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	<title>Off Limits</title>
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	<link>http://www.off-limits.be</link>
	<description>Off Limits official website.</description>
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		<title>Alec Moody and more</title>
		<link>http://www.off-limits.be/?p=925</link>
		<comments>http://www.off-limits.be/?p=925#comments</comments>
		<pubDate>Tue, 16 Feb 2010 11:39:32 +0000</pubDate>
		<dc:creator>Tack Wesley</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.off-limits.be/?p=925</guid>
		<description><![CDATA[I contacted Alec Moody a couple of months ago after seeing his excavator model on a forum which looked really nice asking if he would allow me to use it in my level (which was at the time Undersiege). To my pleasant surprise he gave his consent and on top of that he agreed to [...]]]></description>
			<content:encoded><![CDATA[<p>I contacted <a href="http://www.alecmoody.com" target="blank">Alec Moody</a> a couple of months ago after seeing his <a href="http://www.alecmoody.com/large/game/1/index.html" target="blank">excavator</a> model on a forum which looked really nice asking if he would allow me to use it in my level (which was at the time Undersiege). To my pleasant surprise he gave his consent and on top of that he agreed to do some more vehicles for my level! I mainly needed trucks for Undersiege as it was an industrial level so <a href="http://www.alecmoody.com/large/game/7/index.html" target="blank">this is what he made</a>. One chassis/cab to fit multiple variations. I got these models from him a while ago but was unable to put them in game as fast as I would have liked. Since I moved to Styx as the next level for Off Limits the trucks will now also be in this level of course. I have a high rise construction site on the other side of the map (which I haven&#8217;t started to build yet), and there I&#8217;ll need construction materials. So this will also make sense to have trucks scattered around the level. I fixed scaling for game play and collision purposes. For instance the dump truck you can stand in and shoot above while using it as cover. Also, the unloading dump truck model will be a nice jump/getaway from upcoming traffic <img src='http://www.off-limits.be/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><img alt="" src="http://farm5.static.flickr.com/4022/4362355610_1f4aca0bb0_o.jpg" title="01" class="alignnone" width="900" height="506" /></p>
<p><img alt="" src="http://farm5.static.flickr.com/4006/4361614023_077015e145_o.jpg" title="01" class="alignnone" width="900" height="506" /></p>
<p><img alt="" src="http://farm5.static.flickr.com/4039/4361614079_3ca8cdd950_o.jpg" title="01" class="alignnone" width="900" height="506" /></p>
<p>There haven&#8217;t been many updates and I could post a lot more updates (you can see the underpass area in one of the shots, which is where I spent a lot of time on recently finishing it and getting it to work performance wise), I prefer to finish the level asap without losing too much time on other things (as my time recently has been diminishing). Rest assured we are still pounding away on this mod and we plan to release asap <img src='http://www.off-limits.be/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><strong></p>
<blockquote><p>
And of course a special thanks to <a href="http://www.alecmoody.com" target="blank">Alec Moody</a> for helping us out, hopefully you&#8217;ll find the time to help out some more in the near future if we need any more props! hehe <img src='http://www.off-limits.be/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
</p></blockquote>
<p></strong></p>
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		<title>Changelist for playtest 2010-01-31</title>
		<link>http://www.off-limits.be/?p=921</link>
		<comments>http://www.off-limits.be/?p=921#comments</comments>
		<pubDate>Sun, 31 Jan 2010 16:08:45 +0000</pubDate>
		<dc:creator>Maarten De Meyer</dc:creator>
				<category><![CDATA[Changelists]]></category>

		<guid isPermaLink="false">http://www.off-limits.be/?p=921</guid>
		<description><![CDATA[- Automatics are more accurate &#38; weapons are more powerful globally:
* increased accuracy of smg&#8217;s and assault rifles in various ways
