Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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vecchiounno Oct 2, 2022 @ 4:28am
3
I HAVE A DREAM AND A PROJECT...
NORESUS Project - Strategic Map fo Gates of Hell (Skirmish Online)

NORESUS Project - Persistent Campaign
MOD released...

Game open (test)
... organize your clans![noresus.altervista.org]

NORESUS Project - Persistent Campaign ONLINE
Video Tutorial for Attack PvP type...



I have always firmly believed that in a game so well done on a tactical level, the strategic part is missing to be complete and perfect.

This is my idea, in 4 short points (I've had it for years):
1) portal where players book to play;
2) the battle takes place;
3) the log file at the end of the battle is processed;
4) the strategic map is updated;

the cycle repeats until the strategic map is exhausted.

Being a programmer I am able to accomplish points 1, 3 and 4 easily (as I did with SPC).

I already have all the details and methods in mind.

Let me know if this is of interest to the GoH community.

p.s.
the only limit for me is the server part which has a cost that I cannot afford ...

Mik
Last edited by vecchiounno; Nov 22, 2022 @ 7:27am
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Showing 1-15 of 49 comments
Culee  [developer] Oct 2, 2022 @ 4:39pm 
Hello vecchiounno, feel free to reach out to us at barbedwire.dev@gmail.com and we can try to work something out.
Last edited by Culee; Oct 2, 2022 @ 4:39pm
vecchiounno Oct 3, 2022 @ 1:57am 
Certainly!
leave me time to organize and send you as much as possible
tks
vecchiounno Oct 14, 2022 @ 3:41am 
As for me, I am continuing to move forward in trying to understand how the various phases that will serve to satisfy the points described in the project, can be fulfilled.

I strongly believe in the support and participation of this Community and I think it is useful to share this Dream right away.

Before proceeding further, I want to describe the Logic of the Strategic System.
For those who did not understand it, the objective (the Dream) would be to add the strategic part to GoH; that is a shared web environment made up mainly (but not only) of a Strategic Map: here the strategies that then would be played in Multiplayer. People would also have the ability to schedule battles and thus allow interested parties to participate in time and thus always find someone to play with.
But these are just some of the benefits that this project would bring to our Community ...

But let's get to the aspect of logic ...
  1. From the Web, ATT (attacker) decides to attack and moves his units to an adjacent enemy territory;
  2. DEF (defender) responds to his request (according to various rules);
  3. The System schedules the game and enables the Map and Units on the ATT PC, as well as on the DEF PC;
  4. At the Date\Time scheduled in agreement, ATT starts GoH in SKIRMISH\ONLINE SKIRMISH (with password sent by the System only to the participants);
  5. The game is played;
  6. At the end, LUA (script language used by GoH) records the results;
  7. The System processes the results and updates the DB (sql) on the Internet, updating the graphics of the online Strategic Map;
  8. The Game is repeated starting from point 1) by all those who participate with their starting Territory and their Units;
  9. The Strategic Campaign ends if:
    • A-The enemy Capital is captured;
    • B-The participant has no more resources (military, fuel, ammunition, spare parts, health care, etc ...)
p.s.
Each Territory can contain resources (industries, raw materials, infrastructures, etc.) and also participates in the counting of points that allow (in quantity\time) the construction of new units.

This is only a summary of what we intend to achieve.

to be continued ...
Last edited by vecchiounno; Oct 14, 2022 @ 3:44am
vecchiounno Oct 14, 2022 @ 4:42am 
Working progress

As far as I could understand, all we need is in the \SET\MULTIPLAYER\ folder regarding the preparation of the battle (previous phase)
and in the \SCRIPT\MULTIPLAYER\ folder as regards the outcome of the battle (next phase).

I report what I have been able to verify (thanks also to the help of some mods). Given that my intentions would be to play games only in Domination mode, this is the part I modified in the file \SET\MULTIPLAYER\GAMES\ammunition.set:
{teamSettings {teamsMode normal} ;{armySelectionMode alliance} {teams {"a" {armies "ger"} {hidden 1}} {"b" {armies "rus"} {hidden 1}} } ;{alliances ; (include "presets/alliances_generic.inc") ;} }
; = exclude the line

All modifications of this and subsequent files are made in real time, as a consequence of point 4., before starting GoH. Of course it will be necessary to install a dedicated Mod.
In this example, a player with German units ("a") attacks a player with Russian units ("b").

The Units in the field, both for ATT and DEF, are shown in file \SET\MULTIPLAYER\GAMES\PRESETS\preset_early.inc:
; == EARLY WAR STANDARD RESOURCES == (define "standard_all" {common {unitset {value "panzer4d|single_at|t3476_40"} {available "medic"} } {commandPoints "*=%cp"} (include "global_parameters/unitlimits.inc") {chargeFactors {value "*=1.00"} } (include "global_parameters/budget.inc" s(%start) f(%finish) d(%doctrine)) } {bots (include "global_parameters/bots_generic.inc") ("deploy_bots" period("early")) } )
In this example I have chosen the Early Period and as Units, "panzer4d|single_at|t3476_40": these units are chosen by ATT and DEF among those they have (points 1 and 2). This is in regards to the type of unit...

