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	<updated>2026-10-16T16:36:51Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>http://wiki.armagetronad.org/index.php?title=Rubber&amp;diff=18981</id>
		<title>Rubber</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Rubber&amp;diff=18981"/>
		<updated>2007-06-22T19:38:44Z</updated>

		<summary type="html">&lt;p&gt;203.113.15.234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You have a gauge for it, but you don&#039;t know what it means.  Or, you know what it means, but you think it&#039;s stupid.  Here&#039;s what rubber is all about and why it&#039;s important.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Rubber exists to compensate for network latency.  That is, it&#039;s there to deal with the fact that when you hit a wall, and the server thinks you&#039;ve hit the wall, it&#039;s a physical impossibility for you to be certain you&#039;re near the wall.  So rubber makes it possible.  In short, without rubber, there would be no internet game.  Once upon a time, it was an internal mechanism that existed for server administrators to configure, allowing&lt;br /&gt;
1000&lt;br /&gt;
 them to build different types of servers that were playable that might otherwise not have been so.  It was never intended to be revealed to the player as a concept.  Part of that is because different mechanisms to accomplish the same thing could be implemented, and the player never need deal with it.  Now it&#039;s become a part of the game and players are aware of it, and knowing what it is and what it isn&#039;t is an important part of playing the game.&lt;br /&gt;
&lt;br /&gt;
== What Rubber Is ==&lt;br /&gt;
&lt;br /&gt;
As mentioned in the introduction, rubber is a way to deal with network latency.  It&#039;s very simple in concept, when you think about it.  Let&#039;s say you connect to a server and your ping is 200 milliseconds.  Now, some other guy and you are racing towards each other. Just before you would pass each other, the other guy turns and blocks your path. It will take you 200 milliseconds to get aware of this and send your reaction back to the server, assuming you yourself can react instantly.  Of course, you don&#039;t have 200 milliseconds, you&#039;ll collide and be dead in, 100 milliseconds.&lt;br /&gt;
&lt;br /&gt;
Enter: rubber.  When you get close to a wall, rubber artificially slows your cycle at a certain distance from the wall.  This change in speed is artificial, it doesn&#039;t affect your actual speed in any way.  But the time it takes for you to crash against that wall is stretched.  By making this stretch, it is possible for you to see that you are in fact touching the enemy wall that popped up in front of you, and to react to it, all in the 200 milliseconds your hypothetical connection has to send a turn to the server.&lt;br /&gt;
&lt;br /&gt;
== What Rubber Isn&#039;t ==&lt;br /&gt;
&lt;br /&gt;
Rubber is nothing other than what it is.  It is not a tool to make it possible to turn around against a wall.  It is not a way to make it easier to get close to a wall.  It is not a new type of gameplay.  It is none of these things.&lt;br /&gt;
&lt;br /&gt;
== How Rubber Works ==&lt;br /&gt;
&lt;br /&gt;
Rubber works two ways, depending on how the server is configured.  You either have time-based rubber or distance-based rubber.  Time-based rubber works by measuring how long (in milliseconds) it will take for you to hit the wall and applying rubber to it.  Distance-based rubber works by measuring the actual distance between you and the wall.  Both have the same intent, but work slightly differently.&lt;br /&gt;
&lt;br /&gt;
Distance-based rubber is good for servers that have very little changes in speed.  Some examples are the Tigers Classic servers, the Goshdarn clones, and a few others.  Low cycle acceleration is what distance-based rubber is good for.  And it&#039;s really good for that!  This is the traditional behavior of rubber, and until v0.2.8 it was the only behavior of rubber available.&lt;br /&gt;
&lt;br /&gt;
Time-based rubber is good for servers that have a lot of cycle acceleration, resulting in large differences in speed between cycles.  In this case, the application of rubber will vary for each wall approach, but it will behave consistently and predictably for players.&lt;br /&gt;
&lt;br /&gt;
After rubber kicks in, it begins to deplete.  When it is depleted, you are touching the wall and the server destroys your cycle.  When you leave the wall, you begin to recharge your available rubber until it is full.  This unique system makes it possible to carefully plan a wall approach, run your rubber up to its maximum, and turn, making a very tight grind against that wall.  Then, if you wish to turn towards the wall again too quickly afterwards, you will die, because you don&#039;t have enough rubber.  In a tight maze, this means you might make the first couple of turns, but your chances of surviving drop with each grind because your rubber cannot recharge fast enough.&lt;br /&gt;
&lt;br /&gt;
== Rubber Settings ==&lt;br /&gt;
&lt;br /&gt;
There are a number of settings that affect rubber.  In a perfect world, you would only ever work with &amp;lt;code&amp;gt;CYCLE_RUBBER&amp;lt;/code&amp;gt;, and all other settings will be left as they are.  This is not, however, a perfect world.  It may be necessary to work with some of the other settings in order to get the type of gameplay you are after.  The rule of thumb is that you should only adjust any of these settings in order to compensate for other changes that cause the rubber system &lt;br /&gt;
1000&lt;br /&gt;
to break down.  For example, if you change cycle acceleration to some really high amount, you will have a server where high speed players will tend to crash because they lack rubber.  You probably want high speed players to be able to grind as easily as low speed players, so you might want to increase &amp;lt;code&amp;gt;CYCLE_RUBBER&amp;lt;/code&amp;gt; to compensate.  The flip side is that lower speed players will be able to grind deeper against the wall.  There&#039;s always a trade-off, so consider carefully what you are after.&lt;br /&gt;
&lt;br /&gt;
It is generally considered a bad idea to increase rubber too terribly high.  If you set it high enough, you can make death impossible on your server, and that&#039;s probably not a good thing.  On the other hand, if you set it too low (or to a negative number), you make living impossible on your server.  So you should only adjust rubber when it&#039;s needed to compensate for some other change you&#039;ve made in your server.&lt;br /&gt;
&lt;br /&gt;
Here is a brief description of each rubber setting available as of v0.2.8:&lt;br /&gt;
&lt;br /&gt;
;CYCLE_RUBBER  1.0&lt;br /&gt;
:niceness when hitting a wall&lt;br /&gt;
;CYCLE_PING_RUBBER 3.0&lt;br /&gt;
:niceness when hitting a wall: bonus for higher ping players&lt;br /&gt;
;CYCLE_RUBBER_TIMEBASED 0.0&lt;br /&gt;
:rubber usage is based on distance travelled if this is set to 0 (default) and the time passed if this is set to 1. Intermediate values and values out of these bounds are supported as well.&lt;br /&gt;
;CYCLE_RUBBER_SPEED 40.0&lt;br /&gt;
:logarithmic speed of wall approximation when rubber is in effect (every second, you get closer to the wall by a factor of ~0.4^{this value} )&lt;br /&gt;
;CYCLE_RUBBER_MINDISTANCE .001&lt;br /&gt;
:The minimal distance rubber code keeps cycles from walls&lt;br /&gt;
;CYCLE_RUBBER_MINDISTANCE_RATIO .0001&lt;br /&gt;
:Additional distance for every length unit of the wall you have in front of you&lt;br /&gt;
;CYCLE_RUBBER_MINDISTANCE_RESERVOIR .005&lt;br /&gt;
:Addidional distance if you have an empty rubber meter (gets faded out gradually as you use up all your rubber)&lt;br /&gt;
;CYCLE_RUBBER_MINDISTANCE_UNPREPARED .005&lt;br /&gt;
:Additional distance for unprepared grinds; it gets applied when the cycle&#039;s last turn was just a fraction of a second ago and faded out preparation times larger than CYCLE_RUBBER_MINDISTANCE_PREPARATION.&lt;br /&gt;
;CYCLE_RUBBER_MINDISTANCE_PREPARATION .2&lt;br /&gt;
:Timescale in seconds a cycle&#039;s last turn time is compared with to determine the effect of CYCLE_RUBBER_MINDISTANCE_UNPREPARED.&lt;br /&gt;
;CYCLE_WIDTH 0.0&lt;br /&gt;
:the cycle&#039;s width. Attempts to enter tunnels that are narrower than this result in instant death. (not yet supported)&lt;br /&gt;
;CYCLE_RUBBER_MINADJUST .01&lt;br /&gt;
:when adjusting to or 180ing into a wall, allow going closer by at least this amount (relative to the last distance)&lt;br /&gt;
;CYCLE_RUBBER_LEGACY 1&lt;br /&gt;
:fallback to old, frame-dependant rubber code when old clients are present&lt;br /&gt;
;CYCLE_RUBBER_TIME 10.0&lt;br /&gt;
:Timescale rubber is restored on&lt;br /&gt;
;CYCLE_RUBBER_DELAY 0.0&lt;br /&gt;
:during this fraction of the cycle delay time, rubber efficiency will be multiplied...&lt;br /&gt;
;CYCLE_RUBBER_DELAY_BONUS .5&lt;br /&gt;
:by this factor (meaning that rubber usage goes up by the inverse; a value of zero means rubber is completely disabled)&lt;br /&gt;
&lt;br /&gt;
== Inner Rubber Workings ==&lt;br /&gt;
&lt;br /&gt;
The original post by z-man may be found [http://forums.armagetronad.net/viewtopic.php?p=23648#23648 here] — this is an edited version.&lt;br /&gt;
&lt;br /&gt;
As you know, your speed gets decreased a bit on every turn by 5%. This factor can now be tuned in &amp;lt;code&amp;gt;CYCLE_TURN_SPEED_FACTOR&amp;lt;/code&amp;gt;. It&#039;s the numerical value the speed gets multiplied with. Make it bigger than one if you like weird settings.&lt;br /&gt;
&lt;br /&gt;
=== The Rubber Code ===&lt;br /&gt;
&lt;br /&gt;
There&#039;s a new property called rubber effectiveness. It&#039;s usually a value between 0 and 1. If a certain action consumes x rubber, at effectivity &amp;lt;code&amp;gt;e&amp;lt;/code&amp;gt; it will consume &amp;lt;code&amp;gt;x/e&amp;lt;/code&amp;gt; rubber. At effectivity 0, rubber gets disabled completely. At default settings, rubber effectivity is constant and always 1.&lt;br /&gt;
Two things possibly influence the effectivity of rubber:&lt;br /&gt;
&lt;br /&gt;
* Shortly after you make a turn, a certain portion of the time (given by &amp;lt;code&amp;gt;CYCLE_RUBBER_DELAY&amp;lt;/code&amp;gt;) until you are legally allowed to make your next turn determined by &amp;lt;code&amp;gt;CYCLE_DELAY&amp;lt;/code&amp;gt;, the effectivity gets m&lt;br /&gt;
1000&lt;br /&gt;
ultiplied by &amp;lt;code&amp;gt;CYCLE_RUBBER_DELAY_BONUS&amp;lt;/code&amp;gt; (Hmmm. We should rename that to &amp;lt;code&amp;gt;_FACTOR&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;_BONUS&amp;lt;/code&amp;gt; sounds too positive). The logical use of this mechanism is to punish 180s and adjusts by higher rubber usage or death.&lt;br /&gt;
* Then there is another state variable, the rubber malus. Initially it is set to 0. On every turn, &amp;lt;code&amp;gt;CYCLE_RUBBER_MALUS_TURN&amp;lt;/code&amp;gt; gets added. It decays over the time of &amp;lt;code&amp;gt;CYCLE_RUBBER_MALUS_TIME&amp;lt;/code&amp;gt; seconds. The rubber effectiveness gets divided by &amp;lt;code&amp;gt;1   rubber malus&amp;lt;/code&amp;gt;. This setting is to punish to hectic turning and repeated 180s. (or to provoke floating point chaos if you make &amp;lt;code&amp;gt;CYCLE_RUBBER_MALUS_TURN&amp;lt;/code&amp;gt; negative). The new experimental red rubber gauge displays &amp;lt;code&amp;gt;100/(1 malus)&amp;lt;/code&amp;gt;, it should display the full effectivity in the end. (Umm, would that rather be efficiency? Definition lawyers, please to the rescue!)&lt;br /&gt;
&amp;lt;Comment: either use &#039;efficiency&#039; or &#039;effectiveness&#039;, both good. On the other hand, &#039;effectivity&#039; is poor English (at least from a UK Englishman point of view, YMMV in the USA)&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time rubber decays on (formerly hardcoded 10 seconds) can now be controlled by &amp;lt;code&amp;gt;CYCLE_RUBBER_TIME&amp;lt;/code&amp;gt;. Setting it to 0 will disable the decay.&lt;br /&gt;
New clients will sync the rubber state and brake reservoir from the server, old clients will display horribly wrong values if you play with the settings too much.&lt;br /&gt;
&lt;br /&gt;
=== Experimental Settings ===&lt;br /&gt;
&lt;br /&gt;
Those were the new experimental settings, that&#039;s why they are not yet documented.&lt;br /&gt;
&lt;br /&gt;
There is the way rubber prevents you from hitting walls. Formerly, if you got close to a wall, the rubber code would allow you to cut the distance to it in half. The new code (from 0.2.7.1) will not let you closer to a wall than determined by the &amp;lt;code&amp;gt;_MINDISTANCE&amp;lt;/code&amp;gt; settings.&lt;br /&gt;
&lt;br /&gt;
Exception:&lt;br /&gt;
* right after a turn, you are always allowed to go a bit forward. How much is determined by &amp;lt;code&amp;gt;CYCLE_RUBBER_MINADJUST&amp;lt;/code&amp;gt;, useful values are between 0 and 1. Values bigger than 1 will also kill all 180ers. Setting &amp;lt;code&amp;gt;_MIDISTANCE&amp;lt;/code&amp;gt; to a small negative value is another way of punishing all kinds of rubber whores, because then rubber will stop you only a bit after the wall, while making you slower before the hit and therefore still faciliating grinding to an extent. (Not recommended right now because the old clients will ignore it.)&lt;br /&gt;
