Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

HangEmHighs Soundscape and Damage Overhaul [ARCHIVED]
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Update: 19 Jun, 2022 @ 12:55pm

Update v0.280

Updated to Function with newest version of vGoH
Sound
-) Systematic Redesign of all Impulse Sounds is currently underway, this will set standards of loudness for all sound layers, and will make each stand out more
--) Redesigned Weapons Sound Layers, close mid and far
----) M 1891/30
----) SVT Series
----) DP 27
----) PM M1910/30
----) Kar 98k
----) G 41(W)
----) G 43
----) MG 34
----) MG 42
----) 20-25mm Autocannons
----) 30-40mm Autocannons
----) 28-37mm Guns
----) 40-47mm Guns
--) Redesigned Explosives Sound Layers, close mid and far
----) From smallest to medium at the moment
-) Longer Tails on most Impulse Sounds especially at range, this makes for more atmospheric single shots and burst tails, this was previously avoided to not further strain the already overloaded buffers but seems to perform well

-) Sonic Cracks for Large Caliber Weapons
--) Autocannons
--) Small Cannons

Sound Balancing
-) Balancing vGoH sounds with those of my mod
-) Fading distances for various Sound Layers

Gameplay (Damage Version Only)
-) Accuracy tweaks
-) Stamina Changes

Coding & Optimization
-) Continued Overhaul the SFX coding for all impacts and explosions on all terrains and materials, way more streamlined and takes up less space
-) Continued Overhaul the SFX coding for all small arms SFX Layers
-) Ongoing Overhaul of file structure

Localization
-) Name abbreviations
-) Localization Polishing

Bug Fixes
-) Numerous minor bug fixes

Unfortunately Finland is currently not supported, and there are some Soviet vehicles that are not supported yet too, specifically the SMK and and T 35. My weekend has been busy with IRL things

Update: 20 Mar, 2022 @ 8:02pm

Update v0.270

-) Updated for newest vGoH update
-) Sound
--) Various Explosion Layer Tweaks

-) Sound Balancing - NEVER ENDING
---) Balancing vGoH sounds with those of my mod
---) Fading distances for various Sound Layers

-) Gameplay
---) Weapon Profile Tweaks, RoF, Recoil, Spreading Zeroing
----) Increased Weapon damage modifiers
------) Rifle Caliber to 0.045, Intermediate Caliber to 0.070 = These Cals will kill in 1 to 3 hits from zero to max effective range 500 (120m ingame) and 300 (96m) respectively
------) Added Weapon Sway in 3p DC, and added higher accuracy buff in DC as it is offset by recoil, sway and loss of Situational Awareness when in DC

-) Coding & Optimization
---) Continued overhaul of the SFX coding for all impacts and explosions on all terrains and materials, way more streamlined and takes up less space


-) Localization
---) Name abbreviations
---) Localization Polishing

-) Bug Fixes
---) Numerous minor bug fixes
----) Fix for missing FX on some explosions

Update: 13 Mar, 2022 @ 6:03pm

Update v0.265
-) Updated to function with newest GoH update v1.019

Update: 13 Mar, 2022 @ 10:40am

Update v0.260
-) Sound
--) Various Explosion Layer Tweaks
--) Redesigned all Mortar Sound Layers, Close mid and far layers
---) Mortar 37-60mm
---) Mortar 75-98mm
---) Mortar 102-150mm
-----) Added a Sweetener layer to Mortars, heard only at close range
-----) Mortar Reload sounds (placeholder)

-) Sound Balancing - NEVER ENDING
---) Balancing vGoH sounds with those of my mod
---) Fading distances for various Sound Layers

-) Gameplay
---) Accuracy tweaks
---) Recoil in DC changes, based on Caliber and Rate of Fire
---) New Unique profiles for each weapon, each weapon now has slightly different stats than others, making them each more or less effective in certain situations
----) Stats that will vary are; Spreading, Zeroing speed, Fire rate Patterns, Recoil Control
---) Zeroing has been added to all small arms types; Rifles, SMGs, MGs and Pistols
---) Removed FoV change

-) Coding & Optimization
---) Overhauled the SFX coding for all impacts and explosions on all terrains and materials, way more streamlined and takes up less space
---) Overhauled the SFX coding for all small arms SFX Layers (WIP)
---) Terrain Visual and Sound fx now vary depending on Weather, Rain for now only, expect less 'dusty' fx when raining ***
----) Explosions and Impacts use mud v/sfx on Grass and Ground Terrains when raining
----) Infantry and Vehicles use mud v/sfx on ground terrain when raining

-) Localization
---) Name abbreviations
---) Localization Polishing

-) Bug Fixes
---) Numerous minor bug fixes
----) Fix for missing FX on some explosions

Update: 13 Feb, 2022 @ 8:42am

Update v0.235
-) Sound
--) Kar 98k Sound layer clean up

-) Sound Balancing - NEVER ENDING
---) Balancing vGoH sounds with those of my mod
---) Fading distances for various Sound Layers

-) Gameplay
---) Accuracy tweaks
---) Recoil in DC changes

-) Localization
---) Name abbreviations
---) Localization Polishing

-) Bug Fixes
---) Numerous minor bug fixes
----) HHL 3kg crash fix
----) Mortars not firing fix

