Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

UltraHotmod
1,274 条留言
EmperorOfFinland  [作者] 5 小时以前 
@「Wasted」

Use this to load mods way easier. ie you can load them in this order and can do it without the game even running. should make it way easier. i do modloading from the options.set since im on linux and since other modmanager did not work i started doing that and now i just have preset codes i paste into options.set

From using modmanager to pasting code to options.set this is what linux does to a person.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3539729649
「Wasted」 7 小时以前 
I'll give it another shot when I get home tonight, thanks.
EmperorOfFinland  [作者] 8 小时以前 
@「Wasted」


By both players verifying gamefiles before starting playing and making sure you load the mods in correct order. I always verify before starting playing multiplayer and i never suffer from resource desyncs unless someone happens to update any of the mods i rely on just on that moment.

Ie basically works 99% of the time.
EmperorOfFinland  [作者] 8 小时以前 
@DozerMcSmash

You cant access british units on your own but you can play the mod as long as you dont use the mappacks containing maps for the DLC.
「Wasted」 16 小时以前 
Any tips for avoiding resource desync? only playing with what necessary for this mod and unable to connect with a friend.
DozerMcSmash 12 月 14 日 下午 12:44 
Hello Mr.Author this may be a stupid question but I'll ask anyway. Do I need the newest british dlc to play this mod?
EmperorOfFinland  [作者] 12 月 12 日 上午 5:01 
@MarkipOOn

I use a mix. usually. since most of the vehicles have similar armour values, and then adjust it based on multiple sources usually. ie generally on vehicles that have alot of data i stick to what the actual data is as much as its possible. some things are more fantastical but that is mostly just german wunderwaffe at points.

Anything else is about as close as possible ie this centurion turret should be 127mm. the problem is that game does not actually tell the armour ID and i think i should make a suggestion to modify the armourviewer in editor to show that so i can easily make the thicknesses without loading it to soedit.
MarkipOOn 12 月 12 日 上午 4:37 
Oh wow. I guess it's understandable, given WOT needs to balance stuff in their own game. I usually check the numbers from Tank Encyclopedia website. They even have some experimental vehicles with data and all.
EmperorOfFinland  [作者] 12 月 12 日 上午 4:22 
@MarkipOOn

i did infact look more to it and its 127mm on the turret armour. and i know that from where it is. so in WOT they buffed the turrets to 254mm ie 2x the value at somepoint so someone has looked at that and put it at 254mm at somepoint, even if its only 127mm.
MarkipOOn 12 月 12 日 上午 4:17 
Ahh okay, I understand. Thank you for the clarification. :steamthumbsup:
EmperorOfFinland  [作者] 12 月 12 日 上午 3:59 
@Personality

Depending on the faction you have access to 320mm+ Heat shells and etc. Maus is very tanky unless you have 320+mm pen on HEAT, it takes until early 1960s to get that kind of penetration on tanks consistently.

So on that situation you either split the atom or use chemical weapon against them.

or heavy artillery of 150mm+ caliber, since i remember you might have been the person who dislikes artillery the mod is meant for you to use everything available. ie just infantry and tanks is not enough.

Only the german heavies and soviet mediums and MBT's can be hard to pen until early 1960s, after that you have means to bypass any armourthickness. Secondarily most tanks do not have more than 120mm on the side.
EmperorOfFinland  [作者] 12 月 12 日 上午 3:54 
@MarkipOOn

That is the prototype one, its not the MK1 that has the other armour, secondarily game reports the highest armourvalue, not the overall armourvalues. ie it can have microspec of 254mm of armour. and it still reports it at 254mm instead of 127mm.

I looked over the turret and the whole frontpart was 254mm so i stopped it to 152.4mm someone had tweaked the armour higher at earlier port given its a ported vehicle.
MarkipOOn 12 月 12 日 上午 3:38 
@EmperorOfFinland I've found the error about the armor thickness of Centurion A41 (20mm). For the turret, it's supposed to have 127mm like the other variants, instead it has absurdly 254mm of armor.

Also, the WW2 British units still cannot be resupplied by other supply trucks other than their own British one.
Personality 12 月 11 日 上午 6:20 
Armor/penetration system is a bit busted lol (too much armor/not enough pen) but overall good mod.
MarkipOOn 12 月 10 日 下午 1:45 
@EmperorOfFinland I have something about the Japanese super heavy tanks.

