Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 24 Jun, 2024 @ 11:58pm

Overall tidy up to some maps while tweaking mission files.
For cq10..
Vegetation has had total overhaul and is still ongoing
"This overhaul includes all maps while some have been done already."
Minimap changed but will change again.
Tree_attach (for placing Ai soldiers in) is spotted by trees slightly different shade in green.
In some maps you may come across blue men (Ai textures missing) which is still in tidy up process.
Again in some maps you may come across red blobs or dummy_items again this is slowly being tidied up.
The stamp crack_long_01 (in all maps) and located in landscape/stamp/destroy will be some time yet before all stamps are tidied up.
"Check down below in Update: 20 Jun @ 7:57am for more info on this".
You may come across floating entities.
Also grass ironically dislodged in ground and rise from mortar impacts and may look a little odd at times in-game. I am working around this.
For mission file 1. (cq10) German vehicles tend to bunch up.
Updates are ongoing for all maps and mission files.

Update: 19 Jun, 2024 @ 11:57pm

All local skirmish has been taken out due to errors and will be reintroduced again at some other time.
Minor fix to cq16.
The new stamp, crack_long_01 via (f2) landscape/stamp/destroy (introduced from devs for base game). Here is a screenshot of the new stamp (with blue circle showing stamp selected) https://steamuserimages-a.akamaihd.net/ugc/2478749796858214987/91851F56998408FB3C7BE3CC127C823629E986AB/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false well, it has overwritten another stamp that was used in a lot of map builds so new stamp now overwriting old stamp only now its turned into a slow tidying up process as the new stamp is scattered in a lot of map design work but the new stamp at a lot of times looking out of place or bunched up so my map design work has been affected by previous updates for the game.
This is mentioned in notes from the dev to the modders so its already known of. So there is times when the modder (like me) will have to update their work again by fixing the errors made by the base game updates. This is why I took out the local skirmish as since previous updates then again this has messed up the local skirmish or battle_zones which now always results in errors popping up when trying to play. So this is going to be keeping me busy for a while.
Updates are ongoing.

Update: 19 Jun, 2024 @ 10:21pm

This update comprises of a lot improvements, fixes, tidying up and new builds added to all maps which is always slowly ongoing. Also all mission files have been tidied up to which again is always ongoing. From cq1 to cq5 then all five maps featuring two mission files which is as follows; mission file 1. Americans versus the Germans. Mission file 2. Russians versus Germans.
In all other maps mission file 2. has been taken out so only mission file 1. remaining which features the Americans versus Germans but mission file 2. never really felt right seeing the Russians running into the French towns. Over time I will add the Russians back into the maps mainly maps starting from around cq20 and onwards to cq26 which actually has the mission file 2. already included because this time the Russians running in blends very well with the overall model buildings idea.
Its the buildings that you can see the difference in nation idea between Russian/German buildings and the French buildings so from around cq20 I will be concentrating more on introducing more Russian German model buildings so then I can include the mission file 2. again. Cq25 which is a Japanese map build has no mission files included so you can add in your own Japanese soldiers and setup your own game using Valour mod here; https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2537987794 Be sure to read the authors important notes. Also as part of update is a lot of blue men (Ai missing its textures) have been taken out to and this tidying up process continues.

Important to remember is to always have your video settings turned down as a lot of mission files can get quite intense and can cause sudden lag or freeze depending on your rig setup. Of course you can edit the work yourself and create your own world war two game. Switching off grass in options can help to boost game performance.
To be cont..

Update: 7 Dec, 2023 @ 6:45pm

New update in the works..

Update: 6 Dec, 2023 @ 8:56pm

Tweaked mission file 2. in cq13.
Updates are ongoing.

Update: 5 Dec, 2023 @ 10:52pm

This update comprises of a lot of map work being tidied up as well as being added to some maps considerably. Also Valour mod sadly is not featured anymore as I was experiencing crashes and felt it made more sense just sticking with using the new USA faction introduced by Liberation Update.
The mission files are 1. Russians versus Germany while 2. is Americans versus Germany, of course, the Americans being the new USA faction introduced only quite recently.
All germount scripts have been tidied up although this process is still ongoing.

