Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
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Update: 10 Jan @ 10:22am

I forgot to slot back in cq25 which use to be cq1 for eastern_european folder
Also cq25 has been reworked and will continue to be reworked
Mission file for cq25 has been updated now with German vehicles
cq25 features only Russian army versus the German army

When you begin editor and after subscribing and activating Close Quarter, then when opening editor and in single instead of seeing all the close quarter maps, you will see 1 folder titled as follows; western_theatre. and in this folder has 25 maps in all with mission files for each map.

Update: 10 Jan @ 9:59am

After some sleep on the european folder then I have decided to keep Close Quarter to western_theatre only. The reason for this decision is I want to keep to the western_theatre folder and not be side tracked away from it with working on other maps like eastern european folder. I want to keep reworking western_theatre folder ready for the British faction dlc that is coming to Gates of Hell sometime this year. When the British faction dlc does finally drop then Close Quarter will be complete.

Update: 9 Jan @ 12:12am

Game Tip
Selecting a squad and you the leader and when you run, then your Ai soldiers run with you, but behind you and you can order your Ai men to attack the enemy which can be vehicle or soldier. Aiming weapon at enemy then clicking on middle mouse button and so, your Ai guys will now attack the enemy.

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I wouldn't mind creating a full on tank battle with plenty of field guns or cannons on both sides and of course Ai soldiers spawning in at both sides to with defence systems designed for both Ai armies. Full on up to date graphics and sound to all blending in with the immersion of it all. It really is quite breathtaking. When you get up really close next to a field gun in-game you can really appreciate the work gone into the gun model designs and how they behave when they fire.

Scripting cinematic for this idea would be the icing on the cake really, and it why I miss the wide screen option which can be located via shift-C in Men of War Assault Squad 2 editor. A mod called British Campaign (link below) and made by fastlegs, you can see the wide screen option used with cinematic scripting to when the German tanks and infantry come rolling in.
It just makes it even more spectacular and very special to see in-game. Scroll to 6:03 to see the wide screen option used https://www.youtube.com/watch?time_continue=364&v=mtEX3AxOHxk&embeds_referring_euri=https%3A%2F%2Fwww.moddb.com%2F&source_ve_path=MzY4NDIsMzY4NDIsMzY4NDIsMjg2NjY

Update: 8 Jan @ 8:59pm

This update comprises of some changes made to the overall mod setup. Now when you begin editor after subscribing and activating Close Quarter, then when opening editor and in single instead of seeing all the close quarter maps, instead you will see 1 folder titled as follows; western_theatre In western_folder is all 25 maps.

Update: 7 Jan @ 6:04pm

Reworked cq18, while cq19 has been reworked considerably, and always including tweaking mission files and overall map cleanup.
As part of mission file for cq19, then 3 more german soldiers has been added, taking the amount of german troops to a squad (after each spawn) to 14. The 3 german soldiers added to squad are only equipped with splinter grenades (m24) and one m24 - AT grenade along with bandages and that's it.
I want the grenades thrown by the the germans to increase in number tossed over at the allies trying to save the french town.
All 3 german soldiers are packed with these grenades, without weapons like rifle or other like mp40 etc. For this experiment to happen properly is to enter the belly of the french town, so then once allies are in close distance to the german army, then the 3 german soldiers added to squad can only fight back using what it has in its inventory, which can be viewed in-game via f1, when selecting Ai soldier, and then pressing I on keyboard.

At present time cq23 is map in focus, this while reworking between cq18 and cq25.

Note to Devs
Sometimes soldier_foxhole_deep loses option for arrow to appear, when mouse pointer hovering over it, signifying soldier to enter foxhole

Update. 8th January 2025@08:20am
In reflection to what I was talking about in Update: 5 Jan @ 5:06am (down below) with game concerns for all parts destroying for french buildings when hit by mortar fire (exception of tiger tank and other vehicle) also, when even medium tanks drive through the buildings then french buildings destroy to quickly and far too much and so, only foundation base belonging to french building remains when all parts of building has been destroyed completely flattened, and how this can take away that special war-torn derelict town idea, which really is the ideal setting for a world war two game,
especially, when deep in the pulsating throbbing heart of ongoing fierce close quarter fighting with the enemy, and seeing the partially destroyed buildings all around just allows everything to blending in with the whole world war two immersion of it all, everything is where it should be, some buildings parts still remaining, derelict idea is always there, rather than fighting in a completely flattened town, which ( I think) of course, depending on the human player, but I think fighting in a flattened town can or could affect the enjoyment felt in-game.
Then russian_house_ruin1 and russian_house_ruin2 located at construction/rural/buildings serves as the perfect example for this idea.