* punch angle decay is no longer disabled while shooting ( meaning cursor always pulls back to its initial position, even while shooting )
* increased global damage modifier from 0.7 to 0.82 ( meaning a [...]]]></description>
			<content:encoded><![CDATA[<p>- Automatics are more accurate &amp; weapons are more powerful globally:<br />
* increased accuracy of smg&#8217;s and assault rifles in various ways<br />
* punch angle decay is no longer disabled while shooting ( meaning cursor always pulls back to its initial position, even while shooting )<br />
* increased global damage modifier from 0.7 to 0.82 ( meaning a global damage increase &#8211; was becoming too much of a sprayfest )<br />
* decreased headshot damage modifier from 1.5 to 1.35<br />
* increased limb damage modifier from 0.7 to 0.85 ( shooting in limbs gives a bit more damage/less damage reduction )</p>
<p>- Snipers are more powerful &amp; consistent between the teams:<br />
* Increased sniper damage with 30%<br />
* Set sniper parameters equal ( zoom2 was significantly different between the two teams )</p>
<p>- Shotguns are more powerful, consistent, and versatile:<br />
* decreased damage per pellet to 9, doubled the number of pellets to a more realistic 15<br />
* set both team&#8217;s shotgun parameters equal<br />
* implemented AlecMoody&#8217;s two-spread system which makes them interesting to use long-range as well as close-range ( two different spread cones )</p>
<p>- increased grenade damage and range</p>
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		<title>Changelist for playtest 2010-01-17</title>
		<link>http://www.off-limits.be/?p=907</link>
		<comments>http://www.off-limits.be/?p=907#comments</comments>
		<pubDate>Fri, 15 Jan 2010 19:08:49 +0000</pubDate>
		<dc:creator>Tack Wesley</dc:creator>
				<category><![CDATA[Changelists]]></category>

		<guid isPermaLink="false">http://www.off-limits.be/?p=907</guid>
		<description><![CDATA[*Russia updates*
- Added a displacement dirt layer on the bottom of the sub dock and also made it less deep
- Added some more cover objects in corridor between medlabs and armory
- Revisited the lighting to be more realistic and more to the original ND version
- Split up submarine dock railings into separate parts for lighting [...]]]></description>
			<content:encoded><![CDATA[<p>*Russia updates*<br />
- Added a displacement dirt layer on the bottom of the sub dock and also made it less deep<br />
- Added some more cover objects in corridor between medlabs and armory<br />
- Revisited the lighting to be more realistic and more to the original ND version<br />
- Split up submarine dock railings into separate parts for lighting purposes<br />
- Changed seams in submarine model for lighting purposes<br />
- Now compiled entire level with -StaticPropLighting, which has a much more detailed lighting on all props<br />
- Removed all &#8220;info_lighting&#8221; (faked lighting) props, redundant with the -StaticPropLighting setting<br />
- Removed one sprite per florescent light model, used to be two<br />
- Removed two lights in both Rogue spawns, where left overs from epi1<br />
- Fixed corridor texture alignment between missile silo and armory and added some more detail to it<br />
- Updated spawns with new game play settings<br />
- Updated minimap image for ol_russia, removed the yellow outer overlay as it didn&#8217;t look good on the hud<br />
- Updated floor connections between armory and rail tunnel, a bit more detailed<br />
- Updated connections on all 3 sides of the missile silo, made it look that they are 4 blast doors that can seal the area</p>
<p>*Code updates*<br />
- properly coupled minigun &amp; sprint to stamina for juggernaut (no more deadzone)<br />
- decoupled stamina increment/decrement speed from server tickrate (gg kronos)<br />
- Weapon global damage decrease from 0.85 to 0.7<br />
- increased nade throw speed. Can&#8217;t go much faster though without new animations.<br />
- fixed bug where minimap player icons orientation is off<br />
- fixed bug where minimap fullsize wasn&#8217;t correct &amp; didn&#8217;t show player icons correctly<br />
- now using sqrt(armor) in stead of armor, increasing the importance of having high armor vs low armor<br />
- armor now decreases with damage after armor damage absorption, instead of before ( who am I kidding: &#8220;armor is overall tougher now&#8221; )<br />
