Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter.Updated.26th.July..25
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Update: 26 Jan @ 12:22am

Reworked cq24 including mission file, which has been tidied up
Added to same mission file, the objectives script, with a count of 5 objectives in all to take

Map in focus is cq24

I see people in the community are updating the MoW2 mod buildings with adding them newer textures, and it got me to thinking I should make a whole new mod of how Close Quarter used to look like, before I started reworking Close Quarter using the new Liberation dlc.

Update: 25 Jan @ 3:51pm

Reworked cq23 some more
Added another objective to cq23 mission file taking overall objectives count to 5 in all

Objectives

Destroy Flak18
Destroy Fuel Trucks
Destroy Flak36
Destroy Ammo Trucks
Destroy German Mortar

All objectives above will be added into all mission files

Added game_over command
This so when all 5 objectives have been taken out then a Victory message (or other) will pop up on screen
I will be adding to the objectives script some more in future updates, as I have the idea in mind, of creating a much more satisfaction feeling for the human player when completing objectives, especially, for and after the Victory message that pops up on screen when all 5 objectives have been taken out.

Some Important Notes
When setting up objectives in the editor well, the message prompts (now) as seen on screen when an objective has been taken out, then message popping up on screen appears (looking like) text has already been added into text_browser in mission_properties, only text browser is empty, and usually because of this, then before today the message prompt (without anything added into text browser) is seen on screen differently, as to what it looks like now, or over here on my screen, which is interesting, as again, nothing is added into text browser and also, I haven't added anything to localisation file in default.pak neither.

I just hope how I see the objective message prompt over here on my screen, is the same for other players who have Close Quarter installed, if not, then another message will pop up on screen (or should), signifying objective is completed.
When setting up objectives in the editor, then usually, they appear differently seen on screen, as opposed to how the message prompts would appear on screen in single player part of game, and this usually when text browser and localisation file (in default pak) via localisation folder has been added to beforehand ie;
designed in editor first, then converted over to single player with all the necessary changes needed via localisation in default pak that is extracted so to retrieve and edit localisation file.

I emptied out all my work in map folder so only western_theatre remaining, while default.pak in localisation folder is left alone at its raw default state (not extracted), so nothing added to localisation file by me, but still objective completed message prompts appear on screen like how they looking like on screen in single player.
Usually, when nothing has been added to text browser in mission properties, and thus nothing added to localisation file either, and in testing when objective has been taken out, then message prompt usually looks something like as follows;

NEW OBJECTIVE
MISSION/CQ23/AMMO TRUCK

The message here (above) usually when in editor play, and without any text added to text browser in mission properties, nor localisation file neither, is how message usually appears on screen in editor play via f1 simulation.

Only now its different (as above) and still in editor play, and the same without text added to text browser in mission properties, and while also in f1 simulated play, then when an objective has been taken out, then as follows is the objective completed message seen on my screen;
NEW OBJECTIVE
DESTROY AMMO TRUCK

The thing is its exactly how it would look on screen in single player part of game to.

Update: 24 Jan @ 3:35pm

Reworked cq23 some more while tweaking mission file, which now has 4 objectives added

Over slow time, all 25 mission files in all maps will have the objectives script added in to.

All empty spaces you see in map design in cq23 (and in all other maps) will be added to as part of the reworking process, the idea is not as much empty spaces seen when in-play. This reworking will introduce more detail to be added into the empty spaces, like for example, back of a house only there is no fence, or wall, shed, outside toilet, added yet, so in-play in parts of map design then it can look a little bleak or empty, not as much when in third person mode, but more so when micromanaging at an aerial perspective, like looking down at the map from high up, like say when using direct control, so the added detail will take care of this emptiness and especially, when there is shellfire and grenades etc going off in the areas that have been reworked, only this time the reworked areas not looking as bleak or empty anymore.

cq23 is still map in focus

Important Information about Objectives
When in-play and while still in f1 mode, then pressing O on your keyboard will bring up the objectives panel, and there you will see all 4 objectives that needing to be taken out.
At the beginning of each objective (in the objective panel) you will see arrows and clicking on any of the arrows for each objective will then take you to where that objective is located.

The important thing to remember is when you take out an objective say, the fuel trucks, or ammo trucks, then be patient if you not see the objective message pop up on screen, even though you have hit the vehicles more than a few times already and they on fire looking like they destroyed, and this can be either using satchel charge or bazooka, and even when satchel charge has been placed near objective, then there is times when it don't go off, so it got to be done again, but eventually, the message prompt will pop up on screen signifying objective completed, you just have to keep hitting the objective even if its on fire.
When an objective has finally been taken out and the objective message popping up on screen, then pressing O on your keyboard to open the objectives panel, and there you will see in between arrow and say destroy ammo trucks, will be a yellow tick, telling you this particular objective is now complete.