Another suggestion for french buildings (like in mowas2) to catch fire when hit by molotovs and fire extinguishers.
Wide screen option for Goh editor would be ideal when creating world war two film clips or scenarios. Wide screen can be located in Mowas2 via shift-C.

Update: 6 Jan @ 11:23pm

Some small fixes to cq18 town design, including adding 2 more German soldiers to mission file, taking the amount of troops in squad to 14. The extra 2 German soldiers are equipped only with splinter grenades and that's it. No trigger shooting weapons, just grenades and bandages. After spawning in then extra 2 German solders and when they reaching the ends of the waypoints, then they will use only what they are equipped with. I should have thought of this earlier. So I have decided to incorporate this experiment into all mission files in all 25 maps.

Update: 6 Jan @ 10:00pm

Reworked cq18 town design considerably while tweaking mission file.

Note to Devs..
in construction/military/fortifications/sandbag_view/sandbag_one
then a suggestion maybe consider adding another texmod to sandbag_one so then another texmod will look like some of the individual sandbags attached to sandbag_spread, so then when scattering sandbag_one, (with lighter texmod) then can blend in with original default texmod belonging to same sandbag_one, so then a sandbag spread can be created using both dark and light texmods for sandbag_one.

Update: 5 Jan @ 11:55pm

Reworked some more cq18 cq19 cq20

Switching on Streetlamps
In cq20 mission file and while in play, then pressing F6 to bring up the environment preset window, and while not clicking on anything at all on the left side column where you will see as highlighted in yellow, the weather environment file name, which is, goh/single/04-usa/1944_12_hotton well, to switch on all streetlamps in-game then in environment parameter window at the very top you will see [+]light, click on [+] and scrolling down to night and a little box seen sat next to it, then its checking or ticking this box and now all streetlamps in the town will switch on.

Update: 4 Jan @ 9:06pm

Readjusted German flakgun
General tidy up

As part of the tidy up process for Close Quarter is readjusting entities (3D models or editor assets) that I will encounter as part of game testing, and entities including town borders, walls, fences, entities I will happen upon in-game via f1 that needing fixing, and entities, as well, they seen floating slightly above ground level. Of course, it is me, the comforting thought also being, I know developer updates to the game can somehow affect authors workshop mod, but I think this would be more aimed at mission game design, especially, affecting scripting, breeds, terxmods etc.

Like lately its been readjusting concrete blocks (ground defences) and telegraph poles, and grass to, overall, as part of testing in f1 simulated play then I will take my mental notes in real-play-time, and a lot of times I will then stop game and begin fixing entities, including script, repositioning entities, deleting entities ect, and so, this is how I will continue reworking Close Quarter throughout the new year.
All the while in tidy up process is deleting old vegetation entities (that I will stumble upon in-game testing) and these old entities taken from the MoW2 mod seen here;
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2522771875
The old vegetation entities are being replaced by the brand new vegetation entities we have now in the editor and that was introduced to the editor as part of the Liberation Update for Gates of Hell seen here;
https://steamhost.cn/app/2447590/Call_to_Arms__Gates_of_Hell_Liberation/

The really exciting part about the Liberation Update is that Liberation is still being updated by the game developers and when you on the main page for Liberation update (link above) then scrolling down and after clicking on, read more, then in content, (above system requirements) see, 500+ new editor assets for the western European theatre well, part of the excitement is that brand new up to date editor assets are still being added into the editor.

Some History
I began Close Quarter back in 21 Apr, 2022 (when I was using MoW2 mod) and Liberation update was released 29 Nov, 2023, so after a considerable amount of time that had passed already after Liberation update was released, and while I was still working with MoW2 mod for Close Quarter, then it got to the point where it began to hurt inside that I needed to rework Close Quarter using the brand new Western Theatre assets, it was always on my mind, it just made so much sense to begin reworking Close Quarter using the Liberation Update.

