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<channel>
	<title>David Zdinak</title>
	<atom:link href="http://davidzd.com/?feed=rss2" rel="self" type="application/rss+xml" />
	<link>http://davidzd.com</link>
	<description>This seems to be some sort of dev blogging device…</description>
	<lastBuildDate>Fri, 23 Jul 2010 15:17:23 +0000</lastBuildDate>
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		<title>TileGen</title>
		<link>http://davidzd.com/?p=361</link>
		<comments>http://davidzd.com/?p=361#comments</comments>
		<pubDate>Fri, 23 Jul 2010 15:14:33 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[Alien Swarm]]></category>
		<category><![CDATA[Space Hulk]]></category>
		<category><![CDATA[TileGen]]></category>
		<category><![CDATA[Warhammer 40k]]></category>

		<guid isPermaLink="false">http://davidzd.com/?p=361</guid>
		<description><![CDATA[If you haven&#8217;t played Alien Swarm yet, you should, since it&#8217;s free. I&#8217;m actually impressed with the quality of this game, and the thing that really struct me for the first hour of playing it, I really couldn&#8217;t tell that it was one the Source Engine. Anyway on to the beef of it. I&#8217;m in [...]]]></description>
			<content:encoded><![CDATA[<p>If you haven&#8217;t played <a href="http://store.steampowered.com/app/630" target="_blank">Alien Swarm</a> yet, you should, since it&#8217;s free. I&#8217;m actually impressed with the quality of this game, and the thing that really struct me for the first hour of playing it, I really couldn&#8217;t tell that it was one the Source Engine. Anyway on to the beef of it. I&#8217;m in love with the new SDK and the TileGen program that ships with the game.<br />
<span id="more-361"></span><br />
TileGen is a stupid simple mapping program that they add to the game, which basically allows you to drop map pieces onto a grid and puts a map together for you, and exports the whole as a vmt so you can load it into hammer and tweak it some more or just compile it. The nice thing about this is the expansiveness of the system, as it allows for you to make your own tiles for this system, by designing rooms, hallways, corridors, entrances, exits, and choke holds in hammer on 256 unit grid segments. I&#8217;ve had a lot of fun working on this thus far.</p>
<p>Here&#8217;s where the amazing part begins. I haven&#8217;t gotten a lot of mapping done recently due to the work I have put into converting models from Dawn of War 2 for use in Garry&#8217;s Mod. However this has it&#8217;s advantage, my friend &#8220;fury_161&#8243; has been able to rig the 40k Space Marine models onto the HL2 skeleton and make replacement player models for Alien Swarm. Because of this the desire for Space Hulk like maps by both myself and from the community after seeing the player model replacements. So that&#8217;s what I&#8217;ve been working on for the better part of this past week. For randomness here&#8217;s some screenshots of my quick Space Hulk theme test TileGen map.</p>

<a href='http://davidzd.com/?attachment_id=363' title='spacehulk_test0001'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2010/07/spacehulk_test0001-150x150.jpg" class="attachment-thumbnail" alt="spacehulk_test0001" title="spacehulk_test0001" /></a>
<a href='http://davidzd.com/?attachment_id=362' title='spacehulk_test0000'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2010/07/spacehulk_test0000-150x150.jpg" class="attachment-thumbnail" alt="spacehulk_test0000" title="spacehulk_test0000" /></a>
<a href='http://davidzd.com/?attachment_id=364' title='spacehulk_test0002'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2010/07/spacehulk_test0002-150x150.jpg" class="attachment-thumbnail" alt="spacehulk_test0002" title="spacehulk_test0002" /></a>

]]></content:encoded>
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		</item>
		<item>
		<title>Clippet is back</title>
		<link>http://davidzd.com/?p=310</link>
		<comments>http://davidzd.com/?p=310#comments</comments>
		<pubDate>Fri, 16 Apr 2010 01:29:00 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[Garry's Mod]]></category>
		<category><![CDATA[Modeling]]></category>

		<guid isPermaLink="false">http://davidzd.com/?p=310</guid>
		<description><![CDATA[In model form Here&#8217;s the link to the release thread.]]></description>
			<content:encoded><![CDATA[<p>In model form</p>
<p><img alt="" src="http://dl.dropbox.com/u/2004377/looks-like-your-trying-to-write-a-letter.jpg" title="clippet" class="alignnone" width="600"/></p>
<p><a href="http://www.facepunch.com/showthread.php?t=924397">Here&#8217;s the link to the release thread.</a></p>
]]></content:encoded>
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		<item>
		<title>DOW2 Models</title>
		<link>http://davidzd.com/?p=307</link>
		<comments>http://davidzd.com/?p=307#comments</comments>
		<pubDate>Mon, 12 Apr 2010 06:06:41 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[Garry's Mod]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Warhammer 40k]]></category>