- made the juggernaut tougher at start, and weaker the more damage he took:<br />
&#8211; juggernaut armor doesn&#8217;t regenerate anymore<br />
&#8211; juggernaut armor is two times tougher than normal player&#8217;s armor<br />
- changed radar functionality: enemy visibility on the minimap is no longer coupled to your juggernaut&#8217;s position, but linked to spawn control. Bottom line: if the spawn you are closest too is in enemy hands, you will be visible on the enemy&#8217;s minimap ( this is valid for both normal players and JN, and for both minimap and compass ). This means that<br />
1) JN can still hide from the other JN&#8217;s compass, if he stays out of enemy territory<br />
2) no players can sneak and hide into enemy territory anymore. If you go into enemy territory, an alert player will see you on his minimap.<br />
3) no more dependency on your JN to go find an enemy JN. If you can&#8217;t find an enemy JN, he is hiding in his own territory, and he should have every right to, just go and hunt him or cap more spawns to increase your own team&#8217;s radar coverage.<br />
- fixed bug in win condition that caused team to win when capturing all but an uncaptured enemy base ( even if there still are enemies around )<br />
- capturing or uncapturing a spawn now plays a sound<br />
- fixed JN vision right inner curve being incorrect<br />
- fixed JN vision compass grid lines not always getting rendered all the way to the right side of the screen<br />
- death notice now goes to top of screen for juggernaut since he doesn&#8217;t have a minimap<br />
- moved JN low health panel down so it doesn&#8217;t overlap with targetnick<br />
- pimped the targetnick: using colored millhouse font &amp; showing health.<br />
- mapper can now also specify initial activation state for non-basespawns. Properly handle this @ reset time etc.<br />
- decreased soundlevels of distant gunfights<br />
- fixed &#8220;toggle&#8221; character behavior of scoreboard before team selection, &amp; fact that minimap pops up underneath it then. As a sideeffect, the jump button doesn&#8217;t work as autoteam anymore<br />
- now showing the waiting for players image when appropriate<br />
- refactored shotgun so reload is interruptable by primary attack<br />
- Grenades shouldn&#8217;t bounce off players anymore (needs to be tested tho)<br />
- fixed issue with weapons where you could shoot a bullet without ammo going down by shooting immediately after sprinting ( actually, this was only a prediction issue, you didn&#8217;t actually shoot a bullet. You did see the impact of the bullet since that is a client-side effect, but you could not damage any player with it, so anyone who was abusing it and thought he was smarter than everyone else, lekker puh! [Yes I mean you swatje] )</p>
]]></content:encoded>
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		<item>
		<title>Mapping updates for this Sunday&#8217;s playtest</title>
		<link>http://www.off-limits.be/?p=901</link>
		<comments>http://www.off-limits.be/?p=901#comments</comments>
		<pubDate>Fri, 15 Jan 2010 19:03:39 +0000</pubDate>
		<dc:creator>Tack Wesley</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.off-limits.be/?p=901</guid>
		<description><![CDATA[We&#8217;re resuming playtesting again this Sunday with some mayor changes in game play and also the final version of Russia will be played as well. I released images of it a couple of months ago and after a lot of valid critics all around the web about the lighting being off I decided to take [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re resuming playtesting again this Sunday with some mayor changes in game play and also the final version of Russia will be played as well. I released images of it a couple of months ago and after a lot of valid critics all around the web about the lighting being off I decided to take a look at what the problem was and I also got help from Robert Briscoe as well getting it back to the original mood and lighting which in the end made a huge impact. The main problem was that the map was made lighting wise on Half-Life² Episode One settings, and to get the lighting to work in Epi1 I had to fake a lot of stuff in order to make it look realistic. Because we did a move to Orange Box in between those settings stayed and they didn&#8217;t look the way they did on Epi1. So I basically had to redo the entire lighting of the level with the new options Orange Box had to offer: -StaticPropLighting, -StaticPropPolys and -TextureShadows which makes things look a lot better.</p>
