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<title>Project Rise - News</title>

<link>http://www.project-rise.org/</link>

<image><url>http://www.project-rise.org/images/hs_rss.jpg</url></image>

<description>A mod for Crysis called Rise. Heavily influenced by the Tribes series of games.</description>
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<title>Rise Released and opened up...</title>

<link>http://www.project-rise.org/news.php#34</link>

<description>&lt;p&gt;As promised, the current form of Rise is now released.&lt;br /&gt;We have opened up access to some of the assets, the source code and binary release of Rise.&lt;br /&gt;Our forum is also open.&lt;br /&gt;So where can you get it?&lt;br /&gt;&lt;br /&gt;Forum access here: &lt;a href=&quot;http://the-asylum.com/tribalmoddev&quot; target=&quot;_blank&quot;&gt;http://the-asylum.com/tribalmoddev&lt;/a&gt;&lt;br /&gt;You will find *all* our our concept art, access to more assets and generally see how we used this to develop Rise.&lt;br /&gt;&lt;br /&gt;Binary, source and assets can be found here:&lt;br /&gt;&lt;a href=&quot;http://private.wakinghour.org&quot; target=&quot;_blank&quot;&gt;http://private.wakinghour.org&lt;/a&gt;&lt;br /&gt;Please pay particular attention to the readme text file as this contains info on how to install Rise.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Rise Alpha testing footage:&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;&lt;br /&gt;
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&lt;/p&gt;&lt;br /&gt;
&lt;p&gt; &lt;/p&gt;&lt;br /&gt;
&lt;p&gt; &lt;/p&gt;&lt;br /&gt;
&lt;p&gt;&lt;br /&gt;
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&amp;gt;&lt;/p&gt;&lt;br /&gt;
&lt;p&gt; &lt;/p&gt;&lt;br /&gt;
&lt;p&gt; &lt;/p&gt;&lt;br /&gt;
&lt;p&gt;&lt;br /&gt;Hope you enjoy.&lt;/p&gt;</description>

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<title>Rise Release: Our design doc open...</title>

<link>http://www.project-rise.org/news.php#33</link>

<description>&lt;p&gt;Hi all.&lt;br /&gt;Well no positive news in terms of boosting the existing team to push Rise forwards.&lt;br /&gt;However we will be releasing pretty much everything we've been working on.&lt;br /&gt;This will include opening up our design documentation wiki and forum (in read only capacity).&lt;br /&gt;There will be a few things that won't get released, and we are respecting the requests of individuals within the team whether they would like to release what is essentially work in progress assets (3DS Max and texture files).&lt;br /&gt;However the source code will be released, and some maps.&lt;br /&gt;Rise as it stands is already playable in a rough LT mode (client and server).&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;So to give you an insight on how we went about planning and trying to run a world wide team, our Wiki is now open for viewing:&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://wakinghour.wikidot.com&quot; target=&quot;_blank&quot;&gt;http://wakinghour.wikidot.com&lt;/a&gt;&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;We used the Wiki as our design document. It is still not entirely complete and some of the planning stages have been pretty out of date.&lt;br /&gt;Still I hope that if you might be planning to take up Rise and develop it further, this will be useful to you.&lt;br /&gt;Some of the team might be interested in joining you so please let us know if you are starting a project.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Further update at some point next week for the general release.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Cheers.&lt;/p&gt;</description>

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<title>Status update and team news</title>

<link>http://www.project-rise.org/news.php#32</link>

<description>&lt;p&gt;Hi all.&lt;br /&gt;It is with great regret that I no longer find myself with the time required to push Rise forwards to completion.&lt;br /&gt;This leaves us with a few options, Plan A being asking for some more help.:&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;In order to push Rise to completion the team would need:&lt;br /&gt;A new project manager / lead developer. I cannot stress enough how important this role is. You will really need some real life project management skills and experience in managing multi-disciplined activities. It is not a position to be taken lightly.&lt;br /&gt;A modeller to help with the rigging aspects. This person should be very proficient with the workings of Cryengine 2.&lt;br /&gt;Level desiginer.&lt;br /&gt;Possibly an additional coder/scripter.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Personally I have very strong links to this project, after investing a lot of time (and I mean a lot), effort and finances, so I would like to be involved with the Project Management as a 'consultant' :)&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Now if the team cannot get the mommentum, direction and possibly 'staffing' levels required, ala Plan A, within the next few weeks, then we have been talking about just releasing everything we currently have the moment, source code 'n all. More details will be announced on that if we reach that stage.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;So if you can seriously help plug the gaps and fulfill roles need for Plan A, then please get in touch and we will discuss further.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Cheers.&lt;/p&gt;</description>

