http://wiki.armagetronad.org/api.php?action=feedcontributions&user=Wrtlprnft&feedformat=atomArmagetron - User contributions [en]2024-03-29T05:28:30ZUser contributionsMediaWiki 1.35.3http://wiki.armagetronad.org/index.php?title=User:Wrtlprnft&diff=21618User:Wrtlprnft2008-09-22T18:25:02Z<p>Wrtlprnft: We should make this a template one day</p>
<hr />
<div><div style="background:#eee; border:1px solid #444; margin: 1em; padding: .5em">'''This page layout was first used by [[User:Jonathan|Jonathan]]. Just him. On the whole web. He should patent it!'''</div><br />
<br />
Well, I don't know exactly what to put onto this page, noone will read it anyways... But here we go:<br />
<br />
== Contact ==<br />
<br />
You can contact me in our [[IRC Channel]], write me a [http://forums.armagetronad.net/privmsg.php?mode=post&u=855 private message on the forums] or just edit my [[User_talk:Wrtlprnft|Talk Page]] (Don't forget to sign with <code><nowiki>&mdash;~~~~</nowiki></code> ;))<br />
<br />
== Things in Armagetron Advanced you can blame me for ==<br />
<br />
* I'm hosting the [[Servers#Race_Server|original race server]] as well as some other temporary servers. If you see someone doing things they're not supposed to on there, please [[#Contact|tell me]].<br />
* I implemented the new [[Cockpit Tutorial|Cockpit file format]], anything related to that, bugs or just cool files, goes to me.<br />
* There's a console and chat history in all versions since 0.2.8.1, and all versions since 0.3.0 have tab completion as well. 0.3.1 will save the history to a file and allow you to search in it by pressing CTRL-R while being in chat/console mode.<br />
* I added some latin-1 characters to the font files in 0.2.8.0 and implemented a totally new font system in 0.3.0 using FTGL. The default font is also by me using the old bitmap fonts as a base.<br />
* The [http://beta.armagetronad.net/resource-browser/resource resource browser] is also mine.<br />
* Many smaller additions/fixes, I can't list them all here.<br />
<br />
== Pages on the wiki with a major contribution by me ==<br />
<br />
* [[Cockpit Tutorial]]<br />
* [[Cockpits list]]<br />
* [[Making Maps Switch Randomly]]<br />
* [[Moviepacks list]]<br />
<br />
== Other users with a similar page layout ==<br />
<br />
* [[User:Jonathan|Jonathan]]<br />
* [[User:Your_mom|Your_mom]]<br />
* [[User:Lucifer|Lucifer]]<br />
* [[User:Epsy|Epsy]]<br />
<br />
<div style="position:absolute;top:.4em;left: 10em;font-size:2em;font-family:serif;color:red;">—[[User:Durka|Durka]] loves Wrtl!<span style="font-size:.3em">Durka</span></div></div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=AFL_Previous&diff=21400AFL Previous2008-04-04T09:29:00Z<p>Wrtlprnft: Reverted edits by TrercAlorl (Talk); changed back to last version by Concord</p>
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<div><br />
{{AFLTbl}}<br />
<br />
Here's information of historical interest to anybody interested in the history of the Armagetron Fortress League.<br />
<br />
== July, 2007 ==<br />
<br />
* [[AFL_Schedule|Schedule]]<br />
* [[AFL_Spring_2007_Results|Regular Season Results]]<br />
* [[AFL_Spring_2007_Playoffs|Postseason]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Server_Administration&diff=21386Server Administration2008-03-30T13:40:43Z<p>Wrtlprnft: Reverted edits by TadarOlori (Talk); changed back to last version by Concord</p>
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<div><br />
<br />
{{Sections}} <!-- Template:Sections should be at the top of each section --><br />
<br />
Here you will find various guides to creating and administering game servers.<br />
<br />
== [[Server Administration Guide]] ==<br />
<br />
Basic guide for setting up a game server. This is your first and hopefully last, resource when you decide to run your first Armagetron Advanced game server. It will walk you through setting up the server, making it available on the internet, basic game and physics settings, and it will set you loose. You should at least read it, even if some of the material strikes you as being particularly basic. It is intended to be used by a fairly computer-literate person who has very little or no knowledge of server operations of any sort.<br />
<br />
== [[Advanced Server Administration Guide]] ==<br />
<br />
So you've been running a server for awhile and now you'd like to do more with it? Maybe you've found that there are some punk-ass players out there that you really want to kick off your server? Maybe your players are asking for more, and you're saying "Hell yeah!" but you don't know what to actually do about it?<br />
<br />
== [[Remote Moderation]] ==<br />
<br />
So you want your server moderated but you have to explain how to kick and ban remotely to everyone that you want to help moderate it. Well, send them to this page!<br />
<br />
<br />
<br />
== [[Console Commands]] ==<br />
<br />
A complete list of console commands.<br />
<br />
== Making the server run as a service in Windows NT (2000/XP) ==<br />
This is probably one of the easiest things to do for amateur admins. You start by editing the config files located usually (C:) Drive under Program Files and inside the Armagetron Dedicated Server folder. Once you alter those to your liking, create a shortcut on the desktop for the armagetron dedicated server.exe file. Click it ands you should have DOS prompt window show up that spews out text about what is exactly happening to and inside the server, you can mimimize it and not worry about it hanging for freezing. This is probably one of the easiest ways to run a server. '''Except that this isn't running as a service.'''<br />
<br />
'''Drawbacks of running a server with Windows:''' Due to the intense graphics the GUI windows uses. The computer may sturr up some lag for players. It is highly suggestive that if you run a windows server, make sure you have a higher end model computer and a fast connection.<br />
*TODO: Check if [http://www.codeproject.com/system/xyntservice.asp| XYNTservice] can be integrated into the code or used to run win32 dedis as services. Is the absense of a server console a problem ? the server does not have a console as it's run under another users accounts and there is no way in windows (AFAIK) to access it. We might send a message to the service ? --[[User:Joda|Joda]] 10:56, 19 March 2007 (CDT)<br />
<br />
{{Sections}} <!-- Template:Sections should be at the top of each section --></div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Moviepacks&diff=21375Moviepacks2008-03-25T07:34:12Z<p>Wrtlprnft: Reverted edits by Pooptron (Talk); changed back to last version by Jonathan</p>
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<div>This page will tell you how to create your own moviepacks. See [[Moviepacks list]] for already existing moviepacks. For help installing an already existing moviepack go '''[[Customizing_the_game|here]]'''.<br />
<br />
== Editing and Creating a Moviepack ==<br />
<br />
<br />
== Title ==<br />
*Title.jpeg<br />
<br />
The custom start page before the menu (only works in 2.7 +) (the thunderbolt page when using default textures)<br />
<br />
== Cycle Model ==<br />
*cycle.ase<br />
<br />
The bike model, make one using your favorite 3d modeling system.<br />
<br />
== Cycle Texture ==<br />
*bike.png<br />
<br />
The skin for your bike model(put flames on it for +10 speed). Transperent parts of the image will show the color each players has selected for his bike/wall<br />
<br />
== Player Wall Texture ==<br />
*dir_wall.png<br />
<br />
The skin for player walls. Transperent parts will be invisable in game, White will show the color the player has selected. -note while using colors here is tempting its not recomended as the colors are often distorted in the game.<br />
<br />
== Floor Textures ==<br />
*floor.png<br />
*floor_a.png<br />
*floor_b.png<br />
<br />
Floor.png works like a tile and is tiled across the floor with no variation you can use a small image like 50px50p and tile it or a larger image like 500px500p and stretch it across the entire floor.<br />
<br />
floor_a.png is normally a line just stretched vertically across the floor and floor_b.png the same only stretched horizontaly by combining the two it creates a sharp square grid. There have been people who thought they could use this to create a very sharp unique floor. <br />
<br />
discussion here -http://forums.armagetronad.net/viewtopic.php?t=1708&postdays=0&postorder=asc&start=30<br />
<br />
== Rim(outer)Wall Textures ==<br />
*rim_wall_a.png<br />
*rim_wall_b.png<br />
*rim_wall_c.png<br />
*rim_wall_d.png<br />
<br />
The 4 images are used to make the outer wall make one image and copy it for a look that spans the whole grid or try using 2 patterns for a unique look.<br />
<br />
== Sky ==<br />
*sky.png<br />
<br />
The sky image can help the whole movie pack together in game but not everyone uses a sky so don't depend on it.<br />
<br />
== Settings ==<br />
*Settings.cfg<br />
<br />
Use this to unify the look of your movie pack no matter who uses it<br />
<br />
example<br />
<pre><br />
MOVIEPACK_FLOOR_RED .8 floor color (with moviepack)<br />
MOVIEPACK_FLOOR_GREEN 1 floor color (with moviepack)<br />
MOVIEPACK_FLOOR_BLUE .6 floor color (with moviepack)<br />
<br />
<br />
<br />
MOVIEPACK_WALL_STRETCH 6<br />
<br />
GRID_SIZE_MOVIEPACK 5<br />
</pre><br />
<br />
[[Category:Client Features]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Console_Commands&diff=21343Console Commands2008-03-20T09:15:36Z<p>Wrtlprnft: Updated the commands table to the latest trunk.</p>
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<div>== List of Commands ==<br />
<br />
This list was generated by starting Armagetron Advanced version 0.3_alpha8367 with the <code>--doc</code> option and using vim to turn it into a table.<br />
<br />
<!-- CSS code for the table taken from the German Wikipedia --><br />
{| border="2" cellspacing="0" cellpadding="4" rules="all" style="margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse; background-color:#F9F9F9; font-size:95%; empty-cells:show;"<br />
! Command<br />
! Meaning<br />
|-<br />
| ACCESS_LEVEL_CHAT || Minimal access level for chatting.<br />
|-<br />
| ACCESS_LEVEL_CHAT_TIMEOUT || Time in seconds between public announcements that someone wants to chat, but can't. Set to 0 to disable the public warnings.<br />
|-<br />
| ACCESS_LEVEL_IPS || Minimal access level you need for seeing IPs of players in the /players command.<br />
|-<br />
| ACCESS_LEVEL_RTFM || Minimal access level for /teach or /rtfm command.<br />
|-<br />
| ACCESS_LEVEL_SPY_MSG || Minimal access level you need for seeing /msg messages directed to others.<br />
|-<br />
| ACCESS_LEVEL_SPY_TEAM || Minimal access level you need for seeing /team messages as a spectator.<br />
|-<br />
| ADD_HELP_TOPIC || Add a new help topic to be used with /help. Usage: ADD_HELP_TOPIC <topic> <short description> <text><br />
|-<br />
| ADMIN_PASS || Password for the basic in game admin<br />
|-<br />
| AI_CHARACTER_FILE || ai_character_file_help<br />
|-<br />
| AI_IQ || IQ of the AI opponents<br />
|-<br />
| ALLOW_CAM_1_0 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_1_1 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_1_2 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_1_3 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_1_4 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_1_5 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_1_6 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_1_7 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_2_0 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_2_1 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_2_2 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_2_3 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_2_4 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_2_5 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_2_6 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_2_7 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_3_0 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_3_1 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_3_2 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_3_3 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_3_4 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_3_5 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_3_6 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_3_7 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_4_0 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_4_1 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_4_2 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_4_3 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_4_4 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_4_5 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_4_6 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CAM_4_7 || Allow/forbid the different camera modes<br />
|-<br />
| ALLOW_CONTROL_DURING_CHAT || If set to 1, this allows a player to issue cycle and camera control commands during chat (losing the chatbot and the yellow chat pyramid).<br />
|-<br />
| ALLOW_ENEMIES_SAME_CLIENT || If set to 1, this allows two players that play on the same client to fight for points with each other.<br />
|-<br />
| ALLOW_ENEMIES_SAME_IP || If set to 1, this allows two players that apparently come from the same machine to fight for points with each other.<br />
|-<br />
| ALLOW_IMPOSTERS || If set to 1, players with identical names are tolerated. If set to 0, all but one will be renamed.<br />
|-<br />
| ALLOW_IMPOSTORS || If set to 1, players with identical names are tolerated. If set to 0, all but one will be renamed.<br />
|-<br />
| ALLOW_RENAME_PLAYER || Gives the given player the ability to rename.<br />
|-<br />
| ALLOW_TEAM_CHANGE || If set to 1, all players can change teams. If set to 0, players can only change teams if they've been specifically allowed to by ALLOW_TEAM_CHANGE_PLAYER<br />
|-<br />
| ALLOW_TEAM_CHANGE_PLAYER || Allow a specific player to change teams even if ALLOW_TEAM_CHANGE is disabled<br />
|-<br />
| ALLOW_TEAM_NAME_COLOR || Allow a team to be named after a color<br />
|-<br />
| ALLOW_TEAM_NAME_LEADER || Set to 1 to allow team leader to set a team, 0 otherwise.<br />
|-<br />
| ALLOW_TEAM_NAME_PLAYER || Allow a team to be named after the leading player<br />
|-<br />
| ALLOW_VOTING || If set to 1, voting will be allowed for players.<br />
|-<br />
| ALLOW_VOTING_SPECTATOR || If set to 1, voting will be allowed for spectators.<br />
|-<br />
| ALPHA_BLEND || Enable alpha blending<br />
|-<br />
| ARENA_AXES || In how many directions a cycle can turn 4 is the default, 6 is hexatron <br />
|-<br />
| ARENA_AXES_OVERRIDE || Block out older clients when ARENA_AXES differs from its default? <br />
|-<br />
| ARMAGETRON_LAST_SCREENMODE || Last screen resolution<br />
|-<br />
| ARMAGETRON_LAST_WINDOWSIZE || Last Window sizea<br />
|-<br />
| ARMAGETRON_SCREENMODE || Screen resolution<br />
|-<br />
| ARMAGETRON_VSYNC || What to do with the monitor's vertical sync<br />
|-<br />
| ARMAGETRON_VSYNC_LAST || armagetron_vsync_last_help<br />
|-<br />
| ARMAGETRON_WINDOWSIZE || Window size<br />
|-<br />
| AUTHORITY_BLACKLIST || Comma separated list of authorities your server should refuse to query.<br />
|-<br />
| AUTHORITY_NO_CHECK || authority_no_check_help<br />
|-<br />
| AUTHORITY_WHITELIST || If non-empty, only authorities on this comma separated list will be queried by your server.<br />
|-<br />
| AUTO_AIS || Automatically spawn AI players?<br />
|-<br />
| AUTO_INCAM_1 || Automatically switch to internal camera in a maze<br />
|-<br />
| AUTO_INCAM_2 || Automatically switch to internal camera in a maze<br />
|-<br />
| AUTO_INCAM_3 || Automatically switch to internal camera in a maze<br />
|-<br />
| AUTO_INCAM_4 || Automatically switch to internal camera in a maze<br />
|-<br />
| AUTO_IQ || Automatically adjust AI IQ?<br />
|-<br />
| AUTO_LOGIN_1 || auto_login_help<br />
|-<br />
| AUTO_LOGIN_2 || auto_login_help<br />
|-<br />
| AUTO_LOGIN_3 || auto_login_help<br />
|-<br />
| AUTO_LOGIN_4 || auto_login_help<br />
|-<br />
| AUTO_TEAM || Flag indicating whether players should be put into teams automatically.<br />
|-<br />
| AXES_INDICATOR || Should the Axis Indicator be rendered?<br />
|-<br />
| BACKWARD_COMPATIBILITY || Maximum number of old protocol versions to support.<br />
|-<br />
| BAN || Bans the specified player from the server (kicks him first) for a variable time in minutes.<br />
|-<br />
| BAN_IP || Bans the spedified IP address from the server for a variable time.<br />
|-<br />
| BAN_LIST || Prints a list of currently banned IPs.<br />
|-<br />
| BIG_BROTHER || Did we already send the big brother information?<br />
|-<br />
| BOOKMARK_0_ADDRESS || Server adress of the 1st server bookmark <br />
|-<br />
| BOOKMARK_0_NAME || Name of the 1st server bookmark <br />
|-<br />
| BOOKMARK_0_PORT || Server port of the 1st server bookmark <br />
|-<br />
| BOOKMARK_10_ADDRESS || Server adress of the 11th server bookmark <br />
|-<br />
| BOOKMARK_10_NAME || Name of the 11th server bookmark <br />
|-<br />
| BOOKMARK_10_PORT || Server port of the 11th server bookmark <br />
|-<br />
| BOOKMARK_1_ADDRESS || Server adress of the 2nd server bookmark <br />
|-<br />
| BOOKMARK_1_NAME || Name of the 2nd server bookmark <br />
|-<br />
| BOOKMARK_1_PORT || Server port of the 2nd server bookmark <br />
|-<br />
| BOOKMARK_2_ADDRESS || Server adress of the 3rd server bookmark <br />
|-<br />
| BOOKMARK_2_NAME || Name of the 3rd server bookmark <br />
|-<br />
| BOOKMARK_2_PORT || Server port of the 3rd server bookmark <br />
|-<br />
| BOOKMARK_3_ADDRESS || Server adress of the 4th server bookmark <br />
|-<br />
| BOOKMARK_3_NAME || Name of the 4th server bookmark <br />
|-<br />
| BOOKMARK_3_PORT || Server port of the 4th server bookmark <br />
|-<br />
| BOOKMARK_4_ADDRESS || Server adress of the 5th server bookmark <br />
|-<br />
| BOOKMARK_4_NAME || Name of the 5th server bookmark <br />
|-<br />
| BOOKMARK_4_PORT || Server port of the 5th server bookmark <br />
|-<br />
| BOOKMARK_5_ADDRESS || Server adress of the 6th server bookmark <br />
|-<br />
| BOOKMARK_5_NAME || Name of the 6th server bookmark <br />
|-<br />
| BOOKMARK_5_PORT || Server port of the 6th server bookmark <br />
|-<br />
| BOOKMARK_6_ADDRESS || Server adress of the 7th server bookmark <br />
|-<br />
| BOOKMARK_6_NAME || Name of the 7th server bookmark <br />
|-<br />
| BOOKMARK_6_PORT || Server port of the 7th server bookmark <br />
|-<br />
| BOOKMARK_7_ADDRESS || Server adress of the 8th server bookmark <br />
|-<br />
| BOOKMARK_7_NAME || Name of the 8th server bookmark <br />
|-<br />
| BOOKMARK_7_PORT || Server port of the 8th server bookmark <br />
|-<br />
| BOOKMARK_8_ADDRESS || Server adress of the 9th server bookmark <br />
|-<br />
| BOOKMARK_8_NAME || Name of the 9th server bookmark <br />
|-<br />
| BOOKMARK_8_PORT || Server port of the 9th server bookmark <br />
|-<br />
| BOOKMARK_9_ADDRESS || Server adress of the 10th server bookmark <br />
|-<br />
| BOOKMARK_9_NAME || Name of the 10th server bookmark <br />
|-<br />
| BOOKMARK_9_PORT || Server port of the 10th server bookmark <br />
|-<br />
| BOOKMARK__MASTER0_ADDRESS || bookmark__master0_address_help<br />
|-<br />
| BOOKMARK__MASTER0_NAME || bookmark__master0_name_help<br />
|-<br />
| BOOKMARK__MASTER0_PORT || bookmark__master0_port_help<br />
|-<br />
| BOOKMARK__MASTER10_ADDRESS || bookmark__master10_address_help<br />
|-<br />
| BOOKMARK__MASTER10_NAME || bookmark__master10_name_help<br />
|-<br />
| BOOKMARK__MASTER10_PORT || bookmark__master10_port_help<br />
|-<br />
| BOOKMARK__MASTER1_ADDRESS || bookmark__master1_address_help<br />
|-<br />
| BOOKMARK__MASTER1_NAME || bookmark__master1_name_help<br />
|-<br />
| BOOKMARK__MASTER1_PORT || bookmark__master1_port_help<br />
|-<br />
| BOOKMARK__MASTER2_ADDRESS || bookmark__master2_address_help<br />
|-<br />
| BOOKMARK__MASTER2_NAME || bookmark__master2_name_help<br />
|-<br />
| BOOKMARK__MASTER2_PORT || bookmark__master2_port_help<br />
|-<br />
| BOOKMARK__MASTER3_ADDRESS || bookmark__master3_address_help<br />
|-<br />
| BOOKMARK__MASTER3_NAME || bookmark__master3_name_help<br />
|-<br />
| BOOKMARK__MASTER3_PORT || bookmark__master3_port_help<br />
|-<br />
| BOOKMARK__MASTER4_ADDRESS || bookmark__master4_address_help<br />
|-<br />
| BOOKMARK__MASTER4_NAME || bookmark__master4_name_help<br />
|-<br />
| BOOKMARK__MASTER4_PORT || bookmark__master4_port_help<br />
|-<br />
| BOOKMARK__MASTER5_ADDRESS || bookmark__master5_address_help<br />
|-<br />
| BOOKMARK__MASTER5_NAME || bookmark__master5_name_help<br />
|-<br />
| BOOKMARK__MASTER5_PORT || bookmark__master5_port_help<br />
|-<br />
| BOOKMARK__MASTER6_ADDRESS || bookmark__master6_address_help<br />
|-<br />
| BOOKMARK__MASTER6_NAME || bookmark__master6_name_help<br />
|-<br />
| BOOKMARK__MASTER6_PORT || bookmark__master6_port_help<br />
|-<br />
| BOOKMARK__MASTER7_ADDRESS || bookmark__master7_address_help<br />
|-<br />
| BOOKMARK__MASTER7_NAME || bookmark__master7_name_help<br />
|-<br />
| BOOKMARK__MASTER7_PORT || bookmark__master7_port_help<br />
|-<br />
| BOOKMARK__MASTER8_ADDRESS || bookmark__master8_address_help<br />
|-<br />
| BOOKMARK__MASTER8_NAME || bookmark__master8_name_help<br />
|-<br />
| BOOKMARK__MASTER8_PORT || bookmark__master8_port_help<br />
|-<br />
| BOOKMARK__MASTER9_ADDRESS || bookmark__master9_address_help<br />
|-<br />
| BOOKMARK__MASTER9_NAME || bookmark__master9_name_help<br />
|-<br />
| BOOKMARK__MASTER9_PORT || bookmark__master9_port_help<br />
|-<br />
| BUG_COLOR_OVERFLOW || Allows the player's colors to overflow and wrap around for the cycle, allowing different colors for cycle and trail.<br />
|-<br />
| BUG_RIP || Allows the rim wall to be ripped open by a VERY close grind.<br />
|-<br />
| BUG_TRANSPARENCY || Unsupported: make all rim walls semi-transparent by rendering them without occlusion tests<br />
|-<br />
| BUG_TRANSPARENCY_DEMAND || Unsupported: use transparency instead of lowering walls<br />
|-<br />
| BUG_TUNNEL || Allows players to pass through walls on odd occasions.<br />
|-<br />
| CAMCENTER_1 || Center internal camera on driving direction<br />
|-<br />
| CAMCENTER_2 || Center internal camera on driving direction<br />
|-<br />
| CAMCENTER_3 || Center internal camera on driving direction<br />
|-<br />
| CAMCENTER_4 || Center internal camera on driving direction<br />
|-<br />
| CAMERA_CUSTOM_BACK || Position of the custom camera: how much is it moved back from the cycle?<br />
|-<br />
| CAMERA_CUSTOM_BACK_FROMSPEED || This value is multiplied with the current speed and added to CAMERA_CUSTOM_BACK.<br />
|-<br />
| CAMERA_CUSTOM_PITCH || Position of the custom camera: how much does it look up/down?<br />
|-<br />
| CAMERA_CUSTOM_RISE || Position of the custom camera: how much is it moved up from the cycle?<br />
|-<br />
| CAMERA_CUSTOM_RISE_FROMSPEED || This value is multiplied with the current speed and added to CAMERA_CUSTOM_RISE.<br />
|-<br />
| CAMERA_CUSTOM_TURN_SPEED || Speed the custom camera turns with<br />
|-<br />
| CAMERA_CUSTOM_TURN_SPEED_180 || Extra factor to CAMERA_CUSTOM_TURN_SPEED after a quick reverse<br />
|-<br />
| CAMERA_CUSTOM_ZOOM || Position of the custom camera: how much the camera zooms in your cycle at the beginning of the round (to show the team's formation<br />
|-<br />
| CAMERA_EYE_1_COLOR || The color mask of the first eye of the camera. 1 is red, 2 is green, 4 is blue, any sum of these values means more than one color<br />
|-<br />
| CAMERA_EYE_1_COLOUR || camera_eye_1_colour_help<br />
|-<br />
| CAMERA_EYE_2_COLOR || The color mask of the second eye of the camera. 1 is red, 2 is green, 4 is blue, any sum of these values means more than one color<br />
|-<br />
| CAMERA_EYE_2_COLOUR || camera_eye_2_colour_help<br />
|-<br />
| CAMERA_EYE_DISTANCE || The distance between the two eyes of the camera. Set this to 0 to disable 3D rendering<br />
|-<br />
| CAMERA_FOLLOW_START_X || Start position of the fixed external camera<br />
|-<br />
| CAMERA_FOLLOW_START_Y || Start position of the fixed external camera<br />
|-<br />
| CAMERA_FOLLOW_START_Z || Start position of the fixed external camera<br />
|-<br />
| CAMERA_FORBID_CUSTOM || Forbids the use of the custom camera on all clients<br />
|-<br />
| CAMERA_FORBID_FOLLOW || Forbids the use of the fixed external camera on all clients<br />
|-<br />
| CAMERA_FORBID_FREE || Forbids the use of the free camera on all clients<br />
|-<br />
| CAMERA_FORBID_IN || Forbids the use of the internal camera on all clients<br />
|-<br />
| CAMERA_FORBID_MER || Forbids the use of Meriton's camera<br />
|-<br />
| CAMERA_FORBID_SERVER_CUSTOM || Forbids the use of the server custom camera<br />
|-<br />
| CAMERA_FORBID_SMART || Forbids the use of the internal camera on all clients<br />
|-<br />
| CAMERA_FREE_START_X || Start position of the free camera<br />
|-<br />
| CAMERA_FREE_START_Y || Start position of the free camera<br />
|-<br />
| CAMERA_FREE_START_Z || Start position of the free camera<br />
|-<br />
| CAMERA_GLANCE_ANGULAR_VELOCITY || camera_glance_angular_velocity_help<br />
|-<br />
| CAMERA_GLANCE_ANGULAR_VELOCITY_BONUS || camera_glance_angular_velocity_bonus_help<br />
|-<br />
| CAMERA_GLANCE_MODE || Way the camera switches into glances. Valid settings range from 0 to 3 <br />
|-<br />
| CAMERA_IN_MAX_FOCUS_DISTANCE || This, multiplied by the current speed, determines the maximum distance of the focus of the two eyes unless a wall is closer<br />
|-<br />
| CAMERA_IN_TURN_SPEED || Speed the internal camera turns with<br />
|-<br />
| CAMERA_MER_XYDIST || camera_mer_xydist_help<br />
|-<br />
| CAMERA_MER_Z || camera_mer_z_help<br />
|-<br />
| CAMERA_SERVER_CUSTOM_BACK || Position of the custom camera: how much is it moved back from the cycle?<br />
|-<br />
| CAMERA_SERVER_CUSTOM_BACK_FROMSPEED || This value is multiplied with the current speed and added to CAMERA_SERVER_CUSTOM_BACK.<br />
|-<br />
| CAMERA_SERVER_CUSTOM_PITCH || Position of the custom camera: how much does it look up/down?<br />
|-<br />
| CAMERA_SERVER_CUSTOM_RISE || Position of the custom camera: how much is it moved up from the cycle?<br />
|-<br />
| CAMERA_SERVER_CUSTOM_RISE_FROMSPEED || This value is multiplied with the current speed and added to CAMERA_SERVER_CUSTOM_RISE.<br />
|-<br />
| CAMERA_SERVER_CUSTOM_TURN_SPEED || Speed the server custom camera turns with. Turn values are taken from the clientside settings if this is negative.<br />
|-<br />
| CAMERA_SERVER_CUSTOM_TURN_SPEED_180 || Extra factor to CAMERA_SERVER_CUSTOM_TURN_SPEED after a quick reverse<br />
|-<br />
| CAMERA_SMART_GLANCING_BACK || camera_smart_glancing_back_help<br />
|-<br />
| CAMERA_SMART_GLANCING_HEIGHT || camera_smart_glancing_height_help<br />
|-<br />
| CAMERA_SMART_START_X || Start position of the smart camera<br />
|-<br />
| CAMERA_SMART_START_Y || Start position of the smart camera<br />
|-<br />
| CAMERA_SMART_START_Z || Start position of the smart camera<br />
|-<br />
| CAMERA_VISIBILITY_CLIP_SPEED || Speed with wich the visibility targets is brought into view<br />
|-<br />
| CAMERA_VISIBILITY_EXTENSION || Distance (measured in seconds, gets multiplied by speed) of the visibility targets from the watched object<br />
|-<br />
| CAMERA_VISIBILITY_LOWER_WALL || If set to 1, walls are lowerd when they block the view and the camera is not moved<br />
|-<br />
| CAMERA_VISIBILITY_LOWER_WALL_SMART || Like CAMERA_VISIBILITY_LOWER_WALL, but special setting for the smart camera<br />
|-<br />
| CAMERA_VISIBILITY_RECOVERY_SPEED || The speed the external visibility targets recovers from wall hits<br />
|-<br />
| CAMERA_VISIBILITY_SIDESKEW || Extra forward component of the sideways visibility targets<br />
|-<br />
| CAMERA_VISIBILITY_WALL_DISTANCE || The distance the visibility targets keep from walls<br />
|-<br />
| CAMWOBBLE_1 || Lets the internal camera move with your cycle<br />
|-<br />
| CAMWOBBLE_2 || Lets the internal camera move with your cycle<br />
|-<br />
| CAMWOBBLE_3 || Lets the internal camera move with your cycle<br />
|-<br />
| CAMWOBBLE_4 || Lets the internal camera move with your cycle<br />
|-<br />
| CENTER_MESSAGE || Prints a big message on the screen of all connected clients.<br />
|-<br />
| CHATBOT_ALWAYS_ACTIVE || chatbot_always_active_help<br />
|-<br />
| CHATBOT_DECAY || chatbot_decay_help<br />
|-<br />
| CHATBOT_DELAY || chatbot_delay_help<br />
|-<br />
| CHATBOT_MIN_TIMESTEP || chatbot_min_timestep_help<br />
|-<br />
| CHATBOT_NEW_WALL_BLINDNESS || chatbot_new_wall_blindness_help<br />
|-<br />
| CHATBOT_RANGE || chatbot_range_help<br />
|-<br />
| CHATTER_REMOVE_TIME || Time in seconds after which a permanent chatter is removed from the game<br />
|-<br />
| CHECK_ERRORS || Listen to errors claiming a video mode does not exist<br />
|-<br />
| CLIENT_PORT || Port we try to connect to<br />
|-<br />
| CM_LOCY || Vertical position of the center messages<br />
|-<br />
| COCKPIT_FILE || File that contains the information for rendering cockpit gauges<br />
|-<br />
| COLORDEPTH || Color depth to use (0: 16 1: desktop 2: 24)<br />
|-<br />
| COLOR_B_1 || Cycle and wall color, blue component.<br />
|-<br />
| COLOR_B_2 || Cycle and wall color, blue component.<br />
|-<br />
| COLOR_B_3 || Cycle and wall color, blue component.<br />
|-<br />
| COLOR_B_4 || Cycle and wall color, blue component.<br />
|-<br />
| COLOR_G_1 || Cycle and wall color, green component.<br />
|-<br />
| COLOR_G_2 || Cycle and wall color, green component.<br />
|-<br />
| COLOR_G_3 || Cycle and wall color, green component.<br />
|-<br />
| COLOR_G_4 || Cycle and wall color, green component.<br />
|-<br />
| COLOR_R_1 || Cycle and wall color, red component.<br />
|-<br />
| COLOR_R_2 || Cycle and wall color, red component.<br />
|-<br />
| COLOR_R_3 || Cycle and wall color, red component.<br />
|-<br />
| COLOR_R_4 || Cycle and wall color, red component.<br />
|-<br />
| COLOR_STRINGS || Print colored strings<br />
|-<br />
| CONFIG_ROTATION || config_rotation_help<br />
|-<br />
| CONSOLE_COLUMNS || Number of characters in each line of console output<br />
|-<br />
| CONSOLE_INDENT || Number of spaces each continuation of a wrapped console line is indented by<br />
|-<br />
| CONSOLE_LADDER_LOG || Sends ladder log output to the console<br />
|-<br />
| CONSOLE_MESSAGE || Prints a message on the console of all connected clients.<br />
|-<br />
| CONSOLE_ROWS || Number of lines of console output without user intervention<br />
|-<br />
| CONSOLE_ROWS_MAX || Number of lines of console output when scrolling back<br />
|-<br />
| CUSTOM_MUSIC_PLAYLIST || custom_music_playlist_help<br />
|-<br />
| CUSTOM_SCREEN_ASPECT || Custom screen aspect ratio ( pixel width/pixel height)<br />
|-<br />
| CUSTOM_SCREEN_HEIGHT || Custom screen size<br />
|-<br />
| CUSTOM_SCREEN_WIDTH || Custom screen size<br />
|-<br />
| CUSTOM_SERVER_NAME || Name of the server to connect to<br />
|-<br />
| CYCLE_ACCEL || Wall acceleration factor<br />
|-<br />
| CYCLE_ACCEL_ENEMY || Multiplicator to CYCLE_ACCEL for your enemies' walls<br />
|-<br />
| CYCLE_ACCEL_ENEMY_OVERRIDE || Block out older clients when CYCLE_ACCEL_ENEMY differs from its default? <br />
|-<br />
| CYCLE_ACCEL_OFFSET || Minimum numeric wall distance, must be positive<br />
|-<br />
| CYCLE_ACCEL_RIM || Multiplicator to CYCLE_ACCEL for the rim walls<br />
|-<br />
| CYCLE_ACCEL_RIM_OVERRIDE || Block out older clients when CYCLE_ACCEL_RIM differs from its default? <br />
|-<br />
| CYCLE_ACCEL_SELF || Multiplicator to CYCLE_ACCEL for your own wall<br />
|-<br />
| CYCLE_ACCEL_SELF_OVERRIDE || Block out older clients when CYCLE_ACCEL_SELF differs from its default? <br />
|-<br />
| CYCLE_ACCEL_SLINGSHOT || Multiplicator to the total effect of CYCLE_ACCEL, if the cycle is between its own wall and another wall<br />
|-<br />
| CYCLE_ACCEL_SLINGSHOT_OVERRIDE || Block out older clients when CYCLE_ACCEL_SLINGSHOT differs from its default? <br />
|-<br />
| CYCLE_ACCEL_TEAM || Multiplicator to CYCLE_ACCEL for your temmates' walls<br />
|-<br />
| CYCLE_ACCEL_TEAM_OVERRIDE || Block out older clients when CYCLE_ACCEL_TEAM differs from its default? <br />
|-<br />
| CYCLE_ACCEL_TUNNEL || Multiplicator to the total effect of CYCLE_ACCEL, if the cycle is between two walls not created by it<br />
|-<br />
| CYCLE_ACCEL_TUNNEL_OVERRIDE || cycle_accel_tunnel_override_help<br />
|-<br />
| CYCLE_AVOID_OLDCLIENT_BAD_SYNC || If set to 1, old clients will not get sync messages in situations that are known to confuse them<br />
|-<br />
| CYCLE_BLINK_FREQUENCY || Frequency in Hz an invulnerable cycle blinks with.<br />
|-<br />
| CYCLE_BOOSTFACTOR_ENEMY || Factor your speed is multiplied with when breaking from an enemy wall<br />
|-<br />
| CYCLE_BOOSTFACTOR_ENEMY_OVERRIDE || cycle_boostfactor_enemy_override_help<br />
|-<br />
| CYCLE_BOOSTFACTOR_RIM || Factor your speed is multiplied with when breaking from the rim wall<br />
|-<br />
| CYCLE_BOOSTFACTOR_RIM_OVERRIDE || cycle_boostfactor_rim_override_help<br />
|-<br />
| CYCLE_BOOSTFACTOR_SELF || Factor your speed is multiplied with when breaking from your own wall<br />
|-<br />
| CYCLE_BOOSTFACTOR_SELF_OVERRIDE || cycle_boostfactor_self_override_help<br />
|-<br />
| CYCLE_BOOSTFACTOR_TEAM || Factor your speed is multiplied with when breaking from a teammate's wall<br />
|-<br />
| CYCLE_BOOSTFACTOR_TEAM_OVERRIDE || cycle_boostfactor_team_override_help<br />
|-<br />
| CYCLE_BOOST_ENEMY || Speed boost when breaking from an enemy wall<br />
|-<br />
| CYCLE_BOOST_ENEMY_OVERRIDE || cycle_boost_enemy_override_help<br />
|-<br />
| CYCLE_BOOST_RIM || Speed boost when breaking from the rim wall<br />
|-<br />
| CYCLE_BOOST_RIM_OVERRIDE || cycle_boost_rim_override_help<br />
|-<br />
| CYCLE_BOOST_SELF || Speed boost when breaking from your own wall<br />
|-<br />
| CYCLE_BOOST_SELF_OVERRIDE || cycle_boost_self_override_help<br />
|-<br />
| CYCLE_BOOST_TEAM || Speed boost when breaking from a teammate's wall<br />
|-<br />
| CYCLE_BOOST_TEAM_OVERRIDE || cycle_boost_team_override_help<br />
|-<br />
| CYCLE_BRAKE || Brake intensity<br />
|-<br />
| CYCLE_BRAKE_DEPLETE || Rate at which the brake reservoir depletes when you are braking<br />
|-<br />
| CYCLE_BRAKE_DEPLETE_OVERRIDE || Block out older clients when CYCLE_BRAKE_DEPLETE differs from its default? <br />
|-<br />
| CYCLE_BRAKE_REFILL || Rate at which the brake reservoir refills when you are not braking<br />
|-<br />
| CYCLE_BRAKE_REFILL_OVERRIDE || Block out older clients when CYCLE_BRAKE_REFILL differs from its default? <br />
|-<br />
| CYCLE_DELAY || Minimum time between turns (must be greater than 0)<br />
|-<br />
| CYCLE_DELAY_DOUBLEBIND_BONUS || Factor CYCLE_DELAY is multiplied with for consecutive turns in the same direction<br />
|-<br />
| CYCLE_DELAY_DOUBLEBIND_BONUS_OVERRIDE || cycle_delay_doublebind_bonus_override_help<br />
|-<br />
| CYCLE_DELAY_TIMEBASED || Turn delays will be based on the time since the last turn if this is 1 (default) and the distance if this is 0. Intermediate values and values out of these bounds are supported as well.<br />
|-<br />
| CYCLE_DELAY_TIMEBASED_OVERRIDE || Block out older clients when CYCLE_DELAY_TIMEBASED differs from its default? <br />
|-<br />
| CYCLE_DIST_WALL_SHRINK || Distance multiplier in wall length calculation. All values are legal. See settings.cfg for full docs.<br />
|-<br />
| CYCLE_DIST_WALL_SHRINK_OFFSETDistance || offset in wall length calculation. See settings.cfg for full docs.<br />
|-<br />
| CYCLE_FAIR_ANTILAG || If set to 1, this deactivates the anti lag-sliding code when old clients are connected<br />
|-<br />
| CYCLE_FIRST_SPAWN_PROTECTION || Set to 1 if the invulnerability and wall delay should already be active on the initial spawn at the beginning of a round.<br />
|-<br />
| CYCLE_INVULNERABLE_TIME || Time in seconds a cycle is invulnerable after a respawn.<br />
|-<br />
| CYCLE_MAX_REFCOUNT || Maximum allowed reference count on cycles before they self destruct. This setting is to protect against performance related DOS attacks.<br />
|-<br />
| CYCLE_PACKETLOSS_TOLERANCE || Cycle death is prevented as long as the player's failure to turn can be explained by the loss of this many network packets. Enabling this allows cheating.<br />
|-<br />
| CYCLE_PING_RUBBER || Additional niceness for high ping players<br />
|-<br />
| CYCLE_RUBBER || Niceness factor to allow you drive really close to a wall<br />
|-<br />
| CYCLE_RUBBER_DELAY || During this fraction of the cycle delay time after each turn, rubber efficiency will be multiplied with CYCLE_RUBBER_DELAY_BONUS.<br />
|-<br />
| CYCLE_RUBBER_DELAY_BONUS || Factor for CYCLE_RUBBER_DELAY rubber efficiency.<br />
|-<br />
| CYCLE_RUBBER_DELAY_BONUS_OVERRIDE || Block out older clients when CYCLE_RUBBER_DELAY_BONUS differs from its default? <br />
|-<br />
| CYCLE_RUBBER_DELAY_OVERRIDE || Block out older clients when CYCLE_RUBBER_DELAY differs from its default? <br />
|-<br />
| CYCLE_RUBBER_LEGACY || Revert to old, framerate dependant and old-clients-ripping, rubber code if old clients are present. Old means <= 0.2.7.0 here.<br />
|-<br />
| CYCLE_RUBBER_MALUS_TURN_OVERRIDE || Block out older clients when CYCLE_RUBBER_MALUS_TURN differs from its default? <br />
|-<br />
| CYCLE_RUBBER_MINADJUST || When adjusting to or 180ing into a wall, allow going closer by at least this amount (relative to the last distance)<br />
|-<br />
| CYCLE_RUBBER_MINADJUST_OVERRIDE || Block out older clients when CYCLE_RUBBER_MINADJUST differs from its default? <br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE || The minimal distance rubber code keeps you from the wall in front of you<br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_GAP || If > 0, CYCLE_RUBBER_MINDISTANCE effectively is never taken to be bigger than this value times the size of any detected gaps the cylce can squeeze through. For "Open" gameplay.<br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_GAP_OVERRIDE || cycle_rubber_mindistance_gap_override_help<br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_GAP_SIDE || Gap detection only sees gaps that the cycle may reach in no less than this many seconds.<br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_LEGACY || Extra factor for minimal distance to walls enforced by the rubber code, active when peers with the rip bug are connected<br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_OVERRIDE || Block out older clients when CYCLE_RUBBER_MINDISTANCE differs from its default? <br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_PREPARATION || Timescale in seconds a cycle's last turn time is compared with to determine the effect of CYCLE_RUBBER_MINDISTANCE_UNPREPARED.<br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_PREPARATION_OVERRIDE || Block out older clients when CYCLE_RUBBER_MINDISTANCE_PREPARATION differs from its default? <br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_RATIO || Additional distance to CYCLE_RUBBER_MINDISTANCE for every length unit of the wall you have in front of you<br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_RATIO_OVERRIDE || Block out older clients when CYCLE_RUBBER_MINDISTANCE_RATIO differs from its default? <br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_RESERVOIR || Addidional distance if you have an empty rubber meter (gets faded out gradually as you use up all your rubber)<br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_RESERVOIR_OVERRIDE || Block out older clients when CYCLE_RUBBER_MINDISTANCE_RESERVOIR differs from its default? <br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_UNPREPARED || Additional distance for unprepared grinds; it gets applied when the cycle's last turn was just a fraction of a second ago and faded out preparation times larger than CYCLE_RUBBER_MINDISTANCE_PREPARATION.<br />
|-<br />
| CYCLE_RUBBER_MINDISTANCE_UNPREPARED_OVERRIDE || Block out older clients when CYCLE_RUBBER_MINDISTANCE_UNPREPARED differs from its default? <br />
|-<br />
| CYCLE_RUBBER_SPEED || Logarithmic speed of wall approximation when rubber is in effect (every second, you get closer to the wall by a factor of ~0.4^{this value})<br />
|-<br />
| CYCLE_RUBBER_SPEED_OVERRIDE || Block out older clients when CYCLE_RUBBER_SPEED differs from its default? <br />
|-<br />
| CYCLE_RUBBER_TIME || Timescale rubber is restored on.<br />
|-<br />
| CYCLE_RUBBER_TIMEBASED || Rubber usage is based on distance travelled if this is 0 (default) and the time passed if this is 1. Intermediate values and values out of these bounds are supported as well.<br />
|-<br />
| CYCLE_RUBBER_TIMEBASED_OVERRIDE || Block out older clients when CYCLE_RUBBER_TIMEBASED differs from its default? <br />
|-<br />
| CYCLE_RUBBER_TIME_OVERRIDE || Block out older clients when CYCLE_RUBBER_TIME differs from its default? <br />
|-<br />
| CYCLE_RUBBER_WALL_SHRINK || With finite length trails, the used rubber is multiplied with this value and the result is subtracted from the wall length.<br />
|-<br />
| CYCLE_RUBBER_WALL_SHRINK_OVERRIDE || Block out older clients when CYCLE_RUBBER_WALL_SHRINK differs from its default? <br />
|-<br />
| CYCLE_SMOOTH_MIN_SPEED || Minimum speed of smooth correction relative to cycle speed.<br />
|-<br />
| CYCLE_SMOOTH_THRESHOLD || Only syncs that differ from your position by less than this amount (measured in speed) will be handled smoothly, bigger differences will be applied instantly. <br />
|-<br />
| CYCLE_SMOOTH_TIME || Timescale for smoothing options. Increasing this will make interpolation smoother, but less accurate. Decreasing it will make network synchronization jumpy.<br />
|-<br />
| CYCLE_SOUND_SPEED || Sound speed divisor<br />
|-<br />
| CYCLE_SPEED || Basic speed of your cycle if you drive straight and not close to walls<br />
|-<br />
| CYCLE_SPEED_DECAY_ABOVE || Rate of cycle speed approaching the value of CYCLE_SPEED from above<br />
|-<br />
| CYCLE_SPEED_DECAY_ABOVE_OVERRIDE || Block out older clients when CYCLE_SPEED_DECAY_ABOVE differs from its default? <br />
|-<br />
| CYCLE_SPEED_DECAY_BELOW || Rate of cycle speed approaching the value of CYCLE_SPEED from below<br />
|-<br />
| CYCLE_SPEED_DECAY_BELOW_OVERRIDE || Block out older clients when CYCLE_SPEED_DECAY_BELOW differs from its default? <br />
|-<br />
| CYCLE_SPEED_MAX || Maximal speed of your cycle, measured relative to CYCLE_SPEED. A value of 0 means no top speed.<br />
|-<br />
| CYCLE_SPEED_MAX_OVERRIDE || cycle_speed_max_override_help<br />
|-<br />
| CYCLE_SPEED_MIN || Minimal speed of your cycle, measured relative to CYCLE_SPEED<br />
|-<br />
| CYCLE_SPEED_MIN_OVERRIDE || Block out older clients when CYCLE_SPEED_MIN differs from its default? <br />
|-<br />
| CYCLE_START_SPEED || Initial cycle speed<br />
|-<br />
| CYCLE_SYNC_FF || Speed of simulation of the extrapolating sync; decrease for lower CPU load, but higher effective ping<br />
|-<br />
| CYCLE_SYNC_FF_STEPS || Number of extrapolation simulation timesteps each real timestep; increase for better accuracy<br />
|-<br />
| CYCLE_SYNC_INTERVAL_ENEMY || Time in seconds between server-client updates of enemy cycles<br />
|-<br />
| CYCLE_SYNC_INTERVAL_SELF || Time in seconds between server-client updates of enemy cycles owned by the client itself<br />
|-<br />
| CYCLE_TIME_TOLERANCE || Maximum time difference of execution of turns on server and client (for clients that send timing information)<br />
|-<br />
| CYCLE_TIME_TOLERANCE_OVERRIDEBlock || out older clients when CYCLE_TIME_TOLERANCE differs from its default? <br />
|-<br />
| CYCLE_TURN_MEMORY || Number of pending turns a cycle will memorize exactly<br />
|-<br />
| CYCLE_TURN_SPEED_FACTOR || Factor the speed of a lightcycle is multiplied with when turning <br />
|-<br />