At the beginning of game you will see 4 flashing circles on your hud minimap, which marks the objectives locations. When an objective has been taken out, you will get an onscreen prompt telling you objective completed, this prompt will be differently seen, as opposed to objective completed message prompt seen on play screen when in single player part of game which is outside of editor, the message may read something entirely different, as no information has been inputted into the text browser in mission properties, but all the same the objective completed (or other) message popping up on screen is enough to tell you that the objective is completed.

I will be adding more script ideas to the objectives, as I know the win/lose command can be used, while also, I will be looking into adding sound fx to the objectives taken out.
The objective script can be tied to other scripting ideas like for example; once an objective is taken out, then say a German counter attack will begin, or Allied armoured support can be called into game and help to take out the rest of the objectives.
While this is happening then German bf-109 Messerschmitts can be triggered (via script) to suddenly appear swooping in with guns blazing away, then other ideas can happen in game, like mortar barrages, and having to take refuge in the craters or in partially destroyed buildings for cover, and the bf-109's as they swoop in can trigger other ideas or events to pop up in-game.

So then a story line can begin to come together with using the text browser in mission properties for dialogue and other like naming objectives.
As part of objectives complete, then cinemtatics can be triggered to show say a German counter attack, and the cinematic scripting allowing the option to turn game design into snippets of small film in between game play.

Update: 23 Jan @ 7:16pm

More reworking and tidying up cq23 including tweaking mission file

I have started refreshing my mind on the objective script, this so the player can take on a series of objectives in-game, (which I script in), it could be 5 objectives in all to take. Like for example: destroy flakgun - destroy fuel trucks - destroy ammo dump - destroy German mortar - destroy German officer
The Close Quarter game play will feel a lot more rewarding, rather than how the game play is of now, which all the same is still very enjoyable, only the human players, regarding objectives to take, will have to use a lot more tactics and flanking in mind when executing objectives.
The objectives script can be tied to other script, like once objective has been completed, then the other script could be a German counter attack consisting of vehicles and foot solders, or a German plane swooping in and dropping its bombs, or even Allied armoured support scripted to come in say 1 minute from when objective is destroyed, then armoured support take out the rest of the objectives, cinematic scripting can be added in as part of objective mission design. Cinematic scripting I have already tested and have worked saved already.

When objectives are completed, then an objective message pops up on screen signifying this, only the objective completed message won't be the same, as when seeing it like in the single player part of game (outside of editor), so objective completed message seen on screen in editor play will be differently read on screen.
This sort of game design setup in the editor can, therefore, be implemented into the single player part, as well, as its in the editor where all single player playable content is designed first THEN all editor work is converted over to single player, but of course, this idea is on the distant horizon of the kinds of ideas that can be involved in the creation of Close Quarter.

cq25
cq25 I want to have as part of Close Quarter, but I think its best it be put into a separate folder, like a bonus folder or even eastern european folder, like western folder as of now, and thus given a new name. cq25 (to me) looks more like eastern european setting rather than western euorpean setting.
cq25 features the Russian army fighting the German army, so really cq25 doesn't sit very well concerning the splash screen for Close Quarter reading Normandy, but all the same, I want cq25 to still be involved in the creation of Close Quarter, so a separate folder for this would be ideal. For now cq25 stays as it is until I decide what to do.

Update: 23 Jan @ 4:25pm

For cq23 some tidying up including mission file

Update: 23 Jan @ 3:12pm

Reworked cq23 much more

Update: 22 Jan @ 8:58pm

More rework done to cq23 including tweaking mission file

As of the error, that people in the community including myself have experienced since last update, then of course, the new update ( I think) is only for testing and the version for this is called open beta.
Where the game versions can be rolled back to previous versions, then its the open beta seen in the list of versions usually located at the bottom of the versions list, and that this test is for the new entities (new update) added into game along with fully updated (2025) brand new high res textures, which in-turn puts the RAM to its test, and once this test is finished via feedback from the community, then dev will accept open beta to come out of beta phase and so, be called a version name like for example v1.048.
For now the version name (for new update) is open beta. When I saw the open beta mentioned as part of version name, then thats when the penny dropped, as with experience in playing Goh, then I have learned newer updates can begin at open beta phase first before being considered as an established version like v1.048, so then the new version name is seen in the list where the game can be rolled back to previous versions.

Also where I was talking about Ai reaction in Update: 19 Jan @ 7:51pm and this Ai reaction to be edited in Ai files, then for the most part in-game, the Ai soldiers on both sides do ok when reacting to enemy seen, whereas there is times where you can be in the heat of battle and when you turn around then there as bright as day is a German Ai soldier right near you, only the German Ai soldier is pointing its weapon in the opposite direction to your character controlled Ai's line of vision in-game, especially when in 3rd person mode.
Its weird to see, but accepted immediately as I suppose it be called a bug or gliche, that sort of thing, like you can see the German Ai or Ally Ai character is acting dumb, or least this is what I have saw what the community will call the Ai when it acts this way.
As I said for the most part its ok anyway, and the Ai soldiers always give me exactly what I need to see, which is Ai running, or advancing, reacting and shooting at enemy seen, ducking, squatting, laying prone belly flat on ground, lots of time while in play the Ai soldiers will decide for itself to taking up positions, after spawning in, the best part to that is the Ai soldiers thinking for itself via its default script, especially, when micromanaging has already finished.

