http://wiki.armagetronad.org/api.php?action=feedcontributions&user=Aang&feedformat=atomArmagetron - User contributions [en]2024-03-29T11:12:50ZUser contributionsMediaWiki 1.35.3http://wiki.armagetronad.org/index.php?title=PlayingFAQ&diff=17978PlayingFAQ2007-04-28T23:21:45Z<p>Aang: /* What is ping? */</p>
<hr />
<div>This FAQ relates to issues about installing, configuring and mostly playing the game. For issues specific about hosting, consult the [[HostingFAQ|Hosting server FAQ]]<br />
<br />
= Installing the Game =<br />
<br />
== Where can I download Armagetron Advanced? ==<br />
<br />
That depends on what version you want to get. The current stable version is always available [http://www.armagetronad.net/downloads.php on the main web page] or [http://sourceforge.net/project/showfiles.php?group_id=110997 sourceforge]. The latest testing version on [http://beta.armagetronad.net AABeta].<br />
<br />
== How do I install... ==<br />
=== on Windows? ===<br />
<br />
Find the exe file you downloaded from the question and answer above this one and double click on it. Answer all dialog boxes with Yes/Next/Finish, whatever applies. On Windows XP, when you first run the game and try to connect to the Internet, a firewall warning will pop up; set it to allow access.<br />
<br />
=== on Mac OS? ===<br />
<br />
Mount the dmg file, and drag the Armagetron Advanced application to your hard-drive.<br />
<br />
=== on Linux? ===<br />
<br />
That depends on the distribution you are running. Check out the [[Linux Distribution Field Report]] for details.<br />
<br />
== I'm running Linux, but don't know whether it is 32 or 64 bit. How can I find out? ==<br />
<br />
On a console/terminal, type <pre>echo $MACHTYPE</pre><br />
If the output starts with x86_64, you have a 64 bit system. If it starts with i386, i486, i586 or i686 or possibly just x86 or x86_32, you have a 32 bit system. For anything else, we don't provide binary packages, you have to build from source. If the output is blank, the method failed. Then, see whether you have got the directory /usr/lib64 on your system. If yes, you have a 64 bit system, if no, it's 32 bit.<br />
<br />
== I run a non-Linux UNIX or Linux on hardware not supported by your binary packages or the binaries don't work, how do I install from source? ==<br />
<br />
Basically, you fetch the .tbz2 source archive and do as the superuser root<br />
<pre>tar -xjf <path to the tbz2 source archive you just fetched><br />
cd armagetronad-<VERSION><br />
./configure<br />
make<br />
make install</pre><br />
The configure script will tell you what you are missing. In this mode, you always need the 'development' packages of our dependencies on most distributions.<br />
The [[Linux Distribution Field Report]] may have some hints. Ask us if you get stuck.<br />
<br />
== I'm working on a Linux PC administered by someone else and don't have the root password, can I still install the game? ==<br />
<br />
Yes. The "package" binary files can install everything in your home directory. If you have to build from source, proceed as in the last FAQ,<br />
but pass '--prefix=$HOME/usr' to ./configure and run the game later with<br />
'~/usr/bin/armagetronad', or run the game from the build directory with 'make run'.<br />
<br />
<br />
== So, should I get the latest stable or latest development version? ==<br />
<br />
If you're really asking this question and are not just browsing the FAQ, get the latest stable version.<br />
<br />
== Ok, but there are still so many different files to get, which one is right for me? ==<br />
<br />
See [[FAQ#Terminology]] for choosing between Client and Server download. If in doubt, choose the Client. If you're running a PC with Windows, get the exe format, GCC or VC6 should not matter (please report it if only one of them works for you). If you've got a Mac, get the dmg; there is a special build available for versions 10.2.8 of OS X. If you're running 32 bit Intel Linux, get the x86(_32) "package". If you're running 64 bit AMD Linux, get the x86_64 "package".<br />
<br />
== Where are the server sources? ==<br />
<br />
The server sources are the same as the client sources. You compile a server from them by giving the additional command line option '--disable-glout' to ./configure.<br />
<br />
= Configuring =<br />
== I heard about moviepacks (graphical modifications), how do I install them? ==<br />
<br />
See [[Customizing the game]].<br />
<br />
== How do I use a map? ==<br />
<br />
Read [[Playing Maps]], and please try to tell us why this question is asked so often and followed by "I read the whole wiki!".<br />
<br />
= Terminology = <br />
== General terminology ==<br />
