TNT Core
by Thornwire13
1.9.0
TNT Core 1.9.0 -- camo clean-up, TBDF camos for both sides, server guard, view distance. CAMOS: VENA keeps Black Vein (base), Red Taiga, Blood Moss, Dirty Snow, Petroleum Ash; NARC keeps Ghost Eucalyptus (base), Highland Cinder, Broken Reed, Saltwood, Arctic Ink; TBDF keeps all 15; Darkwire stays. The other 30 VENA and 7 NARC camo sets are removed (smaller download). NEW: VENA gear in 5 TBDF camos (Bramble Crypt, Basalt Bloom, Thorn Velvet, Maroon Petrol, Black Tar Bark) and NARC gear in 5 other TBDF camos (Maroon Mycelium, Mire Shard, Sable Pebble, Fen Prism, Nightglass Lichen) in the arsenal. AI: every TNT AI group now uses its side's base camo; drivers, engineers and guards kept. Camo nets, tents, crates and vehicle paint moved to the nearest kept camo. SERVER GUARD: when the server's frame rate gets heavy (under 20 FPS) the RAAS outer AI teams are halved; when critical (under 12 FPS) no outer AI teams, no tree blasts and no blast knockdown until it recovers. VIEW: every player's draw distance is raised to 3000 m (consoles 2000 m), never past the server's serverMaxViewDistance and never lowered. NOTE: saved loadouts that used a removed camo lose those pieces.
- Game Version
- 1.8.0.13
- Created
- Sun, 18 Oct 2026 16:48:38 GMT
- Last Modified
- Sun, 18 Oct 2026 16:50:23 GMT
1.7.0
TNT Core 1.7.0 -- Explosions, smoke, flares, drones and the RAAS map
RAAS
- The map shows only the point being fought over and the points already taken (in the colour of the side that holds them); inactive points stay hidden until they come up.
- The score bar at the top shows RAAS's own numbers with the N.A.R.C. and VENA flags; the news comes as TNT's war-lettered banner ("VENA TOOK" + the point); at the point itself a capture bar fills in the capping side's colour. The game's own "SEIZED" popup is off while RAAS runs.
Explosions
- Rockets, mortar shells and grenades throw REAL debris with the game's physics (earth, stones, bricks, concrete, wood, metal) that lands and lies there (up to 400 pieces, 20 minutes); the blast smoke bursts, boils up in a column, leans with the wind and thins out.
- New sounds: dirt raining down on the blast's own surface, fragments whirring, the pass of a rocket that misses.
- Walls: chips and the outer layer still come off under fire, but no more big holes blown through (and no long drawn-out collapse sound).
Smoke
- Smoke grenades: vivid colours that bleed into each other, thick puffs rolling out along the ground and a stream the wind carries off; the smoke stains the grass in its colour. Mortar smoke shells get the same smoke.
Flares
- 40 mm flares: a white-hot core with sparks and a thick trail, swinging under the parachute, a strong flickering magnesium light about 3 times the game's, burning down at the end. New TNT Settings switch "Flares look real".
Drones
- Drones are heard from far away with a real buzzing whine that rises and falls with their speed and manoeuvres and drops as they pass (Doppler); louder and nastier up close.
Soldiers
- Near misses: no more hard screen shake -- a quick blink, blur and grey-out as the round cracks past, with a quarter of the old jolt.
- Helicopter dust: thicker, rolling further out with a skirt along the ground.
- Being hit: a stronger, longer aim punch and view kick, stumble and knock-down tuned.
