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	<id>http://wiki.armagetronad.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Infamous</id>
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	<updated>2026-11-05T08:53:11Z</updated>
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	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Sty&amp;diff=26391</id>
		<title>Sty</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Sty&amp;diff=26391"/>
		<updated>2010-03-28T00:47:44Z</updated>

		<summary type="html">&lt;p&gt;Infamous: /* Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sty&#039;&#039;&#039; is a server mod that can allow to have Shooting, Capture the Flag, Hold the Flag, Styball using some hacks here and there. Sty is also known as « the pigsty » and « the stypatches ». Sty is totally configurable and has many features.&lt;br /&gt;
&lt;br /&gt;
=Installing=&lt;br /&gt;
==Windows==&lt;br /&gt;
[http://crazy-tronners.com/styCt/armagetronad-dedicated-sty+ct_01192010.win32.exe sty+ct server build (r700)]&lt;br /&gt;
&lt;br /&gt;
[http://remissong.org/ArmaBuilds/armagetronad-dedicated-sty+ct-032710.win32.exe sty+ct server build (r702)]&lt;br /&gt;
&lt;br /&gt;
==Linux, UNIX, BSDs, OSX, cygwin and every UNIX-compatible operating system==&lt;br /&gt;
&lt;br /&gt;
===Downloading and unpacking===&lt;br /&gt;
&lt;br /&gt;
We maintain (don&#039;t confuse this with &amp;quot;we support&amp;quot;, this is still unsupported third party code) a reasonably up to date version of the code in a [https://code.launchpad.net/~armagetronad-dev/armagetronad/0.2.8-armagetronad-sty bzr branch here]. To fetch it, you&#039;ll need [[Bazaar]]. Type into your console&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ bzr branch http://bazaar.launchpad.net/~armagetronad-dev/armagetronad/0.2.8-armagetronad-sty  &amp;lt;br /&amp;gt;&lt;br /&gt;
$ cd 0.2.8-armagetronad-sty&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Optional (and risky, you may get difficult to resolve conflicts): merge in changes from the mainline with&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ bzr merge lp:armagetronad/0.2.8&amp;lt;br /&amp;gt;&lt;br /&gt;
$ bzr commit -m &amp;quot;Merging changes from the mainline&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you really want to use SVN, [[Sty#SVN_way_of_downloading_and_applying_patch|scroll down]]!&lt;br /&gt;
&lt;br /&gt;
===Building and installing===&lt;br /&gt;
&lt;br /&gt;
Now that we have patched our code, we can begin the build process which will process the source and output the binaries which will be ready for use. &lt;br /&gt;
First, we will generate a configure script using bootstrap.sh. On FreeBSD, you may need to modify the bootstrap.sh http://wiki.armagetronad.net/index.php/Help:Editingscript to point to the location of the automake tools since they may not be in your path, but in /usr/local/libexec/automakeXX and /usr/local/libexec/autoconfXX.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ ./bootstrap.sh&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once we are notified that we have a working configure script, we can configure. The code given would install in the user&#039;s home directory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ ./configure --prefix=${HOME} --enable-dedicated --enable-automakedefaults --disable-sysinstall --disable-etc --disable-useradd --disable-initscripts&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, the standard make and make install. You will obviously want to su to root if you are installing outside your home folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ make&amp;lt;br /&amp;gt;&lt;br /&gt;
$ make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On FreeBSD, you may need to run as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ gmake&amp;lt;br/&amp;gt;&lt;br /&gt;
$ gmake install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next, copy the Your_mom directory from the SOURCE_DIR/resources to your new resource folder in $PREFIX/share/games/armagetronad-dedicated/resource. You can now modify the sample config files given in the SOURCE_DIR/config/examples. Now you should have a functional CTF server. All that&#039;s left is tweaking settings!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Map Settings=&lt;br /&gt;
 ###############################################&lt;br /&gt;
 #Zone Types                                   #&lt;br /&gt;
 ###############################################&lt;br /&gt;
  flag      # The flag in CTF&lt;br /&gt;
  ball      # The ball in StyBall&lt;br /&gt;
  fortress  #The flag base or ball goal.&lt;br /&gt;
  death     # Death zones&lt;br /&gt;
  win       # Win zone &lt;br /&gt;
&lt;br /&gt;
=Gameplay Settings=&lt;br /&gt;
&lt;br /&gt;
  ############################################################################################&lt;br /&gt;
  #&lt;br /&gt;
  # Shooting / Self Destruct / Zombies&lt;br /&gt;
  #&lt;br /&gt;
  ############################################################################################&lt;br /&gt;
  &lt;br /&gt;
  # The braking reservoir used for shooting goes from 1.0 (Full) to 0.0 (Empty)&lt;br /&gt;
  # All of the shot thresholds are calculated from the amount of reservoir used&lt;br /&gt;
  # To disable shooting, set SHOT_THRESH to 1.0&lt;br /&gt;
  &lt;br /&gt;
  SHOT_THRESH 2              # Amount of brake reservoir that will make a shot, &amp;gt; 1.0 to disable shooting, 0.001 will enable shooting&lt;br /&gt;
  SHOT_DISCARD_TIME 0.3      # Time in seconds to hold off shooting between shots&lt;br /&gt;
  SHOT_START_DIST 1.0        # Starting distance of a shot from the cycle&lt;br /&gt;
  SHOT_VELOCITY_MULT 1.8     # Cycle velocity is multiplied by this to calculate shot velocity&lt;br /&gt;
  SHOT_RADIUS_MIN 0.7        # Minimum radius for a shot (As if minimum reservoir was used)&lt;br /&gt;
  SHOT_RADIUS_MAX 5.0        # Maximum radius for a shot (Full reservoir used)&lt;br /&gt;
  SHOT_ROT_MIN 2.0           # Minimum rotation for a shot (As if minimum reservoir was used)&lt;br /&gt;
  SHOT_ROT_MAX 10.0          # Maximum rotation for a shot (Full reservoir used)&lt;br /&gt;
  SHOT_EXPLOSION 0           # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on shot&lt;br /&gt;
  &lt;br /&gt;
  MEGA_SHOT_THRESH 2         # Amount of brake reservoir that will make a megashot, &amp;gt; 1.0 to disable, 0.98 is normal to enable this&lt;br /&gt;
  MEGA_SHOT_MULT 0.3         # Radius and rotation calculated for a normal shot, then multipled by this for mega&lt;br /&gt;
  MEGA_SHOT_DIR 3            # Number of directions to shoot around cycle, 0 to disable the shots (cycle explosion still works)&lt;br /&gt;
  MEGA_SHOT_EXPLOSION 1      # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on each shot, 3 for both&lt;br /&gt;
  &lt;br /&gt;
  SHOT_KILL_SELF 0           # (0,1) if set to 1, your own shot kills you or your team&lt;br /&gt;
  SHOT_KILL_VANISH 1         # (0,1) if set to 1, shot vanishes after killing someone&lt;br /&gt;
  DEATH_SHOT 1               # (0,1) if set to 1 and you were in the middle of a shot, releases it after you die&lt;br /&gt;
  SHOT_COLLISION 0           # (0,1) if set to 1, shots collide with each other - WARNING, this is very buggy&lt;br /&gt;
  &lt;br /&gt;
  SELF_DESTRUCT 0            # (0,1) if set to 1, creates a blast zone when you die&lt;br /&gt;
