DevHeaven (Only site issues): New Theme "Squeeje"

Added by Sickboy about 6 years ago

We are happy to announce that we have installed a new RedMine Theme!
We hope this theme resolves some of the issues ppl were experiencing on our site.
We are still tweaking and evaluating...
Please join the discussion on our forum, and watch the issue tracker for related issues.

Addon Sync 2009: 1.0.11 Beta is out

Added by Yoma about 6 years ago

Mostly fixes for the "favorites" list (gamespy query should return better results)

OAC Project: 2009-05-09 update is out.

Added by kju about 6 years ago

  • Bug #1253: ULOTC 11 Border Defence Mission not possible to complete.
  • Feature #1293: Add BWC 32BTN infantry replacement.

Check the OAC Roadmap for details.

  • Get the latest OAC CWC/RES campaign version via the filebase.
  • Update OAC altogether via YAS.

Addon Sync 2009: Beta 1.0.10 is out

Added by Yoma about 6 years ago

Selectable fontsize + some fixes.
Check roadmap for more details.

OAC Project: New campaign conversions available

Added by kju about 6 years ago

Thanks to Mopar, you can find 8 more excellent campaigns in the dev repository!

See commit:3e30a5d11c6c9e3b8608ece26866ed12b9acd637 and commit:9e417a308ffbb3d3bddf713994339d4ac19deeea.

All authors were contacted in request for permission for a public release.
You are encourged to report bugs in the issue tracker and will see them
get fix!

Enjoy and thanks again to the excellent effort by Mopar.

Here is the guide how to access the dev repository.

OAC Project: 2009-05-03 update is out.

Added by kju about 6 years ago

  • Bug #1209: New P85 units need OAC replacement config because P85 pbo's have new names
  • Bug #1219: Land chopper in ULOTC 11 Border Defence mission
  • Bug #1234: Removed dependency of CWR_UI in 'oac_c_cwr_compatibility'
  • Feature #1178: Allow HTTP browsing and download of the OAC/ACEIP repository.
  • Task #1199: Test OAC p85 replacements with latest release.
  • Task #1233: Remove outdated VILE/VILW replacement.

Check the OAC Roadmap for details.

  • Get the latest OAC CWC/RES campaign version via the filebase.
  • Update OAC altogether via YAS.

OAC Project: 2009-04-29 update is out.

Added by kju about 6 years ago

  • Feature #1137: Replacement for BDS T55
  • Task #1205: Implement RES faces converted and contributed by Icewindo.
  • Task #1206: Pack optional replacement to pbo, sign and put into '#notInUse' folder.
  • Task #1207: Add many new MP coop, dm and ctf missions converted by Luemmel.

Check the OAC Roadmap for details.

  • Get the latest OAC CWC/RES campaign version via the filebase.
  • Update OAC altogether via YAS.

Addon Sync 2009: 1.0.9 Beta is out

Added by Yoma about 6 years ago

Added more restrictions on extra files delete

Warface (formerly WACO): Warface v1.1.7d released

Added by Doomguy about 6 years ago

The first official release of Warface! ;-)

ACE 1.07 stuff added: Bizons, Konkurs launcher, and sandbags. Fixes and AI tweaks. Ranks can now be earned.

Here is the full changelog:

  • Added ACE 1.07 content: EAST: Bizon (SD), crew-served Konkurs
    launcher. BOTH: sandbags.
  • More squad leader fixes: Squad leader of independent air team
    is not respawned as team members anymore. Also, AI squad leaders
    could somehow join other teams: resolved by having them re-join
    their own team upon respawn.
  • Updated briefing and in-game help menu to better reflect Warface features.
  • Gear menu: Team member number displayed accurately now.
  • Fix for map coords on dedicated server: sent to client first
    before conversion.
  • AI teams of heavy type will attack enemy base more
    offensively if the income level of the AI side is above a certain
    threshold (200). Also, AI teams will divide their attention between
    fewer towns to capture.
  • Delays added between unit creations to prevent hickups when
    approaching a town.
  • Ranks can now be earned. Players start as sergeant, and
    receive promotions based on their score. Score is increased by
    neutralizing the enemy, and capturing camps and towns. For now, the
    ranks are merely "for fun," but they may become a requirement for
    the player to use certain weapons, or team size.
  • M107 and OSV-96 made more expensive: $300 for rifle and $30 for magazine.
  • Added new Warface logo to mission briefing and GUI.

Close Assault: Close Assault on Dev Heaven

Added by TheCaptain about 6 years ago


Close Assault is a company level, team vs. team Armed Assault game mode for up to 32 players. Close Assault aims to combine the realistic combat density and engagements of a solid tactical wargame (such as Close Combat) with the immersion and first person interaction of a war simulator (Armed Assault).

  • Squad Command: Players each command a squad or vehicle crew of AI teammates as they try to capture all of the sectors in a map from the enemy or eliminate them entirely. With each player controlling a squad, a 4v4 game is roughly a platoon level engagement, while a 16v16 game is company level.
  • Sector Control: Sectors may only be captured after controlling a neighboring sector, concentrating battles along a front line. Most battles take place in mission areas of about 2-4 square kilometers.
  • Realistic Force Pool: Players choose units from a limited pool of forces; when units are lost, they cannot be replaced. Platoons arrive at different times during the battle, granting players an increased variety of equipment as the game progresses.
  • Teamswitch & Group Respawn: To improve squad combat while commanding AI, players may switch first person control between team members at will, and respawn into them when killed.
  • Combined Arms Combat: Over a dozen unique unit types expand the possibilities in combined arms combat. Units include: combat engineer squads which can deploy mines and fortifications, airborne infantry squads that let the player fly a helicopter into combat and then fight as the infantry, and self propelled mortars with manually controlled aiming.
  • Designed for Editing: Flexible Scenario and Unit data files allow easy creation of new scenarios without editing game code, as well as integration of popular Arma mods. However, no addons are required to play the basic game.

I have been working on Close Assault for about a year and a half, with various incarnations dating back to my early Operation Flashpoint missions. My dream since owning my original copy of Operation Flashpoint was to have a large scale multiplayer war, with combined arms forces locked in a vicious engagement. With the improvements in network speed, computing power, and game engine features (like Join in Progress) since 2001, my original dream has almost become reality.

The first public version of Close Assault will be version 0.4, which will incorporate all of the features displayed in the following preview, and not require any addons. Future versions will support AI 'bots' controlling their own squads, a command system for players to control subordinate squads and platoons, a support system for calling in artillery, airstrikes, and reinforcements (limited to officers), and expanded unit options such as engineers, artillery batteries, self propelled artillery, and parachute-dropped special forces. Look for v0.4 to be released in May 2009. Development for Arma 2 will be pursued once a stable version has been released for Arma 1.

I have hosted CA on the dev-heaven website to help streamline development, and hopefully make it easier to collaborate with other developers. Until now, Close Assault has been a one-man operation, making it hard to share code or resources with others. Thanks to Dev Heaven for hosting the project and helping me get set up!

Here is a 36 image preview of upcoming version 0.4 that I have posted to Flickr. I have narrated the action of a 30 minute engagement to demonstrate Close Assault's features and game flow in a small 4v4 map.

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