* The speed at which you approach a wall is determined by &amp;lt;code&amp;gt;CYCLE_RUBBER_SPEED&amp;lt;/code&amp;gt;. Mathematically, if you are at distance d from a wall, rubber makes sure you don&#039;t approach it faster than &amp;lt;code&amp;gt;CYCLE_RUBBER_SPEED * d.&amp;lt;/code&amp;gt;&lt;br /&gt;
* Since this speed of approaching may be slower or faster than with the old code depending on the framerate, people complain about it. Therefore the new client reverts back to almost the old code ( a tiny minimal distance to walls is still kept ) when any pre-0.2.7.1 server or client is involved. The server admin can disable this admittedly dangerous behavior with &amp;lt;code&amp;gt;CYCLE_RUBBER_LEGACY 0&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Client Synchronization Settings ====&lt;br /&gt;
&lt;br /&gt;
Old servers would send all cycle syncs once per second. Since 0.2.7.1, the interval is configurable separately for the client that owns a cycle and all other clients in the &amp;lt;code&amp;gt;CYCLE_SYNC_INTERVAL_&amp;lt;/code&amp;gt; settings.&lt;br /&gt;
&lt;br /&gt;
New clients since 0.2.7.1 send the time of turn commands to the server. This makes it possible to avoid grinding lag sliding ( you move towards a wall, grind it shortly and turn away again, and you&#039;ll slide ) by letting the cycle on the server turn not before the time sent by the client. At the low speeds before the grind, the positional command interpretion is inaccurate and will usually turn the cycle too early.&lt;br /&gt;
Now, old clients don&#039;t send the command time, so this code can&#039;t work. The lag sliding is a clear disadvantage, but the earlier turn is an advantage in some situations because it makes you cover more ground, so both the &lt;br /&gt;
1000&lt;br /&gt;
new and the old players have plenty of reason to complain if they are not treated equally. Therefore, when &amp;lt;code&amp;gt;CYCLE_FAIR_ANTILAG&amp;lt;/code&amp;gt; is set to 1 and old clients are present, this code is deactivated.&lt;br /&gt;
&lt;br /&gt;
When a cycle turns in free space, the server will try to follow the client&#039;s request by matching the turn position as closely as possible. Sometimes however there are large desyncs and clients sent silly turns halfway across the grid from their current position. So, for clients that send the command time, the server will execute turns only in a time window around that command time. The width of that window is determined by &amp;lt;code&amp;gt;CYCLE_TIME_TOLERANCE&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
I observed that old clients ( 0.2.7.0 and earlier ) would be more likely to pass through walls when they received a sync from the server shortly before. So, if you set &amp;lt;code&amp;gt;CYCLE_AVOID_OLDCLIENT_BAD_SYNC&amp;lt;/code&amp;gt; to 1, the server will not send those syncs. Whether this helps or makes matters worse by not sending enough syncs is unknown, that&#039;s why it is a setting.&lt;br /&gt;
&lt;br /&gt;
The other new settings are purely local and don&#039;t have gameplay relevance on the server.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Concepts]]&lt;/div&gt;</summary>
		<author><name>203.113.15.234</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Anarchic_wanderers&amp;diff=18980</id>
		<title>Anarchic wanderers</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Anarchic_wanderers&amp;diff=18980"/>
		<updated>2007-06-22T19:09:56Z</updated>

		<summary type="html">&lt;p&gt;203.113.15.234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:anarchic2.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We are evolving. Originally, the Anarchic Wanderers was merely a list of players who wanted to shadowbox fe-clan. Hence, it is not a clan. We managed one game; read about it [[6.3.8.0.5|here]]. We also played in [[THE SPOON]] tournament as one of the strong c&lt;br /&gt;
1000&lt;br /&gt;
ontenders; we didn&#039;t win it... but then again neither did anyone else... &amp;lt;br&amp;gt;&lt;br /&gt;
We were strong contenders in the First Tronic Ladle, and we won the Second and Third.&lt;br /&gt;
Because of the anarchic nature of team, team member lists change... everyone is welcome though...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Messages&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
;From Van &lt;br /&gt;
: Ok this page was getting a little too messy so from now on would anyone who wants to post a message use the talk page.&lt;br /&gt;
:To use talk page click on [http://wiki.armagetronad.net/index.php/Talk:Anarchic_wanderers Discussion] at very top of this page, where I have moved the previous messages, Thank you.&lt;br /&gt;
&lt;br /&gt;
;From Rico&lt;br /&gt;
: Created a page to assemble players/discuss for Kings of the grid or other 2007 tournaments.&lt;br /&gt;
: Scroll down to find it :)&lt;br /&gt;
&lt;br /&gt;
;From Rico&lt;br /&gt;
:Ive decided to withdraw us from the first AFL due to lack of activity/difficulty grouping players, organisation and the such. Instead, I think we should enter the one after xmas, in the spring or whenever. Sorry about that.&lt;br /&gt;
&lt;br /&gt;
== [[Strategy Experiments]] ==&lt;br /&gt;
This link contains some ideas about the launch, as well as starting positions for team-members...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Past and Present Players ==&lt;br /&gt;
How about instead of the list there is now on the actual page with people saying why they would want to play and when, we have these little lists which anarchic wanderers played in which games. This list would be something like this:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;AW vs FE&#039;&#039;&#039; - Vahayes, Mazuffer, Kamp, 2020&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;AW vs SP&#039;&#039;&#039; - madmax, Hay-lin, rain, Garisimo, Lackadaisical&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;AW in the Spoon&#039;&#039;&#039; - featherfcuk, madmax, Psyko, Vanhayes, TBL, 2020, Garisimo, Zop, ghableska&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;AW in the Ladle&#039;&#039;&#039; - eggcozy, Vanhayes, Lackadaisical, durka, Zop, Garisimo, 2020, Nii&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;AW in the Ladle #2&#039;&#039;&#039; - meriton, Hay-lin, rain, 2020, Vanhayes&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;AW vs SP&#039;&#039;&#039; - rain, hay-lin, madmax, garisimo and lackadaisical&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;AW in Ladle #3&#039;&#039;&#039; - ghableska, madmax, hay-lin, vanhayes, lackadaisical, garisimo, eggcozy, 2020, mazuffer, alex, sticky, featherfcuk, [[User:Wrtlprnft|Wrtlprnft]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Everyone who ever was and may be...== &lt;br /&gt;
 &lt;br /&gt;
;PsYkO&lt;br /&gt;
:&#039;&#039;&#039;MUAHAHAAHAHAHAHAHAHAHHAAHAHAHAHAHAH&#039;&#039;&#039; =_  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;2020&lt;br /&gt;
:I want to practice some strategies at the team level... new launches... new ways of breaking... and see if there are some flank tactics or pair tactics that may emerge...  &lt;br /&gt;
:Started working, so restricted playtime :( ... tell me when and where... &lt;br /&gt;
:Skype me: Fidocancan&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;MaZuffeR&lt;br /&gt;
:Why? Why not. ;)&lt;br /&gt;
:Avaible almost always, preferred times between 4pm and 11pm GMT. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Lackadaisical&lt;br /&gt;
:Because playing against the people here/people in fe is better than playing against random people.&lt;br /&gt;
:Playing whenever, but not always under this name, I guess i&#039;m mostly available between 18PM-01AM GMT&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;ghableska&lt;br /&gt;
:Same explanation as MaZ. In addition, it&#039;s fun and good practice.&lt;br /&gt;
:Weekdays are a bit iffy, but on weekends, I&#039;m fine with 8pm GMT to whenever....&lt;br /&gt;
:Skype me: ghableska &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;[[User:Wrtlprnft|Wrtlprnft]]&lt;br /&gt;
:Why? To have fun of course :)&lt;br /&gt;
:Times between 12AM and 4AM GMT are the ones I prefer. I have no skype, you can find me over [http://en.wikipedia.org/wiki/Internet_Relay_Chat IRC] on irc://freenode.org on the #armagetron channel, or just /msg me with my regular nick.&lt;br /&gt;
:In case MBC is involved in the fight... well, I guess I&#039;ll fight for them :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Vanhayes&lt;br /&gt;
:Because I Like Fortress, and want to take on the clans, eh.&lt;br /&gt;
:Usually availible between 4 pm and 9pm GMT-3, eh.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Featherfcuk&lt;br /&gt;
:Because I&#039;m a damn addict and I want a stronger fix. Also&lt;br /&gt;
1000&lt;br /&gt;
, I&#039;m tired of the same strategy and would like to try something new..&lt;br /&gt;
:Available: usually always.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;madmax &lt;br /&gt;
:For the fun of playing with good players, and against good players. Not some messy random CVS game.&lt;br /&gt;
:Usually free from 17:00 GMT and 0:00 GMT, on weekends, 2:00 GMT, or something like that. =) &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;TBL&lt;br /&gt;
:Jeffery Lebowski aka &amp;quot;The Dude&amp;quot;, Venice Beach, Los Angeles, CA&lt;br /&gt;
:The Dude is not the kind of man that likes being tied down, so clans are a no go. Losely based teams however are fine.&lt;br /&gt;
:The Dude also enjoys talking about him self in 3rd person, bowling, acid flashbacks and driving aro&lt;br /&gt;
1000&lt;br /&gt;
und.&lt;br /&gt;
:The Dude is also available around evening GMT times, and fortress is his preferred fix.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;[[User:Durka|Durka]]&lt;br /&gt;
:Who: Me&lt;br /&gt;
:Why: Because I said so&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
;Rico (Formerly known as ~}{Alex}{~)&lt;br /&gt;
:Would simply be repeating what people have already said, so I&#039;ll stay here and shut up :)&lt;br /&gt;
:Playing practically every day but not always under the same nick, but I&#039;m fine with about 6pm to 12GMT - ish. Wednesdays, fridays and saturdays can be a bit iffy.&lt;br /&gt;
:MSN me, tcs_ownz_you@hotmail.co.uk&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anarchic Wanderers for Kings of the Grid, and Lucifers AFL ==&lt;br /&gt;
&lt;br /&gt;
:[[Armagetron_Fortress_League|Armagetron Fortress League]] wiki page&lt;br /&gt;
:[http://www.kingsofthegrid.net Kings of the Grid website]&lt;br /&gt;
: Visit [[Talk:Anarchic_wanderers]] to discuss tournaments/matches, and who will be playing and where&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
:&#039;&#039;&#039;Messages about AFL/KotG&#039;&#039;&#039;&lt;br /&gt;
:*Ok, this is where the players will be redirected from the Kings of the Grid forum, as I don&#039;t want to clutter up Lack&#039;s site, heh. I will create new sections as everything develops; for now, theres just a list of the players who have signed up to compete in 2007&#039;s tournaments. Once we have 8 players registered I&#039;ll put us in for the first KotG/AFL match - &#039;&#039;&#039;Rico&#039;&#039;&#039;&lt;br /&gt;
:*Looking forward to this... &#039;&#039;&#039;2020&#039;&#039;&#039;&lt;br /&gt;
:*Ok I&#039;ve signed us up for the Armagetron Fortress League. Stick your name down here - [[AFL_Signup]] - &#039;&#039;&#039;Rico&#039;&#039;&#039;&lt;br /&gt;
:*Notice: Van will not be available for the AFL. Lacka is forming his own team for the KotG (idk who he is getting to join yet) and he may not be available in the summer. If you see any old AW-ers, please feel free to direct them here as we could use more people to sign up. Thanks. (PS - I&#039;ve directed madmax and featherfcuk here already, hopefully they shall sign up) - &#039;&#039;&#039;Rico&#039;&#039;&#039;&lt;br /&gt;
:*I&#039;ll play for AW for the Kings of the grid. On AFL I&#039;ll try some other team. Diversity ftw :) - &#039;&#039;&#039;madmax&#039;&#039;&#039;&#039;&lt;br /&gt;
:*Only one more person needed until we can put in for the KotG with 8 players. I&#039;ve mentioned it to eggcozy and MaZ and featherfcuk. Lack is a no-no as hes starting a new team. If you see any of these 3 feel free to direct them here :) &#039;&#039;&#039;~ Rico&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Current 2007 Player List ==&lt;br /&gt;
&lt;br /&gt;
Please add your Game name, Forum name, and another means of contact if anything comes up (Email, MSN, AIM, Skype, etc)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; - Rico&lt;br /&gt;
:&#039;&#039;&#039;Forum name&#039;&#039;&#039; - Ricochet&lt;br /&gt;
:&#039;&#039;&#039;Email/MSN&#039;&#039;&#039; - tcs_ownz_you@hotmail.co.uk&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;name&#039;&#039;&#039; - 2020&lt;br /&gt;
:&#039;&#039;&#039;forum name&#039;&#039;&#039; - 2020&lt;br /&gt;
