<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://wiki.armagetronad.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Adam1213</id>
	<title>Armagetron Advanced - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.armagetronad.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Adam1213"/>
	<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Special:Contributions/Adam1213"/>
	<updated>2026-10-16T08:48:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.2</generator>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2372</id>
		<title>User:Adam1213</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2372"/>
		<updated>2005-12-13T13:23:23Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[http://en.wikipedia.org/wiki/User:Adam1213 My user page on wikipedia]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Settings I like to use for a game:&amp;lt;br&amp;gt;&lt;br /&gt;
cycle_speed 2 &amp;lt;br&amp;gt;&lt;br /&gt;
cycle_brake -200&amp;lt;br&amp;gt;&lt;br /&gt;
cycle_rubber 100&amp;lt;br&amp;gt;&lt;br /&gt;
and trail length of 400&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
links&lt;br /&gt;
[[Special:Specialpages]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2371</id>
		<title>User:Adam1213</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2371"/>
		<updated>2005-12-13T13:22:48Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[http://en.wikipedia.org/wiki/User:Adam1213 My user page on wikipedia]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Settings I like to use for a game:&amp;lt;br&amp;gt;&lt;br /&gt;
cycle_speed 2 &amp;lt;br&amp;gt;&lt;br /&gt;
cycle_brake -200&amp;lt;br&amp;gt;&lt;br /&gt;
cycle_rubber 100&amp;lt;br&amp;gt;&lt;br /&gt;
and trail length of 400&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
links&lt;br /&gt;
[[Special:Specialpages]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Server_Administration_Guide&amp;diff=2309</id>
		<title>Server Administration Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Server_Administration_Guide&amp;diff=2309"/>
		<updated>2005-11-23T07:15:13Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Setting up a server for Armagetron Advanced isn&#039;t terribly difficult, but there are a few things you need to consider when you do it.  Taking a few minutes to figure out what you&#039;re trying to do will save you a whole lot of headache/heartache later on when people start playing your server.&lt;br /&gt;
&lt;br /&gt;
== Starting out ==&lt;br /&gt;
&lt;br /&gt;
Before you consider what OS you&#039;re going to use, what version of the game to run, and so forth, you should figure out a few basic parameters of the server.  Here are some you should consider.&lt;br /&gt;
&lt;br /&gt;
=== Private or Public? ===&lt;br /&gt;
The setting &amp;lt;code&amp;gt;TALK_TO_MASTER&amp;lt;/code&amp;gt; is off by default. To make your server public (available on the master server list), you must turn on this setting. If it is off, players will only be able to connect to your server through the [[Server Bookmarks]] using your IP address.&lt;br /&gt;
&lt;br /&gt;
=== Moderated? ===&lt;br /&gt;
&lt;br /&gt;
Armagetron Advanced supports a limited but expanding set of in game administration commands(in 0.2.8, it will be a fairly comprehensive set).  The catch is that you can only have one administration password.  So in order to make moderators on your server, all you have to do is give out the administration password.&lt;br /&gt;
&lt;br /&gt;
The alternative is to use the voting features that are intended to allow players to moderate the server as they see fit.&lt;br /&gt;
&lt;br /&gt;
You can go either way, of course.  It&#039;s entirely up to you.&lt;br /&gt;
&lt;br /&gt;
=== Round or Match ===&lt;br /&gt;
&lt;br /&gt;
There are plenty of ways to setup scoring on a server.  A common setting is one point for each kill.  While this scoring method encourages competitive play, it&#039;s not always  desirable.  On some servers, just surviving to the end of the round is quite an accomplishment, and you may wish to reward players for doing so.  Too much of a reward will encourage players to just screw around instead of fighting.&lt;br /&gt;
&lt;br /&gt;
You should also consider if you even want the standard gladiator-style fighting.  It&#039;s certainly possible to set up scoring to allow for different games, such as [[Roulette]], and to encourage different playing styles.  So just take a few minutes to think about it.  It&#039;ll pay off in the end, because the default game server settings aren&#039;t necessarily the most popular scoring rules, and unless you really want the default scoring, you could lose most of your audience in the first two hours of operation if you didn&#039;t think about scoring.&lt;br /&gt;
&lt;br /&gt;
== Setting Up ==&lt;br /&gt;
&lt;br /&gt;
So now you&#039;ve figured out what kind of server you want and how you want people to play on it, and you want to know how to set it up and optionally make it available on the master server browser.  Setting up is fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
=== Install the Server ===&lt;br /&gt;
&lt;br /&gt;
First you need to install the server.  It&#039;s common to think of any given &amp;quot;server&amp;quot; as a special machine built by old women in third-world countries, but actually, a &amp;quot;server&amp;quot; is just any machine that makes a &amp;quot;service&amp;quot; available to other users.  In this case, you&#039;re going to install software on a computer, possibly your desktop computer, that will make a game service available for other users to use.&lt;br /&gt;
&lt;br /&gt;
So first you need to acquire the package called &amp;quot;armagetronad-dedicated&amp;quot;.  If you&#039;re using Linux, get one that says &amp;quot;linux&amp;quot; on it.  For Windows, get the one that has &amp;quot;.exe&amp;quot; on the end of it.  For Mac OS X, there&#039;s one with a &amp;quot;.dmg&amp;quot; extension for you.  Usually the CPU architecture and OS are embedded in the filename, so pick the right one and install it.&lt;br /&gt;
&lt;br /&gt;
We won&#039;t go into too many details here about installation, consult the regular documentation for how to install the server for your architecture.&lt;br /&gt;
&lt;br /&gt;
=== Test the Server ===&lt;br /&gt;
&lt;br /&gt;
After installing the server, the first thing you should do is test it.  So start it up.  If you&#039;re in Linux, you will want to become the superuser and type, in a terminal, &amp;quot;/etc/init.d/armagetronad-dedicated start&amp;quot;.  If you&#039;re in Windows, find the icon in your Start menu and click it.  Then fire up a client and see if you can connect to it as a LAN game (under Network Game).  If you can do this, then you have successfully tested the server.  Now you need to shut it down.  In Windows, go to the console window for the server (it opens when you start the game) and type &amp;quot;QUIT&amp;quot;.  In Linux, just do &amp;quot;/etc/init.d/armagetronad-dedicated stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Secure the Server ===&lt;br /&gt;
&lt;br /&gt;
There isn&#039;t really a lot to do here, but you should consider how you want to secure the machine.  If you think it will be necessary to ban certain players, then a firewall is your only option.  You will need a firewall that allows you to deny connections from users by IP address.  It&#039;s not foolproof, but it&#039;s the only thing that is possible right now to ban players.&lt;br /&gt;
&lt;br /&gt;
If you want your server to be known on the internet, you will probably need to open a port in your router.  The default port is 4534, and you need to open it for &amp;quot;udp&amp;quot;.  Instructions on how to configure this on your router are beyond the scope of this document, you should consult your owner&#039;s manual for further information.&lt;br /&gt;
&lt;br /&gt;
Contrarily, if you do not want internet players to be able to use your server, you will need to make sure your router prevents such players but making the port mentioned above inaccessible through the router.&lt;br /&gt;
&lt;br /&gt;
== Make your Settings ==&lt;br /&gt;
&lt;br /&gt;
At this point you should have a good idea of what kind of server you&#039;re going to run and you should also have a working server running, but you don&#039;t yet have the server you set out to build.  Now you need to configure the server itself.&lt;br /&gt;
&lt;br /&gt;
The server is very flexible.  As of the 0.2.8 release, you have pretty complete control over the simulation, and you also have some settings that you can configure the game rules a bit.  So now all you need to do is make the settings, right?  Wrong.  :)  First you need to understand how the settings are loaded and in what order.&lt;br /&gt;
&lt;br /&gt;
=== Finding the Settings ===&lt;br /&gt;
* Linux -&amp;gt; &amp;lt;code&amp;gt;/etc/games/armagetronad-dedicated&amp;lt;/code&amp;gt;&lt;br /&gt;
* Mac OS X -&amp;gt; &amp;lt;code&amp;gt;~/Library/Application Support/Armagetron Advanced&amp;lt;/code&amp;gt;&lt;br /&gt;
* Windows -&amp;gt; &amp;lt;code&amp;gt;C:\program files\armagetronad&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are the files you will find (Note: this is for the 0.2.8 server, older servers vary):&lt;br /&gt;
&lt;br /&gt;
;aiplayers.cfg&lt;br /&gt;
:This file contains the information used to determine the AI player names and skills.  You can edit this file to make a more customized set of AI players, but make sure to take backups.  When you upgrade or reinstall the server this file will be overwritten.&lt;br /&gt;
&lt;br /&gt;
;default.cfg&lt;br /&gt;
:This file contains a reasonable set of defaults and shouldn&#039;t be edited.&lt;br /&gt;
&lt;br /&gt;
;master.srv&lt;br /&gt;
:This file contains the location of the master server and connection parameters.  You can edit it, but then your server won&#039;t be able to communicate with the master server that everyone uses, so only do so if you really know what you&#039;re doing and have a good reason to do it.&lt;br /&gt;
&lt;br /&gt;
;rc.config&lt;br /&gt;
:This file is used to configure the UNIX daemon.  It may not be present in Windows/Mac OS X.&lt;br /&gt;
&lt;br /&gt;
;settings.cfg&lt;br /&gt;
:This file contains the basic set of settings used by both the client and the server.  You should not edit this file.&lt;br /&gt;
&lt;br /&gt;
;settings_dedicated.cfg&lt;br /&gt;
:This file contains an extended set of settings used by the dedicated server.  You should not edit this file either.&lt;br /&gt;
&lt;br /&gt;
