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	<id>http://wiki.armagetronad.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=217.210.87.111</id>
	<title>Armagetron Advanced - User contributions [en]</title>
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	<updated>2026-10-16T01:19:18Z</updated>
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		<id>http://wiki.armagetronad.org/index.php?title=FAQ&amp;diff=16603</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=FAQ&amp;diff=16603"/>
		<updated>2006-12-04T14:28:27Z</updated>

		<summary type="html">&lt;p&gt;217.210.87.111: /* I see my server&amp;#039;s IP in the master server browser, but it says &amp;quot;Unreachable&amp;quot;.  What&amp;#039;s wrong? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Following is a list of Frequently Asked Questions.  Obviously, this is what people ask us the most.  Before asking a question, you should give this list a good read.  If your question isn&#039;t answered here, then by all means come to irc or the forums or something and ask it.  However, if your question is answered here, don&#039;t be surprised if you get an abrupt or downright rude response.&lt;br /&gt;
&lt;br /&gt;
While we try to give the best answers to the questions asked regardless of pretty much anything else, however there are some general guidelines to follow when asking questions not on this list:&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t ask stupidly.  Ex:  Why can&#039;t I get color on my walls?  (Good example: How do I have a cycle and wall color that are different from each other?)&lt;br /&gt;
* Provide as much information as you have that&#039;s relevant to the question.  Ex: Why doesn&#039;t my server work?  (Good example: My server starts, then stops.  Here&#039;s the errors from the console.  Any idea why it&#039;s shutting down right away?)&lt;br /&gt;
&lt;br /&gt;
For a more detailed discussion, check [http://www.catb.org/~esr/faqs/smart-questions.html this page], with two important points.  First, the page linked is not in any way affiliated with Armagetron Advanced and therefore they &#039;&#039;&#039;can&#039;t answer your question&#039;&#039;&#039;.  Second, the article is probably a bit more negative than it actually works around here.  For the most part, if you can&#039;t ask the question in the smartest possible way, we&#039;d rather you ask the best way that you can than live in the dark and suffer.  Even if you&#039;re an idiot, we still want you to be a comfortable idiot.&lt;br /&gt;
&lt;br /&gt;
If you think your question is actually a bug report and you&#039;ve only just started with the game, chances are it&#039;s not.  We&#039;ll not pretend the game is bug-free, but it is very stable and efficient.  The chances that a new player to the game has discovered a previously unknown bug in a stable release are very very slim.  Astronomically slim, in fact.  In any case, if you wish to continue thinking you have done so, please start with a question that describes what you see and ends with &amp;quot;Is this expected behavior?&amp;quot;  That&#039;s much more likely to get a satisfactory response than &amp;quot;This game sucks!  It has this bug and that bug and it just doesn&#039;t work.  I downloaded it today for the first time on my Windows box, do you not care about Windows?&amp;quot;  Also, since you suspect you found a bug, include all the information a bug report should have.  If you&#039;re unsure, please [http://www.chiark.greenend.org.uk/~sgtatham/bugs.html consult this page] for the best results.  Note, the author of that page is also unaffiliated with Armagetron Advanced, and therefore he will reject any bug reports you send him about our program.&lt;br /&gt;
&lt;br /&gt;
Finally, this FAQ, like all FAQs, is a work in progress.  If it&#039;s not as big as you&#039;re used to seeing, it&#039;s because it&#039;s probably a younger FAQ than what you&#039;re used to seeing.  That&#039;s ok.  We&#039;ll add to it over time, and it&#039;ll get bigger and bigger until the server explodes with so many frequently asked questions that all of the developers decide to pitch in and buy a Caribbean island.  Mmm, coconuts.&lt;br /&gt;
= What is Armagetronad =&lt;br /&gt;
&lt;br /&gt;
[[About | Please read this.]]&lt;br /&gt;
&lt;br /&gt;
= Terminology =&lt;br /&gt;
&lt;br /&gt;
== What is a client?  What is a server?  What&#039;s the difference? ==&lt;br /&gt;
&lt;br /&gt;
