Community Announcements - omega
Hello everyone,

With great sadness, I must inform you that Tactical Intervention is shutting down.

It’s been a wild and crazy ride over the past 8 years. We suspected this was coming, but held out for as long as possible. The past two years haven’t gone as planned. Even with all the many updates our player numbers haven’t bounced back and the game has become unable to sustain itself.

As most of you will know, running the infrastructure for a video game requires a lot of effort - both in terms of manpower, and in terms of finances.

While we were always able to find enough support among you guys - designers, admins and community leaders, the lack of revenue has lead us into an impossible situation.

Our surprisingly patient European server hosts eventually saw no other option than shutting down our servers, a blow from which we cannot recover from.

That being said: never say never again, and maybe there will be a comeback one day in a different shape; we have never lost our passion for this game and our confidence in its potential.

However, for the time being we can't see a way out of our own private financial crisis.

Again, thanks everyone for having made TI the blast that it's been - take care wherever you are!
Community Announcements - omega
Hello Everyone.
After the last update many more fixes/updates to a number of levels has been implemented.

  • MILAN
    - Entirely new spawns for both teams!
    - toggling stage signs, not always present only for appropriate stages
    - Small vvis optimizations around the map, greater optimization near charles v restaurant
    - Refined soundscapes
    - Fixed several picture props not appearing.
    - Wider scaffolds at mid.
    - Cars spaced apart at CT spawn
    - Top of big ramp platform is now greater and has more cover.
    - Moved mid lift, no longer obstructing sight to shack window
    - Improvements to CLUB bombsite, added cylindrical support pillar and improved bar.
    - More clips and fixes.

  • MALL
    - All yellow lights backhalls are instanced and have sprites now.
    - Cleaned up lot of texturing at backhalls.
    - New clips.
    - Removed double doors near by trucks at backhalls. Breaks line of sight, players have to go around.
    - Removed the side of a counter in stage3 clothing store to unclutter path from backhall door and moved ammo box.
    - Adjusted phong for maintenance pipe models and changed surfaceprop to steam.
    - Fixed / added many hostage waypoints.
    - Added saw horses with boards
    - Added saw horses with plywood ( you can jump on top )

  • UPRISING
    - Added stairs instead of climbing crates and barrels by scaffolds.
    - Removed doorway at mid interior, now more like a longer room.
    - Refined brown/orange metal material ( diffuse and normal )

  • OFFICE
    - Fixed some currupt brushes at diagonal "museum" wall

  • CONSTRUCTION DAY
    - Changed several blue tarps to grey.
    - More changes to gameplay, interiors are now more compartmentalized.

  • OLD DM CASTALLA - Removed and replaced with new castalla.
Community Announcements - omega
Tactical Intervention Update -- August 29/ 2017

Hello Everyone.
Another patch has been released today!

There's been lots of content and map fixes, we've also brought back Milan! Check out a video showcase here: https://youtu.be/y0MmTTX3HmY

Check out the Full Post
__HERE__
Community Announcements - omega
Hello Everyone.
Another patch has been released today!

Here's the list of changes!

Changes
  • fixed and smoothed out a lot of issues with rappeling
  • fixed the sphinx skins
  • fixed a bug that prevented the ammobox from opening
  • completely revamped muzzleflash and shell ejection, it should be much more reliable now and more stable with higher ping
Community Announcements - omega
Hello Everyone.
Another patch has been released today!

Here's the list of changes!

VILLA
- fixed 5 dm spawns
- Cave lower door access is now open for TDM
- Fixed banisters and windows having messed up collisions
- Fixed hint brush causing a weird brush on roof top with no collision
- Some clips and adjustments

AIRPORT
- Modified main ground texture ( less env, more sat, enabled lightmap scaling ) (also affects TERMINAL)
- Clipped chairs at bomb terminal to prevent exploit of planting between chairs ( undefusable )
- Dozen new clips
- Rearranged some cover
- 200 prop_door_rotating speed


CASTALLA
- Some clips and exploits

SHOPPING MALL
- many reported bugs have been fixed

UPRISING (Bombing and Intel Variant)
- fixed some visual issues

Other Bug Fixes/Changes
  • new button 'fastswap' which can be bound to one key to swap between primary/secondary, or melee if one of primary or secondary is unavailable (restricted)
  • fixed breakables, like glass, so they actually break.
  • make bombs plantable ontop of playerclip (fixes an exploit in airport)
  • pistols and smgs distance sounds are now 3dB lower volume
  • many crashes for OSX fixed
  • shutdown crash fixed
  • fixed an exploit that allowed bots to be spawned when they weren't supposed to be
  • fixed a number of (potential) memory corruption issues
Community Announcements - omega
Hello Everyone.
It's been a productive past 2 weeks. The final patch of this week has now been released.

Here's the list of changes!

  • Fixed Known SKYRISE issues; Including Spawning, Being unable to enter certain rooms, etc
  • In TDM/FFA/Intel Sniper Rifles can now be used at ANY time. Your sniper rifles in these modes, will appear in your primary weapon selection. Any Load out/Appearance slot that has a Sniper rifle in it, will automatically use your Secondary Equipment slot as default
  • Reduced the slowdown when opening doors
  • Updated some of the in game UI for consistency
Community Announcements - omega
A new update has been released.

  • CLASSICMALL has been updated to fix spawning issues
  • A number of models have been refreshed
  • changed some player animations, including jumping and kicking
  • other bug fixes.
  • added some other missing content that will be required in the near future
  • Updated a number of stats which affect certain achievements
Community Announcements - omega
A new Client-only Update has been released.
This update is primarily for MacOS, however the Windows client has also been rebuilt due to some internal changes required overall.

  • Minimum OSX Version is now 10.9 (Mavericks)
  • Fonts now render correctly
  • Some compatibility issues with 10.12 (Sierra) have been addressed

Community Announcements - omega
This update contains a number of fixes for issues that were missed last week.

Unfortunately it will take more time to update SKYRISE, so it's issues will persist for a few more days.

Included is also a brand new version of [INTEL] Uprising; The map has now been updated to the latest version of Uprising.

  • Upgraded INTEL Uprising to the latest version
  • Fixed issues on FLASH METRO involving the doors
  • Fixed some issues with CLASSIC MALL
  • Fixed some issues with Villa
  • Fixed a number of server crashes
  • Fixed an issue with player spawning in Intel and Hostage Rescue
  • Fixed some material issues with certain models
  • Tweaks to Muzzleflashes to help mitigate the issue with high ping
Community Announcements - omega
Hello Everyone, It's been a long time.

TI Has finally been updated with all of the stuff from the past 9-10 months as seen in the Beta version.

This is another Milestone Release with lots of performance updates, Massive changes to levels, improving flow, game-play, aesthetics, new textures, exploit patching and more.
The entire player spawning system has also taken a large overhaul and should be stable now, eliminating spawning inside walls, or in other strange locations. A couple maps haven't been completely updated to the new system, but they will be in the next non hot-fix update.

See the full news post
HERE
...

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