:&#039;&#039;&#039;email&#039;&#039;&#039; - 2020@davidpinto.org&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; - Vanhayes&lt;br /&gt;
:&#039;&#039;&#039;Forum name&#039;&#039;&#039; - Van-hayes&lt;br /&gt;
:&#039;&#039;&#039;email&#039;&#039;&#039; - lamb--chop@hotmail.com&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039;—wrtlprnft&lt;br /&gt;
:&#039;&#039;&#039;Forum name&#039;&#039;&#039;—wrtlprnft&lt;br /&gt;
:&#039;&#039;&#039;Means of contact&#039;&#039;&#039;—wrtlprnft on irc.freenode.org, I&#039;m in #armagetron 24/7 and will read any message there that contains my name.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; - ghableska&lt;br /&gt;
:&#039;&#039;&#039;Forum name&#039;&#039;&#039; - ghableska&lt;br /&gt;
:&#039;&#039;&#039;Means of contact&#039;&#039;&#039; - ghableska on AIM, MSN, Skype and IRC. ghableska@yahoo.com&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; - gArIsImO&lt;br /&gt;
:&#039;&#039;&#039;Forum name&#039;&#039;&#039; - gArIsImO&lt;br /&gt;
:&#039;&#039;&#039;Means of contact&#039;&#039;&#039; - garisimo@aol.com, gdoranian@icginvest.com (to my PDA) fastest way to reach me)!!!!!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; - madmax&lt;br /&gt;
:&#039;&#039;&#039;Forum name&#039;&#039;&#039; - madmax&lt;br /&gt;
:&#039;&#039;&#039;Means of contact&#039;&#039;&#039; - madmax.ptz at gmail.com (Email/MSN), madmax|pt @ freenode (IRC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; - Durka&lt;br /&gt;
:&#039;&#039;&#039;Forum name&#039;&#039;&#039; - DDMJ&lt;br /&gt;
:&#039;&#039;&#039;Means of contact&#039;&#039;&#039; - durkadurkamj (at) gmail.com  (Email/MSN), Durka @ freenode (IRC), durkadurkamj (AIM), [http://durka.freehostia.com/portal.php PM on my site]&lt;br /&gt;
&lt;br /&gt;
== Matches/results from 2007 ==&lt;br /&gt;
&lt;br /&gt;
:None yet.&lt;/div&gt;</summary>
		<author><name>203.113.15.234</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Console_Commands&amp;diff=18979</id>
		<title>Console Commands</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Console_Commands&amp;diff=18979"/>
		<updated>2007-06-22T18:31:21Z</updated>

		<summary type="html">&lt;p&gt;203.113.15.234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of Commands ==&lt;br /&gt;
&lt;br /&gt;
This list was generated by starting Armagetron Advanced version 0.3.0_alp&lt;br /&gt;
1000&lt;br /&gt;
ha20060325 with the &amp;lt;code&amp;gt;--doc&amp;lt;/code&amp;gt; option and using vim to turn it into a table.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- CSS code for the table taken from the German Wikipedia --&amp;gt;&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse; background-color:#F9F9F9; font-size:95%; empty-cells:show;&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| ADMIN_PASS                   || Password for the basic in game admin&lt;br /&gt;
|-&lt;br /&gt;
| AI_IQ                        || IQ of the AI opponents&lt;br /&gt;
|-&lt;br /&gt;
| ALIVE_LOCX                   || Horizontal position of the alive headcount display&lt;br /&gt;
|-&lt;br /&gt;
| ALIVE_LOCY                   || Vertical position of the alive headcount display&lt;br /&gt;
|-&lt;br /&gt;
| ALIVE_SIZE                   || Size of the alive headcount display&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_1_0                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_1_1                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_1_2                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_1_3                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_1_4                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_1_5                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_1_6                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_1_7                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_2_0                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_2_1                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_2_2                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_2_3                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_2_4                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_2_5                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_2_6                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_2_7                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_3_0                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_3_1                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_3_2                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_3_3                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_3_4                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_3_5                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_3_6                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_3_7                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_4_0                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_4_1                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_4_2                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_4_3                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_4_4                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_4_5                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_4_6                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CAM_4_7                || Allow/forbid the different camera modes&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_CONTROL_DURING_CHAT    || If set to 1, this allows a player to issue cycle and camera control commands during chat (losing the chatbot and the yellow chat pyramid).&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_ENEMIES_SAME_CLIENT    || If set to 1, this allows two players that play on the same client to fight for points with each other.&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_ENEMIES_SAME_IP        || If set to 1, this allows two players that apparently come from the same machine to fight for points with each other.&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_IMPOSTERS              || If set to 1, players with identical names are tolerated. If set to 0, all but one will be renamed.&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_IMPOSTORS              || If set to 1, players with identical names are tolerated. If set to 0, all but one will be renamed.&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_TEAM_NAME_COLOR        || Allow a team to be named after a co&lt;br /&gt;
1000&lt;br /&gt;
lor&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_TEAM_NAME_PLAYER       || Allow a team to be named after the leading player&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_VOTING                 || If set to 1, voting will be allowed for players.&lt;br /&gt;
|-&lt;br /&gt;
| ALLOW_VOTING_SPECTATOR       || If set to 1, voting will be allowed for spectators.&lt;br /&gt;
|-&lt;br /&gt;
| ALPHA_BLEND                  || Enable alpha blending&lt;br /&gt;
|-&lt;br /&gt;
| ARENA_AXES                   || In how many directions a cycle can turn 4 is the default, 6 is hexatron &lt;br /&gt;
|-&lt;br /&gt;
| ARENA_AXES_OVERRIDE          || Block out older clients when ARENA_AXES differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_LAST_SCREENMODE   || Last screen resolution&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_LAST_WINDOWSIZE   || Last Window size&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_SCREENMODE        || Screen resolution&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_WINDOWSIZE        || Window size&lt;br /&gt;
|-&lt;br /&gt;
| AUTO_AIS                     || Automatically spawn AI players?&lt;br /&gt;
|-&lt;br /&gt;
| AUTO_INCAM_1                 || Automatically switch to internal camera in a maze&lt;br /&gt;
|-&lt;br /&gt;
| AUTO_INCAM_2                 || Automatically switch to internal camera in a maze&lt;br /&gt;
|-&lt;br /&gt;
| AUTO_INCAM_3                 || Automatically switch to internal camera in a maze&lt;br /&gt;
|-&lt;br /&gt;
| AUTO_INCAM_4                 || Automatically switch to internal camera in a maze&lt;br /&gt;
|-&lt;br /&gt;
| AUTO_IQ                      || Automatically adjust AI IQ?&lt;br /&gt;
|-&lt;br /&gt;
| AUTO_TEAM                    || Flag indicating whether players should be put into teams automatically.&lt;br /&gt;
|-&lt;br /&gt;
| BACKWARD_COMPATIBILITY       || Maximum number of old protocol versions to support.&lt;br /&gt;
|-&lt;br /&gt;
| BAN                          || Bans the specified player from the server (kicks him first) for a variable time in minutes.&lt;br /&gt;
|-&lt;br /&gt;
| BAN_IP                       || Bans the spedified IP address from the server for a variable time.&lt;br /&gt;
|-&lt;br /&gt;
| BAN_LIST                     || Prints a list of currently banned IPs.&lt;br /&gt;
|-&lt;br /&gt;
| BIG_BROTHER                  || Did we already send the big brother information?&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_0_ADDRESS           || Server adress of the 1st server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_0_NAME              || Name of the 1st server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_0_PORT              || Server port of the 1st server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_10_ADDRESS          || Server adress of the 11th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_10_NAME             || Name of the 11th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_10_PORT             || Server port of the 11th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_1_ADDRESS           || Server adress of the 2nd server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_1_NAME              || Name of the 2nd server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_1_PORT              || Server port of the 2nd server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_2_ADDRESS           || Server adress of the 3rd server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_2_NAME              || Name of the 3rd server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_2_PORT              || Server port of the 3rd server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_3_ADDRESS           || Server adress of the 4th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_3_NAME              || Name of the 4th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_3_PORT              || Server port of the 4th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_4_ADDRESS           || Server adress of the 5th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_4_NAME              || Name of the 5th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_4_PORT              || Server port of the 5th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_5_ADDRESS           || Server adress of the 6th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_5_NAME              || Name of the 6th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_5_PORT              || Server port of the 6th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_6_ADDRESS           || Server adress of the 7th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_6_NAME              || Name of the 7th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_6_PORT              || Server port of the 7th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_7_ADDRESS           || Server adress of the 8th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_7_NAME              || Name of the 8th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_7_PORT              || Server port of the 8th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_8_ADDRESS           || Server adress of the 9th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_8_NAME              || Name of the 9th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_8_PORT              || Server port of the 9th server bookmark &lt;br /&gt;
|&lt;br /&gt;
1000&lt;br /&gt;
-&lt;br /&gt;
| BOOKMARK_9_ADDRESS           || Server adress of the 10th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_9_NAME              || Name of the 10th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_9_PORT              || Server port of the 10th server bookmark &lt;br /&gt;
|-&lt;br /&gt;
| BRAKE_GAUGE_BAR              || brake_gauge_bar_help&lt;br /&gt;
|-&lt;br /&gt;
| BRAKE_GAUGE_LOCX             || Horizontal position of the brake meter &lt;br /&gt;
|-&lt;br /&gt;
| BRAKE_GAUGE_LOCY             || Vertical position of the brake meter &lt;br /&gt;
|-&lt;br /&gt;
| BRAKE_GAUGE_SIZE             || Size of the brake meter &lt;br /&gt;
|-&lt;br /&gt;
| BUG_COLOR_OVERFLOW           || Allows the player&#039;s colors to overflow and wrap around for the cycle, allowing different colors for cycle and trail.&lt;br /&gt;
|-&lt;br /&gt;
| BUG_RIP                      || Allows the rim wall to be ripped open by a VERY close grind.&lt;br /&gt;
|-&lt;br /&gt;
