Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront 1.046.0

Version
1.046.0
Version Date
Oct. 17, 2024
Links

Patch Notes

Update 51: V 1.046.0

Update 51: V 1.046.0



Change Log



Highlights


  • Optimized performance of construction entities and buildings ensuring only specific building pieces that need to hide a roof or upper story floor have {extender "edifice"} (point to new properties .inc file)
  • Optimized Liberation buildings (22 total) that had greater than 20 sub-pieces / bones. We merged these pieces so that the total per building is ~20 or less.
  • Updated all Liberation and Airborne maps due to building optimizations causing minor issues (extra objects at 0 0 0 map position, building tex mod changes, etc)
  • Added ui_armorDisplay console command to editor
  • Added mortar trench to fortification list that engineers can build
  • Added {TPC_ZClip 1} to bush and tree properties files to "hide" these entities when camera is close to them and player is in 3rd person control
  • Fixed weapons with minimum bursts (ex. rocket artillery) to not auto shoot when recrewing after barrage was interrupted and reload weapon instead
  • Fixed selection circle to units auto-assigned players during mission (UpdateSelection wasn't called)
  • Fixed giving a human with a panzerfaust an attack order on a vehicle that its not currently facing can cause AI to sometimes fire early or off axis
  • Fixed telling a human to throw a grenade over an object that is too tall to throw over, causes endless movement loop
  • Fixed Grenades thrown over objects often collide with objects and bounce back (not 100% fixed by should happen much less often)

Conquest


  • Fixed Coop Conquest unit transfer causing units to not be able to follow move orders properly
  • Fixed house on DCG Karvola winter
  • Fixed 150cm Searchlight light fx showing in the center of maps for conquest by code change to no longer send environment change event to inactive actors
  • Fixed some German soldiers missing defines for Conquest squads
  • Fixed planes crashing into environment on dcg_atzerath_valley
  • Fixed barrels overlapping with a truck on dcg_gullheim_airfield
  • Changed panzerfaust, t4+ and mg costs for conquest
  • Updated conquest script with case for high altitude air attack for ai(enemy) planes when map altitude have very high areas, this requires planes saved with tags of altitude_high and set altitude of planes at least 58+
  • Reworked dcg_dubovka map