		<guid isPermaLink="false">http://davidzd.com/?p=307</guid>
		<description><![CDATA[Got my hands on a few of the Dawn of War 2 models. Rigging them for source engine with the help of a friend. Here&#8217;s the dreadnought, which I literally just finished:]]></description>
			<content:encoded><![CDATA[<p>Got my hands on a few of the Dawn of War 2 models. Rigging them for source engine with the help of a friend. Here&#8217;s the dreadnought, which I literally just finished:</p>
<p><img alt="" src="http://dl.dropbox.com/u/2004377/gm_construct0006.jpg" title="dreadnought" class="alignnone" width="600"/></p>
]]></content:encoded>
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		<title>M41a Pulse Rifle SWEP for gmod</title>
		<link>http://davidzd.com/?p=299</link>
		<comments>http://davidzd.com/?p=299#comments</comments>
		<pubDate>Sat, 13 Feb 2010 02:14:25 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[Garry's Mod]]></category>

		<guid isPermaLink="false">http://davidzd.com/?p=299</guid>
		<description><![CDATA[My friend and I have just finished working on it and have released our first version. Check out the video for it &#8230; Here&#8217;s the link to the facepunch thread and download link.]]></description>
			<content:encoded><![CDATA[<p>My friend and I have just finished working on it and have released our first version. Check out the video for it &#8230;</p>
<p style="text-align: center;"><object width="660" height="480"><param name="movie" value="http://www.youtube.com/v/akpRLUjhj7o&#038;hl=en_US&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/akpRLUjhj7o&#038;hl=en_US&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="660" height="480"></embed></object></p>
<p>Here&#8217;s the link to the <a title="facepunch studios" href="http://www.facepunch.com/showthread.php?p=20182113#post20182113" target="_blank">facepunch thread and download link.</a></p>
]]></content:encoded>
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		<item>
		<title>4th and Main &#8211; In Progress</title>
		<link>http://davidzd.com/?p=292</link>
		<comments>http://davidzd.com/?p=292#comments</comments>
		<pubDate>Tue, 26 Jan 2010 03:23:47 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[Fourth and Main]]></category>
		<category><![CDATA[Left 4 Dead]]></category>

		<guid isPermaLink="false">http://davidzd.com/?p=292</guid>
		<description><![CDATA[Well I got some more work done on the map now that the official tools for l4d have been released, in addition to the developer wiki being updated with all the info on the new entities, skybox data, and other important info need. I have the middle park and half of main street done. I was hoping [...]]]></description>
			<content:encoded><![CDATA[<p>Well I got some more work done on the map now that the official tools for l4d have been released, in addition to the developer wiki being updated with all the info on the new entities, skybox data, and other important info need. I have the middle park and half of main street done. I was hoping to get out and take some pictures today, however bad weather stopped me from doing so. Anyway, current screenshots follow. <span id="more-292"></span></p>

<a href='http://davidzd.com/?attachment_id=294' title='4thnmain0001'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2010/01/4thnmain0001-150x150.jpg" class="attachment-thumbnail" alt="4thnmain0001" title="4thnmain0001" /></a>
<a href='http://davidzd.com/?attachment_id=295' title='4thnmain0002'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2010/01/4thnmain0002-150x150.jpg" class="attachment-thumbnail" alt="4thnmain0002" title="4thnmain0002" /></a>
<a href='http://davidzd.com/?attachment_id=296' title='4thnmain0003'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2010/01/4thnmain0003-150x150.jpg" class="attachment-thumbnail" alt="4thnmain0003" title="4thnmain0003" /></a>
<a href='http://davidzd.com/?attachment_id=293' title='4thnmain0000'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2010/01/4thnmain0000-150x150.jpg" class="attachment-thumbnail" alt="4thnmain0000" title="4thnmain0000" /></a>

]]></content:encoded>
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		<item>
		<title>OP: Flashpoint Survival beta2 &#8211; WIP</title>
		<link>http://davidzd.com/?p=280</link>
		<comments>http://davidzd.com/?p=280#comments</comments>
		<pubDate>Wed, 23 Dec 2009 20:11:19 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[OFP Survival]]></category>
		<category><![CDATA[Operation Flashpoint]]></category>