| CYCLE_TURN_SPEED_FACTOR_OVERRIDE || Block out older clients when CYCLE_TURN_SPEED_FACTOR differs from its default? <br />
|-<br />
| CYCLE_WALL_NEAR || Maximum accelerating wall distance<br />
|-<br />
| CYCLE_WALL_TIME || Time in seconds a cycle does not make a wall after a respawn.<br />
|-<br />
| CYCLE_WIDTH || The width of the cycle collision object. It can only squeeze through tunnels wider than that without taking harm.<br />
|-<br />
| CYCLE_WIDTH_OVERRIDE || cycle_width_override_help<br />
|-<br />
| CYCLE_WIDTH_RUBBER_MAX || If the cycle_width conditions are massively violated, use up this much rubber.If set to 1, the rubber usage rate is the same as if you were sitting in front of a wall.<br />
|-<br />
| CYCLE_WIDTH_RUBBER_MAX_OVERRIDE || cycle_width_rubber_max_override_help<br />
|-<br />
| CYCLE_WIDTH_RUBBER_MIN || If the cycle_width conditions are barely violated, use up this much rubber.If set to 1, the rubber usage rate is the same as if you were sitting in front of a wall.<br />
|-<br />
| CYCLE_WIDTH_RUBBER_MIN_OVERRIDE || cycle_width_rubber_min_override_help<br />
|-<br />
| CYCLE_WIDTH_SIDE || Minimum distance of a cycle to a wall on either side before it takes harm.<br />
|-<br />
| CYCLE_WIDTH_SIDE_OVERRIDE || cycle_width_side_override_help<br />
|-<br />
| DEDICATED_IDLE || After running this time (in hours), the dedicated server takes the next chance to quit.<br />
|-<br />
| DEFAULT_KICK_REASON || The reason given to a player kicked by KICK if none is specified.<br />
|-<br />
| DEFAULT_KICK_TO_PORT || default_kick_to_port_help<br />
|-<br />
| DEFAULT_KICK_TO_REASON || The reason given to a player kicked by KICK_TO or MOVE_TO if none is specified.<br />
|-<br />
| DEFAULT_KICK_TO_SERVER || default_kick_to_server_help<br />
|-<br />
| DISALLOW_RENAME_PLAYER || Prevents the given player from renameing.<br />
|-<br />
| DISALLOW_TEAM_CHANGE_PLAYER || Reverse of ALLOW_TEAM_CHANGE_PLAYER<br />
|-<br />
| DISPLAY_COLORED_NAMES_OVER_CYCLES || Should the names over cycles appear in the cycles' colors?<br />
|-<br />
| DITHER || Use dithering<br />
|-<br />
| DOUBLEBIND_TIME || Time in seconds during which no two different keyboard events can trigger the same action<br />
|-<br />
| DOUBLEBIND_TIME_OVERRIDE || Block out older clients when DOUBLEBIND_TIME differs from its default? <br />
|-<br />
| ENABLE_CHAT || If set to 0, all chat will be surpressed (if reset on the server, messages from logged in players and private/team messages are still shown)<br />
|-<br />
| ENABLE_FRIENDS || enable_friends_help<br />
|-<br />
| ENABLE_NAME_HILIGHTING || Hilight your name in chats other players send?<br />
|-<br />
| ENEMY_CHATBOT_PENALTY || Penalty in seconds if the victim is in chatbot state and the enemy influence is just the chatbot evading a wall<br />
|-<br />
| ENEMY_CURRENTTIME_INFLUENCE || If set to 1, not the build time of the encountered wall, but the current time enters the comparison of enemy influences. Arbitrary blending values are allowed.<br />
|-<br />
| ENEMY_DEAD_PENALTY || Penalty on the effective time in seconds if the enemy influence detection comes from a dead player<br />
|-<br />
| ENEMY_SUICIDE_TIMEOUT || If no enemy influence can be found for the last this many seconds, a player's death counts as a suicide.<br />
|-<br />
| ENEMY_TEAMMATE_PENALTY || Penalty on the effective time in seconds if the enemy influence detection is from a teammate<br />
|-<br />
| EXPLOSION || Enable explosions?<br />
|-<br />
| EXPLOSION_HUD || explosion_hud_help<br />
|-<br />
| EXPLOSION_RADIUS || Blast radius of the cycle explosions<br />
|-<br />
| EXTRA_ROUND_TIME || Lenght of an extra pause at the beginning of the round<br />
|-<br />
| FADEOUT_NAME_DELAY || Time the player names are shown. Set to 0 if you don't want to show them at all or -1 if you want to show them always.<br />
|-<br />
| FAILED_ATTEMPTS || Number of failed attemts to initialize graphics mode<br />
|-<br />
| FAST_FORWARD_MAXSTEP || Maximum recording time between rendered frames in fast forward mode<br />
|-<br />
| FAST_FORWARD_MAXSTEP_REAL || Maximum real time between rendered frames in fast forward mode<br />
|-<br />
| FAST_FORWARD_MAXSTEP_REL || Maximum fraction of the time left until the end of FF mode between rendered frames<br />
|-<br />
| FAV_NUM_PER_TEAM_PLAYER_1 || The favorite number of players per team for this player<br />
|-<br />
| FAV_NUM_PER_TEAM_PLAYER_2 || The favorite number of players per team for this player<br />
|-<br />
| FAV_NUM_PER_TEAM_PLAYER_3 || The favorite number of players per team for this player<br />
|-<br />
| FAV_NUM_PER_TEAM_PLAYER_4 || The favorite number of players per team for this player<br />
|-<br />
| FILTER_COLOR_NAMES || Filter color codes from player names.<br />
|-<br />
| FILTER_COLOR_SERVER_NAMES || Filter color codes from server names in the server browser.<br />
|-<br />
| FILTER_COLOR_STRINGS || Filter color codes from strings coming in over the network.<br />
|-<br />
| FILTER_COLOR_TEAM || Filter color codes from /team messages.<br />
|-<br />
| FILTER_DARK_COLOR_NAMES || Filter dark color codes from player names.<br />
|-<br />
| FILTER_DARK_COLOR_SERVER_NAMES || Filter dark color codes from server names in the server browser.<br />
|-<br />
| FILTER_DARK_COLOR_STRINGS || Filter dark color codes from strings coming in over the network.<br />
|-<br />
| FILTER_DARK_COLOR_TEAM || Filter dark color codes from /team messages.<br />
|-<br />
| FILTER_NAME_ENDS || Filter whitespace and other junk from beginnings and ends of player names.<br />
|-<br />
| FILTER_NAME_MIDDLE || Filter excess whitespace and other junk from the middle of player names.<br />
|-<br />
| FINISH_TYPE || What happens when the last human is dead?<br />
|-<br />
| FIRST_USE || Is this the first time you use Armagetron Advanced?<br />
|-<br />
| FLOOR_BLUE || Floor color<br />
|-<br />
| FLOOR_DETAIL || Floor detail settings<br />
|-<br />
| FLOOR_GREEN || Floor color<br />
|-<br />
| FLOOR_MIRROR || Floor mirror mode<br />
|-<br />
| FLOOR_MIRROR_INT || Intensity of the floor mirror effect<br />
|-<br />
| FLOOR_RED || Floor color<br />
|-<br />
| FONT_FILE || font_file_help<br />
|-<br />
| FONT_FILE_CUSTOM || font_file_custom_help<br />
|-<br />
| FONT_SIZE_FACTOR || font_size_factor_help<br />
|-<br />
| FONT_TYPE || font_type_help<br />
|-<br />
| FORBID_COCKPIT_DATA || Colon- separated list of cockpit data sources clients aren't allowed to use in the cockpit<br />
|-<br />
| FORBID_HUD_MAP || forbid_hud_map_help<br />
|-<br />
| FORTRESS_CONQUEST_DECAY_RATE || Rate a fortress zone "recovers" from being conquered <br />
|-<br />
| FORTRESS_CONQUEST_RATE || Rate a fortress zone gets conquered with for each enemy in it <br />
|-<br />
| FORTRESS_CONQUEST_TIMEOUT || fortress_conquest_timeout_help<br />
|-<br />
| FORTRESS_DEFEND_RATE || Rate a fortress zone "recovers" for each defending player <br />
|-<br />
| FRIEND_1 || friend_1_help<br />
|-<br />
| FRIEND_10 || friend_10_help<br />
|-<br />
| FRIEND_2 || friend_2_help<br />
|-<br />
| FRIEND_3 || friend_3_help<br />
|-<br />
| FRIEND_4 || friend_4_help<br />
|-<br />
| FRIEND_5 || friend_5_help<br />
|-<br />
| FRIEND_6 || friend_6_help<br />
|-<br />
| FRIEND_7 || friend_7_help<br />
|-<br />
| FRIEND_8 || friend_8_help<br />
|-<br />
| FRIEND_9 || friend_9_help<br />
|-<br />
| FULLSCREEN || Fullscreen or windowed mode?<br />
|-<br />
| FULLSCREEN_MESSAGE || Prints a big message all over the screen, interrupting gameplay for a configurable timeout. Use with care.<br />
|-<br />
| GAME_TIMEOUT || Base timeout for game state synchronisation; gives appoximately the maximum time between rounds.<br />
|-<br />
| GAME_TYPE || Type of game played. 0 for freestyle, 1 for last team standing and 2 for humans vs. AIs.<br />
|-<br />
| GL_EXTENSIONS || OpenGL system information<br />
|-<br />
| GL_RENDERER || OpenGL system information<br />
|-<br />
| GL_VENDOR || OpenGL system information<br />
|-<br />
| GL_VERSION || OpenGL system information<br />
|-<br />
| GRID_SIZE || Distance between gridlines<br />
|-<br />
| GRID_SIZE_MOVIEPACK || Distance between gridlines when moviepack is active<br />
|-<br />
| GUI_TRACK || gui_track_help<br />
|-<br />
| HASH_METHOD_BLACKLIST || List of hash authentication methods to disable support for.<br />
|-<br />
| HELP_INTRODUCTORY_BLURB || Message that is displayed before the list of help topics if someone uses /help without arguments<br />
|-<br />
| HELP_MESSAGE || help_message_help<br />
|-<br />
| HIDE_IDENTITY_1 || hide_identity_help<br />
|-<br />
| HIDE_IDENTITY_2 || hide_identity_help<br />
|-<br />
| HIDE_IDENTITY_3 || hide_identity_help<br />
|-<br />
| HIDE_IDENTITY_4 || hide_identity_help<br />
|-<br />
| HIGH_RIM || Draw high rim walls<br />
|-<br />
| HISTORY_SIZE_CHAT || Number of lines kept in the chat history.<br />
|-<br />
| HISTORY_SIZE_CONSOLE || Number of lines kept in the console history.<br />
|-<br />
| IDLE_KICK_TIME || Time in seconds after which an inactive player is kicked<br />
|-<br />
| IDLE_REMOVE_TIME || Time in seconds after which an inactive player is removed from the game<br />
|-<br />
| INCLUDE || Includes the following file<br />
|-<br />
| INFINITY_PLANE || Use infinite points (Does not work properly on most Windows systems)<br />
|-<br />
| INSTANT_CHAT_STRING_1_1 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_10 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_11 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_12 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_13 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_14 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_15 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_16 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_17 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_18 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_19 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_2 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_20 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_21 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_22 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_23 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_24 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_25 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_26 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_3 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_4 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_5 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_6 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_7 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_8 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_1_9 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_1 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_10 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_11 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_12 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_13 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_14 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_15 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_16 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_17 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_18 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_19 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_2 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_20 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_21 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_22 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_23 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_24 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_25 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_26 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_3 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_4 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_5 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_6 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_7 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_8 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_2_9 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_1 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_10 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_11 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_12 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_13 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_14 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_15 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_16 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_17 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_18 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_19 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_2 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_20 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_21 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_22 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_23 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_24 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_25 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_26 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_3 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_4 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_5 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_6 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_7 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_8 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_3_9 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_1 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_10 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_11 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_12 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_13 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_14 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_15 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_16 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_17 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_18 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_19 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_2 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_20 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_21 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_22 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_23 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_24 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_25 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_26 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_3 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_4 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_5 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_6 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_7 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_8 || Instant chat available with hotkeys<br />
|-<br />
| INSTANT_CHAT_STRING_4_9 || Instant chat available with hotkeys<br />
|-<br />
| KEEP_WINDOW_ACTIVE || Keeps rendering active when the program window loses input focus.<br />
|-<br />
| KEYBOARD || Keyboard settings<br />
|-<br />
| KICK || Kicks the specified player from the server.<br />
|-<br />
| KICK_TO || Kicks the specified player from the server and, if the client supports it, redirects him to a different server.<br />
|-<br />
| KILL || Kill a specific player (as warning before a kick)<br />
|-<br />
| LADDERLOG_GAME_TIME_INTERVAL || ladderlog_game_time_interval_help<br />
|-<br />
| LAG_CREDIT || Maximal seconds of total lag credit.<br />
|-<br />
| LAG_CREDIT_SINGLE || Maximal seconds of lag credit for a single lag event.<br />
|-<br />
| LAG_CREDIT_TIME || Timescale lag credit is restored on.<br />
|-<br />
| LAG_FAST_TIME || Timescale the fast lag measurement decays on.<br />
|-<br />
| LAG_FAST_WEIGHT || Extra weight lag reports from the server influence the fast lag compensation with.<br />
|-<br />
| LAG_MAX_SPEEDUP_TIMER || Maximal speed increase of timer while lag is compensated for.<br />
|-<br />
| LAG_OFFSET_CLIENT || Extra amount of lag compensation, determined by the client.<br />
|-<br />
| LAG_OFFSET_LEGACY || Extra amount of lag compensation for clients that don't support automatic compensation, determined by the server.<br />
|-<br />
| LAG_OFFSET_SERVER || Extra amount of lag compensation, determined by the server.<br />
|-<br />
| LAG_O_METER || Draw Lag-O-Meter in network play<br />
|-<br />
| LAG_O_METER_BLEND || Amount the player color should be blended with white to get the color of the Lag-O-Meter. 1 means white, 0 means the color of the player.<br />
|-<br />
| LAG_O_METER_SCALE || Scale of the Lag-O-Meter. 1.0 is the "correct" value, older clients were hardcoded to .5 due to a bug.<br />
|-<br />
| LAG_O_METER_THRESHOLD || The Lag-O-Meter will only be drawn if the product of cycle speed and lag is bigger than this value.<br />
|-<br />
| LAG_SLOW_TIME || Timescale the slow lag measurement decays on.<br />
|-<br />
| LAG_SLOW_WEIGHT || Extra weight lag reports from the server influence the slow lag compensation with.<br />
|-<br />
| LAG_SWEET_SPOT || Sweet spot, the fill ratio of lag credit the server tries to keep the client at.<br />
|-<br />
| LAG_THRESHOLD || lag_threshold_help<br />
|-<br />
| LANGUAGE_FIRST || The language Armagetron Advanced will use <br />
|-<br />
| LANGUAGE_SECOND || Fallback language if the first language is not available<br />
|-<br />
| LAST_CHAT_BREAK_TIME || Last round time a player in chat mode is able to pause the timer<br />
|-<br />
| LAST_CHECK_ERRORS || Listen to errors claiming a video mode does not exist, last successful init<br />
|-<br />
| LAST_COLORDEPTH || Color depth, last successful init<br />
|-<br />
| LAST_FULLSCREEN || Fullscreen or windowed mode, last successful init<br />
|-<br />
| LAST_ZDEPTH || z buffer depth, last successful init<br />
|-<br />
| LEGACY_LOG_NAMES || legacy_log_names_help<br />
|-<br />
| LIMIT_ROUNDS || End the match after this number of rounds<br />
|-<br />
| LIMIT_SCORE || End the match when a player reaches this score <br />
|-<br />
| LIMIT_TIME || End the match after this number of minutes <br />
|-<br />
| LOWER_SKY || Draw lower sky plane<br />
|-<br />
| MAP_FILE || File that contains the map used for playing <br />
|-<br />
| MAP_FILE_OVERRIDE || Block out older clients when MAP_FILE differs from its default? <br />
|-<br />
| MAP_ROTATION || map_rotation_help<br />
|-<br />
| MAX_CLIENTS || Maximum number of network clients to accept<br />
|-<br />
| MAX_CLIENTS_SAME_IP_HARD || Maximum number of network clients to accept from the same IP; more logins will be ignored<br />
|-<br />
| MAX_CLIENTS_SAME_IP_SOFT || Maximum number of network clients to accept from the same IP; more logins will get kicked when the server is full<br />
|-<br />
| MAX_IN_RATE || Maximum network input rate<br />
|-<br />
| MAX_OUT_RATE || Maximum network output rate<br />
|-<br />
| MAX_PLAYERS_SAME_IP || maximum number of players from the same IP (note that each client can legally host up to four players)<br />
|-<br />
| MAX_VOTES || The maximum number of total votes that can be active at any given moment.<br />
|-<br />
| MAX_VOTES_PER_VOTER || The maximum number of votes suggested by each voter that can be active at any given moment.<br />
|-<br />
| MD5_PREFIX || Extra hash prefix for local accounts used to scramble the password<br />
|-<br />
| MD5_SUFFIX || Extra hash suffix for local accounts used to scramble the password<br />
|-<br />
| MESSAGE_OF_DAY || Message sent to clients on connection, if supported by the client, it will be displayed fullscreen<br />
|-<br />
| MESSAGE_OF_DAY_TIMEOUT || Time message_of_day is displayed for in fullscreen mode<br />
|-<br />
| MIN_PLAYERS || Minimum number of players<br />
|-<br />
| MIN_VOTERS || Number of voters that need to be online to enable voting.<br />
|-<br />
| MOTION_BLUR_TIME || Time over which the last rendered frames are blended together<br />
|-<br />
| MOUSE_GRAB || Grab the mouse pointer, so it can't leave the window<br />
|-<br />
| MOVE_TO || Kicks the specified player from the server and, if the client supports it, redirects him to a different server. Does not imply an autoban penalty.<br />
|-<br />
| MOVIEPACK || Use the moviepack if available<br />
|-<br />
| MOVIEPACK_FLOOR_BLUE || Floor color<br />
|-<br />
| MOVIEPACK_FLOOR_GREEN || Floor color<br />
|-<br />
| MOVIEPACK_FLOOR_RED || Floor color<br />
|-<br />
| MOVIEPACK_RIM_WALL_STRETCH_X || Extension of one square of rim wall texture in the horizontal direction for the moviepack<br />
|-<br />
| MOVIEPACK_RIM_WALL_STRETCH_Y || Extension of the rim wall texture in the vertical direction for the moviepack<br />
|-<br />
| MOVIEPACK_WALL_STRETCH || The distance of the vertical lines on the moviepack walls<br />
|-<br />
| MUSIC_ACTIVE || music_active_help<br />
|-<br />
| MUSIC_PLAYLIST || music_playlist_help<br />
|-<br />
| MUSIC_VOLUME || music_volume_help<br />
|-<br />
| NAME_TEAM_AFTER_PLAYER_1 || If set, the team is named after the leading player<br />
|-<br />
| NAME_TEAM_AFTER_PLAYER_2 || If set, the team is named after the leading player<br />
|-<br />
| NAME_TEAM_AFTER_PLAYER_3 || If set, the team is named after the leading player<br />
|-<br />
| NAME_TEAM_AFTER_PLAYER_4 || If set, the team is named after the leading player<br />
|-<br />
| NETWORK_AUTOBAN_FACTOR || Autoban players for NETWORK_AUTOBAN_FACTOR * ( kph - NETWORK_AUTOBAN_OFFSET ) minutes when they get kicked; kph is the average number of kicks per hour they get.<br />
|-<br />
| NETWORK_AUTOBAN_MAX_KPH || Maximal value of the kicks per hour; larger values are smoothly clamped.<br />
|-<br />
| NETWORK_AUTOBAN_OFFSET || Autoban players for NETWORK_AUTOBAN_FACTOR * ( kph - NETWORK_AUTOBAN_OFFSET ) minutes when they get kicked; kph is the average number of kicks per hour they get.<br />
|-<br />
| NETWORK_MIN_BAN || When a client's connection is blocked because he's banned, make him banned for at least this many seconds.<br />
|-<br />
| NETWORK_SPECTATOR_TIME || If set to something bigger than zero, this is the maximal time in seconds a client without players is tolerated.<br />
|-<br />
| NEW_FEATURE_DELAY || Disable features that only came in during the last X protocol versions.<br />
|-<br />
| NEW_TEAM_ALLOWED || Is it currently allowed to create a new team?<br />
|-<br />
| NUM_AIS || Number of AI players<br />
|-<br />
| PASSWORD || Password setting<br />
|-<br />
| PASSWORD_STORAGE || Determines where your passwords are stored: 1 means on harddisk (dangerous), 0 in memory and -1 means they are not stored at all.<br />
|-<br />
| PING_CHARITY || How much ping are you willing to take over from your opponent?<br />
|-<br />
| PING_CHARITY_MAX || Server option: maximum ping charity value. Set to 0 to avoid instant kills. Active only if all clients are 0.2.8.3 or better.<br />
|-<br />
| PING_CHARITY_MIN || Server option: minimum ping charity value. Use to enforce fairness. Active only if all clients are 0.2.8.3 or better.<br />
|-<br />
| PING_CHARITY_SERVER || Don't touch: the server says this is the maximal ping compensation.<br />
|-<br />
| PING_FLOOD_GLOBAL || The times PING_FLOOD_TIME_X, multiplied by this value, count for all pings from all machines. Negative values disable global flood protection.<br />
|-<br />
| PING_FLOOD_TIME_10 || Minimum time for 10 ping packets from one machine to arrive.<br />
|-<br />
| PING_FLOOD_TIME_100 || Minimum time for 100 ping packets from one machine to arrive.<br />
|-<br />
| PING_FLOOD_TIME_20 || Minimum time for 20 ping packets from one machine to arrive.<br />
|-<br />
| PING_FLOOD_TIME_50 || Minimum time for 50 ping packets from one machine to arrive.<br />
|-<br />
| PLAYERS || Prints list of currently active players<br />
|-<br />
| PLAYER_1 || Player name<br />
|-<br />
| PLAYER_2 || Player name<br />
|-<br />
| PLAYER_3 || Player name<br />
|-<br />
| PLAYER_4 || Player name<br />
|-<br />
| PLAYER_CHAT_WAIT_FRACTION || Maximum fraction of time to wait for a single player to stop chatting.<br />
|-<br />
| PLAYER_CHAT_WAIT_MAX || Maximum time in seconds to wait for a single player to stop chatting.<br />
|-<br />
| PLAYER_CHAT_WAIT_SINGLE || Set to 1 if only one player should get his chat wait time reduced at any given time.<br />
|-<br />
| PLAYER_CHAT_WAIT_TEAMLEADER || Set to 1 if only team leaders, and 0 if all players, should be allowed to pause the timer.<br />
|-<br />
| PLAYER_MESSAGE || player_message_help<br />
|-<br />
| PLAYER_RANDOM_COLOR || player_random_color_help<br />
|-<br />
| PNG_SCREENSHOT || Store screenshots as PNG files, not BMP files.<br />
|-<br />
| POLYGONAL_SHAPE_USED_EVER || polygonal_shape_used_ever_help<br />
|-<br />
| POLYGONAL_SHAPE_USED_EVER_OVERRIDE || polygonal_shape_used_ever_override_help<br />
|-<br />
| PREDICT_OBJECTS || Predict cycle movement in network play<br />
|-<br />
| PREDICT_WALLS || predict_walls_help<br />
|-<br />
| PROTECT_SENSITIVE_FILES || Try to protect user.cfg from read access by other users?<br />
|-<br />
| REAL_ARENA_SIZE_FACTOR || The currently active arena size. Leave it alone! Change size_factor instead.<br />
|-<br />
| REAL_CYCLE_SPEED_FACTOR || The currently active cycle speed multiplier. Leave it alone! Change speed_factor instead.<br />
|-<br />
| RECORDING_DEBUGLEVEL || Level of additonal information in recording file.<br />
|-<br />
| REMOVE_HELP_TOPIC || Remove a help topic.<br />
|-<br />
| RENAME || Renames the given player.<br />
|-<br />
| RESOURCE_REPOSITORY_CLIENT || URI the client uses to search for map files if they aren't stored locally. Better leave it alone <br />
|-<br />
| RESOURCE_REPOSITORY_SERVER || URI clients and the server use to search for map files if they aren't stored locally <br />
|-<br />
| RIM_WALL_STRETCH_X || Extension of the rim wall texture in the horizontal direction<br />
|-<br />
| RIM_WALL_STRETCH_Y || Extension of the rim wall texture in the vertical direction<br />
|-<br />
| RIM_WALL_WRAP_Y || Set to 1 if the rim wall texture should repeat in the vertical direction<br />
|-<br />
| RINCLUDE || rinclude_help<br />
|-<br />
| ROTATION_TYPE || rotation_type_help<br />
|-<br />
| ROUND_CENTER_MESSAGE || Big message sent to clients after every round<br />
|-<br />
| ROUND_CONSOLE_MESSAGE || Message sent to clients after every round<br />
|-<br />
| SAY || Dedicated server only: let the server administator say something.<br />
|-<br />
| SCORE_DEATHZONE || Amount of points you get for hitting the Death Zone<br />
|-<br />
| SCORE_DIE || Amount of points you get for dying<br />
|-<br />
| SCORE_HOLE || What you get for making a hole for your teammates<br />
|-<br />
| SCORE_KILL || Amount of points you get for killing someone<br />
|-<br />
| SCORE_SUICIDE || Amount of points you get for stupidly dying<br />
|-<br />
| SCORE_SURVIVE || What you get for surviving<br />
|-<br />
| SCORE_WIN || Amount of points you get for winning a round<br />
|-<br />
| SERVER_DNS || If your server is on dynamic IP and you set up a dynamic DNS that always points to it, you can set this variable to the DNS name to help clients remember your server across IP changes.<br />
|-<br />
| SERVER_IP || IP the server listens on <br />
|-<br />
| SERVER_NAME || Name of this server<br />
|-<br />
| SERVER_PORT || Port this server listens on<br />
|-<br />
| SETTING_LEGACY_BEHAVIOR_ANNOYING || Default legacy behavior for settings that only cause minor annoyances on old clients, like enemy cycles stopping for .1 seconds after each turn. Example: CYCLE_RUBBER_MINDISTANCE<br />
|-<br />
| SETTING_LEGACY_BEHAVIOR_BREAKING || Default legacy behavior for settings that absolutely break the client and make play impossible. Example of an affected setting: MAP_FILE<br />
|-<br />
| SETTING_LEGACY_BEHAVIOR_BUMPYDefault || legacy behavior for settings that allow play on old clients in principle, but with severe limitations (cycles bouncing around, player commands not executed on time). Example: CYCLE_DELAY_TIMEBASED<br />
|-<br />
| SETTING_LEGACY_BEHAVIOR_CHEATING || Default legacy behavior for settings where the default behavior could be considered cheating if nondefault was set. Example: DOUBLEBIND_TIME<br />
|-<br />
| SETTING_LEGACY_BEHAVIOR_VISUAL || Default legacy behavior for settings that only affect status displays and visuals, not game physics. Example: CYCLE_RUBBER_* (the client displays the rubber meter, but it's not used for anything)<br />
|-<br />
| SHOW_FPS || Enable fps display<br />
|-<br />
| SHOW_OWN_NAME || Should your name be displayed above your cycle on your screen?<br />
|-<br />
| SILENCE || Silence a specific player so he can't use public chat any more (/msg and /team still work)<br />
|-<br />
| SILENCE_ALL || If set to 1, new players will be silenced<br />
|-<br />
| SINCLUDE || Includes the following file silently, without error message if it is not found<br />
|-<br />
| SIZE_FACTOR || Arena size modifier<br />
|-<br />
| SKY_WOBBLE || Sky animation<br />
|-<br />
| SMART_GLANCE_CUSTOM_1 || Use custom camera settings when glancing with the smart camera<br />
|-<br />
| SMART_GLANCE_CUSTOM_2 || Use custom camera settings when glancing with the smart camera<br />
|-<br />
| SMART_GLANCE_CUSTOM_3 || Use custom camera settings when glancing with the smart camera<br />
|-<br />
| SMART_GLANCE_CUSTOM_4 || Use custom camera settings when glancing with the smart camera<br />
|-<br />
| SMOOTH_SHADING || Enable smooth shading<br />
|-<br />
| SOFTWARE_RENDERER || Is the OpenGL renderer not hadware accelerated?<br />
|-<br />
| SOUND_BUFFER_SIZE || sound_buffer_size_help<br />
|-<br />
| SOUND_CHANNELS || Number of channels your soundcard supports<br />
|-<br />
| SOUND_QUALITY || Sound quality [0=off, 3=high]<br />
|-<br />
| SPAM_AUTOKICK || Spam score that causes you to get kicked instantly.<br />
|-<br />
| SPAM_MAXLEN || Maximal length of chat message.<br />
|-<br />
| SPAM_MAXLEN_OVERRIDE || Block out older clients when SPAM_MAXLEN differs from its default? <br />
|-<br />
| SPAM_PENALTY || Number of seconds to silence a spammer.<br />
|-<br />
| SPAM_PROTECTION || Harshness of spam protection; determines min delay between chat messages accepted.<br />
|-<br />
| SPAM_PROTECTION_CHAT || Extra factor for SPAM_PROTECTION for chat messages.<br />
|-<br />
| SPAM_PROTECTION_REPEAT || Minimum time between identical chat messages.<br />
|-<br />
| SPAM_PROTECTION_VOTE || Extra factor for SPAM_PROTECTION for votes.<br />
|-<br />
| SPARKS || Draw sparks when going too close to a wall<br />
|-<br />
| SPAWN_WINGMEN_BACK || Determines how much each wingman is placed backwards in a team.<br />
|-<br />
| SPAWN_WINGMEN_SIDE || Determines how much each wingman is placed sidewards in a team.<br />
|-<br />
| SPECTATOR_MODE_1 || Sets spectator mode for this player<br />
|-<br />
| SPECTATOR_MODE_2 || Sets spectator mode for this player<br />
|-<br />
| SPECTATOR_MODE_3 || Sets spectator mode for this player<br />
|-<br />
| SPECTATOR_MODE_4 || Sets spectator mode for this player<br />
|-<br />
| SPEED_FACTOR || Speed modifier for the cycles<br />
|-<br />
| SP_AI_IQ || IQ of the AI opponents in single player mode<br />
|-<br />
| SP_AUTO_AIS || Automatically spawn AI players in single player mode?<br />
|-<br />
| SP_AUTO_IQ || Automatically adjust AI IQ in single player mode?<br />
|-<br />
| SP_EXPLOSION_RADIUS || Blast radius of the cycle explosions in single player mode<br />
|-<br />
| SP_FINISH_TYPE || What happens when the last human is dead in single player mode?<br />
|-<br />
| SP_GAME_TYPE || Type of game played in single player mode. 0 for freestyle, 1 for last team standing and 2 for humans vs. AIs.<br />
|-<br />
| SP_LIMIT_ROUNDS || End the match after this number of rounds in single player mode<br />
|-<br />
| SP_LIMIT_SCORE || End the match when a player reaches this score in single player mode<br />
|-<br />
| SP_LIMIT_TIME || End the match after this number of minutes in single player mode<br />
|-<br />
| SP_MIN_PLAYERS || Minimum number of players in single player mode<br />
|-<br />
| SP_NUM_AIS || Number of AI players in single player mode<br />
|-<br />
| SP_SCORE_WIN || What you get for winning a round in single player mode<br />
|-<br />
| SP_SIZE_FACTOR || Arena size modifier<br />
|-<br />
| SP_SPEED_FACTOR || Speed modifier for the cycles<br />
|-<br />
| SP_TEAMS_MAX || Maximum number of teams in single player mode<br />
|-<br />
| SP_TEAMS_MIN || Minimum number of teams in single player mode<br />
|-<br />
| SP_TEAM_BALANCE_ON_QUIT || Balance teams on player quit in single player mode?<br />
|-<br />
| SP_TEAM_BALANCE_WITH_AIS || Balance teams with AI players in single player mode?<br />
|-<br />
| SP_TEAM_MAX_IMBALANCE || Maximum allowed team imbalance in single player mode<br />
|-<br />
| SP_TEAM_MAX_PLAYERS || Maximum number of players per team in single player mode<br />
|-<br />
| SP_TEAM_MIN_PLAYERS || Minimum number of players per team in single player mode<br />
|-<br />
| SP_WALLS_LENGTH || Length of the cycle walls in meters; negative values will make the walls infinite.<br />
|-<br />
| SP_WALLS_STAY_UP_DELAY || Number of seconds the walls stay up after a player died; negative values will keep them up forever.<br />
|-<br />
| SP_WIN_ZONE_MIN_LAST_DEATH || Minimum number of seconds since the last death before the instant win zone is activated in single player mode<br />
|-<br />
| SP_WIN_ZONE_MIN_ROUND_TIME || Minimum number of seconds the round has to be going on before the instant win zone is activated in single player mode<br />
|-<br />
| START_CAM_1 || Initial Camera<br />
|-<br />
| START_CAM_2 || Initial Camera<br />
|-<br />
| START_CAM_3 || Initial Camera<br />
|-<br />
| START_CAM_4 || Initial Camera<br />
|-<br />
| START_FOV_1 || Initial field of vision<br />
|-<br />
| START_FOV_2 || Initial field of vision<br />
|-<br />
| START_FOV_3 || Initial field of vision<br />
|-<br />
| START_FOV_4 || Initial field of vision<br />
|-<br />
| START_NEW_MATCH || Initiates a new match<br />
|-<br />
| STAT_OUTPUT || stat_output_help<br />
|-<br />
| SUSPEND || Suspend a player from playing for the following N rounds (default: 5)<br />
|-<br />
| SWAP_MODE || Determines the commands used to sync graphics and input. 0: do nothing, 1: call glFlush(), 2: call glFinish().<br />
|-<br />
| TALK_TO_MASTER || Announce this server on the internet?<br />
|-<br />
| TEAMNAME_1 || team_name_confitem_help<br />
|-<br />
| TEAMNAME_2 || team_name_confitem_help<br />
|-<br />
| TEAMNAME_3 || team_name_confitem_help<br />
|-<br />
| TEAMNAME_4 || team_name_confitem_help<br />
|-<br />
| TEAMS || teams_help<br />
|-<br />
| TEAMS_MAX || Maximum number of teams<br />
|-<br />
| TEAMS_MIN || Minimum number of teams<br />
|-<br />
| TEAM_ALLOW_SHUFFLE_UP || If set to 1, players are allowed to change their position in the team as they wish. If 0, they only can drop in rank.<br />
|-<br />
| TEAM_BALANCE_ON_QUIT || Balance teams on player quit?<br />
|-<br />
| TEAM_BALANCE_WITH_AIS || Balance teams with AI players?<br />
|-<br />
| TEAM_BLUE_1 || blue portion of team 1's color<br />
|-<br />
| TEAM_BLUE_2 || blue portion of team 2's color<br />
|-<br />
| TEAM_BLUE_3 || blue portion of team 3's color<br />
|-<br />
| TEAM_BLUE_4 || blue portion of team 4's color<br />
|-<br />
| TEAM_BLUE_5 || blue portion of team 5's color<br />
|-<br />
| TEAM_BLUE_6 || blue portion of team 6's color<br />
|-<br />
| TEAM_BLUE_7 || blue portion of team 7's color<br />
|-<br />
| TEAM_BLUE_8 || blue portion of team 8's color<br />
|-<br />
| TEAM_CENTER_IS_BOSS || If set to 1, the center player is the team's boss. If at 0, it's the player who is on that team longest.<br />
|-<br />
| TEAM_GREEN_1 || green portion of team 1's color<br />
|-<br />
| TEAM_GREEN_2 || green portion of team 2's color<br />
|-<br />
| TEAM_GREEN_3 || green portion of team 3's color<br />
|-<br />
| TEAM_GREEN_4 || green portion of team 4's color<br />
|-<br />
| TEAM_GREEN_5 || green portion of team 5's color<br />
|-<br />
| TEAM_GREEN_6 || green portion of team 6's color<br />
|-<br />
| TEAM_GREEN_7 || green portion of team 7's color<br />
|-<br />
| TEAM_GREEN_8 || green portion of team 8's color<br />
|-<br />
| TEAM_MAX_IMBALANCE || Maximum allowed team imbalance<br />
|-<br />
| TEAM_MAX_PLAYERS || Maximum number of players per team<br />
|-<br />
| TEAM_MENU_COLOR_TEAM_FULL || Allows to change the prefix/color for unjoinable teams<br />
|-<br />
| TEAM_MENU_COLOR_TEAM_OK || Allows to change the prefix/color for joinable teams<br />
|-<br />
| TEAM_MIN_PLAYERS || Minimum number of players per team<br />
|-<br />
| TEAM_NAME_1 || name of team 1<br />
|-<br />
| TEAM_NAME_2 || name of team 2<br />
|-<br />
| TEAM_NAME_3 || name of team 3<br />
|-<br />
| TEAM_NAME_4 || name of team 4<br />
|-<br />
| TEAM_NAME_5 || name of team 5<br />
|-<br />
| TEAM_NAME_6 || name of team 6<br />
|-<br />
| TEAM_NAME_7 || name of team 7<br />
|-<br />
| TEAM_NAME_8 || name of team 8<br />
|-<br />
| TEAM_RED_1 || red portion of team 1's color<br />
|-<br />
| TEAM_RED_2 || red portion of team 2's color<br />
|-<br />
| TEAM_RED_3 || red portion of team 3's color<br />
|-<br />
| TEAM_RED_4 || red portion of team 4's color<br />
|-<br />
| TEAM_RED_5 || red portion of team 5's color<br />
|-<br />
| TEAM_RED_6 || red portion of team 6's color<br />
|-<br />
| TEAM_RED_7 || red portion of team 7's color<br />
|-<br />
| TEAM_RED_8 || red portion of team 8's color<br />
|-<br />
| TEXTURES_HI || Use high color textures<br />
|-<br />
| TEXTURE_MODE_0 || Floor Texture:<br />
|-<br />
| TEXTURE_MODE_1 || Wall Textures:<br />
|-<br />
| TEXTURE_MODE_2 || Object Textures:<br />
|-<br />
| TEXTURE_MODE_3 || Font:<br />
|-<br />
| TEXT_OUT || Enable console text output<br />
|-<br />
| TITLE_OF_DAY || If fullscreen display is supported, this will be the title above message_of_day<br />
|-<br />
| TITLE_TRACK || title_track_help<br />
|-<br />
| TOPOLOGY_POLICE || The topology police does posteriori checks to determine whether game moves were legal.<br />
|-<br />
| TOPOLOGY_POLICE_PARALLEL || Extra topology police flag to check for walls that are put into the grid datastructure exactly parallel to each other. Requites TOPOLOGY_POLICE to be active.<br />
|-<br />
| UNBAN_IP || Revokes the ban of the specified IP address.<br />
|-<br />
| UNSUSPEND || Removes a player suspension.<br />
|-<br />
| UPPER_SKY || Draw upper sky plane<br />
|-<br />
| URL || HTTP URI assiciated with a server<br />
|-<br />
| USER_1 || Global player ID<br />
|-<br />
| USER_2 || Global player ID<br />
|-<br />
| USER_3 || Global player ID<br />
|-<br />
| USER_4 || Global player ID<br />
|-<br />
| USE_CUSTOM_FONT || use_custom_font_help<br />
|-<br />
| USE_CUSTOM_PLAYLIST || use_custom_playlist_help<br />
|-<br />
| USE_DISPLAYLISTS || Use display lists for rendering the cycles?<br />
|-<br />
| VIEWPORT_CONF || Viewport configuration; decides how many players can play on this computer<br />
|-<br />
| VIEWPORT_TO_PLAYER_1 || Assign this viewport to a player<br />
|-<br />
| VIEWPORT_TO_PLAYER_2 || Assign this viewport to a player<br />
|-<br />
| VIEWPORT_TO_PLAYER_3 || Assign this viewport to a player<br />
|-<br />
| VIEWPORT_TO_PLAYER_4 || Assign this viewport to a player<br />
|-<br />
| VOICE || Reverse of SILENCE<br />
|-<br />
| VOTES_CANCEL || Cancels all running polls.<br />
|-<br />
| VOTE_KICK_REASON || vote_kick_reason_help<br />
|-<br />
| VOTE_KICK_TO_PORT || vote_kick_to_port_help<br />
|-<br />
| VOTE_KICK_TO_SERVER || vote_kick_to_server_help<br />
|-<br />
| VOTE_USE_SERVER_CONTROLLED_KICK || Set to 1 to use the enhanced server controlled vote items for kick votes. Does not work for clients prior to 0.2.8.0_rc1.<br />
|-<br />
| VOTING_BIAS || Add virtual voters that oppose every change.<br />
|-<br />
| VOTING_BIAS_COMMAND || Add virtual voters that oppose every command vote.<br />
|-<br />
| VOTING_BIAS_INCLUDE || Add virtual voters that oppose every include vote.<br />
|-<br />
| VOTING_BIAS_KICK || Add virtual voters that oppose every kick vote.<br />
|-<br />
| VOTING_BIAS_SUSPEND || Add virtual voters that oppose every suspend vote.<br />
|-<br />
| VOTING_DECAY || One non-voter is ignored everytime this many secons pass.<br />
|-<br />
| VOTING_HARM_TIME || The minimum time in seconds between two harmful votes against the same player.<br />
|-<br />
| VOTING_KICK_MINHARM || Minimal number of harmful votes (suspension, kick,..) that need to have been issued (success is not required) against a player before a kick vote issued via the menu really results in a kick; otherwise, the result is a simple suspension.<br />
|-<br />
| VOTING_KICK_TIME || The minimum time in seconds between two kick votes against the same player.<br />
|-<br />
| VOTING_MATURITY || The minimum time in seconds a player needs to be online with the same name before he can issue votes.<br />
|-<br />
| VOTING_PRIVACY || Controls logging of voting process. 2: nothing gets logged 1: vote submission is logged for the server admin 0: voting is logged for the server admin -1: vote submission is made public -2: everything is made public<br />
|-<br />
| VOTING_SPAM_ISSUE || The spam level of issuing a vote.<br />
|-<br />
| VOTING_SPAM_REJECT || The spam level of getting your vote rejected.<br />
|-<br />
| VOTING_START_DECAY || Number of seconds after that the non-voters start to get ignored.<br />
|-<br />
| VOTING_SUSPEND || Suspends voting for n minutes.<br />
|-<br />
| VOTING_SUSPEND_DEFAULT || Default value for VOTING_SUSPEND.<br />
|-<br />
| VOTING_SUSPEND_ROUNDS || The number of rounds "/vote suspend <player>" suspends a player for.<br />
|-<br />
| VOTING_TIMEOUT || Votes older than this time out and are rejected.<br />
|-<br />
| VOTING_TIMEOUT_PER_VOTER || Additional value for VOTING_TIMEOUT for every voter present.<br />
|-<br />
| VOTING_UNSUSPEND || Allows voting again.<br />
|-<br />
| WAIT_FOR_EXTERNAL_SCRIPT || Let the server wait for an external script between two rounds until the script switches this setting back to 0.<br />
|-<br />
| WAIT_FOR_EXTERNAL_SCRIPT_TIMEOUT || If the server has been paused by WAIT_FOR_EXTERNAL_SCRIPT for more seconds than this, kickstart the game.<br />
|-<br />
| WALLS_LENGTH || Length of the cycle walls in meters; negative values will make the walls infinite.<br />
|-<br />
| WALLS_STAY_UP_DELAY || Number of seconds the walls stay up after a player died; negative values will keep them up forever.<br />
|-<br />
| WHITE_SPARKS || Draw sparks in white (instead of cycle colors).<br />
|-<br />
| WIN_ZONE_DEATHS || A value of 1 turns it into a death zone.<br />
|-<br />
| WIN_ZONE_EXPANSION || Expansion speed of the instant win zone<br />
|-<br />
| WIN_ZONE_INITIAL_SIZE || Initial size of the instant win zone<br />
|-<br />
| WIN_ZONE_MIN_LAST_DEATH || Minimum number of seconds since the last death before the instant win zone is activated<br />
|-<br />
| WIN_ZONE_MIN_ROUND_TIME || Minimum number of seconds the round has to be going on before the instant win zone is activated<br />
|-<br />
| WIN_ZONE_RANDOMNESS || Randomness factor of the initial win zone position. 0 fixes it at the arena center, 1 spreads the zone all over it.<br />
|-<br />
| WORD_DELIMITERS || Characters that count as word delimiters when skipping over words in a text input field.<br />
|-<br />
| WRAP_MENU || If set, you leave a menu to the top and reenter it at the bottom.<br />
|-<br />
| ZDEPTH || z buffer depth to use (0: 16 1: from color depth 2: 32)<br />
|}</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Playing_the_Game&diff=21308Playing the Game2008-03-16T17:30:10Z<p>Wrtlprnft: Reverted edits by OrcolIerro (Talk); changed back to last version by Durka</p>
<hr />
<div>{{Sections}} <!-- Template:Sections should be at the top of each section --><br />