Multiplayer


  • Added Panther Ausf.D to midwar GER Support doctrine for 120 DP
  • Added teamsize_cp_factor to Multiplayer games (does not affect CooP or Conquest)
  • - teamsize_cp_factor multiplies the base CP values chosen in the lobby / game files - The CP factor applies equally to the starting CP and the increases applied at the 15min and 25min intervals - Factor used is determined by max number of players on either team. 1v4 game will use factor for the 4v4 game size. 2v1 will use factor for 2v2 size, etc. - Initial settings are as follow: - 1v1 game size factor is 1.3 (+30% more CP) - 2v2 game size factor is 1.2 (+20% more CP) - 3v3 game size factor is 1.1 (+10% more CP) - 4v4 game size factor is 1.0 (0% more CP) - This means a standard setting 1v1 match, players with start with 100 * 1.3 = 130CP. At 15min 150 * 1.3 = 195CP. At 25min 200 * 1.3 = 260CP - Factor applies to custom game CP settings as well
  • Updated the multiplayer game list screen to remove the global chat, as this feature has been discontinued by Valve.
  • Changed flame tanks doctrine_ot130_early and doctrine_kht26_early from doctrine Tier 2 to Tier 1
  • Changed doctrine_150mm_sw34_early from doctrine Tier 1 to Tier 2
  • Changed fin midwar captured vehicles sequence to be T-26, BT-5 and T-34/76
  • Changed fin tank commander cost from 10 to 5 due to pistol
  • Changed sov tank commander cost to be consisted with their weapon
  • Changed crew of gaz_aaa_maximx4 and zis5_dshk from artillerymen to mg crew
  • Changed command vehicles to have 4CP instead of -12, to be same as other halftracks
  • Changed limit of support doctrine supply officers to be limit2, independent from manpower officer limit
  • Changed 3v3_ranes to have more opening/pathing options through walls, fences and hedgerows
  • Changed volkssturm from tier 0 to tier 1
  • Changed score gained/lost for killing officer to 25
  • Changed capture zones on:
  • - 1v1 farmstead - 1v1 isigny ruins - 2v2 mortain - 2v2 stalingrad - 2v2 suburbs - 3v3 voronezh
  • Increased cost of drum mag SMGs by +1MP
  • Increased command vehicle capture weight from 2 to 10
  • Increased DP officer cooldown from 90 to 240 to be 2x of command halftrack cooldown
  • Increased default CP in Last stand for defender (player) team by 20 to offset change in Officer CP stats
  • Removed officer CP buff and reduced penalty for its death
  • Removed additional cost to infantry carrying panzerfausts
  • Reduced cost of all medium size MG's (DT, DP, MG34, MG42, Browning, etc) by 5MP
  • Reduced cost of T4+ price modifier by 1MP (excluding MG's)
  • Reduced cost of gaz_aaa_maximx4 from 145 to 125 MP
  • Reduced cost of fin DP officer command squads from 25 to 10 to be same as supply officer cost
  • Reduced command vehicle doctrine cost from 10 to 5 to be half of DP officer cost
  • Reduced chances of German bots buying 2cm Opel truck in MP
  • Reduced capture weight of officer from 20 to 15
  • Fixed various pricing inconsistencies for individual soldiers based on tier and weapon
  • Fixed 2v2_tikhvin from having crew-able vehicles as part of the map
  • Fixed unit order of midwar doctrine_squad_vetsniper(ger) to be consistent with cost
  • Fixed crew of doctrine_20mm_itk40_towed to use tankmen for t20
  • Fixed missing small icon for doctrine_bt7a_late
  • Fixed various missing icons in after action report of MP games
  • Fixed missing small icon for latewar irregular jager squad
  • Fixed building floating on 2v2_olshanka
  • Fixed flying fences on 1v1_Balzerweg

Single Player


  • Added campaign army selection in main menu
  • Added custom button up/down skins in main menu UI
  • Add separate loading screen for multiplayer coop of missions (blends elements SP loading screen and MP progress bars)
  • Fixes for German Mission: "Among the Heavens"
  • - fixed optional generator repair case in which 2 possible cases where repair kit maybe would execute same time. - fixed optional generator tasks randomization issue. - rewritten generator repair task script, as original would cause coop crash(DO NOT USE manual lock command!, remember to actor state ai, ables off BEFORE switching player #. Remember if you returning unit to player always execute autoassign and make it last after ables/actor state/player switch. - fixed the fact repair animations would not play as they called squat_repair# names, actual names are squat_repair_#. - fixed part3/tasks/opt_02/reinf so that it works and not cause crash in coop. - Completed coop pass.
  • Fixes for German Mission: "Escaping the Pocket"
  • - increased wounded fallschirmjager health after medkit truck opt task (10% was way too low). - coop check.
  • Battle of Moscow(1941_11-ger_moscow) - fixed sdkfz221 fire mode on purchase.
  • Mamayev Kurgan(1942_11-ger_mamayev_kurgan) - fixed both player airstrikes being too low for the heightmap in middle of the map.
  • Fixed surrender/fight script logic fixes on German Mission: "Fight to the death"
  • Fixed ba10fin open fire on player reinforcement on Finnish Skirmish: "Arctic Fox"
  • Fixed mission scripts for Coop compatability for German Mission: "Clash at Narva"
  • Fixed stug3f(hero) not having tags removed properly leaving possibility to crash in coop if any player in direct control during buy of another stug3f for German Skirmish mission: "Karkov"
  • Fixed skirmish missions from Talvisota DLC, certain buys not having tags removed once active leading to possibility of coop crash.
  • Fixed factory buildings not aligned on ground on SP Petrozavodsk
  • Fixed player reinforcements arriving through "part3/tasks/opt_02/reinf" from resulting in 128 soldiers! (=> 32) on German Mission: "Among the Heavens"
  • Improved on all Skirmishes, player reinforcement airstrikes(strafe&bomber) scripts to prevent edge cases related to player clicking away map or plane crashing early or never reaching target but still flying.

