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		<title><![CDATA[Shock Forums - News]]></title>
		<link>http://shockmod.com/forums/</link>
		<description>Shock Forums - http://shockmod.com/forums</description>
		<pubDate>Sun, 05 Sep 2010 14:03:33 -0700</pubDate>
		<generator>MyBB</generator>
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			<title><![CDATA[I'm forgetful and bad]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=344</link>
			<pubDate>Fri, 16 Feb 2007 06:02:34 -0800</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=344</guid>
			<description><![CDATA[I said I'd post these and then didn't.

These are a little while old, but we're very proud of the direction and effort.Â Â Thanks, Tim/No1, for your work here.]]></description>
			<content:encoded><![CDATA[I said I'd post these and then didn't.

These are a little while old, but we're very proud of the direction and effort.Â Â Thanks, Tim/No1, for your work here.]]></content:encoded>
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			<title><![CDATA[Happy New Year]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=317</link>
			<pubDate>Sun, 07 Jan 2007 18:22:56 -0800</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=317</guid>
			<description><![CDATA[Welcome to 2007

We've got grand things planned.&nbsp;&nbsp;We're using a new project management system.&nbsp;&nbsp;We've got tasks outlined and are very happy.

I'm going to get Tim (No1) to post some public stuff that's his recent work on the models.&nbsp;&nbsp;We have a player/character model coming along nicely.

Marc (Mud-H) is accelerating the mapping development after some time away, and we might have a new guy Justin (Ex0r) coming in shorlty.

Coding is building up slowly and hopefully continually accelerating.

Anyway, this year is the year.&nbsp;&nbsp;In May we'll be 1 year old and long before then you will be playing Shock versions 1 and then 2.



Public service announcement:&nbsp;&nbsp;the web site may be completely reset, including the forums, shortly.&nbsp;&nbsp;We have a new web guy and we're trying things out.&nbsp;&nbsp;We'll go live when we're ready, but there might be a forum reset.&nbsp;&nbsp;Wish us luck.

And in all things, happy new year, everyone.

Stephen/ipox]]></description>
			<content:encoded><![CDATA[Welcome to 2007

We've got grand things planned.&nbsp;&nbsp;We're using a new project management system.&nbsp;&nbsp;We've got tasks outlined and are very happy.

I'm going to get Tim (No1) to post some public stuff that's his recent work on the models.&nbsp;&nbsp;We have a player/character model coming along nicely.

Marc (Mud-H) is accelerating the mapping development after some time away, and we might have a new guy Justin (Ex0r) coming in shorlty.

Coding is building up slowly and hopefully continually accelerating.

Anyway, this year is the year.&nbsp;&nbsp;In May we'll be 1 year old and long before then you will be playing Shock versions 1 and then 2.



Public service announcement:&nbsp;&nbsp;the web site may be completely reset, including the forums, shortly.&nbsp;&nbsp;We have a new web guy and we're trying things out.&nbsp;&nbsp;We'll go live when we're ready, but there might be a forum reset.&nbsp;&nbsp;Wish us luck.

And in all things, happy new year, everyone.

Stephen/ipox]]></content:encoded>
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			<title><![CDATA[Merry Christmas]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=310</link>
			<pubDate>Sun, 24 Dec 2006 09:37:37 -0800</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=310</guid>
			<description><![CDATA[Europeans tend to celebrate Christmas today (24th), not tomorrow.&nbsp;&nbsp;Merry Christmas to all Euros who happen to stop by (feel free to send me your Euros XD ).

Tomorrow another message for us here in the Americas, just to be technical.

Our best to you and yours, all.



Forgive my ignorance, but I'm unaware of any other mainstream religions/groups celebrating particular holidays at this time of year.&nbsp;&nbsp;I'd send wishes if I knew. ;)]]></description>
			<content:encoded><![CDATA[Europeans tend to celebrate Christmas today (24th), not tomorrow.&nbsp;&nbsp;Merry Christmas to all Euros who happen to stop by (feel free to send me your Euros XD ).