| BUG_TRANSPARENCY             || Unsupported: make all rim walls semi-transparent by rendering them without occlusion tests&lt;br /&gt;
|-&lt;br /&gt;
| BUG_TRANSPARENCY_DEMAND      || Unsupported: use transparency instead of lowering walls&lt;br /&gt;
|-&lt;br /&gt;
| BUG_TUNNEL                   || Allows players to pass through walls on odd occasions.&lt;br /&gt;
|-&lt;br /&gt;
| CAMCENTER_1                  || Center internal camera on driving direction&lt;br /&gt;
|-&lt;br /&gt;
| CAMCENTER_2                  || Center internal camera on driving direction&lt;br /&gt;
|-&lt;br /&gt;
| CAMCENTER_3                  || Center internal camera on driving direction&lt;br /&gt;
|-&lt;br /&gt;
| CAMCENTER_4                  || Center internal camera on driving direction&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_CUSTOM_BACK           || Position of the custom camera: how much is it moved back from the cycle?&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_CUSTOM_BACK_FROMSPEED || This value is multiplied with the current speed and added to CAMERA_CUSTOM_BACK.&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_CUSTOM_PITCH          || Position of the custom camera: how much does it look up/down?&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_CUSTOM_RISE           || Position of the custom camera: how much is it moved up from the cycle?&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_CUSTOM_RISE_FROMSPEED || This value is multiplied with the current speed and added to CAMERA_CUSTOM_RISE.&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_CUSTOM_TURN_SPEED     || Speed the custom camera turns with&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_CUSTOM_TURN_SPEED_180 || Extra factor to CAMERA_CUSTOM_TURN_SPEED after a quick reverse&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_CUSTOM_ZOOM           || Position of the custom camera: how much the camera zooms in your cycle at the beginning of the round (to show the team&#039;s formation&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOLLOW_START_X        || Start position of the fixed external camera&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOLLOW_START_Y        || Start position of the fixed external camera&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FOLLOW_START_Z        || Start position of the fixed external camera&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FORBID_CUSTOM         || Forbids the use of the custom camera on all clients&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FORBID_FOLLOW         || Forbids the use of the fixed external camera on all clients&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FORBID_FREE           || Forbids the use of the free camera on all clients&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FORBID_IN             || Forbids the use of the internal camera on all clients&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FORBID_SERVER_CUSTOM  || Forbid the use of the server custom camera? &lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FORBID_SMART          || Forbids the use of the internal camera on all clients&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FREE_START_X          || Start position of the free camera&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FREE_START_Y          || Start position of the free camera&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_FREE_START_Z          || Start position of the free camera&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_GLANCE_MODE           || Way the camera switches into glances. Valid settings range from 0 to 3 &lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_IN_TURN_SPEED         || Speed the internal camera turns with&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_MER_XYDIST            || camera_mer_xydist_help&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_MER_Z                 || camera_mer_z_help&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_SERVER_CUSTOM_BACK    || Position of the custom camera: how much is it moved back from the cycle?&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_SERVER_CUSTOM_BACK_FROMSPEED || This value is multiplied with the current speed and added to CAMERA_SERVER_CUSTOM_BACK.&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_SERVER_CUSTOM_PITCH   || Position of the custom camera: how much does it look up/down?&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_SERVER_CUSTOM_RISE    || Position of the custom camera: how much is it moved up from the cycle?&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_SERVER_CUSTOM_RISE_FROMSPEED || This value is multiplied with &lt;br /&gt;
1000&lt;br /&gt;
the current speed and added to CAMERA_SERVER_CUSTOM_RISE.&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_SERVER_CUSTOM_TURN_SPEED || Speed the server custom camera turns with. Turn values are taken from the clientside settings if this is negative.&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_SERVER_CUSTOM_TURN_SPEED_180 || Extra factor to CAMERA_SERVER_CUSTOM_TURN_SPEED after a quick reverse&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_SMART_GLANCE_BACK     || Horizontal distance of the smartcam from the cycle when glancing &lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_SMART_GLANCE_HEIGHT   || Elevation of the smartcam when glancing &lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_SMART_START_X         || Start position of the smart camera&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_SMART_START_Y         || Start position of the smart camera&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_SMART_START_Z         || Start position of the smart camera&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_VISIBILITY_CLIP_SPEED || Speed with wich the visibility targets is brought into view&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_VISIBILITY_EXTENSION  || Distance (measured in seconds, gets multiplied by speed) of the visibility targets from the watched object&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_VISIBILITY_LOWER_WALL || If set to 1, walls are lowerd when they block the view and the camera is not moved&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_VISIBILITY_LOWER_WALL_SMART || Like CAMERA_VISIBILITY_LOWER_WALL, but special setting for the smart camera&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_VISIBILITY_RECOVERY_SPEED || The speed the external visibility targets recovers from wall hits&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_VISIBILITY_SIDESKEW   || Extra forward component of the sideways visibility targets&lt;br /&gt;
|-&lt;br /&gt;
| CAMERA_VISIBILITY_WALL_DISTANCE || The distance the visibility targets keep from walls&lt;br /&gt;
|-&lt;br /&gt;
| CAMWOBBLE_1                  || Lets the internal camera move with your cycle&lt;br /&gt;
|-&lt;br /&gt;
| CAMWOBBLE_2                  || Lets the internal camera move with your cycle&lt;br /&gt;
|-&lt;br /&gt;
| CAMWOBBLE_3                  || Lets the internal camera move with your cycle&lt;br /&gt;
|-&lt;br /&gt;
| CAMWOBBLE_4                  || Lets the internal camera move with your cycle&lt;br /&gt;
|-&lt;br /&gt;
| CENTER_MESSAGE               || Prints a big message on the screen of all connected clients.&lt;br /&gt;
|-&lt;br /&gt;
| CHATTER_REMOVE_TIME          || Time in seconds after which a permanent chatter is removed from the game&lt;br /&gt;
|-&lt;br /&gt;
| CHECK_ERRORS                 || Listen to errors claiming a video mode does not exist&lt;br /&gt;
|-&lt;br /&gt;
| CLIENT_PORT                  || Port we try to connect to&lt;br /&gt;
|-&lt;br /&gt;
| CM_LOCY                      || Vertical position of the center messages&lt;br /&gt;
|-&lt;br /&gt;
| COCKPIT_FILE                 || cockpit_file_help&lt;br /&gt;
|-&lt;br /&gt;
| COLORDEPTH                   || colour depth to use (0: 16 1: desktop 2: 24)&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_B_1                    || Cycle and wall colour, blue component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_B_2                    || Cycle and wall colour, blue component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_B_3                    || Cycle and wall colour, blue component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_B_4                    || Cycle and wall colour, blue component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_G_1                    || Cycle and wall colour, green component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_G_2                    || Cycle and wall colour, green component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_G_3                    || Cycle and wall colour, green component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_G_4                    || Cycle and wall colour, green component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_R_1                    || Cycle and wall colour, red component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_R_2                    || Cycle and wall colour, red component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_R_3                    || Cycle and wall colour, red component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_R_4                    || Cycle and wall colour, red component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_STRINGS                || Print coloured strings&lt;br /&gt;
|-&lt;br /&gt;
| CONFIG_ROTATION              || config_rotation_help&lt;br /&gt;
|-&lt;br /&gt;
| CONSOLE_COLUMNS              || Number of characters in each line of console output&lt;br /&gt;
|-&lt;br /&gt;
| CONSOLE_MESSAGE              || Prints a message on the console of all connected clients.&lt;br /&gt;
|-&lt;br /&gt;
| CONSOLE_ROWS                 || Number of lines of console output without user intervention&lt;br /&gt;
|-&lt;br /&gt;
| CONSOLE_ROWS_MAX             || Number of lines of console output when scrolling back&lt;br /&gt;
|-&lt;br /&gt;
| CUSTOM_MUSIC_PLAYLIST        || custom_music_playlist_help&lt;br /&gt;
|-&lt;br /&gt;
| CUSTOM_SCREEN_ASPECT         || Custom screen aspect ratio ( pixel width/pixel height)&lt;br /&gt;
|-&lt;br /&gt;
| CUSTOM_SCREEN_HEIGHT         || Custom screen size&lt;br /&gt;
|-&lt;br /&gt;
| CUSTOM_SCREEN_WIDTH          || Custom screen size&lt;br /&gt;
|-&lt;br /&gt;
| CUSTOM_SERVER&lt;br /&gt;
1000&lt;br /&gt;
_NAME           || Name of the server to connect to&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_ACCEL                  || Wall acceleration factor&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_ACCEL_ENEMY            || Multiplicator to CYCLE_ACCEL for your enemies&#039; walls&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_ACCEL_ENEMY_OVERRIDE   || Block out older clients when CYCLE_ACCEL_ENEMY differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_ACCEL_OFFSET           || Minimum numeric wall distance, must be positive&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_ACCEL_RIM              || Multiplicator to CYCLE_ACCEL for the rim walls&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_ACCEL_RIM_OVERRIDE     || Block out older clients when CYCLE_ACCEL_RIM differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_ACCEL_SELF             || Multiplicator to CYCLE_ACCEL for your own wall&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_ACCEL_SELF_OVERRIDE    || Block out older clients when CYCLE_ACCEL_SELF differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_ACCEL_SLINGSHOT        || Multiplicator to the total effect of CYCLE_ACCEL, if the cycle is between its own wall and another wall&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_ACCEL_SLINGSHOT_OVERRIDE || Block out older clients when CYCLE_ACCEL_SLINGSHOT differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_ACCEL_TEAM             || Multiplicator to CYCLE_ACCEL for your temmates&#039; walls&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_ACCEL_TEAM_OVERRIDE    || Block out older clients when CYCLE_ACCEL_TEAM differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_AVOID_OLDCLIENT_BAD_SYNC || If set to 1, old clients will not get sync messages in situations that are known to confuse them&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_BLINK_FREQUENCY        || Frequency in Hz an invulnerable cycle blinks with.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_BRAKE                  || Brake intensity&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_BRAKE_DEPLETE          || Rate at which the brake reservoir depletes when you are braking&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_BRAKE_DEPLETE_OVERRIDE || Block out older clients when CYCLE_BRAKE_DEPLETE differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_BRAKE_REFILL           || Rate at which the brake reservoir refills when you are not braking&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_BRAKE_REFILL_OVERRIDE  || Block out older clients when CYCLE_BRAKE_REFILL differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_DELAY                  || Minimum time between turns (must be greater than 0)&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_DELAY_TIMEBASED        || Turn delays will be based on the time since the last turn if this is 1 (default) and the distance if this is 0. Intermediate values and values out of these bounds are supported as well.