Update: 10 Feb, 2022 @ 7:38am

Update v0.235
-) Sound
--) PPS 43 Layers clean up, close and mid

-) Sound Balancing - NEVER ENDING
---) Balancing vGoH sounds with those of my mod
---) Fading distances for various Sound Layers

-) Gameplay
---) Accuracy tweaks
---) Slightly increased delay between bursts for MGs
---) Changed burst lengths for MGs, SMGs, Self-Loading Rifles and Assault Rifles
---) 7.92x33mm Kurz Kp43 changed to Kp 43mE, or Kurzpatrone mod. 1943 mit Eisenkern, very similar but slightly higher pen than before

-) Localization
---) Name abbreviations
---) Localization Polishing

-) Bug Fixes
---) Updated to function with newest Game Update v1.018
---) Numerous minor bug fixes

Update: 6 Feb, 2022 @ 3:58pm

Update v0.230
-) Sound
--) Reworked Sound Fade distances
--) Sound Layer Redesigns
---) All explosion Close Mid and Far layers have been redesigned
----) Explosion Smoke
----) Explosion Grenade - Now has 2 different SFX based on Grenade Filler size
----) Explosion Auto - AA Shells
----) Explosion HEAT - Standard and Large
----) Explosion Minimum - Shells/Grenades with explosive Fillings from 0.0 to 0.20 Kg
----) Explosion Small - Shells/Grenades with explosive Fillings from 0.20 to 1.00 Kg
----) Explosion Medium - Shells/Grenades with explosive Fillings from 1.00 to 3.50 Kg
----) Explosion Large - Shells/Bombs with explosive Fillings from 3.50 to 7.00 Kg
----) Explosion Massive - Shells/Bombs with explosive Fillings from 7.00 Kg +
----) Explosion Debris sounds based on terrain

---) All Sonic Cracks have been redesigned
----) Close and Mid Layers

-) Sound Balancing - NEVER ENDING
---) Balancing vGoH sounds with those of my mod
---) Fading distances for various Sound Layers

-) Gameplay
---) Reduced stamina consumption slightly
--) Accuracy Overhaul, based on MoA, weapons are very accurate but soldiers are unable to use them to full effectiveness, depending on Vet and Skill
---) This equals out to slightly less accuracy than Vanilla, Vehicle mounted MGs are much more accurate
--) Redesign of Small arms Ballistics calculations, Armor penetration should now be 100% inline with real world values, scaled down to the game's ranges of course
---) 9x19mm Pp08 changed to Pp 08mE, or Pistolenpatrone mod. 1908 mit Eisenkern, very similar but slightly higher pen than before

-) Localization
---) Native Nomenclature localisations for all infantry weapons, ammunition and equipment, Russian has been transliterated to romanized approximations
---) Localization Polishing
---) Russian Localization to follow in future - Will need help for this

-) Bug Fixes
---) Numerous minor bug fixes

Update: 8 Jan, 2022 @ 3:30pm

Update v0.220
- fixed PaK 40 Crash
--) added texmod compatibility

Update: 7 Jan, 2022 @ 8:28am

Update v0.215
-) Sound
--) Sound Layer Redesigns
---) All Cannon Sound Layers

--) New Sound Layers
---) All shared cannon sounds close, mid, and far Layers have been remade with new variations;
----) Small Calibers
-----) 37mm
-----) 40-47mm

----) Medium Calibers
-----) 50-57mm
-----) 50-57mm High Velocity
-----) 75-76mm <600m/s but > 900m/s
-----) 75-76mm Low Velocity >600m/s
-----) 75-76mm High Velocity <900m/s
-----) 85-100mm
-----) 85-100mm High Velocity <900m/s

----) Large Calibers
-----) 105-122mm
-----) 105-122mm High Velocity

----) Very Large Calibers
-----) 150mm and up
-----) 15cm StuH 43

-) Sound Balancing - NEVER ENDING
---) Balancing vGoH sounds with those of my mod
---) Fading distances for various Sound Layers

-) Bug Fixes
---) Numerous minor bug fixes
---) Fixed for compatibility with other popular mods

Update: 22 Dec, 2021 @ 7:40am

Update v0.210
-) Sound
--) Reworked Sound Fade distances
--) Sound Mastering
---) Removed most In-Engine Volume adjustments, adding these volume adjustments leads to some audio distortion and they are no longer needed due to sound fade distances
--) Sound Layer Redesigns
---) MG 34 - mid Layer (Bass was too high, has be redesigned and toned down)

--) New Sound Layers
---) All shared cannon sounds close, mid, and far Layers have been remade with new variations;
----) Small Calibers
-----) 37mm
-----) 40-47mm

----) Medium Calibers
-----) 50-57mm
-----) 50-57mm High Velocity
-----) 75-76mm
-----) 75-76mm High Velocity
-----) 85-100mm

----) Large Calibers
-----) 105-122mm
-----) 105-122mm High Velocity

----) Very Large Calibers
-----) 150mm and up

-) Sound Balancing - NEVER ENDING
---) Balancing vGoH sounds with those of my mod
---) Fading distances for various Sound Layers

-) Gameplay
---) Reworked Human stamina drain and movement speeds
---) Reworked Human Damage model

-) Optimization
--) File structure Optimizations
--) More sounds pre-loaded for improved in-game perfromance

-) Bug Fixes
---) Updated for newest GoH Version
---) Numerous minor bug fixes
---) Fixed for compatibility with other popular mods