So after some personal experiences in life and eventually, these experiences had jolted me to create Close Quarter, and this new creation began a few months after what had jolted me, and my work serving as a dedication to these experiences, while also, feeling more strongly on wanting to create the kind of hope I would take refuge in all those years ago with my world war two interest and so, I thought why not create a world war two game for the teenagers, so then my work could allow the same hope for somebody out there looking for something to taking refuge in via world war two rts video gaming, because really at the end of the day all gamers we all take refuge in what gives us joy, which is the wonderful distraction, Close Quarter was made with these kinds of things in mind, or experiences in life that had nudged me much more to do what I always wanted to do, which was to create my own world war two game. So then Close Quarter began to be created using MoW2 mod and Contact Mod, and so, after much time had passed already after the release of Liberation, then it was on my mind to rework Close Quarter using the Liberation Update.

I have tried art which I love and always will reach out for when I feel like being rescued and photography to but well, we can drift away sometimes from the things we enjoy a lot of, because of sudden distractions in life, and that can take us away from what can gives us joy, but then we will come back to what joy we had drifted away from like my art. I always reach out to my art at one time or another in my life. My art has always saved me.
But then it always felt like something else was missing, which of course, was my world war two gaming. So then the other reasons belonging to why I wanted to strongly create a world war two game was to try and learn the scripting side, so then I can design the game play to. I am just so glad I stuck to my guns and while learning script or sticking to my guns, then I have learned (and still am learning) the art of patience when spending time in the level editor.

All map designs in Close Quarter is done by me. The scripting is done by me. The journey belonging to what I know has taken me a long time in learning, but really learning, trying to understand the communication between condition and commands in triggers and of course, learning to design towns to.
Scripting really is a whole other language, especially, when not owning any prior coding knowledge myself whatsoever when coming to the editor all those years ago, and only since then till now, its been one hell of a journey even with trying to figure out what I will call simple script, or little script, where not much thinking is involved, only for me lots of times lots of thinking for even the little scripts. Its complex stuff. This is where I really began to learn the art of patience that belongs to the trial and error. It can gnaw at you, because you want it so bad, but with patience it can happen. I am not knocking myself here, but just being realistic and giving you a little idea about me and my mapping and mission game design.

Game Concerns
Something else to that concerns me is when in-game and mortar rockets hit the french buildings, then I think the french buildings destroy to quickly, or even destroying far too much even after one more hit. rather than say, how long it can take to destroy a euro_stonewall6, after so many bazooka hits then the wall still remains intact, then of course, placing a satchel charge next to it then destroys it completely. I think the french buildings could be considered to be tweaked to be like or near enough the same as the euro_stonewall6, but not withstanding as much, which really after so many hits by the bazooka then the wall should break, but it doesn't. The wall remains intact. But this result is only with experimenting with the usa bazooka.

When hitting a building with a usa bazooka, say a, french_house_03, then after so many hits, and depending what part of building is hit (after 3/4 hits), then it will destroy but only partially, which is perfect, but still all the same destroying to much, like half the building is gone, when really house walls should only really show a hole showing in building wall as a result of the bazooka hit. Scroll to 2:03 https://www.youtube.com/watch?v=v4arDM0N4uo In-game I always enjoy the crack design appearing on the building wall after the bazooka rocket hits it.
When eventually house building is flattened (which again happens to quickly) then of course, eventually, only house foundation base remains taking away that war torn derelict town idea, hence building partially destroyed.
I think, once french building has reached all parts destroyed, then instead of only house foundations base remaining to be seen, then at least some parts remaining, like part of a wall remaining with the broken glass window frame, and another part could be a corner wall piece. https://steamuserimages-a.akamaihd.net/ugc/34438955575235012/4DB6680A8F78032F1169C6F6B5F970BFE5F5416C/?im
So then after hard playing then map design won't look empty as much, while at the same time that war-torn derelict idea is still there, no matter how many times the remaining parts are hit, then they never destroy, the war-torn derelict town idea always there in the whole immersion of it all. The perfect world war two game setting.

Thanks for reading.

Update: 4 Jan @ 8:06pm

Reworked cq18 much more again mainly German side
All vegetation in all maps (including cq18) will be carefully hone down over slow time