  SELF_DESTRUCT_RADIUS 18    # Radius of the self destruct zone at the largest&lt;br /&gt;
  SELF_DESTRUCT_ROT 7        # Rotation of the self destruct zone&lt;br /&gt;
  SELF_DESTRUCT_RISE 5       # Rise speed of the self destruct zone - 0 to start at largest&lt;br /&gt;
  SELF_DESTRUCT_FALL 2       # Fall speed of the self destruct zone - 0 to leave there&lt;br /&gt;
  SELF_DESTRUCT_VANISH 1     # (0,1) if set to 1, self destruct zone vanishes quickly after a kill&lt;br /&gt;
  &lt;br /&gt;
  SHOT_SEEK_UPDATE_TIME 0.5  # The time in seconds that seeking shot directions are updated (zombies)&lt;br /&gt;
  &lt;br /&gt;
  ZOMBIE_ZONE 0              # (0,1) if set to 1, killed players create a zombie zone&lt;br /&gt;
  ZOMBIE_ZONE_RADIUS 6       # Final radius of the zombie zone&lt;br /&gt;
  ZOMBIE_ZONE_ROT 2          # Speed of rotation&lt;br /&gt;
  ZOMBIE_ZONE_RISE 0.4       # Rise speed of the zombie zone&lt;br /&gt;
  ZOMBIE_ZONE_FALL 0         # Fall speed of the zombie zone, 0 for zombies that don&#039;t diminish&lt;br /&gt;
  ZOMBIE_ZONE_VANISH 0       # (0,1) If 1, zombie will vanish after killing someone other than his killer&lt;br /&gt;
  ZOMBIE_ZONE_SPEED 12       # Speed of the zombie zone&lt;br /&gt;
  ZOMBIE_ZONE_SHOOT 1.0      # If &amp;gt; 0, shots will kill of zombies, 1 to decrease zombie size by shot size, &amp;gt; 1 to decrease zombie faster&lt;br /&gt;
  &lt;br /&gt;
  SCORE_SHOT 1               # points you gain for shooting someone&lt;br /&gt;
  SCORE_SHOT_SUICIDE 0       # points you gain for shooting yourself&lt;br /&gt;
  SCORE_DEATH_SHOT 1         # points you gain for shooting someone with your death shot&lt;br /&gt;
  SCORE_SELF_DESTRUCT 1      # points you gain for blasting someone with your self destruct blast&lt;br /&gt;
  SCORE_ZOMBIE_ZONE_REVENGE 1 # points you gain for getting your killer with your zombie zone&lt;br /&gt;
  SCORE_ZOMBIE_ZONE 0        # points you gain for getting anyone but your killer with your zombie zone&lt;br /&gt;
  &lt;br /&gt;
   ############################################################################################&lt;br /&gt;
  #&lt;br /&gt;
  # Capture the Flag / Ball / Goal&lt;br /&gt;
  #&lt;br /&gt;
  ############################################################################################&lt;br /&gt;
  &lt;br /&gt;
  BASE_RESPAWN 0             # (0,1) if set to 1, any fortress / goal / flag base will respawn the team that owns it if a team player enters it&lt;br /&gt;
  BASE_ENEMY_RESPAWN 0       # (0,1) if set to 1, any fortress / goal / flag base will respawn the team that owns it if an enemy player enters it&lt;br /&gt;
  &lt;br /&gt;
  BASE_ENEMY_KILL 0          # (0,1) if set to 1, any fortress / goal / flag base will kill the enemy if they enter it, usually set to 1 for ball games&lt;br /&gt;
  &lt;br /&gt;
  SCORE_FLAG 3               # points you gain for capturing a flag and returning it to your base&lt;br /&gt;
  SCORE_GOAL 1               # points you gain for shooting a goal&lt;br /&gt;
  &lt;br /&gt;
  FLAG_CHAT_BLINK_TIME -1    # time in seconds that the chat triangle above a player with a flag will blink, -1 to disable&lt;br /&gt;
  &lt;br /&gt;
  FLAG_BLINK_TIME 2          # time in seconds between flag blinking over player with the flag, -1 to disable&lt;br /&gt;
  FLAG_BLINK_START 0.2       # percentage of the flag radius to start the flag blink at&lt;br /&gt;
  FLAG_BLINK_END 1.0         # percentage of the flag radius to end the flag blink at&lt;br /&gt;
  FLAG_BLINK_SPEED 8         # speed at which the flag blink radius increases&lt;br /&gt;
  FLAG_BLINK_START 0.1       # percentage of the flag radius to start the flag blink at&lt;br /&gt;
  FLAG_BLINK_ESTIMATE_POSITION 0.6 # 0 to start the flag blink at the current player position, 1 to start the flag blink where the player would be at the end of the blink at current speed and direction&lt;br /&gt;
&lt;br /&gt;
= SVN way of downloading and applying patch =&lt;br /&gt;
&#039;&#039;&#039;WARNING: This method is now basically obsolete. Please [[Sty#Downloading_and_unpacking|use bazaar]] if at all possible (and I can&#039;t think of a good reason why not). It is already pre-patched and up to date.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following is the traditional old way of getting the patch. It causes lots of conflicts you will need to resolve if followed to the letter.&lt;br /&gt;
&lt;br /&gt;
So, here do we start, we need lastet SVN(=the lastet development revision) and the pigsty patch in order to install sty.&lt;br /&gt;
&lt;br /&gt;
(Note: you will need to download subversion software from http://subversion.tigris.org/ and install it for your specific OS)&lt;br /&gt;
&lt;br /&gt;
(You&#039;ll enter these codes in your SSH connection to your dedicated server, or in your terminal at home if you use your computer to host the server. Note that you wont enter the $ at each line, this character is generally used to indicate it&#039;s in a shell.)&lt;br /&gt;
&lt;br /&gt;
We&#039;ill create a working directory and enter in it to let the patches and the source here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ mkdir armagetronad+sty&amp;lt;br /&amp;gt;&lt;br /&gt;
$ cd !^&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then we download the source of armagetronad.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ svn co https://armagetronad.svn.sourceforge.net/svnroot/armagetronad/armagetronad/branches/0.2.8.0/armagetronad .&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the pig sty patch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ wget -O stypatch.zip http://forums.armagetronad.net/download.php?id=5691&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the download is finished, we unpackthe zip file we downloaded:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ unzip stypatch.zip&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that all the resources and the patch have been unzipped, we will patch our code.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ patch -p0 &amp;lt; pigsty-061021.patch&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Infamous</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Sty&amp;diff=26390</id>
		<title>Sty</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Sty&amp;diff=26390"/>
		<updated>2010-03-28T00:47:16Z</updated>

		<summary type="html">&lt;p&gt;Infamous: /* Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sty&#039;&#039;&#039; is a server mod that can allow to have Shooting, Capture the Flag, Hold the Flag, Styball using some hacks here and there. Sty is also known as « the pigsty » and « the stypatches ». Sty is totally configurable and has many features.&lt;br /&gt;
&lt;br /&gt;
=Installing=&lt;br /&gt;
==Windows==&lt;br /&gt;
[http://crazy-tronners.com/styCt/armagetronad-dedicated-sty+ct_01192010.win32.exe sty+ct server build (r700)]&lt;br /&gt;
[http://remissong.org/ArmaBuilds/armagetronad-dedicated-sty+ct-032710.win32.exe sty+ct server build (r702)]&lt;br /&gt;
&lt;br /&gt;
==Linux, UNIX, BSDs, OSX, cygwin and every UNIX-compatible operating system==&lt;br /&gt;
&lt;br /&gt;
===Downloading and unpacking===&lt;br /&gt;
&lt;br /&gt;