Everything Else


  • Optimized performance of construction entities and buildings ensuring only specific building pieces that need to hide a roof or upper story floor have {extender "edifice"} (point to new properties .inc file)
  • Optimized Liberation buildings (22 total) that had greater than 20 sub-pieces / bones. We merged these pieces so that the total per building is ~20 or less.
  • Updated all Liberation and Airborne maps due to building optimizations causing minor issues (extra objects at 0 0 0 map position, building tex mod changes, etc)
  • Added 3DS Max plugins for versions 2024 and 2025 to mods/tools folder
  • Added new stationary cannon German 210mm_k39 to Liberation DLC
  • Added new bunker Regelbau_683 to Liberation DLC
  • Added the new historically accurate bunker and cannon to Crisbecq Battery DCG map
  • Added ui_armorDisplay console command to editor
  • Added mortar trench to fortification list that engineers can build
  • Added support to visualize the path for more than one unit (vehicles only)
  • Added new battle environment sound assets specific to Normandy
  • Added new idle animations for cinematics
  • Added new human animations when being paradropped
  • Added LW flak crew, NCO, and rifleman skins
  • Added open/close animations for Soviet rocket trucks windshield armor and support legs when they stop or move
  • Added climbable tree_euro/tree_euro2_attach
  • Added {TPC_ZClip 1} to bush and tree properties files to "hide" these entities when camera is close to them and player is in 3rd person control
  • Added mappoint zone painting in singleplayer & editor
  • Added X models for euro town walls
  • Added MG gunner position to StuG 3 Ausf. F
  • Added blastwave to be generated when bazooka class weapons hit humans
  • Fixed crash when actor with playerId 0 is in manual and gets assigned to different player. Add warning instead
  • Fixed crash when saving while following an entity that is not in manual control
  • Fixed crash when minimap attempts to draw deleted entities.
  • Fixed performance drop with preview of buildable entities that had TargetDecalDynamic property (would invalidate all nearby decals, every frame)
  • Fixed weapons with minimum bursts (ex. rocket artillery) to not auto shoot when recrewing after barrage was interrupted and reload weapon instead
  • Fixed issue where squad would have no leader if squad leader and squad member that would become next leader were killed in same blast
  • Fixed humans to leave parachute when landing inside an obstacle instead of remaining linked and being deleted
  • Fixed selection circle to units auto-assigned players during mission (UpdateSelection wasn't called)
  • Fixed giving a human with a panzerfaust an attack order on a vehicle that its not currently facing can cause AI to sometimes fire early or off axis
  • Fixed aiming with mg-like bullet weapons (most noticeable in "classical" direct control on closer ranges).
  • Fixed telling a human to throw a grenade over an object that is too tall to throw over, causes endless movement loop
  • Fixed Grenades thrown over objects often collide with objects and bounce back (not 100% fixed by should happen much less often)
  • Fixed Jagdtiger armor 12 not following off when destroyed
  • Fixed track shield on Panther Ausf. A not falling off when broken
  • Fixed shield1 volume for panzer4/70V
  • Fixed volumes on 150cm searchlight
  • Fixed 3rd person view for LCA marine vehicles
  • Fixed BT-5 tracks break animation
  • Fixed gun barrel scale of BR-5 Howitzer
  • Fixed transparency of gun on Panzer 3 Ausf.N
  • Fixed T34E headlight fx position
  • Fixed t26e4's gun balance spring x texture problem
  • Fixed vision not working properly for sdkfz7_2 and sdkfz8_flak18