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_DELAY_TIMEBASED_OVERRIDE || Block out older clients when CYCLE_DELAY_TIMEBASED differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_DIST_WALL_SHRINK       || Distance multiplier in wall length calculation. All values are legal. See settings.cfg for full docs.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_DIST_WALL_SHRINK_OFFSETDistance || offset in wall length calculation. See settings.cfg for full docs.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_FAIR_ANTILAG           || If set to 1, this deactivates the anti lag-sliding code when old clients are connected&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_FIRST_SPAWN_PROTECTION || Set to 1 if the invulnerability and wall delay should already be active on the initial spawn at the beginning of a round.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_INVULNERABLE_TIME      || Time in seconds a cycle is invulnerable after a respawn.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_MAX_REFCOUNT           || Maximum allowed reference count on cycles before they self destruct. This setting is to protect against performance related DOS attacks.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_PACKETLOSS_TOLERANCE   || Cycle death is prevented as long as the player&#039;s failure to turn can be explained by the loss of this many network packets. Enabling this allows cheating.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_PING_RUBBER            || Additional niceness for high ping players&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER                 || Niceness factor to allow you drive really close to a wall&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_DELAY           || During this fraction of the cycle delay time after each turn, rubber efficiency will be multiplied with CYCLE_RUBBER_DELAY_BONUS.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_DELAY_BONUS     || Factor for CYCLE_RUBBER_DELAY rubber efficiency.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_DELAY_BONUS_OVERRIDE || Block out older clients when CYCLE_RUBBER_DELAY_BONUS differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_DELAY_OVERRIDE  || Block out older clients when CYCLE_RUBBER_DELAY differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_LEGACY          || Revert to old, frame&lt;br /&gt;
1000&lt;br /&gt;
rate dependant and old-clients-ripping, rubber code if old clients are present. Old means &amp;lt;= 0.2.7.0 here.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MALUS_TURN_OVERRIDE || Block out older clients when CYCLE_RUBBER_MALUS_TURN differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINADJUST       || When adjusting to or 180ing into a wall, allow going closer by at least this amount (relative to the last distance)&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINADJUST_OVERRIDE || Block out older clients when CYCLE_RUBBER_MINADJUST differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINDISTANCE     || The minimal distance rubber code keeps you from the wall in front of you&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINDISTANCE_LEGACY || Extra factor for minimal distance to walls enforced by the rubber code, active when peers with the rip bug are connected&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINDISTANCE_OVERRIDE || Block out older clients when CYCLE_RUBBER_MINDISTANCE differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINDISTANCE_PREPARATION || Timescale in seconds a cycle&#039;s last turn time is compared with to determine the effect of CYCLE_RUBBER_MINDISTANCE_UNPREPARED.	&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINDISTANCE_PREPARATION_OVERRIDE || Block out older clients when CYCLE_RUBBER_MINDISTANCE_PREPARATION differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINDISTANCE_RATIO || Additional distance to CYCLE_RUBBER_MINDISTANCE for every length unit of the wall you have in front of you&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINDISTANCE_RATIO_OVERRIDE || Block out older clients when CYCLE_RUBBER_MINDISTANCE_RATIO differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINDISTANCE_RESERVOIR || Addidional distance if you have an empty rubber meter (gets faded out gradually as you use up all your rubber)&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINDISTANCE_RESERVOIR_OVERRIDE || Block out older clients when CYCLE_RUBBER_MINDISTANCE_RESERVOIR differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINDISTANCE_UNPREPARED || Additional distance for unprepared grinds; it gets applied when the cycle&#039;s last turn was just a fraction of a second ago and faded out preparation times larger than CYCLE_RUBBER_MINDISTANCE_PREPARATION.	&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MINDISTANCE_UNPREPARED_OVERRIDE || Block out older clients when CYCLE_RUBBER_MINDISTANCE_UNPREPARED differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_SPEED           || Logarithmic speed of wall approximation when rubber is in effect (every second, you get closer to the wall by a factor of ~0.4^{this value})&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_SPEED_OVERRIDE  || Block out older clients when CYCLE_RUBBER_SPEED differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_TIME            || Timescale rubber is restored on.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_TIMEBASED       || Rubber usage is based on distance travelled if this is 0 (default) and the time passed if this is 1. Intermediate values and values out of these bounds are supported as well.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_TIMEBASED_OVERRIDE || Block out older clients when CYCLE_RUBBER_TIMEBASED differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_TIME_OVERRIDE   || Block out older clients when CYCLE_RUBBER_TIME differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_WALL_SHRINK     || With finite length trails, the used rubber is multiplied with this value and the result is subtracted from the wall length.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_WALL_SHRINK_OVERRIDE || Block out older clients when CYCLE_RUBBER_WALL_SHRINK differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SMOOTH_MIN_SPEED       || Minimum speed of smooth correction relative to cycle speed.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SMOOTH_THRESHOLD       || Only syncs that differ from your position by less than this amount (measured in speed) will be handled smoothly, bigger differences will be applied instantly. &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SMOOTH_TIME            || Timescale for smoothing options. Increasing this will make interpolation smoother, but less accurate. Decreasing it will make network synchronization jumpy.&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SOUND_SPEED            || Sound speed divisor&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SPEED                  || Basic speed of your cycle if you drive straight and not close to walls&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SPEED_DECAY_ABOVE      || Rate of cycle speed approaching the value of CYCLE_SPEED from above&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SPEED_DECAY_ABOVE_OVERRIDE || Block out older client&lt;br /&gt;
1000&lt;br /&gt;
s when CYCLE_SPEED_DECAY_ABOVE differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SPEED_DECAY_BELOW      || Rate of cycle speed approaching the value of CYCLE_SPEED from below&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SPEED_DECAY_BELOW_OVERRIDE || Block out older clients when CYCLE_SPEED_DECAY_BELOW differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SPEED_MIN              || Minimal speed of your cycle, measured relative to CYCLE_SPEED&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SPEED_MIN_OVERRIDE     || Block out older clients when CYCLE_SPEED_MIN differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_START_SPEED            || Initial cycle speed&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SYNC_FF                || Speed of simulation of the extrapolating sync; decrease for lower CPU load, but higher effective ping&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SYNC_FF_STEPS          || Number of extrapolation simulation timesteps each real timestep; increase for better accuracy&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SYNC_INTERVAL_ENEMY    || Time in seconds between server-client updates of enemy cycles&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SYNC_INTERVAL_SELF     || Time in seconds between server-client updates of enemy cycles owned by the client itself&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_TIME_TOLERANCE         || Maximum time difference of execution of turns on server and client (for clients that send timing information)&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_TIME_TOLERANCE_OVERRIDEBlock || out older clients when CYCLE_TIME_TOLERANCE differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_TURN_MEMORY            || Number of pending turns a cycle will memorize exactly&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_TURN_SPEED_FACTOR      || Factor the speed of a lightcycle is multiplied with when turning &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_TURN_SPEED_FACTOR_OVERRIDE || Block out older clients when CYCLE_TURN_SPEED_FACTOR differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_WALL_NEAR              || Maximum accelerating wall distance&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_WALL_TIME              || Time in seconds a cycle does not make a wall after a respawn.&lt;br /&gt;
|-&lt;br /&gt;
| DEDICATED_IDLE               || After running this time (in hours), the dedicated server takes the next chance to quit.&lt;br /&gt;
|-&lt;br /&gt;
| DITHER                       || Use dithering&lt;br /&gt;
|-&lt;br /&gt;
| DOUBLEBIND_TIME              || Time in seconds during which no two different keyboard events can trigger the same action&lt;br /&gt;
|-&lt;br /&gt;
| DOUBLEBIND_TIME_OVERRIDE     || Block out older clients when DOUBLEBIND_TIME differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| ENEMY_CHATBOT_PENALTY        || Penalty in seconds if the victim is in chatbot state and the enemy influence is just the chatbot evading a wall&lt;br /&gt;
|-&lt;br /&gt;
| ENEMY_CURRENTTIME_INFLUENCE  || If set to 1, not the build time of the encountered wall, but the current time enters the comparison of enemy influences. Arbitrary blending values are allowed.&lt;br /&gt;
|-&lt;br /&gt;
| ENEMY_DEAD_PENALTY           || Penalty on the effective time in seconds if the enemy influence detection comes from a dead player&lt;br /&gt;
|-&lt;br /&gt;
| ENEMY_SUICIDE_TIMEOUT        || If no enemy influence can be found for the last this many seconds, a player&#039;s death counts as a suicide.&lt;br /&gt;
|-&lt;br /&gt;
| ENEMY_TEAMMATE_PENALTY       || Penalty on the effective time in seconds if the enemy influence detection is from a teammate&lt;br /&gt;
|-&lt;br /&gt;
| EXPLOSION                    || Enable explosions?&lt;br /&gt;
|-&lt;br /&gt;
| EXPLOSION_RADIUS             || Blast radius of the cycle explosions&lt;br /&gt;
|-&lt;br /&gt;
| EXTRA_ROUND_TIME             || Lenght of an extra pause at the beginning of the round&lt;br /&gt;
|-&lt;br /&gt;
| FADEOUT_NAME_DELAY           || Time the player names are shown. Set to 0 if you don&#039;t want to show them at all or -1 if you want to show them always.&lt;br /&gt;
|-&lt;br /&gt;
| FAILED_ATTEMPTS              || Number of failed attemts to initialise graphics mode&lt;br /&gt;
|-&lt;br /&gt;
| FASTEST_LOCX                 || Horizontal position of the fastest player display&lt;br /&gt;
|-&lt;br /&gt;
| FASTEST_LOCY                 || Vertical position of the fastest player display&lt;br /&gt;
|-&lt;br /&gt;
| FASTEST_SIZE                 || Size of the fastest player display&lt;br /&gt;
|-&lt;br /&gt;
| FAST_FORWARD_MAXSTEP         || Maximum recording time between rendered frames in fast forward mode&lt;br /&gt;
|-&lt;br /&gt;
| FAST_FORWARD_MAXSTEP_REAL    || Maximum real time between rendered frames in fast forward mode&lt;br /&gt;
|-&lt;br /&gt;
| FAST_FORWARD_MAXSTEP_REL     || Maximum fraction of the time left until the end of FF mode between rendered frames&lt;br /&gt;
|-&lt;br /&gt;
| FAV_NUM_PER_TEAM_PLAYER_1    || The favourite number of players per team for this player&lt;br /&gt;
|-&lt;br /&gt;
| FAV&lt;br /&gt;
1000&lt;br /&gt;
_NUM_PER_TEAM_PLAYER_2    || The favourite number of players per team for this player&lt;br /&gt;
|-&lt;br /&gt;
| FAV_NUM_PER_TEAM_PLAYER_3    || The favourite number of players per team for this player&lt;br /&gt;
|-&lt;br /&gt;
| FAV_NUM_PER_TEAM_PLAYER_4    || The favourite number of players per team for this player&lt;br /&gt;
|-&lt;br /&gt;
| FILTER_COLOR_NAMES           || Filter color codes from player names.&lt;br /&gt;