<br />
This is a page to talk about stuff for players. I didn't write anything because I know you all are just dying to write all your secrets in this wiki. ;)<br />
<br />
= [[The Object of the Game]] =<br />
<br />
A brief introduction to Armagetron Advanced.<br />
<br />
= For Beginners =<br />
<br />
== [[The Basics]] ==<br />
<br />
A guide for players new to the game that want to improve their abilities.<br />
Start playing with the basic moves. Those are Left, Right and Brake. When you are good at that, you can start thinking about adding bindings to your settings so you can make 180° turns.<br />
<br />
== [[Building Your Skillset]] ==<br />
<br />
A top-level how-to that explains the base set of skills needed and gives some pointers on how to develop those skills. By focusing on skills and leaving tactical discussions to other articles, a new player will have a way to evaluate their overall progress in the game.<br />
Play opponents who are better than yourself so you learn from them. It might be frustrating if you lose all the time but don't worry... Every kill is a lesson<br />
<br />
== [[Teamplay]] ==<br />
<br />
Learning to play in a team. Also, why good behavior is important in this and any other internet activity.<br />
<br />
= Game Concepts =<br />
<br />
A discussion of important game concepts.<br />
<br />
== [[Rubber]] ==<br />
<br />
What is rubber, anyway? I have a gauge for it, but what does it mean?<br />
<br />
== [[Scale]] ==<br />
<br />
What is the scale of the arena? How fast am I really going? How long are my walls, if not infinite?<br />
<br />
= Tricks and Tactics =<br />
<br />
== [[Player Tricks]] ==<br />
<br />
A page that discusses specific tricks or moves. Tactical discussions aren't to be found here, this is all special moves that get you points!<br />
<br />
== [[Single Player Tactics]] (Against AIs) ==<br />
<br />
My best advice is to box them in. Once you have done that the AI cant get out unless your wall dissapears.<br />
<br />
== [[Multi-Player Tactics]] ==<br />
<br />
Via internet or LAN.<br />
Play real life opponents from all over the world.<br />
Think about attacking while defending or vice versa...<br />
Try to outsmart your opponent or just surprise him.<br />
Make traps, speedkills,...<br />
To learn about these thing you might consider to spectate a match or play it.<br />
<br />
Also, read [[Advanced_Tactics]].<br />
<br />
== [[Team Tactics]] ==<br />
<br />
For all types of game, here's what you need to know to win or lose without pissing off your teammates.<br />
<br />
== [[:Category:Fortress_Tactics|Fortress Tactics]] ==<br />
<br />
This is different enough from [[Team Tactics]] to get its own page. Most team tactics apply here, but fortress tactics put a whole new take on things.<br />
<br />
== [[Animated Tactics]] ==<br />
<br />
Watch and Learn!<br />
<br />
= [[Moviepacks_list|Moviepacks]] =<br />
<br />
A canonical list of moviepacks and other modifications available.<br />
<br />
= [[Grid Games]] =<br />
<br />
Sometimes players like to play games that are a bit different than the regular game. Maybe you've seen it and you thought they were camping? Maybe you've tried to play along and had a spot of trouble? Read here to find out all about it.<br />
<br />
= [[Game Variations]] =<br />
<br />
These are settings that allow for different game play styles or modes.<br />
Click on the title for further details.<br />
<br />
= [[Chat Features]] =<br />
<br />
Page about chat features that come with 0.2.8.0 servers.<br />
<br />
= [[Camping]] =<br />
<br />
Camping is a skill you need to learn... <br />
Camping is being caught in a box where you cant get out from, you twist and turn to stay alive. If the game has infinite walls its just staying alive. But if the walls aren't infinite you can camp so long till you find a way out.<br />
Camping is not the same as escaping.<br />
<br />
= [[Clan]] =<br />
Sometimes good players team-up and start (gangs) groups. Some examples: {USA}, Death By Distraction, Status Clan, Speeders, Xlz, DarkSyndicates, Lords Of Destruction, Stealth, Six Dragons, NiNja, Noob, NoClan, AST, Global Players, Avalanche, ... Most clans have minimum standards of behavior and ability that must be met before a new player can join them. Check with the clan you're specifically interested in before attempting to join a clan.<br />
<br />
There is also a growing group of players that dislike clans for various reasons. Ironically, many of these players have been offered to join various clans and turned the offer(s) down.<br />
<br />
= [[Lag]] =<br />
<br />
Lag is a myth, but heres some information on how you can minimize it.<br />
<br />
= [[Frames Per Second]] =<br />
<br />
FPS is the number of frames pass your screen in 1 sec.<br />
It is possible to play with an FPS around 40 or higher. Anything lower makes your screen go shaky.<br />
The more moves you and/or other players make the faster the FPS goes down. ( for more exp. players: i'm talking about digging and multiple bindings.)<br />
<br />
= [[Console]] =<br />
<br />
Using the console.<br />
<br />
Press the tilde key.<br />
<br />
= [[Effects and Display]] =<br />
<br />
A guide to video effects and display.<br />
<br />
= [[Customizing the game]] =<br />
<br />
Changing the look and feel of the game: installing [[Moviepacks]], changing cycle colors etc.<br />
<br />
= [[Playing Maps]] =<br />
<br />
Your complete guide to installing a map into Armagetron Advanced and configuring the game to play it for you. It does not include how to make a map, you'll need to saunter over to [[Extending Armagetron Advanced]] for that.<br />
<br />
= [[Subcultures]] =<br />
<br />
Some servers like to segregate from the rest. Learn here why, how to connect to them and how to add servers and new subcultures.<br />
<br />
= [[Authentication for Players]] =<br />
<br />
Make your servers never forget about you again.<br />
<br />
{{Sections}} <!-- Template:Sections should be at the top of each section --></div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Cockpit_Tutorial&diff=21112Cockpit Tutorial2008-02-13T23:07:50Z<p>Wrtlprnft: /* Textures */ updated to match latest code changes</p>
<hr />
<div>This document describes canonically how to create a cockpit resource file. Hopefully it'll be easy to read, too.<br />
<br />
'''This is only fully implemented in the latest unreleased development versions. There's a [http://wiki.armagetronad.net/index.php?title=Cockpit_Tutorial&oldid=15841 snapshot of this article] that describes the features implemented in 0.3.0'''<br />
<br />
== A Cockpit&mdash;The Concept ==<br />
<br />
The cockpit is where you're sitting when you play the game. There is the concept of a virtual cockpit which is implemented in the internal camera view, but we'll ignore that, for the most part. Otherwise, the cockpit is where you're sitting and what you're using.<br />
<br />
A cockpit resource file provides the layout of some of the visual items you see while you're playing. Traditionally, these were referred to as the HUD, and the HUD is still the main information that's carried in a cockpit file.<br />
<br />
In the resource file, gauges and other things have been abstracted to a Widget. Each Widget is capable of displaying all of the information you're used to seeing, and is likely capable of displaying the same information in different formats...thanks to the cockpit resource file.<br />
<br />
== Overview of the Cockpit file ==<br />
<br />
The cockpit file consists of two sections. Technically they're just one, but you don't really have to worry about that. The two sections are pretty simple. The first just hooks it into the resource system for the whole game, using tags and stuff you may already know from the map files. The second section contains all the beautful cockpit stuff.<br />
<br />
In the Cockpit section you'll find a series of widget tags that contain data tags to hook the widget into some game data. There's a caption, some position and size parameters, and so forth. You can also specify background and foreground colors, with gradiants, and with graphics, to provide a really custom gauge. Additionally, widgets can be associated with a camera, or made for all cameras, with the option of excluding specific cameras, offering the possibility to give a completely custom view for each camera you use. All of this gets mixed together and rendered to screen as your cockpit.<br />
<br />
A complete gauge, in concept, isn't necessary a single widget in the cockpit file. As an example, you might want to build a "Performance" gauge that includes ping, frames per second, cpu usage, overall system load, and bandwidth usage. That would require placing several widgets together, stacked on top of each other or on each other's sides, to build the conceptual Performance gauge you intend. Here, we'll use "gauge" to refer to a specific gauge and "widget" to refer to the larger conceptual gauge. Most widgets that you'll build will just be gauges, so it's not a big deal. (Note: At the time of writing, all of the data in the hypothetical Performance gauge isn't available to the cockpit, but the system is easily extensible and there's no reason to think it will never be available)<br />
<br />
Within each gauge there are a series of tags that are used to define what it looks like, what data it uses, and so forth. The tags that are available vary from gauge to gauge, but the meaning of each tag never varies. Two gauges that are diametrically opposite to each other might interpret the tag differently, but it will still mean the same thing for both gauges. That's an important subtlety that you should keep in mind.<br />
<br />
== Construction of a Gauge ==<br />
<br />
Each gauge is a layered affair. In technical terms, first the back of the gauge is painted. Then the middle is painted on top of the back, and finally the front is painted on top of the middle. This is intended to allow for complete configurability for each gauge. The middle layer is always the representation of the data, whatever it is. The back and front are equivalent in size and shape and are intended for window-dressing. By painting a texture with alpha-blended pixels it should be possible to reshape parts of the gauge and give it a unique appearance. Two gauges can be identical in all ways except which texture is used for the front and have very different appearances to the user.<br />
<br />
Gauges that are text-driven are generally constructed on a table. While you don't have to use a table to build the gauge, the table allows you to organize it in rows and columns, which is the most useful way to organize data that you expect to read only in glances.<br />
<br />
Each gauge has to specify which piece of data it displays, along with related pieces of data, and how to display them. This can vary dramatically! As an example, on the old HUD, in the rubber gauge, you saw a needle with some text to show the amount of rubber currently used. Then you had a minimum, which was 0, and a maximum, which varied from server to server. In the new rubber gauge you'll choose an appropriate widget and tell it where to get its minimum, its maximum, and its current data. Technically this is implemented with callbacks so that any data can be made available to be used by a gauge, even if it doesn't make sense to do so, and the callback name to use is what you'll give it in the cockpit file. If that doesn't make sense to you, don't worry about it. Just make sure to provide what's needed to show your gauge and be happy.<br />
<br />
Every gauge supports an attribute called "camera". The camera attribute allows you to specify for which camera the gauge will appear. This in turn allows your cockpit to look/feel/be completely different depending on the user's camera. The primary purpose is to allow the internal camera to actually appear like you're inside the light cycle while providing minimal HUDs for the other cameras, and it's this purpose from which the name "cockpit" is derived. But you shouldn't let that block your creativity when you're creating your own nice cockpit. Possible cameras are:<br />
<br />
* <code>custom</code>&mdash;Custom camera<br />
* <code>follow</code>&mdash;Following camera (the one that follows the cycle, but doesn't turn by itself)<br />
* <code>free</code>&mdash;Free camera<br />
* <code>in</code>&mdash;Incam and the autoincam of the smartacm if enabled<br />
* <code>server_custom</code>&mdash;Server&ndash;defined custom camera<br />
* <code>smart</code>&mdash;Smartcam, default camera<br />
* <code>mer</code>&mdash;The new mercam<br />
* <code>all</code> or <code>*</code>&mdash;All cameras at once (default if you omit the attribute)<br />
<br />
The camera attribute can contain multiple cameras separated by spaces, if it starts with a <code>^</code> the widget will appear in all cameras but the ones specified. Examples:<br />
<br />
* <code>camera="in"</code>&mdash;Only show in incam mode<br />
* <code>camera="^in free"</code>&mdash;Don't show in in&ndash; or freecam mode, but in everything else<br />
* <code>camera="^all"</code>&mdash;Never show, kinda pointless.<br />
<br />
Finally all gauges support the <code>viewport</code> attribute. Possible values are “top”, “cycle” and “all”, the latter being the default. “top” means that the widget will be rendered on top of the screen, “all” means it will be rendered for every player in multiplayer mode. Some data sources are only available in “all” mode, but you might not want a separate map for each player, so choose “top” then.<br />
<br />
“cycle” is a special viewport, it means that the widget will be rendered over every cycle, just like the label (name). The orign of the coordinate system will be right above the centre of the label in this case.<br />
<br />
== General Gauge Information ==<br />
<br />
Every gauge supports an interpretation of some tags that are needed for every gauge. We'll discuss those here.<br />
<br />
=== Data Source ===<br />
<br />
The DataSet tag is a container that contains AtomicData tags. It defines all of the data that will be used to construct the gauge and may contain from 1 to 3 AtomicData tags within it. Here's an example:<br />
<br />
<DataSet><br />
<AtomicData field="source" source="player_speed" /><br />
<AtomicData field="minimum" source="0" /><br />
<AtomicData field="maximum" source="max_speed" /><br />
</DataSet><br />
<br />
As you can see, each AtomicData tag contains two attributes, field and source. Field may be any of source, minimum, or maximum. Source determines where the data will be retrieved. If the contents of source match up with a known location of data, then that location will be called. If not, then the contents of source will be the data. This is easier to understand by just reading the snippet given, where "player_speed" will put the player's cycle's current speed in the field "source", but it will just put "0" in the field "minimum". This snippet is a speed gauge, and you can easily visualize a needle with 0 on the left, "max_speed" on the right, and the player's current speed marked by the needle itself as on the old HUD.<br />
<br />
A DataSet can have an id associated with it that you can use to refer to it later for presentation. This is most important in a Label. Indeed, it's required in a Label but it doesn't really make sense in a NeedleGauge, does it?<br />
<br />
==== Possible contents for data sources ====<br />
<br />
===== Numbers =====<br />
<br />
Those can be whole numbers or fractions. Examples: <code>source="42"</code>, <code>source="1.5"</code><br />
<br />
===== Strings =====<br />
<br />
Any text, example: <code>source="Hello World!"</code><br />
<br />
===== Configuration Items =====<br />
<br />
Any config items as you would type them on the console to get their value: <code>source="CYCLE_RUBBER"</code><br />
<br />
===== Special Values =====<br />
<br />
These values are replaced by actual data from the game. Here's a complete list of possibilities:<br />
<br />
<br />
<!-- CSS code for the table taken from the German Wikipedia --><br />
{| border="2" cellspacing="0" cellpadding="4" rules="all" style="margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse; background-color:#F9F9F9; font-size:95%; empty-cells:show;"<br />
! souce="&hellip;"<br />
! Content<br />
|-<br />
| player_rubber || The rubber that's used for the player currently being watched. Ranges from 0 to CYCLE_RUBBER.<br />
|-<br />
| current_ping || The ping time in milliseconds for the client.<br />
|-<br />
| player_speed || The speed of the cycle currently being watched.<br />
|-<br />
| max_speed || The theorethical maximum of the speed a cycle can reach according to the current settings.<br />
|-<br />
| player_brakes || The amount of brakes left. Ranges from 0 to 1.<br />
|-<br />
| enemies_alive || The number of enemies alive, from the view of the player the viewport belongs to.<br />
|-<br />
| friends_alive || The number of teammates alive, from the view of the player the viewport belongs to.<br />
|-<br />
| current_framerate || The current framerate in frames per second.<br />
|-<br />
| current_acceleration || The current cycle acceleration in m/s^2. Note, this is instantaneous acceleration, not average acceleration.<br />
|-<br />
| time_since_start || The time the game is running in seconds.<br />
|-<br />
| current_minutes || The time of the day in minutes.<br />
|-<br />
| current_hours || The time of the day in hours.<br />
|-<br />
| current_hours12h || The time of the day in hours (12- hour format).<br />
|-<br />
| current_seconds || The time of the day in seconds.<br />
|-<br />
| current_score || The score of the player the viewport belongs to.<br />
|-<br />
| top_score || The highest score.<br />
|-<br />
| fastest_speed || The speed of the fastest cycle.<br />
|-<br />
| fastest_name || The name of the player that's fastest right now.<br />
|-<br />
| fastest_speed_round || The speed of the fastest cycle during the whole round. This doesn't have to be the fastest cycle on the grid, it is just the hightest &ldquo;peak&rdquo;.<br />
|-<br />
| fastest_name_round || The name of the player that reached the hightest speed during the round.<br />
|-<br />
| time_to_impact_front || The approximate time it will take the cycle to reach a wall in front of it. This source is stupid, it has no prediction, so if it returns 3 seconds and someone drives in front of you in that time it will jump<br />
|-<br />
| time_to_impact_right || Same as time_to_impact_front, but on the right side (if you were to turn in that direction without loss of speed)<br />
|-<br />
| time_to_impact_left || Same as time_to_impact_front, but on the left side (if you were to turn in that direction without loss of speed)<br />
|-<br />
| current_song || The filepath to the song that's currently played. Should be altered to display the title instead.<br />
|-<br />
| current_name || The name of the player that's currently being watched<br />
|-<br />
| current_colored_name || The name of the player that's currently being watched, in the correct color<br />
|-<br />
| current_pos_x || The position of the player in grid units, x- coordinate<br />
|-<br />
| current_pos_y || The position of the player in grid units, y- coordinate<br />
|}<br />
<br />
=== Position and Size ===<br />
<br />
Position and size are given by two tags, aptly "Position" and "Size". The point given by position represents the center of the gauge. Don't forget this! It's common for the position point of a widget to be the top left corner, but that is not the case. Here, it's the center of the gauge. An example says everything that needs to be said:<br />
<br />
<Position x="-0.165" y="-0.9" /><br />
<Size height="0.15" width="0.15" /><br />
<br />
Positions and sizes are not in pixels, but in units of a special coordinate plane. The point at the bottom left is always (-1, -1) and the point at the bottom right is always (1, -1). So the x- coordinate always goes from -1 (left) to 1 (right).<br />
<br />
The y- coordinate is chosen in a way so x and y have the same scale. (-1, 1) would refer to the point that is (width of your screen) up from the bottom edge. Of course, for most screens this means this point is off the screen.<br />
<br />
This is an illustration of the coordinate system:<br />
<br />
[[Image:Cockpit Coordinate System.png|illustration of the coordinate system]]<br />
<br />
=== Field Flags ===<br />
<br />
Besides determining where the data should come from for a given field it is also necessary to tell the gauge whether or not to show that field. It's important to understand the distinction between using the data to draw the gauge and displaying the data on the gauge. The canonical example is the brake gauge displayed as a bar. In this example, minimum is always 0 and maximum is always 1, and current is always something in between. In order to compute the size of the gauge for the purpose of drawing the bar, you must have AtomicData for all three fields as discussed above. But you may not want to present that data. Maybe you just want to see the bar and nothing else. In that case, you need to deal with the field flags. How to actually use them is best seen in an example:<br />
<br />
<ShowCurrent value="true" /><br />
<ShowMaximum value="true" /><br />
<ShowMinimum value="true" /><br />
<br />
=== Reverse ===<br />
<br />
Sometimes it's better to show a gauge the other way, ie the maximum on the left instead of on the right. This is how it's done:<br />
<br />
<Reverse value="true" /><br />
<br />
=== Caption ===<br />
<br />
Every gauge can have a caption. The caption need not be displayed. Again, an example says everything that needs to be said:<br />
<br />
<nowiki><Caption location="bottom"><br />
<Text value="Speed" /><br />
</Caption></nowiki><br />
<br />
Possible locations are top, bottom, and off. Location of "off" means the caption won't be displayed.<br />
<br />
=== Layers ===<br />
<br />
As previously discussed, each gauge is drawn with three layers. So far we've only talked about what is shown in the middle layer, the data layer. That is the gauge itself. In addition to the middle layer you have the background and foreground layers in which you can draw, and they are done with the aptly named Background and Foreground tags. You can put textures, solid colors, and gradients, or just leave the tag out completely if you don't need it. Here are some examples:<br />
<br />
* A solid foreground color, red, with no alpha transparency.<br />
<br />
<Foreground><br />
<Solid><br />
<Color r="1." g="0." b="0." alpha="1." /><br />
</Solid><br />
</Foreground><br />
<br />
* A lightly transparent 3-color gradient. The "at" parameter marks the borders between the colors and ranges from 0 to 1. The orientation determines how the gradient will be drawn.<br />
<br />
<Foreground><br />
<Gradient orientation="horizontal"><br />
<Color r="0." g="1." b="1." alpha=".7" at="0" /><br />
<Color r="0." g="0." b="1." alpha=".7" at=".5" /><br />
<Color r="1." g="0." b="1." alpha=".7" at="0.8" /><br />
</Gradient><br />
</Foreground><br />
<br />
: There are three different types of gradients, indicated by the orientation attribute. Possible values are "horizontal" and "vertical" which will make horizontal or vertical gradients. A special value is "value" which will result in a solid area which changes color according to the value of the displayed data. The color with at="0" will be used at the minimum value and at="1" will be used at the maximum.<br />
<br />
==== Textures ====<br />
<br />
There's some basic support for textures in recent builds. A texture can be added to any <code><Foreground /></code>/<code><Background /></code> tag, either instead or before the color or even gradient. Although you can specify a texture for all gauges that support foregrounds/backgrounds they only make sense for widgets that render more than just lines :-)<br />
<br />
Here's an example of a working texture:<br />
<br />
<Background><br />
<Image scale_x="1" scale_y="1" repeat="both"><br />
<Graphic category="" author="wrtlprnft" version="1" name="wood_512" extension="jpg" uri="http://wrtlprnft.ath.cx/wood512.jpg" /><br />
</Image><br />
<Solid><br />
<Color r="1." g="1." b="1." alpha=".5" /><br />
</Solid><br />
</Background><br />
<br />
The <code><Image /></code> tag supports the following attributes:<br />
<br />
;<code>scale_x</code>/<code>scale_y</</code><br />
:The scale factor for the texture. If both are set to <code>1</code> the texture is stretched so it covers the entire area of the widget.<br />
;<code>repeat</code><br />
:Can be one of <code>none</code>, <code>x</code>, <code>y</code> or <code>both</code>. This specifies in which directions the texture will repeat itself. The area not covered by the image will be filled by the last row/column of the texture. Usually you'll want <code>both</code>, so this is the default.<br />
<br />
The <code><Graphic /></code> tag contains information on where to find the texture. The attrubutes <code>author</code> (default: the author of the cockpit), <code>category</code> (default:the category of the cockpit), <code>name</code>, <code>version</code> and <code>extension</code> (default: <code>png</code>) specify the resource path of the texture, <code><author>/<category>/<name>-<version>.<aatex>.<extension></code>. If the attribute <code>uri</code> is given the file will be downloaded from the given URI instead of the resource repository if it's not already cached.<br />
<br />
If there's a <code><Color /></code> or <code><Gradient /></code> tag after the <code><Image /></code> tag the color at each pixel of the texture will be multiplied by the color at the corresponding point of the gradient (or the single color given). In the example this is used to make a semitransparent background image.<br />
<br />
'''General advice on textures''': Make sure the dimensions of every image you want are in powers of two, for example 64×64, 256×256, 512×512 or 1024×1024. Rectangular images are OK, too, so you can use 32×1024 images, too, if you really want to. Images of other dimensions will be scaled to be powers of two by OpenGL, which doesn't excactly lead to pretty results.<br />
<br />
== Available Gauges ==<br />
<br />
Here are all of the available gauges, along with which tags are supported.<br />
<br />
=== NeedleGauge ===<br />
<br />
A needle gauge requires all three fields to exist in the DataSet tag. It supports all general tags. Here's an example speed gauge:<br />
<br />
<NeedleGauge camera="*"><br />
<DataSet><br />
<AtomicData field="source" source="player_speed" /><br />
<AtomicData field="minimum" source="0" /><br />
<AtomicData field="maximum" source="max_speed" /><br />
</DataSet><br />
<Position x="-0.165" y="-0.9" /><br />
<Size height="0.15" width="0.15" /><br />
<ShowCurrent value="true" /><br />
<ShowMaximum value="true" /><br />
<ShowMinimum value="true" /><br />
<Caption location="bottom"><br />
<Text value="Speed" /><br />
</Caption><br />
<Foreground><br />
<Solid><br />
<Color r="1." g="0." b="0." alpha="1." /><br />
</Solid><br />
</Foreground><br />
</NeedleGauge><br />
<br />
<br />
=== BarGauge ===<br />
<br />
A bar gauge requires all three fields to exist in the DataSet tag. It supports all general tags. Here's an example rubber gauge:<br />
<br />
<BarGauge camera="^in"><br />
<DataSet><br />
<AtomicData field="source" source="player_rubber" /><br />
<AtomicData field="minimum" source="0" /><br />
<AtomicData field="maximum" source="cycle_rubber" /><br />
</DataSet><br />
<Position x="-0.55" y="-0.9" /><br />
<Size height="0.05" width="0.15" /><br />
<ShowCurrent value="true" /><br />
<ShowMaximum value="true" /><br />
<ShowMinimum value="true" /><br />
<Caption location="bottom"><br />
<Text value="Rubber" /><br />
</Caption><br />
<Background><br />
<Gradient orientation="value"><br />
<Color r="0." g="1." b="0." alpha=".0" at="0." /><br />
<Color r="0." g="1." b="0." alpha=".1" at=".3" /><br />
<Color r="1." g="1." b="1." alpha=".2" at=".4" /><br />
<Color r="1." g="1." b="1." alpha=".2" at="1." /><br />
</Gradient><br />
</Background><br />
<Foreground><br />
<Gradient orientation="value"><br />
<Color r="0." g="1." b="0." alpha=".7" at="0." /><br />
<Color r="0." g="1." b="0." alpha=".7" at=".3" /><br />
<Color r="1." g="1." b="0." alpha=".7" at=".6" /><br />
<Color r="1." g="0." b="0." alpha=".7" at=".8" /><br />
<Color r="1." g="0." b="0." alpha=".7" at="1." /><br />
</Gradient><br />
</Foreground><br />
</BarGauge><br />
<br />
<br />
=== VerticalBarGauge ===<br />
<br />
Identical to a BarGauge, but renders vertically instead. Labels are currently broken for it, so don't use them yet.<br />
<br />
=== Label ===<br />
<br />
A label may have only one field in each DataSet tag and that field must be "source". It also requires each DataSet to have an id, which you will use to reference that data farther down. It supports any number of DataSets. In addition, you need a Face to describe how to build the Label. Here's an example for the enemies alive gauge:<br />
<br />
<pre><br />
<Label camera="*"><br />
<DataSet id="enemies"><br />
<AtomicData field="source" source="enemies_alive" /><br />
</DataSet><br />
<DataSet id="friends"><br />
<AtomicData field="source" source="friends_alive" /><br />
</DataSet><br />
<Position x="0.06" y="-0.96" /><br />
<Size height="0.035" width="0.017" /> <!-- Size would be the font size in this case --><br />
<Caption location="off"><br />
<Text value="Player Status" /><br />
</Caption><br />
<Face><br />
<Table><br />
<Row><br />
<Cell><Text value="Enemies:" /></Cell><br />
<Cell><GameData data="enemies" /></Cell><br />
<Cell><Text value="Friends:" /></Cell><br />
<Cell><GameData data="friends" /></Cell><br />
</Row><br />
</Table><br />
</Face><br />
</Label><br />
</pre><br />
<br />
==== Tables ====<br />
<br />
A table is much like a basic HTML table: It consists of rows, coulumns, and cells. Each cell can contain multiple <Text> or <GameData> nodes, they will just be concatenated. Here's an example of a table that shows the time, the framerate, and how long Armagetron Advanced is running:<br />
<br />
<nowiki> <Label camera="*" viewport="top"><br />
<DataSet id="hours"><br />
<AtomicData source="current_hours12h" minwidth="2" fill="0" /><br />
</DataSet><br />
<DataSet id="minutes"><br />
<AtomicData source="current_minutes" minwidth="2" fill="0" /><br />
</DataSet><br />
<DataSet id="ampm"><br />
<Conditional field="source" lvalue="current_hours" rvalue="12" operator="le"><br />
<IfTrue><br />
<AtomicData source="AM" /><br />
</IfTrue><br />
<IfFalse><br />
<AtomicData source="PM" /><br />
</IfFalse><br />
</Conditional><br />
</DataSet><br />
<DataSet id="fps"><br />
<AtomicData source="current_framerate" /><br />
</DataSet><br />
<DataSet id="seconds"><br />
<AtomicData source="time_since_start" /><br />
</DataSet><br />
<Position x="0.4" y="0.45" /><br />
<Size height="0.04" width="0.02" /> <!-- Size would be the font size in this case --><br />
<Caption location="top"><br />
<Text value="Time/Fps/Timestamp" /><br />
</Caption><br />
<Face><br />
<Table><br />
<Row><br />
<Cell><Text value="Time:" /></Cell><br />
<Cell><GameData data="hours" /><Text value=":" /><GameData data="minutes" /><Text value=" " /><GameData data="ampm" /></Cell><br />
</Row><br />
<Row><br />
<Cell><Text value="Framerate:" /></Cell><br />
<Cell><GameData data="fps" /><Text value=" FPS" /></Cell><br />
</Row><br />
<Row><br />
<Cell><Text value="Running for:" /></Cell><br />
<Cell><GameData data="seconds" /><Text value=" Seconds" /></Cell><br />
</Row><br />
</Table><br />
</Face><br />
</Label></nowiki><br />
<br />
=== Map ===<br />
<br />
The Map is a very special gauge that displays a map of the arena. As a special gauge it has very special requirements. It supports Position, and Size, nothing else. Also, it will anchor its own aspect ratio, so it might not use the whole width or height you specified. The map will be as big as possible while keeping its aspect ratio and fitting in the width and height you specify.<br />
<br />
Here's an example:<br />
<br />
<Map camera="*" viewport="top"><br />
<Position x="0.73" y="-0.72" /><br />
<Size height="0.25" width="0.25" /><br />
</Map><br />
<br />
==== Map Settings ====<br />
<br />
You can configure the way the minimap looks by using a special <code><MapModes /></code> tag. It should contain one or more <code><MapMode /></code> tags, like this:<br />
<br />
<Map><br />
<!-- normal settings for a map; see above. --><br />
<MapModes toggleKey="1"><br />
<MapMode mode="full" rotation="spawn" /><br />
<MapMode mode="closestZone" rotation="spawn" /><br />
<MapMode mode="cycle" rotation="camera" zoomFactor="3" /><br />
<MapMode mode="cycle" rotation="cycle" zoomFactor="3" /><br />
<MapMode mode="cycle" rotation="spawn" zoomFactor="4" /><br />
<MapMode mode="full" rotation="fixed" /><br />
</MapModes><br />
</Map><br />
<br />
<code>toggleKey</code> is a cockpit key that can be used to switch between the settings given in the <code><MapMode /></code> tags. These are independent of each other. They can have the following attributes:<br />
<br />
;<code>mode</code><br />
:The way the map pans. Currently the following values are implemented:<br />
:;<code>full</code><br />
::The default; show the entire map<br />
:;<code>cycle</code><br />
::Center around the cycle, like a radar<br />
:;<code>closestZone</code><br />
::Center around the closest zone<br />
;<code>zoomFactor</code><br />
:This determines how much of the map you see at once. If the mode is <code>full</code>, this doesn't have any effect, if it's <code>cycle</code> it'll be multiplied by the cycle's speed, and if it's <code>closestZone</code> it'll be multiplied by the zone's radius<br />
;<code>roatation</code><br />
:This controls how the map is rotated. Valid values are:<br />
:;<code>fixed</code><br />
::Don't rotate at all; positive y-coordinates will be at the top of the map.<br />
:;<code>spawn</code><br />
::Rotate the map so the direction the cycle spawned in is facing upwards<br />
:;<code>cycle</code><br />
::Rotate so the current cycle is always facing upwards<br />
:;<code>camera</code><br />
::Rotate so the direction the camera is facing is pointing upwards on the map<br />
<br />
== Gauge Templates ==<br />
<br />
Templates can be used for multiple similar gauges. Say you want three gauges for Brakes, Speed and rubber, they're all the same exept for position, caption and data.<br />
<br />
You could copy and paste the different attributes, but that leads to a larger file, and if you later decide you want your gauges smaller you'd have to edit all three of them. That's where templates come in.<br />
<br />
This is how you define a template:<br />
<br />
<WidgetTemplate id="MyTemplate"><br />
<Size height="0.3" width="0.3" /><br />
<Position y="-.7" x="0" /><br />
<!-- other tags in here --><br />
</WidgetTemplate><br />
<br />
The <code>id</code> attribute is used to reference your template for later use. Inside a <code><WidgetTemplate /></code> you can have all possible tags for widgets.<br />
<br />
This is how you use your template:<br />
<br />
<NeedleGauge usetemplate="MyTemplate"><br />
<Position x="-.5" y="0" /><br />
<!-- other tags in here --><br />
</NeedleGauge><br />
<br />
This internally gets replaced by the following:<br />
<br />
<NeedleGauge><br />
<Size height="0.3" width="0.3" /><br />
<Position y="-.7" x="0" /><br />
<!-- other tags in here --><br />
<Position x="-.5" y="0" /><br />
<!-- other tags in here --><br />
</NeedleGauge><br />
<br />
See how there's two <code><Position /></code> tags now? Since there's more than one tag they'll get added to each other, resulting in the widget being positioned at (-.5, -.7). <code><Size /></code> tags will get multiplied, so you could scale a template. All other tags just overwrite each other, so the last one "wins".<br />
<br />
You can use multiple templates in one tag by seperating their names by spaces, like this: <code><Label usetemplate="MyTemplate MyOtherTemplate">...</Label></code><br />
<br />
== Toggle Keys ==<br />
<br />
Are you annoyed by the HUD map being to small, but don't like a big map permanently cluttering up your screen? There's a solution, toggle keys. You can map the five available toggle keys in the global keybord configuration screen, and what they do depends entirely on the cockpit file.<br />
<br />
Here's an example of a HUD map that gets toggled by key 1 and is visible by default (that is, until you press the key and turn it off):<br />
<br />
<Map camera="*" viewport="top" toggle="1" toggleSticky="true" toggleDefault="on" ><br />
<Position x="0" y="-.25" /><br />
<Size height=".75" width="0.7" /><br />
</Map><br />
<br />
There are three attributes that influence toggling behavior:<br />
;toggle<br />
:The toggle key to be used, needs to be a number from 1-5 or 0 for no toggle key (default if you omit it)<br />
;toggleSticky<br />
:If the value is "true" (default) pressing the key and releasing it will change the visibility. If it is false pressing the key and holding it will change the state, but it will return the default once you release it.<br />
;toggleDefault<br />
:"on" (default) means the widget will be visible until you press the toggle key, "off" means it will be invisible first.<br />
<br />
== For Server Admins ==<br />
<br />
There are many new kinds of gauges that might be considered as cheating by some people, or at least it gives a certain advantage to people who use them.<br />
<br />
If you want to disable certain data sources you can change the FORBID_COCKPIT_DATA setting. It contains a colon&ndash;separated list of data sources that will be disabled (it will just display 0 instead of a value):<br />
<br />
FORBID_COCKPIT_DATA time_to_impact_front:time_to_impact_left:time_to_impact_right:player_rubber<br />
<br />
This will prevent the client from displaying the time_to_impact data sources and the current rubber. Likewise the HUD minimap can be disabled by the following command:<br />
<br />
FORBID_HUD_MAP 1<br />
<br />
Bear in mind, though, that the server has no way of knowing if the client is actually following these rules. All data sources use data that is known to the client, it wouldn't be hard to hack a client to ignore this setting. This is basically the same problem as with the FORBID_CAMERA_* settings: You have to trust on the users of your servers to play fair.<br />
<br />
== QA and release ==<br />
<br />
For testing your cockpit, see [[Testing Resources]]. You can make your work available to others by uploading it to the [[Resource repository]]. If you do that, you might want to add an entry to [[Cockpits list]] to tell users about your cockpit.<br />
<br />
[[Category:Client Features]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Cockpit_Tutorial&diff=21111Cockpit Tutorial2008-02-12T22:38:16Z<p>Wrtlprnft: /* Layers */ documentaion for textures</p>
<hr />
<div>This document describes canonically how to create a cockpit resource file. Hopefully it'll be easy to read, too.<br />
<br />
'''This is only fully implemented in the latest unreleased development versions. There's a [http://wiki.armagetronad.net/index.php?title=Cockpit_Tutorial&oldid=15841 snapshot of this article] that describes the features implemented in 0.3.0'''<br />
<br />
== A Cockpit&mdash;The Concept ==<br />
<br />
The cockpit is where you're sitting when you play the game. There is the concept of a virtual cockpit which is implemented in the internal camera view, but we'll ignore that, for the most part. Otherwise, the cockpit is where you're sitting and what you're using.<br />
<br />
A cockpit resource file provides the layout of some of the visual items you see while you're playing. Traditionally, these were referred to as the HUD, and the HUD is still the main information that's carried in a cockpit file.<br />
<br />
In the resource file, gauges and other things have been abstracted to a Widget. Each Widget is capable of displaying all of the information you're used to seeing, and is likely capable of displaying the same information in different formats...thanks to the cockpit resource file.<br />
<br />
== Overview of the Cockpit file ==<br />
<br />
The cockpit file consists of two sections. Technically they're just one, but you don't really have to worry about that. The two sections are pretty simple. The first just hooks it into the resource system for the whole game, using tags and stuff you may already know from the map files. The second section contains all the beautful cockpit stuff.<br />
<br />
In the Cockpit section you'll find a series of widget tags that contain data tags to hook the widget into some game data. There's a caption, some position and size parameters, and so forth. You can also specify background and foreground colors, with gradiants, and with graphics, to provide a really custom gauge. Additionally, widgets can be associated with a camera, or made for all cameras, with the option of excluding specific cameras, offering the possibility to give a completely custom view for each camera you use. All of this gets mixed together and rendered to screen as your cockpit.<br />
<br />
A complete gauge, in concept, isn't necessary a single widget in the cockpit file. As an example, you might want to build a "Performance" gauge that includes ping, frames per second, cpu usage, overall system load, and bandwidth usage. That would require placing several widgets together, stacked on top of each other or on each other's sides, to build the conceptual Performance gauge you intend. Here, we'll use "gauge" to refer to a specific gauge and "widget" to refer to the larger conceptual gauge. Most widgets that you'll build will just be gauges, so it's not a big deal. (Note: At the time of writing, all of the data in the hypothetical Performance gauge isn't available to the cockpit, but the system is easily extensible and there's no reason to think it will never be available)<br />
<br />
Within each gauge there are a series of tags that are used to define what it looks like, what data it uses, and so forth. The tags that are available vary from gauge to gauge, but the meaning of each tag never varies. Two gauges that are diametrically opposite to each other might interpret the tag differently, but it will still mean the same thing for both gauges. That's an important subtlety that you should keep in mind.<br />
<br />
== Construction of a Gauge ==<br />
<br />
Each gauge is a layered affair. In technical terms, first the back of the gauge is painted. Then the middle is painted on top of the back, and finally the front is painted on top of the middle. This is intended to allow for complete configurability for each gauge. The middle layer is always the representation of the data, whatever it is. The back and front are equivalent in size and shape and are intended for window-dressing. By painting a texture with alpha-blended pixels it should be possible to reshape parts of the gauge and give it a unique appearance. Two gauges can be identical in all ways except which texture is used for the front and have very different appearances to the user.<br />
<br />
Gauges that are text-driven are generally constructed on a table. While you don't have to use a table to build the gauge, the table allows you to organize it in rows and columns, which is the most useful way to organize data that you expect to read only in glances.<br />
<br />
Each gauge has to specify which piece of data it displays, along with related pieces of data, and how to display them. This can vary dramatically! As an example, on the old HUD, in the rubber gauge, you saw a needle with some text to show the amount of rubber currently used. Then you had a minimum, which was 0, and a maximum, which varied from server to server. In the new rubber gauge you'll choose an appropriate widget and tell it where to get its minimum, its maximum, and its current data. Technically this is implemented with callbacks so that any data can be made available to be used by a gauge, even if it doesn't make sense to do so, and the callback name to use is what you'll give it in the cockpit file. If that doesn't make sense to you, don't worry about it. Just make sure to provide what's needed to show your gauge and be happy.<br />