=== What is rubber? ===<br />
Rubber is a mecanism not unlike a cushion in front of your cycle that allows you to come closer to wall. The closer you move to a wall, the more rubber you consume. The faster you move when approching a wall, the more rubber you consume. If a cycle exceed its rubber limit at any time, it is considered to have crashed in the wall. Rubber normally is regained at a steady pace.<br />
<br />
=== What is grinding? ===<br />
The act of running very close to a cycle trace or sometime an arena wall to benefit from the wall acceleration effect.<br />
<br />
=== What is double/tripple binding? ===<br />
The act of associating multiple keys to the same action, such as turning. By pressing successively multiple keys it is possible to execute tight turns.<br />
<br />
==== Is double/tripple binding a sin? ====<br />
Though it is a side effect of the game support for different keyboard layout, some beleive that as it is supported by the game, it is a valid strategy. Others consider that is of bad taste and encourage players to learn to rapidly tap the same key instead.<br />
<br />
== Game types terminology ==<br />
=== What is Fortress? ===<br />
Fortress is often seen in online playing. Each team has a zone assigned. The object is to capture the enemy zone while defending your own. It has been often observed that mildly skilled but effective team work outclass highly skilled but mildly organized team work on Fortress games. <br />
<br />
=== What is CTF/Capture The Flag? ===<br />
A game configuration where the objective it to capture and carry back to your base (often represented as a wide zone) the enemy flag while your own team flag is still at its starting position.<br />
<br />
=== What is Sumo? ===<br />
Stacked zone, often sharing the exact same location, and configured in a way that the zone decay conquers it. As all the players have to fight each other to get access to a place under the zones, the act often push out some players, which quickly die, in a manner that reminds sumo fighting.<br />
<br />
== Network terminology ==<br />
=== What is ping? ===<br />
Ping is how long it takes for data to be sent from your computer to the server and back. Higher the ping, more lag.<br />
==== How do I find my ping? ====<br />
TODO<br />
<br />
=== What is lag? ===<br />
== Multi-player related terminlogy ==<br />
=== What is the ladder? ===<br />
TODO<br />
=== What is tk/team kill? ===<br />
Often seen at the start of round with many players on a team, a team kill is when a player, by its action or lack of, cause the death of a teammate. Considered a serious lack of respect.<br />
<br />
=== What is gank? ===<br />
The act of overtaking a zone, for example 2 vs 1, without fighting.<br />
<br />
= Hosting from the client =<br />
<br />
== What is a client? What is a server? What's the difference? ==<br />
<br />
Simply put, the game client is the program you run on your computer. The game server runs on somebody else's computer. The difference between the two is like the difference between, say, a lawyer and his client. The lawyer would be the server, the one who knows all about law and stuff. So the difference is just like in real life where the terms come from. The client requests a service from someone who serves. In our case, that service is a game that is served from a machine running a program called a "server", but if you requested the same service from a person in a casino, you'd still be running a game client.<br />
<br />
== My client can be a server, though, it says so right here. ==<br />
<br />
That's not a question. In any case, the game client can act as a server if you press "Host Game" from the Internet Game menu. So technically the client is a client/server hybrid, but let's not get too technical.<br />
<br />
== So are all game servers just clients where people pressed "Host Game"? ==<br />
<br />
No. This is where people get really confused, even to the point where they complain to server operators for doing exactly this thing. No, most, if not all, game servers available through the master server run a special version of the program that has no graphical display, and no player can play on directly. That is the server, commonly called the "dedicated server". You can run it too, if you'd like. Server operators chose to run this instead of the regular game client because it has a number of modifications that make it work better as a regular server, just like a mail server or a web server. It is more convenient and makes for a more reliable game server to do so.<br />
<br />
<br />
= Troubleshooting =<br />
<br />
== ArmagetronAd takes most or all the CPU time, how come? ==<br />
<br />