Simply put, the game client is the program you run on your computer.  The game server runs on somebody else&#039;s computer.  The difference between the two is like the difference between, say, a lawyer and his client.  The lawyer would be the server, the one who knows all about law and stuff.  So the difference is just like in real life where the terms come from.  The client requests a service from someone who serves.  In our case, that service is a game that is served from a machine running a program called a &amp;quot;server&amp;quot;, but if you requested the same service from a person in a casino, you&#039;d still be running a game client.&lt;br /&gt;
&lt;br /&gt;
== My client can be a server, though, it says so right here. ==&lt;br /&gt;
&lt;br /&gt;
That&#039;s not a question.  In any case, the game client can act as a server if you press &amp;quot;Host Game&amp;quot; from the Internet Game menu.  So technically the client is a client/server hybrid, but let&#039;s not get too technical.&lt;br /&gt;
&lt;br /&gt;
== So are all game servers just clients where people pressed &amp;quot;Host Game&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
No.  This is where people get really confused, even to the point where they complain to server operators for doing exactly this thing.  No, most, if not all, game servers available through the master server run a special version of the program that has no graphical display, and no player can play on directly.  That is the server, commonly called the &amp;quot;dedicated server&amp;quot;.  You can run it too, if you&#039;d like.  Server operators chose to run this instead of the regular game client because it has a number of modifications that make it work better as a regular server, just like a mail server or a web server.  It is more convenient and makes for a more reliable game server to do so.&lt;br /&gt;
&lt;br /&gt;
= Installing the Game =&lt;br /&gt;
&lt;br /&gt;
== Where can I download Armagetron Advanced? ==&lt;br /&gt;
&lt;br /&gt;
That depends on what version you want to get. The current stable version is always available [http://www.armagetronad.net/downloads.php on the main web page] or [http://sourceforge.net/project/showfiles.php?group_id=110997 sourceforge]. The latest testing version on [http://beta.armagetronad.net AABeta].&lt;br /&gt;
&lt;br /&gt;
== I&#039;m running Windows, how do I install? ==&lt;br /&gt;
&lt;br /&gt;
Find the exe file you downloaded from the question and answer above this one and double click on it. Answer all dialog boxes with Yes/Next/Finish, whatever applies. On Windows XP, when you first run the game and try to connect to the Internet, a firewall warning will pop up; set it to allow access.&lt;br /&gt;
&lt;br /&gt;
== So, should I get the latest stable or latest development version? ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re really asking this question and are not just browsing the FAQ, get the latest stable version.&lt;br /&gt;
&lt;br /&gt;
== Ok, but there are still so many different files to get, which one is right for me? ==&lt;br /&gt;
&lt;br /&gt;
See [[FAQ#Terminology]] for choosing between Client and Server download. If in doubt, choose the Client. If you&#039;re running a PC with Windows, get the exe format, GCC or VC6 should not matter (please report it if only one of them works for you). If you&#039;ve got a Mac, get the dmg; there is a special buld available for versions 10.2.8 of OS X. If you&#039;re running 32 bit Intel Linux, get the x86(_32) &amp;quot;package&amp;quot;. If you&#039;re running 64 bit AMD Linux, get the x86_64 &amp;quot;package&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== I&#039;m running Linux, but don&#039;t know whether it is 32 or 64 bit. How can I find out? ==&lt;br /&gt;
&lt;br /&gt;
On a console/terminal, type &amp;lt;pre&amp;gt;echo $MACHTYPE&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the output starts with x86_64, you have a 64 bit system. If it starts with i386, i486, i586 or i686 or possibly just x86 or x86_32, you have a 32 bit system. For anything else, we don&#039;t provide binary packages, you have to build from source. If the output is blank, the method failed. Then, see whether you have got the directory /usr/lib64 on your system. If yes, you have a 64 bit system, if no, it&#039;s 32 bit.&lt;br /&gt;
&lt;br /&gt;
== I have a Mac, how do I install? ==&lt;br /&gt;
&lt;br /&gt;