We maintain (don&#039;t confuse this with &amp;quot;we support&amp;quot;, this is still unsupported third party code) a reasonably up to date version of the code in a [https://code.launchpad.net/~armagetronad-dev/armagetronad/0.2.8-armagetronad-sty bzr branch here]. To fetch it, you&#039;ll need [[Bazaar]]. Type into your console&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ bzr branch http://bazaar.launchpad.net/~armagetronad-dev/armagetronad/0.2.8-armagetronad-sty  &amp;lt;br /&amp;gt;&lt;br /&gt;
$ cd 0.2.8-armagetronad-sty&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Optional (and risky, you may get difficult to resolve conflicts): merge in changes from the mainline with&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ bzr merge lp:armagetronad/0.2.8&amp;lt;br /&amp;gt;&lt;br /&gt;
$ bzr commit -m &amp;quot;Merging changes from the mainline&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you really want to use SVN, [[Sty#SVN_way_of_downloading_and_applying_patch|scroll down]]!&lt;br /&gt;
&lt;br /&gt;
===Building and installing===&lt;br /&gt;
&lt;br /&gt;
Now that we have patched our code, we can begin the build process which will process the source and output the binaries which will be ready for use. &lt;br /&gt;
First, we will generate a configure script using bootstrap.sh. On FreeBSD, you may need to modify the bootstrap.sh http://wiki.armagetronad.net/index.php/Help:Editingscript to point to the location of the automake tools since they may not be in your path, but in /usr/local/libexec/automakeXX and /usr/local/libexec/autoconfXX.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ ./bootstrap.sh&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once we are notified that we have a working configure script, we can configure. The code given would install in the user&#039;s home directory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ ./configure --prefix=${HOME} --enable-dedicated --enable-automakedefaults --disable-sysinstall --disable-etc --disable-useradd --disable-initscripts&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally, the standard make and make install. You will obviously want to su to root if you are installing outside your home folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ make&amp;lt;br /&amp;gt;&lt;br /&gt;
$ make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On FreeBSD, you may need to run as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ gmake&amp;lt;br/&amp;gt;&lt;br /&gt;
$ gmake install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Next, copy the Your_mom directory from the SOURCE_DIR/resources to your new resource folder in $PREFIX/share/games/armagetronad-dedicated/resource. You can now modify the sample config files given in the SOURCE_DIR/config/examples. Now you should have a functional CTF server. All that&#039;s left is tweaking settings!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Map Settings=&lt;br /&gt;
 ###############################################&lt;br /&gt;
 #Zone Types                                   #&lt;br /&gt;
 ###############################################&lt;br /&gt;
  flag      # The flag in CTF&lt;br /&gt;
  ball      # The ball in StyBall&lt;br /&gt;
  fortress  #The flag base or ball goal.&lt;br /&gt;
  death     # Death zones&lt;br /&gt;
  win       # Win zone &lt;br /&gt;
&lt;br /&gt;
=Gameplay Settings=&lt;br /&gt;
&lt;br /&gt;
  ############################################################################################&lt;br /&gt;
  #&lt;br /&gt;
  # Shooting / Self Destruct / Zombies&lt;br /&gt;
  #&lt;br /&gt;
  ############################################################################################&lt;br /&gt;
  &lt;br /&gt;
  # The braking reservoir used for shooting goes from 1.0 (Full) to 0.0 (Empty)&lt;br /&gt;
  # All of the shot thresholds are calculated from the amount of reservoir used&lt;br /&gt;
  # To disable shooting, set SHOT_THRESH to 1.0&lt;br /&gt;
  &lt;br /&gt;
  SHOT_THRESH 2              # Amount of brake reservoir that will make a shot, &amp;gt; 1.0 to disable shooting, 0.001 will enable shooting&lt;br /&gt;
  SHOT_DISCARD_TIME 0.3      # Time in seconds to hold off shooting between shots&lt;br /&gt;
  SHOT_START_DIST 1.0        # Starting distance of a shot from the cycle&lt;br /&gt;
  SHOT_VELOCITY_MULT 1.8     # Cycle velocity is multiplied by this to calculate shot velocity&lt;br /&gt;
  SHOT_RADIUS_MIN 0.7        # Minimum radius for a shot (As if minimum reservoir was used)&lt;br /&gt;
  SHOT_RADIUS_MAX 5.0        # Maximum radius for a shot (Full reservoir used)&lt;br /&gt;
  SHOT_ROT_MIN 2.0           # Minimum rotation for a shot (As if minimum reservoir was used)&lt;br /&gt;
  SHOT_ROT_MAX 10.0          # Maximum rotation for a shot (Full reservoir used)&lt;br /&gt;
  SHOT_EXPLOSION 0           # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on shot&lt;br /&gt;
  &lt;br /&gt;
  MEGA_SHOT_THRESH 2         # Amount of brake reservoir that will make a megashot, &amp;gt; 1.0 to disable, 0.98 is normal to enable this&lt;br /&gt;
  MEGA_SHOT_MULT 0.3         # Radius and rotation calculated for a normal shot, then multipled by this for mega&lt;br /&gt;
  MEGA_SHOT_DIR 3            # Number of directions to shoot around cycle, 0 to disable the shots (cycle explosion still works)&lt;br /&gt;
  MEGA_SHOT_EXPLOSION 1      # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on each shot, 3 for both&lt;br /&gt;
  &lt;br /&gt;
  SHOT_KILL_SELF 0           # (0,1) if set to 1, your own shot kills you or your team&lt;br /&gt;
  SHOT_KILL_VANISH 1         # (0,1) if set to 1, shot vanishes after killing someone&lt;br /&gt;
  DEATH_SHOT 1               # (0,1) if set to 1 and you were in the middle of a shot, releases it after you die&lt;br /&gt;
  SHOT_COLLISION 0           # (0,1) if set to 1, shots collide with each other - WARNING, this is very buggy&lt;br /&gt;
  &lt;br /&gt;
  SELF_DESTRUCT 0            # (0,1) if set to 1, creates a blast zone when you die&lt;br /&gt;
  SELF_DESTRUCT_RADIUS 18    # Radius of the self destruct zone at the largest&lt;br /&gt;
  SELF_DESTRUCT_ROT 7        # Rotation of the self destruct zone&lt;br /&gt;
  SELF_DESTRUCT_RISE 5       # Rise speed of the self destruct zone - 0 to start at largest&lt;br /&gt;
  SELF_DESTRUCT_FALL 2       # Fall speed of the self destruct zone - 0 to leave there&lt;br /&gt;
  SELF_DESTRUCT_VANISH 1     # (0,1) if set to 1, self destruct zone vanishes quickly after a kill&lt;br /&gt;
  &lt;br /&gt;
  SHOT_SEEK_UPDATE_TIME 0.5  # The time in seconds that seeking shot directions are updated (zombies)&lt;br /&gt;
  &lt;br /&gt;
  ZOMBIE_ZONE 0              # (0,1) if set to 1, killed players create a zombie zone&lt;br /&gt;
  ZOMBIE_ZONE_RADIUS 6       # Final radius of the zombie zone&lt;br /&gt;
  ZOMBIE_ZONE_ROT 2          # Speed of rotation&lt;br /&gt;
  ZOMBIE_ZONE_RISE 0.4       # Rise speed of the zombie zone&lt;br /&gt;
  ZOMBIE_ZONE_FALL 0         # Fall speed of the zombie zone, 0 for zombies that don&#039;t diminish&lt;br /&gt;
  ZOMBIE_ZONE_VANISH 0       # (0,1) If 1, zombie will vanish after killing someone other than his killer&lt;br /&gt;
  ZOMBIE_ZONE_SPEED 12       # Speed of the zombie zone&lt;br /&gt;
  ZOMBIE_ZONE_SHOOT 1.0      # If &amp;gt; 0, shots will kill of zombies, 1 to decrease zombie size by shot size, &amp;gt; 1 to decrease zombie faster&lt;br /&gt;
  &lt;br /&gt;