<br />
Every gauge supports an attribute called "camera". The camera attribute allows you to specify for which camera the gauge will appear. This in turn allows your cockpit to look/feel/be completely different depending on the user's camera. The primary purpose is to allow the internal camera to actually appear like you're inside the light cycle while providing minimal HUDs for the other cameras, and it's this purpose from which the name "cockpit" is derived. But you shouldn't let that block your creativity when you're creating your own nice cockpit. Possible cameras are:<br />
<br />
* <code>custom</code>&mdash;Custom camera<br />
* <code>follow</code>&mdash;Following camera (the one that follows the cycle, but doesn't turn by itself)<br />
* <code>free</code>&mdash;Free camera<br />
* <code>in</code>&mdash;Incam and the autoincam of the smartacm if enabled<br />
* <code>server_custom</code>&mdash;Server&ndash;defined custom camera<br />
* <code>smart</code>&mdash;Smartcam, default camera<br />
* <code>mer</code>&mdash;The new mercam<br />
* <code>all</code> or <code>*</code>&mdash;All cameras at once (default if you omit the attribute)<br />
<br />
The camera attribute can contain multiple cameras separated by spaces, if it starts with a <code>^</code> the widget will appear in all cameras but the ones specified. Examples:<br />
<br />
* <code>camera="in"</code>&mdash;Only show in incam mode<br />
* <code>camera="^in free"</code>&mdash;Don't show in in&ndash; or freecam mode, but in everything else<br />
* <code>camera="^all"</code>&mdash;Never show, kinda pointless.<br />
<br />
Finally all gauges support the <code>viewport</code> attribute. Possible values are “top”, “cycle” and “all”, the latter being the default. “top” means that the widget will be rendered on top of the screen, “all” means it will be rendered for every player in multiplayer mode. Some data sources are only available in “all” mode, but you might not want a separate map for each player, so choose “top” then.<br />
<br />
“cycle” is a special viewport, it means that the widget will be rendered over every cycle, just like the label (name). The orign of the coordinate system will be right above the centre of the label in this case.<br />
<br />
== General Gauge Information ==<br />
<br />
Every gauge supports an interpretation of some tags that are needed for every gauge. We'll discuss those here.<br />
<br />
=== Data Source ===<br />
<br />
The DataSet tag is a container that contains AtomicData tags. It defines all of the data that will be used to construct the gauge and may contain from 1 to 3 AtomicData tags within it. Here's an example:<br />
<br />
<DataSet><br />
<AtomicData field="source" source="player_speed" /><br />
<AtomicData field="minimum" source="0" /><br />
<AtomicData field="maximum" source="max_speed" /><br />
</DataSet><br />
<br />
As you can see, each AtomicData tag contains two attributes, field and source. Field may be any of source, minimum, or maximum. Source determines where the data will be retrieved. If the contents of source match up with a known location of data, then that location will be called. If not, then the contents of source will be the data. This is easier to understand by just reading the snippet given, where "player_speed" will put the player's cycle's current speed in the field "source", but it will just put "0" in the field "minimum". This snippet is a speed gauge, and you can easily visualize a needle with 0 on the left, "max_speed" on the right, and the player's current speed marked by the needle itself as on the old HUD.<br />
<br />
A DataSet can have an id associated with it that you can use to refer to it later for presentation. This is most important in a Label. Indeed, it's required in a Label but it doesn't really make sense in a NeedleGauge, does it?<br />
<br />
==== Possible contents for data sources ====<br />
<br />
===== Numbers =====<br />
<br />
Those can be whole numbers or fractions. Examples: <code>source="42"</code>, <code>source="1.5"</code><br />
<br />
===== Strings =====<br />
<br />
Any text, example: <code>source="Hello World!"</code><br />
<br />
===== Configuration Items =====<br />
<br />
Any config items as you would type them on the console to get their value: <code>source="CYCLE_RUBBER"</code><br />
<br />
===== Special Values =====<br />
<br />
These values are replaced by actual data from the game. Here's a complete list of possibilities:<br />
<br />
<br />
<!-- CSS code for the table taken from the German Wikipedia --><br />
{| border="2" cellspacing="0" cellpadding="4" rules="all" style="margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse; background-color:#F9F9F9; font-size:95%; empty-cells:show;"<br />
! souce="&hellip;"<br />
! Content<br />
|-<br />
| player_rubber || The rubber that's used for the player currently being watched. Ranges from 0 to CYCLE_RUBBER.<br />
|-<br />
| current_ping || The ping time in milliseconds for the client.<br />
|-<br />
| player_speed || The speed of the cycle currently being watched.<br />
|-<br />
| max_speed || The theorethical maximum of the speed a cycle can reach according to the current settings.<br />
|-<br />
| player_brakes || The amount of brakes left. Ranges from 0 to 1.<br />
|-<br />
| enemies_alive || The number of enemies alive, from the view of the player the viewport belongs to.<br />
|-<br />
| friends_alive || The number of teammates alive, from the view of the player the viewport belongs to.<br />
|-<br />
| current_framerate || The current framerate in frames per second.<br />
|-<br />
| current_acceleration || The current cycle acceleration in m/s^2. Note, this is instantaneous acceleration, not average acceleration.<br />
|-<br />
| time_since_start || The time the game is running in seconds.<br />
|-<br />
| current_minutes || The time of the day in minutes.<br />
|-<br />
| current_hours || The time of the day in hours.<br />
|-<br />
| current_hours12h || The time of the day in hours (12- hour format).<br />
|-<br />
| current_seconds || The time of the day in seconds.<br />
|-<br />
| current_score || The score of the player the viewport belongs to.<br />
|-<br />
| top_score || The highest score.<br />
|-<br />
| fastest_speed || The speed of the fastest cycle.<br />
|-<br />
| fastest_name || The name of the player that's fastest right now.<br />
|-<br />
| fastest_speed_round || The speed of the fastest cycle during the whole round. This doesn't have to be the fastest cycle on the grid, it is just the hightest &ldquo;peak&rdquo;.<br />
|-<br />
| fastest_name_round || The name of the player that reached the hightest speed during the round.<br />
|-<br />
| time_to_impact_front || The approximate time it will take the cycle to reach a wall in front of it. This source is stupid, it has no prediction, so if it returns 3 seconds and someone drives in front of you in that time it will jump<br />
|-<br />
| time_to_impact_right || Same as time_to_impact_front, but on the right side (if you were to turn in that direction without loss of speed)<br />
|-<br />
| time_to_impact_left || Same as time_to_impact_front, but on the left side (if you were to turn in that direction without loss of speed)<br />
|-<br />
| current_song || The filepath to the song that's currently played. Should be altered to display the title instead.<br />
|-<br />
| current_name || The name of the player that's currently being watched<br />
|-<br />
| current_colored_name || The name of the player that's currently being watched, in the correct color<br />
|-<br />
| current_pos_x || The position of the player in grid units, x- coordinate<br />
|-<br />
| current_pos_y || The position of the player in grid units, y- coordinate<br />
|}<br />
<br />
=== Position and Size ===<br />
<br />
Position and size are given by two tags, aptly "Position" and "Size". The point given by position represents the center of the gauge. Don't forget this! It's common for the position point of a widget to be the top left corner, but that is not the case. Here, it's the center of the gauge. An example says everything that needs to be said:<br />
<br />
<Position x="-0.165" y="-0.9" /><br />
<Size height="0.15" width="0.15" /><br />
<br />
Positions and sizes are not in pixels, but in units of a special coordinate plane. The point at the bottom left is always (-1, -1) and the point at the bottom right is always (1, -1). So the x- coordinate always goes from -1 (left) to 1 (right).<br />
<br />
The y- coordinate is chosen in a way so x and y have the same scale. (-1, 1) would refer to the point that is (width of your screen) up from the bottom edge. Of course, for most screens this means this point is off the screen.<br />
<br />
This is an illustration of the coordinate system:<br />
<br />
[[Image:Cockpit Coordinate System.png|illustration of the coordinate system]]<br />
<br />
=== Field Flags ===<br />
<br />
Besides determining where the data should come from for a given field it is also necessary to tell the gauge whether or not to show that field. It's important to understand the distinction between using the data to draw the gauge and displaying the data on the gauge. The canonical example is the brake gauge displayed as a bar. In this example, minimum is always 0 and maximum is always 1, and current is always something in between. In order to compute the size of the gauge for the purpose of drawing the bar, you must have AtomicData for all three fields as discussed above. But you may not want to present that data. Maybe you just want to see the bar and nothing else. In that case, you need to deal with the field flags. How to actually use them is best seen in an example:<br />
<br />
<ShowCurrent value="true" /><br />
<ShowMaximum value="true" /><br />
<ShowMinimum value="true" /><br />
<br />
=== Reverse ===<br />
<br />
Sometimes it's better to show a gauge the other way, ie the maximum on the left instead of on the right. This is how it's done:<br />
<br />
<Reverse value="true" /><br />
<br />
=== Caption ===<br />
<br />
Every gauge can have a caption. The caption need not be displayed. Again, an example says everything that needs to be said:<br />
<br />
<nowiki><Caption location="bottom"><br />
<Text value="Speed" /><br />
</Caption></nowiki><br />
<br />
Possible locations are top, bottom, and off. Location of "off" means the caption won't be displayed.<br />
<br />
=== Layers ===<br />
<br />
As previously discussed, each gauge is drawn with three layers. So far we've only talked about what is shown in the middle layer, the data layer. That is the gauge itself. In addition to the middle layer you have the background and foreground layers in which you can draw, and they are done with the aptly named Background and Foreground tags. You can put textures, solid colors, and gradients, or just leave the tag out completely if you don't need it. Here are some examples:<br />
<br />
* A solid foreground color, red, with no alpha transparency.<br />
<br />
<Foreground><br />
<Solid><br />
<Color r="1." g="0." b="0." alpha="1." /><br />
</Solid><br />
</Foreground><br />
<br />
* A lightly transparent 3-color gradient. The "at" parameter marks the borders between the colors and ranges from 0 to 1. The orientation determines how the gradient will be drawn.<br />
<br />
<Foreground><br />
<Gradient orientation="horizontal"><br />
<Color r="0." g="1." b="1." alpha=".7" at="0" /><br />
<Color r="0." g="0." b="1." alpha=".7" at=".5" /><br />
<Color r="1." g="0." b="1." alpha=".7" at="0.8" /><br />
</Gradient><br />
</Foreground><br />
<br />
: There are three different types of gradients, indicated by the orientation attribute. Possible values are "horizontal" and "vertical" which will make horizontal or vertical gradients. A special value is "value" which will result in a solid area which changes color according to the value of the displayed data. The color with at="0" will be used at the minimum value and at="1" will be used at the maximum.<br />
<br />
==== Textures ====<br />
<br />
There's some basic support for textures in recent builds. A texture can be added to any <code><Foreground /></code>/<code><Background /></code> tag, either instead or before the color or even gradient. Although you can specify a texture for all gauges that support foregrounds/backgrounds they only make sense for widgets that render more than just lines :-)<br />
<br />
Here's an example of a working texture:<br />
<br />
<Background><br />
<Image scale_x="1" scale_y="1" repeat="both"><br />
<Graphic category="" author="wrtlprnft" version="1" name="wood_512" extension="jpg" uri="http://wrtlprnft.ath.cx/wood512.jpg" /><br />
</Image><br />
<Solid><br />
<Color r="1." g="1." b="1." alpha=".5" /><br />
</Solid><br />
</Background><br />
<br />
The <code><Image /></code> tag supports the following attributes:<br />
<br />
;<code>scale_x</code>/<code>scale_y</</code><br />
:The scale factor for the texture. If both are set to <code>1</code> the texture is stretched so it covers the entire area of the widget.<br />
;<code>repeat</code><br />
:Can be one of <code>none</code>, <code>x</code>, <code>y</code> or <code>both</code>. This specifies in which directions the texture will repeat itself. The area not covered by the image will be filled by the last row/column of the texture. Usually you'll want <code>both</code>, so this is the default.<br />
<br />
The <code><Graphic /></code> tag contains information on where to find the texture. The attrubutes <code>author</code> (default: <code>Anonymous</code>), <code>category</code> (default: <code>unsorted</code>), <code>name</code>, <code>version</code> and <code>extension</code> (default: <code>png</code>) specify the resource path of the texture, <code><author>/<category>/<name>-<version>.<aatex>.<extension></code>. If the attribute <code>uri</code> is given the file will be downloaded from the given URI instead of the resource repository if it's not already cached.<br />
<br />
If there's a <code><Color /></code> or <code><Gradient /></code> tag after the <code><Image /></code> tag the color at each pixel of the texture will be multiplied by the color at the corresponding point of the gradient (or the single color given). In the example this is used to make a semitransparent background image.<br />
<br />
'''General advice on textures''': Make sure the dimensions of every image you want are in powers of two, for example 64×64, 256×256, 512×512 or 1024×1024. Rectangular images are OK, too, so you can use 32×1024 images, too, if you really want to. Images of other dimensions will be scaled to be powers of two by OpenGL, which doesn't excactly lead to pretty results.<br />
<br />
== Available Gauges ==<br />
<br />
Here are all of the available gauges, along with which tags are supported.<br />
<br />
=== NeedleGauge ===<br />
<br />
A needle gauge requires all three fields to exist in the DataSet tag. It supports all general tags. Here's an example speed gauge:<br />
<br />
<NeedleGauge camera="*"><br />
<DataSet><br />
<AtomicData field="source" source="player_speed" /><br />
<AtomicData field="minimum" source="0" /><br />
<AtomicData field="maximum" source="max_speed" /><br />
</DataSet><br />
<Position x="-0.165" y="-0.9" /><br />
<Size height="0.15" width="0.15" /><br />
<ShowCurrent value="true" /><br />
<ShowMaximum value="true" /><br />
<ShowMinimum value="true" /><br />
<Caption location="bottom"><br />
<Text value="Speed" /><br />
</Caption><br />
<Foreground><br />
<Solid><br />
<Color r="1." g="0." b="0." alpha="1." /><br />
</Solid><br />
</Foreground><br />
</NeedleGauge><br />
<br />
<br />
=== BarGauge ===<br />
<br />
A bar gauge requires all three fields to exist in the DataSet tag. It supports all general tags. Here's an example rubber gauge:<br />
<br />
<BarGauge camera="^in"><br />
<DataSet><br />
<AtomicData field="source" source="player_rubber" /><br />
<AtomicData field="minimum" source="0" /><br />
<AtomicData field="maximum" source="cycle_rubber" /><br />
</DataSet><br />
<Position x="-0.55" y="-0.9" /><br />
<Size height="0.05" width="0.15" /><br />
<ShowCurrent value="true" /><br />
<ShowMaximum value="true" /><br />
<ShowMinimum value="true" /><br />
<Caption location="bottom"><br />
<Text value="Rubber" /><br />
</Caption><br />
<Background><br />
<Gradient orientation="value"><br />
<Color r="0." g="1." b="0." alpha=".0" at="0." /><br />
<Color r="0." g="1." b="0." alpha=".1" at=".3" /><br />
<Color r="1." g="1." b="1." alpha=".2" at=".4" /><br />
<Color r="1." g="1." b="1." alpha=".2" at="1." /><br />
</Gradient><br />
</Background><br />
<Foreground><br />
<Gradient orientation="value"><br />
<Color r="0." g="1." b="0." alpha=".7" at="0." /><br />
<Color r="0." g="1." b="0." alpha=".7" at=".3" /><br />
<Color r="1." g="1." b="0." alpha=".7" at=".6" /><br />
<Color r="1." g="0." b="0." alpha=".7" at=".8" /><br />
<Color r="1." g="0." b="0." alpha=".7" at="1." /><br />
</Gradient><br />
</Foreground><br />
</BarGauge><br />
<br />
<br />
=== VerticalBarGauge ===<br />
<br />
Identical to a BarGauge, but renders vertically instead. Labels are currently broken for it, so don't use them yet.<br />
<br />
=== Label ===<br />
<br />
A label may have only one field in each DataSet tag and that field must be "source". It also requires each DataSet to have an id, which you will use to reference that data farther down. It supports any number of DataSets. In addition, you need a Face to describe how to build the Label. Here's an example for the enemies alive gauge:<br />
<br />
<pre><br />
<Label camera="*"><br />
<DataSet id="enemies"><br />
<AtomicData field="source" source="enemies_alive" /><br />
</DataSet><br />
<DataSet id="friends"><br />
<AtomicData field="source" source="friends_alive" /><br />
</DataSet><br />
<Position x="0.06" y="-0.96" /><br />
<Size height="0.035" width="0.017" /> <!-- Size would be the font size in this case --><br />
<Caption location="off"><br />
<Text value="Player Status" /><br />
</Caption><br />
<Face><br />
<Table><br />
<Row><br />
<Cell><Text value="Enemies:" /></Cell><br />
<Cell><GameData data="enemies" /></Cell><br />
<Cell><Text value="Friends:" /></Cell><br />
<Cell><GameData data="friends" /></Cell><br />
</Row><br />
</Table><br />
</Face><br />
</Label><br />
</pre><br />
<br />
==== Tables ====<br />
<br />
A table is much like a basic HTML table: It consists of rows, coulumns, and cells. Each cell can contain multiple <Text> or <GameData> nodes, they will just be concatenated. Here's an example of a table that shows the time, the framerate, and how long Armagetron Advanced is running:<br />
<br />
<nowiki> <Label camera="*" viewport="top"><br />
<DataSet id="hours"><br />
<AtomicData source="current_hours12h" minwidth="2" fill="0" /><br />
</DataSet><br />
<DataSet id="minutes"><br />
<AtomicData source="current_minutes" minwidth="2" fill="0" /><br />
</DataSet><br />
<DataSet id="ampm"><br />
<Conditional field="source" lvalue="current_hours" rvalue="12" operator="le"><br />
<IfTrue><br />
<AtomicData source="AM" /><br />
</IfTrue><br />
<IfFalse><br />
<AtomicData source="PM" /><br />
</IfFalse><br />
</Conditional><br />
</DataSet><br />
<DataSet id="fps"><br />
<AtomicData source="current_framerate" /><br />
</DataSet><br />
<DataSet id="seconds"><br />
<AtomicData source="time_since_start" /><br />
</DataSet><br />
<Position x="0.4" y="0.45" /><br />
<Size height="0.04" width="0.02" /> <!-- Size would be the font size in this case --><br />
<Caption location="top"><br />
<Text value="Time/Fps/Timestamp" /><br />
</Caption><br />
<Face><br />
<Table><br />
<Row><br />
<Cell><Text value="Time:" /></Cell><br />
<Cell><GameData data="hours" /><Text value=":" /><GameData data="minutes" /><Text value=" " /><GameData data="ampm" /></Cell><br />
</Row><br />
<Row><br />
<Cell><Text value="Framerate:" /></Cell><br />
<Cell><GameData data="fps" /><Text value=" FPS" /></Cell><br />
</Row><br />
<Row><br />
<Cell><Text value="Running for:" /></Cell><br />
<Cell><GameData data="seconds" /><Text value=" Seconds" /></Cell><br />
</Row><br />
</Table><br />
</Face><br />
</Label></nowiki><br />
<br />
=== Map ===<br />
<br />
The Map is a very special gauge that displays a map of the arena. As a special gauge it has very special requirements. It supports Position, and Size, nothing else. Also, it will anchor its own aspect ratio, so it might not use the whole width or height you specified. The map will be as big as possible while keeping its aspect ratio and fitting in the width and height you specify.<br />
<br />
Here's an example:<br />
<br />
<Map camera="*" viewport="top"><br />
<Position x="0.73" y="-0.72" /><br />
<Size height="0.25" width="0.25" /><br />
</Map><br />
<br />
==== Map Settings ====<br />
<br />
You can configure the way the minimap looks by using a special <code><MapModes /></code> tag. It should contain one or more <code><MapMode /></code> tags, like this:<br />
<br />
<Map><br />
<!-- normal settings for a map; see above. --><br />
<MapModes toggleKey="1"><br />
<MapMode mode="full" rotation="spawn" /><br />
<MapMode mode="closestZone" rotation="spawn" /><br />
<MapMode mode="cycle" rotation="camera" zoomFactor="3" /><br />
<MapMode mode="cycle" rotation="cycle" zoomFactor="3" /><br />
<MapMode mode="cycle" rotation="spawn" zoomFactor="4" /><br />
<MapMode mode="full" rotation="fixed" /><br />
</MapModes><br />
</Map><br />
<br />
<code>toggleKey</code> is a cockpit key that can be used to switch between the settings given in the <code><MapMode /></code> tags. These are independent of each other. They can have the following attributes:<br />
<br />
;<code>mode</code><br />
:The way the map pans. Currently the following values are implemented:<br />
:;<code>full</code><br />
::The default; show the entire map<br />
:;<code>cycle</code><br />
::Center around the cycle, like a radar<br />
:;<code>closestZone</code><br />
::Center around the closest zone<br />
;<code>zoomFactor</code><br />
:This determines how much of the map you see at once. If the mode is <code>full</code>, this doesn't have any effect, if it's <code>cycle</code> it'll be multiplied by the cycle's speed, and if it's <code>closestZone</code> it'll be multiplied by the zone's radius<br />
;<code>roatation</code><br />
:This controls how the map is rotated. Valid values are:<br />
:;<code>fixed</code><br />
::Don't rotate at all; positive y-coordinates will be at the top of the map.<br />
:;<code>spawn</code><br />
::Rotate the map so the direction the cycle spawned in is facing upwards<br />
:;<code>cycle</code><br />
::Rotate so the current cycle is always facing upwards<br />
:;<code>camera</code><br />
::Rotate so the direction the camera is facing is pointing upwards on the map<br />
<br />
== Gauge Templates ==<br />
<br />
Templates can be used for multiple similar gauges. Say you want three gauges for Brakes, Speed and rubber, they're all the same exept for position, caption and data.<br />
<br />
You could copy and paste the different attributes, but that leads to a larger file, and if you later decide you want your gauges smaller you'd have to edit all three of them. That's where templates come in.<br />
<br />
This is how you define a template:<br />
<br />
<WidgetTemplate id="MyTemplate"><br />
<Size height="0.3" width="0.3" /><br />
<Position y="-.7" x="0" /><br />
<!-- other tags in here --><br />
</WidgetTemplate><br />
<br />
The <code>id</code> attribute is used to reference your template for later use. Inside a <code><WidgetTemplate /></code> you can have all possible tags for widgets.<br />
<br />
This is how you use your template:<br />
<br />
<NeedleGauge usetemplate="MyTemplate"><br />
<Position x="-.5" y="0" /><br />
<!-- other tags in here --><br />
</NeedleGauge><br />
<br />
This internally gets replaced by the following:<br />
<br />
<NeedleGauge><br />
<Size height="0.3" width="0.3" /><br />
<Position y="-.7" x="0" /><br />
<!-- other tags in here --><br />
<Position x="-.5" y="0" /><br />
<!-- other tags in here --><br />
</NeedleGauge><br />
<br />
See how there's two <code><Position /></code> tags now? Since there's more than one tag they'll get added to each other, resulting in the widget being positioned at (-.5, -.7). <code><Size /></code> tags will get multiplied, so you could scale a template. All other tags just overwrite each other, so the last one "wins".<br />
<br />
You can use multiple templates in one tag by seperating their names by spaces, like this: <code><Label usetemplate="MyTemplate MyOtherTemplate">...</Label></code><br />
<br />
== Toggle Keys ==<br />
<br />
Are you annoyed by the HUD map being to small, but don't like a big map permanently cluttering up your screen? There's a solution, toggle keys. You can map the five available toggle keys in the global keybord configuration screen, and what they do depends entirely on the cockpit file.<br />
<br />
Here's an example of a HUD map that gets toggled by key 1 and is visible by default (that is, until you press the key and turn it off):<br />
<br />
<Map camera="*" viewport="top" toggle="1" toggleSticky="true" toggleDefault="on" ><br />
<Position x="0" y="-.25" /><br />
<Size height=".75" width="0.7" /><br />
</Map><br />
<br />
There are three attributes that influence toggling behavior:<br />
;toggle<br />
:The toggle key to be used, needs to be a number from 1-5 or 0 for no toggle key (default if you omit it)<br />
;toggleSticky<br />
:If the value is "true" (default) pressing the key and releasing it will change the visibility. If it is false pressing the key and holding it will change the state, but it will return the default once you release it.<br />
;toggleDefault<br />
:"on" (default) means the widget will be visible until you press the toggle key, "off" means it will be invisible first.<br />
<br />
== For Server Admins ==<br />
<br />
There are many new kinds of gauges that might be considered as cheating by some people, or at least it gives a certain advantage to people who use them.<br />
<br />
If you want to disable certain data sources you can change the FORBID_COCKPIT_DATA setting. It contains a colon&ndash;separated list of data sources that will be disabled (it will just display 0 instead of a value):<br />
<br />
FORBID_COCKPIT_DATA time_to_impact_front:time_to_impact_left:time_to_impact_right:player_rubber<br />
<br />
This will prevent the client from displaying the time_to_impact data sources and the current rubber. Likewise the HUD minimap can be disabled by the following command:<br />
<br />
FORBID_HUD_MAP 1<br />
<br />
Bear in mind, though, that the server has no way of knowing if the client is actually following these rules. All data sources use data that is known to the client, it wouldn't be hard to hack a client to ignore this setting. This is basically the same problem as with the FORBID_CAMERA_* settings: You have to trust on the users of your servers to play fair.<br />
<br />
== QA and release ==<br />
<br />
For testing your cockpit, see [[Testing Resources]]. You can make your work available to others by uploading it to the [[Resource repository]]. If you do that, you might want to add an entry to [[Cockpits list]] to tell users about your cockpit.<br />
<br />
[[Category:Client Features]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Authentication_for_Players&diff=21092Authentication for Players2008-02-10T14:34:40Z<p>Wrtlprnft: /* What you need */ Added list of servers that support armathentication</p>
<hr />
<div>{{Sections}} <!-- Template:Sections should be at the top of each section --><br />
<br />
NOTE: This is documentation on work in process. It does not work that way yet in the real world.<br />
<br />
= Authentication for Players =<br />
<br />
Authentication is the process of proving to a server who you are. In itself, it is not terribly useful, because you usually don't get anything for it; but the server will recognize you better, it will be impossible for others to destroy your stats by picking your name in your absence, it can make tournaments less stressful by only letting registered players participate, and it provides a more secure remote server administration interface.<br />
<br />
== What you need ==<br />
<br />
First, you need an account. The system is designed to be open and can accept accounts from various places; one place to get an account that works is the [http://forums.armagetronad.net official forum]. To the game, those accounts are identified as something that looks like an email address; a forum account would look like "<your user name>@forums". When you pick your username, you definitely should avoid non-ASCII characters (user names with those will likely change representation in the future), and it is wise to avoid the @ itself, quotation marks, whitespace, and the symbols %, :, and \, an the sequence 0x. Not that the system can't handle them, but they have to be "escaped" or encoded and will look ugly, and if you ever want to ask a server administrator to give you elevated access rights, those symbols make it more difficult, leading to mistakes and you not getting your rights and missing the tournament.<br />
<br />
What you also should definitely keep out of your username are clan tags. Clan affiliation can vary over time, and server admins are unlikely to go to the trouble to update their score tables to your new name, so you'll either use your past achievements or will have to go around with that outdated clan tag forever.<br />
<br />
Second, what you don't need (but it's highly recommended anyway, see the notes on security below) is a new client. Yep. Even plain old Armagetron clients have the required functionality, way back to 0.2.6 and even earlier. See the history secion on why that is so.<br />
<br />
Second, you need a server that supports authentication. The serverside part of the protocol was missing some bits all the time, again I refer you to the history section if you want to know details. Anyway, because the support is brand-new at the time of this writing, there are only a few servers out there that support authentication. At the time of this writing, those are:<br />
<br />
*Bugfarm Elimination Sumo<br />
*Fortress Café<br />
*¦×¦.Sumo.Server<br />
*Tag Test<br />
*1v1 Sumo Bistro<br />
<br />
There's also another open-for-all authority, [http://xclan.armagetron.co.uk/ xclan.armagetron.co.uk]. It's tied to their forums, so all you have to do is register there.<br />
<br />
If you only want an account that is valid on one server, talk to the administrator of that server, they can give you one.<br />
<br />
== How to authenticate with a new client ==<br />
<br />
Go to your player's setup menu and scroll down; you'll find an item titled "Global ID". Enter your account name there. For a forum account, that would be "<user name>@forums". The bit before the @ typically is your username, and the bit afterwards is the host where the authentication server runs, or an abbreviation thereof ("forums" is shorthand for "forums.authentication.armagetronad.net".) If you always want to be logged in to any server you play on, enable the toggle item below that, titled "Auto Login". If you don't want that, you have to hit the "Authentication" menu item in the ingame menu. If that menu item is missing, then the server does not support authentication.<br />
<br />
You will be prompted for a password; check your username and enter the password of your account there, then press return. On the top of the menu, you can select whether you want to store your password. See the security section for recommendations. You will be either logged in or have received an error message on the console.<br />
<br />
Of course, you can also use the following method:<br />
<br />
== How to authenticate with an old client ==<br />
<br />
Old clients are missing the menu items where you can enter your account name and where you can trigger the login process. For them, you trigger the login procedure with chat commands. There are three variants. Plain "/login" will trigger authentication for a local server account. "/login <authority name>" will trigger login with an account at a remote authority. In both cases, you'll have to enter your username at the password prompt, it will default to your current screen name (and due to a quirk, you will rename to the selected username after you logged in). The third way is to say "/login <full account name>", this will try to log you log in as that, and preselect the username for you in the menu (in theory. This works for new clients only, sorry). Binding an instachat to that would probably not be a bad idea.<br />
<br />
Also beware, on old clients the "Abort" button disconnects you from the server.<br />
<br />
== Benefits ==<br />
<br />
Can vary. In default server settings, the only benefit you get is that the server can track you better in the hightscore tables. Other players will be able to see the account you used to log in, and that will make it harder for other players to imposter you.<br />
<br />
One huge benefit of getting authenticated are organized tournaments. You are going to have far less problems in organized matches (clan wars and our [[Competition Hub|various other competitions]]) if you can authenticate to the server; At least, you're going to make the server administrator running the match happy because he doesn't have to constantly ask who you are :) Getting authenticated and registered with the competition manager or server admin (they'll have to authorize you) can give you access to the team management interface. If you have sufficient rights, you can<br />
<br />
* lock your current team by saying "/lock". No further team members may then join, unless you<br />
* invite your teammates to play with "/invite <player name>". Invited players that are not yet playing will also receive your team's /team messages.<br />
* kick players out or revoke invitations with "/uninvite <player name>".<br />
* unlock the team again to the public with "/unlock".<br />
<br />
(As safeguard against teams getting orphaned in a state where nobody can invite new members or unlock it, /invite and /unlock can always be used by those active team members that have the highest access level.)<br />
<br />
Of course, you can get the same functionality if the server admin is present and gives you the appropriate access rights with /op, but what if the server admin is a forgetful lazy bum who forgets about scheduled matches?<br />
<br />
There may be some players where you have to be authenticated to chat or to play, but that is not recommended; by default, servers should be open to anyone.<br />
<br />
== Security ==<br />
<br />
=== The main weakness ===<br />
<br />
Naturally, the authentication system has been designed with security in mind. The original protocol that old clients support, however, was designed to be used on a small group of trusted servers, and that makes it vulnerable to attacks from the side of the server. The one attack that is easily possible basically works like this:<br />
* as you enter a server, the server badmin uses a modified client to play on another server.<br />
* as you trigger the authentication procedure, the badmin does the same on the other server.<br />
* the badmin's server relays the communication between the other server and the badmin's client to your client, and your response is routed back.<br />
That way, the badmin will be logged on to the other server with your user account. Such a thing is called man in the middle-attack, because the badmin is the man in the middle between you and the other server.<br />
<br />
This is the most dangerous attack on the protocol, and the modified protocol on new clients (the ones with the "Authentication" button) has protection built in; the server IP address is entangled into the communication between server and client, so that the other server would notice that your login data was not intended for it. Unless the badmin also manages to counterfeit the other server's IP address, of course, which is not impossile; however, it would usually be much easier to steal your password by other means; web forums are a pretty insecure thing, passwords of unmodded phpBB are transmitted in plain text, for example.<br />
<br />
=== Smaller Threats ===<br />
<br />
- If someone gets his hands on the authentication database, he will have everything he needs to imposter anyone in it. The alternative would be to transmit something in clear text so that anyone wo intercepts it can imposter you any time.<br />
- An infinite supply of throwaway remote accounts is possible; server admins have white and blacklists at their disposal against that, however.<br />
<br />
If you have your own concerns, please voice them on the forums first. We don't want to let this section blow up with discussions.<br />
<br />
=== Password Storage ===<br />
<br />
The password menu allows you to store passwords on disk. This, of course, is insecure, as anyone who gets access to your configuration file, where the passwords are stored, will be able to use your account. The data is scrambled in a form that makes it not really feasible to extract the raw passwords, though. Anyway, our recommendation has to be not to store passwords on disk. That is especially true for users of 0.2.8.1 and earlier; there is a bug that will cause duplicate password entries to accumulate in your user.cfg.<br />
<br />
=== Debug Recordings ===<br />
<br />
For old clients, debug recordings where you enter passwords in the password menu are insecure, do not share them. While you can't read the password on the screen, it will be encoded in the recording and easy to extract. The same goes for the old ADMIN_PASS interface, of course.<br />
<br />
For new clients and new servers, debug recordings are safe to share. They are cleared of the password storage data you may have in the config files, they do not contain local server accounts, and the keypresses you make while in the password menu are all replaced by "x", apart from the control keys that navigate the menu, of course.<br />
<br />
Serverside debug recordings come with a performance penalty; as without ZThread, a recording server will make remote account lookups only between rounds.<br />
<br />
== Small notes for server admins ==<br />
<br />
Right now, to run an authentication server, you need to check out a special SVN branch and follow the usual SVN procedure:<br />
<br />
svn co https://armagetronad.svn.sourceforge.net/svnroot/armagetronad/armagetronad/branches/0.2.8-auth/armagetronad<br />
cd armagetronad<br />
./bootstrap.sh<br />
./configure --enable-armathentication --disable-glout<br />
<br />
The extra --enable-armathentication is important, authentication is not enabled by default. It is strongly recommended that you install the library [http://zthread.sourceforge.net/ ZThread] before; only with that, the requests to the remote authentication servers will be able to run in the background. Without ZThread, they will be done in the pauses between rounds. To compile ZThread with gcc-4.x, you need to pass CXXFLAGS=-fpermissive to its ./configure script, and also use it when you compile ArmagetronAd, or you [http://forums.armagetronad.net/viewtopic.php?p=194849 find the patch for it that is floating around].<br />
<br />
Then, have a look at the<br />
[http://armagetronad.svn.sourceforge.net/viewvc/armagetronad/armagetronad/branches/0.2.8-auth/armagetronad/config/settings_authentication.cfg?view=markup configration file settings_authentication.cfg], it should tell you how you can configure the system.<br />
<br />
== Design ==<br />
<br />
For details of the design of the system and the protocol, check out [[Hash Authentication Design|this document]].<br />
<br />
== History ==<br />
<br />
Back in 2001, when there was not yet a master server, the [http://www.krawall.de/ Krawall Gaming Network] approached Z-Man with a deal. They would run a master server and a couple of permanent game servers, which were pretty rare back then, and also wanted to distribute a special client with a bit of branding. Their condition: players from Germany would only be allowed to use the master server and play on the game servers with an account at Krawall.<br />
<br />
Work was begun, a client-server protocol was specified and implemented, but somehow, the two functions only the KGN people could implement (password check and geocheck of the IPs) were never finished.<br />
<br />
I found no source for it, but I remember a while back Tank produced a modified client that was able to authenticate over the Krawall protocol with accounts on the forums.<br />
<br />
Then, lots of discussion about possible ways to implement authentication were started. Things got quite heated at times, with everyone accusing everyone else that their suggested scheme would not support critical feature X or would not have security propery Y. Here are some relevant threads:<br />
<br />
[http://forums.armagetronad.net/viewtopic.php?t=1993 Authentication Thread of Doom]<br />
<br />
[http://forums.armagetronad.net/viewtopic.php?t=2029 Distributed Authentication]<br />
<br />
[http://forums.armagetronad.net/viewtopic.php?t=18178 XMPP integration]<br />
<br />
[http://forums.armagetronad.net/viewtopic.php?t=18176 Krawall style, resulting in the code discussed here]<br />
<br />
{{Sections}} <!-- Template:Sections should be at the top of each section --></div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Ladle-12/Results&diff=21081Ladle-12/Results2008-02-09T12:39:45Z<p>Wrtlprnft: Reverted edits by OrlaaLccom (Talk); changed back to last version by 72.201.70.30</p>
<hr />
<div>{{Ladle-12}}<br />
<br />
Write a report on your games, exciting play, team-tactics... and also include any feedback on how to improve the tournament!<br />
<br />
== Feedback for the Twelfth Ladle ==<br />
<br />
;2020<br />
:even the feedback is a little messy too...<br />
:i didn't make it until it was too late... so i got locked out of the server that tm was playing... damn... still, recorded the final and will play around with it to produce a vid...<br />
:as for the last ladle, although it was messy, somehow players got it together to play some games... the messiest it has been for a while, but that was because a player mucked about with the brackets which i don't think has happened since one of the first ones when durka went a bit pro-active...<br />
:i'd like to set up a discussion thread on the forum, not so much for feedback, but for feedforward. I'd rather not repeat the kind of argument i had with players over a year ago when they said self-organising wouldn't work, that we can't trust players, etc. I think we have proven that the principle of self-organising does work, that we have to design tournaments that make use of virtual parameters and not import meat-side traditional organisations... I think rain best demonstrates the new paradigm with his incam tournament; since we can't enforce the incam cockpit, we rely on trust and honour... I hope we can participate in a discussion on what we can do, prioritise, and how best to improve us.<br />
:When it comes down to it, I applaud the players determination and trust. They said it couldn't happen, and we managed a year of tournaments. Well done all players!<br />
<br />
* ''' G5, Your other player zop wasnt even there when it started, it was 7 vs 7 and ur player never showed til the 2nd match. Thats besides the point u lost even worse when u had 8 vs 7 advantage in the end.<br />
<br />
* '''Negative:''' This whole tournament stinks. The guidelines clearly state that a team is 8 members. If you dont have 8 it is your problem. TM was not able to play with 8 players because the X chickens had only 7 players. Come on, we played 5 vs 8 before. Boo on you, X! --G5<br />