Tomorrow another message for us here in the Americas, just to be technical.

Our best to you and yours, all.



Forgive my ignorance, but I'm unaware of any other mainstream religions/groups celebrating particular holidays at this time of year.&nbsp;&nbsp;I'd send wishes if I knew. ;)]]></content:encoded>
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			<title><![CDATA[Happy Hanukah]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=306</link>
			<pubDate>Fri, 15 Dec 2006 06:26:24 -0800</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=306</guid>
			<description><![CDATA[I think I've seen at least 3 different ways to spell it, so I picked one.

Happy Hanukah to our Jewish team members and viewers.

Greetings of the season, what-what. :)

Stephen/ipox]]></description>
			<content:encoded><![CDATA[I think I've seen at least 3 different ways to spell it, so I picked one.

Happy Hanukah to our Jewish team members and viewers.

Greetings of the season, what-what. :)

Stephen/ipox]]></content:encoded>
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			<title><![CDATA[new mapper, new footing]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=305</link>
			<pubDate>Fri, 08 Dec 2006 06:44:31 -0800</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=305</guid>
			<description><![CDATA[We're working on finding our footing for this holiday season, where, traditionally, our RFE team has gotten significant amounts of work done.

Everyone is trying to find as much time as they can.

We also have had an inquiry from a new mapper, an affable fellow we'll introduce properly soon.&nbsp;&nbsp;He's not yet official but it seems a foregone conclusion.&nbsp;&nbsp;He's in the process of learning some of our expectations and design ideas.&nbsp;&nbsp;Maybe we'll show you some of his early work, which reminds me to show you some of Marc/Mud-H's work on Oxy-Gen Hyperdrome, which I don't believe was publicised properly.

Over this weekend, efforts will be made in game rules programming, getting a round-time structure going with half-time periods and warm-up goal-round-starting periods.&nbsp;&nbsp;Here's hoping we get somewhere with it.

Stephen/ipox]]></description>
			<content:encoded><![CDATA[We're working on finding our footing for this holiday season, where, traditionally, our RFE team has gotten significant amounts of work done.

Everyone is trying to find as much time as they can.

We also have had an inquiry from a new mapper, an affable fellow we'll introduce properly soon.&nbsp;&nbsp;He's not yet official but it seems a foregone conclusion.&nbsp;&nbsp;He's in the process of learning some of our expectations and design ideas.&nbsp;&nbsp;Maybe we'll show you some of his early work, which reminds me to show you some of Marc/Mud-H's work on Oxy-Gen Hyperdrome, which I don't believe was publicised properly.

Over this weekend, efforts will be made in game rules programming, getting a round-time structure going with half-time periods and warm-up goal-round-starting periods.&nbsp;&nbsp;Here's hoping we get somewhere with it.

Stephen/ipox]]></content:encoded>
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		<item>
			<title><![CDATA[Rawr...]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=303</link>
			<pubDate>Mon, 27 Nov 2006 23:13:57 -0800</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=303</guid>
			<description><![CDATA[I've been negotiating for a new job and had numerous family stuffs to arrange.&nbsp;&nbsp;Tim (No1) has been away for nearly 2 weeks but will be back very shortly.&nbsp;&nbsp;Our workings have been delayed somewhat.

We're on it, though.&nbsp;&nbsp;And this is a short news post to confirm it.

As a status report at last count:


we have a ball
it does really basic player targeting and tracking and homing (too much homing, actually)
we have a ball distributor that spawns the ball when required
we have goals
we have scores
we are working on game rules (warm up periods, game timers, half time structures, and various other arrangements that are important)
we have a jump pad entity that works much like Quake 3 jump pads
we have in-map scoreboards
we have two maps in progress
we have a player model in progress and are working on skins and animations
we have a goal building system and are working on skins and textures

And I'm sure in my haste I forgot many things.&nbsp;&nbsp;That's as of a couple of weeks ago.&nbsp;&nbsp;Don't ask for screenshots because we'll say no.&nbsp;&nbsp;NOTHING is pretty at this moment.&nbsp;&nbsp;You must wait. ;)

Thank you for stopping by.