So where should you make your changes?  There are 4 files that were not listed, but they are the files you should edit!  Why aren&#039;t they listed?  &#039;&#039;You&#039;&#039; are supposed to make them, using a regular text editor.  So, open settings_dedicated.cfg and copy the appropriate lines into the following files:&lt;br /&gt;
&lt;br /&gt;
;autoexec.cfg&lt;br /&gt;
:I don&#039;t know what this is for, I don&#039;t use it.  (Lucifer)&lt;br /&gt;
&lt;br /&gt;
;server_info.cfg&lt;br /&gt;
:You should put server policy settings here, as well as the SERVER_NAME and connection information.&lt;br /&gt;
&lt;br /&gt;
;settings_custom.cfg&lt;br /&gt;
:This is the file that should contain game rule and simulation settings.  If you obey the convention for &amp;lt;code&amp;gt;server_info.cfg&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;settings_custom.cfg&amp;lt;/code&amp;gt;, your server will not only be easier to maintain, but also easier to exchange settings with other administrators.&lt;br /&gt;
&lt;br /&gt;
;everytime.cfg&lt;br /&gt;
:This file is loaded and processed every round.  In a running server, that means you can use this file to change settings on the fly.  It also means you can put special information using console commands here.  For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
SAY Server stats at http://www.armagetronadstats.com/&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...will display &amp;quot;Admin: Server stats at http://www.armagetronadstats.com/&amp;quot; between every round.  Very useful!  You can also put:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
INCLUDE settings_custom.cfg&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
...and your settings_custom.cfg file will be reloaded every round.  Not particularly useful, but it can be helpful when you need to tweak simulation settings.&lt;br /&gt;
&lt;br /&gt;
=== Making your own Settings ===&lt;br /&gt;
&lt;br /&gt;
The most common settings to change affect game logic, scoring, and some basic simulation such as cycle speed, acceleration, and so forth.&lt;br /&gt;
&lt;br /&gt;
==== Simulation Settings ====&lt;br /&gt;
;EXPLOSION_RADIUS&lt;br /&gt;
:Blast radius of cycle explosions.  Set to 0 to have no explosion radius (obviously).&lt;br /&gt;
;WALLS_LENGTH&lt;br /&gt;
:Cycle trail length.  Set to -1 to have infinite trails.&lt;br /&gt;
;WALLS_STAY_UP_DELAY&lt;br /&gt;
:Cycle trail stay up this long after the cycle&#039;s destruction, measured in seconds.&lt;br /&gt;
;SPEED_FACTOR&lt;br /&gt;
:Cycle speed factor.  Increase this by two to double the speed&lt;br /&gt;
;CYCLE_RUBBER&lt;br /&gt;
:This affects grinding.  Higher numbers allow players to get closer to walls before crashing.  It&#039;s intended to be used solely to correct for lag, but it&#039;s usually not used that way.&lt;br /&gt;
&lt;br /&gt;
==== Map Settings ====&lt;br /&gt;
;ARENA_AXES&lt;br /&gt;
:Sets the number of possible driving directions (used only when map is axes-independent, otherwise the map overwrite this value)&lt;br /&gt;
;MAP_FILE&lt;br /&gt;
:This describe how to retreive a map. It uses a special syntax to allow to describe the location of the map on the local disk and a possible list of network based location, such as web url, where to retreive the file. The syntax is &amp;quot;[./][directory[/directory[...]]]/filename [(fulluri[; fulluri[; fulluri[...]]])]&amp;quot;. By default, missing files are looked up by the client on the central resource repository. If one of more URI are given in the MAP_FILE, they will be queried before going to the resource repository.&lt;br /&gt;
&lt;br /&gt;
==== Game Rules ====&lt;br /&gt;
&lt;br /&gt;
;SCORE_WIN&lt;br /&gt;
:Points you gain for being last one alive.  Also known as &amp;quot;camping points&amp;quot;&lt;br /&gt;
;SCORE_SUICIDE&lt;br /&gt;
:Points you gain for every stupid death (race into the rim/your own wall).  It is added, so negative numbers are appropriate here unless you want to reward people for being stupid.&lt;br /&gt;
;SCORE_KILL&lt;br /&gt;
:Points you gain for everyone racing into your wall.&lt;br /&gt;
;SCORE_DIE&lt;br /&gt;
:Points you gain for every time you race into someone else&#039;s wall.  Like SCORE_SUICIDE, you should make this a negative number unless you want to reward people for sucking.&lt;br /&gt;
&lt;br /&gt;
;LIMIT_SCORE&lt;br /&gt;
:Score limit.  When a player reaches this score, the match ends and that player wins.  Ties are resolved by playing another round until one player has more points than the rest.&lt;br /&gt;
;LIMIT_ROUNDS&lt;br /&gt;
:Max number of rounds to play.  When this is reached, the highest-scoring player is named the winner.&lt;br /&gt;
;LIMIT_TIME&lt;br /&gt;
:Max time (in minutes).  When this is reached, the highest-scoring player is named the winner of the match.&lt;br /&gt;
&lt;br /&gt;
Here is a pretty common setup:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SCORE_WIN 0&lt;br /&gt;
SCORE_SUICIDE 0&lt;br /&gt;
SCORE_KILL 1&lt;br /&gt;
SCORE_DIE  0&lt;br /&gt;
&lt;br /&gt;
LIMIT_SCORE 10&lt;br /&gt;
LIMIT_ROUNDS 40&lt;br /&gt;
LIMIT_TIME  30&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the scoring system used on servers like Swampland, the old Tigers Network servers, and the goshdarn clones that are floating around.  It basically means you have to get 10 points by killing other players to win the match.  Breakfast in Hell used a variation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SCORE_WIN 0&lt;br /&gt;
SCORE_SUICIDE 0&lt;br /&gt;
SCORE_KILL 1&lt;br /&gt;
SCORE_DIE  0&lt;br /&gt;
&lt;br /&gt;
LIMIT_SCORE 1000&lt;br /&gt;
LIMIT_ROUNDS 40&lt;br /&gt;
LIMIT_TIME  7&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You still had to kill people to win, but the match was limited to 7 minutes.  After 7 minutes, a winner was declared.  The Crack Pipe still uses these settings at the time of writing but may change in the future.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This isn&#039;t a complete list!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a whole slew of configuration items available.  Since the config items are the same as console commands, you can see a pretty complete list on the [[Console Commands]] page.&lt;br /&gt;
&lt;br /&gt;
== Finishing Up ==&lt;br /&gt;
&lt;br /&gt;
The last thing you need to figure out is usually the first thing you know.  Do you want this server to be known by the master server?  If so, you need to add this line to your settings_custom.cfg:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
TALK_TO_MASTER 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: in previous versions, this was the default, but as of 0.2.8, the default will be to not talk to master.  You will have to manually set that, so make it the last thing you do before starting the server up for play.&lt;br /&gt;
&lt;br /&gt;
Of course, when that&#039;s all done, you need to start the server.  Use the same procedure already referenced.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
This article is the basic &amp;quot;How to setup a game server&amp;quot; article.  After reading through this article and getting your server running, the best thing you can do is to play your server for awhile, talk to other administrators, and so forth.  Find out what people want, or figure out what you want.  Tweak your settings however you&#039;d like, it&#039;s your server.  When you feel like you&#039;ve got the hang of running a server, check out the [[Advanced Server Administration Guide]] for more cool things you can do with your server.&lt;br /&gt;
&lt;br /&gt;
In the meantime, have fun!&lt;br /&gt;
&lt;br /&gt;
[[Category:Server/config]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Advanced_Server_Administration_Guide&amp;diff=2301</id>
		<title>Advanced Server Administration Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Advanced_Server_Administration_Guide&amp;diff=2301"/>
		<updated>2005-11-23T07:09:14Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you&#039;ve been running a server for awhile and now you&#039;d like to do more with it?  Maybe you&#039;ve found that there are some punk-ass players out there that you really want to kick off your server?  Maybe your players are asking for more, and you&#039;re saying &amp;quot;Hell yeah!&amp;quot; but you don&#039;t know what to actually do about it?&lt;br /&gt;
&lt;br /&gt;
You&#039;ve come to the right place!&lt;br /&gt;
&lt;br /&gt;
== Dealing with unruly players ==&lt;br /&gt;
&lt;br /&gt;
There are several ways to deal with unruly players.  We&#039;ll touch on each of them here.&lt;br /&gt;
&lt;br /&gt;
=== Moderation ===&lt;br /&gt;
&lt;br /&gt;
A common way is to have a group of moderators available so that your server usually has people logged in and playing who can use in-game admin to kick evil doers out of the server.  You do this by setting &amp;lt;code&amp;gt;ADMIN_PASS&amp;lt;/code&amp;gt; in your settings_custom.cfg file and then giving that password out to your preferred moderators.  Then they will use the password like this:&lt;br /&gt;
&lt;br /&gt;
While playing on the server, in a chat prompt, type &amp;lt;code&amp;gt;/login ADMIN_PASS&amp;lt;/code&amp;gt;, replacing &amp;lt;code&amp;gt;ADMIN_PASS&amp;lt;/code&amp;gt; with the password you have set for the server.  This logs the player into the in-game admin system.  Now you can execute commands with &amp;lt;code&amp;gt;/admin COMMAND ARGUMENTS&amp;lt;/code&amp;gt;.  Use &amp;lt;code&amp;gt;/logout&amp;lt;/code&amp;gt; to leave the in-game admin system.&lt;br /&gt;
&lt;br /&gt;
Every command is available, so be cautious to whom you give your &amp;lt;code&amp;gt;ADMIN_PASS&amp;lt;/code&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
Voting is a popular way to deal with unruly players.  It has the advantage of giving power to the players on the server and letting them decide how they want the grid to be when playing.  It comes at a cost, though.  First, as an admin you need to respect your players&#039; choices.  This doesn&#039;t mean you should let them walk all over you, but what&#039;s the point of letting them vote in the first place if you&#039;re just going to override it?  Second, it is possible to exploit the voting system as an unruly player.  There will be some more safeguards in 0.2.8 to deal with this, but in the meantime it is an issue you may need to face.&lt;br /&gt;
&lt;br /&gt;
To enable voting, you should copy the group of settings from settings_dedicated.cfg into your server_info.cfg.  The reason it goes in server_info.cfg is because these settings are considered &amp;quot;policy&amp;quot; and are not something you&#039;d necessarily share with someone who asked.  You might still share them, don&#039;t get me wrong, but if someone wants to clone your server and you want to help them, you&#039;d normally just send them settings_custom.cfg and let them come up with their own server policies.&lt;br /&gt;
