Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Increased Viewrange
57 Comments
Beratov Karakoviç 30 Mar @ 10:54am 
it is not working uptade pls:(
Beratov Karakoviç 24 Mar @ 6:28am 
updated pls:D
DemonicTutor 15 Feb @ 12:41pm 
is this also supposed to work in conquest? but it does not do anything in campaign either
Hostre1 20 Jan @ 10:19am 
Could you pls update it??? It seems Talvisota maps for example dont work with it. And that is really a great pity :(
Nikolaj 17 Oct, 2024 @ 2:57pm 
it would be great if you could update it, great mod thanks
Pulkzestörer 16 Sep, 2024 @ 11:50am 
I try to modify it but i can't open it with my app because it's too big
Allfather 4 May, 2024 @ 10:58pm 
waduhek
MILLER363 3 May, 2024 @ 1:42am 
Update plz...
Evan 25 Apr, 2024 @ 8:59am 
Update plz...
Str1k3s 27 Feb, 2024 @ 5:46am 
Update plz...
TT_WIZ 30 Nov, 2023 @ 1:50pm 
Hey. I dont think this is working in liberation. When playing with CHKL Long Range Combat Hardcore mod and this mod, the enemy can shoot me way before I can see them. Any chance of a fix please?
Mr_clean91 17 May, 2023 @ 4:38am 
Hey just a heads up, there is an issue with the single mission "The Legend of Krasny Bor" map. The fog does not clear in low areas of the northern part of the map. Treetops and raised roads are visible but the ground and trenches are obscured regardless of distance.
Dwarf Floyd 16 Mar, 2023 @ 3:09pm 
I correct the number! Nearly 1800 Photos!
Dwarf Floyd 16 Mar, 2023 @ 2:46pm 
Hi, could you check on the mod? Some Maps seem not to work. So far my favourite always active mod. Made alreadey over 1000 Photos.
[TPPL] King Leonidas 6 Dec, 2022 @ 10:38am 
please update for the new maps. it's critical to have for this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2781116432
Rugby Wing22 13 Sep, 2022 @ 1:33pm 
love the mod,please update
Allfather 10 Sep, 2022 @ 12:11pm 
Word Thanks man
CalvinJZ  [author] 9 Sep, 2022 @ 2:01pm 
Should still work, but I haven't tested it in a while. If you do have issues with the mod while using other mods, make sure to run this mod as the last mod and see if that solves the issue.

Note: the mod does not support maps with a new environment from the Talvisota DLC, at least not now
Allfather 9 Sep, 2022 @ 11:06am 
DED
Allfather 5 Sep, 2022 @ 5:44pm 
Does this mod work?
𝔓𝔢𝔯𝔢𝔰𝔱𝔯𝔬 26 Jun, 2022 @ 1:36am 
map?
CalvinJZ  [author] 15 Jun, 2022 @ 7:06am 
@Space Lion, what this mod does is only increase the visual viewrange (how far your in game camera can see) and render distance as well.

The mod does not improve unit view/spotting ranges.
RR 15 Jun, 2022 @ 5:54am 
Sorry to ask but is this mod increasing the viewrange of units or the viewrange of player?
I new to this game
henry. 18 May, 2022 @ 9:01pm 
@CalvinJZ Thanks for the quick response! It worked... a little bit too well LOL. I went from like 50-60fps on that map to like 6-7fps in an 8v8 match.
CalvinJZ  [author] 18 May, 2022 @ 2:25pm 
@ColonelHackerCD, ah you're running it with another mod, I'm not familiar with that one, but it might be that it uses the same files as this mod. Make sure to apply this mod after applying the other mod (as this one should take priority when it comes to viewranges).
CalvinJZ  [author] 18 May, 2022 @ 2:21pm 
@ColonelHackerCD, I see you're really pushing the limits, I've only set the render distance of objects to 5km distance, meaning that you'd indeed run into issues with the 300m maps. If you see things popping out of existence before 5km, then maybe something went wrong and I have to fix it then.

If it really bothers you not seeing things 5km out, then you have to go to the "level_of_detail.inc" file. Change all the last values inside d2(xxx), which have the ("off") parameter, to even higher values, like 200000 (10km).