		<guid isPermaLink="false">http://davidzd.com/?p=280</guid>
		<description><![CDATA[After learning that the game supported almost every LUA script library, I was able to sit down and do some actual good programming. The result was the survival mission running a lot smoother and allowed it to work more dynamically. All the enemy squads now operate on spawn points, and random generation rather then fixed [...]]]></description>
			<content:encoded><![CDATA[<p>After learning that the game supported almost every LUA script library, I was able to sit down and do some actual good programming. The result was the survival mission running a lot smoother and allowed it to work more dynamically. All the enemy squads now operate on spawn points, and random generation rather then fixed locations as before.<br />
<span id="more-280"></span><br />
To get back to the other work I have put into it, here a quick list of some the new features:</p>
<ul>
<li>More variety of enemy squads</li>
<li>Enemies no longer spawn inside and on top of each other.</li>
<li>Cooldown time between attack waves</li>
<li>Dynamic weather conditions</li>
<li>Dynamic mission time(based on computers system clock)</li>
<li>System message stating where the next wave is attacking from.</li>
</ul>
<p>A few thing I still need to work out are the AI gets stuck sometimes and spawned enemies will do nothing, this is obviously my biggest problem. Another random glitch in which the first wave doesn&#8217;t spawn and the game skips to wave 2 right away. I&#8217;m also finishing working out a bonus system. Currently the mounted guns that used to be in the buildings should appear after you kill a hundred enemies; but it is untested (I can&#8217;t stay alive that long).</p>
<p>Sorry for a lack of release for this update; it doesn&#8217;t work well with the AI problem I mentioned previously.</p>
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		<item>
		<title>Delays, Destractions and Survival</title>
		<link>http://davidzd.com/?p=269</link>
		<comments>http://davidzd.com/?p=269#comments</comments>
		<pubDate>Tue, 15 Dec 2009 19:46:13 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[OFP Survival]]></category>
		<category><![CDATA[Operation Flashpoint]]></category>
		<category><![CDATA[Site Stuff]]></category>

		<guid isPermaLink="false">http://davidzd.com/?p=269</guid>
		<description><![CDATA[Well a lot of my work has been put on hold thanks to Call of Duty: Modern Warfare 2 and an unplanned computer crash. As usual with the computer crash no data loss, and I&#8217;m now running Windows 7, which I must say is amazing. Moving on to the best advantage of now being in [...]]]></description>
			<content:encoded><![CDATA[<p>Well a lot of my work has been put on hold thanks to Call of Duty: Modern Warfare 2 and an unplanned computer crash. As usual with the computer crash no data loss, and I&#8217;m now running Windows 7, which I must say is amazing. Moving on to the best advantage of now being in Windows 7, the Mission Editor for Operation Flashpoint: Dragon Rising now works for me (The script editor had memory leaks in XP 64bit).</p>
<p><span id="more-269"></span></p>
<p>The big reason I&#8217;m happy the mission editor works is because it&#8217;s so easy, all placements are drag and drop, and LUA is a very easy language to program in. I put about 30 hours into a small mission which I plan on expanding into a very solid survival game play mode. As of current, I guess &#8220;Beta 1&#8243; , you spawn in a building with some friendly troops, and enemies spawn on the outskirts of building and attack. Kill all the attacking units and more will spawn. As you progress, more better armed units will start attacking. The way it is programmed the game cannot end, enemies will continue to spawn; however due to a game engine limitation, the amount of attacking enemies will eventually cap out.</p>
<p>Well here&#8217;s the download if you want to checkout, supports single player and 4 player CO-OP<br />
<a href="http://davidzd.com/survival2.rar">http://davidzd.com/survival2.rar </a></p>
<p>Planned changes are:</p>
<p>More variety of enemy squads<br />
More enemy vehicles<br />
Enemy helicopters<br />
Wave bonus system providing extra friendly troops<br />
Bonus weapons and ammo at the end of each wave</p>
<p>Known Bugs:<br />
APCs don&#8217;t count as enemies when determining wave completion<br />
Can get laggy on later waves due to the large amounts of NPCs</p>
<p>Problems / Questions?<br />
Leave a comment.</p>
]]></content:encoded>
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		<title>Fourth and Main</title>
		<link>http://davidzd.com/?p=265</link>
		<comments>http://davidzd.com/?p=265#comments</comments>
		<pubDate>Mon, 23 Nov 2009 07:38:56 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[Fourth and Main]]></category>
		<category><![CDATA[Left 4 Dead]]></category>