&lt;br /&gt;
Here are the setting items you&#039;ll want to address, along with their default values:&lt;br /&gt;
&lt;br /&gt;
==== Voting Policy Settings ====&lt;br /&gt;
&lt;br /&gt;
These are the ones that really define how voting is to be accomplished.&lt;br /&gt;
&lt;br /&gt;
;ALLOW_VOTING 1&lt;br /&gt;
:Turns on voting.&lt;br /&gt;
;ALLOW_VOTING_SPECTATOR 0&lt;br /&gt;
:Allows spectator players to vote.  Generally not something you want to enable, hence the default.&lt;br /&gt;
;VOTING_BIAS 0&lt;br /&gt;
:Number of virtual voters opposing every change.  You can think of this as the Republican Party simulated by the game server, where the game server will always oppose every vote in favor of maintaining the status quo.&lt;br /&gt;
;VOTING_PRIVACY 1&lt;br /&gt;
:Level of secrecy of the votes. 2 makes the vote as secret as possible, -2 makes it fully public.  There are those who consider voting to be very personal and private, and would prefer to keep votes secret so nobody can retaliate against voters for voting against them.  There are others (me) who find that making the votes public keeps voters honest and prevents people from backstabbing one another.&lt;br /&gt;
;VOTING_SPAM 50&lt;br /&gt;
:Voting spam protection.  This is new in 0.2.8 and is intended to prevent people from filling the server with polls and annoying everybody.&lt;br /&gt;
;MIN_VOTERS 3&lt;br /&gt;
:Number of voters that need to be online to enable voting.  So it&#039;s a quorum threshold.&lt;br /&gt;
&lt;br /&gt;
==== Voting Simulation Settings ====&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally need to adjust these, but if you want to make votes happen quicker or something, you&#039;ll change these.&lt;br /&gt;
&lt;br /&gt;
;VOTING_TIMEOUT 300&lt;br /&gt;
:Number of seconds before a vote times out.  A vote will time out if nobody votes either way and action will not be taken.&lt;br /&gt;
;VOTING_START_DECAY 60&lt;br /&gt;
:Number of seconds after that the non-voters start to get ignored&lt;br /&gt;
;VOTING_DECAY 60&lt;br /&gt;
:One non-voter is ignored everytime this many seconds pass&lt;br /&gt;
;VOTING_SPAM_ISSUE 1.0&lt;br /&gt;
:The spam level of issuing a vote.&lt;br /&gt;
;VOTING_SPAM_REJECT 5.0&lt;br /&gt;
:The spam level of getting your vote rejected.&lt;br /&gt;
&lt;br /&gt;
=== Firewall ===&lt;br /&gt;
&lt;br /&gt;
Installing a firewall is a big job, potentially.  There are firewalls that are really rockin&#039; and do all sorts of stuff, and there are firewalls that don&#039;t rock.  In order to use a firewall to deal with unruly players, you&#039;ll need one that supports some sort of IP-based filtering, such as iptables in Linux.  In that case, banning a player is a matter of figuring out their IP address and adding it to your firewall.&lt;br /&gt;
&lt;br /&gt;
The most basic way of banning an evil doer is to just drop UDP packets from their IP address that are going to port 4534 (or whatever port your server runs on).  For many admins, this is not only a complicated rule to write, but ineffective to deal with the player, so you&#039;ll probably find it better to just ban the IP address completely.  Be warned, however, that a common way around this is for the evil doer to just turn off their cable modem (or dsl router) and turn it back on.  The good news is that it&#039;s more inconvenient to them to do that than it is for you to add their new IP address to your firewall.  :)  The bad news is that this isn&#039;t a foolproof method of banning a user.&lt;br /&gt;
&lt;br /&gt;
To help you, Armagetron Advanced supports some additional logging, listed here.&lt;br /&gt;
&lt;br /&gt;
;CONSOLE_DECORATE_ID 1&lt;br /&gt;
:Decorates every line of console output with the client ID&lt;br /&gt;
;CONSOLE_DECORATE_IP 0&lt;br /&gt;
:Decorates every line of console output with the client IP&lt;br /&gt;
&lt;br /&gt;
There is more good news, actually.  Many consumer-grade NAT routers come with built-in firewalls or at least make available a firewall option, and will do the job for you--from a web browser!  If you have such a beast, you should use it and save your players the hit of the evil-doers packets making another hop down the wire before being cut off.&lt;br /&gt;
&lt;br /&gt;
== Going further - Game Variations ==&lt;br /&gt;
&lt;br /&gt;
There are a number of combinations of settings that make for interesting variations of the game.  Here you will find more information on what you can and can&#039;t do.&lt;br /&gt;
&lt;br /&gt;
{{:Game Variations}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Server/config]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Advanced_Server_Administration_Guide&amp;diff=2297</id>
		<title>Advanced Server Administration Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Advanced_Server_Administration_Guide&amp;diff=2297"/>
		<updated>2005-11-23T07:04:54Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you&#039;ve been running a server for awhile and now you&#039;d like to do more with it?  Maybe you&#039;ve found that there are some punk-ass players out there that you really want to kick off your server?  Maybe your players are asking for more, and you&#039;re saying &amp;quot;Hell yeah!&amp;quot; but you don&#039;t know what to actually do about it?&lt;br /&gt;
&lt;br /&gt;
You&#039;ve come to the right place!&lt;br /&gt;
&lt;br /&gt;
== Dealing with unruly players ==&lt;br /&gt;
&lt;br /&gt;
There are several ways to deal with unruly players.  We&#039;ll touch on each of them here.&lt;br /&gt;
&lt;br /&gt;
=== Moderation ===&lt;br /&gt;
&lt;br /&gt;
A common way is to have a group of moderators available so that your server usually has people logged in and playing who can use in-game admin to kick evil doers out of the server.  You do this by setting &amp;lt;code&amp;gt;ADMIN_PASS&amp;lt;/code&amp;gt; in your settings_custom.cfg file and then giving that password out to your preferred moderators.  Then they will use the password like this:&lt;br /&gt;
&lt;br /&gt;
While playing on the server, in a chat prompt, type &amp;lt;code&amp;gt;/login ADMIN_PASS&amp;lt;/code&amp;gt;, replacing &amp;lt;code&amp;gt;ADMIN_PASS&amp;lt;/code&amp;gt; with the password you have set for the server.  This logs the player into the in-game admin system.  Now you can execute commands with &amp;lt;code&amp;gt;/admin COMMAND ARGUMENTS&amp;lt;/code&amp;gt;.  Use &amp;lt;code&amp;gt;/logout&amp;lt;/code&amp;gt; to leave the in-game admin system.&lt;br /&gt;
&lt;br /&gt;
Every command is available, so be cautious to whom you give your &amp;lt;code&amp;gt;ADMIN_PASS&amp;lt;/code&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
Voting is a popular way to deal with unruly players.  It has the advantage of giving power to the players on the server and letting them decide how they want the grid to be when playing.  It comes at a cost, though.  First, as an admin you need to respect your players&#039; choices.  This doesn&#039;t mean you should let them walk all over you, but what&#039;s the point of letting them vote in the first place if you&#039;re just going to override it?  Second, it is possible to exploit the voting system as an unruly player.  There will be some more safeguards in 0.2.8 to deal with this, but in the meantime it is an issue you may need to face.&lt;br /&gt;
&lt;br /&gt;
To enable voting, you should copy the group of settings from settings_dedicated.cfg into your server_info.cfg.  The reason it goes in server_info.cfg is because these settings are considered &amp;quot;policy&amp;quot; and are not something you&#039;d necessarily share with someone who asked.  You might still share them, don&#039;t get me wrong, but if someone wants to clone your server and you want to help them, you&#039;d normally just send them settings_custom.cfg and let them come up with their own server policies.&lt;br /&gt;
&lt;br /&gt;
Here are the setting items you&#039;ll want to address, along with their default values:&lt;br /&gt;
&lt;br /&gt;
==== Voting Policy Settings ====&lt;br /&gt;
&lt;br /&gt;
These are the ones that really define how voting is to be accomplished.&lt;br /&gt;
&lt;br /&gt;
;ALLOW_VOTING 1&lt;br /&gt;
:Turns on voting.&lt;br /&gt;
;ALLOW_VOTING_SPECTATOR 0&lt;br /&gt;
:Allows spectator players to vote.  Generally not something you want to enable, hence the default.&lt;br /&gt;
;VOTING_BIAS 0&lt;br /&gt;
:Number of virtual voters opposing every change.  You can think of this as the Republican Party simulated by the game server, where the game server will always oppose every vote in favor of maintaining the status quo.&lt;br /&gt;
;VOTING_PRIVACY 1&lt;br /&gt;
:Level of secrecy of the votes. 2 makes the vote as secret as possible, -2 makes it fully public.  There are those who consider voting to be very personal and private, and would prefer to keep votes secret so nobody can retaliate against voters for voting against them.  There are others (me) who find that making the votes public keeps voters honest and prevents people from backstabbing one another.&lt;br /&gt;
;VOTING_SPAM 50&lt;br /&gt;
:Voting spam protection.  This is new in 0.2.8 and is intended to prevent people from filling the server with polls and annoying everybody.&lt;br /&gt;
;MIN_VOTERS 3&lt;br /&gt;
:Number of voters that need to be online to enable voting.  So it&#039;s a quorum threshold.&lt;br /&gt;
&lt;br /&gt;
==== Voting Simulation Settings ====&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally need to adjust these, but if you want to make votes happen quicker or something, you&#039;ll change these.&lt;br /&gt;
&lt;br /&gt;
;VOTING_TIMEOUT 300&lt;br /&gt;
:Number of seconds before a vote times out.  A vote will time out if nobody votes either way and action will not be taken.&lt;br /&gt;
;VOTING_START_DECAY 60&lt;br /&gt;
:Number of seconds after that the non-voters start to get ignored&lt;br /&gt;
;VOTING_DECAY 60&lt;br /&gt;
:One non-voter is ignored everytime this many seconds pass&lt;br /&gt;
;VOTING_SPAM_ISSUE 1.0&lt;br /&gt;
:The spam level of issuing a vote.&lt;br /&gt;
;VOTING_SPAM_REJECT 5.0&lt;br /&gt;
:The spam level of getting your vote rejected.&lt;br /&gt;
&lt;br /&gt;
=== Firewall ===&lt;br /&gt;
&lt;br /&gt;
Installing a firewall is a big job, potentially.  There are firewalls that are really rockin&#039; and do all sorts of stuff, and there are firewalls that don&#039;t rock.  In order to use a firewall to deal with unruly players, you&#039;ll need one that supports some sort of IP-based filtering, such as iptables in Linux.  In that case, banning a player is a matter of figuring out their IP address and adding it to your firewall.&lt;br /&gt;
