This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Company of Heroes: Eastern Front
Oct 25, 2012 @ 1:28pm
Dec 4, 2013 @ 11:25am
Recent Announcements View All (17)
Changes for the next version!
  • First try was the Ford GPA, which doesnt work because it's destroyed by frontal assault with SMGs, fausts, schreck hits and Hafthohlladung as it's immobile while in suppression mode.
  • Second was T90 with lockdown, also doesnt work properly because it's also suffering the same problems as above.
  • Third is suppression with Red banner Strelky with DP28. Also doesn't work because it limits strategy. Always Red Banners + DP28 or you'll loose to lategame Axis blobs - without suppression they can just run through your army, much like the old USA rangerspam when they had no exhaust effect after "Fire Up", just that Axis do not even need it because Soviets can't suppress.

This is something that soviets already suffer from since a very long time. Only chance to fix this seems to be by adding a hmg type weapon to them... and so we did.

However, this weapon, the SG-43 Goryunov, it is just a temporal replacement as a heavy machine gun team. Our real goal is to finish this one:

Meanwhile, we will remain using the placeholder(Credits to DMz). There are more subtle changes for Soviets, but that will be for another time. For now let's talk about Ostheer...

The Sturmpioniers now get Gewehrs 41 when purchasing their combat upgrade.

Landser squads can now get three MP40 instead of a MKB42(W)

Or two Panzerbüchse 39 anti tank rifles.

Ostheer can now produce mortar teams when selecting the Support pool.

Panzerfusiliers no longer get MP40/IIs, they can get now MG-34s.

Jägers no longer have Gewehr 43 as upgrade; they don't have MP44s,
but they use something similar...

The Support Army Troops tree no longer gives you either Wespe or Panzer 38t,
you now get a Panzerjager squad with a Luchs light tank for support.

(Wespe is it's own call-in at the end of the tree
and Panzerjagers are no longer available as regular unit)

First new unit: the Skirmish Commander, only one available at the field,
just like the Soviet Command Squad... however both use different abilities.

Second new unit: Bombardier Team, composed of one soldier equipped
with a Granatbüchse 39 and two more using MP40s. Replaces the LMG Team.

Thanks for your support,

Archaic Entertainment Team

Eastern Front Patch
Originally posted by Copernicus:
As requested, here are some details on what is actually causing crashes. This may be somewhat technical.

As you may be aware, in the past EF had problems with recrewing weapons. This is because CoH is hardcoded to only read capture squads for the 4 basic factions from team weapon entities. If you try to capture a team weapon with a Soviet squad, the game will crash because it cannot find the appropriate entry in the RGD (and subsequently runs into invalid memory sooner or later).

What I did back then was writing a custom DLL FactionFix.dll which for all purposes acts like the original game DLL (WW2Mod.dll; in fact it just forwards any calls to that DLL) but does some in memory patching, i.e. it changes some parts of the code in the original DLL. The code that is changed is the code that controls which squads are spawned when a team weapon is picked up. Whenever a non-standard faction tries to pick up such a weapon, my code jumps in and calls a certain ScaR function that returns the RGD-path of the appropriate squad. (To get the actual Lua-state of the ScaR-instance, I make use of Corsix' LuaExtCore.dll.).

Everytime a patch containing more than just balance changes is released, there is a chance that the address of the code that is to be patched has been changed. If parts of the DLL have been recompiled, it is even possible that parts of the fix have to be rewritten: Because we only have the binary files (i.e. the compiled code), my code needs to seamlessly interface with x86 assembler (which I very much like). Unfortunately that means, that if the compiler thinks it is better to put some value that was in some register EAX last time around into EBX this time, I have to rewrite parts of the code and spend sometime reverse engineering the data flow. These are all things that can be done rather quickly (even if some engineer at Relic decides that what has been an __stdcall up to v2.601 should be a __thiscall in 2.700).

The ugly part is if things do not work out immediately: This stuff is impossible to debug; without proper debug symbols even the stack traces of DMP-files are bogus and most applications totally don't like being debugged. Furthermore, debugging without any source code is tedious and not fruitful (especially when you are working with a system where you do not even have the faintest idea what most of the functions actually do!).

So what I currently have is the following:
I have updated the DLL accordingly and I have noted that besides some changes in the offsets, WW2Mod.dll has not been changed in the parts relevant to this patch. Still, the patch is not working as intended: Sometimes it works, sometimes it crashes, and sometimes it does not even allow a weapon to be recrewed (the cursor does not change into the right symbol and no action is possible). This (in a way) is the worst case scenario: My code seems fine (it is the same as for the last version and it worked for that one), but the behavior is somewhat non-deterministic. Sometimes you can capture a weapon, yet other times it won't work (using the same squad type and weapon type). If the game was crashing consistently, I could just look at where it is crashing and backtrace from there. But it does not.