<br />
* °°ps versus tui was nice. well, i really do not know how was the "talking behaviour" of tui, since i silenced them all at start (as i usually do in ladles), but the game was nice. they won 2-0, the first match was really close and well played by both teams, in second we lost our mojo and we lost quickly. surely °°ps needs to work on some things but im quite satisfied. i hope we could get the ladle one day. i have no complain. good games. :) [[rain|rain]]<br />
<br />
'''Rico ~ '''<br />
The organisation left a little to be desired I found, with posts on the forums and edits on the challenge board right up until the match. This led to confusion over who was playing when and where.<br />
<br />
In our first match, we played against SP, which we agreed was to be a 7 vs 7. We won 2 quite close matches, both around 100-70, and advanced to the semis where we would play TM. We again won in 2 matches, playing well together as a unit and completely whitewashing the 2nd match around 100-20.<br />
<br />
@ G5 : Your team leader agreed to a 7v7, so please dont complain at us...<br />
<br />
The final was against TuI who had beaten oops 45 minutes previously. They had plenty of time to take breaks and practise, yet a couple still insisted on delaying cos they needed a piss. Which was a little irritating but none the less, we pulled off from around a 92-80 defecit to win 100-98. We then promtly won the 2nd match around 100-70, starting to work together better in attack to pick off the sweepers. Halfway through the 2nd match, one TuI-er had to leave because of lag issues and another left and never returned. We were then playing with an advantage, but during match 3 Lackadaisical helped out and brainherpes rejoined, so they clawed back from around 80-50 only to lose 100-96.<br />
<br />
Great matches everyone, now bring on the AFL ;)<br />
<br />
* "Rico: The organisation left a little to be desired I found, with posts on the forums and edits on the challenge board right up until the match. This led to confusion over who was playing when and where." Organization was clear for everyone who joined #arma-ladle. I posted several times a detailed list of matches/time/place and edited as needed the challange board. unfortunately someone, psyko i think, at one point decided to edit the wiki without asking anybody. i had to re-edit it. next time be sure to have at least one representant player for each team in #arma-ladle channel. [[rain|rain]]<br />
<br />
* Have to agree with rain here. I did say a number of times what was happening and it was quite clear to me what was going on(because i was on irc). - Sticky<br />
<br />
*PsYkO I don't know if anyone noticed, but I looked on the challenge board last night and I saw that the way that it was set up SP would go straight to the finals. I then contacted 2020 and told him what I was doing, he agreed, and then I clarified it on aa.net. I'm sorry that others things got screwed up, it's kind of a double negative because if I had just went along with my business everyone would be complaining that SP was able to go straight to the finals.<br />
<br />
*No one can complain about that, it's not your fault all the other teams stupidly sign up on the same side of the table. --[[User:MaZuffeR|MaZuffeR]] 16:59, 3 June 2007 (PDT)<br />
<br />
* I'm 172 dollars on the way to that million for you MaZ hahaha --[[User:~*PsYkO*~|~*PsYkO*~]] <br />
<br />
* In my eyes it was completely a mess today. It started after i got up and sb told me tm would play together with sp, so we have 4 teams in total. (The day before i told everyone we only play the finals, which are at 9pm) But ok, as i knew we had additionally 2 players of tm (2020 & pez @ that time) i managed easily to inform 6-7spers we will play at 8.15. So i got offline doin some other stuff and planned to be online at 7.30. well ok i got home earlier (luckily) and the first thing i heard: we play the quaters against x! Well then the shit began, i knew we were at least 2 players short and that there is a high risk, that a few will come too late. So freaky and i started to inform our ppl as far as we could. The match against x then was most of the time 6 vs 7 (i got no clue who the 7nt player in alex eyes is, but that doesnt matter). Luckily some spers showed up on random, and a few didnt make it at 7.30, because they didnt knew it was earlier.. So what i am trying to say with this boring long story is that the challenge board rly should be locked totally, at least 4-5 hours before the ladle. Well in addition to that mess came that ladle cafe had no admin and the settings were terrible: winzone, 16 players max, no shuffling up (that was really terrible, its hard to switch pos. around with shuffling up, it just gets a mess then), autojoin of players who joined the server,... Well ok im looking forward to the AFL and the next ladle season & gz to x. - k3nNy<br />
<br />
* Agreed, every ladle it seems there are administration problems. I run SpeederS server right now, I would be glad to admin one of the servers for the next season if need be. - psicko<br />
<br />
;Durka<br />
:The only reason the 1st match against °°ps was so close was because I got holed 4 out of the 1st 7 rounds. They didn't hole the rest of the matches and only won one round afterwards.<br />
:Actually Rico, feather got disconnected in the 1st match when we were killing you guys. Then he tried to rejoin, but Z-Man wasn't even there. All the meanwhile, our shuffling positions got messed up. We lost 4 straight cheap rounds in a row and you guys barely won the first match despite a 7 vs 5 advantage.<br />
:The 2nd match was just as retarded, but again, it came down to the last round IIRC.<br />
:The 3rd match we had 7 vs 4. We lost the 1st 2 rounds but then came back to jump ahead. Lacks and Feather were finally able to play, but only for 2 rounds.<br />
:Again, despite a 3 man advantage, it came down to the final round.<br />
:Too many things to say about this ladle. Gratz |x|.<br />
<br />
;Legit<br />
<br />
Durka in the last match i spectated because you were complaining too much.<br />
<br />
::According to [http://img367.imageshack.us/img367/83/lagtui01du4.jpg Flex's pictures] you were still playing. --- Durka<br />
<br />
;Legit I was afk the whole last match, be happy u got free points until i spectated.<br />
<br />
;G5<br />
<br />
:This is the real G5. Very funny. Check wiki history. And to clear one point: Zop did not show because he could not enter the server. He could after I offered my slot and left the game. I talked to Zop on IRC during the game – ask him! (Otherwise I totally agree with "my" comment up there.)<br />
<br />
* I wonder what is the point of playing a fortress tournament like the ladle if you, durka, already know tui is the best clan. topics (complains) are always the same: holes, teams imbalance, server admin required, main organization. actually i can help with last point taking care of ladles main organization, if you like. as you know im admin of "test server" aka ladle café for the ladle, so if needed i'll admin it as i did yesterday. about holes and team imbalance i think we should decide some rules physics related. i mean you cannot forbid to hole since holes are in game physics or you cannot decide which is a "good" hole and which is a "bad" one. so, lets choose explosion_radius 1 or 0 and fix it as a standard of fortress and that is all. about imbalance we can decide ladle is a 8 players competition, in this way teams will play with players they have even if "unfair", or we can decide that teams have to be balanced, so smaller team has the number of players that other team has to use. first will cause unfair games (considering most teams are not well organized), second will cause some players to be not able to play or to have to switch while playing (= confusion). anyway, fixed those few rules, i don't think our "complaining" problem will be solved. i think there are some step in this game: [1] learn to play; [2] learn to lose; [3] learn to win; [4] learn to tie. and it seems someone lost the 2nd and most of us lost the 4th. this cause the 3rd step is not natural too. i mean that if you didn't learn to lose and to respect the winner, you'll never learn to win really. a winner is who temporary got to the objective, and this should be clear in its mind. so if you didn't leanr to lose, as a winner you will not respect back who respected you first (losers) and you will show just as a team/player with a good technique and no honour. obviously the tie is the final step. it means the point at players/teams understood the real aim of playing a tournament, have fun. [[rain|rain]]<br />
<br />
*There's always been complaining, at least it's been decreased to two teams each ladle. I think it asserts itself from not being able to admit defeat imo. Also IMO, decreasing the hole radius so holes are smaller or no existent is as much as degrading fortress as changing the rubber to 7.<br />
<br />
;JJBean<br />
:Gratz to X, 3-0 victory over TuI wd. Once again TuI loses and only has excuses to why they lost, I grew tired of this and left, hope i can join another team for AFL. @ Durka holes are part of the game get used to it, they have been there since the start, the settings for them should not be changed. Fort is just fine how it is right now<br />
<br />
;'''Rico'''<br />
: Looks like you werent the only person to quit TuI, JJ<br />
<br />
;Psyko<br />
: SP is looking for one or two fortress members =X<br />
<br />
;Rico<br />
: I was talking about me, Psyko, and I doubt JJ is willing to return to SP at any time soon<br />
<br />
;JJBean<br />
:Yeah I think 4 of us left TuI, me Luzi ossi and X. Each said nearly the same things about why they where quiting. As for joining sp i doubt they would take me, and anyway I'm going to be gone for the entire summer and most of september so there isn't any point in me looking for a team now. I'll just wait until i come back and see what's going on<br />
<br />
;PsYkO<br />
:I was running more along the lines of having a monopoly on the russians xD haha <3<br />
<br />
;JJBean<br />
:TR FTW<br />
<br />
== Previous Winners ==<br />
<br />
The [[Ladle-11/Results|Eleventh Tronic Ladle]] was won by Fogies with Wheelchairs on Sunday 6th May<br />
<br />
The [[Ladle-10/Results|Tenth Tronic Ladle]] was won by [http://tui.owns.it TuI ~ Tronners Under the Influence] on Sunday 1st April<br />
<br />
The [[Ladle-9/Results|Ninth Tronic Ladle]] was won by [[Team somethingsomething]] on Sunday 4th March<br />
<br />
The [[Ladle-8/Results|Eighth Tronic Ladle]] was won by [http://tui.owns.it TuI ~ Tronners Under the Influence] on Sunday 4th February<br />
<br />
The [[Ladle-7/Feedback|Seventh Tronic Ladle]] was won by Speeders on Sunday 7th January<br />
<br />
The [[Ladle-6/Feedback|Sixth Tronic Ladle]] was won by [[Team somethingsomething]]<br />
<br />
The [[Ladle-5/Feedback|Fifth Tronic Ladle]] was won by [[Tronic Monkeys]] in a closely fought final on 5th November 2006<br />
<br />
The [[Ladle-4/Feedback|Fourth Tronic Ladle]] was won by proN00bz on 1st October 2006.<br />
<br />
The First [[4 Team Fortress Tourney 1|4 Team Fortress Tournament (4TFT)]] was won by [http://crazy-tronners.com Crazy Tronners (CT)] on Sunday, September 17th, 2006<br />
<br />
The [[Ladle-3/Feedback|Third Tronic Ladle]] was won by [[Ladle Winners|Anarchic Wanderers]] on 3rd September 2006.<br />
<br />
The First [[International_Tron_World_Cup|Tron World Cup]] took place in July and August 2006 and was won by the United Kingdom. Full scores of the matches are available on the [http://lod.bigreddesign.co.uk/twc/ Official TWC Site]<br />
<br />
The [[Ladle-2/Feedback|Second Tronic Ladle]] was won by [[Ladle Winners|Anarchic Wanderers]] on 29th August 2006.<br />
<br />
The [[Ladle-1/Feedback|First Tronic Ladle]] was a fortress tournament with seven teams and was won by [[Ladle Winners|Shadow League]] on 1st July 2006. <br />
<br />
The [[THE SPOON|Tronic Spoon]] was a fortress tournament of 87 players arranged into 8 and was won by [[Team somethingsomething]] in March 2006.<br />
|}<br />
<br />
{{:Ladle/Feedback}}<br />
<br />
{{:Ladle/Results}}</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=4_Team_Fortress_Tourney_2&diff=210804 Team Fortress Tourney 22008-02-09T12:38:43Z<p>Wrtlprnft: Reverted edits by ElelsItnoe (Talk); changed back to last version by Jonathan</p>
<hr />
<div>{{4TFT2}}<br />
Alright guys, it has determined that we will do another 4 Team Fortress Tourney. So here's how it's going to work this time.<br />
== Guidelines ==<br />
=== When ===<br />
'''Date & Time finnally set!'''<br />
*Postponed<br />
*New Time: <nowiki>_.-=·°</nowiki>TBD<nowiki>°·=-._</nowiki><br />
<br />
=== How ===<br />
Ok so I was thinking that we could do 8 teams, all playing at the same time. They both play on 2 servers (Manta's Wild West 4 Team Fortress would be the other) then the 1st and 2nd place on each of the servers would move to the final round. This time it doesn't have to be clans. Any 4 people can sign up, BUT team imbalance will be on so a team could have 1 player while the rest will have 4. So it is your job to organize your team. Pick wisely.<br />
== [[4 Team Fortress Tourney 2 - Teams List|Teams]] ==<br />
I'm going to separate pages for most of the info because last time it seemed that everything was too crowed on the front page. Back on topic. Pick a name for your team (or if your clan is playing or Ladle team that's fine). DO NOT SIGN UP THE PEOPLE YOU WANT TO BE ON YOUR TEAM. Even if they tell you ingame that they will play, it is best that they come here and do it so they can get more information on what's going on. So stick your name down on the [[4 Team Fortress Tourney 2 - Teams List|Teams List]].<br />
== [[Talk:4 Team Fortress Tourney 2|Discussion]] ==<br />
Got anything to suggest or comment on how this tournament should work? Post in the [[Talk:4 Team Fortress Tourney 2|discussion]] section of this page.<br />
<br />
== [[4 Team Fortress Tourney 2 - Organization|Organization]] ==<br />
Last time we MAY have been just a bit unorganized due to a team forfeiting, but overall we started pretty much on time. <br />
So this is how we are going to organize this:<br />
*Step 1: Sign up on the [[4 Team Fortress Tourney 2 - Teams List|Teams List]]<br />
*Step 2: Pick a team captain<br />
*Step 3: Place your team name under which of the 2 servers you would like to play in (1st come, 1st serve(r))<br />
*Step 4: Tell the people that you want to be on your team to go sign up on the Wiki<br />
*Step 5.5: (On the day for team captains only) Go into the [http://www.liveharmony.org/chat.html?channel=4%20Team%20Fortress%20Chat%20Room&source=chatweb-lhcw Chat Room] 30-45 minutes before the start<br />
*Step 5: (On the day) Organize your team at least 30 minutes ahead of time<br />
*Step 6: (On the day) Once your team is assembled, begin warming up. There will be no warmup rounds.<br />
*Step 7: (On the day) Play the first round<br />
*Step 8: (On the day) After the 1st round, team captains come back to the [http://www.liveharmony.org/chat.html?channel=4%20Team%20Fortress%20Chat%20Room&source=chatweb-lhcw Chat Room] to sort out the finals and losers bracket<br />
*Step 9: (On the day) Play the finals and losers round<br />
*Step 10: HAVE FUN!<br />
== [[4 Team Fortress Tourney 2 - Communication|Communication]] ==<br />
Very simple, easy to use [http://www.liveharmony.org/chat.html?channel=4%20Team%20Fortress%20Chat%20Room&source=chatweb-lhcw Chat Room]. Just click and sign in with your tron name. Team captains please go in there 30-45 minutes before the start & after the 1st round<br />
== [[4 Team Fortress Tourney 2 - Brackets|Brackets]] ==<br />
Team Captains please place your team down under which server you would like to play in (1st come, 1st server(r)).</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Server_Administration&diff=21030Server Administration2008-02-07T19:58:59Z<p>Wrtlprnft: Reverted gibberish. What the hell do these bots (?) want from us, anyways?</p>
<hr />
<div>{{Sections}} <!-- Template:Sections should be at the top of each section --><br />
<br />
Here you will find various guides to creating and administering game servers.<br />
<br />
== [[Server Administration Guide]] ==<br />
<br />
Basic guide for setting up a game server. This is your first and hopefully last, resource when you decide to run your first Armagetron Advanced game server. It will walk you through setting up the server, making it available on the internet, basic game and physics settings, and it will set you loose. You should at least read it, even if some of the material strikes you as being particularly basic. It is intended to be used by a fairly computer-literate person who has very little or no knowledge of server operations of any sort.<br />
<br />
== [[Advanced Server Administration Guide]] ==<br />
<br />
So you've been running a server for awhile and now you'd like to do more with it? Maybe you've found that there are some punk-ass players out there that you really want to kick off your server? Maybe your players are asking for more, and you're saying "Hell yeah!" but you don't know what to actually do about it?<br />
<br />
== [[Remote Moderation]] ==<br />
<br />
So you want your server moderated but you have to explain how to kick and ban remotely to everyone that you want to help moderate it. Well, send them to this page!<br />
<br />
<br />
<br />
== [[Console Commands]] ==<br />
<br />
A complete list of console commands.<br />
<br />
== Making the server run as a service in Windows NT (2000/XP) ==<br />
This is probably one of the easiest things to do for amateur admins. You start by editing the config files located usually (C:) Drive under Program Files and inside the Armagetron Dedicated Server folder. Once you alter those to your liking, create a shortcut on the desktop for the armagetron dedicated server.exe file. Click it ands you should have DOS prompt window show up that spews out text about what is exactly happening to and inside the server, you can mimimize it and not worry about it hanging for freezing. This is probably one of the easiest ways to run a server. '''Except that this isn't running as a service.'''<br />
<br />
'''Drawbacks of running a server with Windows:''' Due to the intense graphics the GUI windows uses. The computer may sturr up some lag for players. It is highly suggestive that if you run a windows server, make sure you have a higher end model computer and a fast connection.<br />
*TODO: Check if [http://www.codeproject.com/system/xyntservice.asp| XYNTservice] can be integrated into the code or used to run win32 dedis as services. Is the absense of a server console a problem ? the server does not have a console as it's run under another users accounts and there is no way in windows (AFAIK) to access it. We might send a message to the service ? --[[User:Joda|Joda]] 10:56, 19 March 2007 (CDT)<br />
<br />
{{Sections}} <!-- Template:Sections should be at the top of each section --></div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Ladle-12/Guidelines&diff=20740Ladle-12/Guidelines2008-01-17T22:36:31Z<p>Wrtlprnft: despamifying</p>
<hr />
<div>{{ladle-12}}<br />
<br />
The Twelfth Tronic Ladle will be played on '''Sunday 3rd June with the finals at 9pm UTC/GMT''' (US: 5pm EDT, 3pm MDT, 4pm CDT, UK: 9pm BST, DE: 23:00 CEST).<br />
<br />
== Stages ==<br />
<br />
=== Stage 1 ===<br />
'''Team-Captains visit the [[Ladle-12/Challenge Board]] to establish provisional playoffs.'''<br />
<br />
Again, this is only provisional. Only the Team-Captain is authorised to place your team on the board. S/He may alter this whenever they wish, and this may mean some jostling since placement not only determines who your team goes up against in the first and subsequent rounds, but also which servers you will be playing in. Inform your Team-Captain of your preferences, your favourite servers, and consider ping, stability, and general conditions. '''The cut off for the provisional placement of teams is 00.00 GMT 3rd June.''' This will allow time for admin to copy out the provisional bracket list, and allows all players to know who they are expected to play and where well before time. The most important thing for players to do is '''elect a Team-Captain who you can trust''', who listens to everyone in the team, who is capable of communicating with other team-captains, and can follow the procedure to the letter on the night. You may also wish to elect a stand-in in-case the Team-Captain can't make it.<br />
<br />
=== Stage 2 ===<br />
'''Team-Captains register at [[IRC Channel|IRC Armagetron]] at 7pm gmt, then teams play the best of 3 matches.'''<br />
<br />
Before the first round, all Team-Captains should familiarise themselves with IRC using one of the web interfaces such as [http://www.armagetron.nixda.net/cgi-bin/irc.cgi?adv=1 '''Joda's web interface'''] or [http://www.irc4u.com/?irc_server=irc.freenode.org%3A6667&irc_channel=%23armagetron%2C+%23arma-ladle '''Wrtlprnft's interface'''] or [http://durdur.freehostia.com/irc/ladle.html '''Durka's IRC Applet''']. Useful instructions include '''/nick <your name>''' and '''/join #arma-ladle'''. Last minute alterations to brackets should be decided upon, and once confirmed, all players can view the brackets on the wiki at the Challenge Board. Team-Captains return to their teams and confirm who they are playing and where.<br />
<br />
The Final is at 9pm GMT, Semi's at 8.15pm GMT, Quarter's at 7.30pm GMT, and previous rounds every 45mins for as many rounds as required. The Challenge Board has the details of who and where players should be assembled, in case there are problems with IRC chatrooms, or players need to take a leak, etc. Do not listen to random people appearing and changing plans suddenly. Stick to the script -- it has taken a month of preparation to write it...<br />
<br />
Administration will record results on the brackets as they come in. '''The brackets should be followed''', unless Team-Captains have legitimate reason to alter the course of progress. The only thing to be decided, if there is any question, is the server. When approaching the final, teams will rightly wish to play on servers which favour them. This must ultimately be resolved by the Team-Captains involved.<br />
<br />
=== Stage 3 ===<br />
'''Winners are celebrated, participants are congratulated, and game-analysis, results and feedback are welcomed!'''<br />
<br />
Hurrah! Well done! Feedback is welcome to improve the system for the next time. Reports on game play, video's, etc, also invests more value in the game.<br />
<br />
== Guidelines ==<br />
<br />
The following guidelines for all players may prove useful:<br />
*Only Team-captains should alter the provisional play-offs in the Challenge Room.<br />
*During the event, do not listen to anyone external to your team; rely on your Team-captain for information as to who you are playing and where.<br />
*Regarding ping, make sure your team-captain is aware of your server preference when s/he enters your team in the Challenge Board.<br />
*Regarding imbalanced teams... anything less than a full of team of 8 is your problem... an obliging opponent may reduce their numbers if they wish...<br />
*If opponents don't turn up on time, they forfeit, unless again a team wishes to delay the start... though this causes problems for subsequent timing...<br />
*Regarding new players turning up: server admins can make their server private, lock it once all players are in, or kick new players immediately<br />
<br />
If you wish to discuss any of the stages, add to the guidelines or contribute to the rules, please click on the discussion tab above.<br />
<br />
{{ladle-12}}<br />
<br />
[[Category:Events]]<br />
[[Category:2007/06/03]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Tilt_Schedule&diff=20739Tilt Schedule2008-01-17T22:35:36Z<p>Wrtlprnft: Reverted edits by 148.244.251.246 (Talk); changed back to last version by Jonathan</p>
<hr />
<div>{{:TiltBlurb}}<br />
<br />
== Tilt Schedule ==<br />
<br />
'''Tilt 3 -> Sunday, December 9, 2007'''<br />
----<br />
'''Tilt 4 -> Sunday, January 14, 2008'''<br />
----<br />
'''Tilt 5 -> Sunday, February 11, 2008'''<br />
----<br />
'''Tilt 6 -> Sunday, March 11, 2008'''</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Ladle-11/Results&diff=20738Ladle-11/Results2008-01-17T22:34:58Z<p>Wrtlprnft: Reverted edits by 84.233.233.41 (Talk); changed back to last version by Jonathan</p>
<hr />
<div>{{Ladle-11}}<br />
<br />
Write a report on your games, exciting play, team-tactics... and also include any feedback on how to improve the tournament!<br />
<br />
== Feedback for the Eleventh Ladle ==<br />
<br />
;Rico<br />
<br />
:First 2 rounds went well, ¦x¦ played quite well together as a team and we defeated TM in round 1, where 2020 had to go find some other players to help out at the last minute. That ended up 2-0, but then when it came to the second round we only had 6 players, and DS/oops had 8. 2020 and wrtlprnft helped us out, big thanks to them. We got through that, also 2-0.<br />
<br />
:We then had to wait about 6 hours for the final, due to the TuI vs Mr Men match being delayed. When the Mr Men all arrived, they had 7 players, so wrtlprnft left and 2020 continued to help us out. During all this time as the server wasnt locked, random people kept joining and screwing up the teams, meaning the final got delayed even moreso. We went down 1-0 in the first match which was really close, like 100-94. Similar story in match 2, however subz' ping started going crazy due to other downloads through his router - thats why he left, as theres no point playing when you cant do anything with 600 ping. Being one-man down, we then lost the 2nd match to a quite similar score.<br />
<br />
:It was here that some of things began to piss me off. As it was best of 5, there was one person playing as "Mr x", saying some things like, don't worry only one more match to go before we get out of here, in a really arrogant tone which pissed me off, as if to imply we wouldnt even stand a chance of winning one match (we didnt, but thats not the point). Then, considering who the players were (I found out after) I was even more shocked. Probably a team of the best euro players there is, and I was holed in practically every round. Now Ive got no problem with holing, but when its about 4 vs me and you just torpedo its fucking ridiculous. Considering the skill level of the players were against me they shouldnt have even needed to hole.<br />
<br />
:I dont feel like we were defeated in the final, more just holed the fuck out of to try get everything over as quickly as possible.<br />
<br />
;Lackadaisical<br />
<br />
:We started as team 7, and tui was team 8 so we expected to start playing in the quarterfinals like the challengeboard said, but for one reason or another Durka had decided to start in semi's, which made our team and a big part of tui show up 45 minutes too early. This led to a lot of irritation and confusion (like random people shouting 'this match it starts!' even though we already waited 30 minutes and we knew durka would show up in another 15). Ofcourse durka didn't officially know who we were but he could've posted something on the forums, it would've saved us alot of misery. I'm just glad our team showed enough patience, I can't image the hell that would've broken loose if we would've forced tui to play at the assigned time. <br />
<br />
:About Mr. x's comments: It's not something I would do, but it's 'just' trashtalk, during the heat of the battle people do it to stir the enemy up, get them out of focus. I guess you could say it's part of the game, plus you can always silence trashtalkers. That's what a big part of our team did. And I don't really see a big difference between what Mr. x said and what some people from |x| said to Omega when he showed up after the finals. Or maybe implying someone sucks is worse than just plainly saying it.<br />
<br />
:I'm not sure what to say about the whole holing thing that hasn't been said already, but even some of the 'best'players agree that there are defs that are pretty much impossible to break.<br />
<br />
;PsYkO<br />
<br />
:Hi.<br />
<br />
:Well, it was a fun ladle. Got a headache for about the 4th straight ladle due to playing TuI (You should feel lucky that you played against us then TuI, Rico) TuI played remarkedly well, probably the best they have ever played imo while I think we were a bit too confident. 1st match was a blow out, 2nd match was like 90-82 or something in our favor and TuI came back to win it 104-100 . And then the 3rd match was like 100-80 I think. I was defense and let me tell you, even in an American server, and I am an American I felt slides nearly once going around the zone (and I go around fast) which would kill me everytime if I did not expect it. I got penetrated about 3 to 4 times because I froze up for a second which left a gap leading to a victory for them. Knowing this, I can't imagine what all the euro players had to deal with. orange, red, and gold were fantastic sweepers. I normally hate sweepers but they made my job easy ;). The finals were a bit lopsided. Just knowing a few we had a damn good team going from playing in crappy conditions to semi-crappy conditions which will make you play better. (If you run long enough with 10 pound weights on your ankles, when you take them off your legs will run faster) <br />
<br />
:Every ladle it seems there are complaints. Winzone this, holing that, trash talk blah. You don't have to see the winners as the best team, but you should see them as the team that played the best, this time. And then of course make it your duty to own them in the next ladle =D<br />
<br />
<br />
;Rico<br />
<br />
:Lack - I didnt see anything said to omega, who was it by? This was plainly because by the end of match 2 there were only about 5 people I hadnt silenced after getting pissed with Mr X and a number of others, including at least two members of my own team I think.<br />
<br />
:Grats anyway, hopefully next ladle all the server will be private so theres no problems with random people joining. Maybe we could also start up a discussion about some new settings to rework some of the parts of the game which make people unhappy/pissed off, etc etc etc.<br />
<br />
:Oh, and a big thanks to Legit and 2020 for helping us out this Ladle, and also to wrtlprnft who played for us vs oops + DS.<br />
<br />
<br />
;PsYkO<br />
<br />
:Dunno who it was by it was just shit talk against SP. I think everyone could care less including me but Lack is just saying that whatever X was saying was minor in comparison.<br />
<br />
;Rico<br />
<br />
:Okiedoke.<br />
<br />
;[[User:Durka|Durka]]<br />
<br />
:Please correct me if I'm wrong, but I'm pretty sure that 2020 has always said, that if there are only 2 teams on one side of the bracket (in this case TuI and FWW), then the first round is skipped. His reasoning for this was so that the winning team didn't have to wait 45 minutes in between the semi's and finals. This would also allow the entire competition for that team (in this case FWW) to only last 1:30 straight minutes rather than play for 45, break for 45, play again for 45. So, I was just going on past experiences. Sorry for the confusion.<br />
<br />
:As for the matches, indeed, FWW got too cocky and we caught them by surprise the 2nd match. As usual, we (or I guess I) weren't prepared seeing as I got 1 round of warmup after rushing home. Then again, everyone was pissed off and wanted to start. Another problem I can see was the player limit. We were expecting FWW to show up with 5 players since they had only signed up with 5, but oh well. So, we ended up filling the server with 16 players. The big problem was, I was locked out and spammed my teammates aim/msn to tell them to get rid of one of our teammates so I could join. Then, we started playing and we had 8 players, but we did not know that Luzifer and Sky were locked out of the server. Then garisimo's connection dropped after the 3rd round or so. By that time, I'm guessing, Luzi and Sky had probably stopped trying to connect to the server. So, we ended up playing 7 on 8 vs FWW.<br />
<br />
:This doesn't happen in Cafe of Z-Man's server since they allow 32 clients, we got to fix that for Wild West.<br />
<br />
:Holes, heh, I've gotten holed everytime I've played the Ladle, so for FWW to hole me constantly over 3 matches wasn't surprising, but one thing really pissed me off. It was 4 on 2 (we had 2) and my defense was pretty big and my sweeper (don't remember who it was) was doing a great job. Then, I see their defense and sweeper attack. They grind eachother the length of the grid and torpedo into my defense. You can say that's good strategy, but, if a team has to torpedo me to win, it pretty much takes the fun out of it. Especially since this was near the beginning of the 3rd match. So instead of us getting a possible 10 points for winning the round, they get 10. Basically a 20 point swing. Then we /team messaged each other saying, "Hole them!" but then we all decided not to since we thought it showed poor sportsmanship.<br />
<br />
:All in all, it was fun playing against a team consisting of: Lackadaisical, madmax, MaZuffeR, eggcozy, newbÎe, pavelo, PsYkO, & wHaTuP.<br />
<br />
:Great competition and looking forward for a rematch.<br />
<br />
<br />
;PsYkO<br />
:It seemed to us that the ladle starts at 8:30 GMT and first bracket starts at 8:30 GMT, not 9:15. All of us seemed ready at around 8:45GMT but we were missing an admin. Correct me if I'm wrong but it was 8v8 throught he middle of round 2, and start of round 3 it was 8v8 again, I'm sure me and you should know this best because at the start of every round I'm circling and looking at how many from each team are alive. About you expecting 5 cuz only 5 were signed up. This is a bit sticky. See we did only have 5 signed up because it states that for a person to sign up they have to come to the challenge board and sign themselves up. This isn't strictly enforced but I can tell you that TuI also had 5 members, one hour later had like 10-12 members signed up =D lol. Holes are part of the game, I get holed by every single team in the ladle.<br />
:The Reservoir Dogs will maybe make a return sometime in the future, but not for a whiiillleee.<br />
<br />
;~ X ~<br />
:Haha, I just loved the laddle. Before it started, everyone was saying we going to be playing against some of the 'best' European players (FFW), so we should practice as much as we can. Ha, what a joke that was! Rather than showing experience and their skills,which I was so looking forward to, it ended up as an opposite. The first two matches were great, the opposite team was doing incredible job, before I guess we pissed them off and caught them by surprise by winning the 2nd match. After that the whole hell turned lose. There wasn't no more competition, there was only one way one and one way only, HOLING! It seemed that our defense started screaming "DEF DOWN" more often every single match till the end. There was no more challenge left in the game except figuring on how to prevent our self's from getting holed. After a few rounds in game, the team also decides, why try to break a defense if we could just torpedo (in the middle of the game). Now that was a main highlight I'm guessing. Kind of guessing they really NEEDED to win no matter what at that point. There was no skills involved afterwards, only non-stop irritating holing. Sure I guess people say holes are part of the game and you should hole, but most do show some kind of decency of actually trying to win. I never saw any challenge we were suppose to have fighting against some of the most experienced players on tron, or maybe I'm just wrong, being one of the best players you got to be best at holing the other team, who knows, but I'm finding out more and more things. Instead I did figured out one thing during this laddle, is the next time we fighting some of the so called overrated 'best' players of tron, is to be prepared for non stop holing.<br />
<br />
; egg<br />
:Playing anonymous seems to lend itself more to all the name calling. In the final, I didn't even know who Mr. X and Mr. Blue was on my own team. Anonymity needs to be taken out of tourneys at some point in the distant future.<br />
:I'm sure everything has been said already in arguments about holing ... maybe the team who is being holed should just not die. I'm sure thats been said.<br />
:TUI is a good team, but their whole focus is on defense. There were times when they had 3 and we had 2, or just 2 on 2, and all they wanted to do was defend till we had one left. My connection was awful, the server was to put it nicely, not so great, and I was not in a position to do anything close to walls, but TUI insisted on playing turtle, putting me with my crappy connection up against two with American connections. They deserved every hole they received.<br />
:<br />
:In the future, remind me not to play on a team with even one player who thinks double grinding is a good thing. There was one on our team who insisted on being 2 or 3 and insisted on DG.<br />
:Team Something Something is still the best team ever :-D<br />
<br />
; PsYkO<br />
:I've never won anything on this game where the opponent has admitted defeat =_= Ok TuI you are the best clan and best ladle team, you guys are teh pwn<br />
<br />
;~ X ~<br />
:Jeez, you the most irritating person I ever came across on Tron, are you trying or that's just your nature being an asshole?<br />
<br />
;PsYkO<br />
:Jeez, I'm sorry that you can't even say that a team of 8 of probably the best 10 fortress players isn't better than TuI. So you think I'm irritating huh? Now you know how most of the fortress player feels about TuI players. There are those that think I'm a great guy, those that think I'm a complete dick. The same goes for you or anyone else pretty much in the world. <br />
<br />
;JJBean<br />
: Psyko I still think it's funny you and whatup ditched your 'elite' speeders clan to play with the foggies. But it's even funnier that your 'elite' speeders clan couldn't even beat half of the oops clan and the other half rubber players. WD on the win, also wd to sp for being so awsomely good.<br />
<br />
;PsYkO<br />
:Considering I organized our team and I told k3nny (our ladle organizer) well in advance that i was going to play for another team, I hardly call that ditching, but hey you can try and convince some of them that.. Yes SP lost, but so did you. Correct me if I'm wrong but in the same round? And before that losing a 2v1 by basically 100-0 if it wasn't for a suicide. Hardly in a position to run your mouth JJ.<br />
<br />
;2020<br />
:Good games. Best ladle for me for a long time... Enjoyed the first game and thanks to rico of |x| i got to play in their team in the semi and final. Nice analysis rico, though i must admit, opponents chatting and bawking is expected in a high-testosterone environment; such chat comes with the game... and holing is allowed, we just didn't cover defence well... Rico: as a captain, you are superb, and it was a pleasure to work in a team, positive comments by flex, humour from subz... <br />
:lacka says it all...<br />
:psyko's right too: best team on the night, though i am waiting for a team to dominate who are full of average players but they play as a unit...<br />
:durka is right too too: normally we skip the quarters if the semi is empty... but this does need to be communicated between captains, players, etc... as for holing -- guys, it is part of the game, it is not a game fault... it might be a low-honour technique, but in game-ware, anything within the rules goes...<br />
:hehehe as for the rest of it, it is a competition, and none of us like to lose hehehe<br />
<br />
;Hoax<br />
: egg "in the future, remind me not to play on a team with even one player who thinks double grinding is a good thing. There was one on our team who insisted on being 2 or 3 and insisted on DG."<br />
:Thats funny because I remember when I was first playing fortress, the worst abuse I ever received was from you. This was because I was '''not''' double grinding. I also dont get the obsession with name alliases either when we are all in a tournament. Rico pretty much summed it up. Credit to wrtl 2020 & legit for playing for us also.<br />
<br />
;Egg<br />
: Hoax, you are wrong. I don't know who you are thinking of, but I have never in my life told anyone they should double grind. I have always thought that it hurts the team more than it helps. Usually the only players I have "abused" are players who DG poorly with the result of killing me when I am center.<br />
:"Obsession" is a strong word regarding my thoughts on anonymity. Just an opinion. I like to know who individual players are on my team and the other team (more important for the team I am on). You don't see players in the World Cup or the World Series deciding they want to be called W30wN3DU. I guess it's probably something that can not be changed with 13 year olds and online play though.<br />
<br />
<br />
== Previous Winners ==<br />
<br />
The [[Ladle-11/Results|Eleventh Tronic Ladle]] was won by Fogies with Wheelchairs on Sunday 6th May<br />
<br />
The [[Ladle-10/Results|Tenth Tronic Ladle]] was won by [http://tui.owns.it TuI ~ Tronners Under the Influence] on Sunday 1st April<br />
<br />
The [[Ladle-9/Results|Ninth Tronic Ladle]] was won by [[Team somethingsomething]] on Sunday 4th March<br />
<br />
The [[Ladle-8/Results|Eighth Tronic Ladle]] was won by [http://tui.owns.it TuI ~ Tronners Under the Influence] on Sunday 4th February<br />
<br />
The [[Ladle-7/Feedback|Seventh Tronic Ladle]] was won by Speeders on Sunday 7th January<br />
<br />
The [[Ladle-6/Feedback|Sixth Tronic Ladle]] was won by [[Team somethingsomething]]<br />
<br />
The [[Ladle-5/Feedback|Fifth Tronic Ladle]] was won by [[Tronic Monkeys]] in a closely fought final on 5th November 2006<br />
<br />
The [[Ladle-4/Feedback|Fourth Tronic Ladle]] was won by proN00bz on 1st October 2006.<br />
<br />
The First [[4 Team Fortress Tourney 1|4 Team Fortress Tournament (4TFT)]] was won by [http://crazy-tronners.com Crazy Tronners (CT)] on Sunday, September 17th, 2006<br />
<br />
The [[Ladle-3/Feedback|Third Tronic Ladle]] was won by [[Ladle Winners|Anarchic Wanderers]] on 3rd September 2006.<br />
<br />
The First [[International_Tron_World_Cup|Tron World Cup]] took place in July and August 2006 and was won by the United Kingdom. Full scores of the matches are available on the [http://lod.bigreddesign.co.uk/twc/ Official TWC Site]<br />
<br />
The [[Ladle-2/Feedback|Second Tronic Ladle]] was won by [[Ladle Winners|Anarchic Wanderers]] on 29th August 2006.<br />
<br />
The [[Ladle-1/Feedback|First Tronic Ladle]] was a fortress tournament with seven teams and was won by [[Ladle Winners|Shadow League]] on 1st July 2006. <br />
<br />
The [[THE SPOON|Tronic Spoon]] was a fortress tournament of 87 players arranged into 8 and was won by [[Team somethingsomething]] in March 2006.<br />
|}<br />
<br />
{{:Ladle/Feedback}}<br />
<br />
{{:Ladle/Results}}</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Server_Administration&diff=20737Server Administration2008-01-17T22:34:43Z<p>Wrtlprnft: Reverted edits by 222.235.64.181 (Talk); changed back to last version by 70.113.120.68</p>
<hr />
<div>{{Sections}} <!-- Template:Sections should be at the top of each section --><br />
<br />
Here you will find various guides to creating and administering game servers.<br />
<br />
== [[Server Administration Guide]] ==<br />
<br />