&lt;br /&gt;
The most basic way of banning an evil doer is to just drop UDP packets from their IP address that are going to port 4534 (or whatever port your server runs on).  For many admins, this is not only a complicated rule to write, but ineffective to deal with the player, so you&#039;ll probably find it better to just ban the IP address completely.  Be warned, however, that a common way around this is for the evil doer to just turn off their cable modem (or dsl router) and turn it back on.  The good news is that it&#039;s more inconvenient to them to do that than it is for you to add their new IP address to your firewall.  :)  The bad news is that this isn&#039;t a foolproof method of banning a user.&lt;br /&gt;
&lt;br /&gt;
To help you, Armagetron Advanced supports some additional logging, listed here.&lt;br /&gt;
&lt;br /&gt;
;CONSOLE_DECORATE_ID 1&lt;br /&gt;
:Decorates every line of console output with the client ID&lt;br /&gt;
;CONSOLE_DECORATE_IP 0&lt;br /&gt;
:Decorates every line of console output with the client IP&lt;br /&gt;
&lt;br /&gt;
There is more good news, actually.  Many consumer-grade NAT routers come with built-in firewalls or at least make available a firewall option, and will do the job for you--from a web browser!  If you have such a beast, you should use it and save your players the hit of the evil-doers packets making another hop down the wire before being cut off.&lt;br /&gt;
&lt;br /&gt;
== Going further - Game Variations ==&lt;br /&gt;
&lt;br /&gt;
There are a number of combinations of settings that make for interesting variations of the game.  Here you will find more information on what you can and can&#039;t do.&lt;br /&gt;
&lt;br /&gt;
{{:Game Variations}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;br /&gt;
[[Category:Server/config]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Mazing&amp;diff=2296</id>
		<title>Mazing</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Mazing&amp;diff=2296"/>
		<updated>2005-11-23T07:02:22Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is it? ==&lt;br /&gt;
&lt;br /&gt;
Mazing is a game played by one or more players. The player(s) create designs with their wall and then enter back into the maze. When the player reaches the &#039;&#039;end&#039;&#039; of the maze he turns around and navigates back out. On servers with finite wall lengths a player may make a maze, enter it, and exit it ad infinitum. More complex designs are more difficult to create and navigate.&lt;br /&gt;
&lt;br /&gt;
== Designs ==&lt;br /&gt;
&lt;br /&gt;
=== Square ===&lt;br /&gt;
The most basic design you can make to maze is a square. Create a boundary square large enough for you to make revolutions inside. Instead of closing off this boundary square enter it, leaving enough room to exit out. When you reach the center turn around and exit the maze.&lt;br /&gt;
&lt;br /&gt;
[[Image:Square_maze_completed.png|center|thumbnail|A completed square maze]]&lt;br /&gt;
&lt;br /&gt;
=== Inside Out ===&lt;br /&gt;
&lt;br /&gt;
Some players create an &#039;&#039;inside out&#039;&#039; maze by spiraling out from their spawn position, and then enter into the maze. This maze will only work at the beginning of rounds, or when a hole is created in your wall.&lt;br /&gt;
&lt;br /&gt;
(needs image)&lt;br /&gt;
&lt;br /&gt;
=== Dented Box ===&lt;br /&gt;
[[Image:Dented_box_maze_inside.png|center|thumbnail|A player inside a dented box maze]]&lt;br /&gt;
&lt;br /&gt;
=== Cross ===&lt;br /&gt;
[[Image:Cross_maze_inside.png|center|thumbnail|A player inside a cross maze]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Game Play]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Console_Commands&amp;diff=2295</id>
		<title>Console Commands</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Console_Commands&amp;diff=2295"/>
		<updated>2005-11-23T07:01:02Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &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 0.2.8_beta3 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;
{| 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;
| 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_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_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_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_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_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 || arena_axes_help&lt;br /&gt;
|-&lt;br /&gt;
| ARENA_AXES_OVERRIDE || arena_axes_override_help&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_LAST_SCREENMODE || Last screen resolution&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_LAST_SCREENMODE_H || armagetron_last_screenmode_h_help&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_LAST_SCREENMODE_W || armagetron_last_screenmode_w_help&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_LAST_WINDOWSIZE || Last Window size&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_LAST_WINDOWSIZE_H || armagetron_last_windowsize_h_help&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_LAST_WINDOWSIZE_W || armagetron_last_windowsize_w_help&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_SCREENMODE || Screen resolution&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_SCREENMODE_H || armagetron_screenmode_h_help&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_SCREENMODE_W || armagetron_screenmode_w_help&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_WINDOWSIZE || Window size&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_WINDOWSIZE_H || armagetron_windowsize_h_help&lt;br /&gt;
|-&lt;br /&gt;
| ARMAGETRON_WINDOWSIZE_W || armagetron_windowsize_w_help&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;
| 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_10_ADDRESS || bookmark_10_address_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_10_NAME || bookmark_10_name_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_10_PORT || bookmark_10_port_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_1_ADDRESS || bookmark_1_address_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_1_NAME || bookmark_1_name_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_1_PORT || bookmark_1_port_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_2_ADDRESS || bookmark_2_address_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_2_NAME || bookmark_2_name_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_2_PORT || bookmark_2_port_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_3_ADDRESS || bookmark_3_address_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_3_NAME || bookmark_3_name_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_3_PORT || bookmark_3_port_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_4_ADDRESS || bookmark_4_address_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_4_NAME || bookmark_4_name_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_4_PORT || bookmark_4_port_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_5_ADDRESS || bookmark_5_address_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_5_NAME || bookmark_5_name_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_5_PORT || bookmark_5_port_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_6_ADDRESS || bookmark_6_address_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_6_NAME || bookmark_6_name_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_6_PORT || bookmark_6_port_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_7_ADDRESS || bookmark_7_address_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_7_NAME || bookmark_7_name_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_7_PORT || bookmark_7_port_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_8_ADDRESS || bookmark_8_address_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_8_NAME || bookmark_8_name_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_8_PORT || bookmark_8_port_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_9_ADDRESS || bookmark_9_address_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_9_NAME || bookmark_9_name_help&lt;br /&gt;
|-&lt;br /&gt;
| BOOKMARK_9_PORT || bookmark_9_port_help&lt;br /&gt;
|-&lt;br /&gt;
| BRAKE_GAUGE_LOCX || brake_gauge_locx_help&lt;br /&gt;
|-&lt;br /&gt;
| BRAKE_GAUGE_LOCY || brake_gauge_locy_help&lt;br /&gt;
|-&lt;br /&gt;
| BRAKE_GAUGE_SIZE || brake_gauge_size_help&lt;br /&gt;
|-&lt;br /&gt;
| BROWSER_CONTACTLOSS || browser_contactloss_help&lt;br /&gt;
|-&lt;br /&gt;
| BROWSER_NUM_QUERIES || browser_num_queries_help&lt;br /&gt;
|-&lt;br /&gt;
| BROWSER_QUERIES_SIMULTANEOUS || browser_queries_simultaneous_help&lt;br /&gt;
|-&lt;br /&gt;
| BROWSER_QUERY_DELAY_GLOBAL || browser_query_delay_global_help&lt;br /&gt;
|-&lt;br /&gt;
| BROWSER_QUERY_DELAY_SINGLE || browser_query_delay_single_help&lt;br /&gt;
|-&lt;br /&gt;
| BROWSER_QUERY_FILTER || browser_query_filter_help&lt;br /&gt;
|-&lt;br /&gt;
| BUG_RIP || bug_rip_help&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 || bug_tunnel_help&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_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_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 || camera_forbid_server_custom_help&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_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_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_SMART_GLANCE_CUSTOM || use custom camera settings when glancing with the smart camera&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;
| 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 || cm_locy_help&lt;br /&gt;
|-&lt;br /&gt;
| COLORDEPTH || Color depth to use (0: 16 1: desktop 2: 24)&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_B_1 || Cycle and wall color, blue component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_B_2 || Cycle and wall color, blue component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_B_3 || Cycle and wall color, blue component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_B_4 || Cycle and wall color, blue component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_G_1 || Cycle and wall color, green component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_G_2 || Cycle and wall color, green component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_G_3 || Cycle and wall color, green component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_G_4 || Cycle and wall color, green component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_R_1 || Cycle and wall color, red component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_R_2 || Cycle and wall color, red component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_R_3 || Cycle and wall color, red component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_R_4 || Cycle and wall color, red component.&lt;br /&gt;