		<guid isPermaLink="false">http://davidzd.com/?p=265</guid>
		<description><![CDATA[Well I&#8217;ve been trying to figure out what I should be mapping&#8230; I&#8217;ve been thinking about doing another Rainbow Six Vegas map, and actually did start working on it, but about 5% in a much better idea hit me. If I can recreate maps from other games, basically from memory, as I did with Killhouse [...]]]></description>
			<content:encoded><![CDATA[<p>Well I&#8217;ve been trying to figure out what I should be mapping&#8230; I&#8217;ve been thinking about doing another Rainbow Six Vegas map, and actually did start working on it, but about 5% in a much better idea hit me. If I can recreate maps from other games, basically from memory, as I did with Killhouse for TF2. Why not do a much better looking real location. Well as I have been driving around in the Lehigh Valley, I seem to keep going past the <a href="http://www.borough.emmaus.pa.us/Triangle-Emmaus-Borough.html">&#8220;Emmaus Triangle&#8221;</a> and it is quite beautiful.</p>
<p>Well I have begun mapping it. The plan for map, since Left 4 Dead 2 has come out recently is to turn it into a scavenge map, since that new game mode is truly amazing. The map should work out quite well game play wise, since it will be similar in layout to the Motel map included in l4d2 with an open area in which the objective will be, with the gas cans scattered inside the stores off of 4th and Main streets. Good chance I&#8217;m going to head out with my camera get snaps of signs for the actual stores along the triangle will give it a more authentic look, and wont take up too much space to bspzip them in. Awesome part about the location is there actually is a gun store there, <a href="http://www.goldentrigger.com/">Golden Trigger Gun Shop</a>, which will play nice into the game. Screenshots to follow after the map develops more.</p>
]]></content:encoded>
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		<item>
		<title>Google Reader Saves the Day!</title>
		<link>http://davidzd.com/?p=251</link>
		<comments>http://davidzd.com/?p=251#comments</comments>
		<pubDate>Wed, 21 Oct 2009 03:41:18 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Personal]]></category>
		<category><![CDATA[Site Stuff]]></category>

		<guid isPermaLink="false">http://davidzd.com/?p=251</guid>
		<description><![CDATA[Well not today but past days. I just randomly discovered that Google Reader saved the RSS of all my old posts that I though were lost from the MySQL database crash. I&#8217;m back adding them now, they should all be back soon. I&#8217;m very glad because I really did like this post.]]></description>
			<content:encoded><![CDATA[<p>Well not today but past days. I just randomly discovered that Google Reader saved the RSS of all my old posts that I though were lost from the MySQL database crash. I&#8217;m back adding them now, they should all be back soon. I&#8217;m very glad because I really did like <a href="http://davidzd.com/?p=253">this post.</a></p>
]]></content:encoded>
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		<item>
		<title>koth_controlfreak</title>
		<link>http://davidzd.com/?p=224</link>
		<comments>http://davidzd.com/?p=224#comments</comments>
		<pubDate>Tue, 20 Oct 2009 02:57:07 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[controlfreak]]></category>
		<category><![CDATA[Team Fortress 2]]></category>

		<guid isPermaLink="false">http://davidzd.com/?p=224</guid>
		<description><![CDATA[A map I started working on about a week ago. A friend had planned and made something similar, for his first mapping project, but turned out different from what I was expecting when he had described it to me. This is something close to what I had originally though he was going to make. Screenies follow I&#8217;d [...]]]></description>
			<content:encoded><![CDATA[<p>A map I started working on about a week ago. A friend had planned and made something similar, for his first mapping project, but turned out different from what I was expecting when he had described it to me. This is something close to what I had originally though he was going to make. Screenies follow <span id="more-224"></span>
<a href='http://davidzd.com/?attachment_id=225' title='koth_controlfreak0006'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2009/10/koth_controlfreak0006-150x150.jpg" class="attachment-thumbnail" alt="koth_controlfreak0006" title="koth_controlfreak0006" /></a>
<a href='http://davidzd.com/?attachment_id=226' title='koth_controlfreak0000'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2009/10/koth_controlfreak0000-150x150.jpg" class="attachment-thumbnail" alt="koth_controlfreak0000" title="koth_controlfreak0000" /></a>
<a href='http://davidzd.com/?attachment_id=229' title='koth_controlfreak0003'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2009/10/koth_controlfreak0003-150x150.jpg" class="attachment-thumbnail" alt="koth_controlfreak0003" title="koth_controlfreak0003" /></a>
<a href='http://davidzd.com/?attachment_id=228' title='koth_controlfreak0002'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2009/10/koth_controlfreak0002-150x150.jpg" class="attachment-thumbnail" alt="koth_controlfreak0002" title="koth_controlfreak0002" /></a>
<a href='http://davidzd.com/?attachment_id=227' title='koth_controlfreak0001'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2009/10/koth_controlfreak0001-150x150.jpg" class="attachment-thumbnail" alt="koth_controlfreak0001" title="koth_controlfreak0001" /></a>
<a href='http://davidzd.com/?attachment_id=231' title='koth_controlfreak0005'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2009/10/koth_controlfreak0005-150x150.jpg" class="attachment-thumbnail" alt="koth_controlfreak0005" title="koth_controlfreak0005" /></a>
<a href='http://davidzd.com/?attachment_id=230' title='koth_controlfreak0004'><img width="150" height="150" src="http://davidzd.com/wp-content/uploads/2009/10/koth_controlfreak0004-150x150.jpg" class="attachment-thumbnail" alt="koth_controlfreak0004" title="koth_controlfreak0004" /></a>
</p>
<p>I&#8217;d put it at about 80% done. I just need a little more work with the lighting and some detail props and decals.</p>
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