As for the number of units for this battle, the System will modify the file \SET\MULTIPLAYER\GAMES\PRESETS\GLOBAL_PARAMETERS\unitlimits.inc:
{unitLimits "panzer4d=1;t3476_40=2;single_at=1"}
In this example for Germany 1 Tank and 1 Antitank Unit and Russia 2 Tanks.

to be continued ...
Last edited by vecchiounno; Oct 14, 2022 @ 4:54am
MrCookie Oct 14, 2022 @ 8:37am 
Yeah great idea. I have an idea like that but with a conquest twist of research and buying units. Unfortunately I currently have no skills for that. I wish you luck:steamthumbsup: Something like that will push this game to the next level
vecchiounno Oct 14, 2022 @ 8:58am 
I asked you for help on Discord several times, but you didn't answer me that much ...
We can still work together for this community ;-)
MrCookie Oct 14, 2022 @ 10:47pm 
Originally posted by vecchiounno:
I asked you for help on Discord several times, but you didn't answer me that much ...
We can still work together for this community ;-)
Really? I don't remember getting any messages, sorry. Usually I always answer
vecchiounno Oct 15, 2022 @ 2:51am 
this was the last in Discord [discord.com]

but it doesn't matter ... we are all always very busy.
MrCookie Oct 15, 2022 @ 4:02am 
Originally posted by vecchiounno:
this was the last in Discord [discord.com]

but it doesn't matter ... we are all always very busy.
I see. Sorry about that. Things indeed slip my mind sometimes. Don't hesitate to ask again if needed (preferably with tagging)
vecchiounno Oct 15, 2022 @ 4:41am 
Certainly we will have to collaborate together:
you, for GoH part (units, resources, purchase, etc.),
I, for web-php-db-programming part...

Obviously with Culee's blessing :-)
Last edited by vecchiounno; Oct 15, 2022 @ 4:42am
vecchiounno Oct 15, 2022 @ 6:00am 
Working progress

It gets (for me) a little more complicated when you talk to LUA.
LUA is the scripting language that GoH uses to manage BOTs and DATA during Skirmish Battles.
I still haven't been able to figure out which table stores the data during the game and which GoH displays in the statistics window at the end:

for this I would need help from the DEVs or anyone who knows ...

But I managed (by starting to learn LUA) to create a small file that at the end of the game reports WHO won. In this file \SCRIPT\MULTIPLAYER\bot.lua I have added these lines in the function OnGameStop():
save_stats = io.open("D:\\Program Files (x86)\\Steam\\steamapps\\common\\Call to Arms - Gates of Hell\\MODS\\strategic_map\\resource\\script\\multiplayer\\stats.txt", "w") for i, flag in pairs(BotApi.Scene.Flags) do local rig="" for r, v in pairs(flag) do print(v) rig=rig..v..";" end rig=string.sub(rig,1,-2) rig=rig.."\n" save_stats:write(rig) end save_stats:close()
And this file (stats.txt) contains, at the end of the game, the situation of the 2 bases:
base_flag_b; a base_flag_a; a
It tells us that both base b (base_flag_b) and base a (base_flag_a) belong to player a:
so a has won.

This already allows us to update the situation in the Strategic Map on the web.

to be continued...
Last edited by vecchiounno; Oct 15, 2022 @ 6:03am
TrippleSix Oct 15, 2022 @ 8:15am 
reminds me of the army general mode from SD2. love the idea. BUT i think this would be more suited for single player, because i feel like the online community is not as big. i think this mode would quickly become stuck in sand and not played enough to find matches. waiting times would be really long and if you put a time, its possible the oppenent wont show up, cuz he decided otherwise or realife hit suddently.

or did i get you wrong on this?

or you guys put a "grand campaign" thing. you know, something like a big online campaign map. you choose a faction. key points to capture to move the frontline are servers and everything from the map to who atcs and who defs, time of year (summer, fall, winter, spring, for the whole map) and night/day circle is already decided server side. similar to the heroes and generals campagin map. this way theres no need to put up a time to play or open up a server. its always 1v1 and players need to decide depending on the tactical map what to do and join the server, other players then react to that "attack. if thers no opponent found after a while, a bot is gonna take over that match.

its like join, play, leave, repeat->watch frontline move by community

nevertheless, i love the idea and i wish you the best of luck to complete this one day.
would definitely play
Last edited by TrippleSix; Oct 15, 2022 @ 8:20am
vecchiounno Oct 15, 2022 @ 12:13pm 
As already communicated to Culee [Dev] , it is since 2006 that I had started a project similar to this ...

But first I indicate the link than write rivers of words:
NORESUS Project[noresus.altervista.org]

p.s.
This Dream of mine has "far roots" (as they say in Italy): in the meantime my son and daughter have graduated ... :-)
Last edited by vecchiounno; Nov 7, 2022 @ 12:54am
vecchiounno Oct 18, 2022 @ 12:34am 
Working progress

Well guys,
the loop closed successfully. Here is the summary:
  1. ATT (attacking player) makes his choice on the Strategic Map (on the web);
  2. The System records the information on the DB and updates the Strategic Map;
  3. ATT starts a dedicated program on your PC (SMC.exe: "StrategicMap Creator");
  4. SMC modifies all the files as described in the previous posts and automatically starts GoH client (in a dedicated Mod);
  5. ATT selects ONLINE SKIRMISH and continues hosting the match against DEF (defending player);
  6. At the end of the Battle, SMC sends the data (team flag) to DB Server (on Web);
  7. The System updates the Strategic Map ... and the War continues.

I have 3 questions to ask the Devs (or the Community);
a) is it possible to hide the maps and modes listed in skirmish, leaving only the map to play and the Domination mode?
b) in LUA which is the instance or the table that manages the stats of the match?
c) must the modifications made on the ATT PC also be made on the DEF PC?

With these 3 questions solved, I would say it would be perfect ...

p.s.
for now I am make tests only with the minimum characteristics of the SMC System that will be
Last edited by vecchiounno; Oct 18, 2022 @ 12:38am
MrCookie Oct 19, 2022 @ 1:39am 
C) everyone should have the same mod files
A) you may try disabling these maps with your mod (not sure how, probably editing Inc/set files for these maps
B) did you check game.log file after the MP game finishes? Maybe it has some info
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Date Posted: Oct 2, 2022 @ 4:28am
Posts: 49