  • Fixed code so that AT grenades that hit the shields of cannons will also break the body component. If body already broken, cannon will be destroyed.
  • Fixed fade distance for wheel overlay sounds (wheeled vehicles) to be heard at shorter distances
  • Fixed yag10_29k from getting stuck in terrain due to front wheels not working properly
  • Fixed gunner2 and charger2 positions to be considered crew for Karl Thor
  • Fixed is1_43 and kv85 to use 85mm_d5t instead of 85mm_zis53. (No stat difference)
  • Fixed KV8 crew count from 5 to 4 and ammo counts
  • Fixed animation for bmw_r71
  • Fixed basis bone position for BF109's so they don't clip into the ground when landing/taking off
  • Fixed IL-2 and YaK1 landing gear support bones causing the to sink into ground on landing
  • Fixed missing gun break animation for M16 Halftrack
  • Fixed sdkfz8 flak18 track breaking animation error
  • Fixed sdkfz7/2 track break animation error
  • Fixed issues with marine interaction and armor code
  • Fixed LCA boats not having vision property to they could be spotted at correct distance
  • Fixed sdkfz7_2 missing fire fx when body component is destroyed
  • Fixed cannons from playing "grenade" talk more than once per grenade
  • Fixed civilian foord_b3000 vehicle icons to not have Finnish icon in them
  • Fixed volumes on euro_barbed_fence series that generate obstacles so that pathing will work better when they are covered by snow mounds on winter maps.
  • Fixed targetclass type for M7 HMC variants
  • Fixed bren magazine inventory texture
  • Fixed boys_mk1 AT Rifle to eject magazine on reload
  • Fixed selected volumes for knives to be consistent size
  • Fixed bounding style mines (USA and GER AP Mines) not giving kill credits
  • Fixed some tunic clipping issues
  • Fixed German Luftwaffe unbuttoned rank models
  • Fixed missing patches to U.S. humanskins
  • Fixed humans able to stay prone in a trench when trench is destroyed
  • Fixed ger_helm_camo_lw_2 to use camo_3
  • Fixed Missing bailey bridge Lightmaps
  • Fixed Bailey bridge textures
  • Fixed belgian_gate from being destroyed by small blasts
  • Fixed finnish_rural_house2 sometimes not generating obstacles when terrain is sloped
  • Fixed volumes for euro_town_walls
  • Fixed wired_obstacle7 playing wood instead of metal sounds when destroyed
  • Fixed vision, obstacle and garrison issues with building e_farm002
  • Fixed volume thickness for fences_fin_rural series
  • Fixed some missing building volume names to construction armor settings
  • Fixed French shop roof not hiding
  • Fixed winter texture on sack04 entity
  • Fixed hay stacks not being destroyed when hit directly by small caliber HE shells
  • Fixed most trenches from trying to switch to X model when they have none
  • Fixed several trenches to render human selection circle on top of the custom terrain instead of underneath the entities
  • Fixed bushes and trees from playing "stir" animation when thrown objects go through them
  • Fixed to french house 01 volumes
  • Fixed to french house 06 smoothing groups
  • Fixed outhouse from spawning unlimited number of fly entities when map/mission is saved and reloaded
  • Fixed obstacles and materials for e_farm004 building (should fix units getting stuck on pillars)
  • Fixed volumes on flak_ring entity. should also help with pathing on Pointe du Hoc mission
  • Fixed euro_ruins set of buildings to have correct pathing type
  • Fixed awning_wood_samll to hide roof when units move underneath
  • Fixed sand-shuttering-box series of entities for better vehicle pathing
  • Fixed smoothing groups fix on roman statue
  • Fixed euro_town_wall_destroyed so that I can be pathed through
  • Fixed to windows for euro ruin 03
  • Fixed xml error for singleplayer main menu pages
  • Fixed missing small icon for doctrine_105mm_k34_mid
  • Fixed tank HEAT shells playing the wrong explosion vfx
