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	<link>http://www.moddb.com/members/henford/blog</link>
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	<description>Subscribe to the Mod DB Henford blog feed, and get the latest updates as they are posted.</description>
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	<pubDate>Sun, 29 Nov 2009 19:48:37 -0600</pubDate>
	<copyright>Copyright 2009, DesuraNET Pty Ltd</copyright>
	<category>Articles</category>
	<ttl>180</ttl>
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		<title>Henford&#39;s Dev Blog</title>
		<link>http://www.moddb.com/members/henford/blog/henfords-dev-blog</link>
		<pubDate>Fri, 16 May 2008 01:42:37 -0500</pubDate>
		<description>&lt;span style=&quot;font&#45;size: x&#45;small;&quot;&gt;After what has seemed like an eternity, the development blog returns with a bumper instalment. I admit I have been very slack in updating this site with new content over the past few months – mainly down to a lack of time, things picking up at work, and that nice month long holiday I recently came back from. It was only when I started receiving emails asking as to whether the mod was dead that I realised it was time to kick my ass into gear and give you all the new updates you have been waiting so long for.

&lt;/span&gt;&lt;span style=&quot;font&#45;size: x&#45;small;&quot;&gt;As you most probably could tell from all the activity on the front page recently, it has been a busy week for me and the mod. In the week, we have released 8 new screenshots showing off a cross section of new units. Behind the scenes, things have been even more exciting. Just yesterday, I finished the modelling and texturing of the 61st and final unit in the mod, a unit that took weeks to complete, and that I will be revealing very soon!

&lt;/span&gt;&lt;span style=&quot;font&#45;size: x&#45;small;&quot;&gt;Now the focus shifts to the task of building the faction structures – all 30 of them. From my prior experience with Fallout for Generals, I know that structures take significantly longer to make than units, however, I was quite starting to get over making tank after tank, so getting stuck into the buildings will be a good change of pace for me!

&lt;/span&gt;&lt;span style=&quot;font&#45;size: x&#45;small;&quot;&gt;As Fallout starts to resemble more of a mod and not just a bunch of MAX, PSD and TGA files sitting in a folder, I have started to look at other aspects of the mod, notably the soundtrack. Not having the slightest idea about music composition, I am currently scouring the Internet, looking for talent to help me out in this department. What I have planned are remixed versions of the original C&amp;C music. I know I feel something very special when I hear remixed versions of original C&amp;C music in the new games (Kane’s Wrath first level), and would love to reproduce that in Fallout.

&lt;/span&gt;&lt;span style=&quot;font&#45;size: x&#45;small;&quot;&gt;Last month saw the release of Kane’s Wrath, an expansion pack I was highly anticipating for many reasons, modding not the least.

&lt;/span&gt;&lt;span style=&quot;font&#45;size: x&#45;small;&quot;&gt;My impressions? Good expansion pack. It definitely falls short of the mark left by Yuri’s Revenge, and I think they went overkill with the epic units, but they definitely got it spot on with the campaign. A new soundtrack would have been good as well but meh….. what can you do.

&lt;/span&gt;&lt;span style=&quot;font&#45;size: x&#45;small;&quot;&gt;What I am disappointed by is the lack of an SDK for KW. In lieu of the extortionate amount of time we had to wait for the original C&amp;C3 Mod SDK, I would have thought EA would have had something ready for us in time for the release. Oh well. That’s about it from me for the time being… remember, I am available as always at cncfallout@hotmail.com. Alternatively, I am a regular on the Fallout forums, so why not sign up!&lt;/span&gt;</description>
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