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	<title>Hardwar &#187; Uncategorized</title>
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	<link>http://www.hardwar.org</link>
	<description>A free software Hardwar remake</description>
	<lastBuildDate>Mon, 26 Sep 2011 08:55:35 +0000</lastBuildDate>
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		<title>Sponsor Appreciation, Open Game Art</title>
		<link>http://www.hardwar.org/post/166</link>
		<comments>http://www.hardwar.org/post/166#comments</comments>
		<pubDate>Tue, 20 Jul 2010 05:29:28 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.hardwar.org/?p=166</guid>
		<description><![CDATA[This is a quick shout out to say thanks to Open Game Art for giving this project the web space and bandwidth needed to keep us all together working on the game. The owner Bart funds the entire site out &#8230; <a href="http://www.hardwar.org/post/166">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>This is a quick shout out to say thanks to <a href="http://www.opengameart.org/">Open Game Art</a> for giving this project the web space and bandwidth needed to keep us all together working on the game. The owner Bart funds the entire site out of his own pocket because of his love of open source and free artwork.</p>
<p>If you have any spare cash please consider <a href="http://opengameart.org/content/donate-opengameartorg">donating on his website</a> so that projects such as this one continue to have a home.</p>
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		<title>Dev Update #15</title>
		<link>http://www.hardwar.org/post/141</link>
		<comments>http://www.hardwar.org/post/141#comments</comments>
		<pubDate>Mon, 12 Apr 2010 04:21:51 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.hardwar.org/?p=141</guid>
		<description><![CDATA[I&#8217;ve been pretty naughty and have not posted anything new for the last few weeks on the blog. To be honest there is not much to tell. Work on the code is progressing nicely (however I wish I had some &#8230; <a href="http://www.hardwar.org/post/141">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been pretty naughty and have not posted anything new for the last few weeks on the blog. To be honest there is not much to tell. Work on the code is progressing nicely (however I wish I had some more help getting the code to build on windows).</p>
<p>There is a lot to be done before our 0.1 release. So far you can login to a game, edit the level and save the data. According to the road map I previously posted I also want to get the main menu and some other map editing features in.</p>
<p>The idea of the 0.1 release is that it will give content creators something to play with and get their art in the game where as the 0.2 release will be focused on getting the flying implemented.</p>
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		<title>Weekly dev update #10</title>
		<link>http://www.hardwar.org/post/112</link>
		<comments>http://www.hardwar.org/post/112#comments</comments>
		<pubDate>Mon, 11 Jan 2010 06:27:05 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.hardwar.org/?p=112</guid>
		<description><![CDATA[Last week I took some time off the project to catch up on some things that I needed sorting out at home. There will also be a lack of updates for two more weeks as I go on vacation. For &#8230; <a href="http://www.hardwar.org/post/112">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Last week I took some time off the project to catch up on some things that I needed sorting out at home. There will also be a lack of updates for two more weeks as I go on vacation.</p>
<p>For the last two weeks I have been working on the save functionality on the server side. Now that we can place buildings down we need a way of saving them so when you quit the game you don&#8217;t loose of the hard work you put in. I&#8217;ve already added the code however there are bugs that need ironing out before I can commit it.</p>
<p><a href="http://forum.hardwar.org/viewtopic.php?f=6&#038;t=13">Kilagain has submitted another piece of concept artwork</a> on the large moth designs hopefully we&#8217;ll be able to use it to come up with some real models.</p>
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		<title>Weekly dev update #6</title>
		<link>http://www.hardwar.org/post/66</link>
		<comments>http://www.hardwar.org/post/66#comments</comments>
		<pubDate>Sun, 06 Dec 2009 09:00:58 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.hardwar.org/?p=66</guid>
		<description><![CDATA[This week I was messing around in blender in an attempt to texture some of our building models we have. It also gave me an opportunity to try out the new blender 3D 2.5 alpha that people I know keep &#8230; <a href="http://www.hardwar.org/post/66">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>This week I was messing around in blender in an attempt to texture some of our building models we have. It also gave me an opportunity to try out the new blender 3D 2.5 alpha that people I know keep talking about. For those that don&#8217;t know <a href="http://www.blender.org/">blender 3D is a free modelling program</a>.</p>
<p>First of all I&#8217;d like to announce that I rarely use blender so maybe some of the issues I had are invalid. My first experience with texturing a model in blender was pretty pleasant in that I was able to quickly load up my model and then draw on it using the paint tools.</p>
<p>My issues started to multiply when I could not figure out how to paint a texture on top of my model and the documentation was not that great either as it is only briefly mentioned. In the end I resorted to just using the image as my building&#8217;s texture and then making edits on top of it.</p>