Cq13 is missing remounts these will be put in shortly while other maps missing remounts will be added in soon. Also in cq13 you should check out for the new french buildings that came with the new Liberation Update. More new french buildings will be added over time to all map work as well as the new environmental assets we have now to.

Update: 16 Sep, 2023 @ 10:06am

5th December 2023@ 13:15pm
New update coming to Close Quarter soon. Stay tuned....
A heads up a new update for Close Quarter will be ready in a week at most. This update will comprise of a lot of maps being added to considerably while also tidying up a lot of map work to which is always ongoing. Reediting the mission files as well so now instead of the ally Ai spawning in every say 40secs then replacing this script with using reinforcements tabs script then the human player can decide where the Ai soldiers get to go rather than the ally Ai thinking for itselves after it spawning in and reaching the end of the waypoints where the actor_states are placed.
Also Valour mod won't be used anymore as I felt it made more sense using the USA faction now that it is part of default Goh so each mission file (default & v1 - soon to be titled differently) will be including the new reinforcements tabs which for all missions files is nearing completion. German Ai spawns have not changed.
All that is needed now is a new British faction and everything would be complete really as much as it is anyway with Goh but a British faction would be the icing on the cake.
So yes its very exciting to announce that the new USA faction from Liberation Update is now playing an important role in Close Quarter and equally exciting is with using the new editor models and adding them to my map work which again is ongoing. I just love so much the new french buildings. Anyway if you have any work already saved using Close Quarter then I suggest you save it in a different location before Close Quarter gets overwritten with the new update coming soon.
Another part of the update is that all germount script has been tidied up and all ally mission files with the remount script will be featuring the new USA heavy weapons such as machine gun and mortar. Also other script like taking out the armour script (for both sides) although vehicles mainly for German side is still featured in a lot of mission files. Of course the human players still has the option to put their own vehicles in.
Lastly, in all maps in Close Quarter have been affected slightly by the stamp; crack_long_01 which was part of the new environmental assets added into the editor as part of Liberation Update, and this stamp has overwritten the original crack_long stamp I was using from the Mow2 mod only it has disappeared and has been replaced by the new crack_long_01 stamp and in a lot of map work depending where the crack_long_01 is placed then it can either look odd while in other parts of map it looks ok so now I am working on toning these stamps down and fingers crossed I can port back in the original stamp soon. The process for this tidying up will take a while so hopefully all should be back to normal in future updates.
The crack_long stamp (from Mow2 mod) and located in (F2) landscape/stamp/destroy well, once stamp is placed then its seen by the human player as being a long jagged looking crack in the virtual ground surface hence stamp.
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Some more fixes to cq1 map build including default.mi.
Updates are ongoing.

For throwing smoke grenades while in editor play then its pressing f3 then keypad-1 then back to pressing f3 again to throw smoke grenade.

Update: Friday 22nd September 2023@13:27pm
Lately, I have noticed a remarkable boost to game play performance while spending time in the editor as I generally keep to around medium to high settings depending on size of map. Only lately I have been whacking it up to ultra because in high setting game play feels like a breeze especially, on bigger maps. Usually I will put it down to internet traffic in time zones easing as a lot of people will logoff and go to bed at certain hours so traffic times is usually when more people have finished work/studying and time zones can become congested like wireless signals so having to turn one or two things off so other things can work better at certain hours.
Only lately, no, its not that, its the game. I have saw updates installing automatically so I check for Dev Updates but a lot of the times I don't find any so I usually think its for the authors updating their work and will check content folder in workshop but again no, I see no mod date updated. There is a lot of fixes and changes and whatbot on the Devs update so if anything has been further optimised in the game in regard to performance then over here am definitely feeling it in editor experimental play. An important note to remember is when using the Mission state for re spawning then its the amount of Ai soldiers or vehicles (information) in-game that can still play a massive role regarding impact on your cpu as a result of memory overload as each Ai soldier owns its own script using text information so it all adds up anyway.
So if your game begins to feels a little sluggish then tone down the video settings. Medium settings with shadows on high is fine. Even more better when using weather or environmental presets introducing a thick dense fog and slight fog even and looking yonder the buildings and trees and telegraph poles all blending in still looks awesome in medium settings.