Settings: 21 TNT Settings (Game Master only). Nothing else changes; no new mod dependency.- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 15:15:16 GMT
- Last Modified
- Thu, 15 Oct 2026 15:17:17 GMT
1.6.0
TNT Core 1.6.0 -- Helicopters, smoke, bullets, fuel and VENA vests Helicopters - N.A.R.C. and VENA can build the WCS Little Birds (AH-6M and MH-6M). VENA also gets the 4 armed Mi-8MT. TNT Core now needs the WCS_AH-6M mod. Destruction - Explosion smoke is darker and brown and drifts with the wind. - Helicopter dust is darker, thicker and wilder. - Smoke grenades drift with the wind. - Bullets crack and echo. Rounds flying past your head make you flinch and panic. - Drones sound thicker, and their pitch rises as they come at you. - Gas cylinders, fuel barrels, fuel pumps, fuel tanks and silos blow up after enough hits. - 4 new switches in the Game Master's TNT Settings. VENA - VENA harnesses and chest rigs: straps, pouches and belts in the VENA camo. PC and console.
- Game Version
- 1.8.0.13
- Created
- Mon, 12 Oct 2026 01:42:34 GMT
- Last Modified
- Mon, 12 Oct 2026 01:44:54 GMT
1.5.1
TNT Core 1.5.1 -- The cap timer by the clock RAAS - Capturing a point now takes 1:50 by a stopwatch too. Before, the game's seconds ran a little slow, so a capture took about 1:53. PC and console.
- Game Version
- 1.8.0.13
- Created
- Sun, 11 Oct 2026 02:15:08 GMT
- Last Modified
- Sun, 11 Oct 2026 02:17:06 GMT
1.5.0
TNT Core 1.5.0 -- Trees, ground, walls and more RAAS enemies Trees (new TNT Setting "Trees break in explosions") - Explosions break the trees next to them: the stump stays, the top falls away from the blast and the trunk splits in a burst of wood and leaves. - How close depends on the charge: a hand grenade breaks small trees within about 3 m and a birch within about 1.5 m; rockets, mortar shells and charges break even the biggest trees within about 2-3.5 m. Damage adds up over several blasts. Bushes stay (the game's bushes cannot break). Ground - The grass around a crater is pressed flat, a wave runs out through the grass, and the earth thrown out lies around the crater. The flat grass and the earth stay for 20 minutes, like the crater. Walls (new TNT Setting "Walls break apart under fire") - Shooting a wall breaks it in layers where the rounds land: first chips and an impact mark, then the outer layer comes off in chunks and dust, then the spot is knocked through. Heavier rounds get there sooner (a 12.7 mm about ten times a 5.56 mm). - A blast on a wall breaks that spot at once: a hand grenade takes the outer layer off; a rocket, a mortar shell or a charge knocks it through. - Only the look: the damage to buildings stays the game's own. RAAS - 30 more enemies at each new point: 5 teams of 6 start about 1 km out, walk in and patrol around the point, on the streets where there are streets. They come on top of the 30 at the point itself and avoid starting near a MOB or a player. - The Game Master's guard fire teams and transport drivers can now be recruited. - The large living quarters at a MOB: "Request personnel" now works from the rank of Private (it needed Sergeant). - Capturing a point now takes exactly 1:50 (before: 5:00 plus extra time for each building at the base). Trees and walls are TNT Settings (Game Master toolbar > TNT Settings), on at the start of every game. The grass and the earth come with "Explosion craters, dust and wall pieces". PC and console.
- Game Version
- 1.8.0.13
- Created
- Sat, 10 Oct 2026 21:37:54 GMT
- Last Modified
- Sat, 10 Oct 2026 21:39:52 GMT
1.4.0
TNT Core 1.4.0 -- Hardcore Damage (new TNT Setting) - Bullets, shrapnel, blasts and blows hurt more: Game, Hard (x1.4), Hardcore (x1.8) or Real life (x2.3). Every game starts at Real life. Vests and helmets still protect the game's way. Explosions - A blast throws the soldiers near it: they fly back, roll and get up again after a few seconds. The reach comes from the charge: about 5 m for an RGD-5, 7 m for an M67, 9 m for an RPG-7, 11 m for an 81 mm shell. - Too close to a blast while standing or kneeling: 50/50 knocked out, or dead when you land. Lying prone you are not thrown, but a blast very close can still kill you. - Every explosion flashes with fire that rides up a dark jet of earth, throws clumps of dirt and leaves dust that hangs in the air. Craters and scorch marks now show on roads too. Sound - Heavier explosions, with echoes that come back from all around you. Incoming shells and rockets scream as they come down. - Explosions are heard far across the map: faint and rolling, up to about 5 km. - Bullets passing close crack and echo around you. Gunfire rolls back off the hills, and distant firefights (1-2.5 km) are heard faintly. Hits - Soldiers flinch when hit, by the size of the round and where it hits: a twitch, a stumble, or knocked off their feet by heavy rounds. A hit kicks your aim and view. Each new part is a TNT Setting (Game Master toolbar > TNT Settings) and is on at the start of every game. PC and console.