AA takes all the CPU time it needs to simulate and render the scene as fast as you'll allow it to. There are two conditions under which that makes it take almost everything that is available:<br />
* You set your graphics card driver not to wait for VSync. AA will then run at the highest possible framerate and therefore also use all the CPU time available. If you enable the FPS display in the HUD options and it shows more than 100 FPS, then that's your problem.<br />
* When it tells your video card driver to update the screen now, the driver goes into a special CPU-hogging mode until the command is completed, even though all it does is sit around and wait. Both NVidia and ATI drivers are guilty of this. In the "Performance Tweaks" submenu of the graphics settings, there is the "Flush" menu item where you can tweak AA to not issue the problematic command (with possible side effects).<br />
<br />
== ArmagetronAd is unplayable on my AMD Dual Core X2 System (might affect other Dual Cores) ==<br />
<br />
Symptoms:<br />
*The console displays "Timer hick up"<br />
*FPS are usually ok (above 30).<br />
*might only occur in network games<br />
*Game performance is very bad<br />
<br />
At least three solutions for this problem are available:<br />
* To fix this problem use your TaskManager to set ArmagetronAd.exe's cpu affinity to a single CPU. <br />
* Disable Cool & Quite in BIOS<br />
* Install the necessary Microsoft Hotfixes and depending on your System you might have to update your bios and drivers too.<br />
<br />
Links (TODO replace links with links to better instructions!):<br />
* [http://support.microsoft.com/default.aspx?scid=KB;en-us;896256 Microsoft Knowledge base Article about Q896256]<br />
* [http://www.amd.com/en-us/Processors/TechnicalResources/0,,30_182_871_13118,00.html AMD Dual Core Optimizer] The fix is similiar to Microsofts, but only fixes a small part of it. The Microsoft patch also addresses power saving bugs (of Windows XP).<br />
<br />
*Details: Armagetron Advanced 0.2.8.x(?) or later uses the high precision timer on Windows if available. (TODO confirm) This can be a problem on the new Dual Core Systems or malfunctioning Multiprocessor System. The Timer of each core runs at different speeds which results in a jumping timer! The AMD X2 Systems are affected because they have two separate timers for each CPU (Intels Core Duo CPUs share a single timer). The AMD X2 Systems are only affected with Cool & Quite power saving enabled otherwise both cores have the same timer speed. The Windows kernel schedules Armagetron Advanced between both cores which results in a jumping timer form Armagetron perspective.<br />
<br />
= When all else fail =<br />
What to do when consulting the documents provided on this wiki and consulting this FAQ still doesnt provide an answer.<br />
<br />
== The Forums ==<br />
The [[forums.armagetronad.net|forum]] is a message board where discussion about ArmagetronAd often take part. A great many problems have been discussed and solved there. <br />
<br />
The forums is usefull for discussion that spawns under days and weeks. Should you require more immediate assistance, try contacting us on IRC.<br />
<br />
=== What should I do to increase my chance of getting help? ===<br />
First of all, use the search capacities of the forum. It is easy and powerfull, and often will turn your answer without delays.<br />
<br />
Second, get your information right. A simple task from you will save many troubles to anyone trying to help you. Be detailed! Nobodyknows your specific setup, nor can guess it. <br />
<br />
== IRC channel ==<br />
TODO<br />
[[IRC_Channel]]</div>Aanghttp://wiki.armagetronad.org/index.php?title=PlayingGettingStarted&diff=17952PlayingGettingStarted2007-04-28T14:57:41Z<p>Aang: </p>
<hr />
<div>{{Sections}} <!-- Template:Sections should be at the top of each section --><br />
<br />
This document attempts to give the minimal set of knowledge required for a player to enjoy the game. <br />
<br />
= Getting ready to play =<br />
Once you start ArmagetronAd, the game will be launched in fullscreen. To be able to follow this document, press "f" to toggle between fullscreen and windowed mode.<br />
<br />
== Select your preferred languages ==<br />
Once the game is started, you will be asked to select your preferred language. Use the right and left arrows to change it. The secondary language is used when a translated text cannot be found in the primary language. Once selected, use the up and down arrows to move to Accept and press return.<br />
<br />
== Hardware detection ==<br />
A screen indicate the 3D hardware found. It us usually properly detected, so feel free to press return to continue. Even if not detected properly, you will still be able to play the game. <br />