Stephen/ipox]]></description>
			<content:encoded><![CDATA[I've been negotiating for a new job and had numerous family stuffs to arrange.&nbsp;&nbsp;Tim (No1) has been away for nearly 2 weeks but will be back very shortly.&nbsp;&nbsp;Our workings have been delayed somewhat.

We're on it, though.&nbsp;&nbsp;And this is a short news post to confirm it.

As a status report at last count:


we have a ball
it does really basic player targeting and tracking and homing (too much homing, actually)
we have a ball distributor that spawns the ball when required
we have goals
we have scores
we are working on game rules (warm up periods, game timers, half time structures, and various other arrangements that are important)
we have a jump pad entity that works much like Quake 3 jump pads
we have in-map scoreboards
we have two maps in progress
we have a player model in progress and are working on skins and animations
we have a goal building system and are working on skins and textures

And I'm sure in my haste I forgot many things.&nbsp;&nbsp;That's as of a couple of weeks ago.&nbsp;&nbsp;Don't ask for screenshots because we'll say no.&nbsp;&nbsp;NOTHING is pretty at this moment.&nbsp;&nbsp;You must wait. ;)

Thank you for stopping by.

Stephen/ipox]]></content:encoded>
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		<item>
			<title><![CDATA[Losses and reorganisation]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=275</link>
			<pubDate>Wed, 18 Oct 2006 19:19:49 -0700</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=275</guid>
			<description><![CDATA[Team announcements:


Jaguarrrr announced to us that he is no longer programming for the team.
Jelmer announced to us that he is no longer modelling for the team.
AL_06 hasn't been around, so we assume he's not mapping for us.
Guru Shastry never did anything.
And we have amicably parted ways with Griffin.
Also interviewing/reviewing work of one Raitis for the job of web designer/webmaster.




Tim (No1_sonuk) has been working on the character modelling.
Marc (Mud-H) has taken time off from his work on the Oxy-Gen arena (pics soon) to push on other projects he's involved in -- he's way ahead of the rest of us and awaiting our catching up.
Adit is swamped with school but will be helping out with concepts and paintings soon -- did one recently (pics soon).
Itay (Evil_Genius) has announced that he hasn't left with his friend Jaguarrrr but that he has school and computer problems for the next while -- maybe more drawings and concepts soon.
Ivan is getting some music ready for you public people.
George (HawkeyE) has a new map called Temple that he's trying to get into a presentable state (I believe it's currently untextured brushwork).
And I'm working on getting up to speed with code and script forms to be able to take on the massive task of programming Shock.

Wish us luck.Â Â Talk to you soon.

Stephen/ipox]]></description>
			<content:encoded><![CDATA[Team announcements:


Jaguarrrr announced to us that he is no longer programming for the team.
Jelmer announced to us that he is no longer modelling for the team.
AL_06 hasn't been around, so we assume he's not mapping for us.
Guru Shastry never did anything.
And we have amicably parted ways with Griffin.
Also interviewing/reviewing work of one Raitis for the job of web designer/webmaster.




Tim (No1_sonuk) has been working on the character modelling.
Marc (Mud-H) has taken time off from his work on the Oxy-Gen arena (pics soon) to push on other projects he's involved in -- he's way ahead of the rest of us and awaiting our catching up.
Adit is swamped with school but will be helping out with concepts and paintings soon -- did one recently (pics soon).
Itay (Evil_Genius) has announced that he hasn't left with his friend Jaguarrrr but that he has school and computer problems for the next while -- maybe more drawings and concepts soon.
Ivan is getting some music ready for you public people.
George (HawkeyE) has a new map called Temple that he's trying to get into a presentable state (I believe it's currently untextured brushwork).
And I'm working on getting up to speed with code and script forms to be able to take on the massive task of programming Shock.

Wish us luck.Â Â Talk to you soon.

