Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 7 Nov, 2024 @ 4:44am

Reworked, cq10, cq11 and cq12 inc mission files
Updated splash_editor file
Updates are ongoing

Update: 11th November 2024@05:08am
For the next update (which should be ready within a week) I have been working on adding fresh battle sounds into all mission files. The battle sounds file is dev sound file, not mine, but can be edited all the same, which is the other exciting part, because this I want to do myself with adding in other world war two sound fx, and edited where not only is devs battle sound fx file is 1 minute long anymore, but longer say around 5 minutes long, and with other world war two sound fx added.
The battle sound fx information inputted into environment panel located at f6, bounces off audio file located in game files, and in environment panel upon first loading a mission file, then "environment preset" can be seen immediately highlighted in the "environment panel", including information for battle sound fx.
I have had this already tested (as a mod) by a friend and at their end (same as mine over here) they could hear the same, so I know it works OK and this is without even adding tree structure for set folder in environment folder, ie; goh/single/usa/etc etc.
This tested only with, default dev sound fx audio file, which is inserted into sound folder via resource folder, and mod featuring one map/mission file only. I want the battle sound fx audio file to work in all 25 maps, which I haven't tested yet, but with the right tree structure, inserted into set/environment via resource folder, then it should work OK. When opening the environment preset file itself using notepad++, then you can see all the information recorded as text, and the text information belonging to all the settings tweaked in the environment panel at f6. I will keep you posted on this.

Update: 5 Nov, 2024 @ 6:11pm

Some more reworking to cq9

Installing & Playing Close Quarter
When you subscribe to Close Quarter then open the GEM editor and click on f1 and then esc and see "mods" listed, so then click on that and then see close quarter listed ( apart from mods required ), anyway activate close quarter and click on "apply" below, then once its done its thing, then press f3 and then clicking on "load", (top right of screen) then click on "single" seen in the list, and all close quarter maps read as cq1, cq2, cq3, cq4 etc will appear well, click on any of them and see the mission file 0.mi, so then load mission file and you should be good to go.

Update: 5 Nov, 2024 @ 4:50pm

Reworked cq9 considerably

Update: 5 Nov, 2024 @ 1:10am

Reworked cq8

Update: 4 Nov, 2024 @ 12:45am

Some fixes in cq6 and cq7

Update: 3 Nov, 2024 @ 11:10pm

Minor fix to splash_editor file, this file will be updated every now and then

Update: 3 Nov, 2024 @ 11:02pm

Reworked cq1, cq6 and cq7 including tweaking mission files
Updated splash file
General tidy up

Update: 1 Nov, 2024 @ 5:45pm

Some more tweaks and tidying up in cq22
Added a new splash file which can be found in, interface folder in resource
The splash file should overwrite games default preview image seen when booting up editor and loading up a cq file to. I will be editing the splash file like adding to image, for now this file remains as experimental only, so changes is expected

Update: 1 Nov, 2024 @ 5:03pm

Updated minimap in cq22

Update: 1 Nov, 2024 @ 3:09pm

Updated Minimaps and mission files in cq20 and cq24
Some reworking in cq22 inc maps above
Updates are ongoing