You should now be at the main menu, labeled "Armagetron Advance" with the items "Game", "Player Setup", "System Setup", "About" and "Exit Game". Remember this menu, it will be the navigation reference.<br />
<br />
== How to move in the game ==<br />
Before launching into play, here is the minimal keys you will need to know:<br />
*To turn left, press either z, y or w<br />
*To turn right, press x<br />
*While playing, you can always activate the menu by pressing ESC. To stop playing, navigate to "Leave Grid"<br />
*To navigating back to the main menu after leaving the grid, press ESC once more.<br />
On most keyboard on the world, it should allow you to use the left most letter on the bottom row of your keyboard to turn left, and the second left most key to turn right.<br />
<br />
== Start playing ==<br />
In its basic form, the game will present you with battling AI. Avoid colliding with the various walls and use the trace you leave behind you to trap and kill the AI. After a few battles, leave the grid and return to this document.<br />
To start playing, from the main menu:<br />
*Select the first item, labeled "Game", and press enter. <br />
*Select the first item, labeled "Local Game", in the new menu, and press enter.<br />
<br />
= Rubber and Grinding =<br />
Battling AI at near constant speed is quite a challenge, but barely allows to overtake a fleeting enemy or to seal another in a closed area for them to die. These strategies and more are enabled through the usage of rubber and the technique of grinding. Together, they constitute the base of the play.<br />
<br />
== [[Rubber]] ==<br />
Rubber allows you to press yourself to a wall, preventing you from crashing into it for a very short period.<br />
<br />
Rubber allows a cycle to near itself to a wall, as if a cushion was laid before it. Press too hard on the cushion and you hit the wall. Turn while you are pressing on it, and you will yourself tightly placed against the wall, leaving little place for someone to follow.<br />
<br />
Each time a cycle uses this cushion, its rubber reserve are consumed. If it reaches its limit, it hits the wall it was pressing on. Coming to a wall at greater speed with consume rubber faster, as pressing to end up tighter with the wall. Normally the cycle will regenerate its own rubber reserve with time.<br />
<br />
== Grinding == <br />
Running a cycle parallel to nearby traces and sometimes walls will accelerate the cycle. The closer you are, the greater the acceleration you get. Useful when attempting to overtake an enemy. Driving between 2 traces will provide greater acceleration.<br />
<br />
Use your gained speed advantage promptly, as with time your cycle will return to its regular speed. Each turn you make will further slow you.<br />
<br />
== Learning Rubber and Grinding ==<br />
The default setting of the game give very little rubber. To help you experiment with rubber, we will raise its limit. We will also lower the basic speed for the cycle so you can more carefully observe how rubber is consumed and practice grinding walls.<br />
<br />
To change game settings, the console is used. The console is a simple text input field that allows you to redefine all the parameters of the game. It is accessible both during play and in any menu. To activate the console, press either the ^ key or the ` key. The text "Con:" should appear the bottom of the screen. There, type the parameter to affect followed by the value desired. The console is case insensitive, so typing "Cycle_speed 10", "cycle_speed 10" or CYCLE_SPEED 10" will produce the same result.<br />
<br />
Now activate the console and write, without the quotes:<br />
"cycle_speed 10"<br />
This will reduce the speed at which the cycle tend to move, giving you more time to think and maneuver. Feel free to adjust to your preference. <br />
<br />
The rubber meter is presented on the lower left part of the screen when you are playing. Note that by default the bar goes from 0 to 1, quite a small reserve of rubber. To change this, you will need to pass the command "cycle_rubber" (without the quotes) followed by a number. <br />
<br />
Activate the console and write, without the quotes:<br />
"cycle_rubber 10"<br />
This will raise the rubber available to all the cycles. Feel free to adjust to your preference.<br />
<br />
Once you have changed the cycle_speed and cycle_rubber settings, practice pressing your cycle agains traces and wall, and getting acceleration by grinding them. In the basic setup, no acceleration is gained from grinding the outer rim even though rubber is consumed when you press on it. Experiment and learn from those settings, but do not to used to them. Such a generous amount of rubber is not often seen on multi-player games.<br />