  SCORE_SHOT 1               # points you gain for shooting someone&lt;br /&gt;
  SCORE_SHOT_SUICIDE 0       # points you gain for shooting yourself&lt;br /&gt;
  SCORE_DEATH_SHOT 1         # points you gain for shooting someone with your death shot&lt;br /&gt;
  SCORE_SELF_DESTRUCT 1      # points you gain for blasting someone with your self destruct blast&lt;br /&gt;
  SCORE_ZOMBIE_ZONE_REVENGE 1 # points you gain for getting your killer with your zombie zone&lt;br /&gt;
  SCORE_ZOMBIE_ZONE 0        # points you gain for getting anyone but your killer with your zombie zone&lt;br /&gt;
  &lt;br /&gt;
   ############################################################################################&lt;br /&gt;
  #&lt;br /&gt;
  # Capture the Flag / Ball / Goal&lt;br /&gt;
  #&lt;br /&gt;
  ############################################################################################&lt;br /&gt;
  &lt;br /&gt;
  BASE_RESPAWN 0             # (0,1) if set to 1, any fortress / goal / flag base will respawn the team that owns it if a team player enters it&lt;br /&gt;
  BASE_ENEMY_RESPAWN 0       # (0,1) if set to 1, any fortress / goal / flag base will respawn the team that owns it if an enemy player enters it&lt;br /&gt;
  &lt;br /&gt;
  BASE_ENEMY_KILL 0          # (0,1) if set to 1, any fortress / goal / flag base will kill the enemy if they enter it, usually set to 1 for ball games&lt;br /&gt;
  &lt;br /&gt;
  SCORE_FLAG 3               # points you gain for capturing a flag and returning it to your base&lt;br /&gt;
  SCORE_GOAL 1               # points you gain for shooting a goal&lt;br /&gt;
  &lt;br /&gt;
  FLAG_CHAT_BLINK_TIME -1    # time in seconds that the chat triangle above a player with a flag will blink, -1 to disable&lt;br /&gt;
  &lt;br /&gt;
  FLAG_BLINK_TIME 2          # time in seconds between flag blinking over player with the flag, -1 to disable&lt;br /&gt;
  FLAG_BLINK_START 0.2       # percentage of the flag radius to start the flag blink at&lt;br /&gt;
  FLAG_BLINK_END 1.0         # percentage of the flag radius to end the flag blink at&lt;br /&gt;
  FLAG_BLINK_SPEED 8         # speed at which the flag blink radius increases&lt;br /&gt;
  FLAG_BLINK_START 0.1       # percentage of the flag radius to start the flag blink at&lt;br /&gt;
  FLAG_BLINK_ESTIMATE_POSITION 0.6 # 0 to start the flag blink at the current player position, 1 to start the flag blink where the player would be at the end of the blink at current speed and direction&lt;br /&gt;
&lt;br /&gt;
= SVN way of downloading and applying patch =&lt;br /&gt;
&#039;&#039;&#039;WARNING: This method is now basically obsolete. Please [[Sty#Downloading_and_unpacking|use bazaar]] if at all possible (and I can&#039;t think of a good reason why not). It is already pre-patched and up to date.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following is the traditional old way of getting the patch. It causes lots of conflicts you will need to resolve if followed to the letter.&lt;br /&gt;
&lt;br /&gt;
So, here do we start, we need lastet SVN(=the lastet development revision) and the pigsty patch in order to install sty.&lt;br /&gt;
&lt;br /&gt;
(Note: you will need to download subversion software from http://subversion.tigris.org/ and install it for your specific OS)&lt;br /&gt;
&lt;br /&gt;
(You&#039;ll enter these codes in your SSH connection to your dedicated server, or in your terminal at home if you use your computer to host the server. Note that you wont enter the $ at each line, this character is generally used to indicate it&#039;s in a shell.)&lt;br /&gt;
&lt;br /&gt;
We&#039;ill create a working directory and enter in it to let the patches and the source here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ mkdir armagetronad+sty&amp;lt;br /&amp;gt;&lt;br /&gt;
$ cd !^&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then we download the source of armagetronad.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ svn co https://armagetronad.svn.sourceforge.net/svnroot/armagetronad/armagetronad/branches/0.2.8.0/armagetronad .&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the pig sty patch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ wget -O stypatch.zip http://forums.armagetronad.net/download.php?id=5691&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the download is finished, we unpackthe zip file we downloaded:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ unzip stypatch.zip&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that all the resources and the patch have been unzipped, we will patch our code.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$ patch -p0 &amp;lt; pigsty-061021.patch&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Infamous</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Windows_Development&amp;diff=22481</id>
		<title>Windows Development</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Windows_Development&amp;diff=22481"/>
		<updated>2009-01-11T23:49:03Z</updated>

		<summary type="html">&lt;p&gt;Infamous: /* Installing the IDE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here&#039;s straightforward instructions on how to set up a complete windows environment for building a distribution.  If you just want to hack on the game, you only need these instructions up to big step 3.  These are here to help newcomers to get into hacking the trunk quickly, but their also here to document how releases are built for windows.&lt;br /&gt;
&lt;br /&gt;
There are 4 big steps, each comprising of many little steps.  Each step is for building the trunk.  Building a release tarball based on the trunk should follow logically from here, but may not.  Consult specific release documentation for more information on building a release tarball, if it&#039;s there.&lt;br /&gt;
&lt;br /&gt;
== Installing the IDE ==&lt;br /&gt;
&lt;br /&gt;
We use Code::Blocks.  The trunk should be built with the latest available nightly snapshot.  We&#039;re somewhat dismayed at this situation as we made the switch to Code::Blocks when 1.0rc2 was the latest release and we thought the 1.0 release was impending.  We are open to alternatives, but we need feedback from actual windows developers, unless you all want us to pick a linux-centric build system.&lt;br /&gt;
&lt;br /&gt;
The original instructions can be found [[Windows_Development_System#IDEs_.28You_need_only_one.29|here]].&lt;br /&gt;
&lt;br /&gt;
To build and run the game, you will need Python and Code::Blocks.  Code::Blocks itself requires MingW, and additional tools available from MingW will be needed to build the trunk.  Here&#039;s a list, in no particular order.&lt;br /&gt;
&lt;br /&gt;
* Code::Blocks nightly&lt;br /&gt;
** requires a mingw dll that we recommend you put in %WINDOWS%\system32 and a wxWidgets dll that we make the same recommendation for.  Following this recommendation allows you to upgrade your Code::Blocks installation by just unzipping a new nightly snapshot.&lt;br /&gt;
* Python.  2.4 is known to work, 2.5 is experimental for us at this time, but we&#039;ll be moving to 2.5 as various Linux distributions pick it up.&lt;br /&gt;
* NSIS is needed to build a binary distribution&lt;br /&gt;
* Subversion client&lt;br /&gt;