|-&lt;br /&gt;
| FILTER_COLOR_SERVER_NAMES    || Filter color codes from server names in the server browser.&lt;br /&gt;
|-&lt;br /&gt;
| FILTER_COLOR_STRINGS         || Filter color codes from strings coming in over the network.&lt;br /&gt;
|-&lt;br /&gt;
| FILTER_NAME_ENDS             || Filter whitespace and other junk from beginnings and ends of player names.&lt;br /&gt;
|-&lt;br /&gt;
| FINISH_TYPE                  || What happens when the last human is dead?&lt;br /&gt;
|-&lt;br /&gt;
| FIRST_USE                    || Is this the first time you use Armagetron Advanced?&lt;br /&gt;
|-&lt;br /&gt;
| FLOOR_BLUE                   || Floor colour&lt;br /&gt;
|-&lt;br /&gt;
| FLOOR_DETAIL                 || Floor detail settings&lt;br /&gt;
|-&lt;br /&gt;
| FLOOR_GREEN                  || Floor colour&lt;br /&gt;
|-&lt;br /&gt;
| FLOOR_MIRROR                 || Floor mirror mode&lt;br /&gt;
|-&lt;br /&gt;
| FLOOR_MIRROR_INT             || Intensity of the floor mirror effect&lt;br /&gt;
|-&lt;br /&gt;
| FLOOR_RED                    || Floor colour&lt;br /&gt;
|-&lt;br /&gt;
| FORTRESS_CONQUEST_DECAY_RATE || Rate a fortress zone &amp;quot;recovers&amp;quot; from being conquered &lt;br /&gt;
|-&lt;br /&gt;
| FORTRESS_CONQUEST_RATE       || Rate a fortress zone gets conquered with for each enemy in it &lt;br /&gt;
|-&lt;br /&gt;
| FORTRESS_DEFEND_RATE         || Rate a fortress zone &amp;quot;recovers&amp;quot; for each defending player &lt;br /&gt;
|-&lt;br /&gt;
| FULLSCREEN                   || Fullscreen or windowed mode?&lt;br /&gt;
|-&lt;br /&gt;
| GAME_TIMEOUT                 || Base timeout for game state synchronisation; gives appoximately the maximum time between rounds.&lt;br /&gt;
|-&lt;br /&gt;
| GAME_TYPE                    || Type of game played&lt;br /&gt;
|-&lt;br /&gt;
| GL_EXTENSIONS                || OpenGL system information&lt;br /&gt;
|-&lt;br /&gt;
| GL_RENDERER                  || OpenGL system information&lt;br /&gt;
|-&lt;br /&gt;
| GL_VENDOR                    || OpenGL system information&lt;br /&gt;
|-&lt;br /&gt;
| GL_VERSION                   || OpenGL system information&lt;br /&gt;
|-&lt;br /&gt;
| GRID_SIZE                    || Distance between gridlines&lt;br /&gt;
|-&lt;br /&gt;
| GRID_SIZE_MOVIEPACK          || Distance between gridlines when moviepack is active&lt;br /&gt;
|-&lt;br /&gt;
| GUI_TRACK                    || gui_track_help&lt;br /&gt;
|-&lt;br /&gt;
| HIGH_RIM                     || Draw high rim walls&lt;br /&gt;
|-&lt;br /&gt;
| HISTORY_SIZE_CHAT            || Number of lines kept in the chat history.&lt;br /&gt;
|-&lt;br /&gt;
| HISTORY_SIZE_CONSOLE         || Number of lines kept in the console history.&lt;br /&gt;
|-&lt;br /&gt;
| IDLE_KICK_TIME               || Time in seconds after which an inactive player is kicked&lt;br /&gt;
|-&lt;br /&gt;
| IDLE_REMOVE_TIME             || Time in seconds after which an inactive player is removed from the game&lt;br /&gt;
|-&lt;br /&gt;
| INCLUDE                      || Includes the following file&lt;br /&gt;
|-&lt;br /&gt;
| INFINITY_PLANE               || Use infinite points (Does not work properly on most Windows systems)&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_1      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_10     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_11     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_12     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_13     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_14     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_15     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_16     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_17     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_18     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_19     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_2      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_20     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_21     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_22     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_23     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_24     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_25     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INS&lt;br /&gt;
1000&lt;br /&gt;
TANT_CHAT_STRING_1_3      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_4      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_5      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_6      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_7      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_8      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_1_9      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_1      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_10     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_11     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_12     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_13     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_14     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_15     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_16     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_17     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_18     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_19     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_2      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_20     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_21     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_22     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_23     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_24     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_25     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_3      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_4      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_5      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_6      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_7      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_8      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_2_9      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_1      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_10     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_11     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_12     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_13     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_14     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_15     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_16     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_17     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_18     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_19     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_2      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_20     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_21     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_22     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_23     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_24     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_25     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_3      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_4      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_5      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_6      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_7      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_3_8      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHA&lt;br /&gt;
1000&lt;br /&gt;
T_STRING_3_9      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_1      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_10     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_11     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_12     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_13     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_14     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_15     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_16     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_17     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_18     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_19     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_2      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_20     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_21     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_22     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_23     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_24     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_25     || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_3      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_4      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_5      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_6      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_7      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_8      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| INSTANT_CHAT_STRING_4_9      || Instant chat available with hotkeys&lt;br /&gt;
|-&lt;br /&gt;
| KEEP_WINDOW_ACTIVE           || Keeps rendering active when the program window loses input focus.&lt;br /&gt;
|-&lt;br /&gt;
| KEYBOARD                     || Keyboard settings&lt;br /&gt;
|-&lt;br /&gt;
| KICK                         || Kicks the specified player from the server.&lt;br /&gt;
|-&lt;br /&gt;
| KILL                         || Kill a specific player (as warning before a kick)&lt;br /&gt;
|-&lt;br /&gt;
| LAG_O_METER                  || Draw Lag-O-Meter in network play&lt;br /&gt;
|-&lt;br /&gt;
| LAG_O_METER_SCALE            || Scale of the Lag-O-Meter. 1.0 is the &amp;quot;correct&amp;quot; value, older clients were hardcoded to .5 due to a bug.&lt;br /&gt;
|-&lt;br /&gt;
| LANGUAGE_FIRST               || The language Armagetron Advanced will use &lt;br /&gt;
|-&lt;br /&gt;
| LANGUAGE_SECOND              || Fallback language if the first language is not available&lt;br /&gt;
|-&lt;br /&gt;
| LAST_CHAT_BREAK_TIME         || Last round time a player in chat mode is able to pause the timer&lt;br /&gt;
|-&lt;br /&gt;
| LAST_CHECK_ERRORS            || Listen to errors claiming a video mode does not exist, last successful init&lt;br /&gt;
|-&lt;br /&gt;
| LAST_COLORDEPTH              || colour depth, last successful init&lt;br /&gt;
|-&lt;br /&gt;
| LAST_FULLSCREEN              || Fullscreen or windowed mode, last successful init&lt;br /&gt;
|-&lt;br /&gt;
| LAST_ZDEPTH                  || z buffer depth, last successful init&lt;br /&gt;
|-&lt;br /&gt;
| LIMIT_ROUNDS                 || End the match after this number of rounds&lt;br /&gt;
|-&lt;br /&gt;
| LIMIT_SCORE                  || End the match when a player reaches this score	 &lt;br /&gt;
|-&lt;br /&gt;
| LIMIT_TIME                   || End the match after this number of minutes &lt;br /&gt;
|-&lt;br /&gt;
| LINE_ANTIALIAS               || Enable line antialiasing&lt;br /&gt;
|-&lt;br /&gt;
| LOWER_SKY                    || Draw lower sky plane&lt;br /&gt;
|-&lt;br /&gt;
| MAP_FILE                     || File that contains the map used for playing &lt;br /&gt;
|-&lt;br /&gt;
| MAP_FILE_OVERRIDE            || Block out older clients when MAP_FILE differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| MAP_ROTATION                 || map_rotation_help&lt;br /&gt;
|-&lt;br /&gt;
| MAX_CLIENTS                  || Maximum number of network clients to accept&lt;br /&gt;
|-&lt;br /&gt;
| MAX_CLIENTS_SAME_IP_HARD     || Maximum number of network clients to accept from the same IP; more logins will be ignored&lt;br /&gt;
|-&lt;br /&gt;
| MAX_CLIENTS_SAME_IP_SOFT     || Maximum number of network clients to accept from the same IP; more logins will get kicked when the server is full&lt;br /&gt;
|-&lt;br /&gt;
| MAX_IN_RATE                  || Maximum network input rate&lt;br /&gt;
|-&lt;br /&gt;
| MAX_OUT_RATE &lt;br /&gt;
1000&lt;br /&gt;
                || Maximum network output rate&lt;br /&gt;
|-&lt;br /&gt;
| MAX_PLAYERS_SAME_IP          || maximum number of players from the same IP (note that each client can legally host up to four players)&lt;br /&gt;
|-&lt;br /&gt;
| MAX_VOTES                    || The maximum number of total votes that can be active at any given moment.&lt;br /&gt;
|-&lt;br /&gt;
| MAX_VOTES_PER_VOTER          || The maximum number of votes suggested by each voter that can be active at any given moment.&lt;br /&gt;
|-&lt;br /&gt;
| MESSAGE_OF_DAY               || Message sent to clients on connection&lt;br /&gt;
|-&lt;br /&gt;
| MIN_PLAYERS                  || Minimum number of players&lt;br /&gt;
|-&lt;br /&gt;
| MIN_VOTERS                   || Number of voters that need to be online to enable voting.						&lt;br /&gt;
|-&lt;br /&gt;
| MOUSE_GRAB                   || Grab the mouse pointer, so it can&#039;t leave the window&lt;br /&gt;