<br />
It is to be noted that setting changes through the use of the console are not saved. When restarting the game, the original values will be restored.<br />
<br />
=Zones=<br />
Zones are the game elements used in ArmagetronAd. As zones can offer perculiar behavior, this section will give you a rough introduction to them.<br />
<br />
== Win and Death Zones ==<br />
The win and death zones offers instant win and instant death to any cycle who enters them.<br />
<br />
To try them, you will be required to load a new map. To do this, from the console type map_file followed by the name of the map to be used. In this instance, the file name is AATeam/demo/win-1.aamap.xml, so at the console, type "map_file AATeam/demo/win-1.aamap.xml", without the quotes. If you dont have this map already on your system, the game will attempt to download it automatically, so you should probably be connected to Internet when you attempt this.<br />
<br />
On the next round, the arena should hold a green win zone and a red death zone. Experiment with either zones. Note that for your convenience that there are no AI, as they are too subject to the zones. Also, your trace is not of a finite length, allowing you move freedom of movement.<br />
<br />
== Conquest Zones ==<br />
Zones can be configured so it is not the action of entering them that produce the effect, but rather by the cycle being inside the zone, often or a certain amount of time.<br />
<br />
Using the console, type "map_file AATeam/demo/conquest-a-1.aamap.xml". This will load a map containing a single zone. You have to pass a total of 12 seconds in it in total to conquer it. As you conquer it, you should see it turning faster and faster onto itself, giving you a visual representation of the state of the conquest. Once conquered, the zone collapse and the round is won.<br />
<br />
Now load the map named "AATeam/demo/conquest-b-1.aamap.xml". This time, your conquest of the zone gets eroded with time, meaning that if a partially conquered zone is left alone for a while, it will return to its original status and you will have to re start the conquest. Do not worry, the conquest rate is in your favor at a rate of 4:1. It would take 4 seconds outside of the zone to loose the conquest generated from 1 second inside the zone. Experiment with this zone until you are comfortable with the conquest and decay concepts. Note that when totally left alone, the zone simply turn at its lowerst original rate, indicating that the conquest of this zone has been reset to nothing.<br />
<br />
This time the zone is configured in a way that it is the natural decay of the zone that conquers it. Left alone, the zone will naturally conquer itself and you will lose. To prevent this, passing time inside the zone will actually annulate the decay. Again, the odds are in your favor in a 4:1 rate. Each second passed inside will annulate 4 seconds of natural decay. So keep on your guards and do not wander too far. This map is named "AATeam/demo/conquest-c-1.aamap.xml".<br />
<br />
In multi-player setups, the following names can be encountered:<br />
- Fortress: Each team have to defend their own zone while trying to conquer the enemy's. The decay usually move the status of the zone toward non conquered.<br />
- Sumo: Multiple zones surimposed with decay set to conquer the zone. Each player has to fight the other players for some space under the common zones in to prevent his own zone of being conquered, or face certain death.<br />
<br />
= Multi player =<br />
Beside rudimentary AI, the ArmagetronAd games allow you to compete again other player on the same computer, on a LAN or over Internet. <br />
<br />
== Connecting to a LAN server ==<br />
For the main menu, navigate to "Game". There select "Network Game" and then "LAN Game". The game will query the local network (LAN) for any server, and present them in a list. <br />
<br />
It is possible to use the client to host a server. From the list of local servers, click on "Host Game" and then "Host Network Game". Your copy of ArmagetronAd will allow you to server as a server for other to connect to, while letting you join in the action. The server will run until you exit the menu. <br />
<br />
== Connecting to an Internet server ==<br />
For the main menu, navigate to "Game". There select "Network Game" followed by "Internet Game". The application will start querying different servers from all around the world and present you with a list of servers with a few details. It is strongly advised that you read the short description presented for each server at the bottom of your screen. It often gives you valuable information about the server you are about to join.<br />