Stephen/ipox]]></content:encoded>
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		<item>
			<title><![CDATA[Mostly as a test]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=231</link>
			<pubDate>Fri, 22 Sep 2006 05:18:36 -0700</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=231</guid>
			<description><![CDATA[We have had a few issues with HTML parsing to the information pages.

This news post is mostly a test.

Some neat drawings and... oh maybe I'll post that one (attached).

You can see how the HL2 skeleton matches basically perfectly to the concept drawing, and modelling is about ready to start (Launcher, helmet(s) and other items to come soon).

Stephen/ipox]]></description>
			<content:encoded><![CDATA[We have had a few issues with HTML parsing to the information pages.

This news post is mostly a test.

Some neat drawings and... oh maybe I'll post that one (attached).

You can see how the HL2 skeleton matches basically perfectly to the concept drawing, and modelling is about ready to start (Launcher, helmet(s) and other items to come soon).

Stephen/ipox]]></content:encoded>
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			<title><![CDATA[Acts and togetherness]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=229</link>
			<pubDate>Thu, 21 Sep 2006 09:53:35 -0700</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=229</guid>
			<description><![CDATA[Well, we're getting our act together but it's taking its sweet time.&nbsp;&nbsp;We're happy to be as public as whoever wants us to be as of right now.

We don't have all our details public, we don't have all our images public, we don't have a 100% correct and finished site theme, style, etc.&nbsp;&nbsp;We're working on it all and trying our best, of course.&nbsp;&nbsp;But consider the doors open.

Stephen/ipox



PS: We could use 1 more good modeller, preferably with Source engine experience, and would be nice to have skinning, character modelling, or other layered skills.&nbsp;&nbsp;And still looking for another Hammer/Source engine mapper/arena/level designer to help guide the first steps of arena development -- actually to help define how arenas will look and function -- with serious attempts to make a consistent theme in conjunction with game design, graphical design, and coders.]]></description>
			<content:encoded><![CDATA[Well, we're getting our act together but it's taking its sweet time.&nbsp;&nbsp;We're happy to be as public as whoever wants us to be as of right now.

We don't have all our details public, we don't have all our images public, we don't have a 100% correct and finished site theme, style, etc.&nbsp;&nbsp;We're working on it all and trying our best, of course.&nbsp;&nbsp;But consider the doors open.

Stephen/ipox



PS: We could use 1 more good modeller, preferably with Source engine experience, and would be nice to have skinning, character modelling, or other layered skills.&nbsp;&nbsp;And still looking for another Hammer/Source engine mapper/arena/level designer to help guide the first steps of arena development -- actually to help define how arenas will look and function -- with serious attempts to make a consistent theme in conjunction with game design, graphical design, and coders.]]></content:encoded>
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			<title><![CDATA[1000 posts]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=203</link>
			<pubDate>Fri, 08 Sep 2006 18:29:20 -0700</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=203</guid>
			<description><![CDATA[We'll be going live (fully public) in a few short days.

MyBB just got a major update that screwed with our systems... and apparently our threads no longer have descriptions? :crying: :crying2:

But Jaguarrrr is working on some fixes and there's lots to do.

And this post is the one-thousand-second (1002nd) on these boards.&nbsp;&nbsp;So we've hit our first milestone.&nbsp;&nbsp;See you in another 8998. ;)

Banner and site graphics will come in properly over the weekend, and the site will be fixed up good as new shortly.&nbsp;&nbsp;Wish us luck, and we hope to have your full support during our "live"ness.

Stephen/ipox]]></description>
			<content:encoded><![CDATA[We'll be going live (fully public) in a few short days.

MyBB just got a major update that screwed with our systems... and apparently our threads no longer have descriptions? :crying: :crying2:

But Jaguarrrr is working on some fixes and there's lots to do.

And this post is the one-thousand-second (1002nd) on these boards.&nbsp;&nbsp;So we've hit our first milestone.&nbsp;&nbsp;See you in another 8998. ;)

Banner and site graphics will come in properly over the weekend, and the site will be fixed up good as new shortly.&nbsp;&nbsp;Wish us luck, and we hope to have your full support during our "live"ness.