|-&lt;br /&gt;
| COLOR_STRINGS || Print colored strings&lt;br /&gt;
|-&lt;br /&gt;
| CONSOLE_MESSAGE || Prints a message on the console of all connected clients.&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 || cycle_accel_enemy_override_help&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 || cycle_accel_rim_override_help&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 || cycle_accel_self_override_help&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 || cycle_accel_slingshot_override_help&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 || cycle_accel_team_override_help&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_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_REFILL || Rate at which the brake reservoir refills when you are not braking&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 || cycle_delay_timebased_override_help&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_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 || cycle_rubber_delay_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_DELAY_BONUS || cycle_rubber_delay_bonus_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_DELAY_BONUS_OVERRIDE || cycle_rubber_delay_bonus_override_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_DELAY_OVERRIDE || cycle_rubber_delay_override_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_LEGACY || cycle_rubber_legacy_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MALUS_TIME || cycle_rubber_malus_time_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MALUS_TURN || cycle_rubber_malus_turn_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_MALUS_TURN_OVERRIDE || cycle_rubber_malus_turn_override_help&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 || cycle_rubber_minadjust_override_help&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 || cycle_rubber_mindistance_override_help&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 || cycle_rubber_mindistance_preparation_override_help&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 || cycle_rubber_mindistance_ratio_override_help&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 || cycle_rubber_mindistance_reservoir_override_help&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 || cycle_rubber_mindistance_unprepared_override_help&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 || cycle_rubber_speed_override_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_TIME || cycle_rubber_time_help&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 || cycle_rubber_timebased_override_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_RUBBER_TIME_OVERRIDE || cycle_rubber_time_override_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_SMOOTH_MIN_SPEED || cycle_smooth_min_speed_help&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 || cycle_speed_decay_above_override_help&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 || cycle_speed_decay_below_override_help&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_OVERRIDEcycle_time_tolerance_override_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_TURN_SPEED_FACTOR || cycle_turn_speed_factor_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_TURN_SPEED_FACTOR_OVERRIDE || cycle_turn_speed_factor_override_help&lt;br /&gt;
|-&lt;br /&gt;
| CYCLE_WALL_NEAR || Maximum accelerating wall distance&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 || doublebind_time_override_help&lt;br /&gt;
|-&lt;br /&gt;
| ENEMIES_LOCX || enemies_locx_help&lt;br /&gt;
|-&lt;br /&gt;
| ENEMIES_LOCY || enemies_locy_help&lt;br /&gt;
|-&lt;br /&gt;
| ENEMIES_SIZE || enemies_size_help&lt;br /&gt;
|-&lt;br /&gt;
| EXPLOSION || explosion_help&lt;br /&gt;
|-&lt;br /&gt;
| EXPLOSION_RADIUS || Blast radius of the cycle explosions&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAPOLATOR_SYNC || extrapolator_sync_help&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 initialize graphics mode&lt;br /&gt;
|-&lt;br /&gt;
| FASTEST_LOCX || fastest_locx_help&lt;br /&gt;
|-&lt;br /&gt;
| FASTEST_LOCY || fastest_locy_help&lt;br /&gt;
|-&lt;br /&gt;
| FASTEST_SIZE || fastest_size_help&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 favorite number of players per team for this player&lt;br /&gt;
|-&lt;br /&gt;
| FAV_NUM_PER_TEAM_PLAYER_2 || The favorite number of players per team for this player&lt;br /&gt;
|-&lt;br /&gt;
| FAV_NUM_PER_TEAM_PLAYER_3 || The favorite number of players per team for this player&lt;br /&gt;
|-&lt;br /&gt;
| FAV_NUM_PER_TEAM_PLAYER_4 || The favorite number of players per team for this player&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 color&lt;br /&gt;
|-&lt;br /&gt;
| FLOOR_DETAIL || Floor detail settings&lt;br /&gt;
|-&lt;br /&gt;
| FLOOR_GREEN || Floor color&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 color&lt;br /&gt;
|-&lt;br /&gt;
| FORTRESS_CONQUEST_DECAY_RATE || fortress_conquest_decay_rate_help&lt;br /&gt;
|-&lt;br /&gt;
| FORTRESS_CONQUEST_RATE || fortress_conquest_rate_help&lt;br /&gt;
|-&lt;br /&gt;
| FORTRESS_DEFEND_RATE || fortress_defend_rate_help&lt;br /&gt;
|-&lt;br /&gt;
| FULLSCREEN || Fullscreen or windowed mode?&lt;br /&gt;
|-&lt;br /&gt;
| GAMEOBJECT_MOVE_TIMEOUT || gameobject_move_timeout_help&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;
| HIGH_RIM || Draw high rim walls&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_2 || 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_2 || 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_2 || 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_2 || 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 || keep_window_active_help&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_help&lt;br /&gt;
|-&lt;br /&gt;
| LADDER_GAIN_EXTRA || Ping dependent ladder extra score for the winner&lt;br /&gt;
|-&lt;br /&gt;
| LADDER_LOSE_MIN_ON_LOAD || Minimum of you ladder score lost on each load&lt;br /&gt;
|-&lt;br /&gt;
| LADDER_LOSE_PERCENT_ON_LOAD || Percentage of your ladder score lost on each load&lt;br /&gt;
|-&lt;br /&gt;
| LADDER_MIN_BET || Minimum score you put in the ladder pot&lt;br /&gt;
|-&lt;br /&gt;
| LADDER_PERCENT_BET || Percentage of your score you put in the ladder pot&lt;br /&gt;
|-&lt;br /&gt;
| LADDER_TAX || Percentage of the ladder pot the IRS takes&lt;br /&gt;
|-&lt;br /&gt;
| LAG_O_METER || Draw Lag-O-Meter in network play&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_CHECK_ERRORS || Listen to errors claiming a video mode does not exist, last successful init&lt;br /&gt;
|-&lt;br /&gt;
| LAST_COLORDEPTH || Color 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 || map_file_help&lt;br /&gt;
|-&lt;br /&gt;
| MAP_FILE_OVERRIDE || map_file_override_help&lt;br /&gt;
|-&lt;br /&gt;
| MAP_URI || map_uri_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_1 || Message sent to clients&lt;br /&gt;
|-&lt;br /&gt;
| MESSAGE_OF_DAY_2 || Message sent to clients&lt;br /&gt;
|-&lt;br /&gt;
| MESSAGE_OF_DAY_3 || Message sent to clients&lt;br /&gt;
|-&lt;br /&gt;
| MESSAGE_OF_DAY_4 || Message sent to clients&lt;br /&gt;
|-&lt;br /&gt;
| MESSAGE_OF_DAY_5 || Message sent to clients&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 color&lt;br /&gt;
|-&lt;br /&gt;
| MOVIEPACK_FLOOR_GREEN || Floor color&lt;br /&gt;
|-&lt;br /&gt;
| MOVIEPACK_FLOOR_RED || Floor color&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;
| 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;
| 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_LOCX || ping_locx_help&lt;br /&gt;
|-&lt;br /&gt;
| PING_LOCY || ping_locy_help&lt;br /&gt;
|-&lt;br /&gt;
| PING_SIZE || ping_size_help&lt;br /&gt;
|-&lt;br /&gt;
| PLAYERS || players_help&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;
| PNG_SCREENSHOT || png_screenshot_help&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 || resource_repository_client_help&lt;br /&gt;
|-&lt;br /&gt;
| RESOURCE_REPOSITORY_SERVER || resource_repository_server_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_1 || Message sent to clients after every round&lt;br /&gt;
|-&lt;br /&gt;
| ROUND_CONSOLE_MESSAGE_2 || Message sent to clients after every round&lt;br /&gt;
|-&lt;br /&gt;
| ROUND_CONSOLE_MESSAGE_3 || Message sent to clients after every round&lt;br /&gt;
|-&lt;br /&gt;
| ROUND_CONSOLE_MESSAGE_4 || Message sent to clients after every round&lt;br /&gt;
|-&lt;br /&gt;
| ROUND_CONSOLE_MESSAGE_5 || Message sent to clients after every round&lt;br /&gt;
|-&lt;br /&gt;
| RUBBER_GAUGE_LOCX || rubber_gauge_locx_help&lt;br /&gt;
|-&lt;br /&gt;
| RUBBER_GAUGE_LOCY || rubber_gauge_locy_help&lt;br /&gt;
|-&lt;br /&gt;
| RUBBER_GAUGE_SIZE || rubber_gauge_size_help&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 || score_locx_help&lt;br /&gt;
|-&lt;br /&gt;
| SCORE_LOCY || score_locy_help&lt;br /&gt;
|-&lt;br /&gt;
| SCORE_SIZE || score_size_help&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 || server_dns_help&lt;br /&gt;
|-&lt;br /&gt;
| SERVER_IP || server_ip_help&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_BRAKE || show_brake_help&lt;br /&gt;
|-&lt;br /&gt;
| SHOW_ENEMIES || show_enemies_help&lt;br /&gt;
|-&lt;br /&gt;
| SHOW_FASTEST || show_fastest_help&lt;br /&gt;
|-&lt;br /&gt;
| SHOW_FPS || Enable fps display&lt;br /&gt;
|-&lt;br /&gt;
| SHOW_HUD || show_hud_help&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_ping_help&lt;br /&gt;
|-&lt;br /&gt;
| SHOW_RUBBER || show_rubber_help&lt;br /&gt;
|-&lt;br /&gt;
| SHOW_SCORE || show_score_help&lt;br /&gt;
|-&lt;br /&gt;
| SHOW_SPEED || show_speed_help&lt;br /&gt;
|-&lt;br /&gt;
| SHOW_TIME || show_time_help&lt;br /&gt;
|-&lt;br /&gt;
| SILENCE_ALL || If set to 1, all chat messages will be omitted.&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;
| 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_BUFFER_SHIFT || Buffer size multiplier&lt;br /&gt;
|-&lt;br /&gt;
| SOUND_QUALITY || Sound quality [0=off, 3=high]&lt;br /&gt;
|-&lt;br /&gt;
| SOUND_SOURCES || Number of sound sources to be heard at the same time&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 || spam_maxlen_override_help&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_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;
| 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_LOCX || speed_gauge_locx_help&lt;br /&gt;
|-&lt;br /&gt;