** TortoiseSVN gives you a nice GUI around SVN, but is considered optional.&lt;br /&gt;
** Subversion, from subversion.tigris.org is required for the automated build to work, and many of the scripts needed to make a regular build likely require it.&lt;br /&gt;
** Neither of these clients are needed if you&#039;re building a source release.&lt;br /&gt;
* MingW&lt;br /&gt;
** Use the latest version of MingW available.  It can be a real pain to install, we hope they&#039;ll take care of that sometime soon.&lt;br /&gt;
** This has to be installed before Code::Blocks is run, ideally.  The requirement may be imaginary, but it&#039;s good practice to install MingW first anyway.&lt;br /&gt;
** You&#039;ll need gcc, g  , bison, and swig, at the very least to build the trunk.  A release tarball may not need bison and swig.&lt;br /&gt;
* Bazaar&lt;br /&gt;
** Use Bazaar to get the source from the Launchpad project ([https://code.launchpad.net/armagetronad])&lt;br /&gt;
Note: At the time of writing, the trunk doesn&#039;t build in windows.  Hopefully we&#039;ll remember to update this page when it does.&lt;br /&gt;
&lt;br /&gt;
== Satisfying Dependencies ==&lt;br /&gt;
&lt;br /&gt;
Satisfying dependencies in Windows is very easy.  You just download the most recent release of the winlibs.zip file to build the trunk, generally.  Sometimes that won&#039;t work, such as when the trunk requires new libraries that aren&#039;t required by the most recent release.  If you&#039;re building from the trunk, you&#039;ll want to checkout the winlibs module.&lt;br /&gt;
&lt;br /&gt;
This is early to talk about checking out the source, but it&#039;s needed.  The directory structure you need looks like this:&lt;br /&gt;
&lt;br /&gt;
* Armagetron Project directory (you create it, you name it what you want)&lt;br /&gt;
** armagetronad&lt;br /&gt;
** winlibs&lt;br /&gt;
&lt;br /&gt;
You&#039;ll create this directory structure by either unzipping a source release and a winlibs archive, or by using subversion to checkout the two modules listed.  For reference, the url for the modules is:&lt;br /&gt;
&lt;br /&gt;
:armagetronad&lt;br /&gt;
;https://armagetronad.svn.sourceforge.net/svnroot/armagetronad/armagetronad/trunk/armagetronad&lt;br /&gt;
:winlibs&lt;br /&gt;
;https://armagetronad.svn.sourceforge.net/svnroot/armagetronad/armagetronad/trunk/winlibs&lt;br /&gt;
&lt;br /&gt;
That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
Well, not really.  We need to figure out how to get Ruby in there, and Boost is a bit problematic right now.  Those two are the main reasons the trunk doesn&#039;t build, at the time of writing.  (However, there are miscellaneous problems in the build files from regular changes made in Linux that have been migrated to Mac OS X, but due to lack of developer interest, and lack of developers, haven&#039;t yet been migrated to Windows)&lt;br /&gt;
&lt;br /&gt;
== Building Armagetron Advanced ==&lt;br /&gt;
&lt;br /&gt;
Building the game isn&#039;t as straightforward as the last step.  Sorry.  Here&#039;s what you do, assuming a fresh checkout:&lt;br /&gt;
&lt;br /&gt;
# Run win32\update_version.bat&lt;br /&gt;
# Start Code::Blocks&lt;br /&gt;
# Open win32\code_blocks\ArmagetronAd.workspace&lt;br /&gt;
# Build&lt;br /&gt;
# Run win32\makedist.bat&lt;br /&gt;
&lt;br /&gt;
Now you should be able to play the game.&lt;br /&gt;
&lt;br /&gt;
Gotchas:&lt;br /&gt;
&lt;br /&gt;
* update_version.bat and makedist.bat both need to know where python is installed.  The easiest way to deal with this is to put python in your path.  In Windows 2000, right-click My Computer, select Properties.  Go to the Advanced tab, and in the middle you have Environment Variables.  Open that.  Find the Path variable and edit it, by putting &amp;quot;;C:\Python24&amp;quot; on the end (if you used the default installation location.  If you didn&#039;t, put the right path to python.exe).&lt;br /&gt;
* Not running the batch files will result in version.h not being found while building.  If you see that error, it&#039;s because you didn&#039;t run update_version.bat.&lt;br /&gt;
&lt;br /&gt;
== Building a Self-Extracting Installer ==&lt;br /&gt;
&lt;br /&gt;
Right now, nobody knows how to build an installer from the trunk.  Z-man knew back in 0.3.0, and hopefully he&#039;ll chime in and tell us how he did it then.&lt;br /&gt;
&lt;br /&gt;
#Download and install NSIS http://nsis.sourceforge.net/Download&lt;br /&gt;
#Open the file: win32/armagetronad.nsis&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
If you want to build armagetronad (tested with 0.2.8.2 branch, target dedicated) in windows you may have this errors:&lt;br /&gt;
* &#039;&#039;&#039;src/defs.h:105: error: new declaration `bool isblank(int)&#039;&#039;&#039;&#039;: in file armagetronad\src\defs.h change:&lt;br /&gt;
** &#039;&#039;inline bool isblank(int x){ return ((x == &#039; &#039;) || (x == &#039;\t&#039;)); }&#039;&#039; &#039;&#039;&#039;to&#039;&#039;&#039; &#039;&#039;//inline bool isblank(int x){ return ((x == &#039; &#039;) || (x == &#039;\t&#039;)); }&#039;&#039;&lt;br /&gt;
In other words, comment the line. This function doesn&#039;t seem to exist in Windows or Solaris 2.8.&lt;/div&gt;</summary>
		<author><name>Infamous</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Windows_Development&amp;diff=22480</id>
		<title>Windows Development</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Windows_Development&amp;diff=22480"/>
		<updated>2009-01-11T23:48:14Z</updated>

		<summary type="html">&lt;p&gt;Infamous: /* Installing the IDE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here&#039;s straightforward instructions on how to set up a complete windows environment for building a distribution.  If you just want to hack on the game, you only need these instructions up to big step 3.  These are here to help newcomers to get into hacking the trunk quickly, but their also here to document how releases are built for windows.&lt;br /&gt;
&lt;br /&gt;
There are 4 big steps, each comprising of many little steps.  Each step is for building the trunk.  Building a release tarball based on the trunk should follow logically from here, but may not.  Consult specific release documentation for more information on building a release tarball, if it&#039;s there.&lt;br /&gt;
&lt;br /&gt;
== Installing the IDE ==&lt;br /&gt;
&lt;br /&gt;
We use Code::Blocks.  The trunk should be built with the latest available nightly snapshot.  We&#039;re somewhat dismayed at this situation as we made the switch to Code::Blocks when 1.0rc2 was the latest release and we thought the 1.0 release was impending.  We are open to alternatives, but we need feedback from actual windows developers, unless you all want us to pick a linux-centric build system.&lt;br /&gt;
&lt;br /&gt;
The original instructions can be found [[Windows_Development_System#IDEs_.28You_need_only_one.29|here]].&lt;br /&gt;
&lt;br /&gt;
To build and run the game, you will need Python and Code::Blocks.  Code::Blocks itself requires MingW, and additional tools available from MingW will be needed to build the trunk.  Here&#039;s a list, in no particular order.&lt;br /&gt;
&lt;br /&gt;
* Code::Blocks nightly&lt;br /&gt;
** requires a mingw dll that we recommend you put in %WINDOWS%\system32 and a wxWidgets dll that we make the same recommendation for.  Following this recommendation allows you to upgrade your Code::Blocks installation by just unzipping a new nightly snapshot.&lt;br /&gt;
* Python.  2.4 is known to work, 2.5 is experimental for us at this time, but we&#039;ll be moving to 2.5 as various Linux distributions pick it up.&lt;br /&gt;