Its only at times I see the Ai soldiers act this way, of course, its gonna massively bug the player in single player campaign or conquest, where even tank vehicles not reacting to enemy tanks, apparently the Ai tanks (controlled by human player) especially, when not micromanaging but tanks positioned and can be sat there and not fire a single shell and the enemy tank is right there that you just couldn't miss, so the vehicles can act a bit dumb and this can drive the player potty in-game, but in my testing in the editor I always see the tanks shoot at enemy tanks seen.
I guess for editor experience, then its different as to single player, where it can be limited for the player to do anything to fix the Ai, whereas in the editor there is that total control, which is what I prefer, so when experiencing the Ai soldiers acting this way, then really (for me) its no deal breaker but all the same, the Ai reaction does need to be edited in Ai files.

Update: 22 Jan @ 3:15pm

Tweaked mission file for cq23

At present time map in focus is still cq23

Update: 22 Jan @ 10:52am

Reworked cq23 much more while tweaking mission file.

I think new update is for beta version

I had to roll game back to previous version being, v1.048, as I was getting crashes after last new update to game, but I don't think this can affect people who are using the updated game version and playing Close Quarter, it should be ok even if I have saved cq at previous version of, v1.048. I thought it best to mention this.
As for what I have read in the discussion forums is that the error is not anything to do with players pc machine, and that its error belonging to something like source code part in game or what game was built on, so its dev related, but then again, maybe what I read is wrong to, I guess we may found out soon.

In the community I see discussions on the page file in virtual memory needing to be tweaked or it should be off and left alone, am not sure which way to turn, so need to do more research on it, but the overall bottom line, its all about how much RAM you got when playing Gates of Hell. As of recent updates to the game concerning the error (which is for the same for others to I have saw) then fingers crossed it is dev related, and not entirely anything to do with players pc or laptop regarding RAM.

I have only 8GB RAM and I never play single player ( I have tried but crashes, freezes), and other like multiplayer (which I never bother with), because really I spend all my time in the editor anyway.
New updates to the Gates of Hell could be new entities or models added, then textures coming with newer entities and other like the breeds system, which is what Ai soldiers got equipped, as well as weapons, then its uniforms, belts, buckles, gun pouches, spades, rucksack, a lot of stuff added to one Ai soldier but added with brand new textures which are of high resolution, which really is why the game recommends 32gb maximum of RAM, while for minimum recommends 16gb RAM. Then you have to think what video card to invest in, which can bounce between Nvidea, AMD, RTX, Radeon, I am using Nvidea.

My map work is usually quite big anyway, or least is what I consider my map work to be, point am making is, the bigger the map and amount of entities added (for both map terrain and game design), in-turn, can put the pc (or laptop) into test phase, this solely depending on the RAM slotted inside the machines hardware.
Apart from map entities such as environmental assets (or entities/3d models) needed to design towns etc , and again all owning high res textures, then there is also game design entities, (which is separate from terrain making), and game design entities like soldier models, vehicle models, cannon models, so many different cannon models belonging to one faction alone, that's just cannons, each cannon model owning high res textures.
Tank models the same, medium tanks, light tanks, heavy tanks, (to one faction only) again all with fully updated high resolution textures, and textures which is separate from entity model.
For the model entities when stripped down now without textures seen, then its mesh or bone system, what makes the model or entity itself. Model bone system (or mesh) can be used for cinematic scripting to, but of course, I am speaking on behalf of GEM editor with using the camera_follow_bone command.

For game design still, then other entity models like cars, trucks, armoured trucks, halftracks, motorcycles, planes, ground mounted light and heavy machine guns and different models to, mortars, so much stuff added into the game and again, all owning high resolution textures, so its understandable if a player may feel that terrible lag because that's the clear sign that the RAM is being tested when in-game, especially, if they only got 8gb like me.
For map creation or terrain making then each environmental asset (entity) used to design, then all entities owning again high resolution textures.
There is so much added into the editor already (which is what is used to make devs single player etc), its all just adds to the test regrading RAM and its adding up still and apparently for several years yet.
Overall, so much information belonging to one entity model alone, so bearing in mind its the high res textures added really that puts the computers (or laptops) RAM to the test.
When rolling back game versions because of game issues popping up out the blue, then keeping in mind, you don't get what comes with new updates such as newer entities added into base game itself.

Update: 20 Jan @ 4:37pm

Reworked cq23 much more including tweaking mission file