Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Close Quarter Reworked
Showing 81-90 of 461 entries
< 1 ... 7  8  9  10  11 ... 47 >
Update: 4 Jan @ 5:44pm

Reworked cq18 via f2 much more mainly German side
This rework is ongoing at present time

Update: 4 Jan @ 12:45am

Reworked cq19 including mission file

Update: 3 Jan @ 8:53pm

Some fixes made to cq18 including mission file

Update: 3 Jan @ 7:30pm

Reworked cq18 including mission file

Update: 2 Jan @ 11:09pm

Some more fixes to cq19 cq20
Updates are ongoing

Update. 4th January 2024@07:06pm
For paragraph three (down below) concerning 512X512.
When going through my research notes I came across how to update preview screenshot, and its not naming preview screenshot 512X512, its naming the screenshot preview, (without the comma) and this file sits alongside the mod.info file, but outside of recourse folder in mod subscription folder. Maybe the research note's was for Men of War Assault squad 2, I need to check, especially, because for battle_zones preview screenshot is titled well, preview, overall, I will research this, but for the most part, eventually, updated workshop mod preview screenshot, much after using call_to_arms_workshop/preview box via binary/x64, does arrive and is seen as active in mods list.

Update 4th January 2024@05:18am
As you should see in mod list when Close Quarter has been activated in the in-game options, then what Close Quarter workshop preview screenshot shows, (far right, on main Close Quarter workshop page, then next to screenshot timeline, is seen a lone soldier screenshot, above it reads, item Stats), well that workshop preview screenshot is what should be seen immediately in mod list when Close Quarter has been activated, only it not work like that for a long time now, meaning after updating Close Quarter via call_to_arms_workshop ex, then old preview screen still remains seen in activated mods list.

Many times when I have updated Close Quarters workshop preview screen, only not the same is seen in mod list when Close Quarter has been activated, only old preview screenshot remains to be seen in mod list, and I know I always do what am supposed to do each time I update the preview screen. Earlier in last hour or so, the updated screenshot has finally arrived (it has done this before), I don't know why this happens, but all the same it can be annoying when updating work and not seeing the updated preview screenshot in the mod list.
Old workshop preview screenshot always remains for a while until new update decides to arrive. All text information and links belonging to any information saved as document explaining things have been taken out, as I know how links and information (added into mod folder) can deter authors steam workshop subscription mod from updating properly.

All that is part of Close Quarter is maps and mission files with recourse folder and what is added into recourse folder. Outside of recourse folder is mod.info file. That's it. Lots of times I have added in new preview screenshot titled as 512X512 and this alongside the mod.info file, but it never worked, so it can be the same even when 512X512 screenshot is not added into mod folder, but has already been added into mod subscription as a part of the call_to_arms_workshop ex/preview box in binary folder/x64 in base game directory. Even knowing any pre existing work not deleted properly in workshop folder via content folder can cause possible issues, but this has already been dealt with.

Its a bit of a mystery really like when adding new art into the art section then no matter how many times I hit the tab to submit my new art then it never works first time, so I have to faff around like pressing shift button while pressing tab to submit new art, then pressing alt while pressing shift then pressing tab to submit. but then it still don't work, so this can continue on (faffing around) until I see new art added in the activity window, of course, this signifying that my new art is now added into the art section on my profile.

Update: 2 Jan @ 10:01pm

Some small fixes to cq20 including mission file.

Any entities seen floating slightly above ground like telegraph poles and ground defences (concrete blocks) and other will be fixed over time. When I am testing my work in f1 mode then I will encounter entities that need to be fixed, so I take my mental notes in-game, and a lot of times I will stop testing and so, begin fixing the entities that needing fixing.
Entities floating slightly above ground in map designs, but not encountered yet, then in future updates entities that needing readjusting will eventually be fixed.