Basic guide for setting up a game server. This is your first and hopefully last, resource when you decide to run your first Armagetron Advanced game server. It will walk you through setting up the server, making it available on the internet, basic game and physics settings, and it will set you loose. You should at least read it, even if some of the material strikes you as being particularly basic. It is intended to be used by a fairly computer-literate person who has very little or no knowledge of server operations of any sort.<br />
<br />
== [[Advanced Server Administration Guide]] ==<br />
<br />
So you've been running a server for awhile and now you'd like to do more with it? Maybe you've found that there are some punk-ass players out there that you really want to kick off your server? Maybe your players are asking for more, and you're saying "Hell yeah!" but you don't know what to actually do about it?<br />
<br />
== [[Remote Moderation]] ==<br />
<br />
So you want your server moderated but you have to explain how to kick and ban remotely to everyone that you want to help moderate it. Well, send them to this page!<br />
<br />
<br />
<br />
== [[Console Commands]] ==<br />
<br />
A complete list of console commands.<br />
<br />
== Making the server run as a service in Windows NT (2000/XP) ==<br />
This is probably one of the easiest things to do for amateur admins. You start by editing the config files located usually (C:) Drive under Program Files and inside the Armagetron Dedicated Server folder. Once you alter those to your liking, create a shortcut on the desktop for the armagetron dedicated server.exe file. Click it ands you should have DOS prompt window show up that spews out text about what is exactly happening to and inside the server, you can mimimize it and not worry about it hanging for freezing. This is probably one of the easiest ways to run a server. '''Except that this isn't running as a service.'''<br />
<br />
'''Drawbacks of running a server with Windows:''' Due to the intense graphics the GUI windows uses. The computer may sturr up some lag for players. It is highly suggestive that if you run a windows server, make sure you have a higher end model computer and a fast connection.<br />
*TODO: Check if [http://www.codeproject.com/system/xyntservice.asp| XYNTservice] can be integrated into the code or used to run win32 dedis as services. Is the absense of a server console a problem ? the server does not have a console as it's run under another users accounts and there is no way in windows (AFAIK) to access it. We might send a message to the service ? --[[User:Joda|Joda]] 10:56, 19 March 2007 (CDT)<br />
<br />
{{Sections}} <!-- Template:Sections should be at the top of each section --></div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=AFL_Contact&diff=20736AFL Contact2008-01-17T22:33:47Z<p>Wrtlprnft: Reverted edits by 80.93.226.202 (Talk); changed back to last version by Jonathan</p>
<hr />
<div>{{AFLTbl}}<br />
<br />
The Armagetron Fortress League is organized and administered by a group of volunteers for your enjoyment. This page serves to both give credit to those people and give a way to contact them.<br />
<br />
== Contact Methods ==<br />
<br />
The best way to contact us is by visiting the irc channel #afl on freenode.<br />
<br />
If you don't have an irc client, you can just use this nice link provided by Durka (warning: requires Java):<br />
<br />
http://durdur.freehostia.com/irc/afl.html<br />
<br />
Other than that, you may use the user pages here for the people listed, or PM them through the [http://forums.armagetronad.net forums]. You should generally find the person most apt for the problem. For example, if you think that a game you just played contained serious violations, you want a Judge.<br />
<br />
== Judges ==<br />
<br />
Judges are the people who make mediation decisions. When a question of interpretation of the rules comes up, it's a Judge who answers. When a game requires review for any reason, a Judge is required to do that. Once a Judge gives an answer, if you disagree with that judge, you can appeal exactly one time. Judges that are with us from season to season also band together to make policy decisions and the like. Basically, if you imagine the organization as a hierarchical tree of authority, judges are the top. The organization isn't setup that way, however, so use the tree model only as an aid to finding the right person to talk to. You can't go wrong talking to a judge, he'll at least refer you to the right person.<br />
<br />
* Lucifer [http://forums.armagetronad.net/profile.php?mode=viewprofile&u=233 contact]<br />
* DrJoeTron<br />
* kamp<br />
<br />
== Server Administrators ==<br />
<br />
The following people administer the league's servers. Issues with specific servers should be brought to their attention. Administrators have three and only three responsibilities: make sure their server is running when a game is scheduled to play on it, make sure their server is using the approved league settings, and make sure there is someone available with the admin password during the game. The first is solved by running it 24/7 and has the added benefit of letting teams that claim it as home use it for practice. The second is solved by downloading and installing the league rule zip file. The third is best solved by giving both team captains the password, and optionally changing it after the game. Optionally, if giving team captains isn't an option, the server admin can show up and do it himself or have someone he trusts show up to do it, or find some other way to make it done (a really liberal poll setting will work too).<br />
<br />
* [[User:Z-man|z-man]]<br />
* Lucifer<br />
* Rico<br />
* Manta<br />
* Durka<br />
<br />
== Organizers ==<br />
<br />
These people have helped organize the league. They are listed last, but not least, primarily to prevent you from having to scroll down a long list of people to find the person you need to contact for current questions and issues. Organizers may or may not stay with the league from season to season, and their primary purpose is to provide useful input to make sure we're thorough in setting up. Because of their work helping to setup, if you can't get the ear of one of the above listed persons, you might try one of these guys down here. They can at least help you get into contact with the right person for your problem, and in many cases they can help you resolve it.<br />
<br />
* Lucifer<br />
* kamp<br />
* DrJoeTron<br />
* ghableska<br />
* Luke-Jr<br />
* Vanhayes<br />
* wrtlprnft<br />
* Lackadaisical<br />
* madmax<br />
* Durka</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Server_Administration_Guide&diff=20735Server Administration Guide2008-01-17T22:33:07Z<p>Wrtlprnft: despamifying</p>
<hr />
<div>Setting up a server for Armagetron Advanced isn't terribly difficult, but there are a few things you need to consider when you do it. Taking a few minutes to figure out what you're trying to do will save you a whole lot of headache/heartache later on when people start playing your server.<br />
<br />
== Starting out ==<br />
<br />
Before you consider what OS you're going to use, what version of the game to run, and so forth, you should figure out a few basic parameters of the server. Here are some you should consider.<br />
<br />
=== Private or Public? ===<br />
The setting <code>TALK_TO_MASTER</code> is off by default. To make your server public (available on the master server list), you must turn on this setting. If it is off, players will only be able to connect to your server through the [[Server Bookmarks]] using your IP address. If you are connected to the internet through a router, normally used so that multiple computers can share the same internet connection, you will also need to open a port.<br />
<br />
More information on both of these topics is available below.<br />
<br />
=== Moderated? ===<br />
<br />
Armagetron Advanced supports a limited but expanding set of in game administration commands(in 0.2.8, it will be a fairly comprehensive set). The catch is that you can only have one administration password. So in order to make moderators on your server, all you have to do is give out the administration password.<br />
<br />
The alternative is to use the voting features that are intended to allow players to moderate the server as they see fit.<br />
<br />
You can go either way, of course. It's entirely up to you.<br />
<br />
=== Round or Match ===<br />
<br />
There are plenty of ways to setup scoring on a server. A common setting is one point for each kill. While this scoring method encourages competitive play, it's not always desirable. On some servers, just surviving to the end of the round is quite an accomplishment, and you may wish to reward players for doing so. Too much of a reward will encourage players to just screw around instead of fighting.<br />
<br />
You should also consider if you even want the standard gladiator-style fighting. It's certainly possible to set up scoring to allow for different games, such as [[Roulette]], and to encourage different playing styles. So just take a few minutes to think about it. It'll pay off in the end, because the default game server settings aren't necessarily the most popular scoring rules, and unless you really want the default scoring, you could lose most of your audience in the first two hours of operation if you didn't think about scoring.<br />
<br />
== Requirements ==<br />
<br />
=== If you fall short ===<br />
<br />
If you cannot meet the requirements to host a server yourself (or simply don't want to leave your computer on 24/7), don't despair! There are companies that specialize in hosting colocated servers-- you can use many of them (such as [http://www.sevenl.net/ SevenL] or [http://www.vr.org VR Hosted]) to host an Armagetron Advanced server. If you don't have the expertise or want to bother with maintaining a full Linux server, you can get hosting specifically for Armagetron from [http://lightfoot.dashjr.org lightfoot.dashjr.org] without needing to setup anything.<br />
<br />
=== Hardware ===<br />
<br />
Hardware requirements are fairly small. The game itself will only need around 10MB of RAM or so, more for more players. So whatever the minimal requirements for your target operating system will usually suffice. It is important to make sure that the game will not have any of its parts swapped to disk, just like with any other server, but memory usage is minimal.<br />
<br />
CPU requirements are also pretty slim. Again, whatever the requirements for your target operating system will likely suffice. A common number provided for a server CPU is a 600mhz Pentium II or greater. Some popular servers have run on as little as 800mhz AMD Duron! Starting in 0.2.7.1, it is possible to limit the framerate of the simulation itself. This gives several important traits to the game. First, it makes it play nicely even on a computer that runs other tasks (such as a web server). It also provides for more stable gameplay. Finally, it allows you to tailor the simulation for your hardware, so on a smaller CPU, you should consider limiting the framerate of the simulation to improve gameplay.<br />
<br />
=== Network ===<br />
<br />
The size and speed of your network connection is more than likely going to be your first and most serious performance bottleneck. Generally you'll want to consider that each player connected requires about 6KB/second of upstream bandwidth. So for 16 players, you'll need 96 KB/sec of upstream bandwidth. This doesn't consider any other bandwidth usage on your network, such as web browsing from a different machine. Use MAX_CLIENTS to limit the number of players accordingly.<br />
<br />
More information is given for both of these topics in the [[Advanced Server Administration Guide]].<br />
<br />
== Setting Up ==<br />
<br />
So now you've figured out what kind of server you want and how you want people to play on it, and you want to know how to set it up and optionally make it available on the master server browser. Setting up is fairly straightforward.<br />
<br />
If you do not wish to bother with setting up a server yourself, and be left to simply administrate your server, [http://lightfoot.dashjr.org lightfoot.dashjr.org] provides managed hosting for Armagetron servers-- you can just configure it how you like using a simple web interface and be ready to play.<br />
<br />
=== Install the Server ===<br />
<br />
First you need to install the server. It's common to think of any given "server" as a special machine built by old women in third-world countries, but actually, a "server" is just any machine that makes a "service" available to other users. In this case, you're going to install software on a computer, possibly your desktop computer, that will make a game service available for other users to use.<br />
<br />
So first you need to acquire the package called "armagetronad-dedicated". If you're using Linux, get one that says "linux" on it. For Windows, get the one that has ".exe" on the end of it. For Mac OS X, there's one with a ".dmg" extension for you. Usually the CPU architecture and OS are embedded in the filename, so pick the right one and install it.<br />
<br />
We won't go into too many details here about installation, consult the regular documentation for how to install the server for your architecture.<br />
<br />
=== Test the Server ===<br />
<br />
After installing the server, the first thing you should do is test it. So start it up. If you're in Linux, you will want to become the superuser and type, in a terminal, "/etc/init.d/armagetronad-dedicated start". If you're in Windows, find the icon in your Start menu and click it. Then fire up a client and see if you can connect to it as a LAN game (under Network Game). If you can do this, then you have successfully tested the server. Now you need to shut it down. In Windows, go to the console window for the server (it opens when you start the game) and type "QUIT". In Linux, just do "/etc/init.d/armagetronad-dedicated stop".<br />
<br />
== Public Servers ==<br />
<br />
If you want to host a server at home. You have to open UDP port 4534 in your firewall and possibly forward the port from your router to the PC running ArmagetronAd (and is hosting a game).<br />
=== Firewalls ===<br />
*Windows XP: Either your firewall will ask you if you want ArmagetronAd to open port 4534. You can also follow [http://support.microsoft.com/default.aspx?scid=kb;en-us;308127 these instructions] use name: "Armagetron Server" the port is UDP 4534 (leave TCP blank).<br />
*ZoneAlarm: TODO: popular? should it be added ?<br />
*Mac OS X: Go to System Preferences âÃÂàSharing âÃÂàFirewall. One way to let all traffic through is turning it off, but you may not want to do that. If you decide to leave/turn it on, look for a button labeled âÃÂÃÂAdvancedâÃÂæâÃÂÃÂ. If it exists, go there and ensure âÃÂÃÂBlock UDP TrafficâÃÂàis not checked. If it doesn't exist you have an old version that never blocks any UDP. For the curious: this is a limited GUI to ipfirewall.<br />
*Linux: TODO Lucifer ? Link to a site ?<br />
<br />
=== Port forwarding ===<br />
<br />
If you have a router with [http://en.wikipedia.org/wiki/Network_address_translation NAT], you'll want to forward a port to your server so others can reach it. Armagetron uses the UDP port from configuration option SERVER_PORT, which is 4534 by default. You'll probably want a forwarding entry that looks like:<br />
* Local/internal address: &lt;your server's IP address&gt;<br />
* Protocol: UDP<br />
* Local/internal port: &lt;SERVER_PORT&gt;<br />
* Remote/external port: anything should work, but &lt;SERVER_PORT&gt; is common.<br />
<br />
It is important that your server's IP address never changes. You can manually choose an address outside the address pool used by DHCP, or an address that is unlikely to be assigned (e.g. if the lowest available address is always assigned, you can use an address ending with 100), or disable DHCP altogether and configure everything manually. [http://www.portforward.com/ http://www.portforward.com/] has more info on that.<br />
<br />
If you can't figure it out, consult your router's manual. You can also look for help at the aforementioned [http://www.portforward.com/ http://www.portforward.com/], which has tutorials for many routers, and a forum. It doesn't have an Armagetron entry (yet), but it has been found that [http://www.portforward.com/english/applications/port_forwarding/F-22Lightning3/F-22Lightning3index.htm F-22 Lightning 3's] port range contains Armagetron's default port, so if you're absolutely clueless you can go with that.<br />
<br />
==== Dynamic external IP addresses ====<br />
<br />
If you have a dynamic external IP address, you can use a service like DynDNS's [http://www.dyndns.com/services/dns/dyndns/ Dynamic DNS] to map a name to your IP address. When your IP address changes, a small updater program will send the new address to DynDNS and update the address associated with the name. You should set the setting SERVER_DNS to the name you registered to ensure clients and the master servers can keep track of you when your IP address changes.<br />
<br />
=== Secure the Server ===<br />
<br />
There isn't really a lot to do here, but you should consider how you want to secure the machine. If you think it will be necessary to ban certain players, then a firewall is your only option. Since ArmagetronAd 0.2.8.x you are able to ban IPs.<br />
For older versions you can use a firewall that allows you to deny connections from users by IP address. It's not foolproof, but it's the only thing possible until we have player authentification.<br />
<br />
Contrarily, if you do not want internet players to be able to use your server, you will need to make sure your router prevents such players but making the port mentioned above inaccessible through the router.<br />
<br />
== [[Configuration Files]] ==<br />
<br />
At this point you should have a good idea of what kind of server you're going to run and you should also have a working server running, but you don't yet have the server you set out to build. Now you need to configure the server itself.<br />
<br />
The server is very flexible. As of the 0.2.8 release, you have pretty complete control over the simulation, and you also have some settings that you can configure the game rules a bit. So now all you need to do is make the settings, right? Wrong. :) First you need to understand how the settings are loaded and in what order.<br />
<br />
<br />
<br />
=== Examples ===<br />
<br />
Note: These examples first appeared in one of the release candidates for 0.2.8. Depending on what version you install, you may not have all of them, or even any of them. The final 0.2.8 release will have them for all platforms, however.<br />
<br />
Several example files are provided to help you get set up and running quickly. These files contain snippets of settings that range from simple adjustments to cycle physics to more complex snippets that encapsulate complete game rules. So if you've played a server that you really enjoy and you'd like to use it as a base to build your own server, you can look to see if any of the example snippets provide the settings you're wanting.<br />
<br />
Some of the snippets are named from the servers they came from. When you see this, it is because the file contains a fairly complete set of settings to make a server exactly like the server where the settings originated. Others are named after a specific action. These may have originated in a server, or they may not have originated in a server. If they came from a server, you can read the comments in the file to see which server they came from.<br />
<br />
Each example snippet is built with the intention of being included in your <code>settings_custom.cfg</code> file so you don't have to copy and paste the contents in order to use them. Be warned, however, that the example snippet you've picked may be changed in an upgrade. This will happen periodically when the game engine changes in a way that renders the settings snippet in a different fashion than it was intended, and the changes will be made to attempt to bring that file back to the same feel of play as it originally had. If you want to use those upgrades to your benefit, then you can and should go ahead and include the snippet file as shown. If you want to insulate your server from such upgrades, then you'll need to copy and paste the contents of the file into your own <code>settings_custom.cfg</code>.<br />
<br />
Examples:<br />
<br />
To make a fortress server, add this line to <code>settings_custom.cfg</code>:<br />
<br />
<code>INCLUDE examples/fortress_soccer.cfg</code><br />
<br />
To add a death zone to your server, you can add this line:<br />
<br />
<code>INCLUDE examples/death_zone.cfg</code><br />
<br />
To add a single-use booster in place of the brake, you can use:<br />
<br />
<code>INCLUDE examples/single_use_turbo.cfg</code><br />
<br />
Some of the example files may modify the same settings that others modify. When two examples conflict in this fashion, the one that is listed last will override all others. So place the one you wish to have persist at the end.<br />
<br />
If you'd like to taylor the settings after you've included them, place your own settings after the relevant include lines. In fact, you should place all of your additional settings after all includes in order to ensure that no new included file will override your own settings.<br />
<br />
=== Making your own Settings ===<br />
<br />
The most common settings to change affect game logic, scoring, and some basic simulation such as cycle speed, acceleration, and so forth.<br />
<br />
==== Simulation Settings ====<br />
;EXPLOSION_RADIUS<br />
:Blast radius of cycle explosions. Set to 0 to have no explosion radius (obviously).<br />
;WALLS_LENGTH<br />
:Cycle trail length. Set to -1 to have infinite trails.<br />
;WALLS_STAY_UP_DELAY<br />
:Cycle trail stay up this long after the cycle's destruction, measured in seconds.<br />
;SPEED_FACTOR<br />
:Cycle speed factor. Increase this by two to double the speed<br />
;CYCLE_RUBBER<br />
:This affects grinding. Higher numbers allow players to get closer to walls before crashing. It's intended to be used solely to correct for lag, but it's usually not used that way.<br />
<br />
==== Map Settings ====<br />
;ARENA_AXES<br />
:Sets the number of possible driving directions (used only when map is axes-independent, otherwise the map overwrite this value)<br />
;MAP_FILE<br />
:This describe how to retreive a map. It uses a special syntax to allow to describe the location of the map on the local disk and a possible list of network based location, such as web url, where to retreive the file. The syntax is "[./][directory[/directory[...]]]/filename [(fulluri[; fulluri[; fulluri[...]]])]". By default, missing files are looked up by the client on the central resource repository. If one of more URI are given in the MAP_FILE, they will be queried before going to the resource repository.<br />
<br />
==== Game Rules ====<br />
<br />
;SCORE_WIN<br />
:Points you gain for being last one alive. Also known as "camping points"<br />
;SCORE_SUICIDE<br />
:Points you gain for every stupid death (race into the rim/your own wall). It is added, so negative numbers are appropriate here unless you want to reward people for being stupid.<br />
;SCORE_KILL<br />
:Points you gain for everyone racing into your wall.<br />
;SCORE_DIE<br />
:Points you gain for every time you race into someone else's wall. Like SCORE_SUICIDE, you should make this a negative number unless you want to reward people for sucking.<br />
<br />
;LIMIT_SCORE<br />
:Score limit. When a player reaches this score, the match ends and that player wins. Ties are resolved by playing another round until one player has more points than the rest.<br />
;LIMIT_ROUNDS<br />
:Max number of rounds to play. When this is reached, the highest-scoring player is named the winner.<br />
;LIMIT_TIME<br />
:Max time (in minutes). When this is reached, the highest-scoring player is named the winner of the match.<br />
<br />
Here is a pretty common setup:<br />
<br />
<pre><br />
SCORE_WIN 0<br />
SCORE_SUICIDE 0<br />
SCORE_KILL 1<br />
SCORE_DIE 0<br />
<br />
LIMIT_SCORE 10<br />
LIMIT_ROUNDS 40<br />
LIMIT_TIME 30<br />
</pre><br />
<br />
This is the scoring system used on servers like Swampland, the old Tigers Network servers, and the goshdarn clones that are floating around. It basically means you have to get 10 points by killing other players to win the match. Breakfast in Hell used a variation:<br />
<br />
<pre><br />
SCORE_WIN 0<br />
SCORE_SUICIDE 0<br />
SCORE_KILL 1<br />
SCORE_DIE 0<br />
<br />
LIMIT_SCORE 1000<br />
LIMIT_ROUNDS 40<br />
LIMIT_TIME 7<br />
</pre><br />
<br />
You still had to kill people to win, but the match was limited to 7 minutes. After 7 minutes, a winner was declared. The Crack Pipe still uses these settings at the time of writing but may change in the future.<br />
<br />
'''This isn't a complete list!'''<br />
<br />
There are a whole slew of configuration items available. Since the config items are the same as console commands, you can see a pretty complete list on the [[Console Commands]] page.<br />
<br />
== Finishing Up ==<br />
<br />
The last thing you need to figure out is usually the first thing you know. Do you want this server to be known by the master server? If so, you need to add this line to your settings_custom.cfg:<br />
<br />
<code><br />
TALK_TO_MASTER 1<br />
</code><br />
<br />
Note: in previous versions, this was the default, but as of 0.2.8, the default will be to not talk to master. You will have to manually set that, so make it the last thing you do before starting the server up for play.<br />
<br />
You will also likely need to set <code>DEDICATED_IDLE</code> to 0. If you're in Linux and you're using the init script, then you probably don't have to worry about it, because the init script will restart the server automatically. But if you're not in Linux, you'll need to place this in your settings_custom.cfg:<br />
<br />
<code><br />
DEDICATED_IDLE 0<br />
</code><br />
<br />
If you want your server to be known on the internet, you will probably need to open a port in your router. The default port is 4534, and you need to open it for "udp". Instructions on how to configure this on your router are beyond the scope of this document, you should consult your owner's manual for further information.<br />
<br />
Of course, when that's all done, you need to start the server. Use the same procedure already referenced.<br />
<br />
== Conclusion ==<br />
<br />
This article is the basic "How to setup a game server" article. After reading through this article and getting your server running, the best thing you can do is to play your server for awhile, talk to other administrators, and so forth. Find out what people want, or figure out what you want. Tweak your settings however you'd like, it's your server. When you feel like you've got the hang of running a server, check out the [[Advanced Server Administration Guide]] for more cool things you can do with your server.<br />
<br />
In the meantime, have fun!<br />
<br />
[[Category:Server/config]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Development_Docs&diff=20734Development Docs2008-01-17T22:32:13Z<p>Wrtlprnft: despamifying</p>
<hr />
<div>{{Sections}} <!-- Template:Sections should be at the top of each section --><br />
<br />
This is documentation for developers or for people who just want to hack on the code. It is not intended to replace the automatic API documentation generated by doxygen (we do have a doxyfile, right?), but is intended to supplement those documents with additional information that may not necessarily appear in the API docs. It is also not intended as a substitute for good commenting tactics. And finally, it is a place to put planning documentation (like the stuff Philippe writes), proposals, RFC-type material, and so forth. But not the roadmap, we use Sourceforge's tracker for that.<br />
<br />
== Documentation ==<br />
<br />
* [[Wiki Structuring Project]]<br />
<br />
== Building the Game ==<br />
<br />
Building Armagetron Advanced boils down to 4 basic steps. The steps themselves are each highly platform-dependent, but the four steps are the same everywhere. Each step differs further in whether or not you're building from a branch or the trunk, and each branch may differ. Finally, each step differs depending on if you're building a source release or from version control. Here we'll concern ourselves with building the trunk only. Releases should include their own build instructions.<br />
<br />
# Install the development environment<br />
# Satisfy dependencies<br />
# Unpackage source/source checkout from version control<br />
# Build a distribution<br />
<br />
Platform-specific instructions (they should all follow the four step structure given, that's why it's there!):<br />
<br />
* [[Windows Development]]<br />
* Linux<br />
* Mac OS X<br />
<br />
todo: the linux and mac os x pages<br />
<br />
== Other useful hacker documentation ==<br />
<br />
* [[Windows Development System]]<br />
* [[Working with SVN]]<br />
* [[Cross-compiler]]<br />
* [[Used Libraries]]<br />
* [[Working with SVK]]<br />
* [http://wrtlprnft.ath.cx/doxy/html/ Doxy]<br />
<br />
== Stuff That's Current ==<br />
<br />
* [[Config Item Purposes]]<br />
* [[Debug Recording]]<br />
* [[Error Handling]]<br />
* [[List of nDescriptors]]<br />
* [[Project Dependency Structure]]<br />
* [[Adding a buildslave]]<br />
<br />
== Stuff in SVN HEAD ==<br />
<br />
* [[Embedded Web Server]]<br />
* [[Map/Config Rotation]]<br />
* [[Particle System]]<br />
* [[Joda's Team Code]]<br />
* [[New Sound Engine]]<br />
* [[Spawn points]]<br />
* [[Zones v2]]<br />
<br />
* [[Cockpit Tutorial]] | [[Cockpits list]]<br />
* [[vValue]]<br />
<br />
== Data File Handling ==<br />
<br />
* [[Config Files]]<br />
* [[Resource System]]<br />
* [[Statistical Collections Database]] (fancy way of saying "stat files")<br />
<br />
== Stuff That's Real but doesn't fit above ==<br />
<br />
* [[Experimental Map Features]]<br />
* [[Send DTD on the resource repository through ssh]]&mdash;only of interest for people on the development team<br />
<br />
== Wishlist, or Stuff that's planned ==<br />
<br />
(Might not be planned, but this is it)<br />
<br />
* [[Goals]]<br />
* [[Scripted GUI Notes]]<br />
* [[Authentication]]<br />
* [http://forums.armagetronad.net/viewtopic.php?t=986 Reshaping the Arena]<br />
* [http://forums.armagetronad.net/viewtopic.php?t=1742 Map format]<br />
<br />
== History ==<br />
<br />
This is stuff that's of historical significance to the project. It's very difficult to remember where you're going if you don't remember where you came from, right? This is technical stuff. Community history should have its own section.<br />
<br />
* [[What Went Wrong in Armagetron]]<br />
<br />
{{Sections}} <!-- Template:Sections should be at the top of each section --><br />
{{Category:Development}}</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Server_Administration_Guide&diff=20733Server Administration Guide2008-01-17T22:31:34Z<p>Wrtlprnft: Reverted edits by 222.235.64.181 (Talk); changed back to last version by 194.186.20.232</p>
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<br />
<br />
Setting up a server for Armagetron Advanced isn't terribly difficult, but there are a few things you need to consider when you do it. Taking a few minutes to figure out what you're trying to do will save you a whole lot of headache/heartache later on when people start playing your server.<br />
<br />
== Starting out ==<br />
<br />
Before you consider what OS you're going to use, what version of the game to run, and so forth, you should figure out a few basic parameters of the server. Here are some you should consider.<br />
<br />
=== Private or Public? ===<br />
The setting <code>TALK_TO_MASTER</code> is off by default. To make your server public (available on the master server list), you must turn on this setting. If it is off, players will only be able to connect to your server through the [[Server Bookmarks]] using your IP address. If you are connected to the internet through a router, normally used so that multiple computers can share the same internet connection, you will also need to open a port.<br />
<br />
More information on both of these topics is available below.<br />
<br />
=== Moderated? ===<br />
<br />
Armagetron Advanced supports a limited but expanding set of in game administration commands(in 0.2.8, it will be a fairly comprehensive set). The catch is that you can only have one administration password. So in order to make moderators on your server, all you have to do is give out the administration password.<br />
<br />
The alternative is to use the voting features that are intended to allow players to moderate the server as they see fit.<br />
<br />
You can go either way, of course. It's entirely up to you.<br />
<br />
=== Round or Match ===<br />
<br />
There are plenty of ways to setup scoring on a server. A common setting is one point for each kill. While this scoring method encourages competitive play, it's not always desirable. On some servers, just surviving to the end of the round is quite an accomplishment, and you may wish to reward players for doing so. Too much of a reward will encourage players to just screw around instead of fighting.<br />
<br />
You should also consider if you even want the standard gladiator-style fighting. It's certainly possible to set up scoring to allow for different games, such as [[Roulette]], and to encourage different playing styles. So just take a few minutes to think about it. It'll pay off in the end, because the default game server settings aren't necessarily the most popular scoring rules, and unless you really want the default scoring, you could lose most of your audience in the first two hours of operation if you didn't think about scoring.<br />
<br />
== Requirements ==<br />
<br />
=== If you fall short ===<br />
<br />
If you cannot meet the requirements to host a server yourself (or simply don't want to leave your computer on 24/7), don't despair! There are companies that specialize in hosting colocated servers-- you can use many of them (such as [http://www.sevenl.net/ SevenL] or [http://www.vr.org VR Hosted]) to host an Armagetron Advanced server. If you don't have the expertise or want to bother with maintaining a full Linux server, you can get hosting specifically for Armagetron from [http://lightfoot.dashjr.org lightfoot.dashjr.org] without needing to setup anything.<br />
<br />
=== Hardware ===<br />
<br />
Hardware requirements are fairly small. The game itself will only need around 10MB of RAM or so, more for more players. So whatever the minimal requirements for your target operating system will usually suffice. It is important to make sure that the game will not have any of its parts swapped to disk, just like with any other server, but memory usage is minimal.<br />
<br />
CPU requirements are also pretty slim. Again, whatever the requirements for your target operating system will likely suffice. A common number provided for a server CPU is a 600mhz Pentium II or greater. Some popular servers have run on as little as 800mhz AMD Duron! Starting in 0.2.7.1, it is possible to limit the framerate of the simulation itself. This gives several important traits to the game. First, it makes it play nicely even on a computer that runs other tasks (such as a web server). It also provides for more stable gameplay. Finally, it allows you to tailor the simulation for your hardware, so on a smaller CPU, you should consider limiting the framerate of the simulation to improve gameplay.<br />
<br />
=== Network ===<br />
<br />
The size and speed of your network connection is more than likely going to be your first and most serious performance bottleneck. Generally you'll want to consider that each player connected requires about 6KB/second of upstream bandwidth. So for 16 players, you'll need 96 KB/sec of upstream bandwidth. This doesn't consider any other bandwidth usage on your network, such as web browsing from a different machine. Use MAX_CLIENTS to limit the number of players accordingly.<br />
<br />
More information is given for both of these topics in the [[Advanced Server Administration Guide]].<br />
<br />
== Setting Up ==<br />
<br />
So now you've figured out what kind of server you want and how you want people to play on it, and you want to know how to set it up and optionally make it available on the master server browser. Setting up is fairly straightforward.<br />
<br />
If you do not wish to bother with setting up a server yourself, and be left to simply administrate your server, [http://lightfoot.dashjr.org lightfoot.dashjr.org] provides managed hosting for Armagetron servers-- you can just configure it how you like using a simple web interface and be ready to play.<br />
<br />
=== Install the Server ===<br />
<br />
First you need to install the server. It's common to think of any given "server" as a special machine built by old women in third-world countries, but actually, a "server" is just any machine that makes a "service" available to other users. In this case, you're going to install software on a computer, possibly your desktop computer, that will make a game service available for other users to use.<br />
<br />
So first you need to acquire the package called "armagetronad-dedicated". If you're using Linux, get one that says "linux" on it. For Windows, get the one that has ".exe" on the end of it. For Mac OS X, there's one with a ".dmg" extension for you. Usually the CPU architecture and OS are embedded in the filename, so pick the right one and install it.<br />
<br />
We won't go into too many details here about installation, consult the regular documentation for how to install the server for your architecture.<br />
<br />
=== Test the Server ===<br />
<br />
After installing the server, the first thing you should do is test it. So start it up. If you're in Linux, you will want to become the superuser and type, in a terminal, "/etc/init.d/armagetronad-dedicated start". If you're in Windows, find the icon in your Start menu and click it. Then fire up a client and see if you can connect to it as a LAN game (under Network Game). If you can do this, then you have successfully tested the server. Now you need to shut it down. In Windows, go to the console window for the server (it opens when you start the game) and type "QUIT". In Linux, just do "/etc/init.d/armagetronad-dedicated stop".<br />
<br />
== Public Servers ==<br />
<br />
If you want to host a server at home. You have to open UDP port 4534 in your firewall and possibly forward the port from your router to the PC running ArmagetronAd (and is hosting a game).<br />
=== Firewalls ===<br />
*Windows XP: Either your firewall will ask you if you want ArmagetronAd to open port 4534. You can also follow [http://support.microsoft.com/default.aspx?scid=kb;en-us;308127 these instructions] use name: "Armagetron Server" the port is UDP 4534 (leave TCP blank).<br />
*ZoneAlarm: TODO: popular? should it be added ?<br />
*Mac OS X: Go to System Preferences âÃÂàSharing âÃÂàFirewall. One way to let all traffic through is turning it off, but you may not want to do that. If you decide to leave/turn it on, look for a button labeled âÃÂÃÂAdvancedâÃÂæâÃÂÃÂ. If it exists, go there and ensure âÃÂÃÂBlock UDP TrafficâÃÂàis not checked. If it doesn't exist you have an old version that never blocks any UDP. For the curious: this is a limited GUI to ipfirewall.<br />
*Linux: TODO Lucifer ? Link to a site ?<br />
<br />
=== Port forwarding ===<br />
<br />
If you have a router with [http://en.wikipedia.org/wiki/Network_address_translation NAT], you'll want to forward a port to your server so others can reach it. Armagetron uses the UDP port from configuration option SERVER_PORT, which is 4534 by default. You'll probably want a forwarding entry that looks like:<br />
* Local/internal address: &lt;your server's IP address&gt;<br />
* Protocol: UDP<br />
* Local/internal port: &lt;SERVER_PORT&gt;<br />
* Remote/external port: anything should work, but &lt;SERVER_PORT&gt; is common.<br />
<br />
It is important that your server's IP address never changes. You can manually choose an address outside the address pool used by DHCP, or an address that is unlikely to be assigned (e.g. if the lowest available address is always assigned, you can use an address ending with 100), or disable DHCP altogether and configure everything manually. [http://www.portforward.com/ http://www.portforward.com/] has more info on that.<br />
<br />
If you can't figure it out, consult your router's manual. You can also look for help at the aforementioned [http://www.portforward.com/ http://www.portforward.com/], which has tutorials for many routers, and a forum. It doesn't have an Armagetron entry (yet), but it has been found that [http://www.portforward.com/english/applications/port_forwarding/F-22Lightning3/F-22Lightning3index.htm F-22 Lightning 3's] port range contains Armagetron's default port, so if you're absolutely clueless you can go with that.<br />
<br />
==== Dynamic external IP addresses ====<br />
<br />
If you have a dynamic external IP address, you can use a service like DynDNS's [http://www.dyndns.com/services/dns/dyndns/ Dynamic DNS] to map a name to your IP address. When your IP address changes, a small updater program will send the new address to DynDNS and update the address associated with the name. You should set the setting SERVER_DNS to the name you registered to ensure clients and the master servers can keep track of you when your IP address changes.<br />
<br />
=== Secure the Server ===<br />
<br />
There isn't really a lot to do here, but you should consider how you want to secure the machine. If you think it will be necessary to ban certain players, then a firewall is your only option. Since ArmagetronAd 0.2.8.x you are able to ban IPs.<br />
For older versions you can use a firewall that allows you to deny connections from users by IP address. It's not foolproof, but it's the only thing possible until we have player authentification.<br />
<br />
Contrarily, if you do not want internet players to be able to use your server, you will need to make sure your router prevents such players but making the port mentioned above inaccessible through the router.<br />
<br />
== [[Configuration Files]] ==<br />
<br />
At this point you should have a good idea of what kind of server you're going to run and you should also have a working server running, but you don't yet have the server you set out to build. Now you need to configure the server itself.<br />
<br />
The server is very flexible. As of the 0.2.8 release, you have pretty complete control over the simulation, and you also have some settings that you can configure the game rules a bit. So now all you need to do is make the settings, right? Wrong. :) First you need to understand how the settings are loaded and in what order.<br />
<br />
<br />
<br />
=== Examples ===<br />
<br />
Note: These examples first appeared in one of the release candidates for 0.2.8. Depending on what version you install, you may not have all of them, or even any of them. The final 0.2.8 release will have them for all platforms, however.<br />
<br />
Several example files are provided to help you get set up and running quickly. These files contain snippets of settings that range from simple adjustments to cycle physics to more complex snippets that encapsulate complete game rules. So if you've played a server that you really enjoy and you'd like to use it as a base to build your own server, you can look to see if any of the example snippets provide the settings you're wanting.<br />
<br />