|-&lt;br /&gt;
| MOVIEPACK                    || Use the moviepack if available&lt;br /&gt;
|-&lt;br /&gt;
| MOVIEPACK_FLOOR_BLUE         || Floor colour&lt;br /&gt;
|-&lt;br /&gt;
| MOVIEPACK_FLOOR_GREEN        || Floor colour&lt;br /&gt;
|-&lt;br /&gt;
| MOVIEPACK_FLOOR_RED          || Floor colour&lt;br /&gt;
|-&lt;br /&gt;
| MOVIEPACK_RIM_WALL_STRETCH_X || Extension of one square of rim wall texture in the horizontal direction for the moviepack&lt;br /&gt;
|-&lt;br /&gt;
| MOVIEPACK_RIM_WALL_STRETCH_Y || Extension of the rim wall texture in the vertical direction for the moviepack&lt;br /&gt;
|-&lt;br /&gt;
| MOVIEPACK_WALL_STRETCH       || The distance of the vertical lines on the moviepack walls&lt;br /&gt;
|-&lt;br /&gt;
| MUSIC_ACTIVE                 || music_active_help&lt;br /&gt;
|-&lt;br /&gt;
| MUSIC_PLAYLIST               || music_playlist_help&lt;br /&gt;
|-&lt;br /&gt;
| MUSIC_VOLUME                 || music_volume_help&lt;br /&gt;
|-&lt;br /&gt;
| NAME_TEAM_AFTER_PLAYER_1     || If set, the team is named after the leading player&lt;br /&gt;
|-&lt;br /&gt;
| NAME_TEAM_AFTER_PLAYER_2     || If set, the team is named after the leading player&lt;br /&gt;
|-&lt;br /&gt;
| NAME_TEAM_AFTER_PLAYER_3     || If set, the team is named after the leading player&lt;br /&gt;
|-&lt;br /&gt;
| NAME_TEAM_AFTER_PLAYER_4     || If set, the team is named after the leading player&lt;br /&gt;
|-&lt;br /&gt;
| NETWORK_AUTOBAN_FACTOR       || Autoban players for NETWORK_AUTOBAN_FACTOR * ( kph - NETWORK_AUTOBAN_OFFSET ) minutes when they get kicked; kph is the average number of kicks per hour they get.&lt;br /&gt;
|-&lt;br /&gt;
| NETWORK_AUTOBAN_MAX_KPH      || Maximal value of the kicks per hour; larger values are smoothly clamped.&lt;br /&gt;
|-&lt;br /&gt;
| NETWORK_AUTOBAN_OFFSET       || Autoban players for NETWORK_AUTOBAN_FACTOR * ( kph - NETWORK_AUTOBAN_OFFSET ) minutes when they get kicked; kph is the average number of kicks per hour they get.&lt;br /&gt;
|-&lt;br /&gt;
| NETWORK_MIN_BAN              || When a client&#039;s connection is blocked because he&#039;s banned, make him banned for at least this many seconds.&lt;br /&gt;
|-&lt;br /&gt;
| NETWORK_SPECTATOR_TIME       || If set to something bigger than zero, this is the maximal time in seconds a client without players is tolerated.&lt;br /&gt;
|-&lt;br /&gt;
| NEW_FEATURE_DELAY            || Disable features that only came in during the last X protocol versions.&lt;br /&gt;
|-&lt;br /&gt;
| NEW_TEAM_ALLOWED             || Is it currently allowed to create a new team?&lt;br /&gt;
|-&lt;br /&gt;
| NUM_AIS                      || Number of AI players&lt;br /&gt;
|-&lt;br /&gt;
| PASSWORD                     || Password setting&lt;br /&gt;
|-&lt;br /&gt;
| PASSWORD_STORAGE             || Determines where your passwords are stored: 1 means on harddisk (dangerous), 0 in memory and -1 means they are not stored at all.&lt;br /&gt;
|-&lt;br /&gt;
| PERSP_CORRECT                || Enable perspective correction&lt;br /&gt;
|-&lt;br /&gt;
| PING_CHARITY                 || How much ping are you willing to take over from your opponent?&lt;br /&gt;
|-&lt;br /&gt;
| PING_FLOOD_GLOBAL            || The times PING_FLOOD_TIME_X, multiplied by this value, count for all pings from all machines. Negative values disable global flood protection.&lt;br /&gt;
|-&lt;br /&gt;
| PING_FLOOD_TIME_10           || Minimum time for 10 ping packets from one machine to arrive.&lt;br /&gt;
|-&lt;br /&gt;
| PING_FLOOD_TIME_100          || Minimum time for 100 ping packets from one machine to arrive.&lt;br /&gt;
|-&lt;br /&gt;
| PING_FLOOD_TIME_20           || Minimum time for 20 ping packets from one machine to arrive.&lt;br /&gt;
|-&lt;br /&gt;
| PING_FLOOD_TIME_50           || Minimum time for 50 ping packets from one machine to arrive.&lt;br /&gt;
|-&lt;br /&gt;
| PING_LOCX                    || Horizontal position of the ping display&lt;br /&gt;
|-&lt;br /&gt;
| PING_LOCY                    || Vertical position of the ping display&lt;br /&gt;
|-&lt;br /&gt;
| PING_SIZE                    || Size of the ping display&lt;br /&gt;
|-&lt;br /&gt;
| PLAYERS                      || Pr&lt;br /&gt;
1000&lt;br /&gt;
ints list of currently active players&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER_1                     || Player name&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER_2                     || Player name&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER_3                     || Player name&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER_4                     || Player name&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER_CHAT_WAIT_FRACTION    || Maximum fraction of time to wait for a single player to stop chatting.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER_CHAT_WAIT_MAX         || Maximum time in seconds to wait for a single player to stop chatting.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER_CHAT_WAIT_SINGLE      || Set to 1 if only one player should get his chat wait time reduced at any given time.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYER_CHAT_WAIT_TEAMLEADER  || Set to 1 if only team leaders, and 0 if all players, should be allowed to pause the timer.&lt;br /&gt;
|-&lt;br /&gt;
| PNG_SCREENSHOT               || Store screenshots as PNG files, not BMP files.&lt;br /&gt;
|-&lt;br /&gt;
| POLY_ANTIALIAS               || Enable polygon antialiasing&lt;br /&gt;
|-&lt;br /&gt;
| PREDICT_OBJECTS              || Predict cycle movement in network play&lt;br /&gt;
|-&lt;br /&gt;
| REAL_ARENA_SIZE_FACTOR       || The currently active arena size. Leave it alone! Change size_factor instead.&lt;br /&gt;
|-&lt;br /&gt;
| REAL_CYCLE_SPEED_FACTOR      || The currently active cycle speed multiplier. Leave it alone! Change speed_factor instead.&lt;br /&gt;
|-&lt;br /&gt;
| RECORDING_DEBUGLEVEL         || Level of additonal information in recording file.&lt;br /&gt;
|-&lt;br /&gt;
| RESOURCE_REPOSITORY_CLIENT   || URI the client uses to search for map files if they aren&#039;t stored locally. Better leave it alone &lt;br /&gt;
|-&lt;br /&gt;
| RESOURCE_REPOSITORY_SERVER   || URI clients and the server use to search for map files if they aren&#039;t stored locally &lt;br /&gt;
|-&lt;br /&gt;
| RIM_WALL_STRETCH_X           || Extension of the rim wall texture in the horizontal direction&lt;br /&gt;
|-&lt;br /&gt;
| RIM_WALL_STRETCH_Y           || Extension of the rim wall texture in the vertical direction&lt;br /&gt;
|-&lt;br /&gt;
| RIM_WALL_WRAP_Y              || Set to 1 if the rim wall texture should repeat in the vertical direction&lt;br /&gt;
|-&lt;br /&gt;
| ROTATION_TYPE                || rotation_type_help&lt;br /&gt;
|-&lt;br /&gt;
| ROUND_CENTER_MESSAGE         || Big message sent to clients after every round&lt;br /&gt;
|-&lt;br /&gt;
| ROUND_CONSOLE_MESSAGE        || Message sent to clients after every round&lt;br /&gt;
|-&lt;br /&gt;
| RUBBER_GAUGE_BAR             || rubber_gauge_bar_help&lt;br /&gt;
|-&lt;br /&gt;
| RUBBER_GAUGE_LOCX            || Horizontal position of the rubber meter &lt;br /&gt;
|-&lt;br /&gt;
| RUBBER_GAUGE_LOCY            || Vertical position of the rubber meter &lt;br /&gt;
|-&lt;br /&gt;
| RUBBER_GAUGE_SIZE            || Size of the rubber meter &lt;br /&gt;
|-&lt;br /&gt;
| SAY                          || Dedicated server only: let the server administator say something.&lt;br /&gt;
|-&lt;br /&gt;
| SCORE_DEATHZONE              || What you get for hitting the Death Zone&lt;br /&gt;
|-&lt;br /&gt;
| SCORE_DIE                    || What you get for dying&lt;br /&gt;
|-&lt;br /&gt;
| SCORE_KILL                   || What you get for killing someone&lt;br /&gt;
|-&lt;br /&gt;
| SCORE_LOCX                   || Horizontal position of the score display&lt;br /&gt;
|-&lt;br /&gt;
| SCORE_LOCY                   || Vertical position of the score display&lt;br /&gt;
|-&lt;br /&gt;
| SCORE_SIZE                   || Size of the score display&lt;br /&gt;
|-&lt;br /&gt;
| SCORE_SUICIDE                || What you get for stupidly dying&lt;br /&gt;
|-&lt;br /&gt;
| SCORE_WIN                    || What you get for winning a round&lt;br /&gt;
|-&lt;br /&gt;
| SERVER_DNS                   || If your server is on dynamic IP and you set up a dynamic DNS that always points to it, you can set this variable to the DNS name to help clients remember your server across IP changes.&lt;br /&gt;
|-&lt;br /&gt;
| SERVER_IP                    || IP the server listens on &lt;br /&gt;
|-&lt;br /&gt;
| SERVER_NAME                  || Name of this server&lt;br /&gt;
|-&lt;br /&gt;
| SERVER_PORT                  || Port this server listens on&lt;br /&gt;
|-&lt;br /&gt;
| SETTING_LEGACY_BEHAVIOR_ANNOYING || Default legacy behavior for settings that only cause minor annoyances on old clients, like enemy cycles stopping for .1 seconds after each turn. Example: CYCLE_RUBBER_MINDISTANCE&lt;br /&gt;
|-&lt;br /&gt;
| SETTING_LEGACY_BEHAVIOR_BREAKING || Default legacy behavior for settings that absolutely break the client and make play impossible. Example of an affected setting: MAP_FILE&lt;br /&gt;
|-&lt;br /&gt;
| SETTING_LEGACY_BEHAVIOR_BUMPYDefault || legacy behavior for settings that allow play on old clients in principle, but with severe limitations (cycles bouncing around, player commands not executed on time). Example: CYCLE_DELAY_TIMEBASED&lt;br /&gt;
|-&lt;br /&gt;
| SETTING_LEGACY_BEHAVIOR_CHEATING || Default legacy behavior for sett&lt;br /&gt;
1000&lt;br /&gt;
ings where the default behavior could be considered cheating if nondefault was set. Example: DOUBLEBIND_TIME&lt;br /&gt;
|-&lt;br /&gt;
| SETTING_LEGACY_BEHAVIOR_VISUAL || Default legacy behavior for settings that only affect status displays and visuals, not game physics. Example: CYCLE_RUBBER_* (the client displays the rubber meter, but it&#039;s not used for anything)&lt;br /&gt;
|-&lt;br /&gt;
| SHOW_ALIVE                   || Show the number of enemies and friends left on the HUD? &lt;br /&gt;
|-&lt;br /&gt;
| SHOW_BRAKE                   || Show the brake meter on the HUD? &lt;br /&gt;
|-&lt;br /&gt;
| SHOW_FASTEST                 || Show the fastest player on the HUD? &lt;br /&gt;
|-&lt;br /&gt;
| SHOW_FPS                     || Enable fps display&lt;br /&gt;
|-&lt;br /&gt;
| SHOW_HUD                     || Show the HUD? &lt;br /&gt;
|-&lt;br /&gt;
| SHOW_OWN_NAME                || Should your name be displayed above your cycle on your screen?&lt;br /&gt;
|-&lt;br /&gt;
| SHOW_PING                    || Show your ping on the HUD? &lt;br /&gt;
|-&lt;br /&gt;
| SHOW_RUBBER                  || Show the rubber meter on the HUD? &lt;br /&gt;
|-&lt;br /&gt;
| SHOW_SCORE                   || Show your single player scores on the HUD? &lt;br /&gt;
|-&lt;br /&gt;
| SHOW_SPEED                   || Show the speed meter on the HUD? &lt;br /&gt;
|-&lt;br /&gt;
| SHOW_TIME                    || Show the current time in the top- right corner? &lt;br /&gt;
|-&lt;br /&gt;
| SILENCE_ALL                  || If set to 1, all chat messages will be omitted.&lt;br /&gt;
|-&lt;br /&gt;
| SINCLUDE                     || Includes the following file silently, without error message if it is not found&lt;br /&gt;
|-&lt;br /&gt;
| SIZE_FACTOR                  || Arena size modifier&lt;br /&gt;
|-&lt;br /&gt;
| SKY_WOBBLE                   || Sky animation&lt;br /&gt;
|-&lt;br /&gt;
| SMART_GLANCE_CUSTOM_1        || Use custom camera settings when glancing with the smart camera&lt;br /&gt;
|-&lt;br /&gt;
| SMART_GLANCE_CUSTOM_2        || Use custom camera settings when glancing with the smart camera&lt;br /&gt;
|-&lt;br /&gt;
| SMART_GLANCE_CUSTOM_3        || Use custom camera settings when glancing with the smart camera&lt;br /&gt;
|-&lt;br /&gt;
| SMART_GLANCE_CUSTOM_4        || Use custom camera settings when glancing with the smart camera&lt;br /&gt;
|-&lt;br /&gt;
| SMOOTH_SHADING               || Enable smooth shading&lt;br /&gt;
|-&lt;br /&gt;
| SOFTWARE_RENDERER            || Is the OpenGL renderer not hadware accelerated?&lt;br /&gt;
|-&lt;br /&gt;
| SOUND_CHANNELS               || Number of channels your soundcard supports&lt;br /&gt;
|-&lt;br /&gt;
| SOUND_QUALITY                || Sound quality [0=off, 3=high]&lt;br /&gt;
|-&lt;br /&gt;
| SPAM_AUTOKICK                || Spam score that causes you to get kicked instantly.&lt;br /&gt;
|-&lt;br /&gt;
| SPAM_MAXLEN                  || Maximal length of chat message.&lt;br /&gt;
|-&lt;br /&gt;
| SPAM_MAXLEN_OVERRIDE         || Block out older clients when SPAM_MAXLEN differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| SPAM_PENALTY                 || Number of seconds to silence a spammer.&lt;br /&gt;
|-&lt;br /&gt;
| SPAM_PROTECTION              || Harshness of spam protection; determines min delay between chat messages accepted.&lt;br /&gt;
|-&lt;br /&gt;
| SPAM_PROTECTION_CHAT         || Extra factor for SPAM_PROTECTION for chat messages.&lt;br /&gt;
|-&lt;br /&gt;
| SPAM_PROTECTION_REPEAT       || Minimum time between identical chat messages.&lt;br /&gt;
|-&lt;br /&gt;
| SPAM_PROTECTION_VOTE         || Extra factor for SPAM_PROTECTION for votes.&lt;br /&gt;
|-&lt;br /&gt;
