Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 20 Oct, 2024 @ 5:30pm

Updated mod subscription preview screenshot

Tuesday 22nd October 2024@15:22pm
As of next update for close quarter, then cq25 will feature a whole different looking set of work altogether and built using the liberation assets (like all cq maps), as the original map work, - japanese map (used to be cq25) - will be taken out on next update for close quarter.

As of now the Japanese map has been made in a whole separate mod here; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3353010037

Wednesday 23rd October 2024@16:46pm
When making minimaps then you always set the map facing north and the south part near you and so, you tweak the map borders to be a little outside of the whole map image that needs to be zoomed right out before you render the image. In F6 the environment parameter or weather preset library well, scrolling right down to the bottom list and look for images and click on that as I think it is the ideal setting needed before rendering image, so then when minimap image is ready to be edited, then you will have a decent result to working with. I will get back to this soon and explain much more in detail how to make your own minimap.

Update: 20 Oct, 2024 @ 5:10pm

Added more to cq22 town.

Update: 20 Oct, 2024 @ 3:50pm

Added more to cq22 town.
Reworking all maps is ongoing.

Update: 20 Oct, 2024 @ 2:39pm

More reworking to cq22 and cq24 including mission files
cq22 mission file has now included the new brit Universal Carrier Mk.II that I have included as part of the ally reinforcement tab. This script I will be adding into all cq mission files.

Note to Devs. I had to use unit_icon text from russian universal_carrier in interface/scene/unit_icon, so then to input into mission properties text image box, as there was no unit_icon for the new brit Universal Carrier Mk.II

Update: 20 Oct, 2024 @ 4:57am

Some more fixes to mission file 1. in both cq22 and cq24.

Update: 20 Oct, 2024 @ 3:32am

Some more fixes to mission file 1. in cq22 and cq24.
Updates are ongoing.

Update: 20 Oct, 2024 @ 1:37am

Minor fix.

The likelihood of Close Quarter is eventually featuring only British and American Ai soldiers fighting the German Ai soldiers after the D-Day beach landings, and the 24 maps (except cq25) representing the German occupied towns that the allies had ventured into the belly of. This is why it is very exciting to know the British lads are coming to Gates of hell, as then they can be included into Close Quarter, and become a part of the American squads that the mission files include.

Upon loading mission files then you may encounter out of map range, so then having to scroll back into map again. Am sorry about that, its a little out of my hands, as I always check map borders and always save my work in map itself, another editor mystery it seems.

Update: 20 Oct, 2024 @ 1:03am

cq22 and cq24 have been reworked - ongoing.
Added new minimaps to both maps.
Took out cq26 as never realised it was already included as cq23 which stays the same as cq23.
All 24 maps (except cq25-Japanese build), now have been reworked using Liberation assets and this map rework is always ongoing.

Update: 16 Oct, 2024 @ 1:35am

Some tidying up to cq26 including mainly mission file 2.
For mission file (2) I have placed down (4) separate camp fires (from MoW2 Mod) around the map by where the German army is situated mostly and the camp fires or entity name camp_fires2 giving a fair idea where the (4) 120mm German mortars are positioned, which are proper dug in, in the craters or entity name crater_big. In camp_fires2 entities properties I have set "impregnability" to "full" so they won't destroy in-game when hit.
The best way to get across the map towards the German line is to skip through the buildings and trenches (MoW2 Mod) and craters, dips in the grounds (which is always slowly ongoing/creating) always staying away from open ground or at least around the middle of the map and always using smoke grenades and using your own mortar guys to send over smoke cover, as you and your men advance through the war torn society town.
When advancing through the map then also remembering to, keep in mind, of the artillery barrages that will notify you when their big guns open up, craters and of course, buildings are ideal for taking refuge from the mortar blasts. You can never know when the mortar guns will open up the rockets that will hit the battleground at random times, so stay in the buildings and you and your Ai soldiers will be OK.

Update:Thursday 17th october 2024@06:57pm
Maps in focus for reworking at present time are cq22 and cq24.

Update:Thursday 18th october 2024@23:10am
Whoops, cq26 I put back in was already included as cq23, so on next update cq23 remains as cq23 and not changed to any other cq#..

Update: 15 Oct, 2024 @ 8:53pm

Some more reworking to cq20 and cq21 including mission files tweaked.
cq26 has been reintroduced taking the maps back up to 26 in all. All maps have mission files included with the exception of cq25 as it is Japanese built map using mainly Contact mod GOH and this particular map ( cq25 ) I think would be ideal for Valour users.
Also in some maps like cq2, cq22, cq23 and cq26 has the mission file (2) included and this is featuring the Russian army instead of the Americans.
Some maps ( to me ) feel more like Russian/German orientated rather than Western Front like the French buildings from Liberation, so is the reason why I will then insert a mission file (2) into the maps that give me this feeling. There used to be mission files (2) mainly in cq1, cq2, cq3, cq4 and cq5, and then from cq20 and onwards to cq26 (not cq25). Like cq1 for example, this used to be Russian/German feeling but when cq1 was reworked then it now looks very French so having the Russian Ai soldiers fighting in a French town just doesn't sit well with me. I also took out the mission files (2) because I wanted or at least I changed idea to wanting now only Americans versus the German army but again idea has changed to now wanting to put back in the mission files (2) as some of the maps (to me) look more German/Russian rather than French looking and because I have made a breakthrough with the Germans spawning in. They was always OK anyway but after editing the waypoints much more with some unlinking then I noticed a difference in Ai behaviour when it spawning in and how seemed a lot more reliable. It has taken quite a time with testing the German spawning in but where it is now is perfect especially, with advanced_ratio set to 10 and retreat_ratio set to 0.5. I leave no_retreat alone as I prefer the Germans holding back and defending. This is where odds are calculated by the German Ai soldiers. The mission file (2) featuring the Russian army versus the German army will in time be reintroduced into a lot of maps mainly in the maps as mentioned above with cq2 already having the mission file (2) included.