- Game Version
- 1.8.0.13
- Created
- Sat, 10 Oct 2026 03:24:39 GMT
- Last Modified
- Sat, 10 Oct 2026 03:26:37 GMT
1.3.0
TNT Core 1.3.0 TNT Settings (new, Game Master only) - Game Master toolbar > TNT Settings: every TNT setting for the whole server in one menu (TNT Core, and TNT Gore and TNT Realism Overhaul when they are loaded). Every game starts with everything at the maximum. Players have no TNT settings menu. Destruction (new) - Explosions leave a crater and a wave of dust that hangs in the air. A hit on a wall leaves a scorch mark and throws pieces of the wall. - Helicopters close to the ground raise a thick dust cloud you cannot see through. - Every shot leaves a little smoke; a hot barrel smokes after long bursts. Firing prone, from a bipod or a low mount kicks up dust. Rocket launchers raise dust behind the shooter. - Soldiers shot dead fall with the hit. The back blast of rocket launchers reaches twice as far. - A performance guard makes the effects smaller below 25 FPS and adds nothing new below 20 FPS. AI - Sharper AI eyes: the AI keep aiming at an enemy in clear view and spot enemies faster in a fight. - Sharper AI aim: from 30 m on the AI aim much closer and steady the gun before long shots, so they hit you at range instead of spraying around you. Close fights are unchanged. - TNT CRX Specs start at vanilla in every game; the Game Master changes them for that game. Map - Team map markers show an arrow for the way each player (or his helicopter or armored vehicle) is facing. PC and console.
- Game Version
- 1.8.0.13
- Created
- Fri, 09 Oct 2026 15:22:56 GMT
- Last Modified
- Fri, 09 Oct 2026 15:28:24 GMT
1.2.14
TNT Core 1.2.14 Game Master - Fix: placing works again when a world budget is full (in 1.2.13 nothing appeared). The Game Master has no budget limits. Conflict / RAAS - The deploy screen's map now hides the taken points too: both maps show only the two MOBs and the active point.
- Game Version
- 1.8.0.13
- Created
- Thu, 08 Oct 2026 22:25:12 GMT
- Last Modified
- Thu, 08 Oct 2026 22:30:24 GMT
1.2.13
TNT Core 1.2.13 Arsenal: 3 saved loadouts per player - At any TNT arsenal box or arsenal truck: "Save loadout 1 / 2 / 3" saves what you are wearing (same rules as the game's own save). On the deploy screen the filled slots appear as "Saved loadout 1 / 2 / 3" with their weapons, right after the game's entry; the one you saved or picked last is pre-selected. Kept on the server between games. Loadouts - Every N.A.R.C. and VENA role spawns with a scope on its rifle (ACOG, 1P29, Kobra, PSO-1) and a sidearm (M9 / PM) with spare magazines. Conflict / RAAS - N.A.R.C. and VENA only: the game's vehicles are gone from the vehicle lists and the starting vehicles, and the build menu holds only TNT compositions. (The game's sandbags, barbed tape, barricades, guard towers and floodlights have no TNT version yet and leave the build menu for now.) - Faction pick: N.A.R.C. above VENA. - Both MOBs start built up with their side's living area, field hospital, vehicle maintenance, ammo storage, fuel storage and antenna; the sides and their camo swap every game. - No loadout time: the fight starts at once. The map shows the two MOBs and the open point with its marker (60 % opacity); taken points are hidden. No "holds" line on a held point. Game Master - No budget caps for the Game Master. Recruiting - Fix for the greyed-out "Recruit" on AI: the server re-sends the squad link when it is missing.