<br />
Selecting one will connect you to it. More information might be presented to you during the connection operation. Read it carefully as it often describe the type of game you are about to try. And dont forget to communicate with the other players present using the chat capacity of the game, available on the 's' key.<br />
<br />
Internet access is of course required for this.<br />
<br />
== Type of play ==<br />
The dynamic of the game will be decided by the settings in use. These settings and resulting combinations are too various to cover here. Also, when connecting to a LAN based server or an Internet based one, the server will decide of the configuration.<br />
<br />
One rough categorization is possible: Free for all versus Team Play.<br />
<br />
When in doubt, do not hesitate to communicate with the other players. Chat capacity is associated with the key 's'. <br />
<br />
=== Free for all ===<br />
In this type of play, all the players compete against each others. It is left to you to make the best use of your cunning, reflexes, experience and even ad-hoc alliances to raise yourself to the top.<br />
<br />
=== Team Play ===<br />
In this type of play, cooperation between members of a team will usually produce better results than having everybody trying to accomplish the same goals. Often, individualism will actually harm your team mates, and incite their fury toward you. Be observant when joining a server, your team mates might be relying on you and ignoring them might cause great troubles.</div>Aanghttp://wiki.armagetronad.org/index.php?title=Servers&diff=17903Servers2007-04-23T07:10:52Z<p>Aang: </p>
<hr />
<div>This is a list of current servers, in alphabetical order. To see a list of old servers that no longer exist but were interesting enough to write about, visit the page about [[Old Servers]].<br />
<br />
== Flynn's Arcade - .:Avl:. Clan Server==<br />
<br />
Flynn's Arcade aims to be similar to the actual movie game grid, with emphasis on maneuvering skill, not just speed and rubber (although high speeds are quite possible). Settings include relatively low rubber, moderate speed and acceleration, infinite walls, and a turbo instead of brakes on one server, and good brakes just for fun on the other server. Brake server is usually used for clan training. Servers are run by .:Avl:.C10ud:. (formerly ianthetechie). Homepage is http://flynns.servegame.org/<br />
<br />
== [[GP-Clan server]] ==<br />
<br />
Low rubber, not infinite, rim makes speed.<br />
Fun to test your LR skills.<br />
<br />
== [[Ion]] ==<br />
Ion is a test server hosted by zero. It allows players to test out new server settings and maps without having to use their own server. For more information, please contact [[User:zero]].<br />
<br />
== [[MicroBusCity]] ==<br />
<br />
This server has long walls and high speeds. Brake users need not apply. This server is a standard gladiatorial-style arena where you are expected to kill or be killed. Server settings change at the end of every month, but MBC is always winzone-friendly.<br />
<br />
== Norms Place ==<br />
<br />
A classic style server with friendly people. This server combines the best aspects of classic and fast play minus any bugs or much hated lag. To be among the best here you need skill and a range of strategies; however all are welcome whatever your ability.<br />
For server stats, FAQ and links visit [http://norm.ds-media.eu norm.ds-media.eu]<br />
== Race Server ==<br />
<br />
This is the first server of its kind, but the setup is simple: You all start at about the same position of a long narrow alley with many obstacles in it. Whoever arrives first at the other end and hits the winzone there gets declared the winner &mdash; if anyone makes it there, that is. Many different obstacles that are tricky to escape, small killzones, sticky rim walls, a passage where the alley gets even narrower or splits, killzone- only rounds, the ability to lay mines to get rid of your followers and the turbo make this server an experience you don't want to miss!<br />
<br />
== [[RaceToWinzone]] ==<br />
<br />
You drive on the server a genuine running &mdash; head at head &mdash; with a speed from 0 to > 700. Obstacles will try you there to stop. The level are labyrinth-well-behaved however without erring courses. One must also never the way seeks to separate to simply only loose-race. There are different types of level. Times an obstacle run, times goes it through narrow tunnels, times must you try between the barks to drive. Adrenalin impacts are guaranteed.<br />