Stephen/ipox]]></content:encoded>
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		<item>
			<title><![CDATA[Addendum to End of August]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=165</link>
			<pubDate>Wed, 30 Aug 2006 19:57:19 -0700</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=165</guid>
			<description><![CDATA[Okay, so just as a quick addition to my End of August news post, please check out the Images gallery, where you'll find new concept art for The Shock Suit and The Shock Launcher.

:thumbsup:

That's what I likes!

Oh, and we have a new logo theme, banner, web graphics, and more coming.
And as soon as ivan tells me the music (he's done two songs so far) is final, I'll post that too!

Stephen/ipox]]></description>
			<content:encoded><![CDATA[Okay, so just as a quick addition to my End of August news post, please check out the Images gallery, where you'll find new concept art for The Shock Suit and The Shock Launcher.

:thumbsup:

That's what I likes!

Oh, and we have a new logo theme, banner, web graphics, and more coming.
And as soon as ivan tells me the music (he's done two songs so far) is final, I'll post that too!

Stephen/ipox]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[End of August]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=154</link>
			<pubDate>Sun, 27 Aug 2006 18:04:21 -0700</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=154</guid>
			<description><![CDATA[HELP WANTED

We are looking for 1-2 Source mappers with experience using models, textures, and complex entities to work in a close team of under 10, developing small to medium sized arenas. The arenas are to be simpler than townscapes and should have an artificial feel. You will interact with the team -- programming and modelling departments -- to produce maps in line with the desired game-play.

Development of Shock is still early, so come in at this early stage and have a hand in defining the nature of the game-play and in experimenting in this new game-form. 

We look forward to your application.



STATUS REPORT

Early efforts of ball construction were derailed by logo issues that are now finally out of the way.&nbsp;&nbsp;The ball construction is restarted and to be finished very very soon.&nbsp;&nbsp;Jelmer and Tim (No1) will work on this.

We have music! :thumbsup: Ivan (ivan) has been working on music and sounds recently.&nbsp;&nbsp;He'll also be our 3D animator when things are lined up in that dept.&nbsp;&nbsp;I may post the music when he says "this song's done" -- soon.

The logo is ready and will be going up in many forms shortly.&nbsp;&nbsp;Look for it in the banner (the current one of which -- as at August 27 -- was always to be temporary).

We have posted a very basic moddb page and will be updating it occasionally.&nbsp;&nbsp;Hopefully we can give it at least a few graphics soon.

In short, energy is high and things will be moving swiftly in the next week -- and I'll post a new update then to see how many of our goals (so to speak -- haha :rolleyes: ) were achieved.

Thanks for tuning in.

Stephen/ipox]]></description>
			<content:encoded><![CDATA[HELP WANTED

We are looking for 1-2 Source mappers with experience using models, textures, and complex entities to work in a close team of under 10, developing small to medium sized arenas. The arenas are to be simpler than townscapes and should have an artificial feel. You will interact with the team -- programming and modelling departments -- to produce maps in line with the desired game-play.

Development of Shock is still early, so come in at this early stage and have a hand in defining the nature of the game-play and in experimenting in this new game-form. 

We look forward to your application.



STATUS REPORT

Early efforts of ball construction were derailed by logo issues that are now finally out of the way.&nbsp;&nbsp;The ball construction is restarted and to be finished very very soon.&nbsp;&nbsp;Jelmer and Tim (No1) will work on this.

We have music! :thumbsup: Ivan (ivan) has been working on music and sounds recently.&nbsp;&nbsp;He'll also be our 3D animator when things are lined up in that dept.&nbsp;&nbsp;I may post the music when he says "this song's done" -- soon.

The logo is ready and will be going up in many forms shortly.&nbsp;&nbsp;Look for it in the banner (the current one of which -- as at August 27 -- was always to be temporary).