- Game Version
- 1.8.0.13
- Created
- Thu, 08 Oct 2026 18:12:07 GMT
- Last Modified
- Thu, 08 Oct 2026 18:13:57 GMT
1.2.12
TNT Core 1.2.12 RAAS: one point at a time - When the loadout time ends one point opens, held by AI within 200 m of it; take it and the next opens at once. Taken points can be taken back. The MOBs swap sides every game. - The map shows only the two MOBs, the open point and the taken points. No waypoint marker. - Radio across the whole map: every base your side holds links to your MOB and you can spawn there. - The last 3 AI at the point show as red crosses on the map. AI commands: new "TNT Tactics" page on the command wheel - Squad leader with recruited AI (hold ` on PC, hold D-pad right + LB on controller; also on the map): Attack, Move fast, Flank left/right + attack, Vehicle assault (driver and gunner stay in and fight, the rest get out and attack), Drop off infantry, Dismount passengers. - AI drive only on maps with a vehicle navmesh (Orlvika: coming with TNT Orlvika Navmesh). Night vision - N.A.R.C. OpsCore FAST helmets: the GPNVG-18 sits on the helmet mount instead of floating in front of it. - Clearer NV-System and FORTEX goggles: far less glow and haze, no forced blur. "PVS-31s for NVSystem" goggles keep their own picture (that mod allows no changes). Ranks - Every deploy role, group role and the saved-arsenal role at any rank, Renegade included. - The arsenal building can be built at any rank. Other buildings keep their rank. TNT CRX Specs - Works with a controller: "Regular" selected on open, D-pad moves through buttons, categories and sliders (steps of 5), right stick scrolls. Performance - New governor on the server: under heavy load TNT's AI logic runs less often, back to normal when FPS recovers.
- Game Version
- 1.8.0.13
- Created
- Sun, 04 Oct 2026 22:26:26 GMT
- Last Modified
- Sun, 04 Oct 2026 22:28:16 GMT
1.2.11
Night vision - Night-vision goggles work right after you spawn: press N (controller: double-tap D-pad up). Tested with the N key: single tubes (PVS-14), dual tubes (PVS-15, PVS-31) and the 4-tube GPNVG-18. - The 4-tube GPNVG-18 is now in the N.A.R.C. and VENA Arsenal Box and Equipment Box (4 versions). Arsenal - Every arsenal item can be taken at any rank, Renegade included. No rank locks. RAAS - Radio links no longer change the cap time. AI -- TNT CRX Specs (Game Master > gear button) - Flanking works: an AI squad in a fight runs around the enemy's side while the others keep firing. A second squad takes the other side (pincer). A squad that loses 2 men on the way breaks off. - The TNT push: a winning squad, a squad at its flank point and a squad storming a house rush the enemy in 25 m bounds with fighting in between, then clear the spot. - Insanity pushes at equal numbers and only pulls back when clearly outnumbered. - A scenario can set the AI level in its mission header (Noob to Insanity).