Is the Type 5 supposed to have only 6 crews, instead of the 8 crews like the previous Type 4? I think due to the lack of crews the Type 5 takes ages to reload its main cannon.
EmperorOfFinland  [作者] 12 月 10 日 上午 3:24 
@Stealth'23

You can continue the conquest after any campaign length so you select new campaign and it continues off again.
Stealth'23 12 月 9 日 下午 7:45 
@EmperorOfFinland, Do you think I would be able to reach 1990s with this map size? I wanna try destroying M1 Abrahams with my T80. Thanks in advanced.
yes. 12 月 8 日 下午 6:38 
This mod is a really great mod. I do think the Ural T-72 can be 50. or even 7.62x39...
EmperorOfFinland  [作者] 12 月 8 日 上午 4:45 
@Stealth'23

I think it should? Since i reduced the amount of maps from 7 to 5 ie game seems to have problem with 7 maps instead of 5.
Stealth'23 12 月 7 日 下午 11:55 
Hi @EmperorOfFinland, I realized the very big operation does not work. thanks for working in all of this.
EmperorOfFinland  [作者] 12 月 6 日 下午 4:52 
@MarkipOOn

I will fix those tomorrow.
MarkipOOn 12 月 6 日 下午 4:46 
@EmperorOfFinland Hi! It's been a while :D

I have something to report, it's about the British units from the latest DLC that you port them into NATO faction. They cannot be resupplied from the supply trucks from the mod (the American, German, French ones). As it right now they only accept their own British supply truck.

Another one is that the M22 Locust 'Little John' is missing.

That should be all for now. Please keep doing your great work!
badboy5665 12 月 4 日 上午 11:57 
Crashes after enabling in order, not sure if its due to update or im doing something wrong
EmperorOfFinland  [作者] 12 月 2 日 下午 4:40 
Okay i have the new version on my pc
its almost 2:40am, i will finish it tomorrow
but i will add british units to the usa and nato factions
and i will add some east german and polish units to warsawpact
Stealth'23 12 月 1 日 下午 2:25 
Hey, Love your mod, keep up the good work. But can you point out a mod which will keep everything in the map which is compitible with hotmod, 1981 and ultrahotmod? And also, is there any mod that lets you drive cars from the map?
EmperorOfFinland  [作者] 11 月 30 日 下午 1:57 
I will merge these to the main branch for now.
flashmozzzgg 11 月 30 日 上午 11:52 
Thanks for the submod, restarting the game after each battle is a very tedious task XD
And in general, thanks for the mod.
EmperorOfFinland  [作者] 11 月 30 日 上午 11:32 
@flashmozzzgg

i could make a mod that disables it temporarely. however i think i know what the problem is now. since i fixed all other X and XX models this means i have to only fix the emplacements now.


https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3615571708
flashmozzzgg 11 月 30 日 上午 8:17 
Is there an option to disable saving objects after a battle altogether? It feels like it's literally breaking the co-op mode in your mod.
EmperorOfFinland  [作者] 11 月 30 日 上午 3:46 
@Lactobacillus

Yeah i know. i thought i fixed it yesterday so today im going to test the coop on my own log the entities my save file has and then logging what entity crashes the game after the end of the coop.

The problem is the game tells what entity ID crashes but not what entity specifically.

Normally the game tells it exactly and the biggest problem is that this does not happen in singleplayer conquest as well. specifically on multiplayer.

Ie i will eat first then i will load up coop conquest on my own and when it crashes after the battle i will tell what unit it is here and fix it and patch the mod.
Lactobacillus 11 月 29 日 下午 7:44 
When I play CO-OP in Conquest mode, it works fine at first, but after finishing a match, the game disappears. I’m not sure why the game crashes. And sometimes it saves, sometimes it doesn’t, and I have to replay everything again. Could you please help me fix this? Thank you.:steamhappy:
Fletch 11 月 29 日 下午 4:56 
Seems the flag capturing bug for co-op is still apparent unfortunately. But on the other hand the mod seems to be working quite well so far.
Fletch 11 月 29 日 上午 8:04 
Alright, thank you!
EmperorOfFinland  [作者] 11 月 29 日 上午 6:26 
@Fletch


So the reason why it crashed was that i reworked the factionlist and it should be back to normal so just verify the files or etc.
Fletch 11 月 29 日 上午 2:08 
From testing, I found that it's not a specific date, but any day it seems past 1 for the campaign conquest, the game just breaks and refuses to let you go into a battle (seems to only affect co-op).
Fletch 11 月 29 日 上午 2:00 
It appears that on day 19 of a campaign conquest, at least in co-op mode, the game breaks and prevents me from starting the conquest for some unknown reason?
EmperorOfFinland  [作者] 11 月 25 日 上午 4:11 
@STALKER