  • Fixed issue in main menu where scrolling through list of missions would not work sometimes
  • Fixed one cause/case of humans reloading when ordered to move out of cover
  • Fixed missing alpha channel on USA squad icon in after action screen
  • Fixed bump map for b33r
  • Fixes for ua/ru localisation fixes
  • Fixed bottom floor windows to be functional for euro_ruins_03
  • Increased armor of the drivers hatch to 75mm thickness on SU85, SU85M, SU100, and T3476_41e
  • Increased slightly the accuracy of HE rifle grenades. HEAT not changed and remains more accurate
  • Increased repair time for heavy tank tracks from 30s to 40s
  • Increased accuracy of 128mm gun (Jagdtiger) to offset the reduced range
  • Increased Panther family hull traverse speed and off road speed modifier to be similar to T34/Shermans
  • Increased slightly for high ROF SMG's (PPSH, Suomi) the maximum bullet spread when firing a long burst
  • Increased slightly the blast energy and radius of 600mm HE shells
  • Increased vision distance for Command vehicles (BA20_command, Sdkf250a_3, etc) from 200m to 220m
  • Increased supply regeneration for supply trucks from 0.1/s to 0.2/s
  • Increased damage and accuracy of shotgun class weapons
  • Increased damage done to human health when hit directly with bazooka class weapons
  • Increased general APDS accuracy (6pdr)
  • Increased accuracy slightly of US 76mm gun
  • Updated camera settings for a more immersive, higher performance setup
  • Updated and optimized mission scripts related to parachutes in all game modes
  • Updated hafthohlladung AT magnetic mine throw range to be same as other AT grenades
  • Updated hafthohlladung AT magnetic mine to explode on contact with a vehicle since the game engine cannot support mine's sticking to vehicles
  • Updated ISU152 and SU152_late with APHEBC shells instead of early type APHE shells (has slightly lower penetration on flat armor but better pen on angled armor)
  • Updated "flare" vfx used in mission scripts
  • Updated open/close animations on flak18 and 36 so crew don't float above ground
  • Updated USA Bazooka soldiers that had a chance to have 1 WP rocket now is guaranteed to have 1 WP rocket so it can be resupplied
  • Updated human selection circle graphics to be easier to see, especially on snow/winter maps
  • Updated Walk_Empty_Up with a placeholder until animation overhaul
  • Updated units contributing to Fog of War uncovering from "not-enemy" to "ally" so civilians don't reveal FOW
  • Updated crash_brick2 stamp with higher quality one
  • Updated texture saturation for some ostfront building textures
  • Updated poplar trees 3d models
  • Updated construction series named "buildingruins" for ostfront
  • Updated Panzerwerfer42 texture and model
  • Updated penetration and slope curves for British 40,57 and 76mm guns
  • Updated APDS accuracy to 17pdr (bad accuracy)
  • Updated inventory view of mk2 grenade
  • Updated inventory view of F1 grenade
  • Updated SU152 late to have 2 APHEBC shells and 4 APHE
  • Reduced range of Jagdtiger gun from 230m to 220m
  • Reduced accuracy nerf to Machine Guns when humans are standing and squatting (not in cover)
  • Reduced chance of crew death from pentation body by small arms bullets for light, medium and heavy tanks
  • Reduced spreading of throwing knives
  • Reduced accuracy of sdkfz234/3 gun to match stats of the same gun mounted in the early Panzer 4 Ausf.D/F's
  • Removed duplicate fly entities from maps and missions related to outhouse bug
  • Removed passenger seat from Sdkfz 7/1 and 7/2 (game considers it a crew position even though it's not)
  • Disabled human talks on mg cannon event since its a duplicate of other cannon event
  • Disabled aircraft bombs from being able to be shot/exploded while falling from air

r17588-18631