* NSIS is needed to build a binary distribution&lt;br /&gt;
* Subversion client&lt;br /&gt;
** TortoiseSVN gives you a nice GUI around SVN, but is considered optional.&lt;br /&gt;
** Subversion, from subversion.tigris.org is required for the automated build to work, and many of the scripts needed to make a regular build likely require it.&lt;br /&gt;
** Neither of these clients are needed if you&#039;re building a source release.&lt;br /&gt;
* MingW&lt;br /&gt;
** Use the latest version of MingW available.  It can be a real pain to install, we hope they&#039;ll take care of that sometime soon.&lt;br /&gt;
** This has to be installed before Code::Blocks is run, ideally.  The requirement may be imaginary, but it&#039;s good practice to install MingW first anyway.&lt;br /&gt;
** You&#039;ll need gcc, g  , bison, and swig, at the very least to build the trunk.  A release tarball may not need bison and swig.&lt;br /&gt;
* Bazaar&lt;br /&gt;
** Use Bazaar to get the source from the Launchpad project ([http://www.code.launchpad.net/armagetronad])&lt;br /&gt;
Note: At the time of writing, the trunk doesn&#039;t build in windows.  Hopefully we&#039;ll remember to update this page when it does.&lt;br /&gt;
&lt;br /&gt;
== Satisfying Dependencies ==&lt;br /&gt;
&lt;br /&gt;
Satisfying dependencies in Windows is very easy.  You just download the most recent release of the winlibs.zip file to build the trunk, generally.  Sometimes that won&#039;t work, such as when the trunk requires new libraries that aren&#039;t required by the most recent release.  If you&#039;re building from the trunk, you&#039;ll want to checkout the winlibs module.&lt;br /&gt;
&lt;br /&gt;
This is early to talk about checking out the source, but it&#039;s needed.  The directory structure you need looks like this:&lt;br /&gt;
&lt;br /&gt;
* Armagetron Project directory (you create it, you name it what you want)&lt;br /&gt;
** armagetronad&lt;br /&gt;
** winlibs&lt;br /&gt;
&lt;br /&gt;
You&#039;ll create this directory structure by either unzipping a source release and a winlibs archive, or by using subversion to checkout the two modules listed.  For reference, the url for the modules is:&lt;br /&gt;
&lt;br /&gt;
:armagetronad&lt;br /&gt;
;https://armagetronad.svn.sourceforge.net/svnroot/armagetronad/armagetronad/trunk/armagetronad&lt;br /&gt;
:winlibs&lt;br /&gt;
;https://armagetronad.svn.sourceforge.net/svnroot/armagetronad/armagetronad/trunk/winlibs&lt;br /&gt;
&lt;br /&gt;
That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
Well, not really.  We need to figure out how to get Ruby in there, and Boost is a bit problematic right now.  Those two are the main reasons the trunk doesn&#039;t build, at the time of writing.  (However, there are miscellaneous problems in the build files from regular changes made in Linux that have been migrated to Mac OS X, but due to lack of developer interest, and lack of developers, haven&#039;t yet been migrated to Windows)&lt;br /&gt;
&lt;br /&gt;
== Building Armagetron Advanced ==&lt;br /&gt;
&lt;br /&gt;
Building the game isn&#039;t as straightforward as the last step.  Sorry.  Here&#039;s what you do, assuming a fresh checkout:&lt;br /&gt;
&lt;br /&gt;
# Run win32\update_version.bat&lt;br /&gt;
# Start Code::Blocks&lt;br /&gt;
# Open win32\code_blocks\ArmagetronAd.workspace&lt;br /&gt;
# Build&lt;br /&gt;
# Run win32\makedist.bat&lt;br /&gt;
&lt;br /&gt;
Now you should be able to play the game.&lt;br /&gt;
&lt;br /&gt;
Gotchas:&lt;br /&gt;
&lt;br /&gt;
* update_version.bat and makedist.bat both need to know where python is installed.  The easiest way to deal with this is to put python in your path.  In Windows 2000, right-click My Computer, select Properties.  Go to the Advanced tab, and in the middle you have Environment Variables.  Open that.  Find the Path variable and edit it, by putting &amp;quot;;C:\Python24&amp;quot; on the end (if you used the default installation location.  If you didn&#039;t, put the right path to python.exe).&lt;br /&gt;
* Not running the batch files will result in version.h not being found while building.  If you see that error, it&#039;s because you didn&#039;t run update_version.bat.&lt;br /&gt;
&lt;br /&gt;
== Building a Self-Extracting Installer ==&lt;br /&gt;
&lt;br /&gt;
Right now, nobody knows how to build an installer from the trunk.  Z-man knew back in 0.3.0, and hopefully he&#039;ll chime in and tell us how he did it then.&lt;br /&gt;
&lt;br /&gt;
#Download and install NSIS http://nsis.sourceforge.net/Download&lt;br /&gt;
#Open the file: win32/armagetronad.nsis&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
If you want to build armagetronad (tested with 0.2.8.2 branch, target dedicated) in windows you may have this errors:&lt;br /&gt;
* &#039;&#039;&#039;src/defs.h:105: error: new declaration `bool isblank(int)&#039;&#039;&#039;&#039;: in file armagetronad\src\defs.h change:&lt;br /&gt;
** &#039;&#039;inline bool isblank(int x){ return ((x == &#039; &#039;) || (x == &#039;\t&#039;)); }&#039;&#039; &#039;&#039;&#039;to&#039;&#039;&#039; &#039;&#039;//inline bool isblank(int x){ return ((x == &#039; &#039;) || (x == &#039;\t&#039;)); }&#039;&#039;&lt;br /&gt;
In other words, comment the line. This function doesn&#039;t seem to exist in Windows or Solaris 2.8.&lt;/div&gt;</summary>
		<author><name>Infamous</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Windows_Development&amp;diff=22479</id>
		<title>Windows Development</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Windows_Development&amp;diff=22479"/>
		<updated>2009-01-11T23:47:24Z</updated>

		<summary type="html">&lt;p&gt;Infamous: /* Installing the IDE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here&#039;s straightforward instructions on how to set up a complete windows environment for building a distribution.  If you just want to hack on the game, you only need these instructions up to big step 3.  These are here to help newcomers to get into hacking the trunk quickly, but their also here to document how releases are built for windows.&lt;br /&gt;
&lt;br /&gt;
There are 4 big steps, each comprising of many little steps.  Each step is for building the trunk.  Building a release tarball based on the trunk should follow logically from here, but may not.  Consult specific release documentation for more information on building a release tarball, if it&#039;s there.&lt;br /&gt;
&lt;br /&gt;
== Installing the IDE ==&lt;br /&gt;
&lt;br /&gt;
We use Code::Blocks.  The trunk should be built with the latest available nightly snapshot.  We&#039;re somewhat dismayed at this situation as we made the switch to Code::Blocks when 1.0rc2 was the latest release and we thought the 1.0 release was impending.  We are open to alternatives, but we need feedback from actual windows developers, unless you all want us to pick a linux-centric build system.&lt;br /&gt;
&lt;br /&gt;
The original instructions can be found [[Windows_Development_System#IDEs_.28You_need_only_one.29|here]].&lt;br /&gt;
&lt;br /&gt;
To build and run the game, you will need Python and Code::Blocks.  Code::Blocks itself requires MingW, and additional tools available from MingW will be needed to build the trunk.  Here&#039;s a list, in no particular order.&lt;br /&gt;