I would have to see how the code for vanilla airstrikes works and merge it with West81 since it does airstrikes differently.
EmperorOfFinland  [作者] 11 月 25 日 上午 4:10 
@Fletch

Yeah seems nothing has broken yet i think. thankfully.
Fletch 11 月 24 日 下午 3:07 
Thank you for the quick fix!, much appreciated.
Fletch 11 月 24 日 上午 1:11 
After the most recent patch for the mod it seems am having trouble to load my campaign or start a new conquest campaign with it crashing immediately with the error being given below:


Block terminator expected! (eSDLReader.cpp:614) @ [main_loop]

>>>>>>> gui.cmd.exec_all
>>>>>> gui.cmd.exec(page_show)
>>>>> gui:cmd:exec_show(page_dynamic_campaign)
>>>> gui:pm:show
gui:pm:activate(page_dynamic_campaign)
>> file ""
file "/set/dynamic_campaign/values.set"

70: /«/;"nat isr" "isr nat"
71: "sov prc" "prc sov"
72: "sov sov" "sov sov"
73: "sov pol" "pol sov"
74: "prc pol" "pol prc"
STALKER 11 月 23 日 下午 11:03 
Please tell me, when will the enemy use aviation more actively? Including airplanes from the very beginning of the conquest.
EmperorOfFinland  [作者] 11 月 23 日 上午 11:50 
@UiTanamaru

Yeah im aware of it and have fixed it on my local build already. im basically doing final fixes for the new patch. should be done in 1-3 hours max,
UiTanamaru 11 月 23 日 上午 3:36 
game became unplayable after the dynamic campaign/room update our saves are corrupted and stuck in a reload loop when entering battle.

Log -
Program will be terminated
APP ERROR - File not found
resource/entity/_vehicle/ussr/tank_light/valentine2/valentine
2.mdl
(C:\WORK\PROJECT_2\gch\GEMS\source_work\vc\G Repository
cpp\374)

RIP=7fe314ae804a [main loop]
RAX=00000000 RBX=961c6cf0
RCX=00000000 RDX=00000000
RSI=0bada0001 RDI=0bada0001
RSP=0c26c6d0 RBP=00000000
> gui::cmd::exec::all
> gui::cmd::exec::generic()
> gui::cmd::exec::generic()
> entity::raw
> entity::raw
//file
//entity/vehicle/ussr/tank_light/valentine2/valentine2.def
6. {
7. extension("valentine2.mdl")
8. include("valentine2.ext")
9. PartId("valentine2")
10. collider("tank_light")
11. target_class("tank_light")
12. }

----
mod use
1.Hotmod
2.West81
3.Ultrahotmod
4.wave 01 id=3562631215
5.Projectile Sound id=3540580405
6.PBR id=3548575715
7.Better GoH id=3541253287
Support Launcher id=3410344592
EmperorOfFinland  [作者] 11 月 22 日 上午 9:14 
@Fletch

Yeah the problem is that all those files have to be manually created and coded so it means the MDL files have to be edited and some things taken out of them and etc and that has to be done to every entity not having them.

This was not a problem before persistence since game did not save them on the map but now it does.
Fletch 11 月 22 日 上午 8:57 
Alright, thanks for the response and keep up the good work!
EmperorOfFinland  [作者] 11 月 22 日 上午 8:25 
I will also update the mod once hotmod 1968 is updated ie my new update is almost ready but i still need to bugtest it to make sure it does not crash.
EmperorOfFinland  [作者] 11 月 22 日 上午 8:24 
@Fletch

Im aware of both the bugs. the flagcapturing one i do not know. but i know the end coopcrash is cause of the mod missing X and XX models for some entities, i would have to add all of them for every vehicle.

So either i disable persistence or make X and XX models for them. Since the bug does not affect singleplayer i have not fixed it since its tons of work and even if its priority im about 50% done on that.

The flagcapturing is potentially a conquest script or map script issue. but im not entirely sure what causes it. it does not happen on singleplayer but only on multiplayer so its probably multiplayer script related.
Fletch 11 月 19 日 下午 11:43 
Also well playing co-op conquest after every victory of defeat the game decides to crash for what ever reason?. It only crashes after the game saves after exiting the victory screen
Fletch 11 月 19 日 下午 11:42 
Every once in a while well playing the conquest in co-op when fulling capturing a flag it proceeds to not capture it at all even if theirs not a singular enemy on the point and we tried multiple ways to fix it , nothing worked
warzone1231 11 月 19 日 上午 10:56 
nvm i figured it out