The reworking process for Close Quarter is with using Liberation assets that are replacing a lot of entities or models that were (I) used from MoW2 Mod mainly the buildings while keeping in the map designs a lot of entities still used from MoW2 Mod and of course, Contact mod GOH.

In cq26 in centre of map then when in-game you will notice red blobs appearing or dummy_items being the correct term but they can be dealt with by switching to f3 and then selecting all red blobs (or dummy_items) and deleting them and that's it there should be no more red blobs popping up. Also in some mission files with vehicles added then you may notice how vehicles can get stuck in-game, sometimes they bunch up together, whereas other times they don't as much.
In cq26 the German vehicles get stuck easily, but its not so bad as then you can go out in hunting parties and try to take them out, but be careful of the mortar artillery barrages I have scripted in to happen in-game, as then you will have to take shelter in the buildings nearby and in craters to, so this can slow things down a lot, and even leaving you a little confused at times and you having to get your bearings very quickly especially, if you caught out in the open because it can get so intense and chaotic and this slows things down a lot in trying to take them German tanks out or at least knock their tracks off in case they do eventually become unstuck and the German tank crew will even hop out of the vehicles and repair the tank tracks.
Same with German machine guns as they to can be repaired by the German army ( or even yourself to operate), while remembering to always destroy the German machine guns as they can be boarded again by nearby German soldiers as the last occupants got knocked off them so to prevent this from happening then you must destroy the German machine guns.
When I place down German mortars in my map designs then I usually tend to stay with 80mm to 100mm for the German army mainly for the reasons so the buildings don't destroy as much to, only this time, in cq26 there is (3) 120mm German mortars placed in craters as the buildings ( example; reich_kaserne_c7/MoW2 Mod ) usually stay intact, and this is one of the reasons why am so excited for the new mortar pits coming to Gates of Hell Liberation as part of the new dlc that is on close horizon, as I can then insert the new mortar pits into the Close Quarter maps, and it gets even better, as there is a new dlc coming with a brand performance upgrade coming to Gates of Hell AND the new British faction that is coming soon to Gates of Hell Liberation - Western Front.
I wonder a lot of the vocal emotes. Will there be any Yorkshire or Lancashire happening? Manchester lads maybe? And will there be silenced sten guns to?

cq26 like a lot of maps can get a little laggy depending on your rigs setup as there is a lot of information added into map cq26 like a lot of buildings taken from MoW2 mod. I always felt its was my work that would cause the terrible lag in-game as mainly the buildings ( from my experience in the editor) and using MoW2 mod then can cause quite a bit of lag depending on size of map and more importantly how many MoW2 mod buildings have been placed down on map. I always found MoW2 Mod buildings were a lot more heavy on the cpu that the French buildings we have now because since reworking Close Quarter maps then CQ feels a lot more lighter performance wise when playing the mission files. I think its due to debris information not gone only texture has gone from screen eye so this can in turn contribute to lag.
What I thought was my work causing the terrible lag then after some time I saw others in the community were complaining of the same issues and reporting issues the same as what I have had experienced to so it was comforting to know its wasn't my work after all and even more comforting to learn that the base games performance issue is being addressed and this important update will be dropping with the Airborne dlc that's coming to Gates of Hell in the next day or so. Of course, it goes without saying its down to the player how they tweak the video settings and having a general idea what some of the setting mean then you can juggle the video settings much more to your own preference. Medium settings now in Goh is like how the old high settings used to be, before the new graphic updates came to Goh and is why medium settings is OK.

Lastly, going back to what I was talking about up there the difference in performance with MoW2 mod there has been lots of time where MoW2 mod always felt heavier handling in comparison to working with the new French buildings we have now. I think it may be due to how MoW2 mod building debris that can stick around a lot longer, so of course, information that adds up, while at the same time, never going away, as a lot of building debris can just disappear from screen view after a little while (or not completely gone anyway, keep reading), other times it stays, although, I have found that even when building debris is gone then that could mean the building information is still there meaning ( if you know where it is ) then selecting building debris, but now only blue circle can be seen, because the texture has gone. I find this happens a lot when copying and pasting individual building debris from (MoW2 mod).
So select and copy the building debris that you see on ground, now paste it on another part of ground only building debris cannot be seen, only blue circle seen, (blue circle represents selected entity), so this showing entity/information is still there but without texture showing.
For the most part since reworking Close Quarter maps then it does certainly feel a lot lighter in performance.

To be edited..