Some of the snippets are named from the servers they came from. When you see this, it is because the file contains a fairly complete set of settings to make a server exactly like the server where the settings originated. Others are named after a specific action. These may have originated in a server, or they may not have originated in a server. If they came from a server, you can read the comments in the file to see which server they came from.<br />
<br />
Each example snippet is built with the intention of being included in your <code>settings_custom.cfg</code> file so you don't have to copy and paste the contents in order to use them. Be warned, however, that the example snippet you've picked may be changed in an upgrade. This will happen periodically when the game engine changes in a way that renders the settings snippet in a different fashion than it was intended, and the changes will be made to attempt to bring that file back to the same feel of play as it originally had. If you want to use those upgrades to your benefit, then you can and should go ahead and include the snippet file as shown. If you want to insulate your server from such upgrades, then you'll need to copy and paste the contents of the file into your own <code>settings_custom.cfg</code>.<br />
<br />
Examples:<br />
<br />
To make a fortress server, add this line to <code>settings_custom.cfg</code>:<br />
<br />
<code>INCLUDE examples/fortress_soccer.cfg</code><br />
<br />
To add a death zone to your server, you can add this line:<br />
<br />
<code>INCLUDE examples/death_zone.cfg</code><br />
<br />
To add a single-use booster in place of the brake, you can use:<br />
<br />
<code>INCLUDE examples/single_use_turbo.cfg</code><br />
<br />
Some of the example files may modify the same settings that others modify. When two examples conflict in this fashion, the one that is listed last will override all others. So place the one you wish to have persist at the end.<br />
<br />
If you'd like to taylor the settings after you've included them, place your own settings after the relevant include lines. In fact, you should place all of your additional settings after all includes in order to ensure that no new included file will override your own settings.<br />
<br />
=== Making your own Settings ===<br />
<br />
The most common settings to change affect game logic, scoring, and some basic simulation such as cycle speed, acceleration, and so forth.<br />
<br />
==== Simulation Settings ====<br />
;EXPLOSION_RADIUS<br />
:Blast radius of cycle explosions. Set to 0 to have no explosion radius (obviously).<br />
;WALLS_LENGTH<br />
:Cycle trail length. Set to -1 to have infinite trails.<br />
;WALLS_STAY_UP_DELAY<br />
:Cycle trail stay up this long after the cycle's destruction, measured in seconds.<br />
;SPEED_FACTOR<br />
:Cycle speed factor. Increase this by two to double the speed<br />
;CYCLE_RUBBER<br />
:This affects grinding. Higher numbers allow players to get closer to walls before crashing. It's intended to be used solely to correct for lag, but it's usually not used that way.<br />
<br />
==== Map Settings ====<br />
;ARENA_AXES<br />
:Sets the number of possible driving directions (used only when map is axes-independent, otherwise the map overwrite this value)<br />
;MAP_FILE<br />
:This describe how to retreive a map. It uses a special syntax to allow to describe the location of the map on the local disk and a possible list of network based location, such as web url, where to retreive the file. The syntax is "[./][directory[/directory[...]]]/filename [(fulluri[; fulluri[; fulluri[...]]])]". By default, missing files are looked up by the client on the central resource repository. If one of more URI are given in the MAP_FILE, they will be queried before going to the resource repository.<br />
<br />
==== Game Rules ====<br />
<br />
;SCORE_WIN<br />
:Points you gain for being last one alive. Also known as "camping points"<br />
;SCORE_SUICIDE<br />
:Points you gain for every stupid death (race into the rim/your own wall). It is added, so negative numbers are appropriate here unless you want to reward people for being stupid.<br />
;SCORE_KILL<br />
:Points you gain for everyone racing into your wall.<br />
;SCORE_DIE<br />
:Points you gain for every time you race into someone else's wall. Like SCORE_SUICIDE, you should make this a negative number unless you want to reward people for sucking.<br />
<br />
;LIMIT_SCORE<br />
:Score limit. When a player reaches this score, the match ends and that player wins. Ties are resolved by playing another round until one player has more points than the rest.<br />
;LIMIT_ROUNDS<br />
:Max number of rounds to play. When this is reached, the highest-scoring player is named the winner.<br />
;LIMIT_TIME<br />
:Max time (in minutes). When this is reached, the highest-scoring player is named the winner of the match.<br />
<br />
Here is a pretty common setup:<br />
<br />
<pre><br />
SCORE_WIN 0<br />
SCORE_SUICIDE 0<br />
SCORE_KILL 1<br />
SCORE_DIE 0<br />
<br />
LIMIT_SCORE 10<br />
LIMIT_ROUNDS 40<br />
LIMIT_TIME 30<br />
</pre><br />
<br />
This is the scoring system used on servers like Swampland, the old Tigers Network servers, and the goshdarn clones that are floating around. It basically means you have to get 10 points by killing other players to win the match. Breakfast in Hell used a variation:<br />
<br />
<pre><br />
SCORE_WIN 0<br />
SCORE_SUICIDE 0<br />
SCORE_KILL 1<br />
SCORE_DIE 0<br />
<br />
LIMIT_SCORE 1000<br />
LIMIT_ROUNDS 40<br />
LIMIT_TIME 7<br />
</pre><br />
<br />
You still had to kill people to win, but the match was limited to 7 minutes. After 7 minutes, a winner was declared. The Crack Pipe still uses these settings at the time of writing but may change in the future.<br />
<br />
'''This isn't a complete list!'''<br />
<br />
There are a whole slew of configuration items available. Since the config items are the same as console commands, you can see a pretty complete list on the [[Console Commands]] page.<br />
<br />
== Finishing Up ==<br />
<br />
The last thing you need to figure out is usually the first thing you know. Do you want this server to be known by the master server? If so, you need to add this line to your settings_custom.cfg:<br />
<br />
<code><br />
TALK_TO_MASTER 1<br />
</code><br />
<br />
Note: in previous versions, this was the default, but as of 0.2.8, the default will be to not talk to master. You will have to manually set that, so make it the last thing you do before starting the server up for play.<br />
<br />
You will also likely need to set <code>DEDICATED_IDLE</code> to 0. If you're in Linux and you're using the init script, then you probably don't have to worry about it, because the init script will restart the server automatically. But if you're not in Linux, you'll need to place this in your settings_custom.cfg:<br />
<br />
<code><br />
DEDICATED_IDLE 0<br />
</code><br />
<br />
If you want your server to be known on the internet, you will probably need to open a port in your router. The default port is 4534, and you need to open it for "udp". Instructions on how to configure this on your router are beyond the scope of this document, you should consult your owner's manual for further information.<br />
<br />
Of course, when that's all done, you need to start the server. Use the same procedure already referenced.<br />
<br />
== Conclusion ==<br />
<br />
This article is the basic "How to setup a game server" article. After reading through this article and getting your server running, the best thing you can do is to play your server for awhile, talk to other administrators, and so forth. Find out what people want, or figure out what you want. Tweak your settings however you'd like, it's your server. When you feel like you've got the hang of running a server, check out the [[Advanced Server Administration Guide]] for more cool things you can do with your server.<br />
<br />
In the meantime, have fun!<br />
<br />
[[Category:Server/config]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Project_Documentation&diff=20732Project Documentation2008-01-17T22:31:30Z<p>Wrtlprnft: Reverted edits by 222.235.64.181 (Talk); changed back to last version by Rain</p>
<hr />
<div>This is for all of our procedural and decision-making documentation. So when a large decision is made, or a controversial decision, you should find what amounts to a paper trail of the process of making the decision here. Expect numerous links to forum posts. :) Also, svn commit rules and so forth is here.<br />
<br />
== [http://waterfall.davefancella.com Waterfall] ==<br />
<br />
For developers with access: [http://buildbot.davefancella.com Protected Buildbot]<br />
<br />
The waterfall is a report that tells us where the build works and where it doesn't. It's powered by buildbot, but the builds themselves are run on different machines than the report.<br />
<br />
Here's how it works. Whenever someone does some work and commits it to the repository, the buildbot sees it and some time after the repository has been committed to, it will start up a build of the affected branch or the trunk, whatever is appropriate. All platforms will be built, and whoever's made commits will be tracked.<br />
<br />
Here's how you use it:<br />
<br />
If you're one of the developers that isn't here all the time, and you return to work on your pet project, look at the waterfall and hopefully you will see the latest code builds. If that's the case, fine, jump in and start hacking, and make sure when you're done and ready to go on another hiatus, the waterfall shows everything builds. This helps you to prevent the rest of the team from waiting through your hiatus to build again because they can't figure out wtf you did. :) If it's not the case that the waterfall shows all builds currently successful, you can go back through the history until you find one that did work (hopefully the one before the current one!) and work off of that.<br />
<br />
If you're here all the time, and you break the build, we get to lombast you for it. Besides that, it gives you good access to build information for other platforms, therefore giving each of us a real shot at fixing problems on other platforms. For most platform problems we have, this should be enough to distribute the load of supporting all these platforms. Some platform problems will still require those developers who work on those platforms to deal with it, such as adding bison and ruby support to the windows build, to pick a recent example. You can also do what philippe can do if you find the current trunk won't build: go through the history to a build that does work and work from that. This is obviously not an acceptable solution if you happen to be responsible for the build being broken in the first place. :)<br />
<br />
Information on how you can add a node to the compiler farm controlled by the buildbot is available on the [[Development Docs]] page.<br />
<br />
== [[Government]] ==<br />
<br />
The as yet unwritten government page.<br />
<br />
== For Developers ==<br />
<br />
If you need to add documentation to this page, please edit this page and provide the link. Periodically, Lucifer or another admin will go through and archive old pages by simply moving the link to an as yet unmade archive listing. So this page should contain current documentation.</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Development_Docs&diff=20731Development Docs2008-01-17T22:31:25Z<p>Wrtlprnft: Reverted edits by 222.235.64.181 (Talk); changed back to last version by 84.233.233.41</p>
<hr />
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{{Sections}} <!-- Template:Sections should be at the top of each section --><br />
<br />
This is documentation for developers or for people who just want to hack on the code. It is not intended to replace the automatic API documentation generated by doxygen (we do have a doxyfile, right?), but is intended to supplement those documents with additional information that may not necessarily appear in the API docs. It is also not intended as a substitute for good commenting tactics. And finally, it is a place to put planning documentation (like the stuff Philippe writes), proposals, RFC-type material, and so forth. But not the roadmap, we use Sourceforge's tracker for that.<br />
<br />
== Documentation ==<br />
<br />
* [[Wiki Structuring Project]]<br />
<br />
== Building the Game ==<br />
<br />
Building Armagetron Advanced boils down to 4 basic steps. The steps themselves are each highly platform-dependent, but the four steps are the same everywhere. Each step differs further in whether or not you're building from a branch or the trunk, and each branch may differ. Finally, each step differs depending on if you're building a source release or from version control. Here we'll concern ourselves with building the trunk only. Releases should include their own build instructions.<br />
<br />
# Install the development environment<br />
# Satisfy dependencies<br />
# Unpackage source/source checkout from version control<br />
# Build a distribution<br />
<br />
Platform-specific instructions (they should all follow the four step structure given, that's why it's there!):<br />
<br />
* [[Windows Development]]<br />
* Linux<br />
* Mac OS X<br />
<br />
todo: the linux and mac os x pages<br />
<br />
== Other useful hacker documentation ==<br />
<br />
* [[Windows Development System]]<br />
* [[Working with SVN]]<br />
* [[Cross-compiler]]<br />
* [[Used Libraries]]<br />
* [[Working with SVK]]<br />
* [http://wrtlprnft.ath.cx/doxy/html/ Doxy]<br />
<br />
== Stuff That's Current ==<br />
<br />
* [[Config Item Purposes]]<br />
* [[Debug Recording]]<br />
* [[Error Handling]]<br />
* [[List of nDescriptors]]<br />
* [[Project Dependency Structure]]<br />
* [[Adding a buildslave]]<br />
<br />
== Stuff in SVN HEAD ==<br />
<br />
* [[Embedded Web Server]]<br />
* [[Map/Config Rotation]]<br />
* [[Particle System]]<br />
* [[Joda's Team Code]]<br />
* [[New Sound Engine]]<br />
* [[Spawn points]]<br />
* [[Zones v2]]<br />
<br />
* [[Cockpit Tutorial]] | [[Cockpits list]]<br />
* [[vValue]]<br />
<br />
== Data File Handling ==<br />
<br />
* [[Config Files]]<br />
* [[Resource System]]<br />
* [[Statistical Collections Database]] (fancy way of saying "stat files")<br />
<br />
== Stuff That's Real but doesn't fit above ==<br />
<br />
* [[Experimental Map Features]]<br />
* [[Send DTD on the resource repository through ssh]]&mdash;only of interest for people on the development team<br />
<br />
== Wishlist, or Stuff that's planned ==<br />
<br />
(Might not be planned, but this is it)<br />
<br />
* [[Goals]]<br />
* [[Scripted GUI Notes]]<br />
* [[Authentication]]<br />
* [http://forums.armagetronad.net/viewtopic.php?t=986 Reshaping the Arena]<br />
* [http://forums.armagetronad.net/viewtopic.php?t=1742 Map format]<br />
<br />
== History ==<br />
<br />
This is stuff that's of historical significance to the project. It's very difficult to remember where you're going if you don't remember where you came from, right? This is technical stuff. Community history should have its own section.<br />
<br />
* [[What Went Wrong in Armagetron]]<br />
<br />
{{Sections}} <!-- Template:Sections should be at the top of each section --><br />
{{Category:Development}}</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Tronic_Monkeys&diff=20730Tronic Monkeys2008-01-17T22:30:48Z<p>Wrtlprnft: Reverted edits by 222.235.64.181 (Talk); changed back to last version by Jonathan</p>
<hr />
<div>[[Image:tronicmonkey.jpg]]<br><br />
We are the Tronic Monkeys, and we take our play seriously™.<br />
<br />
We are the current holders of the Tronic Ladle, having won the Fifth Tronic Ladle on Sunday 5th November.<br />
<br />
We are a fortress-team formed to play in the [[Ladle-4|Fourth Tronic Ladle]] on the 1st October 2006, part of some mad-capped plan to take over the world with [[Tronic]].<br />
<br />
The members of [[anarchic wanderers]] split up to form new teams. One of those teams is Tronic Monkeys, which hopes to field a team with a mix of experience: some players experienced in Fortress, others who have experience of solo servers, and players new to the game. Once a competition has been played in, players are then capable of starting their own teams...<br />
<br />
If we don't have enough players to field a team, tough™.<br />
<br />
=== we are ===<br />
<br />
;one™<br />
:Love this game. This is as good as it gets. Classic design. Standard Fortress Settings were designed by God™ and inserted into the mind of Z-man™ and the hearts of his inspired team of developers. I am happy to play my part. When I am playing in my team, I am one™, otherwise known as [[User:2020|2020]].<br />
:Check out [http://youtube.com/watch?v=EOfK2xELWwQ tron play_er] for a tron game, and [http://www.youtube.com/watch?v=a15KgyXBX24 we monkeys!] for fun.<br />
<br />
=== record of games ===<br />
<br />
; v SP (speeders)<br />
:2020, madmax, Legit, joda, G5, z-man, wrtlprnft<br />
:lost 1-2 in the 9th tronic ladle quarters; very close games<br />
<br />
; v TuI (tronners under the influence)<br />
:one, legit, wrtlprnft, ashitaka... (forgotten, will find out soon:)<br />
:lost 0-2 in the 7th tronic ladle semi's, again mixed up team-organisation<br />
<br />
; v ?? (something something)<br />
:one, legit, wrtlprnft, sticky, canada, hyph lepard, kamakazi<br />
:lost 0-2 in the semi's of 6th tronic ladle, mixed up team-organisation<br />
<br />
; v WS (Wraith Squadron)<br />
:one, legit, joda, zop, wrtlprnft, sasha, omega, kenny<br />
:won 3-2 in the fifth tronic ladle final!<br />
<br />
; v TuI (Tronners under the Influence)<br />
:one, rain, legit, joda, zop, redice<br />
:won 2-1 in the fifth tronic ladle semifinal<br />
<br />
; v wpn<br />
:wrtlprnft, ghableska, garisimo, skunkit, one™, eggcozy, help im a bug<br />
:lost 0-2, players subbing on and off, no practice, beaten by the better team...</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Customizing_the_game&diff=20729Customizing the game2008-01-17T22:28:39Z<p>Wrtlprnft: Reverted edits by 190.3.28.120 (Talk); changed back to last version by Your mom</p>
<hr />
<div>Often people ask how to install a moviepack, how you make your cycle color different from your tail's, etc. Read on if you want to know how.<br />
<br />
== Moviepacks ==<br />
=== Installing a Moviepack ===<br />
<br />
[[Moviepacks]] are packages that completely change the look of the game. the floor, the walls, the cycles, everything. Nowadays, you can download many from different places around the net; for pointers, consult the [[Moviepacks list]]. They usually come in a ZIP file containing a ''moviepack'' folder. This folder goes into your armagetron advanced installation or user configuration directory:<br />
<br />
'''''Default armagetron advanced installation folder''''' <br />
<br />
'''Windows''': C:\Program Files\Armagetron Advanced\<br />
<br />
'''Unix/Linux''': /usr/local/share/games/armagetronad/ or /usr/share/games/armagetronad/<br />
<br />
'''Mac OS X''': None. The game is self contained and may be installed anywhere.<br />
<br />
'''''Default armagetron advanced configuration folder. Note that you have to enable viewing hidden files to see some directories. '''''<br />
<br />
'''Windows 2000/XP''': C:\Documents and Settings\[Username]\Application Data\Armagetron<br />
<br />
'''Windows Vista''': C:\Users\[Username]\AppData\Roaming\Armagetron<br />
<br />
'''Unix/Linux''': ~/.armagetronad<br />
<br />
'''Mac OS X''': ~/Library/Application Support/Armagetron Advanced<br />
<br />
''TODO: put folder locations in a single wiki entry and validate''<br />
<br />
''The armagetron installation and configuration paths should be somewhere else on the wiki, too''<br />
<br />
=== Problems ===<br />
<br />
==== Windows ====<br />
Sometimes you get errors after installing a moviepack, such as<br />
[[Image:moviepack_err.gif]]<br />
<br />
this means that the moviepack you installed is not complete, i.e. Armagetron Advanced looks for files that are not present in the moviepack. The easiest way around this is to first install the [http://armagetron.sourceforge.net/old/addons.html original moviepack (get the ZIP)] and install the moviepack you actually want ''on top of it''.<br />
<br />
==== Unix/Linux ====<br />
In Unix based Operating Systems, where file case is important, sometimes a texture doesn't display even though it appears to be installed correctly. to correct this, manually change the case of the file to suit. In particular, upper case extensions can cause problems. ie, change filename.JPG to filename.jpg and it will probably be OK. If settings.cfg is partially or completely capitalized, no textures will load even if they are properly capitalized. You should inform the author of the moviepack of the problem so he can fix it.<br />
<br />
== Installing a new model ==<br />
In your Armagetron Advanced moviepack directory (see above) locate bike.png and cycle.ase and replace with the new ones. It is important to note that there must be an existing moviepack installed to single update to a new model.<br />
<br />
== Customizing default textures ==<br />
=== Installing a different default texture ===<br />
<br />
ArmagetronAd allows to change textures of the floor, the walls, the cycles and the sky.<br />
All textures are contained in the "textures" folder. Textures are images displayed during the game.<br />
For exmaple the image on the outer wall can be changed by exchanging the '''rim_wall.png''' file.<br />
Instead of replacing any texture files, you should rename the original file and then copy the new one into the folder.<br />
Now you have a backup available if you want to restore the original.<br />
<br />
'''''Where to find those textures ?'''''<br />
<br />
'''Windows''': C:\Program Files\Armagetron Advanced\<br />
<br />
'''Unix/Linux''': /usr/local/share/games/armagetronad/<br />
<br />
'''Mac OS X''': ~/Library/Application Support/Armagetron Advanced/<br />
<br />
Simply drag a moviepack folder to this location. Folder must be named "moviepack" only (no extensions or numbers).<br />
<br />
''''TODO: put folder locations in a single wiki entry and validate''''<br />
<br />
'''''Which file is what ?'''''<br />
<br />
'''rim_wall.png''' = texture for the outer walls<br />
<br />
'''sky.png''' = texture for the lower sky (the upper sky uses the floor*.png)<br />
<br />
'''floor.png''' = single textured floor (and upper sky)<br />
<br />
'''floor_a.png, floor_b.png''' = dual textured floor<br />
<br />
'''bike.png''' = cycle's texture<br />
<br />
=== Creating a new texture ===<br />
<br />
Creating a texture is as simple as making an image and saving it as described above. For the best results, follow these guidelines:<br />
<br />
==== Power-of-two sizes ====<br />
<br />
The size of OpenGL's standard 2D textures must be a power of two. If the size of an image isn't, the game (or more accurately, GLU) will scale it to the nearest power of two before sending it to OpenGL, resulting in lower quality. Powers of two include:<br />
<br />
* 2^0 = 1<br />
* 2^1 = 2<br />
* 2^2 = 4<br />
* 2^3 = 8<br />
* 2^4 = 16<br />
* 2^5 = 32<br />
* 2^6 = 64<br />
* 2^7 = 128<br />
* 2^8 = 256<br />
* 2^9 = 512<br />
* 2^10 = 1024<br />
* 2^11 = 2048<br />
<br />
Note that a texture need not be square; 512x64 textures are fine.<br />
<br />
==== Use transparency wisely ====<br />
<br />
There are several things to keep in mind when using transparent textures:<br />
<br />
* Because of to the way OpenGL prevents background objects from drawing over foreground objects, it might not be possible to see everything through a transparent texture.<br />
* Colors will bleed from neighboring texels (texture pixels) if both color and transparency are different. An exception to this is the cycle texture, which is preprocessed by the game and has no transparency in the end.<br />
<br />
==Cycle Colors==<br />
<br />
=== The basics of cycle color ===<br />
<br />
First you have to understand how computers understand colors. In armagetron, colors are saved with three values: the ''red'', ''green'' and ''blue'' (R, G and B) parts.<br />
Each of these three so-called RGB values can hold a number from 0 to 15 - 0 means none and 15 means as much as<br />
possible. A few examples:<br />
<br />
r 15, g 0, b 0 : strong red<br />
r 0, g 15, b 0 : strong green<br />
r 0, g 0, b 15 : strong blue<br />
r 8, g 0, b 0 : darker red<br />
<br />
you can also combine the colours (follows the same rules as when you combine red,green and blue light):<br />
<br />
r 15 g 0 b 15 : strong pink<br />
r 0 g 15 b 10 : strong cyan<br />
r 15 g 15 b 0 : yellow<br />
r 15 g 8 b 0 : orange (less green => more red than yellow)<br />
<br />
you get the gist. So how do you set these colours ? you can set them via the player setup menu, but if you want to have<br />
different cycle and trail colours, you have to use the [[Console]]. The commands are<br />
<br />
color_r_1 X # set red component of the 1st player's cycle to X<br />
color_g_1 Y # set green component of the 1st player's cycle to Y<br />
color_b_1 Z # set blue component of the 1st player's cycle to Z<br />
<br />
The best way to learn how to write the colour you want is to experiment a bit.<br />
<br />
=== Different Cycle and trail colors ===<br />
<br />
Remember me saying that the colors were saved as numbers between 0 and 15 ? Well, that was not entirely true. If you set<br />
a color to a value over 15, the trail part is set to 15 and the cycle is (usually) set to the actual value minus 16.<br />
For example:<br />
<br />
r 16 g 16 b 0 : yellow tail (r 15 g 15) and black bike (16 - 16 = 0)<br />
<br />
higher numbers can give you multi-colored trails. Again, experiment.<br />
<br />
For an exact explanation, see [[elaborate color explanation]].<br />
<br />
Developer's note: this behavior of the game is technically a bug and is officially unsupported. It is tolerated, though, because it's fun :) But some servers, especially team play servers where your color is no mere decoration, will clamp your color settings to 15 and this trick does not work.<br />
<br />
==Chat Colors==<br />
<br />
If you want to use different colors when chatting you have to use a different syntax for colors. For example if you want to say a text in red you would enter (at the chat prompt):<br />
0xff0000 this appears in red<br />
note that this is '''all''' zeroes (not o's), so zero-xff-zero-zero-zero-zero. This is important since it won't work otherwise.<br />
<br />
The first two digits after the "0x" indicate the red part of the color, the two digits after that the green one and the two last ones the blue part. They signify numbers from 00 to ff (0 to 255) written in hex (base 16); people who ever used color <br />
codes in HTML or CSS will be familiar with this. Only lowercase letters are accepted in the code.<br />
<br />
A few different two- letter combos are as follows:<br />
<br />
* ff: works like 15 in the bike color<br />
* ee: like 14<br />
* dd: 13<br />
* cc: 12<br />
* bb: 11<br />
* aa: 10<br />
* 99: 9<br />
* 88: 8<br />
* ...<br />
* 00: 0<br />
<br />
Note that you can use different hex numbers like in 0xab1234 which lets you chose your color more exactly, but in most cases you won't need this. If you are so paranoid that you think you need exactly ''your'' shade of pink feel free to read the article [[Bases]] on this.<br />
<br />
Other combos to get you started are:<br />
0x00ff00 this is green<br />
0x0000ff this is blue<br />
0xff8800 this is orange<br />
0xffffff this is white<br />
0xffff88 this appears in the normal chat yellow (no change)<br />
<br />
Developer's note: these color codes were not intended for use by the players; the choice of 0x as intro string was a bit unfortunate. Some servers will filter away your codes, so do your testing in a local game. Since it was not intended for use, no thought was given on usability, and for example upper case codes are not accepted. So use 0xff0000 for red, not 0xFF0000. And don't be angry about future unannounced changes to the format.<br />
<br />
[[Category:Client Features]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Extending_Armagetron_Advanced&diff=20728Extending Armagetron Advanced2008-01-17T22:27:37Z<p>Wrtlprnft: despamifying.</p>
<hr />
<div>{{Sections}} <!-- Template:Sections should be at the top of each section --><br />
<br />
People like to extend and hack on Armagetron Advanced. Normally they just make moviepacks, sometimes they make other things. Maybe you'd like to make something but you just don't know where to start or what to do. These pages should give you some help in that pursuit.<br />
<br />
<br />
==[[Customizing the game|Customizing the Game]]==<br />
Learn how and what to do!<br />
<br />
== [[Map Making]] ==<br />
<br />
How to make maps. Also, how to make fun maps. You'll find some other resources here, such as links to all existing graphical map editors and so forth. Everything you need to know to make a killer map, that is.<br />
<br />
==[[Cockpit Tutorial]]==<br />
<br />
How to make cockpits. After you added yours to [[Resource repository]], add it here: [[Cockpits list]]<br />
<br />
== [[Model Formats]] ==<br />
<br />
If you want to make a new model, you're going to need to know what formats are supported by what parts of the code and where to put them. This is part of making a moviepack, but deserves its own separate discussion.<br />
ok<br />
<br />
== [[Textures]] ==<br />
<br />
How do you make textures? Where do you put them? What possibilities are there that are known? You'll have to dream up new possibilities yourself.<br />
<br />
== [[Moviepacks]] ==<br />
<br />
Wrapping it all up, put your model and textures into a moviepack! Here are directions on how to do exactly that and distribute it.<br />
<br />
== [[Code hacks]] ==<br />
<br />
What code hacks are available? If you've got a compiler available and a little bit of programming abilities, there are plenty of fun things you can do to the game directly. Who knows? Do something cool and put it here and it might make it into a future version of the game.<br />
<br />
{{Sections}} <!-- Template:Sections should be at the top of each section --></div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Help:Contents&diff=20474Help:Contents2007-12-30T08:24:13Z<p>Wrtlprnft: Reverted edits by 82.211.152.10 (Talk); changed back to last version by Jonathan</p>
<hr />
<div>Do you need help?<br />
<br />
Before sending your help request to /dev/null, you might want to check a few other sources. You may also want to read up on [[Armagetron_Advanced_Wiki:Policy]] wiki policies.<br />
<br />
== Creating a New Page ==<br />
<br />
To add a new page to the wiki, first find the page that belongs on top of it. For example, if you want to add a new page that gives new tips and tricks for players, go to the [[Player Tricks]] page and add it to the appropriate place. Come up with a title for your page and insert it into the text like this:<br />
<br />
<nowiki><br />
[[Your Page Title]]<br />
</nowiki><br />
<br />
It will look like a regular link, but it will be red. Click on the link and you will see a box where you can edit it.<br />
<br />
=== Style ===<br />
<br />
As remarked below, use proper heading styles. Write a brief paragraph describing the topic at the beginning without a heading. It will be displayed above the generated table of contents and will be slightly easier to read. If you want a longer introduction, feel free to make an <nowiki>== Introduction ==</nowiki> area, but always make the first paragraph without a heading. It's the same way Wikipedia does it and it happens to work very well.<br />
<br />
== Editing a Page ==<br />
<br />
There is a [[SandBox]] for you to get started in. Go there and fool around and see if you get the hang of editing a page.<br />
<br />
Editing a page is really very simple. To mark something as a heading, use a number of equal signs.<br />
<br />
<nowiki><br />
=== Heading ===<br />
</nowiki><br />
<br />
Looks like:<br />
<br />
=== Heading ===<br />
<br />
The wiki will generate a table of contents based on headings, so make sure you use them and use them well. Start with a depth of 2, i.e. <nowiki>== First Heading ==</nowiki> and then put 3 for the next section that's inside this one. It will generate a table of contents like this:<br />
<br />
1.1 Section<br />
1.1.1 Subsection<br />
1.2 Section<br />
<br />
Each equal sign used in the heading adds another digit, essentially. If that doesn't make sense, experiment on the [[SandBox]] with it.<br />
<br />
Use the apostrophe to emphasize stuff.<br />
<br />
<nowiki>I ''like'' Chinese food. I '''love''' Thai food. I ''''''prefer'''''' Texan food.</nowiki><br />
<br />
I ''like'' Chinese food. I '''love''' Thai food. I ''''''prefer'''''' Texan food.<br />
<br />
For more advanced stuff, please [http://meta.wikimedia.org/wiki/Help:Editing Read the Fine Manual].<br />
<br />
== Adding a picture ==<br />
<br />
Press the "embedded image" button. "[ [Image:Example.jpg] ]" will appear where the text cursor is. (NOTE: The brackets will not have a space inbetween eachother.) When you preveiw page, There will now be a link like this: [[Image:Example.jpg]]. Click the link, there will be a secion called "Source File Name". Click browse and find the image you want to upload into the wiki. After youve found that, go there will be a space titled "Destination Filename" right below the section before. Delete the "Example.jpg" that it says now, and name the file anything you want. Make sure you dont drop the extention. It tells you the extensions there. When your all done, click "Upload". Hit the back button on your browser and delete the "Example.jpg" part out of the brackets. You should now have "[[Image:]]" Add the filepath name after the Image: and before the brackets, don't forget the extension! You can now click veiw page or save options and the picture will be there. <br />
<br />
If you want your picture to be on the right of your text, add |right|thumbnail after your filename, and before the brackets. <br />
<br />
=== Example ===<br />
<pre><br />
<nowiki>[[Image:ICON_FOUR.png|center|thumbnail|A tron light-cycle]]</nowiki><br />
</pre><br />
[[Image:ICON_FOUR.png|center|thumbnail|A tron light-cycle]]<br />
<br />
== External Links ==<br />
<br />
To hide a link in a different, clickable word, click the external link button. <nowiki>[http://www.e<br />
1000<br />
xample.com link title]</nowiki> will appear. Erase everything inside the brackets and type in the address, followed by a space, followed by what word(s) you want to be able to click to go to the link. <br />
<br />
== Documentation ==<br />
<br />
This wiki is powered by MediaWiki, so you should [http://www.mediawiki.org/wiki/Documentation look at MediaWiki's documentation] to learn more.<br />
<br />
== Problems with Users ==<br />
<br />
You should take problems with users to their talk pages first, secondly to the forums. If a user is just plain being abusive, you can email the administrator, but your best bet is to go to the forums.<br />
<br />
The administrator of this wiki is mostly Lucifer, because it's on his server. But other moderators will be created as needed, and if you just need to get his attention, you'll have the best luck on the forums (until I figure out how to set up emailing from the wiki, that is).</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=MediaWiki:Monobook.css&diff=19558MediaWiki:Monobook.css2007-07-24T19:10:23Z<p>Wrtlprnft: let's try being more specific…</p>
<hr />
<div>/* edit this file to customize the monobook skin for the entire site */<br />
<br />
pre {<br />
overflow: auto;<br />
}<br />
<br />
/* the following is the contents of the old wrtlprnft skin */<br />
<br />
#content, .pBody, #p-cactions li, #p-cactions li.selected a, #footer, #p-personal, table, table.diff, #catlinks, code {<br />
background: transparent url(/images/theme/wikibg-white.png) 0 0 scroll;<br />
}<br />
#p-cactions li a, #p-cactions li.selected a, td.diff-otitle, td.diff-ntitle, .catlinks {<br />
background: transparent none;<br />
}<br />
#p-cactions li.selected {<br />
background:white;<br />
}<br />
#p-cactions .pBody {<br />
background:transparent;<br />
}<br />
code {<br />
border:1px dashed #aaa;<br />
}<br />
<br />
.usermessage, div#siteNotice {<br />
background: transparent url(/images/theme/wikibg-yellow.png) 0 0 scroll;<br />
}<br />
<br />
div#siteNotice {<br />
margin-bottom:1em;<br />
}<br />
<br />
.thumb {<br />
border-color: transparent !important;<br />
background: transparent url(/images/theme/wikibg-white.png) 0 0 scroll;<br />
}<br />
<br />
body {<br />
background: #fff url(/images/theme/wikibg.png) 0 0 scroll;<br />
}<br />
<br />
.portlet h5 {<br />
color: white;<br />
font-weight:bold;<br />
}<br />
<br />
#p-cactions li.selected {<br />
border-color: #d7dfd6;<br />
}<br />
<br />
#footer {<br />
border-color: #d7dfd6;<br />
}</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=MediaWiki:Monobook.css&diff=19557MediaWiki:Monobook.css2007-07-24T19:03:51Z<p>Wrtlprnft: fixing up the site notice (i hope)</p>
<hr />
<div>/* edit this file to customize the monobook skin for the entire site */<br />
<br />
pre {<br />
overflow: auto;<br />
}<br />
<br />
/* the following is the contents of the old wrtlprnft skin */<br />
<br />
#content, .pBody, #p-cactions li, #p-cactions li.selected a, #footer, #p-personal, table, table.diff, #catlinks, code {<br />
background: transparent url(/images/theme/wikibg-white.png) 0 0 scroll;<br />
}<br />
#p-cactions li a, #p-cactions li.selected a, td.diff-otitle, td.diff-ntitle, .catlinks {<br />
background: transparent none;<br />
}<br />
#p-cactions li.selected {<br />
background:white;<br />
}<br />
#p-cactions .pBody {<br />
background:transparent;<br />
}<br />
code {<br />
border:1px dashed #aaa;<br />
}<br />
<br />
.usermessage, #siteNotice {<br />
background: transparent url(/images/theme/wikibg-yellow.png) 0 0 scroll;<br />
}<br />
<br />
#siteNotice {<br />
margin-bottom:1em;<br />
}<br />
<br />
.thumb {<br />
border-color: transparent !important;<br />
background: transparent url(/images/theme/wikibg-white.png) 0 0 scroll;<br />
}<br />
<br />
body {<br />
background: #fff url(/images/theme/wikibg.png) 0 0 scroll;<br />
}<br />
<br />
.portlet h5 {<br />
color: white;<br />
font-weight:bold;<br />
}<br />
<br />
#p-cactions li.selected {<br />
border-color: #d7dfd6;<br />
}<br />
<br />
#footer {<br />
border-color: #d7dfd6;<br />
}</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=User:66.131.85.91&diff=19523User:66.131.85.912007-07-18T13:12:08Z<p>Wrtlprnft: replied</p>
<hr />
<div>i need to install windows but all i get is this damn thing!<br />
:err, can you be more specific? Also, try the [http://forums.armagetronad.net/ forums].—[[User:Wrtlprnft|Wrtlprnft]] 06:12, 18 July 2007 (PDT)</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Talk:Main_Page&diff=19476Talk:Main Page2007-07-11T13:39:33Z<p>Wrtlprnft: Reverted edits by 12.208.76.215 (Talk); changed back to last version by Jonathan</p>
<hr />
<div>Any particular reason your locking everything? I thought it was for players to edit and add stuff they thought people should know?<br />
<br />
--TiTnAsS<br />
<br />
----<br />
<br />
I locked exactly two pages, the main page, and the page that explains why I locked the main page. ''--Lucifer''<br />
<br />
----<br />
<br />
Yarr, but why was the other one locked? O_o <br />
<br />
--TiTnAsS<br />
<br />
----<br />
<br />
So nobody could edit it? Maybe you could read it and find out, that way I don't have to type the reason twice. ''--Lucifer''<br />
<br />
----<br />
<br />
Just a reminder for Luci: make the lag section. Also, can we get a game mode section?<br />
<br />
-- TiTnAsS<br />
<br />
----<br />
<br />
You're getting a Miscellaneous section, and periodically when complete sections develop from it then we'll worry about how to link them in, right?<br />
<br />
Also, a player's guide. You can talk about lag and game modes there. Makes sense, right? Server Admin Guide, Player Guide.<br />
<br />
''--Lucifer''<br />
<br />
----<br />
<br />
Yup, sounds good.<br />
<br />
-- TiTnAsS<br />
<br />
----<br />
<br />
How about having the wiki policy on the front page?<br />
<br />
-- TiTnAsS<br />
<br />
----<br />
<br />
Is that so people who post to the talk page of the front page will remember to leave their name and a horizontal line?<br />
<br />
Other than that, it doesn't really belong here. A feed of newest pages would be better. I'll look at what wikipedia uses for their front page, that's along the lines of what should be here. ''--Lucifer''<br />
<br />
----<br />
<br />
I'm sry i actually thought i did.. <br />
<br />
- TiTnAsS<br />
<br />
----<br />
<br />
Can we get rid of that News section and make it a link, the each day put the date and the new news? We would put the new news on top, but never delete the old, and if there wasnt any news just say No significant news today. That would be cool to be able to look back on past news and stuff. (in the following i wasnt sure how to color text, but the "IMPORANT" would be red :). The kind of news that would go here is:<br />
<br />
== News ==<br />
<br />
IMPORTANT: 1/1/06: <br />
New ArmagetronAD version 1.0.0 "Bacchus" has been released. It <br />
includes all of the following fixes and features: <br />
blah blah blah...<br />
<br />
----<br />
<br />
12/9/05: <br />
Lucifer has been elected President of the United States, ALL <br />
REJOICE! Now cannibalism is legal!<br />
<br />
----<br />
<br />
12/5/05: <br />
Tigers Network has returned! Its back with better settings <br />
then ever, some of the new settings include: new flying cycles, <br />
a statue in the middle dedicated to Tank Program and an all new <br />
moviepack!<br />
<br />
<br />
[[User:TiTnAsS|TiTnAsS]] 19:08, 29 October 2005 (CDT)<br />
----<br />
<br />
Go read the MediaWiki docs and figure out how to do it and I'll be happy to do it. I tried already to get it to show a feed of latest articles, I'd like that and about 4-5 news items. I think that would be cool. --[[User:Lucifer|Lucifer]] 19:37, 29 October 2005 (CDT)<br />
<br />
----<br />
<br />
<br />
- [[User:Nemostultae|nemostultae]] 20:15, 29 October 2005 (CDT)<br />
<br />
----<br />
<br />
We don't need special commands to do it, ill make one and you can revert if you guys dun like it okey?<br />
<br />
[[User:TiTnAsS|TiTnAsS]] 21:27, 29 October 2005 (CDT)<br />
<br />
----<br />
<br />
Why oh why. Hm. Yeah, we do need special commands to do it. Ideally, each news item would be a separate, detailed article, and we'd just feed the headlines and summaries to the front page. Over time, doing it manually becomes very difficult to maintain, and eventually makes it impossible to do certain things with the news. Pretty frustrating.<br />
<br />
--[[User:Lucifer|Lucifer]] 21:29, 29 October 2005 (CDT)<br />
<br />
----<br />
<br />
check how it is now, i think that is fine for now. Or at least give it a try? it wont be to much of a pain to maintain... besides i like the colors :).. if not ill put it back :/<br />
<br />
[[User:TiTnAsS|TiTnAsS]] 21:44, 29 October 2005 (CDT)<br />
<br />
----<br />
<br />
We're on the same page for what it looks like, but you're going to have to trust me that a manually-edited feed is a pain to maintain. Here, look at this:<br />
http://jameshoward.us/Main_Page<br />
<br />
Also, dark colors on light or light colors on dark, but never light colors on light. Reason? Visually impaired people can't read them at all. Except for the really blind, who use a screen reader, but I imagine those folks aren't likely to be playing the game in the first place.<br />
<br />
--[[User:Lucifer|Lucifer]] 21:51, 29 October 2005 (CDT)<br />
<br />
ok so here are my suggestions for the main page. if this is the first page that potential new players visit, which it should be, then there should be several screen shots, and possible some art and a title of some sort other than Main Page. ---''raoul''<br />
<br />
----<br />