| SPEED_GAUGE_LOCY || speed_gauge_locy_help&lt;br /&gt;
|-&lt;br /&gt;
| SPEED_GAUGE_SIZE || speed_gauge_size_help&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;
| 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 color 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;
| 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_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;
| 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;
| 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 || white_sparks_help&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 || win_zone_initial_size_help&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;
| 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 color 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;
&lt;br /&gt;
[[Category:Game Play]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Console&amp;diff=2294</id>
		<title>Console</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Console&amp;diff=2294"/>
		<updated>2005-11-23T07:00:45Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Console==&lt;br /&gt;
&lt;br /&gt;
Many players ask, &amp;quot;How did you change your name within the game?&amp;quot; or &amp;quot;What is the wall length in this server?&amp;quot;&lt;br /&gt;
There is a very easy way of changing your name or cycle color and finding out the settings within the game.&lt;br /&gt;
The [[Console]].   &lt;br /&gt;
&lt;br /&gt;
=== The Console Button ===&lt;br /&gt;
The first step in using the console, is figuring out which button it is bound to it.  To bind a new button to the console go to:&lt;br /&gt;
&lt;br /&gt;
1. [[image:console1.jpg|center|thumbnail|system setup]]&lt;br /&gt;
&lt;br /&gt;
2. [[image:console2.jpg|center|thumbnail|Misc Stuff]]&lt;br /&gt;
&lt;br /&gt;
3. [[image:console3.jpg|center|thumbnail|Global Keyboard Configuration]]&lt;br /&gt;
&lt;br /&gt;
4. [[image:console4.jpg|center|thumbnail|Console Input]]&lt;br /&gt;
&lt;br /&gt;
5. Set a button for console input. You are now qualified to tell people that you have ub3rl33t +ron h4x.&lt;br /&gt;
&lt;br /&gt;
=== Using T3h Console  ===&lt;br /&gt;
The console can be used inside or outside of the grid.  So. Press the button.  You now see &amp;quot;Con:&amp;quot; where it normally shows &amp;quot;Says:&amp;quot;.&lt;br /&gt;
You may now type in commands to alter your settings or view server settings.&lt;br /&gt;
&lt;br /&gt;
== Commands of T3h Console ==&lt;br /&gt;
&lt;br /&gt;
If you do not know a command you may input a search word into the console. You will be given a list of commands containing the given word. You may also find a complete list of [[Console Commands]] here.&lt;br /&gt;
&lt;br /&gt;
=== Various Personal Settings === &lt;br /&gt;
&lt;br /&gt;
  Player_1 xXx   &lt;br /&gt;
This would change your name to xXx.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
  color_g_1 n&lt;br /&gt;
  color_r_1 n     &lt;br /&gt;
  color_b_1 n&lt;br /&gt;
&lt;br /&gt;
Replace n with a number. Any number.  Put red at 16 and blue and 4 and green at 0 for example.  It&#039;s best to figure out the combinations yourself.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
  ping_charity n&lt;br /&gt;
This setting determines how much of your opponent&#039;s you are willing to take over.  If you have a slow connection, set it to 0, if you have a fast connection set it to however generous you feel.  But keep in mind, the server has a habit of deciding your ping charity for you!  So setting this is more like asking the server nicely for something, but usually has no effect.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
  &lt;br /&gt;
  camera_custom_back -- The position of the camera behind the cycle.&lt;br /&gt;
  camera_custom_pitch -- The angle the camera is at.&lt;br /&gt;
  camera_custom_rise -- The height of the camera.&lt;br /&gt;
&lt;br /&gt;
The [[Custom Camera]] page can help you decide your settings for the custom camera.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
  &lt;br /&gt;
  Raoul_Duke_Ping 0 &lt;br /&gt;
This never works, unfortunately.&lt;br /&gt;
&lt;br /&gt;
=== Server Settings Commands ===&lt;br /&gt;
  cycle_walls_length&lt;br /&gt;
  cycle_speed&lt;br /&gt;
  cycle_accel&lt;br /&gt;
  cycle_brake&lt;br /&gt;
  cycle_brake_deplete and cycle_brake_refill&lt;br /&gt;
  cycle_delay&lt;br /&gt;
  cycle_explosion_radius&lt;br /&gt;
  cycle_rubber &lt;br /&gt;
  win_zone_deaths (if set at 1, watch out, it&#039;s a kill zone)&lt;br /&gt;
&lt;br /&gt;
Type these commands in the console when:&lt;br /&gt;
* You wish to find out the settings of the internet server you are playing in (do not type values after the words).&lt;br /&gt;
* You wish to alter your own single player game settings (type values after the words, ex: cycle_speed 30).&lt;br /&gt;
&lt;br /&gt;
There are many other console commands.  I do not know all of them.  Try typing keywords such as &#039;&#039;&#039;cycle&#039;&#039;&#039;, &#039;&#039;&#039;speed&#039;&#039;&#039;, &#039;&#039;&#039;ping&#039;&#039;&#039;, &#039;&#039;&#039;walls&#039;&#039;&#039;, &#039;&#039;&#039;rubber&#039;&#039;&#039;, or any other setting you can think off.&lt;br /&gt;
&lt;br /&gt;
==0xffoo==&lt;br /&gt;
Players can change the color of their text by using oxffoo code.  &lt;br /&gt;
&lt;br /&gt;
*Example: Type in, &amp;quot;0xff0000 Hi I am new at using oxffoo&amp;quot; without the quotations marks of course, and use zeroes, not the letter &amp;quot;o&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0xff0000 codes are RGB triplets, just like you would write in html or something.  Basically, split it up like this:&lt;br /&gt;
&lt;br /&gt;
  0x ff 00 00&lt;br /&gt;
&lt;br /&gt;
The 0x can be ignored.  It&#039;s required to tell the game you want to use color here, but otherwise you can throw it away and not think about it.  The first number is the amount of Red to put in the color.  The second is Green, and the third is Blue.  Hence the phrase &amp;quot;RGB triplet&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The tricky part is that these numbers aren&#039;t in base 10 like your normal counting numbers.  They&#039;re in base 16.  So ff=255.  Just think of it as a two digit number where you can choose from numbers 0-f.  The counting progression is { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, a, b, c, d, e, f }.  As you can see, &amp;quot;a&amp;quot; is number 10.  You don&#039;t really need to know much more than that 0xff0000 has more Red than 0xaa0000, and stuff like that.&lt;br /&gt;
&lt;br /&gt;
== External Resources ==&lt;br /&gt;
For 0xff00 codes and for bike and trail colors visit [http://www.firstdigital.plus.com/iceman// Iceman&#039;s site.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Play]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Player_Tricks&amp;diff=2293</id>
		<title>Player Tricks</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Player_Tricks&amp;diff=2293"/>
		<updated>2005-11-23T06:59:55Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of things you can do, as a player, to make the game easier, more fun, or to totally thrash yourself.  Here are some of them:&lt;br /&gt;
&lt;br /&gt;
== [[Double Binding]] ==&lt;br /&gt;
&lt;br /&gt;
Double Binding is a common technique in which two keys are pressed to turn around quickly.&lt;br /&gt;
&lt;br /&gt;
== [[Custom Camera]] ==&lt;br /&gt;
&lt;br /&gt;
Are you tired of smart cam?  Don&#039;t like in-cam?  Wouldn&#039;t you like to have your own cam?&lt;br /&gt;
&lt;br /&gt;
== Camera Glance Keys ==&lt;br /&gt;
&lt;br /&gt;
Use them! By default they are bound to the arrow keys.&lt;br /&gt;
&lt;br /&gt;
== [[Effects and Display]] ==&lt;br /&gt;
&lt;br /&gt;
A Guide to video display and effects.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Game Play]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Fortress&amp;diff=2292</id>
		<title>Fortress</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Fortress&amp;diff=2292"/>
		<updated>2005-11-23T06:59:17Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fortress game is what is referred to when a map is built around the concept of a fortress zone.  A fortress zone is an area that one team is supposed to defend against the other teams, while trying to capture the other teams&#039; zones.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Proof of concept of Fortress mode was created by Z-Man, and is still in the works.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
In this mode, your goal is to aquire your oposing teams &amp;quot;zone&amp;quot;. To do this there are a number of stratagies.&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
* Use one or more players to defend your base looping around it and generally keeping the other team(s) out.&lt;br /&gt;
&lt;br /&gt;
* If theres more then 3 people on your team and your off to the side try turning off earlier so the guy in the center isn&#039;t stuck and will not end up plowing into an enimy wall.&lt;br /&gt;
&lt;br /&gt;
* Try bulldozing through the other teams offence using yourself as a kamikazi, you can blow a hole in the other teams defence and let another player on your team get through easier.&lt;br /&gt;
&lt;br /&gt;
* If the server has the team chat code use it (/team &#039;&#039;secret message here&#039;&#039;) using this is helpful for building stratagy and keeping your enemies in the dark.&lt;br /&gt;
&lt;br /&gt;
There is a more detailed discussion of [[Fortress Tactics]] available.&lt;br /&gt;
&lt;br /&gt;
== Settings on the Test Server ==&lt;br /&gt;
&lt;br /&gt;
*Just in case anyone was wondering, the current fortress test server is Z-mans(the games creator).&lt;br /&gt;
&lt;br /&gt;
*Explosions are set to 2 to make blocking a ramrod/plow/steamroll easier. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To conquer a zone you need to follow this guideline&lt;br /&gt;
 (Attackers are opposing team members inside the defenders zone)&lt;br /&gt;
 (Defenders spawn inside their zone, they must stay in the zone to count as defending)&lt;br /&gt;
*1 attacker, 0 defenders: 5 seconds to conquer.&lt;br /&gt;
*1 attacker, 1 or more defenders: not conquerable.&lt;br /&gt;
*2 attackers, 0 defenders: 2 seconds to conquer.&lt;br /&gt;
*2 attackers, 1 defender: 3.3 seconds to conquer.&lt;br /&gt;
*2 attackers, 2 defenders: 10 seconds to conquer.&lt;br /&gt;
&lt;br /&gt;
reference - http://forums.armagetronad.net/viewtopic.php?t=2529&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
== Screen shots ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Play]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Fortress_Tactics_defense&amp;diff=2291</id>
