<?xml version="1.0" encoding="ISO-8859-1"?>
<rdf:RDF
	xmlns="http://purl.org/rss/1.0/"
	xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
	xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel rdf:about="http://feeds.garagegames.com/rss/blogs/developer/25888/">
		<title>Blog for wingman at GarageGames.com</title>
		<description>Blog feeds for Gamers and Developers in the GarageGames community.</description>
		<link>http://www.garagegames.com/</link>
		<image rdf:resource="http://www.garagegames.com/images/GarageGames_logo_small_w.gif" />
		<dc:date>2008-11-21T14:17:13+00:00</dc:date>
		<items>
			<rdf:Seq>
				<rdf:li rdf:resource="http://www.garagegames.com/blogs/25888/6629"/>
				<rdf:li rdf:resource="http://www.garagegames.com/blogs/25888/5883"/>
				<rdf:li rdf:resource="http://www.garagegames.com/blogs/25888/5852"/>
			</rdf:Seq>
		</items>
	</channel>
	<item rdf:about="http://www.garagegames.com/blogs/25888/6629">
		<dc:format>text/html</dc:format>
		<dc:date>2004-10-28T00:03:30+00:00</dc:date>
		<dc:creator>wingman</dc:creator>
		<title>Thursday Oct 28 0:03</title>
		<link>http://www.garagegames.com/blogs/25888/6629</link>
		<description>Orbz 3 Screenshots&lt;br /&gt;&lt;br /&gt;Here are a couple of orbz 3 screenshots for your viewing pleasure:&lt;br&gt;&lt;img src='http://www.gamingprojects.com/o3lobby.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.gamingprojects.com/ringer.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;The first screenshot shows off the redesigned lobby interface.  Ill detail a few changes that you will certainly notice if you are an orbz fan.&lt;br&gt;&lt;br&gt;-The host may set 0-3 bonus stars to spawn for the match.&lt;br&gt;-The host may set a point limit for the match.&lt;br&gt;-The host may turn global powerups on or off.&lt;br&gt;-The host may toggle team play.  Teams are automatically balanced when first toggled on.  However, the host may manually move team members around.&lt;br&gt;&lt;br&gt;The second screenshot shows off a new orb: RINGER!&lt;br&gt;&lt;br&gt;I will not list all the changes, but these should get you 2.1'ers by for a bit longer!</description>
	</item>
	<item rdf:about="http://www.garagegames.com/blogs/25888/5883">
		<dc:format>text/html</dc:format>
		<dc:date>2004-06-18T15:08:31+00:00</dc:date>
		<dc:creator>wingman</dc:creator>
		<title>Friday Jun 18 15:08</title>
		<link>http://www.garagegames.com/blogs/25888/5883</link>
		<description>Orbz Added Features&lt;br /&gt;&lt;br /&gt;Just finished up some new Orbz features this morning.&lt;br&gt;&lt;br&gt;Chathud:&lt;br&gt;From the lobby, you have the option to open/close a static chathud (messages do not fade).&lt;br&gt;&lt;br&gt;Remap keybinds:&lt;br&gt;The option to change keybinds has been implemented.&lt;br&gt;&lt;br&gt;Individual Bot Settings:&lt;br&gt;Instead of dealing with bots on a group basis, we have gone one step further.  Now, the host is able to change which level each bot is at, as well as adjust the auto leveling status of the bot.  Auto levelling is when a bot will adjust its level at the end of a match based off its score.  Also, the bots level is displayed in the lobby player list.&lt;br&gt;&lt;br&gt;Screenshots:&lt;br&gt;&lt;img src='http://www.gamingprojects.com/images/botchat.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.gamingprojects.com/images/remap.jpg'  alt=&quot;&quot;&gt;</description>
	</item>
	<item rdf:about="http://www.garagegames.com/blogs/25888/5852">
		<dc:format>text/html</dc:format>
		<dc:date>2004-06-14T19:37:58+00:00</dc:date>
		<dc:creator>wingman</dc:creator>
		<title>Monday Jun 14 19:37</title>
		<link>http://www.garagegames.com/blogs/25888/5852</link>
		<description>ms2map exporter&lt;br /&gt;&lt;br /&gt;Ive been working with Rick Kelley (author of the generic .map exporter for milkshape) on a torque specific .map exporter over the last couple of weeks.&lt;br&gt;&lt;br&gt;As of right now, all torque specific entities can be exported.  The light entities color field is set based off the diffuse color of the material applied to it.&lt;br&gt;&lt;br&gt;There is only one hurdle left to overcome: texture offsets.  The problem is basically the same as the one Joe Sulewski is having, read here:&lt;br&gt;&lt;a href='http://www.garagegames.com/index.php?sec=mg&amp;amp;mod=resource&amp;amp;page=view&amp;amp;qid=5851'&gt;www.garagegames.com/index.php?sec=mg&amp;amp;mod=resource&amp;amp;page=view&amp;amp;qid=5851&lt;/a&gt;&lt;br&gt;&lt;br&gt;And some screenshots showing off a building, portal entity, and 4 different color light entities in milkshape and in game:&lt;br&gt;&lt;img src='http://www.gamingprojects.com/msmap.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.gamingprojects.com/mapingame.jpg'  alt=&quot;&quot;&gt;</description>
	</item>
</rdf:RDF>