<br />
== Race From Death Zone ==<br />
<br />
Similar to any race server, get to the end first, and hit the win zone. Just here, if you slow down, or make a wrong turn, you smash into the death zone, that is quickly expanding behind you.<br />
With an arrange of different maps and brake to boost, it is a very fun server.<br />
To see server stats and maps, visit [http://www.freewebs.com/racefromdeathzone Race From Death Zone Website]<br />
This server is run by Aang.<br />
<br />
== [[Shrunkland]] ==<br />
<br />
Small grid, low speed. It is also a standard gladiatorial-style arena. This server is run by Swampy.<br />
<br />
== [[Swampland]] ==<br />
<br />
This server offers shorter walls and moderately high wall acceleration. It is also a standard gladiatorial-style arena. This server is run by Swampy.<br />
<br />
== The Lobster Cage and The Lobster Tub==<br />
<br />
The Lobster Cage consists of a Medium/Small Grid, Endless Walls, Moderate Speeds, with Moderate Acceleration. Rubber Is slightly above average. The Lobster Tub is a combination of the server settings of In Limbo, Shrunkland, and The Lobster Cage to make one pretty swanky server. Both have a single use turbo instead of a brake. They also are the first official Armagetron servers to have their own Public Teamspeak Server.<br />
<br />
These servers are ran by Dr Joe Tron(Lobster Cage/Tub) and Gomes(Teamspeak Server)<br />
<br />
== [[~"XzL.Clan Server]] ==<br />
<br />
This server is similar to MicroBusCity. It has high speed, non-infinite walls, and the scoring is based upon core dumps making this server more challenging. This server also has a quickly expanding deathzone that loves to eat your lightcycle.<br />
<br />
== [[TGF Training Server]] ==<br />
<br />
This server is made for people who want to train to become better. Here you will get lessons from some of the best players. Just visit the server, and look at the url and go to that forum. Then you will see where you can make requests for people to help you learn the game. This server is also fun for people who just want to play. Great settings, some say :)<br />
<br />
== |VPF| SUPER SHRUNK ==<br />
<br />
Home to the best shrunk-map clan in armagetron, having won multiple awards for several stunning performances over the years. Clan leader, Legend "Thick Dick" Goldenburg, has pushed VPF to the forefront of amazingness. We proudly boast our all-white player lineup, consisting of Stalin "Where the Hair at" Schnitzcral, Jim Tomash, Evin Polack, Rick Poor, and Sean "Why's my Dick so Small?" Carlyle. Hide yo' kids nukkas 'cause VPF be indahouz.<br />
<br />
== ~}xD{~ Clan Server ==<br />
New and improved server. Nice brakes, high rubber, and Good speed. "An all around good server."</div>Aanghttp://wiki.armagetronad.org/index.php?title=File:Sppedkill.gif&diff=17849File:Sppedkill.gif2007-04-15T01:36:06Z<p>Aang: A classic cut off speed kill, it won't always work...</p>
<hr />
<div>A classic cut off speed kill, it won't always work...</div>Aanghttp://wiki.armagetronad.org/index.php?title=The_Basics&diff=17845The Basics2007-04-14T13:55:25Z<p>Aang: /* Some Jargon */</p>
<hr />
<div>This is a guide written for players new to the game. Nothing is assumed, it's not even assumed that you've downloaded the game. So consider this a tutorial for first-time players. Players with some experience may benefit from it, but players with a lot of experience will likely not benefit at all. You should have already read the [[Object of the Game]] and be familiar somewhat with the concept of a light cycle, walls, and so forth.<br />
<br />
== Some Jargon ==<br />
<br />
To understand what other players are talking about, and to understand the rest of this tutorial, some definitions are in order.<br />
<br />
;Grinding<br />
:Grinding is what happens when you rub your cycle against a wall. If you are running parallel to a wall and you are very close to it, you will be grinding. A sound effect and sparks will normally accompany a grind.<br />
;Doublebind<br />
:Doublebinding is what is referred to when more than one key is bound to the same action. A detailed discussion is provided on the [[Double Binding]] page.<br />
;Rubber<br />
:Rubber is a mechanism that helps to account for lag. An understanding of rubber is only of arguable use, a detailed discussion is available on the [[Rubber]] page.<br />
;Boxing<br />
:Boxing is creating a wall around another player so he can't escape and will eventually run into it<br />
;Lag<br />
:Lag is the difference between what you see on your computer screen and what is computed on the server which centralises all the different players info.<br />
;Digging<br />