| SPARKS                       || Draw sparks when going too close to a wall&lt;br /&gt;
|-&lt;br /&gt;
| SPAWN_WINGMEN_BACK           || Determines how much each wingman is placed backwards in a team.&lt;br /&gt;
|-&lt;br /&gt;
| SPAWN_WINGMEN_SIDE           || Determines how much each wingman is placed sidewards in a team.&lt;br /&gt;
|-&lt;br /&gt;
| SPECTATOR_MODE_1             || Sets spectator mode for this player&lt;br /&gt;
|-&lt;br /&gt;
| SPECTATOR_MODE_2             || Sets spectator mode for this player&lt;br /&gt;
|-&lt;br /&gt;
| SPECTATOR_MODE_3             || Sets spectator mode for this player&lt;br /&gt;
|-&lt;br /&gt;
| SPECTATOR_MODE_4             || Sets spectator mode for this player&lt;br /&gt;
|-&lt;br /&gt;
| SPEED_FACTOR                 || Speed modifier for the cycles&lt;br /&gt;
|-&lt;br /&gt;
| SPEED_GAUGE_BAR              || speed_gauge_bar_help&lt;br /&gt;
|-&lt;br /&gt;
| SPEED_GAUGE_LOCX             || Horizontal position of the speed meter &lt;br /&gt;
|-&lt;br /&gt;
| SPEED_GAUGE_LOCY             || Vertical position of the speed meter &lt;br /&gt;
|-&lt;br /&gt;
| SPEED_GAUGE_SIZE             || Size of the speed meter &lt;br /&gt;
|-&lt;br /&gt;
| SP_AI_IQ                     || IQ of the AI opponents in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_AUTO_AIS                  || Automatically spawn AI players in single player mode?&lt;br /&gt;
|-&lt;br /&gt;
| SP_AUTO_IQ                   || Automatically adjust AI IQ in single player mode?&lt;br /&gt;
|-&lt;br /&gt;
| SP_EXPLOSION_RADIUS          || Blast r&lt;br /&gt;
1000&lt;br /&gt;
adius of the cycle explosions in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_FINISH_TYPE               || What happens when the last human is dead in single player mode?&lt;br /&gt;
|-&lt;br /&gt;
| SP_GAME_TYPE                 || Type of game played in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_LIMIT_ROUNDS              || End the match after this number of rounds in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_LIMIT_SCORE               || End the match when a player reaches this score in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_LIMIT_TIME                || End the match after this number of minutes in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_MIN_PLAYERS               || Minimum number of players in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_NUM_AIS                   || Number of AI players in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_SCORE_WIN                 || What you get for winning a round in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_SIZE_FACTOR               || Arena size modifier&lt;br /&gt;
|-&lt;br /&gt;
| SP_SPEED_FACTOR              || Speed modifier for the cycles&lt;br /&gt;
|-&lt;br /&gt;
| SP_TEAMS_MAX                 || Maximum number of teams in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_TEAMS_MIN                 || Minimum number of teams in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_TEAM_BALANCE_ON_QUIT      || Balance teams on player quit in single player mode?&lt;br /&gt;
|-&lt;br /&gt;
| SP_TEAM_BALANCE_WITH_AIS     || Balance teams with AI players in single player mode?&lt;br /&gt;
|-&lt;br /&gt;
| SP_TEAM_MAX_IMBALANCE        || Maximum allowed temporary team imbalance in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_TEAM_MAX_IMBALANCE_PERM   || Maximum allowed permanent team imbalance in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_TEAM_MAX_PLAYERS          || Maximum number of players per team in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_TEAM_MIN_PLAYERS          || Minimum number of players per team in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_WALLS_LENGTH              || Length of the cycle walls in meters; negative values will make the walls infinite.&lt;br /&gt;
|-&lt;br /&gt;
| SP_WALLS_STAY_UP_DELAY       || Number of seconds the walls stay up after a player died; negative values will keep them up forever.&lt;br /&gt;
|-&lt;br /&gt;
| SP_WIN_ZONE_MIN_LAST_DEATH   || Minimum number of seconds since the last death before the instant win zone is activated in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| SP_WIN_ZONE_MIN_ROUND_TIME   || Minimum number of seconds the round has to be going on before the instant win zone is activated in single player mode&lt;br /&gt;
|-&lt;br /&gt;
| START_CAM_1                  || Initial Camera&lt;br /&gt;
|-&lt;br /&gt;
| START_CAM_2                  || Initial Camera&lt;br /&gt;
|-&lt;br /&gt;
| START_CAM_3                  || Initial Camera&lt;br /&gt;
|-&lt;br /&gt;
| START_CAM_4                  || Initial Camera&lt;br /&gt;
|-&lt;br /&gt;
| START_FOV_1                  || Initial field of vision&lt;br /&gt;
|-&lt;br /&gt;
| START_FOV_2                  || Initial field of vision&lt;br /&gt;
|-&lt;br /&gt;
| START_FOV_3                  || Initial field of vision&lt;br /&gt;
|-&lt;br /&gt;
| START_FOV_4                  || Initial field of vision&lt;br /&gt;
|-&lt;br /&gt;
| START_NEW_MATCH              || Initiates a new match&lt;br /&gt;
|-&lt;br /&gt;
| STAT_OUTPUT                  || stat_output_help&lt;br /&gt;
|-&lt;br /&gt;
| SWAP_MODE                    || Determines the commands used to sync graphics and input. 0: do nothing, 1: call glFlush(), 2: call glFinish().&lt;br /&gt;
|-&lt;br /&gt;
| TALK_TO_MASTER               || Announce this server on the internet?&lt;br /&gt;
|-&lt;br /&gt;
| TEAMS_MAX                    || Maximum number of teams&lt;br /&gt;
|-&lt;br /&gt;
| TEAMS_MIN                    || Minimum number of teams&lt;br /&gt;
|-&lt;br /&gt;
| TEAM_BALANCE_ON_QUIT         || Balance teams on player quit?&lt;br /&gt;
|-&lt;br /&gt;
| TEAM_BALANCE_WITH_AIS        || Balance teams with AI players?&lt;br /&gt;
|-&lt;br /&gt;
| TEAM_MAX_IMBALANCE           || Maximum allowed temporary team imbalance&lt;br /&gt;
|-&lt;br /&gt;
| TEAM_MAX_IMBALANCE_PERM      || Maximum allowed permanent team imbalance&lt;br /&gt;
|-&lt;br /&gt;
| TEAM_MAX_PLAYERS             || Maximum number of players per team&lt;br /&gt;
|-&lt;br /&gt;
| TEAM_MIN_PLAYERS             || Minimum number of players per team&lt;br /&gt;
|-&lt;br /&gt;
| TEXTURES_HI                  || Use high colour textures&lt;br /&gt;
|-&lt;br /&gt;
| TEXTURE_MODE_0               || Floor Texture:&lt;br /&gt;
|-&lt;br /&gt;
| TEXTURE_MODE_1               || Wall Textures:&lt;br /&gt;
|-&lt;br /&gt;
| TEXTURE_MODE_2               || Object Textures:&lt;br /&gt;
|-&lt;br /&gt;
| TEXTURE_MODE_3               || Font:&lt;br /&gt;
|-&lt;br /&gt;
| TEXT_OUT                     || Enable console text output&lt;br /&gt;
|-&lt;br /&gt;
| TITLE_TRACK                  || title_track_help&lt;br /&gt;
|-&lt;br /&gt;
| TOPOLOGY_POLICE              || The topology police does posteriori checks to determine whether game moves were legal.&lt;br /&gt;
|-&lt;br /&gt;
| UNBAN_IP                   &lt;br /&gt;
1000&lt;br /&gt;
  || Revokes the ban of the specified IP address.&lt;br /&gt;
|-&lt;br /&gt;
| UPPER_SKY                    || Draw upper sky plane&lt;br /&gt;
|-&lt;br /&gt;
| URL                          || HTTP URI assiciated with a server&lt;br /&gt;
|-&lt;br /&gt;
| USE_CUSTOM_PLAYLIST          || use_custom_playlist_help&lt;br /&gt;
|-&lt;br /&gt;
| USE_DISPLAYLISTS             || Use display lists for rendering the cycles?&lt;br /&gt;
|-&lt;br /&gt;
| VIEWPORT_CONF                || Viewport configuration; decides how many players can play on this computer&lt;br /&gt;
|-&lt;br /&gt;
| VIEWPORT_TO_PLAYER_1         || Assign this viewport to a player&lt;br /&gt;
|-&lt;br /&gt;
| VIEWPORT_TO_PLAYER_2         || Assign this viewport to a player&lt;br /&gt;
|-&lt;br /&gt;
| VIEWPORT_TO_PLAYER_3         || Assign this viewport to a player&lt;br /&gt;
|-&lt;br /&gt;
| VIEWPORT_TO_PLAYER_4         || Assign this viewport to a player&lt;br /&gt;
|-&lt;br /&gt;
| VOTE_USE_SERVER_CONTROLLED_KICK || Set to 1 to use the enhanced server controlled vote items for kick votes. Does not work for clients prior to 0.2.8.0_rc1.&lt;br /&gt;
|-&lt;br /&gt;
| VOTE_USE_SERVER_CONTROLLED_KICK_OVERRIDE || Block out older clients when VOTE_USE_SERVER_CONTROLLED_KICK differs from its default? &lt;br /&gt;
|-&lt;br /&gt;
| VOTING_BIAS                  || Add virtual voters that oppose every change.&lt;br /&gt;
|-&lt;br /&gt;
| VOTING_DECAY                 || One non-voter is ignored everytime this many secons pass.&lt;br /&gt;
|-&lt;br /&gt;
| VOTING_KICK_TIME             || The minimum time in seconds between two kick votes against the same player.&lt;br /&gt;
|-&lt;br /&gt;
| VOTING_PRIVACY               || Controls logging of voting process. 2: nothing gets logged 1: vote submission is logged for the server admin 0: voting is logged for the server admin -1: vote submission is made public -2: everything is made public&lt;br /&gt;
|-&lt;br /&gt;
| VOTING_SPAM_ISSUE            || The spam level of issuing a vote.&lt;br /&gt;
|-&lt;br /&gt;
| VOTING_SPAM_REJECT           || The spam level of getting your vote rejected.&lt;br /&gt;
|-&lt;br /&gt;
| VOTING_START_DECAY           || Number of seconds after that the non-voters start to get ignored.&lt;br /&gt;
|-&lt;br /&gt;
| VOTING_TIMEOUT               || Votes older than this time out and are rejected.&lt;br /&gt;
|-&lt;br /&gt;
| VOTING_TIMEOUT_PER_VOTER     || Additional value for VOTING_TIMEOUT for every voter present.&lt;br /&gt;
|-&lt;br /&gt;
| WALLS_LENGTH                 || Length of the cycle walls in meters; negative values will make the walls infinite.&lt;br /&gt;
|-&lt;br /&gt;
| WALLS_STAY_UP_DELAY          || Number of seconds the walls stay up after a player died; negative values will keep them up forever.&lt;br /&gt;
|-&lt;br /&gt;
| WHITE_SPARKS                 || Draw sparks in white (instead of cycle colors).&lt;br /&gt;
|-&lt;br /&gt;
| WIN_ZONE_DEATHS              || A value of 1 turns it into a death zone.&lt;br /&gt;
|-&lt;br /&gt;
| WIN_ZONE_EXPANSION           || Expansion speed of the instant win zone&lt;br /&gt;
|-&lt;br /&gt;
| WIN_ZONE_INITIAL_SIZE        || Initial size of the instant win zone&lt;br /&gt;
|-&lt;br /&gt;
| WIN_ZONE_MIN_LAST_DEATH      || Minimum number of seconds since the last death before the instant win zone is activated&lt;br /&gt;
|-&lt;br /&gt;
| WIN_ZONE_MIN_ROUND_TIME      || Minimum number of seconds the round has to be going on before the instant win zone is activated&lt;br /&gt;
|-&lt;br /&gt;
| WIN_ZONE_RANDOMNESS          || Randomness factor of the initial win zone position. 0 fixes it at the arena center, 1 spreads the zone all over it.&lt;br /&gt;
|-&lt;br /&gt;
| WORD_DELIMITERS              || Characters that count as word delimiters when skipping over words in a text input field.&lt;br /&gt;
|-&lt;br /&gt;
| WRAP_MENU                    || If set, you leave a menu to the top and reenter it at the bottom.&lt;br /&gt;
|-&lt;br /&gt;
| ZDEPTH                       || z buffer depth to use (0: 16 1: from colour depth 2: 32)&lt;br /&gt;
|-&lt;br /&gt;
| ZTRICK                       || Performance tweak; does not work on most Windows systems&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>203.113.15.234</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Double_Binding&amp;diff=18978</id>
		<title>Double Binding</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Double_Binding&amp;diff=18978"/>
		<updated>2007-06-22T14:56:37Z</updated>

		<summary type="html">&lt;p&gt;203.113.15.234: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Armagetron, a player may bind more than one key to a turn direction. For example, binding two keys for a left turn, and then pressing them both simitaniously will result in a quick one-eighty turn-around.  Double-binding has a long and glorious history smattered with a fair bit of controversy along the way.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
[[Image&lt;br /&gt;
1000&lt;br /&gt;
:Db_common_setup.png|thumb|right|An example DB setup]]&lt;br /&gt;
&lt;br /&gt;
The earliest known double binder is Locutus.  His reasoning was that since he had a bit of carpal tunnel syndrome, it was easier to play the game if he bound two or more keys to the same actions.  So when he started doing it, it was to deal with a condition that might otherwise be considered disabling.  You know, kinda like having one of those doughnut pillows to drive.&lt;br /&gt;
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From there, it started spreading to younger more able-bodied individuals who wanted to exploit it to get the other guy.  On the older servers, it wasn&#039;t a large problem because if you turned around too quickly against a wall, your cycle bounced.&lt;br /&gt;
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After a certain period of time, another player by the name of Digital Logic popularized the phrase &amp;quot;Double binding is a crutch of the weak&amp;quot;, talked a bunch of trash on the forums, and then ran away when the inevitable challenge came.  We had the tournament anyway, it was a lot of fun.  [http://forums.armagetronad.net/viewtopic.php?t=1018&lt;/div&gt;</summary>
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