Close Assault: Close Assault v0.4 Update

Added by TheCaptain about 6 years ago

The Close Assault project is now public and available for browsing. I've been spending what free time I have on coding, so I haven't uploaded files, documents, put together the wiki, or assembled the FAQ yet. The repository will be available (and linked into the changelogs) sometime next week.

The last major portions I have to code before v0.4 can be properly tested are the spectating interface, the debriefing screen, and the in game briefing and 'how to play' descriptions. Before a public release, I plan to improve the teamswitch code (especially within vehicles), the sector capturing code (right now captures are instant), and write a scoreboard replacement so those playing can have quick updates about the other players and map status (time left, players, sector status, etc). There are also a few odds and ends to be worked out, but most major systems are in place. I'm waiting on some new computer hardware to design the 'real' maps as all my testing has been done on ramahdi, the only island my poor macbook can load. As I've stated in a few places, I've been working on exams, but I'll probably be able to finish most of the remaining items before the end of the month, and get both private and public test versions out.

(As a bit of a bonus, last night I coded a scripted manual mortar system which will make its way into the first release (hopefully). Executing a proper assault or defense requires some indirect fire or suppression, and as I've been putting off the off-map support options, I wanted to see how players would do with indirect firepower at their fingertips, without the simplicity of a map-click-boom system. Using an invisible Mk19 or Ags-30 duct taped to the back of an M113 or BMP HQ, the player can maneuver the mortar into place and manually aim the launcher using the mouse to select the correct elevation and bearing to hit a grid square (appx. target location is updated in real time, as well as needed bearing and distance to hit a map-selected point). The shell is fired from the launcher at the correct trajectory, making for realistic flight path and flight time. The mortar is effective between 100m and 3000m, and is accurate to within about 10m with a blast radius of ~20m (D30 or M119 shells), flight time of 30-45 seconds, and credits kills and rating to the gunner. Almost unfair, in practice.)

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 over 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 over 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 over 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 over 6 years ago

Added more restrictions on extra files delete

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

Added by Doomguy over 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.

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