V3 Release Notes

Mainboard/Proteus/Odin:

  • added MG34 to emplaced weapon library, SR25 semi-auto sniper to player carried weapon library
  • added ability to enable/disable usage of the Safety fire mode via Odin game start
  • major overhaul to scoring system. Now supports 224 players, 96 players on Red and Blue teams, 32 players on Yellow team. Faster score transfers, greater maintainability
  • added Indoor/Outdoor range selection, from Odin game start. Indoor mode reduces IR power to reduce bounce from walls
  • added support for Game A/B, from Odin game start menu; can now run two games side by side without interference
  • removed ability to respawn live players when in Wow mode, matching handling of other manufacturers
  • added “Easy” game mode, for kids. Unlimited ammo, reduced damage acceptance
  • added “sim1” and “sim2” game modes, for advanced simulation play
    • Sim 1 offers bleed simulation, time scaled damage, healing takes time
    • Sim 2 offers the same as above, plus the player must carry all ammo in physical ammo magazines

 

Proteus only:

  • showing "s" in power save mode if Safety is on, instead of the “-“
  • improved speed of sound playback

 

Mainboard only:

  • Optimised LCD driver for significantly higher speed.
  • Improvements to sound driver so that more “ouch” sounds are heard under heavy full auto fire
  • Renamed “clips” to “mags”
  • Enhanced sound handling: when combined with the new HQ-SFX sound module, sound enhancements:
    • New sounds for barrel overheat, 3 levels of bleeding, bandaging, flash bang
    • 3 levels of hit sounds; the harder you get hit, the bigger the scream
    • Unique fire and reload sounds for 11 different classes of weapons. As you change weapon type, the sound automatically changes to match. Sounds per weapon class are main, alternate, reload start, and reload end

 

Odin:

  • new memory test feature checks the hardware for any memory errors
  • added new “Respawn Dead” option that only respawns dead players, not live players. Existing “Respawn all” function still exists
  • Score verification feature checks score data for any missing players
  • support for new score system with 224 players

 

- FragScore:

  • New tool for programming HQ-SFX sound module, digitally over USB
  • Support for new score system
  • Enhanced support for Netbook displays with screen resolutions below 1024x768

 

 

Description of some new features:

Bleed Simulation
When a player takes a hit, they will begin to bleed, losing an amount of health points every 10 seconds. The rate of bleeding depends on the damage taken in the initial shot, in 3 levels. If left alone, the player will eventually die.

To stop the bleeding, there are two options:

  • find a medic, and get healed. This will stop the bleeding and add health
  • use a bandage pack. This is a physical device the player carries, that contains an amount of bandage “charges.” Each use expends one charge, and will stop the bleeding. To apply the bandage, the player must hold the bandage against the tagger, on the iButton port, for a period of 10 seconds. During this time, the player cannot shoot, but can still be hit. If the bandage is removed before the time is up, bandaging is cancelled and must be restarted.

Bandage packs are recharged either by Odin (typically at the start of a game) or by a Medic Box during the game, where each recharge will consume some of the Boxes points.
The bandage packs require no batteries, and are able withstand being completely submerged in water.

The Bleed effect enhances game play by making the player far more concerned about getting hit, and makes for more cautious game play, moving closer to real world combat.

 

Ammo Mags
Simulation mode 2 requires all players to carry there ammo as actual magazines. The tagger does not have any ammo, until the player uses a magazine. This provides a more realistic experience, for advanced simulation game play.

 

Healing in Sim Modes
After being healed by a Medic, the player will be unable to fire for a time period. The larger the Heal amount, the longer the time delay (typically 10 to 20 seconds.) Additonal Healing must also wait until the previous Heal has completed.

This prevents any unrealistic game play such as running out to shoot, getting hit, running back to cover and healing, and repeating.

Player ID Setting Devices
Field's can now purchase a set of devices that can be used to quickly and easily set the player IDs of any gun. At the start of a session, each player is issued with a lanyard containing a memory button device. The players can then pick up any gun any time, and by pressing the button against the gun, will program the gun to their own unique player ID. Saves time in preparing games.

 


Compatibility
To prevent undesired behaviour, all Taggers, Utility Boxes, Odins, and FragScore need to be updated to V3. Trying to combine V3 and V2 systems will partially work but substantial changes have been made to many core areas, end result being for proper operation, all must be the same version.

 

Upgrade Process
Taggers, Utility Boxes and Odins all require a new microcontroller to use V3. The new microcontroller was required to handle the additional features, and storage for the 224 player scoring support.

The installation is a simple unplug the old and plug in the new one. It is compatible with versions of hardware, however note that some Odins will require return to us for an additional minor hardware upgrade.

 

 

Copyright 2012 © FragTag. All rights reserved. Geelong, Australia. ABN 31906607093.