&lt;br /&gt;
* Code::Blocks nightly&lt;br /&gt;
** requires a mingw dll that we recommend you put in %WINDOWS%\system32 and a wxWidgets dll that we make the same recommendation for.  Following this recommendation allows you to upgrade your Code::Blocks installation by just unzipping a new nightly snapshot.&lt;br /&gt;
* Python.  2.4 is known to work, 2.5 is experimental for us at this time, but we&#039;ll be moving to 2.5 as various Linux distributions pick it up.&lt;br /&gt;
* NSIS is needed to build a binary distribution&lt;br /&gt;
* Subversion client&lt;br /&gt;
** TortoiseSVN gives you a nice GUI around SVN, but is considered optional.&lt;br /&gt;
** Subversion, from subversion.tigris.org is required for the automated build to work, and many of the scripts needed to make a regular build likely require it.&lt;br /&gt;
** Neither of these clients are needed if you&#039;re building a source release.&lt;br /&gt;
* MingW&lt;br /&gt;
** Use the latest version of MingW available.  It can be a real pain to install, we hope they&#039;ll take care of that sometime soon.&lt;br /&gt;
** This has to be installed before Code::Blocks is run, ideally.  The requirement may be imaginary, but it&#039;s good practice to install MingW first anyway.&lt;br /&gt;
** You&#039;ll need gcc, g  , bison, and swig, at the very least to build the trunk.  A release tarball may not need bison and swig.&lt;br /&gt;
* Bazaar&lt;br /&gt;
** Use Bazaar to get the source from the Launchpad project ([https://www.code.launchpad.net/armagetronad])&lt;br /&gt;
Note: At the time of writing, the trunk doesn&#039;t build in windows.  Hopefully we&#039;ll remember to update this page when it does.&lt;br /&gt;
&lt;br /&gt;
== Satisfying Dependencies ==&lt;br /&gt;
&lt;br /&gt;
Satisfying dependencies in Windows is very easy.  You just download the most recent release of the winlibs.zip file to build the trunk, generally.  Sometimes that won&#039;t work, such as when the trunk requires new libraries that aren&#039;t required by the most recent release.  If you&#039;re building from the trunk, you&#039;ll want to checkout the winlibs module.&lt;br /&gt;
&lt;br /&gt;
This is early to talk about checking out the source, but it&#039;s needed.  The directory structure you need looks like this:&lt;br /&gt;
&lt;br /&gt;
* Armagetron Project directory (you create it, you name it what you want)&lt;br /&gt;
** armagetronad&lt;br /&gt;
** winlibs&lt;br /&gt;
&lt;br /&gt;
You&#039;ll create this directory structure by either unzipping a source release and a winlibs archive, or by using subversion to checkout the two modules listed.  For reference, the url for the modules is:&lt;br /&gt;
&lt;br /&gt;
:armagetronad&lt;br /&gt;
;https://armagetronad.svn.sourceforge.net/svnroot/armagetronad/armagetronad/trunk/armagetronad&lt;br /&gt;
:winlibs&lt;br /&gt;
;https://armagetronad.svn.sourceforge.net/svnroot/armagetronad/armagetronad/trunk/winlibs&lt;br /&gt;
&lt;br /&gt;
That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
Well, not really.  We need to figure out how to get Ruby in there, and Boost is a bit problematic right now.  Those two are the main reasons the trunk doesn&#039;t build, at the time of writing.  (However, there are miscellaneous problems in the build files from regular changes made in Linux that have been migrated to Mac OS X, but due to lack of developer interest, and lack of developers, haven&#039;t yet been migrated to Windows)&lt;br /&gt;
&lt;br /&gt;
== Building Armagetron Advanced ==&lt;br /&gt;
&lt;br /&gt;
Building the game isn&#039;t as straightforward as the last step.  Sorry.  Here&#039;s what you do, assuming a fresh checkout:&lt;br /&gt;
&lt;br /&gt;
# Run win32\update_version.bat&lt;br /&gt;
# Start Code::Blocks&lt;br /&gt;
# Open win32\code_blocks\ArmagetronAd.workspace&lt;br /&gt;
# Build&lt;br /&gt;
# Run win32\makedist.bat&lt;br /&gt;
&lt;br /&gt;
Now you should be able to play the game.&lt;br /&gt;
&lt;br /&gt;
Gotchas:&lt;br /&gt;
&lt;br /&gt;
* update_version.bat and makedist.bat both need to know where python is installed.  The easiest way to deal with this is to put python in your path.  In Windows 2000, right-click My Computer, select Properties.  Go to the Advanced tab, and in the middle you have Environment Variables.  Open that.  Find the Path variable and edit it, by putting &amp;quot;;C:\Python24&amp;quot; on the end (if you used the default installation location.  If you didn&#039;t, put the right path to python.exe).&lt;br /&gt;
* Not running the batch files will result in version.h not being found while building.  If you see that error, it&#039;s because you didn&#039;t run update_version.bat.&lt;br /&gt;
&lt;br /&gt;
== Building a Self-Extracting Installer ==&lt;br /&gt;
&lt;br /&gt;
Right now, nobody knows how to build an installer from the trunk.  Z-man knew back in 0.3.0, and hopefully he&#039;ll chime in and tell us how he did it then.&lt;br /&gt;
&lt;br /&gt;
#Download and install NSIS http://nsis.sourceforge.net/Download&lt;br /&gt;
#Open the file: win32/armagetronad.nsis&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
If you want to build armagetronad (tested with 0.2.8.2 branch, target dedicated) in windows you may have this errors:&lt;br /&gt;
* &#039;&#039;&#039;src/defs.h:105: error: new declaration `bool isblank(int)&#039;&#039;&#039;&#039;: in file armagetronad\src\defs.h change:&lt;br /&gt;
** &#039;&#039;inline bool isblank(int x){ return ((x == &#039; &#039;) || (x == &#039;\t&#039;)); }&#039;&#039; &#039;&#039;&#039;to&#039;&#039;&#039; &#039;&#039;//inline bool isblank(int x){ return ((x == &#039; &#039;) || (x == &#039;\t&#039;)); }&#039;&#039;&lt;br /&gt;
In other words, comment the line. This function doesn&#039;t seem to exist in Windows or Solaris 2.8.&lt;/div&gt;</summary>
		<author><name>Infamous</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Windows_Development&amp;diff=22478</id>
		<title>Windows Development</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Windows_Development&amp;diff=22478"/>
		<updated>2009-01-11T23:47:05Z</updated>

		<summary type="html">&lt;p&gt;Infamous: /* Installing the IDE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here&#039;s straightforward instructions on how to set up a complete windows environment for building a distribution.  If you just want to hack on the game, you only need these instructions up to big step 3.  These are here to help newcomers to get into hacking the trunk quickly, but their also here to document how releases are built for windows.&lt;br /&gt;
&lt;br /&gt;
There are 4 big steps, each comprising of many little steps.  Each step is for building the trunk.  Building a release tarball based on the trunk should follow logically from here, but may not.  Consult specific release documentation for more information on building a release tarball, if it&#039;s there.&lt;br /&gt;
&lt;br /&gt;
== Installing the IDE ==&lt;br /&gt;
&lt;br /&gt;
We use Code::Blocks.  The trunk should be built with the latest available nightly snapshot.  We&#039;re somewhat dismayed at this situation as we made the switch to Code::Blocks when 1.0rc2 was the latest release and we thought the 1.0 release was impending.  We are open to alternatives, but we need feedback from actual windows developers, unless you all want us to pick a linux-centric build system.&lt;br /&gt;