I am not sure what causes this behavior. I have already witnessed similar behavior when I only patched an irrelevant part of the code (swapping two independent opcodes). This could indicate that some kind of memory protection mechanism is employed, yet I am not willing to believe this (why would it show that specific behavior? Why wouldn't it just crash all the time?). Non-determinism in behavior may also be indicative of multiple threads using the same code with non-thread-local data, but I highly doubt that because my testing setup was fairly isolated and it seems unreasonable to distribute the game logic to different threads, at least for this specific case. Another possibility is that I am missing a new piece of code that was inserted, but I was unable to find anything.

As you can clearly see, this problem is specific to mods that have additional factions.

To clarify another thing: I am not getting paid for this. Nobody here is getting paid for anything. And even if you did, you would not be entitled to anything because quite obviously, you did not pay for anything ;).

We released a small patch containing the new compiled DLL that will fix the crashes when playing with the New Steam version of Company of Heroes. Also, due to popular demand, we will release a patch that will make the mod compatible with 2.602 (Old Steam version or Retail). But remember, while this is a small assistance for those who don't want to play it in the new version, we don't offer support for it so, play it under your own risk.

We intended to release more content and balance changes, but we still need to finish the new models and to test more the balance changes, so we expect to release a new patch in the next two weeks, three at most, featuring all the content we have shown in pictures in the past weeks. But we certainly have changes that no one expects for Ostheer and Soviets.

So, the plan right now is:

1) To release the new DLL so everyone can enjoy Eastern Front. Changelog here[].

2) To finish the pending models and balance changes and release the big patch.

3) Start working on the reward Command trees for Soviets and Ostheer.

Problems with the download? Look here[].

Want the compatibility fix for 2.602? Look here. Mirrors: SpeedyShare[] MediaFire[].

This Weekend we will talk about what you will see in the next patch so, stay tunned because we are back in business!

Thanks for downloading and continue to enjoy,

Archaic Entertainment Team

Release date: This mod was released since Januray 20th, 2010. To download the mod, please visit this site:
Welcome to Company of Heroes: Eastern Front!

Eastern Front is a free mod for Company of Heroes. Following the ethos of mimicking a Relic Entertainment expansion pack, Eastern Front has succeeded in adding a full Soviet faction packed with unique and exciting units to the existing armies - a feat never before achieved in the Company of Heroes world.

We are constantly working to improve Eastern Front; our dedicated and experienced development team has worked on the mod for five years, and we don't intend to stop yet. The future will bring new campaigns, new reward units, further game mechanics and an overall better experience, as well as the rugged Ostheer - a unique new Axis faction who will be designed from the ground up to counter the Soviets.

Special thanks to everybody who made this mod possible, including our supporters.

Extra Special Thanks to Christian Werner von Schlippenbach, much admired fellow modder who contributed so much. He will be dearly missed.
Popular Discussions View All (13)
Jul 2 @ 3:50pm
Steam Release???
WarTotal XD
May 12 @ 8:39pm
New CoH update bugs my game.
Dec 17, 2013 @ 6:46pm
Eastern Front 2.0 and the new Ostheer Faction
< >
Alice Jul 11 @ 1:51am 
Legowonderboy Jun 28 @ 2:34pm 
@ Sljumnik. They need ti fix some "Items" with the game I guess...
Or not....
Seljumnik Jun 23 @ 1:58pm 
But why can't you put it on Steam anyway (it's playable, and that's all that matters), and update it later. And also check if updating works as it should? OK, it is kind of dumb that Soviets have US buildings with red flags, but I never saw any problem with any "SU-100" or whatsoever. I just think that fixing your update problem is far more important than replacing 2 models that can be replaced later... Anyway, when is it going to be ready (approximately)? And thanks for your fast reply! :)
Blackbishop  [author] Jun 23 @ 9:57am 
Thanks for the compliments, but the two models we need to change are important:

1) The new Mustering Tent building, we already announced it to be ready for the next patch but it still needs animations.

2) The new SU-85, because we need the proper SU-100 and also because the old model is not optimized. There are some models that cause people to get low FPS, and the SU-85 is the worst.
Seljumnik Jun 23 @ 2:13am 
What the hell? :( The mod looks good enough for me, what does "replace at least two models from the Soviet side" mean? I enjoy this mod, every map I make is for it, every time I play CoH I play on it, Ostheer is fantastic :) - only bad thing I can see is that goddamn updater which works as shit and then crashes. Downloading 2GBs every time new update shows up is crazy, and searching for smaller updates on the Internet that automatically apply themselves on the mod is pain in the ass. That's why I can't wait for Eastern Front to come out on Steam! :D
P.S.: you're awesome ;)
Blackbishop  [author] Jun 21 @ 5:53pm 
@300 kills in gorilla warfare
We still need to replace at least two models from the Soviet side before releasing it. It takes too much time because our 3D artists are working in other tasks :(.
omg release this plz! what happened?!
Legowonderboy Jun 21 @ 4:19am 
I think this mod is not going to come out for steam any time soon.
It might be Dead, OKW is coming to Coh2 so....I think that is going to kill this Mod.
Mr_Keyland Jun 15 @ 7:22am 
Has anybody downloaded the MOD? any good? worth the download?
themasterpoeper Jun 14 @ 1:59am 
for people who don't wanna buy COH2