Updated: Wednesday 20th September 2023@ 18:00pm to be edited until next update.
I just saw it again in-game after I fixed up the medium tank M4A3E8 from Valour Mod here, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2537987794 and could only manage one Ai crewmen and two ground Ai soldiers nearby. So off we went deeper into the French town and as we drove through another Ai crewmen that was nearby automatically hopped aboard the tank. I was in first-person when it happened and it felt really exciting seeing this in-game. So yeh now there is four of us aboard the tank. I remember there was three of us only in the tank seeing this from the Ai soldier (or crew) icons show below on screen after highlighting tank before venturing off into the French town.
Also German vehicles spawning in-game are responding quite well to random chosen paths (after reaching ends of waypoints). German vehicles driving throughout the town rather than they bunching up on one side this seen from human players line of game sight. Especially, like the armoured cars - Sd.Kfz 234/2 (5cm) and Sd.Kfz 231. These German armoured cars can move really fast around street corners they never driving into and staying stuck at other structures like buildings, broken vehicles, that sort of thing. They are fast movers and really best enjoyed from an ariel view. The neat thing is these German armoured cars will reposition very quickly.
An important note to remember is when vehicles will bunch up then one reason is because a lot of enemy is at one side of map only and crucially, if there is other enemy vehicles in the same spot then allie vehicles will line all their sights on enemy vehicles resulting in bunching up. In the heat of battle then seen are broken vehicles within editor feet of each other.
German heavy tanks like the Pz.Kpfw VI H Ausf.H1 and Pz.Kpfw Tiger Ausf.E 'Ace', again moving throughout French town quite smoothly instead of bunching up usually a lot to the right seen on minimap.
From my playing perspective in the GEM editor I am witnessing Ai vehicles (with crewmen) thinking for itself in the French town the best part being without any human player micromanagement involved. After all the years of world war two gaming the Ai soldier working by itself still fascinates me. Everything working in default only. Out of human players moving hands. The German AT infantry taking out one of my own ally vehicles and in complete surprise to. Its very exciting. The Ai soldier thinking for itself via self-learning script.
In my opinion Ai behaviour is getting a lot smarter on the virtual battlefield but of course keeping in mind here that this is only from spending time in GEM editor play. I will keep you posted.

Update: 16 Sep, 2023 @ 8:51am

Some more fixes in cq1 mainly focusing on paths for the vehicles spawning in.
Also removing hedgehogs (ground defences) near spawn points for both factions, while keeping ground defences in the middle of town instead. Removing broken vehicles as well as sometimes vehicles can get stuck upon driving into them. Although a lot of the times while in-game I do see German heavy tanks when either driving into a broken vehicles or ground defences and still they reverse and choose another path at random.

Update: 16 Sep, 2023 @ 7:38am

This update comprises of fixing cq1, cq2, cq3 map builds as a lot of models building (ruins) had disappeared and now all 3 maps are back to original designs.
Remount/germounts scripts have been tweaked. This process is ongoing.

Update: 15 Sep, 2023 @ 7:34am

Update: Saturday 16th September 2023@10:45am
I have noticed mainly in some maps like cq1, cq2, cq3, some building models (ruins) have disappeared leaving quite big gaps. This may have been due to the recent updates we have been having? The lost models mainly coming from the Contact mod. The models are still there in Contact mod. I have backup work so will be using that to fix the maps.
Oddly enough other maps are not affected as the maps owning already model buildings from the same Contact mod to. Although since the model buildings have disappeared I have now saw my work in a whole different light so this in turn prompting to rebuild some maps that have been affected (?)
Anyway on the next update maps cq1, cq2, cq3, will be fixed with original map designs. As of now other maps seem not to have been affected.
In the meantime, I have been fixing remount/germount scripts and also upgrading the Ai soldiers inventory systems including the Germans to. I will keep you posted.

Update: 15 Sep @ 3:34pm
Some more tweaks to cq5 - v1.mi
Including sprucing up ally Ai soldier inventory systems. This is ongoing.
Also for environment preset (f6) I would recommend:
goh/single/0x-skirmish/1943_02-ger_kharkov