:Digging is getting as close as possible to a wall without dying. This is done before grinding.<br />
<br />
More jargon can be found in the [[Glossary]].<br />
<br />
== Introduction to Movement ==<br />
<br />
Armagetron Advanced works on the unique concept that a cycle can only accelerate by riding on another player's wall. The closer you are to a player's wall, the faster your cycle will accelerate. Brakes are provided, but they are disabled on many servers. Your cycle turns in right angles, typically, and leaves a long wall behind it wherever it goes. With this in mind, let's talk about movement.<br />
<br />
By default, movement keys are z and x, where z turns left and x turns right. v is your brake control. This stuff is fairly self-explanatory, but there are a few things to keep in mind.<br />
<br />
Turning slows your cycle down. This is a useful fact on servers that disable braking because you can use a series of rapid turns to slow your cycle down if needed. As already mentioned, you make your cycle go faster by getting close to another player's wall, or your own wall. The closer you can grind the wall, the more speed you will gain.<br />
<br />
== Basic Tactical Discussion ==<br />
<br />
The tactical options available are numerous and new tactics are being developed all the time. The fundamental goal is to cause other players to crash, gaining points for each player you can cause to crash. In this way, Armagetron Advanced is a passively aggressive game. There are no guns, no shields, no fists, nothing. There is no way to physically assault another player. All you can do is get the other player to crash into your wall, if you can do that.<br />
<br />
[[Image:favoritekill.png|center]]<br />
<br />
[[Image:Speedkill.png|right|thumbnail|A common "speed kill"]] One of the first ways players learn to cause other players to crash is also a very direct way of attacking somebody. Simply put, you place a wall in their path by driving across their path. This is a very basic move and is generally considered to be a stupid way to die. You can imagine how entertaining it can be to get older, more experienced players with it. <br />
<br />
Probably the most direct way you can attack somebody is to put a box around them. It's simple, grind enough walls in succession that when you approach another player, you can drive a square around the player, leaving him in a small box from which he can't escape. This is generally called a [[speed kill]], for what are obvious reasons. <br />
<br />
Many strategies are just variations on the box attack described above. Through a combination of trickery and smart moves you can convince many players to enter an area closed on 3 sides, and then quickly close the fourth side. The larger the box, the longer it will take for that player to ultimately crash. Even larger boxes will fail because many players are skilled at getting out of them. In order to close a player into a box, an important skill called "sealing" is required. Sealing is just a matter of grinding closely enough to the walls you're trying to seal that another player can't get out with a closer grind.<br />
<br />
The speed kill and the box attack are fairly simple and easy to master. Unfortunately, you'll find that many players aren't susceptible to them. The speed kill has the advantage that it is possible on some servers to gain so much speed that no player, no matter how skilled, will be able to counter the attack. But the more skilled a player is, the higher your speed must be to succeed. It's the same with the box tactic. The more skilled a player is, the smaller the box that is required to ensure a point for you. The smaller the box, the closer you have to be to the other cycle, and the closer you are to the other cycle, the higher the likelihood that they will attack you successfully. Nevertheless, these two tactics are the two from which all other tactics are derived, and it's important that you work with them and learn the underlying tricks to use them successfully.<br />
<br />
There are more [[Advanced Tactics]] relating to grinding and feints...<br />
<br />
==Customizing==<br />
<br />
Not happy with with the color of your trail, or your bike? Want to change the color of your chat-text? How about the floor grid, or the walls even? You can customize nearly anything you see, and here's [[Customizing the game|how]].<br />
<br />
Don't go overboard, however, since all renditions will use up valuable CPU processing-time and reduce your [[Frames Per Second|fps]]. Check out [[Effects and Display]] to increase your screen refresh rate.<br />
<br />
[[Category:Getting Started]]<br />
[[Category:Getting Started (tactics)]]</div>Aang