Before I started reworking on all 25 maps then I would use entity buildings from Mow2 mod a lot and other entities coming from same mod and a lot of work still remains in the maps like, (from mow2 mod/vegetation and other), ie; wood_floor1a_a, stone_af1a, bush_curly_b, bush_dense_2, ash_tree_bush1, bush9, corn, ash_bush4, delphinium. These entities are needing to be taken out of all maps as they are still remaining scattered and entities such as, bush9, corn, ash_bush4, delphinium, are vegetation entities or bush/plant models, assets, but from mow2 mod and because I am now using the brand new vegetation from Liberation/Western Europe Update,
then it makes a lot of sense to taking out the previous vegetation used, especially, how the difference can be seen in texture quality between previous vegetation entities used and brand new updated vegetation entities we have now in euro assets in the GEM editor. If you are familiar with the old vegetation used from Mow2 mod, then you will notice the various entities (mainly vegetation entities mentioned above) disappearing from maps, because as part of the tidy up process is exactly this.

I have been researching how to delete all entries found in text editor for old vegetation used in map file, as at present time and previously up until now, (while I research) always is deleting myself the bush/plants/other entities that are still scattered about in a lot of map work and even bush entities that I have made smaller in overall size. I will work like this when in f2 or f3 mode. Apart from myself deleting old entities in the editor, now I want the old entities deleted in one swift go, so this is text deleted from map file, making sure of course, to make the backup file when editing map files.
I have done this already using Notepad++ but only for studying purposes. I want to have all entries or hits belonging to what is searched for like for example, corn, ash_bush4, once this is found (in text) in map file and then it shows how many hits there is, then I want to delete in one go all hits found in text editor for map file, instead of deleting individually the text to say, corn, ash_bush4 found in map file so in all there could be 14 hits found. I have been looking at Sublime text editor to, so this is some of the things that needing to be done with the Close Quarter rework. While I rework all 25 maps for Close Quarter then I continue the tidying up process for this. The exciting part about this cleanup is how it can contribute dearly to better map performance.

As part of the rework process for all maps then slowly, eventually, I will reach cq25. When I feel satisfied with the results of this, then I begin reworking/tidying up cq1 again and so forth, cq2 again, cq3 again, cq4, cq5, until I reach cq25 again, and so back to reworking cq1 again and continuing reworking all maps right up to cq25 again, then back to cq1 etc, and so, this is how I will rework all 25 Close Quarter maps and mission files throughout the new year. While I live and breath then Close Quarter will always continue to be updated.

Update: 2 Jan @ 9:28pm

Reworked more cq18 cq19 cq20
At present time maps mentioned above are in reworking focus

Update: 2 Jan @ 5:58am

Some tidying up done to cq18 cq19 cq20 including mission files

Update: 2 Jan @ 4:20am

Reworked cq17 cq18 cq19 cq20 including tweaking mission files

Update: 31 Dec, 2024 @ 12:40pm

For cq17 cq18 cq19 I have taken out the plane sound fx as it was not working right. The other sound fx found in sound/detonation/explosion_fiery & he_size1 are working OK using switch and case in commands. Overall I have taken all sound fx out and will return them some other time when I have the plane sound fx working properly.

The original dev sound file bomber_squadron_passover well, this is the audio wav file I have edited with taking out the fades for intro and ending, so then bomber squadron sound fx will immediately begin as soon as game has started and I want bomber_squadron_passover to continue on in the background noise of it all going off. Then when the battle sounds have calmed down in-game then bomber squadron can still be heard overhead. I want bomber squadron to be heard in all maps. Once I have bomber squadron sound fx script finalised then I will add it back in along with the other sound fx to.

While I will always rework and tidy up Close Quarter town designs, then also very slowly over time, newer scripts will be added into all mission files to. I would like very much to have a crack at editing the files concerning Ai soldier reaction to enemy seen and then how long it takes for Ai soldier, upon spotting Ai enemy, to then react and fire weapon. This Ai soldier reaction (behaviour) I would like to modify. I am always searching for information on this.