If you also want, you could modify the first d2 value instead to a high value and remove subsequent distance settings {distance ...} for each entity class. This way you can retain high detail models even over longer ranges (not recommended, you're not going to be able to see the detail anyways).
henry. 18 May, 2022 @ 2:13pm 
Oops, I should have mentioned that I'm using the CHKL Operation Citdadel map. ( I also did change all the multiplier that you said can be changed in the document )
henry. 18 May, 2022 @ 2:11pm 
Is it possible to increase the view range of map objects like houses, trees, etc.? I increased the multiplier to 18 but I cannot see those objects after a set distance
CalvinJZ  [author] 30 Apr, 2022 @ 12:13pm 
@Agathos Deimon, no the config file is called environment_config.ext, it's right in the resource folder. It is explained in that file what to change.
Agathos Deimon 30 Apr, 2022 @ 10:05am 
Great addition Calvin. Is level_of_detail.inc the config file? And if yes, which value has to be manipulated?
CalvinJZ  [author] 30 Apr, 2022 @ 8:32am 
The mod has been updated, you can now configure viewranges in the config file inside the mod's resource folder if you want even higher or shorter ranges.
DeepInvader 18 Apr, 2022 @ 6:55am 
I second that. 1km is way to much. 400 would be way better
R.B.Wagner 16 Apr, 2022 @ 3:39pm 
yes...i think 250m~400m is a good idea
Agathos Deimon 20 Mar, 2022 @ 5:45pm 
@CalvinJZ: I like the mod. Sadly with 1km i run into FPS issues. Any easy way how to reduce view range to like 250m (for the vanilla 125m) maps and 400m for the rest?
Burak 16 Mar, 2022 @ 2:03pm 
also some winter maps in skirmish have same bug.
Burak 13 Mar, 2022 @ 2:10pm 
german 5.mission have bug. defend mission.
CalvinJZ  [author] 26 Feb, 2022 @ 8:31am 
@desperado can you describe the problems? I'll take a look at it, but just in case if it isn't completely apparent to me when I do.
Burak 25 Feb, 2022 @ 12:13pm 
can you fix this mod? some winter maps have problems.
C4 Teddy Bear 24 Dec, 2021 @ 5:54am 
ya thanks. also i ran realistic graphics & increased viewrange, they are compatible, but will make your frames drop more slightly if u look at the entire environment
CalvinJZ  [author] 24 Dec, 2021 @ 1:30am 
@Kaleun_94 I'm not sure, I don't use that mod. But as long as it doesn't touch environment files and LOD file, then it should be compatible.

@wanker I have a 1080 and it works quite alright. Don't recommend it with a -60 card especially mobile versions, idk about -70s, rest should be all fine I think.
C4 Teddy Bear 23 Dec, 2021 @ 1:52pm 
what recommended GPU should be needed to run this?
Kaleun_94 16 Dec, 2021 @ 11:30am 
Is this mod working with Realistic Graphics Mod? Or do both mods the same? can you explain me the difference between both mods? thx
CalvinJZ  [author] 2 Nov, 2021 @ 5:03am 
@ca1Ruby I believe there are already mods for this, at least now. So hopefully those got you covered.

@desperado I thought a mod like this was already available for CtA too? At least I remeber some long combat mod which did it, but otherwise no I don't really plan on modding for base CtA.
Dwarf Floyd 2 Nov, 2021 @ 5:03am 
@CalvinJZ
Yes, I have it activated and workes fine without problems.
CalvinJZ  [author] 2 Nov, 2021 @ 5:00am 
@Soldat-Hans yes no problem.

Anyways general announcement: if you guys want it updated I could do that as well, however since nobody seems to be asking I think everything still works fine then. That's good.
Dwarf Floyd 2 Nov, 2021 @ 4:41am 
@CalvinJZ
Just wanted to say Thank you once more! This mod is really making my pictures so extremly beautiful! Thank you so much for this mod!
Burak 25 Aug, 2021 @ 5:00am 
nice mod, can you do this mod for call to arms?
Ca1Ruby 20 Jun, 2021 @ 7:54pm 
can you make a realistic range mod? I want more long range engagements in this game
CalvinJZ  [author] 17 Jun, 2021 @ 1:12pm 
@Wakelessrex I do believe that would work yes. Also it might be due to grass. I've also extended the grass render distance, that could also be a slight problem (in FPS/3rd person mode, grass render distance is much lower). So try lowering that.

It's the not commented out (;) {GrassDistance xxx} line at the bottom of the file.
Wakelessrex 17 Jun, 2021 @ 11:06am 
anyway im trying to test this by modifying your mod so that trees are less detailed or have lower detail lods at closer range.

{"decor_tree"
{distance ("scale2" d2(850))
; LOD1
;{ShadowFalloffFactor 1.5}
{NoBump}
{NoParallax}
}
{distance ("scale2" d2(1600))
; LOD2
;{NoGetShadow}
}
{distance ("scale2" d2(3300))
; LOD3 Billboard
{NoGetShadow}
{NoFog}
{NoCastShadow}
;{ShadowFalloffFactor 1.5}
}
{distance ("scale2" d2(100000))
; LOD5
("off")
}


This is the seting for the trees in your mod, if I divide the first 3 distances by half will that achieve the desired effect?