Mount the dmg file, and drag the Armagetron Advanced application to your hard-drive.&lt;br /&gt;
&lt;br /&gt;
== I have Linux, how do I install a binary? ==&lt;br /&gt;
&lt;br /&gt;
That depends on the distribution you are running. Check out the [[Linux Distribution Field Report]] for details.&lt;br /&gt;
&lt;br /&gt;
== I run a non-Linux UNIX or Linux on hardware not supported by your binary packages or the binaries don&#039;t work, how do I install from source? ==&lt;br /&gt;
&lt;br /&gt;
Basically, you fetch the .tbz2 source archive and do as the superuser root&lt;br /&gt;
&amp;lt;pre&amp;gt;tar -xjf &amp;lt;path to the tbz2 source archive you just fetched&amp;gt;&lt;br /&gt;
cd armagetronad-&amp;lt;VERSION&amp;gt;&lt;br /&gt;
./configure&lt;br /&gt;
make&lt;br /&gt;
make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
The configure script will tell you what you are missing. In this mode, you always need the &#039;development&#039; packages of our dependencies on most distributions.&lt;br /&gt;
The [[Linux Distribution Field Report]] may have some hints. Ask us if you get stuck.&lt;br /&gt;
&lt;br /&gt;
== I&#039;m working on a Linux PC administered by someone else and don&#039;t have the root password, can I still install the game? ==&lt;br /&gt;
&lt;br /&gt;
Yes. The &amp;quot;package&amp;quot; binary files can install everything in your home directory. If you have to build from source, proceed as in the last FAQ,&lt;br /&gt;
but pass &#039;--prefix=$HOME/usr&#039; to ./configure and run the game later with&lt;br /&gt;
&#039;~/usr/bin/armagetronad&#039;, or run the game from the build directory with &#039;make run&#039;.&lt;br /&gt;
&lt;br /&gt;
== Where are the server sources? ==&lt;br /&gt;
&lt;br /&gt;
The server sources are the same as the client sources. You compile a server from them by giving the additional command line option &#039;--disable-glout&#039; to ./configure.&lt;br /&gt;
&lt;br /&gt;
= Playing the Game =&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
= Running a Server =&lt;br /&gt;
&lt;br /&gt;
== Which should I run?  The client in hosting mode, or the dedicated server? ==&lt;br /&gt;
&lt;br /&gt;
Generally this depends on how long you want the server to run at a time.  If you just want it running when you&#039;re playing, run the client in hosting mode, it&#039;s easier to deal with.  If you&#039;re running at a LAN party, you might also want to run the client in hosting mode.  But if you want to run a server that operates on the internet, reports to the master server, and runs 24 hours a day, 7 days a week (8 days in a leap week), then you should run the dedicated server.&lt;br /&gt;
&lt;br /&gt;
== I&#039;ve started the dedicated server, but I don&#039;t see it listed in the master server.  What&#039;s wrong? ==&lt;br /&gt;
&lt;br /&gt;
You need to add the line &amp;lt;pre&amp;gt;TALK_TO_MASTER 1&amp;lt;/pre&amp;gt; to your configuration files to publish your server on the internet. The server needs to be up one or two minutes before it can appear in the server browser, the master server checks whether it is reachable before it gets published.&lt;br /&gt;
&lt;br /&gt;
== I did that, but my server still is not listed. What else can be wrong? ==&lt;br /&gt;
&lt;br /&gt;
Get your server&#039;s IP address; if it is running on the same computer you use for browsing right now, check http://www.whatismyip.com to get it. Fire up the Armagetronad client, enter the internet server browser, wait half a minute, exit the server browser, enter it again, and look for your server&#039;s IP. If it appears (having the list sorted by server name my pressing &amp;quot;right&amp;quot; once helps), you really want to ask [[FAQ#I see my server&#039;s IP in the master server browser, but it says &amp;quot;Unreachable&amp;quot;. What&#039;s wrong?]]. Otherwise, this is the right section for you.&lt;br /&gt;
&lt;br /&gt;
If your server is connected to the internet via a router box and not directly via a &amp;quot;modem&amp;quot; of sorts, it is likely that network packages from the internet can&#039;t get to your server because the router blocks them. You need to tell your router to forward UDP port 4534 (or whatever SERVER_PORT is set to) to the server. On [http://www.portforward.com], there are nice instructions how to do that for a lot of router models. If the UDP port 4534 thing confuses you, just follow [http://www.portforward.com/english/applications/port_forwarding/F-22Lightning3/F-22Lightning3index.htm these instructions for a different game] that uses a similar connection method. Of course, you need to find out what router model you have, some under-the-table-crawling and cable following may be required for that if you can&#039;t remember what you bought or got the router from your ISP.&lt;br /&gt;
