Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

UltraHotmod
1,249 Comments
EmperorOfFinland  [author] 16 hours ago 
I will merge these to the main branch for now.
flashmozzzgg 18 hours ago 
Thanks for the submod, restarting the game after each battle is a very tedious task XD
And in general, thanks for the mod.
EmperorOfFinland  [author] 19 hours ago 
@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://steamcommunity.com/sharedfiles/filedetails/?id=3615571708
flashmozzzgg 22 hours ago 
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  [author] Nov 30 @ 3:46am 
@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 Nov 29 @ 7:44pm 
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 Nov 29 @ 4:56pm 
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 Nov 29 @ 8:04am 
Alright, thank you!
EmperorOfFinland  [author] Nov 29 @ 6:26am 
@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 Nov 29 @ 2:08am 
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 Nov 29 @ 2:00am 
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  [author] Nov 25 @ 4:11am 
@STALKER

I would have to see how the code for vanilla airstrikes works and merge it with West81 since it does airstrikes differently.
EmperorOfFinland  [author] Nov 25 @ 4:10am 
@Fletch

Yeah seems nothing has broken yet i think. thankfully.
Fletch Nov 24 @ 3:07pm 
Thank you for the quick fix!, much appreciated.
Fletch Nov 24 @ 1:11am 
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 Nov 23 @ 11:03pm 
Please tell me, when will the enemy use aviation more actively? Including airplanes from the very beginning of the conquest.
EmperorOfFinland  [author] Nov 23 @ 11:50am 
@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 Nov 23 @ 3:36am 
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  [author] Nov 22 @ 9:14am 
@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 Nov 22 @ 8:57am 
Alright, thanks for the response and keep up the good work!
EmperorOfFinland  [author] Nov 22 @ 8:25am 
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  [author] Nov 22 @ 8:24am 
@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 Nov 19 @ 11:43pm 
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 Nov 19 @ 11:42pm 
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 Nov 19 @ 10:56am 
nvm i figured it out
warzone1231 Nov 19 @ 10:49am 
so i tried to enable this mod but crashes every time i did follow the intructions can i get some help
EmperorOfFinland  [author] Nov 17 @ 3:05pm 
@wysus

Currently way too busy to add it. maybe later. i will just finish an update this week and keep a 2-4 week break again.
EmperorOfFinland  [author] Nov 17 @ 3:04pm 
@Jaws

On conquest and skirmish, either nuclear artilleryshells, ballistic missiles. or airstrikes in conquest.

USA and Soviets have them.
EmperorOfFinland  [author] Nov 17 @ 3:03pm 
@Sonny Jim

Yeah i have fixed this and so on.

There is no way to disable nuclear weapons or NBC you have to make a submod yourself. AI does not really use them however so they are not that common.
EmperorOfFinland  [author] Nov 17 @ 3:03pm 
@skubb

No but you can probably use some soviet tanks for it that have skins for it. some of the infantry and units exist but i have not written the conquest tree and research tree.
EmperorOfFinland  [author] Nov 17 @ 2:59pm 
@KayfasKain

I have fixed it on the current testbuild i have on my end. probably released by this friday.
wysus Nov 17 @ 1:37pm 
EmperorOfFinland

Could you add new tanks to NATO, for example Kamfpanzer 50 t?
Sonny Jim Nov 15 @ 6:42pm 
any chance there's a way to disable nukes/nbc?
Jaws Nov 15 @ 8:53am 
where are the nukes and airstrikes
Sonny Jim Nov 13 @ 5:43pm 
spent casings from the lav 25 got huge suddenly, like when they eject they're the size of the vehicle
skubb Nov 11 @ 1:14am 
is east germany included in this mod? curious bc i dont want to download 16gb just to find out
KayfasKain Nov 10 @ 1:47pm 
Yeah, sorry, my bad, I meant the T-64B series, so both the 64B and the BM
EmperorOfFinland  [author] Nov 10 @ 3:35am 
@jdmoreton08

I have been thinking of rebalancing the research point cost but locking down the player to research more before getting to 1960 and 1975 for soviets for example.

I could adjust the NATO tree units to be cheaper but mean that to progress you need to research all trees of the era first.

USA tree would be need to be reorganised anyways at somepoint.
EmperorOfFinland  [author] Nov 10 @ 3:26am 
@KayfasKain

T-64M?

There is T-64BM and so on.

So i know what it is. i changed the names of ATGM's for vehicles since they have different HEAT Pen than other ones but it seems the game is rather specific about the naming of said ATGM's or they wont track properly.

I will fix this by the end of the betapatch ie i know how to fix it since i have fixed it 2 times now and broke it 2 times. :DDDD
KayfasKain Nov 9 @ 12:15pm 
Good day. First, I would like to say that I realy like the mod. The amount of different vehicles and possibilities for war crimes (TOS-1A, my beloved) it adds is truly astounding. However, I have found a bug. The t64m-series tanks are not able to use gun-launched atgms, although they even have them in their inventories.
jdmoreton08 Nov 9 @ 6:11am 
is there a chance that we can get more research points plz @EmperorofFinland urgent request plz:steamhappy:
EmperorOfFinland  [author] Nov 9 @ 5:02am 
@_The_Gamer_Cat_

Before both of you play you need to verify your gamefiles, it does it twice first main game and then workshop. In order to avoid desyncs its best to always verify the gamefiles each time you want to play before you start playing.
_The_Gamer_Cat_ Nov 9 @ 4:48am 
Good afternoon! Can you tell me why, when I create a session and connect to a friend, I get the error "Resource mismatch detected"? The error occurs specifically with the West 81 mod, but UltraHotmod doesn't work without it.

Translated using an online translator
EmperorOfFinland  [author] Nov 8 @ 4:30pm 
@DDaniel

There is no official compability. so yeah it might work but i have no idea does it work correctly so as a result bugs reported using those cant be verified and i wont fix them unless they are also happening with officially compatible mods.

I know for a fact that none of the mods i outlined are fully compatible. since i have no compability patch for any of them.
DDaniel Nov 8 @ 1:19pm 
everything aside from panzer connect and tow & haul worked just fine until a few days ago so this statement isn't even remotely true
EmperorOfFinland  [author] Nov 8 @ 11:45am 
@DDaniel

None of these are compatible

Better GoH - Environment Visibility - 1.055.0
Tank Projectile Sound Overhaul
Karlsson's Removable .50cals
Mount Everything
Cheat
Panzer Connect Fixed
Tow and Haul
DDaniel Nov 8 @ 9:58am 
I'm using NATO, and my load order is the following:


Hotmod 1968 v0.3g
West-81
Ultrahotmod
UltrahotmodExtreme
Better GoH - Environment Visibility - 1.055.0
Tank Projectile Sound Overhaul
Karlsson's Removable .50cals
Mount Everything
Cheat
Panzer Connect Fixed
Tow and Haul
EmperorOfFinland  [author] Nov 8 @ 8:25am 
what faction are you using? and how are the mods?
DDaniel Nov 8 @ 8:08am 
NVM, I guess I was wrong.

It shows up at the start, not when trying to tow something.
DDaniel Nov 8 @ 7:49am 
@EmperorOfFinland

Firstly, the french 155mm AMX-13-F3 and
secondly, the 105mm american HMC M7B1

I tried it with both the M416 american and german versions.
both gave a dcg side 01 error.