- Game Version
- 1.8.0.13
- Created
- Sat, 03 Oct 2026 19:25:06 GMT
- Last Modified
- Sat, 03 Oct 2026 19:26:54 GMT
1.2.10
RAAS (the TNT game mode) - Every base has its own AI again. They spawn when a player comes near (tested: all 13 Orlvika bases). - Capping works with any number of players. 1 player alone can cap. 0:0 = no timer. A tie (1:1 up to 64:64) = contested, no timer. More players = that side caps. 128:0 and 0:128 work. Checked for every player count up to 128. - A new point can be capped once all of its 30 AI within 500 m are down (killed or knocked out). AI killed far away from players now count as dead (before, the point could stay locked). - Enemy AI inside the 100 m capture area stop the cap timer. The screen shows ENEMIES LEFT AT THE POINT. - A base given back to nobody at the game start (saved games) gets its own AI back. Arsenal - A balaclava or mask you put on or change now shows on your character in the inventory / arsenal preview. First person stays clear of the mask, as before. AI -- TNT CRX Specs (Game Master > gear button) - 126 AI behaviours, 53 working sliders. Every slider says what it does and how its -100 ... +100 scale works. Level buttons from Noob to Insanity. 0 = the game's / CRX's own AI. The log switch OFF = quiet. - New real-player habits (each has its own slider, 0 = off): push when winning, pull back when losing; move after shooting; get an enemy out of a house (frag, then rocket, then storm); frags at hidden enemies, smoke when pulling back, rockets at machine gunners; call for help and call out contacts on the radio; ambushes; search around a fallen friend; get low to reload; top off magazines in a lull (keeps the full one); night sight (night-vision goggles matter at night). - Aiming: long-range aim, composure under fire, zeroing in, range judgment, specialists (marksmen / leaders).
- Game Version
- 1.8.0.13
- Created
- Fri, 02 Oct 2026 01:15:18 GMT
- Last Modified
- Fri, 02 Oct 2026 01:20:58 GMT
1.2.9
v1.2.9 - RAAS is the TNT main game mode: 15 min loadout, then one point at a time held by 30 TBDF AI; both sides fight the same point; more players within 100 m for 5 min caps it, bigger bases take longer; hold all to win. TNT CRX Specs: Game Master AI skill sliders. Only modern kits; every role a loadout; TBDF is AI only. Team and service map markers, rank and class badges, squad flags A-H. TNT camo on gear, every buildable (one camo per building type) and all 68 TNT vehicles. Living quarters: 2 large + 1 small team (large: 4 + 4), recruit as many as you want; recruited AI follow you and do what you command. AI drones (needs AI Use Drones): about 1 operator in 10, max 5 in the air, off switch, "Drone kill" in the kill feed. TNT AI Work Station for Game Masters: spawn groups of your faction at a table. TNT arsenal boxes and vehicle depots; vehicle ranks: unarmed Private, MG cars Corporal, .50 Sergeant, LAV-25 and gunships Lieutenant. 38 dependencies (CRX Enfusion A.I. and AI Use Drones added). Orlvika servers: also add the separate mod TNT Orlvika Navmesh.
- Game Version
- 1.8.0.13
- Created
- Wed, 30 Sep 2026 22:54:43 GMT
- Last Modified
- Wed, 30 Sep 2026 22:57:59 GMT
1.2.8
1.2.8 - Better Funded FIA removed as a dependency (Bandit Gear stays). TBDF soldiers no longer get its weapons, gloves and balaclavas. - Its "Bloody 6b2" vest removed from the N.A.R.C. and VENA arsenal. - Fixed: 11 TBDF M-Tac RPS belts (duplicate Hierarchy error) and the TBDF M70 Swiss backpack camo material. - Correction to the 1.2.7 note: "e.g. TNT MARNIVKA" was wrong. TNT MARNIVKA already has AI patrol points at its town base; nothing is added there. - Server owners: remove Better Funded FIA from your server mod list if you listed it.