<p>I also added the new game play spawn system which now should make the game action packed from start to finish and give for much more intense battles. I&#8217;ll be recording and releasing a video of that soon enough now. This being done I can now focus 100% on Styx again and more of that will be shown soon enough as well.</p>
<p>Here are some quick screenshots of the final Russia level:</p>
<p><img alt="" src="http://farm5.static.flickr.com/4030/4277226456_8d1918a3e1_o.jpg" title="01" class="alignnone" width="900" height="563" /></p>
<p><img alt="" src="http://farm5.static.flickr.com/4031/4277226480_b4d19c2854_o.jpg" title="01" class="alignnone" width="900" height="563" /></p>
<p><img alt="" src="http://farm5.static.flickr.com/4062/4277226550_79609684da_o.jpg" title="01" class="alignnone" width="900" height="563" /></p>
<p><img alt="" src="http://farm3.static.flickr.com/2726/4277226622_fbd5759f3d_o.jpg" title="01" class="alignnone" width="900" height="563" /></p>
<p><img alt="" src="http://farm3.static.flickr.com/2681/4276481061_f054ea403b_o.jpg" title="01" class="alignnone" width="900" height="563" /></p>
<p><img alt="" src="http://farm3.static.flickr.com/2764/4277226724_0b9631b157_o.jpg" title="01" class="alignnone" width="900" height="563" /></p>
<p><img alt="" src="http://farm5.static.flickr.com/4039/4277226838_6164464949_o.jpg" title="01" class="alignnone" width="900" height="563" /></p>
<p><img alt="" src="http://farm3.static.flickr.com/2754/4277226910_82c14ab574_o.jpg" title="01" class="alignnone" width="900" height="563" /></p>
<p><img alt="" src="http://farm5.static.flickr.com/4009/4277226958_a73a30faea_o.jpg" title="01" class="alignnone" width="900" height="563" /></p>
<p>And here is the changelist of the final Russia for this Sunday:<br />
- Added a displacement dirt layer on the bottom of the sub dock and also made it less deep<br />
- Added some more cover objects in corridor between medlabs and armory<br />
- Revisited the lighting to be more realistic and more to the original ND version<br />
- Split up submarine dock railings into separate parts for lighting purposes<br />
- Changed seams in submarine model for lighting purposes<br />
- Now compiled entire level with -StaticPropLighting, which has a much more detailed lighting on all props<br />
- Removed all &#8220;info_lighting&#8221; (faked lighting) props, redundant with the -StaticPropLighting setting<br />
- Removed one sprite per florescent light model, used to be two<br />
- Removed two lights in both Rogue spawns, where left overs from epi1<br />
- Fixed corridor texture alignment between missile silo and armory and added some more detail to it<br />
- Updated spawns with new game play settings<br />
- Updated minimap image for ol_russia, removed the yellow outer overlay as it didn&#8217;t look good on the hud<br />
- Updated floor connections between armory and rail tunnel, a bit more detailed<br />
- Updated connections on all 3 sides of the missile silo, made it look that they are 4 blast doors that can seal the area</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Styx work in progress video</title>
		<link>http://www.off-limits.be/?p=884</link>
		<comments>http://www.off-limits.be/?p=884#comments</comments>
		<pubDate>Thu, 03 Dec 2009 14:38:26 +0000</pubDate>
		<dc:creator>Tack Wesley</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.off-limits.be/?p=884</guid>
		<description><![CDATA[This video shows the new spawn area with the lobby a bit more in detail. It also give an idea of the mood I&#8217;m after. Right now I&#8217;m working my way up to the elevated subway station. This is all mainly BSP and few assets, there&#8217;s still a lot of polish and tweaking left to [...]]]></description>
			<content:encoded><![CDATA[<p>This video shows the new spawn area with the lobby a bit more in detail. It also give an idea of the mood I&#8217;m after. Right now I&#8217;m working my way up to the elevated subway station. This is all mainly BSP and few assets, there&#8217;s still a lot of polish and tweaking left to do.</p>
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