We have posted a very basic moddb page and will be updating it occasionally.&nbsp;&nbsp;Hopefully we can give it at least a few graphics soon.

In short, energy is high and things will be moving swiftly in the next week -- and I'll post a new update then to see how many of our goals (so to speak -- haha :rolleyes: ) were achieved.

Thanks for tuning in.

Stephen/ipox]]></content:encoded>
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		<item>
			<title><![CDATA[The ball and some &quot;colour&quot; information]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=125</link>
			<pubDate>Sun, 06 Aug 2006 22:08:24 -0700</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=125</guid>
			<description><![CDATA[We have nearly settled on a ball format.  The "final" concept drawing is now in the Images pages.  Modelling is to commence today or ASAP, whatever happens.  We'll see what comes out the other side.  Some suggestions over and above the drawn form included expansion/separation along the visible "groove" while the "Shock Clock" is counting, different ways of doing the flat sections shown on the sides of the drawings, inclusion eventually of custom team or league logos in addition to the further-stylised actual Shock logo, and some other things I can't recall at this moment.  Lighting methods were also carefully considered.

In additon, I've been coming up with text and publishing it to our Information Pages.  These appear automatically on our Information nav menu panel on the left, though we have some kinks to work out as to the ordering of the sub-items (click Background and you'll see that they're coming up in the reverse posting order, which is how our News page shows them, and we'll probably change that for the Information pages as soon as possible).

Anyway, some irons in the fire, some new mapping images, greatly improved, better lighting, learning more forms.  See "Nitrous" in the arenas category of the Images pages, and I'll attach (to this post) a really early development image that's an experiment in open arenas.

Thanks for stopping by!

Stephen/ipox]]></description>
			<content:encoded><![CDATA[We have nearly settled on a ball format.  The "final" concept drawing is now in the Images pages.  Modelling is to commence today or ASAP, whatever happens.  We'll see what comes out the other side.  Some suggestions over and above the drawn form included expansion/separation along the visible "groove" while the "Shock Clock" is counting, different ways of doing the flat sections shown on the sides of the drawings, inclusion eventually of custom team or league logos in addition to the further-stylised actual Shock logo, and some other things I can't recall at this moment.  Lighting methods were also carefully considered.

In additon, I've been coming up with text and publishing it to our Information Pages.  These appear automatically on our Information nav menu panel on the left, though we have some kinks to work out as to the ordering of the sub-items (click Background and you'll see that they're coming up in the reverse posting order, which is how our News page shows them, and we'll probably change that for the Information pages as soon as possible).

Anyway, some irons in the fire, some new mapping images, greatly improved, better lighting, learning more forms.  See "Nitrous" in the arenas category of the Images pages, and I'll attach (to this post) a really early development image that's an experiment in open arenas.

Thanks for stopping by!

Stephen/ipox]]></content:encoded>
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		<item>
			<title><![CDATA[Some new art...]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=106</link>
			<pubDate>Thu, 03 Aug 2006 18:31:05 -0700</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=106</guid>
			<description><![CDATA[If you haven't seen it, there's some new art that is quite neat.&nbsp;&nbsp;We're working on getting these things to a final concept state where some serious modelling can occur.

Things are going fairly slowly, but as soon as we get past the reliance on one member's time, things should pick up proportionally to their diversification.

A current team list is as follows, grouped in some sort of groupings:
ipox/Stephen - I do stuff... really :unsure:
No1_sonuk/Tim - models, model organisation, model-game integration
Jaguarrrr/Ben - web, programming
Jelmer - models, character models, skinning
ivan/Ivan - music, sounds, animations
Evil_Genius/Itay - art, concept drawings
Mud-H/Marc - arena-building, textures
Decoy/Nick - arena-building

We're getting going.&nbsp;&nbsp;Thanks for stopping by.

Stephen/ipox]]></description>
			<content:encoded><![CDATA[If you haven't seen it, there's some new art that is quite neat.&nbsp;&nbsp;We're working on getting these things to a final concept state where some serious modelling can occur.