&lt;br /&gt;
The original instructions can be found [[Windows_Development_System#IDEs_.28You_need_only_one.29|here]].&lt;br /&gt;
&lt;br /&gt;
To build and run the game, you will need Python and Code::Blocks.  Code::Blocks itself requires MingW, and additional tools available from MingW will be needed to build the trunk.  Here&#039;s a list, in no particular order.&lt;br /&gt;
&lt;br /&gt;
* Code::Blocks nightly&lt;br /&gt;
** requires a mingw dll that we recommend you put in %WINDOWS%\system32 and a wxWidgets dll that we make the same recommendation for.  Following this recommendation allows you to upgrade your Code::Blocks installation by just unzipping a new nightly snapshot.&lt;br /&gt;
* Python.  2.4 is known to work, 2.5 is experimental for us at this time, but we&#039;ll be moving to 2.5 as various Linux distributions pick it up.&lt;br /&gt;
* NSIS is needed to build a binary distribution&lt;br /&gt;
* Subversion client&lt;br /&gt;
** TortoiseSVN gives you a nice GUI around SVN, but is considered optional.&lt;br /&gt;
** Subversion, from subversion.tigris.org is required for the automated build to work, and many of the scripts needed to make a regular build likely require it.&lt;br /&gt;
** Neither of these clients are needed if you&#039;re building a source release.&lt;br /&gt;
* MingW&lt;br /&gt;
** Use the latest version of MingW available.  It can be a real pain to install, we hope they&#039;ll take care of that sometime soon.&lt;br /&gt;
** This has to be installed before Code::Blocks is run, ideally.  The requirement may be imaginary, but it&#039;s good practice to install MingW first anyway.&lt;br /&gt;
** You&#039;ll need gcc, g  , bison, and swig, at the very least to build the trunk.  A release tarball may not need bison and swig.&lt;br /&gt;
* Bazaar&lt;br /&gt;
** Use Bazaar to get the source from the Launchpad project ([https://www.code.launchpad.net/armagetronad]&lt;br /&gt;
Note: At the time of writing, the trunk doesn&#039;t build in windows.  Hopefully we&#039;ll remember to update this page when it does.&lt;br /&gt;
&lt;br /&gt;
== Satisfying Dependencies ==&lt;br /&gt;
&lt;br /&gt;
Satisfying dependencies in Windows is very easy.  You just download the most recent release of the winlibs.zip file to build the trunk, generally.  Sometimes that won&#039;t work, such as when the trunk requires new libraries that aren&#039;t required by the most recent release.  If you&#039;re building from the trunk, you&#039;ll want to checkout the winlibs module.&lt;br /&gt;
&lt;br /&gt;
This is early to talk about checking out the source, but it&#039;s needed.  The directory structure you need looks like this:&lt;br /&gt;
&lt;br /&gt;
* Armagetron Project directory (you create it, you name it what you want)&lt;br /&gt;
** armagetronad&lt;br /&gt;
** winlibs&lt;br /&gt;
&lt;br /&gt;
You&#039;ll create this directory structure by either unzipping a source release and a winlibs archive, or by using subversion to checkout the two modules listed.  For reference, the url for the modules is:&lt;br /&gt;
&lt;br /&gt;
:armagetronad&lt;br /&gt;
;https://armagetronad.svn.sourceforge.net/svnroot/armagetronad/armagetronad/trunk/armagetronad&lt;br /&gt;
:winlibs&lt;br /&gt;
;https://armagetronad.svn.sourceforge.net/svnroot/armagetronad/armagetronad/trunk/winlibs&lt;br /&gt;
&lt;br /&gt;
That&#039;s all there is to it.&lt;br /&gt;
&lt;br /&gt;
Well, not really.  We need to figure out how to get Ruby in there, and Boost is a bit problematic right now.  Those two are the main reasons the trunk doesn&#039;t build, at the time of writing.  (However, there are miscellaneous problems in the build files from regular changes made in Linux that have been migrated to Mac OS X, but due to lack of developer interest, and lack of developers, haven&#039;t yet been migrated to Windows)&lt;br /&gt;
&lt;br /&gt;
== Building Armagetron Advanced ==&lt;br /&gt;
&lt;br /&gt;
Building the game isn&#039;t as straightforward as the last step.  Sorry.  Here&#039;s what you do, assuming a fresh checkout:&lt;br /&gt;
&lt;br /&gt;
# Run win32\update_version.bat&lt;br /&gt;
# Start Code::Blocks&lt;br /&gt;
# Open win32\code_blocks\ArmagetronAd.workspace&lt;br /&gt;
# Build&lt;br /&gt;
# Run win32\makedist.bat&lt;br /&gt;
&lt;br /&gt;
Now you should be able to play the game.&lt;br /&gt;
&lt;br /&gt;
Gotchas:&lt;br /&gt;
&lt;br /&gt;
* update_version.bat and makedist.bat both need to know where python is installed.  The easiest way to deal with this is to put python in your path.  In Windows 2000, right-click My Computer, select Properties.  Go to the Advanced tab, and in the middle you have Environment Variables.  Open that.  Find the Path variable and edit it, by putting &amp;quot;;C:\Python24&amp;quot; on the end (if you used the default installation location.  If you didn&#039;t, put the right path to python.exe).&lt;br /&gt;
* Not running the batch files will result in version.h not being found while building.  If you see that error, it&#039;s because you didn&#039;t run update_version.bat.&lt;br /&gt;
&lt;br /&gt;
== Building a Self-Extracting Installer ==&lt;br /&gt;
&lt;br /&gt;
Right now, nobody knows how to build an installer from the trunk.  Z-man knew back in 0.3.0, and hopefully he&#039;ll chime in and tell us how he did it then.&lt;br /&gt;
&lt;br /&gt;
#Download and install NSIS http://nsis.sourceforge.net/Download&lt;br /&gt;
#Open the file: win32/armagetronad.nsis&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
If you want to build armagetronad (tested with 0.2.8.2 branch, target dedicated) in windows you may have this errors:&lt;br /&gt;
* &#039;&#039;&#039;src/defs.h:105: error: new declaration `bool isblank(int)&#039;&#039;&#039;&#039;: in file armagetronad\src\defs.h change:&lt;br /&gt;
** &#039;&#039;inline bool isblank(int x){ return ((x == &#039; &#039;) || (x == &#039;\t&#039;)); }&#039;&#039; &#039;&#039;&#039;to&#039;&#039;&#039; &#039;&#039;//inline bool isblank(int x){ return ((x == &#039; &#039;) || (x == &#039;\t&#039;)); }&#039;&#039;&lt;br /&gt;
In other words, comment the line. This function doesn&#039;t seem to exist in Windows or Solaris 2.8.&lt;/div&gt;</summary>
		<author><name>Infamous</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Clans&amp;diff=22477</id>
		<title>Clans</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Clans&amp;diff=22477"/>
		<updated>2009-01-11T23:43:18Z</updated>

		<summary type="html">&lt;p&gt;Infamous: /* Clans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== F! ==&lt;br /&gt;
F!ght&lt;br /&gt;
&lt;br /&gt;
== CT ==&lt;br /&gt;
Crazy Tronners&lt;br /&gt;
&lt;br /&gt;
== dBd ==&lt;br /&gt;
Death by Distraction&lt;/div&gt;</summary>
		<author><name>Infamous</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Clans&amp;diff=22476</id>
		<title>Clans</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Clans&amp;diff=22476"/>
		<updated>2009-01-11T23:40:21Z</updated>

		<summary type="html">&lt;p&gt;Infamous: New page:  == F! == The F!ght Clan - Plays on many servers, mainly Durka Durka Land and The Fight Arena&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== F! ==&lt;br /&gt;
The F!ght Clan - Plays on many servers, mainly Durka Durka Land and The Fight Arena&lt;/div&gt;</summary>
		<author><name>Infamous</name></author>
	</entry>
</feed>