		<title>Fortress Tactics defense</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Fortress_Tactics_defense&amp;diff=2291"/>
		<updated>2005-11-23T06:58:42Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Fortress Tactics_defense_intro}}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
The skills a defender needs will vary according to his role, but generally speaking a defender should be able to:&lt;br /&gt;
&lt;br /&gt;
* Maze indefinitely in a confined area&lt;br /&gt;
* Fight and win in a confined area&lt;br /&gt;
* Follow his tail indefinitely&lt;br /&gt;
* Play a zone defense (as in soccer or any other sport)&lt;br /&gt;
* Play a man-to-man defense&lt;br /&gt;
* Switch smoothly between zone and man-to-man tactics&lt;br /&gt;
&lt;br /&gt;
== Defensive Roles ==&lt;br /&gt;
&lt;br /&gt;
Typically, on a 7 person team, the inner three players are the offense and the remaining 4 players are the defense.  But what does each defensive player do, exactly?  Well, simply put, each defender should do what he does best.  A defender who is a good fighter should take up a position well away from the fortress and wait for opponents to arrive, at which point he should kill any opponents that come near him.  All defenders need to be alert of one another&#039;s positions and what&#039;s going on in each position so that they can lend assistance.  For example, if the right-hand guard is being attacked by three opponents, and the left-hand guard has no opponents, then the left-hand guard should shift to the right and help contain the opponents.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not necessary for defenders to kill opponents.  While it is the defense&#039;s primary method of scoring points for their team, strictly speaking it is only necessary to deny access to the fortress.  Because of this nuance in the role of the defense, a defender does not have to be a better fighter in order to fend off the offense.  If a defender can just put up a wall and maintain it so that the offense can&#039;t get by him, then he has done his job.&lt;br /&gt;
&lt;br /&gt;
Depending on how the defense has decided to organize, each individual will have a different role.  Each method of defense is assumed to have at least 2 defenders, and scales up to 4 defenders with very little modification.  The important thing to remember is that extra defenders should deploy to the flanks to cover the avenues of defense.&lt;br /&gt;
&lt;br /&gt;
=== Zone Defender ===&lt;br /&gt;
&lt;br /&gt;
A zone defender will stake some part of the grid as his own and prevent any player from passing.  His purpose isn&#039;t necessarily to attack and kill every opponent that comes his way, rather it&#039;s to prevent the attackers from passing.  Sometimes, more often than not, it&#039;s easiest and best to kill the attacker.  Occasionally, however, it&#039;s best to just deny access.  The defender may choose this tactic instead if, for example, the attacker is a much stronger fighter than the defender.  In that case, the defender could do a better job by repelling the attacker instead of killing.&lt;br /&gt;
&lt;br /&gt;
Zone defense is like most sports and is a common tactic found in soccer, basketball, American football, rugby, and numerous other sports.  By default, baseball is all zone defense.&lt;br /&gt;
&lt;br /&gt;
=== Goalie ===&lt;br /&gt;
&lt;br /&gt;
While most people refer to the goalie as simply &amp;quot;defense&amp;quot; or &amp;quot;defender&amp;quot;, we use goalie here to differentiate between the larger defensive team.  The goalie is a zone defender with the team&#039;s fortress as his zone.  As such, his tactics and methods vary dramatically from the typical zone defender and center around mazing and chasing his tail.&lt;br /&gt;
&lt;br /&gt;
=== Guard ===&lt;br /&gt;
&lt;br /&gt;
Guards are the players that don&#039;t directly defend the fortress.  Instead they take up positions away from the fortress that are chosen as good places to stand and wait for attackers which they can then engage when they arrive.  A defense may have many guards, or none, depending on the size of the team.  When the back of the grid starts to get fairly congested with defenders, some defenders may choose to take positions in the middle part of the grid instead.  In any case, the guards will deploy early in the round after grinding to the center and make sure they leave room for the goalie to setup his maze.  They will also try to keep attackers from penetrating while the goalie is still setting up.&lt;br /&gt;
&lt;br /&gt;
== Organizing the Defense ==&lt;br /&gt;
&lt;br /&gt;
The defense organizes separately from the offense.  Obviously this is because the offense has no idea what the defense is doing, and there&#039;s no reason it needs to know and vice versa.  On a large team that has 3-4 defenders, one of them needs to take charge of the defense.  On a smaller team, the team captain can probably give some direction to the defense.&lt;br /&gt;
&lt;br /&gt;
=== Zone Defense ===&lt;br /&gt;
&lt;br /&gt;
In the zone defense, there is no goalie.  While it is generally accepted that a goalie is needed, it is difficult to field an offense against a team that outnumbers yours.  In this case, if the players are all strong players, they may elect to field a zone defense of 2 players and send the other player or players off to storm the other team&#039;s fortress.  The team may also elect to have a goalie and play all players as zone defenders until they have whittled away the opponent&#039;s forces, clearing an opening to storm the opponent&#039;s fortress.&lt;br /&gt;
&lt;br /&gt;
However, the zone defense is a very risky strategy.  It requires that all defenders be capable of holding their zones, and usually only one defender will be close enough to the fortress that he can drop back and defend it directly.  It also requires that no players can make any mistakes that results in death.  This is a big deal, because if the right-hand defender should screw up and crash, there aren&#039;t any defenders able to take over his zone to compensate and the opponent&#039;s offense will storm right through.  Obviously, this is a defensive strategy to be used sparingly and with great care and consideration of your team&#039;s capabilities.  If your team composition lends itself to it, this defense is very difficult to break.  But the risk is high, so consider yourself warned.&lt;br /&gt;
&lt;br /&gt;
=== Inner/Outer Defense ===&lt;br /&gt;
&lt;br /&gt;
The Inner/Outer Defense strategy has two goalies.  One goalie mazes inside the other, and both cover the zone.  There are numerous advantages to recommend this defense over most others available.  If you have a player who is fairly weak and needs practice, you can place him as one of the two goalies to gain experience as a defender.  When the opposing offense arrives at the fortress, they will have to penetrate two defensive walls to take the fortress.  Moreover, if an opponent manages to get into a zone, there is backup readily available.  The outer defender can easily switch to inner defense if the inner defender should fall, and vice versa, although it doesn&#039;t usually make sense to take outer defense and leave no inner defender.&lt;br /&gt;
&lt;br /&gt;
=== Guard Defense ===&lt;br /&gt;
&lt;br /&gt;
[[Image:defensivezones.png|thumb|right|Guard Defense Diagram]]&lt;br /&gt;
&lt;br /&gt;
The guard defense only has one goalie.  Instead of an outer defender, the second defender will take up a guard position in front of the fortress.  From there he can lend aid to either side, switch to play an outer defense and run an inner/outer defense, and/or take over for the goalie should the goalie crash.  This is a good defensive strategy to adopt when you have one really good goalie and a player who is normally an offensive player because it allows the offensive player to play offensively while defending the fortress.  It requires stronger players than the inner/outer defense strategy and carries some of the risk of the zone defense strategy.&lt;br /&gt;
&lt;br /&gt;
== Defensive Avenues ==&lt;br /&gt;
&lt;br /&gt;
Defense revolves around making sure there is a defender in a place where an opponent is going to be to prevent that opponent from reaching the defender&#039;s fortress.  While the offense has avenues of attack, the defense has avenues of defense.  There are three main areas through which an opponent is likely to arrive, and each of those areas will usually develop paths through which an opponent will come.  The paths themselves are very dynamic, so it is very important for a defender to watch the action in the middle and far side of the grid and constantly assess what paths an attacker will follow to reach the fortress.  By doing so, the defender can move to close the defensive avenues and deny access to an area that is much larger than the fortress itself.  For more information, defenders should read the [[Fortress Tactics_offense|offense page]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Game Play]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Fortress_Tactics_offense_intro&amp;diff=2290</id>
		<title>Fortress Tactics offense intro</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Fortress_Tactics_offense_intro&amp;diff=2290"/>
		<updated>2005-11-23T06:58:28Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Offense is relatively simple.  The two players who will usually rush the opposing fortress are the point and the person to the right of point.  The person to the left of point can rush, but usually doesn&#039;t get to do so right away.  So the two rushers need to account for at least one opponent between them, two is preferred, on their way to the zone.  If they don&#039;t even get one, they need to double back and go pick one off.  The reason is simple, there&#039;s probably one goalie at the zone, and if they don&#039;t kill anyone on their way, they leave their defense outnumbered.&lt;br /&gt;
&lt;br /&gt;
The left of point is usually an offensive position as well, but his is a little unique from the rest.  He has to take out one opponent before he can rush the zone, and it&#039;s this fact that usually causes him to show up after the other two.  It&#039;s not a big deal because three players at the enemy&#039;s fortress wind up killing each other in their rush for the zone.  So left of point is usually better off playing a forward defensive position until it&#039;s time to go to the zone.  When he goes to the zone, his best bet is usually to prevent opponents from returning to protect the zone and buying time for the two rushers (who should already be there) to take the zone.  In either capacity, he&#039;s playing a defensive role, but he&#039;s playing it in offensive positions.&lt;br /&gt;