&lt;br /&gt;
== My server still isn&#039;t listed. This sucks, it&#039;s hard to find out where the problem is. What can I do? ==&lt;br /&gt;
&lt;br /&gt;
You can ask people to connect to your server directly by giving them [http://www.whatismyip.com your IP] and the port your server is running on. A perfect place to ask is our IRC channel(#armagetron on irc.freenode.org) because you&#039;ll get a real-time answer there. Less perfect is the support section of the [http://forums.armagetronad.net forums]; you&#039;ll need to make sure your server is up and running when people read your post, which can be well 48 hours after you post it. If people can&#039;t connect to your server that way, it means you probably need to set up port forwarding (see last question) correctly.&lt;br /&gt;
&lt;br /&gt;
== Gaaa! This FAQ is useless! Can&#039;t YOU help me get my server up? ==&lt;br /&gt;
&lt;br /&gt;
Sure. Post your trouble on the support section of the [http://forums.armagetronad.net forums]. Be sure to&lt;br /&gt;
* describe exactly what you already tried, and please don&#039;t just say &amp;quot;everything the FAQ told me&amp;quot;&lt;br /&gt;
* state the [http://www.whatismyip.com your IP] your server is running on, we need that to check the master server&#039;s logs&lt;br /&gt;
* state your port if you modified SERVER_PORT&lt;br /&gt;
* state your server&#039;s name, others need that to check for your server in the browser&lt;br /&gt;
* post the complete output of your server from the moment it is started&lt;br /&gt;
Without that info, we can&#039;t help.&lt;br /&gt;
&lt;br /&gt;
Setting up a server is complicated sometimes; don&#039;t be too shy to admit you didn&#039;t understand some part of the process. A lot of trouble comes from people silently skipping steps they don&#039;t understand.&lt;br /&gt;
&lt;br /&gt;
== I see my server&#039;s IP in the master server browser, but it says &amp;quot;Unreachable&amp;quot;.  What&#039;s wrong? ==&lt;br /&gt;
&lt;br /&gt;
Probably the answer is &amp;quot;Nothing is wrong&amp;quot;. A bug in some routers or the NAT specifications (at least, that&#039;s how Z-Man sees this) causes the response to the server query packet used in the server browser to come from the LAN address of your server, not the public address it was sent to. The packet gets ignored then. A workaround will be available in 0.2.8.3, but right now, that means most people can&#039;t see their own servers. Come to the IRC channel (#armagetron on irc.freenode.org) and ask people there if they can see your server.&lt;br /&gt;
HÎM was here&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Help]]&lt;/div&gt;</summary>
		<author><name>217.210.87.111</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Console_Commands&amp;diff=16560</id>
		<title>Console Commands</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Console_Commands&amp;diff=16560"/>
		<updated>2006-11-29T14:10:03Z</updated>

		<summary type="html">&lt;p&gt;217.210.87.111: /* List of Commands */&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_alpha20060325 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 color&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;
| 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 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_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, framerate 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 clients 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_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;
| INSTANT_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_CHAT_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                 || 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                      || Prints 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 settings 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 radius 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                     || 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;br /&gt;
HÎM was here :D&lt;/div&gt;</summary>
		<author><name>217.210.87.111</name></author>
	</entry>
</feed>