<p>There are two things that bug me a little about the paint tool. The first is that it paints over unrelated faces simply because the UVs are closely wrapped. An example of this can be seen in the picture attached to this post. In it you can see black splodges on the top of the building however not because I painted it there. They are there because I painted on a completely different part of the mesh. The paint tool does not know how to prevent itself from painting over unrelated faces.</p>
<p><a href="http://www.hardwar.org/wp-content/uploads/2009/12/Screenshot.png"><img src="http://www.hardwar.org/wp-content/uploads/2009/12/Screenshot-300x240.png" alt="First attempt at texturing in blender" title="First attempt at texturing in blender" width="300" height="240" class="aligncenter size-medium wp-image-69" /></a></p>
<p>My second problem is to do with the huge line you can see in the screenshot. I simply could not figure out how to get rid of it. Painting or smudging over it seemed to do nothing as it still persisted.</p>
<p>Other things that bug me is that &#8220;make invisible&#8221; still doesn&#8217;t stick, so every time you want to open, load or save something you got to click it to hide hidden files. Also it never remembers the last directory you loaded or saved from. In fact different load and save functions seem to start you off in completely different folders.</p>
<p>Saving over things also is a problem as it doesn&#8217;t prompt you. What you are suppose to do is click a tiny piece of text that disappears as soon as you move the mouse. This then causes you to have to go through the whole process of picking where you want to save again. This wasted a lot of my time as it was not immediately obvious what had happened the first time I experienced it. This made me confused as I attempted to figure out why my image was not being replaced.</p>
<p>Anyway here is my final result with added mist to make it look better then it really is.</p>
<p><a href="http://www.hardwar.org/wp-content/uploads/2009/12/render1.jpg"><img src="http://www.hardwar.org/wp-content/uploads/2009/12/render1-150x150.jpg" alt="render1" title="render1" width="150" height="150" class="alignleft size-thumbnail wp-image-72" /></a><a href="http://www.hardwar.org/wp-content/uploads/2009/12/render2.jpg"><img src="http://www.hardwar.org/wp-content/uploads/2009/12/render2-150x150.jpg" alt="render2" title="render2" width="150" height="150" class="alignleft size-thumbnail wp-image-73" /></a></p>
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		<item>
		<title>Weekly dev update #4</title>
		<link>http://www.hardwar.org/post/57</link>
		<comments>http://www.hardwar.org/post/57#comments</comments>
		<pubDate>Sun, 22 Nov 2009 17:56:34 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.hardwar.org/?p=57</guid>
		<description><![CDATA[Not much coding got done this week as I spent time to work on the art side of things. I began by doing some quick drawings in Inkscape of the game&#8217;s main menu. I looked at many different game menus &#8230; <a href="http://www.hardwar.org/post/57">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Not much coding got done this week as I spent time to work on the art side of things. <a href="http://forum.hardwar.org/viewtopic.php?f=3&#038;t=7">I began by doing some quick drawings in Inkscape of the game&#8217;s main menu</a>. I looked at many different game menus getting ideas on how to make my own. In the end I came up with something that attempted to blend in with the colour scheme we already have for our loading screen.</p>
<p><img src="http://www.hardwar.org/wp-content/uploads/2009/11/mainmenu-300x171.png" alt="mainmenu" title="mainmenu" width="300" height="171" class="alignnone size-medium wp-image-58" /></p>
<p>It&#8217;s still in a pretty rough state and <a href="http://forum.hardwar.org/download/file.php?id=8">I have uploaded the SVG images</a> in case anyone wants to have a go at making something better.</p>
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		<title>Weekly dev update #3</title>
		<link>http://www.hardwar.org/post/54</link>
		<comments>http://www.hardwar.org/post/54#comments</comments>
		<pubDate>Sun, 15 Nov 2009 13:38:10 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.hardwar.org/?p=54</guid>
		<description><![CDATA[I was finally able to debug the networking code this week and get it commited. After doing so I began to break the whole game again by working on splitting the code into two binaries, sever and client. I did &#8230; <a href="http://www.hardwar.org/post/54">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I was finally able to debug the networking code this week and get it commited. After doing so I began to break the whole game again by working on splitting the code into two binaries, sever and client. I did so because having one enormous binary was getting to be an increasing complicated problem.</p>
<p>So far everything is a bit messed up in the code branch on my laptop, however I&#8217;m hoping to work out the problems and get some more features finished. Things I&#8217;d like to get fixed at the moment are the admin login, and finishing off the editor.</p>
<p>I added <a href="http://www.hardwar.org/about">a new page to the website</a> that describes more detail on why I started this project as well as what I&#8217;m building. Hopefully it will give visitors a quick introduction to the project however if you think it can be improved please post a message on the forums with your ideas.</p>
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