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<title>We aren&amp;#39;t dead, honest...</title>

<link>http://www.project-rise.org/news.php#31</link>

<description>&lt;p&gt;Just to let you know that we aren't dead, just moving incredibly slowly.&lt;br /&gt;One of the main reasons has become my own personal life. A lot has changed for me over the last year which has unfortunately made very little time to sit on top of general management of Rise. I really need to win the lottery or something so I can pack up my real job and dedicate time to this.&lt;br /&gt;I think most people severly underestimate the sheer amount of time and effort it takes to create something like this. Especially considering the amount of actual modding we have had to undertake to the Crysis engine to achieve what we need to.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;However that all said, it is still my full intention to get Rise out there and plan to work on internal team aspects with fellow members to get the momentum going again.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Like I've mentioned in previous posts, for LT mode, coding wise we are pretty much release ready. A lot of complications with custom character modelling and general tarting up still remains outstanding which is preventing us from releasing anything new.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;So yeah, apologies it has been some time, and my posts may of been pretty vague. As you may appreicate some aspects have been very hard to quantify, certainly in terms of the length of time some tasks can take. Hopefully I can give you something more promising in the very near future.&lt;/p&gt;</description>

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<title>Happy 2010 everyone...</title>

<link>http://www.project-rise.org/news.php#30</link>

<description>&lt;p&gt;Happy New Year from the Waking Hour team.&lt;br /&gt;We hope 2010 is a brilliant year for you.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Update on Rise coming soon. Stay tuned :)&lt;/p&gt;</description>

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<title>Plodding Along...</title>

<link>http://www.project-rise.org/news.php#29</link>

<description>&lt;p&gt;Indeed we are. Plodding along that is.&lt;br /&gt;We've been working on fixing some bugs with the CTF gameplay which ended up being a complete rewrite :)&lt;br /&gt;Still behind with some modeling aspects, especially custom characters, but there is light at the end of the tunnel.&lt;br /&gt;As soon as we have the light armours in, with first person weapon(s) (at least the disclauncher), plus some building polishing up, we shall commence on a new video to show the current gameplay and first Light Training build.&lt;/p&gt;</description>

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<title>Brief media update and seeking modeling talent</title>

<link>http://www.project-rise.org/news.php#28</link>

<description>&lt;p&gt;Hi there.&lt;br /&gt;Work continues at a vastly reduced rate at the moment.&lt;br /&gt;We would use some help with rigging, animating and texturing (including uvmapping / skinning). So if you are a dab hand in 3D Studio Max, familiar with the Cryengine 2, and want to join us in pushing Rise to completion, send us a message :)&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;In other news, I've added some more media for you guys to see some of our actual models. Hope you like them.&lt;br /&gt;Head over to the &lt;a href=&quot;http://www.project-rise.org/photogallery.php?album_id=2&quot;&gt;Media&lt;/a&gt; section to check them out.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Cheers.&lt;/p&gt;</description>

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<title>WebAdmin utility released</title>