Things are going fairly slowly, but as soon as we get past the reliance on one member's time, things should pick up proportionally to their diversification.

A current team list is as follows, grouped in some sort of groupings:
ipox/Stephen - I do stuff... really :unsure:
No1_sonuk/Tim - models, model organisation, model-game integration
Jaguarrrr/Ben - web, programming
Jelmer - models, character models, skinning
ivan/Ivan - music, sounds, animations
Evil_Genius/Itay - art, concept drawings
Mud-H/Marc - arena-building, textures
Decoy/Nick - arena-building

We're getting going.&nbsp;&nbsp;Thanks for stopping by.

Stephen/ipox]]></content:encoded>
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		<item>
			<title><![CDATA[Well hullo there!]]></title>
			<link>http://shockmod.com/forums/showthread.php?tid=89</link>
			<pubDate>Fri, 28 Jul 2006 18:56:21 -0700</pubDate>
			<guid isPermaLink="false">http://shockmod.com/forums/showthread.php?tid=89</guid>
			<description><![CDATA[Tyro!
Falck
OhioYankee
Leviathan

Welcome.  I hope there will be more of you soon.  We do :wub: our old friends.&nbsp;&nbsp;So you know and don't puke at the lack of information that's live right now, guys, we're in pre-publicising mode.  We're working on putting content up, showing concepts and soon, models, and we're certainly working on game code and have done 3 simple alphas so far.

Documentation is being produced and complicated issues like how things will look and what things will do when and why are all being discussed.  And because we love you guys, you have but to ask and we'll let you in on some of the details, privately, and on a person-by-person, case-by-case basis.

You guys are welcome to post a few questions if you like, but obviously we haven't put too much content up to question, thus your questions would be out of the blue, sort of.  I'd hold off a little.  I'm hoping this weekend to post some background text for you guys to pore over.  Then some text about some operational stuff.&nbsp;&nbsp;We would LOVE LOVE LOVE your help to sort out details and create final versions of things ... and full credit will be given.  If you just want to watch a little, then that's perfectly okay, too.

Welcome to our new boards.  Welcome to our new project.  I hope we can wow you. (Shock you, even... ... ... *groan*)

You may tell whomever you wish about us, though we'd ask that you keep it to people you think we'd approve of -- old friends, and no Det Paks.  We will welcome them with open arms.&nbsp;&nbsp;Thank you so much, gents, for being even a little interested.  We won't let you down (this time).

Stephen/ipox]]></description>
			<content:encoded><![CDATA[Tyro!
Falck
OhioYankee
Leviathan

Welcome.  I hope there will be more of you soon.  We do :wub: our old friends.&nbsp;&nbsp;So you know and don't puke at the lack of information that's live right now, guys, we're in pre-publicising mode.  We're working on putting content up, showing concepts and soon, models, and we're certainly working on game code and have done 3 simple alphas so far.

Documentation is being produced and complicated issues like how things will look and what things will do when and why are all being discussed.  And because we love you guys, you have but to ask and we'll let you in on some of the details, privately, and on a person-by-person, case-by-case basis.

You guys are welcome to post a few questions if you like, but obviously we haven't put too much content up to question, thus your questions would be out of the blue, sort of.  I'd hold off a little.  I'm hoping this weekend to post some background text for you guys to pore over.  Then some text about some operational stuff.&nbsp;&nbsp;We would LOVE LOVE LOVE your help to sort out details and create final versions of things ... and full credit will be given.  If you just want to watch a little, then that's perfectly okay, too.

Welcome to our new boards.  Welcome to our new project.  I hope we can wow you. (Shock you, even... ... ... *groan*)

You may tell whomever you wish about us, though we'd ask that you keep it to people you think we'd approve of -- old friends, and no Det Paks.  We will welcome them with open arms.&nbsp;&nbsp;Thank you so much, gents, for being even a little interested.  We won't let you down (this time).

Stephen/ipox]]></content:encoded>
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