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Wednesday, 23 January 2013

Uprising 1.09 Updates

A few more updates...

When a square on the map containing buildings is free from enemy soldiers it goes green.

When you respawn, you keep your previous gear before you died and your old body is removed.

Added a few more ambient building tweaks.

Monday, 7 January 2013

JSRS 1.5 is now out!



The next version of JSRS is now out, I've only had a brief look at it, but seems that many of the weapons have been updated.

One of the nice features in 1.5 is that there are now different sounds when firing from within a building or in a enclosed space.

http://www.armaholic.com/page.php?id=11550

I will add 1.5 to the servers tomorrow (Tuesday) hopefully the server should be able to handle both the old and new setups so people can switch and see which they prefer.

Uprising : Version 1.06

After today's test game, I've added a few more changes and fixes.

Sabotage Radio Tower : The Engineer role can now Sabotage radio towers and stop them jamming the satellite phone as an alternative to the demolitions role destroying the radio tower. Engineer needs to climb the radio tower in order to sabotage.

Backpacks : I've added empty backpacks for the initial spawning of the team. So remember, if you respawn to go find your backpack.

Wirecutters : I've added the ability for both Medic and Engineer to now use wirecutters to cut down wire fences.

Several bug fixes applied including one regarding night vision also added.

There is now a development server running a version of Uprising to test on, its password protected at the moment, if you would like to try it just contact me.

If you are playing on Uprising and think of a feature/idea/change or notice something odd let me know.

Thursday, 27 December 2012

Uprising : Spawning

I've updated the way the mobile spawning works in Uprising.

By default the spawning point is where you start on the island/map. The team leader carries a satellite phone, which when deployed acts as a mobile spawn point for the team (as well as a way to communicate to outside intelligence etc.)

When the satellite phone is deployed another team member can now pack up the phone and take possesion of it.

If a player is killed whilst carrying the phone, the phone will be dropped and can be picked up by another player. So it is important to let your team know if you are the one with the satellite phone so as they can retrieve it.

If you make contact with the resistance fighters on the island, they may offer you a safehouse. This then becomes the default spawn point for the team. However the satellite phone will always take priority over the safehouse.

Monday, 24 December 2012

Merry Chrismas!

 
It's that time again. Merry Christmas.
 

Wednesday, 19 December 2012

Loading Screen

I forgot to include the new loading screen on the previous post (thanks Sean for this). The new gamemode's working title is "Uprising". More updates on the progress soon!

Sunday, 16 December 2012

Sunday Coding Updates

I've been doing some work on the new gamemode today, after our last play test during the week, it was clear that we needed to increase the number of AI opposition. I've tweaked some of the settings to help improve this, I've increased the number of land patrols and adjusted a few more settings. It's work in progress to find the right balance.

I've now setup so that radio towers are fortified and should have a few soldiers guarding them if the tower is operational. To save cpu time, only towers nearby get guards.

If a radio tower is taken out, this will attract the attention of enemy force engineers who will attempt to repair the site. I've used the same code for the electrical power station areas, if you take out a power station transformer, engineers will be sent to fix the power.

I've used the same code from the radio towers to implement random roadblocks across the island, like the towers, nearby roadblocks should have guards present.

Sean has made a lovely loading screen image so have updated that onto the current version (v1.03).

The next idea I would like to look at is the ability to attract the soldiers attention (a flare/loud sound/etc). If the enemy force come across a dead soldier they will now fire a flare into the air and start to look for you. It would be nice if you could fool the soldiers into an ambush by using a flare to attract their attention.