&lt;br /&gt;
All other players are defensive players until the opposing team has been reduced to a point where it&#039;s safe to leave the goalie by himself.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Game Play]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Fortress_Tactics_defense_intro&amp;diff=2289</id>
		<title>Fortress Tactics defense intro</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Fortress_Tactics_defense_intro&amp;diff=2289"/>
		<updated>2005-11-23T06:58:15Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Defense is also relatively simple.  There are currently two defensive models in use.  The dominant one is the inner/outer defense model.  Put simply, one person follows his tail immediately inside his team&#039;s fortress, creating a barrier to entering the zone.  The other person will create a similar barrier farther out, usually touching the rim wall in his circuit.  The inside player, the goalie, is the inner defense.  The outside player&#039;s position has no name, other than outer defense.&lt;br /&gt;
&lt;br /&gt;
The second model is a goalie/guard model like that used in soccer.  It has some advantages over the inner/outer defense model, but some disadvantages as well.  In this model, you have a goalie that plays just like the inner defense already mentioned.  The second player takes up a guard position in front of the goalie and works his area like a zone defense.  In this model he will hunt anyone who comes to his side of the grid.&lt;br /&gt;
&lt;br /&gt;
The tradeoffs are huge.  In the inner/outer defense model, the inner player doesn&#039;t have to be particularly strong if the outer player is strong.  The converse is also true.  So if you have new players, or just players who are new to fortress play, the inner/outer defense model is very effective.  The goalie/guard model requires both players to be strong players, and the guard has to be a strong dueling player.  The advantage to the goalie/guard model is that the guard can switch easily to offense if his offensive players should crumble.  He can also easily switch to take a winzone, should one appear.  He can also switch to outer defense on the fly if need be.  Obviously this requires a lot more skill and experience on the part of the guard.  In the end, let the goalie make the call on which he prefers.  The best defense he can set up is the one he can play best, regardless of what the tradeoffs are.&lt;br /&gt;
&lt;br /&gt;
The other defensive players will deploy early in the round and take up what are essentially zone defenses.  If the offense deploys well, the defensive line will only receive 2 or 3 players, but it needs to be ready to take 5, and there&#039;s only 4 defensive players at the most.  The mission of the defense, combined, is to deny the rear part of the grid to the other team.  This is a larger area than the fortress itself, and it makes sense.  If an opposing player can get into the area of denial, he can prevent defensive players from coming to peel him out.  But if the defense can deny the whole area to him, they keep him off the goalie&#039;s back.&lt;br /&gt;
&lt;br /&gt;
Depending on the strength of the defense and the skills and experience of each player, as a defensive player you may be able to let 1 or 2 opposing players get by in order to get 1 or 2 others.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Game Play]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Fortress_Tactics_offense&amp;diff=2288</id>
		<title>Fortress Tactics offense</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Fortress_Tactics_offense&amp;diff=2288"/>
		<updated>2005-11-23T06:58:03Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Fortress Tactics_offense_intro}}&lt;br /&gt;
&lt;br /&gt;
== Offensive Roles ==&lt;br /&gt;
&lt;br /&gt;
On a 7 person team, you will have 3 offensive players.  The number of offensive players generally starts at 2 because 2 are required to take the opponent&#039;s fortress.  The role of the offense is pretty simple.  Rush the opposing team&#039;s fortress, and on the way take out 1-2 of the opposing team members.  Depending on how the line separates, each player will have a slightly different role.&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
&lt;br /&gt;
The center has all the responsibility, so choose your center wisely.  He has to come up with a way for the line to split without killing everybody, usually by making a call of some sort.  After the line splits, he will be the fastest player on his team, typically, and you&#039;ll want him to take advantage of the speed to get as close to the opposing fortress as possible.&lt;br /&gt;
&lt;br /&gt;
Which direction he turns is going to depend on a number of things.  If the line splits early, he can turn left.  If the line splits late, he must turn right, because there&#039;s an opposing wall on his left.&lt;br /&gt;
&lt;br /&gt;
==== The Responsibility of the Center ====&lt;br /&gt;
&lt;br /&gt;
This is a very important role in the offense.  The center really needs to be in tactical command of the team, so if your center isn&#039;t in tactical command, you need to get rid of him.  Since the server chooses who goes in what positions, you might need to take drastic measures to get rid of the guy.  Since he&#039;s an offensive player, he needs to be making calls to tell the offense when to attack, when to pull back, and so forth.  He&#039;s also the player who will get killed in the first 5 seconds of play if he doesn&#039;t do something to split up the line, so he has the most to lose by not taking his role seriously.&lt;br /&gt;
&lt;br /&gt;
On your team, it may not make sense to actually give tactical command to the center.  In that case, if your team captain isn&#039;t close enough to the center to split the line properly, the center will still need to make the appropriate call to split the line.  So he doesn&#039;t have to be in tactical command of the team to split the line, but in that case he needs to respect the team captain&#039;s wishes about splitting the line.&lt;br /&gt;
&lt;br /&gt;
=== Offensive Guards ===&lt;br /&gt;
&lt;br /&gt;
I call the other two offensive players &amp;quot;guards&amp;quot; for lack of a better word, and the term is borrowed from basketball.  These are the players immediately to the left and right of the center.  Their individual roles will vary depending on how the line breaks.  If the line breaks early, then they each need to account for one opponent before rushing the zone.  If the line breaks late, then the guard on the right and the center together need to account for one opponent before rushing the zone and the guard on the left must account for one opponent before rushing the zone.&lt;br /&gt;
&lt;br /&gt;
If the offense doesn&#039;t account for any opponents, then their defense is likely to be overwhelmed.  In that case, and regardless of that fact, they need to take the opposing team&#039;s fortress as quickly as possible.  It goes without saying that they need to take the opposing team&#039;s fortress before their own defense falls.&lt;br /&gt;
&lt;br /&gt;
== Rushing the Fortress ==&lt;br /&gt;
&lt;br /&gt;
Rushing the fortress only takes one offensive player, but the player that gets there first needs to decide quickly if he can take it by himself.  If not, then he needs to wait for assistance before proceeding.  There are plenty of tactics that work when taking a fortress, but not all of them work against the same people.  The only rule that seems to hold true is that two attackers can take a fortress, but three can&#039;t.  So when the third attacker arrives, he needs to hold back and be prepared to lend assistance while playing a rear guard position in case the opponent&#039;s team arrives to help defend.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Game Play]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2277</id>
		<title>User:Adam1213</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2277"/>
		<updated>2005-11-23T06:48:22Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[http://en.wikipedia.org/wiki/User:Adam1213 My user page on wikipedia]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Settings I like to use for a game:&amp;lt;br&amp;gt;&lt;br /&gt;
cycle_speed 2 &amp;lt;br&amp;gt;&lt;br /&gt;
cycle_brake -200&amp;lt;br&amp;gt;&lt;br /&gt;
cycle_rubber 100&amp;lt;br&amp;gt;&lt;br /&gt;
and trail length of 400&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
links&lt;br /&gt;
[[Special:Specialpages]]&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2276</id>
		<title>User:Adam1213</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2276"/>
		<updated>2005-11-23T06:47:12Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[http://en.wikipedia.org/wiki/User:Adam1213 My user page on wikipedia]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Settings I like to use for a game:&amp;lt;br&amp;gt;&lt;br /&gt;
cycle_speed 2 &amp;lt;br&amp;gt;&lt;br /&gt;
cycle_brake -200&amp;lt;br&amp;gt;&lt;br /&gt;
cycle_rubber 100&amp;lt;br&amp;gt;&lt;br /&gt;
and trail length of 400&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=User_talk:Adam1213&amp;diff=2275</id>
		<title>User talk:Adam1213</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=User_talk:Adam1213&amp;diff=2275"/>
		<updated>2005-11-23T06:43:40Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[http://en.wikipedia.org/wiki/User_talk:Adam1213 My talk page on wikipedia]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2274</id>
		<title>User:Adam1213</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2274"/>
		<updated>2005-11-23T06:42:06Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[http://en.wikipedia.org/wiki/User:Adam1213 My user page on wikipedia]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2273</id>
		<title>User:Adam1213</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2273"/>
		<updated>2005-11-23T06:41:36Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;bhttp://en.wikipedia.org/wiki/User:Adam1213 My user page on wikipedia]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2272</id>
		<title>User:Adam1213</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=User:Adam1213&amp;diff=2272"/>
		<updated>2005-11-23T06:41:07Z</updated>

		<summary type="html">&lt;p&gt;Adam1213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[wikipedia:User:Adam1213|My user page on wikipedia]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;====&lt;/div&gt;</summary>
		<author><name>Adam1213</name></author>
	</entry>
</feed>