- Game Version
- 1.8.0.13
- Created
- Mon, 28 Sep 2026 01:06:34 GMT
- Last Modified
- Mon, 28 Sep 2026 01:08:15 GMT
1.2.7
1.2.7: AI now defend every Conflict base (not HQs/MOBs) even in scenarios without AI patrol points (e.g. TNT MARNIVKA): 3 TBDF groups (fire team, MG team, sentry team) are added around each empty base and act like vanilla base defenders. Whole arsenal unlocked at Private for every faction and every mod item (Renegades stay locked). Fixed supply-container and tripod-weapon catalogs failing to load (Unknown class SCR_EntityCatalog, caused by a dependency). Remaining vanilla US/USSR arsenal items set to Private.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 22:01:07 GMT
- Last Modified
- Sun, 27 Sep 2026 22:02:32 GMT
1.2.6
v1.2.6 - TNT loading screen: the whole loading background is now the TNT art from the moment loading starts (scenario picture stays in the small photo). AI of N.A.R.C., VENA and TBDF always fight like soldiers - fixes TBDF running away on scenarios that mark the independent side as not military (e.g. TNT MARNIVKA). Includes all 1.2.5 fixes. 37 dependencies.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 20:32:49 GMT
- Last Modified
- Sun, 27 Sep 2026 20:34:37 GMT
1.2.5
v1.2.5 - FIX: 1.2.3 and 1.2.4 broke every character, group and vehicle list (no AI, squads not joinable). Fixed. Conflict base AI now spawn at all bases except HQs (TBDF remnants/patrols, verified on Conflict Arland). Arsenal stays unlocked at Private. Bacon Loadout Editor freeze from 1.2.2 is gone (that script was removed in 1.2.3). 37 dependencies.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 20:04:06 GMT
- Last Modified
- Sun, 27 Sep 2026 20:05:49 GMT
1.2.4
v1.2.4 - Arsenal: TNT items unlocked at Private (catalog data, no script). Includes 1.2.3 Conflict base AI fixes. 37 dependencies.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 17:25:26 GMT
- Last Modified
- Sun, 27 Sep 2026 17:26:40 GMT
1.2.3
v1.2.3 - Conflict base AI: fixed the catalog index bug that stopped remnants / patrols from picking a group (AI at all Conflict bases except HQs, as vanilla). Arsenal rank-unlock script removed while the Bacon Loadout Editor freeze is investigated (rank locks back for now). 37 dependencies.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 17:16:50 GMT
- Last Modified
- Sun, 27 Sep 2026 17:18:33 GMT
1.2.2
v1.2.2 - Arsenal: every item available from rank Private. Conflict: base AI (remnants and patrols) spawn again on every Conflict map (spawn points mapped to N.A.R.C. / VENA / TBDF). 37 dependencies.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 16:27:46 GMT
- Last Modified
- Sun, 27 Sep 2026 16:30:07 GMT
1.2.1
v1.2.1 - Fix: Conflict squads can be joined again for N.A.R.C. and VENA (squad role presets now list the TNT roles; TNT roles have their own rank / supply-cost entries). Loading screen unchanged. 37 dependencies.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 15:18:58 GMT
- Last Modified
- Sun, 27 Sep 2026 15:20:22 GMT
1.2.0
v1.2.0 - Conflict now plays N.A.R.C. vs VENA with TBDF as the independent side (also in community Conflict scenarios such as TNT MARNIVKA): TNT factions, flags, HQ tents, arsenals and modern-kit deploy roles in Conflict. TNT loading screen on every scenario. 24 nameless pouch entries removed from the N.A.R.C. modern arsenal. 37 dependencies.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 14:04:35 GMT
- Last Modified
- Sun, 27 Sep 2026 14:06:37 GMT
1.1.0
v1.1.0 - N.A.R.C. / VENA / TBDF full kits (classic + modern), rank-locked all-server arsenal for both factions (Bacon Loadout Editor compatible), no carry-weight cap, faction camo nets and command-post tents, TNT Game Master scenarios (Everon, Arland), faction flags and badges. Nasty weapon mods are no longer referenced by TNT Core (run them standalone). 37 dependencies.
- Game Version
- 1.8.0.13
- Created
- Sat, 26 Sep 2026 23:01:30 GMT
- Last Modified
- Sat, 26 Sep 2026 23:08:47 GMT
1.0.0
- Game Version
- 1.8.0.13
- Created
- Fri, 25 Sep 2026 14:25:52 GMT
- Last Modified
- Fri, 25 Sep 2026 14:27:03 GMT
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