dedicated servers. We also fixed an issue in the HUD that prevented stats from displaying after you're killed that show how much damage you did to the player that killed you. There's some debug information that we're now outputting to the console at the end of a match to allow us to diagnose an important issue that occasionally prevents MVPs from being selected for certain teams. We also corrected a problem with the new armory system causing player skins to leak between maps.Task Force 0.5.2.1928Apr 2, 2024 - Community AnnouncementsThis update adjusts some of the explosive calculations when trying to figure out if players are receiving damage from grenades. It may help in certain situations where a grenade felt as if it should have killed an enemy when it did not. This is due to the damage distances being adjusted in a previous update. After trying out these changes we plan to apply a small damage increase in the next update. There's also a new "music" command that lets you set the volume of the in-game round start music and win music. This setting saves with your other audio settings and is synchronized via Steam Cloud across all your computers. The console has also been updated with a list of in-game weapons that autocompletes when using the "primary" and "secondary" commands. These commands now have confirmation messages as well so you know if a valid weapon name was provided or not. Finally we'll include team detection in the next update so that only the available weapons on your current team will be listed.Task Force 0.5.1.1924Apr 1, 2024 - Community AnnouncementsThis update fixes some critical issues with console commands crashing dedicated servers. It also adds a few temporary console commands such as "primary" and "secondary" to change your weapon in single-life game modes.Task Force 0.5.0.1921Mar 20, 2024 - Community AnnouncementsThis update migrates the entire Task Force Alpha from Unreal Engine 4 to Unreal Engine 5. It brings a whole new set of possibilities for us as developers which we are still exploring and learning. The new engine will have significantly better graphics, such as a dynamic sky system with volumetric clouds and a dynamic weather system that includes rain, snow, ect. There’s also an all new character system which has realistic hair simulation along with detailed skin shaders and facial rigging. Again we are still in the process of experimenting with all this new technology so it will take some time before we get all our assets updated, but it’s an important first step into staying relevant by utilizing modern technology throughout the course of development. This also allows workshop mappers making custom maps to use some of the latest content on the Unreal Engine Marketplace for their maps since we were previously on a very old version of the engine which they no longer supported on the marketplace. There’s an all new leaning system. Now instead of just curving your spine the character will actually step out and lean around the corner. It includes a detailed physics penetration system to ensure players cannot abuse the leaning by clipping their character or camera into any walls or other objects. The ground is also checked so players cannot lean out into the air when standing near ledges. Plus the new leaning system corrects an issue where players used to shake or jitter while you were spectating them. This was due to some networking conflicts in our animation system which has now been fixed. {STEAM_CLAN_IMAGE}/30694736/a4e97077d55789488c482b954343e89e124797b8.gif We’ve added new breach and escort game modes. The breach game mode is similar to the demolition game mode but only allows the breaching team to pick up the bomb. It supports breach in both directions so workshop mappers can setup custom maps that have either team as the breaching team depending on which bomb zones are available on the map. It also prevents the non-breaching team from triggering breach points, so only the breaching team can trigger breach points. The escort game mode uses VIPs instead of hostages. They start with the Special Forces in this game mode instead of the Terrorists. The Special Forces must extract 2 out of the 3 VIPs while keeping them alive. Conversely the Terrorists can win by eliminating all of the VIPs. We updated demolition mode as well to end early if everyone on the defusing team has died, so now you don’t have to sit around waiting for the bomb to explode. And finally all game modes have been updated with objective messages at the start of the round, along with some new mid-round messages. This includes when hostages are grabbed by the Special Forces in extraction mode or when the perimeter is breached in breach mode. The third-person camera system has been overhauled to have smooth transitions. Now when crouching or proning the camera will no longer snap as...Task Force 0.4.1.1548Jan 24, 2023 - Community AnnouncementsThis update adds new hostage skins along with a new bomb skin. We've also added some new backpacks with various colors and camos which are used when picking up the bomb rather than just sticking the bomb to your back. {STEAM_CLAN_IMAGE}/30694736/d4b9a804a647f5ba60766c8124de3d246964b5f1.png These backpacks will be used in a future update for LMG or sniper characters as well. For now skins will continue to be random until the character customization menu is updated, but we are still working on more skin options before we setup the character tab in the armory menu. {STEAM_CLAN_IMAGE}/30694736/89425f5a1b3ebbd0868f56cced13a18e0ebdb8dd.pngTask Force 0.4.0.1544Jan 20, 2023 - Community AnnouncementsThis update adds all new character skins. These characters are still a work-in-progress and will be updated with more variations and colors. For now players will look mostly the same until more updates are released. {STEAM_CLAN_IMAGE}/30694736/568e80af097f9c72cec5f8aa0cdf974e1170ee84.png We understand it has been a long time since our last update. After player counts started to get low we made the decision to disable sales temporarily. That's because even with just a single server full each night, a lot of new players were not getting the experience they deserve when discovering empty servers or a single 16/16 server with no ability to play. Therefore we came to the realization that we released much earlier than we should have and that more content was needed before we could move forward. {STEAM_CLAN_IMAGE}/30694736/71814af16f1908391ab05ea4f86e29eacb7fa0c3.png This also allowed us to take some time to invest in the future of Task Force by finally getting a playable beta working. More details about this beta are available in the official Task Force Discord. However for now we are going to keep updating our fully playable alpha so players can enjoy some of our recent developments before we are ready to test the upcoming beta. {STEAM_CLAN_IMAGE}/30694736/e062e276218d6c24dfc8693d99df87e9cd2a95c4.png