<link>http://www.project-rise.org/news.php#27</link>

<description>&lt;p&gt;We have decided to release our WebAdmin utility for server admins.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Something we have developed for use in Rise but have decided to do a general release.&lt;br /&gt;The server admins in our team, including myself, have found this an incredibly useful tool in running servers.&lt;br /&gt;So what exactly is it?&lt;br /&gt;Quite simply, it is a web server interface to the Crysis / Wars RCON system.&lt;br /&gt;This lets you manage all server settings from a simple, fully customisable web site.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Features:&lt;/p&gt;&lt;br /&gt;
&lt;br /&gt;
Multi-admin high secure web interface (IP range restriction, HTTPS, Sandboxing)&lt;br /&gt;
Individual admin privileges&lt;br /&gt;
Works for Crysis and Crysis Wars&lt;br /&gt;
Server anti crash and scheduled auto restart&lt;br /&gt;
Does not require any modifications to server files (apart from autoexec.cfg)&lt;br /&gt;
Fast template engine for customizable HTML pages&lt;br /&gt;
Automatic updates&lt;br /&gt;
Runs on Windows and Linux&lt;br /&gt;
&lt;br /&gt;
&lt;p&gt;With the web interface you can:&lt;/p&gt;&lt;br /&gt;
&lt;br /&gt;
Kick and ban players (bans can be given a note/reason which is logged)&lt;br /&gt;
Set game/server settings&lt;br /&gt;
Manage level rotation&lt;br /&gt;
Upload new maps/map packs (ZIP &amp;amp; RAR) from you local machine or an URL (HTTP &amp;amp; FTP)&lt;br /&gt;
Use the chat and view the console&lt;br /&gt;
Restart the server&lt;br /&gt;
Manage web administrators and much more.&lt;br /&gt;
&lt;br /&gt;
&lt;p&gt;Certain features are limited to the interface running on the game server host.&lt;br /&gt;Full documentation is provided in the zip, along with some templates to get you going.&lt;br /&gt;&lt;br /&gt;We hope you find it as incredibly useful as we do :)&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;We have a web site set up so you can download the latest release and a small support forum in case you need help.&lt;br /&gt;We would also like to encourage people to create templates and share them with other users. You can do this from the same forum mentioned above.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Installation instructions are included in main zip.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;That all important link: &lt;a href=&quot;http://webadmin.wakinghour.org&quot; target=&quot;_blank&quot;&gt;http://webadmin.wakinghour.org&lt;/a&gt;&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Live demo here: &lt;a href=&quot;http://81.19.219.171:85/&quot; target=&quot;_blank&quot;&gt;http://81.19.219.171:85/&lt;/a&gt;&lt;br /&gt;User name / pass: test / test&lt;/p&gt;</description>

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<title>Brief Status Update</title>

<link>http://www.project-rise.org/news.php#26</link>

<description>&lt;p&gt;Just a brief update to let you know that some of the goals we had planned to get ready by this time are taking considerably longer than expected.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;That said, where practicle, we have brought forward some future development work into this cylce. Primarily to keep active on progressing other aspects whilst our current goals are still being worked on.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;The upshot of this should result in a faster development cycle in our next phase.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;We are also considering providing some basic Fraps-esque footage of gameplay, even though our assets aren't finished, or are still in a buggy state.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Even though we are reluctant to show off things that are still work in progress, I'm also sure you guys would like to see something other than our very early test video :)&lt;/p&gt;</description>

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<title>Current development progress and immediate goal...</title>

<link>http://www.project-rise.org/news.php#25</link>

<description>&lt;p&gt;Hi all.&lt;br /&gt;Firstly, I do apologise for not posting for a while.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Current progress on Rise:&lt;br /&gt;Well, we were hoping to of brought you a new video by this time. However there are still some outstanding issues that prevent us from actually showing you where we are.&lt;br /&gt;We've had a fully playable version of Rise, in fundamental Light Training (basic gameplay for those non Tribes people) mode for some time now, however it's only recently that issues in the movement mechanics have been ironed out. Movement wise, we're extremely happy with it now and are working hard to release a new video.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Our current immediate goal remains as a full LT gameplay video release. Unfortunately I can't pin down any firm dates, but we are close now :)&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;Moving into the future:&lt;br /&gt;The Crysis Wars (the multiplayer bundled game with Warhead) SDK is released, so once our video release is complete, we are moving across to Wars. Mostly to take advantage of the new tools and optimised engine this offers.&lt;br /&gt;We still intend on opening up a small closed beta. This of course will now be with Wars.&lt;br /&gt;More news on that aspect nearer the time.&lt;br /&gt;Please note that we are not taking applications at this time.&lt;/p&gt;&lt;br /&gt;
&lt;p&gt;That's it for now.&lt;br /&gt;Thanks for the support.&lt;/p&gt;</description>

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