Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 27 Nov, 2024 @ 7:40pm

More reworking cq17, including tweaking mission file and adding in two more vehicle reinforcement tabs ie; bren carrier and scout car for the allies

Update: 27 Nov, 2024 @ 3:49pm

Some more fixes and changes made to cq17 inc mission file

Map in rework focus now is cq17

Update: 27 Nov, 2024 @ 2:09pm

Some fixes in cq17 including mission file

Update: 27 Nov, 2024 @ 12:26pm

Reworked cq12, cq16, cq17 including mission files

Cq12 has been reduced in size quite a bit, so now it looking more narrow in length and width to. Other maps have been reduced in size already. This also for the purpose of overall map performance in mind, especially for mission files, as less map information used via f2 assets for designing towns then the better for balancing play via f1 and for map performance to as there will less lag depending on players rig setup.

Then again maps like cq4, cq10, cq17, cq19, cq25, will not be reduced in size. Cq17 or like cq25 (to me) are big maps, but of course, to other gamer's big maps are well, much bigger, so I guess it be fair to say for the most part concentrating on map performance, keeping entity count under 10,000, especially, for missions files, while some bigger maps can lag performance, due to map size with polygons used and textures to, but overall creating maps that can cater for all gaming systems mainly for low grade rigs.
So of course this is where tweaking the video setting plays a massive role and a little understanding on what some of the video options available are for exactly, will in-turn, helping to boost game performance to with the right knowledge in mind concerning tweaking the graphics settings. So with this in mind I think outside of the box or editor so I then designing to cater for all systems especially, for low grade rigs.

Important Information
The amount of information or entities in count, so environment entities or editor assets or 3D models, placed down on map surface, (I think) for an accepted count would be around 10,000 entities, then again, 20,000 entities I saw mentioned once in a forum discussions as the amount used when building a map or town, countryside etc. Cq17 design is clocked under 7000 entities used.

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But going back to talking about cq12 a lot of work (not including buildings) has been moved to where the German defences is in the hedgerows that carrying on from behind the town.
Best way to easily see what am talking about is scrolling out and looking yonder between the french town and the 3 sisters (tall chimneys) and from an areal perspective you can see the work that was moved and is very similar in idea used for the ally side to. Overall, cq12 (like all maps) is still in rework development.
Mission file for cq12 (which will be tidied up) is quite intense so you may have to turn down your video settings? In options via f1 esc then tweaking texture filtering and texture detail and shadows to medium is complexly fine, as you will still get decent graphics.

As a personal preference I find game play that is a lot more important than graphics really, so sacrificing graphics via options in-turn can greatly improve game play via f1.
In options via esc in f1 then switching off grass and lowering water level can help to boost performance to.
A new minimap has also been added to cq12 and will change in future updates

Update: 26 Nov, 2024 @ 12:22pm

Reworked cq12, cq16, cq17, including tweaking mission files

If you encounter performance issues, then changing video settings to medium is completely fine, you still get decent graphics and also plenty to tweak to. Medium settings now is like how the old high settings used to be before the new graphics system was introduced into the game.

Update: 24 Nov, 2024 @ 10:37am

Some more tidying up to cq6, cq7 and cq8, including tweaking mission files to

Update: 24 Nov, 2024 @ 6:58am

More rework done to cq6, cq7, cq8 and cq17, this including tweaking mission files

Notes to remember..
Bathtub in backyard.

The rework includes town environment detail, so not anything to do with buildings being added as part of rework done to a map, as most buildings used from MoW2 mod has already been replaced by the much newer up to date french buildings there is now in the editor,
but still walls, fences, bushes, grass, ground textures, roads, and lately its been tidying up the tall standing town houses or correct entity name town_house_eu06_4103_4et which is from the Contact mod GOH, and that can be seen at both left and right far sides of maps, so lots of tidying up and rework still needing doing to Close Quarter, which is basically, redesigning parts of town designs (in all maps) using liberation or euro assets.
Although, some maps (like cq17) do still need to have buildings replaced, as I rather have the newer french buildings replace the buildings used from MoW2 mod, and which some buildings models or entities are still seen in some maps. And even when all model buildings entities from MoW2 mod has been replaced then still MoW2 mod will still play an important role in the creation of Close Quarter, especially, for the entity models barn_annex and spade, bucket which I use all the time.

The barn_annex is a coal bunker with a small shed and is ideal for placing down behind french buildings as part of backyard design, and of course, not forgetting the bucket and spade. There is another entity also the same but designed slightly differently this particular model called barn_annex_facade. Oddly enough, the coal bunker or barn _annex << this one, looks very similar to the coal bunker we had in the backyard when I was a nipper, then again, I guess all coal bunkers would look quite similar anyway. If the developers designed a coal bunker with shed attached, an outside toilet and a wall with a bin built into it then that would be the icing on the cake really.

Here is a screenshot I made giving you an idea of the two different barn_annex(s), the one on the right is the barn_annex_facade, while the first one on the left is barn_annex, and then of course as you will see there is the bucket and spade to.
https://steamuserimages-a.akamaihd.net/ugc/34434969717730752/26DD86041251AEE3E69335716988D7433907F26E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

And entities still being used from MoW2 mod, like the bucket and spade and greenhouse to which is another entity model from MoW2 mod that I will use a lot, so as I said, MoW2 mod will still play an active role in the making of Close Quarter, while of course, using Contact Mod GOH to. Overall its really only model building entities from MoW2 mod that will soon be gone completely.

Here is the greenhouse (link below) as you will see the texmod (bottom right) set to to 2 which is my favourite texmod to use granting the option to turn the greenhouse glass frames to blue. Zoom into screenshot and see the boiler inside with its flue sticking out the top of greenhouse.
https://steamuserimages-a.akamaihd.net/ugc/34434969717766042/930745C2EB3CF2AC18D60CE83AFF79821894CCE5/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

But back to talking about all building entities from MoW2 mod being replaced by the much newer french buildings there is now well, a lot of maps or town designs has had this work done already, while more importantly, all maps having at least one basic rework done to them
and this rework now set in place still to be added to like adding in more town or environment details, and also at present time concentrating on tidying up grass and way points mainly for the German spawn while also (remembering) to tweaking the fade script to 10 seconds instead of the usual 5 seconds, its only a little script but its very effective.

Update: 22 Nov, 2024 @ 1:07pm

Some tidying up to cq6 including mission file to

Update: 22 Nov, 2024 @ 10:45am

Added considerably to cq6 town design which is ongoing at present time
Tweaked mission file for cq6

Update: 21 Nov, 2024 @ 3:02pm

More tidying up to cq5