<br />
It's not actually supposed to be the first page potential players visit, we have a new website for that. This is for people already playing, and for new players who have found the game and played it and want to learn more.<br />
<br />
--[[User:Lucifer|Lucifer]] 03:34, 30 October 2005 (CST)<br />
<br />
----<br />
<br />
on the main page, How about putting pictures of light cycle with long trails and having quotes from players written on the trails?<br />
<br />
(pinkbike)-(trail)better then Bottled water-nemo(/trail)<br />
<br />
(purplebike)-(trail)try the crack pipe-luci(/trail)<br />
<br />
etc etc<br />
<br />
-- Your_mom<br />
<br />
* Sure, upload the graphics (link in the toolbox on the lower left) and come back here and put the filenames and I'll take care of it. --[[User:Lucifer|Lucifer]] 18:36, 2 November 2005 (CST)<br />
<br />
* what size should they be? i have it at 915x35 wxh of course should the tail be shorter/longer? and what colors--Your_mom<br />
** Try not to make the width more than 200px unless you really need a few extra pixels. A hard limit of about 275. Then whatever height you need. Colors? I don't know, pick some. :) Also, can you make one with alpha instead of cycle color? And without text on the trail? I could use that at some point to use dynamic colors and text. :) --[[User:Lucifer|Lucifer]] 19:19, 2 November 2005 (CST)<br />
*** http://wiki.armagetronad.net/index.php/Image:Bikewht.png i have different colored ones is this what we where looking for --Your_mom<br />
*** I don't know, is that what you were thinking? That's about the width you generally want on a web page where you need to intersperse text with the graphics, but is it what you were thinking about how it should look? --[[User:Lucifer|Lucifer]] 19:59, 2 November 2005 (CST) (P.S. if you use <nowiki>~~~~</nowiki> for your signature, your wiki username and a timestamp will be put there instead)<br />
***[[image:Biketest1000.png|left|]] can you right over top of that inside the wiki?, think that would be ok?, yeah it wasnt the look i was going for, but this is slightly better -- [[User:Your mom|Your mom]] 20:21, 2 November 2005 (CST)<br />
**** The cycle's kinda small. Maybe a larger cycle? It's ok if the cycle size doesn't quite go with the wall size, that makes the picture more cartoony anyway. I know you can associate text with an image, but I don't know if you can specify whether to show the text on top or on bottom of the picture. --[[User:Lucifer|Lucifer]] 20:25, 2 November 2005 (CST)<br />
<br />
<br />
http://meta.wikimedia.org/wiki/Image#Putting_text_in_an_image.2C_superimposing_images.2C_e.g._for_locator_maps http://wiki.armagetronad.net/index.php/Image:Bikex5.png<br />
-- [[User:Your mom|Your mom]] 20:57, 2 November 2005 (CST)<br />
<br />
<div style="position: relative">[[Image:Bikex5.png]]<br />
<div style="position: absolute; left: 35px; top: -3px"><br />
{| style="background:transparent"<br />
|- <br />
| <em style="color:white;font-style:normal">testing this is for the weaks- blah blah</em><br />
|}<br />
</div><br />
</div><br />
<br />
if i knew how to change font size and color it might look better-- mom<br />
* Looks like you've just about got it. Here's a little trick that might come in handy, though. Say you put two spans right next to each other with no distance between them. Make one have in the background the cycle and the first part of the wall, and put a &nbsp; in the foreground. However many &nbsp's you need to make it fit. Then in the other put a tile-able background that is the rest of the wall. Then you should be able to put text in such a way as to stretch the second span so cover the whole phrase, within reasonable sizes of phrases. --[[User:Lucifer|Lucifer]] 22:02, 2 November 2005 (CST)<br />
** I dont quite follow -- [[User:Your mom|Your mom]] 22:17, 2 November 2005 (CST)<br />
----<br />
<br />
Heh, when you figure it out tell me, i wanna post one in ym names link. It'll say "THE DRUMMER FROM ''''''DEF LEPPARD'''''' ONLY HAS ONE ARM!!"-Blood Hound Gang.. lol<br />
<br />
[[User:TiTnAsS|TiTnAsS]] 18:59, 3 November 2005 (CST)<br />
<br />
----<br />
<br />
Hows that luci still look/sound like a good idea? i can post different color bikes. finished testing for now. - [[User:Your mom|Your mom]] 22:07, 2 November 2005 (CST)<br />
<br />
<br />
<br />
<div style="position: relative">[[Image:Bikex5.png]]<br />
<div style="position: absolute; left: 33px; top: -3px"><br />
{| style="background:transparent"<br />
|- <br />
| <em style="color:white;font-style:normal"><font size="1">"thedrummerfromdeafleaperdonlyhasonearm!"-bhg</font></em>-tna<br />
|}<br />
</div><br />
</div><br />
<br />
-mom again<br />
<br />
----<br />
<br />
Luci, i caught my mistake before you did, check my user info >.<..<br />
lol<br />
<br />
[[User:TiTnAsS|TiTnAsS]] 22:10, 3 November 2005 (CST)<br />
<br />
* I saw that, but you still didn't catch it before I did. :) --[[User:Lucifer|Lucifer]] 22:58, 3 November 2005 (CST)<br />
<br />
== the main page ==<br />
<br />
1<br />
could you add a section to do with the history<br />
as in<br />
who designed the game<br />
something about the film<br />
that kind of thing?<br />
<br />
2<br />
what on earth is<br />
extending armagetron advanced<br />
meant to mean?<br />
as a newbe<br />
must i click on it to understand it?<br />
surely the title is meant to mean something<br />
before i click on it?<br />
<br />
3<br />
the game is simple<br />
and startup for me was supersmooth<br />
given the amount of energy generated from playing<br />
(<br />
i mean<br />
we love getting on the grid<br />
)<br />
the wiki mainpage<br />
could be a little more embracing<br />
i have been around here a few times<br />
and it is a little tricky to work out where is what<br />
.<br />
you know<br />
something like:<br />
newbe introduction page<br />
that kind of thing<br />
simple<br />
<br />
== Internal community chat ==<br />
<br />
Message for Luke-Jr in reply to http://forums.armagetronad.net/viewtopic.php?t=9921 ...<br />
<br />
There already exists an IRC-S2S-XMPP gateway solution, but it requires quite a<br />
bit of work getting the ircd to go with it. Have a look at http://about.psyc.eu/Gateway<br />
<br />
But, if you don't need to connect things with an IRC network, then you<br />
can simply use the builtin XMPP and IRC servers. You can access channels<br />
by IRC and MUC at the same time. That you get at http://www.psyced.org<br />
<br />
----<br />
<br />
<!--<br />
&wpEdittime=19700101000000&blah=<br />
--></div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Model_Formats&diff=19467Model Formats2007-07-10T21:01:58Z<p>Wrtlprnft: Reverted edits by 89.178.10.98 (Talk); changed back to last version by Wrtlprnft</p>
<hr />
<div>== Model Formats ==<br />
<br />
Armagetron uses two model formats that it directly supports. It uses a format with a .mod extension, and a format with a .ase extension.<br />
<br />
Edd's (ASE) cycle's dimensions are:<br />
<br />
*X (front to back wheel): 163.12 units<br />
*Y (left to right): 67.99 units<br />
*Z (bottom to top): 45.16 units<br />
*Cycle's should face positive X direction.<br />
<br />
=== .MOD Models ===<br />
<br />
This is the model used by the default look and you should screw with it with care. The game makes many assumptions about the three models here, and if your model doesn't violate those assumptions you should be fine.<br />
<br />
It is a relatively simple text based mesh description format: lines starting with "v" define a vertex, the first number that follows is the vertex index, the next three numbers are the vertex's coordinates. Lines beginning with "f" define faces; the three numbers that follow are the indices of the vertices that form the triangle. There are converters available to convert to this format.<br />
<br />
The three models used are found in the <code>models</code> directory in your Armagetron Advanced installation. You'll find these files there:<br />
<br />
* cycle_body.mod <br />
* cycle_front.mod <br />
* cycle_rear.mod<br />
<br />
Each model is what it says it is.<br />
<br />
The main drawback is that you can't texture the model. There's no space for texture coordinates or surface normals. Armagetron Advanced just maps the textures in a predefined way by projecting them from the sides.<br />
<br />
=== .ASE Models ===<br />
<br />
.ASE models are a text version of the 3dsMax model format. Normally 3dsMax stores its models in a binary format that is somewhat proprietary. You might be able to find a converter for it, you might not. 3dsMax will export to a text format, and .ase is that format. It is a fairly common format and there are numerous converters.<br />
<br />
The catch to using this format are summarized in this list:<br />
<br />
* Cycle wheels will not be animated.<br />
* For that matter, your model won't have any animated bits.<br />
* It can only be used in the moviepack<br />
<br />
You can prepare your model for animation by setting the pivots right and making a object group for each part to be animated. But currently only unanimated models are supported by the moviepacks.<br />
<br />
==== ASE Export Support ====<br />
:* 3D Studio Max 7+: File->Export export as "ASCII Scene Export" TODO: earlier versions support it too ?<br />
:* Blender: TODO<br />
<br />
== Converters ==<br />
<br />
Here are some converters you can use. With any luck you can find the right combination of your favorite 3d model creation program and a converter to bring you to Armagetron model-making bliss.<br />
<br />
=== [http://www.csit.fsu.edu/~burkardt/data/ase/ase.html IVCON/IVREAD]===<br />
Converst ASE to and from other formats. It works well, although I remember it having some scaling issues when I used the model in Armagtron. It is a command line tool.<br />
<br />
=== [http://udn.epicgames.com/Two/ActorX ActorX] ===<br />
* Windows only<br />
* GUI<br />
<br />
=== [http://www.geocities.com/swdoughty/blendertuteIndex.html Blender Python Script] ===<br />
May only work with older version of Blender.<br />
<br />
== Free Editors ==<br />
* [http://www.wings3d.com/ Wings 3d] -- Windows/Mac OS X/Linux<br />
* [http://www.blender.org/ Blender] -- Windows/Mac OS X/Linux<br />
** [[AATools]]<br />
<br />
== Links ==<br />
Remember to ask author's permission to use his/her work. Even free downloads can have copyrights and licenses.<br />
<br />
[[Customizing the game]]<br />
<br />
[http://www.a1eddie.com/models.htm http://www.a1eddie.com Models] - Edd's site has Tron models<br />
<br />
[http://forums.armagetronad.net/viewtopic.php?t=2989 Topic on forums.armagetronat.net] - Edd's final low poly cycle]<br />
<br />
[http://www.tron-sector.com http://www.tron-sector.com] - Biggest Tron site might offer models too ;)<br />
<br />
== From Way Back on the Forums ==<br />
Until someone comes in and fleshes this out, here's what I've collected off the forums about models.<br />
<br />
''n54''<br />
:Ii'd like to edit/make new bike models for armagetron, and i'd like to use blender3d to do it as blender is GNU GPL, have anybody tried this? (i know blender's interface is extremely non-intuitive - they say that the new version is better in this regard, haven't got the chance to test this myself) <br />
<br />
''nemo''<br />
<br />
:This is from the moviepack readme file.<br />
<br />
: Quote:<br />
: The 3D models were made with Kinetix 3DSMax3.1<br />
: The .ase modelization file is an ASCII exportation from 3DSMax.<br />
<br />
:I have maya, but I dont have an ASCII exporter. Im gonna try to find one. Hope this helps.<br />
<br />
:Okay, if you have maya, you can export into the .ase format with [http://udn.epicgames.com/Content/ActorX#MAYA_exporter_plugins_ this] Im gonna test it out now.<br />
<br />
:UPDATE: The ActorX plugin only works on windows it seems Sad. I run maya on my mac. I also found some ways to export from blender to .ase. It says it doesnt work with the newest versions of blender, though. [http://www.geocities.com/swdoughty/blendertuteIndex.html linky]<br />
<br />
''Seeker''<br />
<br />
:N54, I just decided to check out blender and they DO have an import/export script for 3ds files that seems to work. I will play around a lil more, but i think im gonna forget about 3dsmax6 and try blender for a while.<br />
<br />
:Sorry N54, Its a python script for blender2.35 for ase export(?) and theres one for 3ds import/export (?) I need to look again when i get home.</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Teamplay&diff=19466Teamplay2007-07-10T21:01:28Z<p>Wrtlprnft: Reverted edits by 151.204.41.4 (Talk); changed back to last version by Wrtlprnft</p>
<hr />
<div>There are some servers which provide a grid where you are playing in a team. Playing can be just like playing alone, with a little selective targetting thrown in. However, in [[Fortress]], it is essential that work with your teammates at the outset.<br />
<br />
Check out the various pages which detail how to win respect among your teammates.<br />
<br />
==The Launch==<br />
<br />
Learn a little about [[The Basics|grinding]] before entering a teamgame such as Fortress, because you need to grind your teammates trails fast, normally the centre player:<br />
[[Image:grindcenter.gif|center]]<br />
Pursue more detail at [[Team Tactics]] and more specifically [[:Category:Fortress Tactics]].<br />
<br />
==The Attitude==<br />
<br />
Teamplay can be intimidating for the first-time player. What you do can severely effect a team's performance and if you have just entered the match at a critical point, the temperatures and emotions of your teammates can run very high. The best way out of this is to do what they ask. Listen to the patient ones. And if you can't hack it, leave, practice a little elsewhere, and return to show them what you are made of.<br />
<br />
More detailed discussion can be found [[Etiquette and Protocol]].<br />
<br />
==The Safeguard==<br />
<br />
In Fortress, there are two useful mechanisms to compensate for overly aggressive or downright rude behaviour: silencing and voting.<br />
<br />
If there are players who are treating you badly or are just mouthing off too much, you can silence their chat. This enables you to concentrate on your gaming and interacting only with those players who seem to be helpful (or amusing) to you. Of course, you might also miss some important information regarding teamplay, but if another player points it out to you, you have an opportunity to explain your actions. If you silence everyone, of course, you might end up being kicked.<br />
<br />
And sometimes it is necessary to vote off another player. Be careful with this option. Sometimes a player (and it may be you one day) is nominated by someone in the heat of frustration, in which case you should reject the nomination. However, if a player is repeatedly team-killing or generating too much negative vibe, then make the decision to approve the nomination with your vote. You press the left and right arrow keys to change your vote. Escape registers the vote.<br />
<br />
[[Category:Getting Started]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Sandbox&diff=19465Sandbox2007-07-10T21:00:56Z<p>Wrtlprnft: Reverted edits by 200.83.4.6 (Talk); changed back to last version by Lackadaisical</p>
<hr />
<div>== Some heading ==<br />
<pre> sandbox--test out the formatting here<br />
o ____ :::::::::::::::::: :::::::::::::::::: __|-----|__<br />
Y_,_|[]| --++++++ |[][][][][][][][]| |[][][][][][][][]| | [] [] |<br />
{|_|_|__|;|______|;|________________|;|________________|;|_________|;<br />
/oo--OO oo oo oo oo oo oo oo oo oo oo oo oo <br />
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+</pre><br />
<br />
=== A sub-heading ===<br />
* Bullet point<br />
* Another<br />
** How about this?<br />
* No.<br />
* Test<br />
<br />
Some <code>code text</code>. Yes, it worked.<br />
<br />
Math doesn't work right now, apparently I have to upgrade the server. Go ahead and use regular math formatting according to MediaWiki, and don't worry if you can't read it right now. I'll take care of it.<br />
<br />
<math>sqrt(x^2 + y^2)</math><br />
<br />
<br />
{| border="2" cellspacing="0" cellpadding="4" rules="all" style="margin:1em 1em 1em 0; border:solid 1px #AA0000; border-collapse:collapse; font-size:95%; empty-cells:show; text-align:center;"<br />
! Quarter Finals !! Semi Finals !! Finals !! Winner<br />
|-<br />
|1st Seed<br />
| rowspan="2" | 1st/8th<br />
| rowspan="4" | 1st/8th/3rd/6th<br />
| rowspan="8" | WINNER<br />
|-<br />
|8th Seed<br />
|-<br />
|3rd Seed<br />
| rowspan="2" | 3rd/6th<br />
|-<br />
|6th Seed<br />
|-<br />
|4th Seed<br />
| rowspan="2" | 4th/5th<br />
| rowspan="4" | 4th/5th/2nd/7th<br />
|-<br />
|5th Seed<br />
|-<br />
|2nd Seed<br />
| rowspan="2" | 2nd/7th<br />
|-<br />
|7th Seed<br />
|}<br />
I dont seem to be able to make a new page so ive just placed this here till there is a [[THE SPOON PLAYOFFS]] page.<br />
--[[User:Lackadaisical|Lackadaisical]] 13:26, 17 April 2006 (CDT)<br />
:Luci fixed it, the page is now available: [[Playoffs (The Spoon)]] --[[User:Wrtlprnft|Wrtlprnft]] 19:40, 18 April 2006 (CDT)<br />
<br />
<br />
{| border="2" cellspacing="0" cellpadding="4" rules="all" style="margin:1em 1em 1em 0; border:solid 1px #AA0000; border-collapse:collapse; font-size:95%; empty-cells:show; text-align:center;"<br />
! colspan="2" | Quarter Finals !! colspan="2" | Semi Finals !! colspan="2" | Final !! Winner<br />
|-<br />
|?? || '''N/A'''<br />
| rowspan="2" | ?? || rowspan="2" | nyp<br />
| rowspan="4" | ??/CT/LM || rowspan="4" | nyp<br />
| rowspan="8" | WINNER<br />
|-<br />
| style="border-bottom:3px double" | N/A || style="border-bottom:3px double" | N/A<br />
|-<br />
|CT || nyp<br />
| rowspan="2" style="border-bottom:3px double" | CT/LM || rowspan="2" style="border-bottom:3px double" | nyp<br />
|-<br />
| style="border-bottom:3px double" | LM || style="border-bottom:3px double" | nyp<br />
|-<br />
|NI || nyp<br />
| rowspan="2" | NI/MBC || rowspan="2" | nyp<br />
| rowspan="4" | NI/MBC/AW/FE || rowspan="4" | nyp<br />
|-<br />
| style="border-bottom:3px double" | MBC || style="border-bottom:3px double" | nyp<br />
|-<br />
|AW || nyp<br />
| rowspan="2" | AW/FE || rowspan="2" | nyp<br />
|-<br />
|FE || nyp<br />
|}<br />
<br />
[[image:test.PNG|thumb|100px|Drawing skills.]]<br />
<br />
[data:text/plain,Boo! Not working] :-(<br />
[http://tinyurl.com/2tugf6 TinyURL] (which adds 5 bytes to the URL and lots of overhead) to the rescue!<br />
<br />
<math><br />
$-b \pm \sqrt{b^2 - 4ac} \over 2a$<br />
</math><br />
<br />
<div id="googlecal" style="">[http://www.google.com/calendar/embed?src=davefancella.com_vlfi4psoqnf7ff07vlpdl6dmdk%40group.calendar.google.com view calendar]</div><br />
<br />
&wpTextbox1=hi+i+suck%2E</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=AFL_Contact&diff=19422AFL Contact2007-07-09T16:36:35Z<p>Wrtlprnft: Reverted edits by 81.211.118.16 (Talk); changed back to last version by Durka</p>
<hr />
<div>{{AFLTbl}}<br />
<br />
The Armagetron Fortress League is organized and administered by a group of volunteers for your enjoyment. This page serves to both give credit to those people and give a way to contact them.<br />
<br />
== Contact Methods ==<br />
<br />
The best way to contact us is by visiting the irc channel #afl on freenode.<br />
<br />
If you don't have an irc client, you can just use this nice link provided by Durka (warning: requires Java):<br />
<br />
http://durdur.freehostia.com/irc/afl.html<br />
<br />
Other than that, you may use the user pages here for the people listed, or PM them through the [http://forums.armagetronad.net forums]. You should generally find the person most apt for the problem. For example, if you think that a game you just played contained serious violations, you want a Judge.<br />
<br />
== Judges ==<br />
<br />
Judges are the people who make mediation decisions. When a question of interpretation of the rules comes up, it's a Judge who answers. When a game requires review for any reason, a Judge is required to do that. Once a Judge gives an answer, if you disagree with that judge, you can appeal exactly one time. Judges that are with us from season to season also band together to make policy decisions and the like. Basically, if you imagine the organization as a hierarchical tree of authority, judges are the top. The organization isn't setup that way, however, so use the tree model only as an aid to finding the right person to talk to. You can't go wrong talking to a judge, he'll at least refer you to the right person.<br />
<br />
* Lucifer [http://forums.armagetronad.net/profile.php?mode=viewprofile&u=233 contact]<br />
* DrJoeTron<br />
* kamp<br />
<br />
== Server Administrators ==<br />
<br />
The following people administer the league's servers. Issues with specific servers should be brought to their attention. Administrators have three and only three responsibilities: make sure their server is running when a game is scheduled to play on it, make sure their server is using the approved league settings, and make sure there is someone available with the admin password during the game. The first is solved by running it 24/7 and has the added benefit of letting teams that claim it as home use it for practice. The second is solved by downloading and installing the league rule zip file. The third is best solved by giving both team captains the password, and optionally changing it after the game. Optionally, if giving team captains isn't an option, the server admin can show up and do it himself or have someone he trusts show up to do it, or find some other way to make it done (a really liberal poll setting will work too).<br />
<br />
* [[User:Z-man|z-man]]<br />
* Lucifer<br />
* Rico<br />
* Manta<br />
* Durka<br />
<br />
== Organizers ==<br />
<br />
These people have helped organize the league. They are listed last, but not least, primarily to prevent you from having to scroll down a long list of people to find the person you need to contact for current questions and issues. Organizers may or may not stay with the league from season to season, and their primary purpose is to provide useful input to make sure we're thorough in setting up. Because of their work helping to setup, if you can't get the ear of one of the above listed persons, you might try one of these guys down here. They can at least help you get into contact with the right person for your problem, and in many cases they can help you resolve it.<br />
<br />
* Lucifer<br />
* kamp<br />
* DrJoeTron<br />
* ghableska<br />
* Luke-Jr<br />
* Vanhayes<br />
* wrtlprnft<br />
* Lackadaisical<br />
* madmax<br />
* Durka</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=MediaWiki_talk:Sidebar&diff=19393MediaWiki talk:Sidebar2007-07-08T20:20:25Z<p>Wrtlprnft: /* FAQ Links */ done.</p>
<hr />
<div>== FAQ Links ==<br />
<br />
Now that the multi-farious FAQs have been incorporated into one page ([[FAQ]]), could the links on the sidebar be changed to point to the new page? --[[User:T1|T1]] 12:47, 8 July 2007 (PDT)<br />
*That O.K.?—[[User:Wrtlprnft|Wrtlprnft]] 13:20, 8 July 2007 (PDT)</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=MediaWiki:Sidebar&diff=19392MediaWiki:Sidebar2007-07-08T20:19:41Z<p>Wrtlprnft: Undo revision 19387 by Wrtlprnft (Talk): Looks like you can't link to anchors from the sidebar. how sucky.</p>
<hr />
<div>* navigation<br />
** mainpage|mainpage<br />
** recentchanges-url|recentchanges<br />
** randompage-url|randompage<br />
* Playing<br />
** PlayingGettingStarted|Getting Started<br />
** Playing the Game|Documentation<br />
** PlayingFAQ|FAQ<br />
* Hosting<br />
** Server_Administration_Guide|Getting Started<br />
** Server Administration|Documentation<br />
** Servers|Known Servers<br />
** HostingFAQ|FAQ<br />
* Miscellaneous<br />
** Extending|Extending<br />
** Development Docs|Development Docs<br />
** Project Documentation|Project Docs<br />
* sitehelp<br />
** helppage|help<br />
** Armagetron_Advanced_Wiki:Policy|wikipolicy<br />
* community<br />
** portal-url|portal<br />
** Competition Hub|Competitions<br />
** website-url|website<br />
** forums-url|forums<br />
** Armagetron_Advanced_Wiki:Contacts|Network_Information</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=FAQ&diff=19391FAQ2007-07-08T20:18:23Z<p>Wrtlprnft: /* Hosting a server */ gaaah! it's case sensitive!</p>
<hr />
<div><!--------- Page Introduction ----------><br />
A number of Frequently Asked Questions about Armagetron Advanced are answered here, with some links to more detailed information.<br />
<br />
Please read this list carefully if you are experiencing difficulty with Armagetron, as it is highly likely that someone has had the same problem and already discovered a solution. If your question is already answered here and you ask it again, don't be surprised if you get an abrupt or downright rude response - don't take it personally, it's just that our time is precious.<br />
<br />
<!--------- Section 1: Important Notes Regarding the FAQ ----------><br />
== Important Notes Regarding the FAQ ==<br />
<br />
While this list covers a large number of questions, it is by no means exhaustive. If your question is not answered here, you might try posting it on the [http://forums.armagetronad.net/ Armagetron Forums] or in our [[IRC Channel]]. We do try to give the best answers to any questions asked pretty much regardless of anything else, however be aware of the following guidelines if you are thinking of asking a question:<br />
* Stupid questions will not garner a good response, use common sense. "Why can't I get color on my walls?" would be much better asked as "How do I have a cycle and wall color that are different from each other?".<br />
* Provide as much information as possible relevant to the question, "Why doesn't my server work?" would be better asked as "My server starts, then stops. Here's the errors from the console. Any idea why it's shutting down right away?".<br />
* Further guidance can be found in the article [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way]. ''(Note that these pages are in no way affiliated with Armagetron Advanced and therefore they can't answer your question).''<br />
<br />
For the most part, if you can't ask the question in the smartest possible way we'd rather you ask the best way that you can, rather than live in the dark and suffer. Even if you're an idiot, we still want you to be a comfortable idiot.<br />
<br />
If you think that your question is in fact a bug report and you've only just started with the game, the chances are it's not. We'll not pretend the game is bug-free, but it is very stable and efficient. The chances that a new player to the game has discovered a previously unknown bug in a stable release are very, very slim. Astronomically slim, in fact. In any case, if you wish to continue thinking you have done so, please start with a question that describes what you see and ends with, "Is this expected behavior?". That's much more likely to get a satisfactory response than, "This game sucks! It has this bug and that bug and it just doesn't work. I downloaded it today for the first time on my Windows box, do you not care about Windows?". Also, since you suspect you found a bug, include all the information a bug report should have. If you're unsure about this, please consult the article [http://www.chiark.greenend.org.uk/~sgtatham/bugs.html How to Report Bugs Effectively] for the best results. (''Note that the author of this page is in no way affiliated with Armagetron Advanced, and therefore will reject any bug reports you send him about our program.'')<br />
<br />
Finally, this FAQ, like all FAQs, is a work in progress. If it's not as big as you're used to seeing, it's because it's probably a younger FAQ than you're used to seeing. That's ok, we'll add to it over time, and it'll get bigger and bigger until the server explodes with so many frequently asked questions that all of the developers decide to pitch in and buy a Caribbean island. Mmm, coconuts.<br />
<br />
<!--------- Section 2: About Armagetron Advanced ----------><br />
== About Armagetron Advanced ==<br />
<br />
=== What is Armagetron Advanced? ===<br />
<br />
Put succinctly, Armagetron is "A Tron clone in 3D". An more detailed explanation can be found on the [[About]] page.<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 a "dedicated server". You can run one too, if you 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 />
<!--------- Section 3: Running the Game Client ----------><br />
== Running the Game Client ==<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]. o 3.2 So, should I get the latest stable or latest development 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 />
=== 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<br />
<br />
echo $MACHTYPE<br />
<br />
If the output starts with x86_64, you have a 64 bit system. If it starts with i386, i486, i586 or i686 or possibly just x86 or x86_32, you have a 32 bit system. For anything else, we don't provide binary packages, you have to build from source. If the output is blank, the method failed. Then, see whether you have got the directory /usr/lib64 on your system. If yes, you have a 64 bit system, if no, it's 32 bit.<br />
<br />
=== Ok, I've got the file, but how do I install it ===<br />
<br />
==== ... on MS Windows ====<br />
<br />
Find the exe file you downloaded from the question and answer above this one and double click on it. Answer all dialog boxes with Yes/Next/Finish, whatever applies. On Windows XP, when you first run the game and try to connect to the Internet, a firewall warning may pop up; set it to allow access.<br />
<br />
==== ... on Max OS X ====<br />
<br />
Mount the dmg file, and drag the Armagetron Advanced application to your hard-drive.<br />
<br />
==== ... on Linux/Unix ====<br />
<br />
That depends on the distribution you are running. Check out the [[Linux Distribution Field Report]] for details.<br />
<br />
==== I'm working on a Linux PC administered by someone else and don't have the root password, can I still install the =game? ====<br />
<br />
Yes. The "package" binary files can install everything in your home directory. If you have to build from source, proceed as in the last FAQ,<br />
but pass '--prefix=$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 />
==== 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 the following as the superuser root<br />
<br />
tar -xjf <path to the tbz2 source archive you just fetched><br />
cd armagetronad-<VERSION><br />
./configure<br />
make<br />
make install<br />
<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 />
<!--------- Section 4: How to Play ----------><br />
== How to Play ==<br />
<br />
=== Woah! This is scary, what do I do? ===<br />
<br />
The first thing you will be presented with when starting the game is a 'splash screen', pressing any key will then present you with the main menu, which is fairly self-explanatory. If you get stuck on anything in the menus, leave the menu selection highlighted for a short while and an explanation will pop up at the bottom of the screen.<br />
<br />
=== What are the controls? ===<br />
<br />
All of the controls are completely configurable from the menu system in-game.<br />
<br />
=== What do things like rubber, grinding and double binding mean? ===<br />
<br />
See the [[Glossary]] page for more information on these terms.<br />
<br />
=== Ok, I just got 'core dumped', how do I get better at this? ===<br />
<br />
The first place to look for more information is the [[Playing_the_Game]] page.<br />
<br />
<!--------- Section 5: Customising the Game ----------><br />
== Customising 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 />
=== What are moviepacks? ===<br />
<br />
Moviepacks are downloadable packages that completely change the look of the game. Applying a moviepack to your client can change wall and floor textures, cycle models, trail colours, etc.<br />
<br />
=== How do I find / install a moviepack? ===<br />
<br />
Read [[Customizing the game]].<br />
<br />
<!--------- Section 6: Hosting a server ----------><br />
== Hosting a server ==<br />
<br />
See also: [[#Your Server|Troubleshooting]]<br />
<br />
=== Which should I run? The client in hosting mode, or the dedicated server? ===<br />
<br />
Generally this depends on how long you want the server to run at a time. If you just want it running when you're playing, run the client in hosting mode, it's easier to deal with. If you're running at a LAN party, you might also want to run the client in hosting mode. But if you want to run a server that operates on the internet, reports to the master server, and runs 24 hours a day, 7 days a week (8 days in a leap week), then you should run the dedicated server.<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 '<code>--disable-glout</code>' to <code>./configure</code>.<br />
<br />
=== How do I start a dedicated server? ===<br />
<br />
See the [[Server Administration Guide]] for more information.<br />
<br />
<!--------- Section 7: Troubleshooting ----------><br />
<br />
== Troubleshooting ==<br />
<br />
=== Your Game Client ===<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 (in 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 />
=== Your Server ===<br />
<br />
==== I've started the dedicated server, but I don't see it listed in the master server. What's wrong? ====<br />
<br />
You need to add the line<br />
<br />
TALK_TO_MASTER 1<br />
<br />
to your configuration files to publish your server on the internet. The server needs to be up one or two minutes before it can appear in the server browser, the master server checks whether it is reachable before it gets published.<br />
<br />
==== I did that, but my server still is not listed. What else can be wrong? ====<br />
<br />
Get your server's IP address; if it is running on the same computer you use for browsing right now, check http://www.whatismyip.com to get it. Fire up the Armagetronad client, enter the internet server browser, wait half a minute, exit the server browser, enter it again, and look for your server's IP. If it appears (having the list sorted by server name my pressing "right" once helps), you really want to ask the question '[[FAQ#I see my server's IP in the master server browser, but it says "Unreachable". What's wrong?|I see my server's IP in the master server browser, but it says "Unreachable". What's wrong?]]'. Otherwise, this is the right section for you. This is also the right section if you see your server just fine, but nobody else does.<br />
<br />
If your server is connected to the internet via a router box and not directly via a "modem" of sorts, it is likely that network packages from the internet can't get to your server because the router blocks them. You need to tell your router to forward UDP port 4534 (or whatever SERVER_PORT is set to) to the server. On http://www.portforward.com, there are nice instructions how to do that for a lot of router models. If the UDP port 4534 thing confuses you, just follow [http://www.portforward.com/english/applications/port_forwarding/F-22Lightning3/F-22Lightning3index.htm these instructions for a different game] that uses a similar connection method. Of course, you need to find out what router model you have, some under-the-table-crawling and cable following may be required for that if you can't remember what you bought or got the router from your ISP.<br />
<br />
==== My server still isn't listed. This sucks, it's hard to find out where the problem is. What can I do? ====<br />
<br />
See [[Server_Administration_Guide#Firewalls|Short Firewall Troubleshooting]] and [[Server_Administration_Guide#Port_forwarding|Short Port Forwarding Troubleshooting]], if this does not solve your problem, read on.<br />
<br />
You can ask people to connect to your server directly by giving them [http://www.whatismyip.com your IP] and the port your server is running on. A perfect place to ask is our [[IRC_Channel|IRC]] channel(#armagetron on irc.freenode.org) because you'll get a real-time answer there. Less perfect is the support section of the [http://forums.armagetronad.net forums]; you'll need to make sure your server is up and running when people read your post, which can be well 48 hours after you post it. If people can't connect to your server that way, it means you probably need to set up port forwarding (see last question) correctly.<br />
<br />
==== Gaaa! This FAQ is useless! Can't YOU help me get my server up? ====<br />
<br />
Sure. Post your trouble on the support section of the [http://forums.armagetronad.net forums]. Be sure to<br />
<br />
* describe exactly what you already tried, and please don't just say "everything the FAQ told me"<br />
* state [http://www.whatismyip.com the IP] your server is running on, we need that to check the master server's logs<br />
* state your port if you modified SERVER_PORT<br />
* state your server's name, others need that to check for your server in the browser<br />
* post the complete output of your server from the moment it is started<br />
<br />
Without that information, we can't help you.<br />
<br />
Setting up a server is complicated sometimes; don't be too shy to admit you didn't understand some part of the process. A lot of trouble comes from people silently skipping steps they don't understand.<br />
<br />
==== I see my server's IP in the master server browser, but it says "Unreachable". What's wrong? ====<br />
<br />
Probably, the answer is "Nothing is wrong". A bug in some routers or the NAT specifications (at least, that's how Z-Man sees this) causes the response to the server query packet used in the server browser to come from the LAN address of your server, not the public address it was sent to. The packet gets ignored then. A workaround will be available in 0.2.8.3, but right now, that means most people can't see their own servers. Come to the IRC channel (#armagetron on irc.freenode.org) and ask people there if they can see your server.<br />
<br />
<!--------- Section 8: When All Else Fails ----------><br />
== When All Else Fails ==<br />
<br />
=== My question has not been answered, where do I go now? ===<br />
<br />
The first place to try is the Armagetron Support section on the [http://forums.armagetronad.net/ Armagetron Forums], where a great many problems have been discussed and solved. Please remember to read the [http://forums.armagetronad.net/viewtopic.php?t=1360 welcome post].<br />
<br />
Alternatively, you might like to see if there is anyone around in the [[IRC Channel]].<br />
<br />
Remember, you are the one requesting help, so be polite.<br />
<br />
=== What should I do to increase my chances of getting help? ===<br />
<br />
First off, there's a particularly useful 'Search' facility, which is linked to at the top of all forum pages. It is easy and powerful to use, and often will turn up an answer without any delay.<br />
<br />
Secondly, provide enough correct information. This is a simple task that will save a lot of trouble for anyone trying to help you.<br />
* What operating system are you running?<br />
* Which version of the client / server are you having problems with?<br />
* What error messages do you get?<br />
* If starting up a server, what's your [http://en.wikipedia.org/wiki/IP_address IP address]?<br />
* ... and so on.<br />
<br />
=== What is this IRC channel thing? ===<br />
<br />
Internet Relay Chat (IRC) is a type of real-time internet 'chat room', where group communications can take place in different rooms or 'channels'. For more information and how to use the Armagetron channel, have a look at the [[IRC Channel]] page.<br />
<br />
[[Category:Game Help]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=PlayingFAQ&diff=19390PlayingFAQ2007-07-08T20:17:43Z<p>Wrtlprnft: better redirect</p>
<hr />
<div>#redirect [[FAQ#How to Play]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=FAQ&diff=19389FAQ2007-07-08T20:16:51Z<p>Wrtlprnft: Shifted all headings and did a few minor things</p>
<hr />
<div><!--------- Page Introduction ----------><br />
A number of Frequently Asked Questions about Armagetron Advanced are answered here, with some links to more detailed information.<br />
<br />
Please read this list carefully if you are experiencing difficulty with Armagetron, as it is highly likely that someone has had the same problem and already discovered a solution. If your question is already answered here and you ask it again, don't be surprised if you get an abrupt or downright rude response - don't take it personally, it's just that our time is precious.<br />
<br />
<!--------- Section 1: Important Notes Regarding the FAQ ----------><br />
== Important Notes Regarding the FAQ ==<br />
<br />
While this list covers a large number of questions, it is by no means exhaustive. If your question is not answered here, you might try posting it on the [http://forums.armagetronad.net/ Armagetron Forums] or in our [[IRC Channel]]. We do try to give the best answers to any questions asked pretty much regardless of anything else, however be aware of the following guidelines if you are thinking of asking a question:<br />
* Stupid questions will not garner a good response, use common sense. "Why can't I get color on my walls?" would be much better asked as "How do I have a cycle and wall color that are different from each other?".<br />
* Provide as much information as possible relevant to the question, "Why doesn't my server work?" would be better asked as "My server starts, then stops. Here's the errors from the console. Any idea why it's shutting down right away?".<br />
* Further guidance can be found in the article [http://www.catb.org/~esr/faqs/smart-questions.html How To Ask Questions The Smart Way]. ''(Note that these pages are in no way affiliated with Armagetron Advanced and therefore they can't answer your question).''<br />
<br />
For the most part, if you can't ask the question in the smartest possible way we'd rather you ask the best way that you can, rather than live in the dark and suffer. Even if you're an idiot, we still want you to be a comfortable idiot.<br />
<br />
If you think that your question is in fact a bug report and you've only just started with the game, the chances are it's not. We'll not pretend the game is bug-free, but it is very stable and efficient. The chances that a new player to the game has discovered a previously unknown bug in a stable release are very, very slim. Astronomically slim, in fact. In any case, if you wish to continue thinking you have done so, please start with a question that describes what you see and ends with, "Is this expected behavior?". That's much more likely to get a satisfactory response than, "This game sucks! It has this bug and that bug and it just doesn't work. I downloaded it today for the first time on my Windows box, do you not care about Windows?". Also, since you suspect you found a bug, include all the information a bug report should have. If you're unsure about this, please consult the article [http://www.chiark.greenend.org.uk/~sgtatham/bugs.html How to Report Bugs Effectively] for the best results. (''Note that the author of this page is in no way affiliated with Armagetron Advanced, and therefore will reject any bug reports you send him about our program.'')<br />
<br />
Finally, this FAQ, like all FAQs, is a work in progress. If it's not as big as you're used to seeing, it's because it's probably a younger FAQ than you're used to seeing. That's ok, we'll add to it over time, and it'll get bigger and bigger until the server explodes with so many frequently asked questions that all of the developers decide to pitch in and buy a Caribbean island. Mmm, coconuts.<br />
<br />
<!--------- Section 2: About Armagetron Advanced ----------><br />
== About Armagetron Advanced ==<br />
<br />
=== What is Armagetron Advanced? ===<br />
<br />
Put succinctly, Armagetron is "A Tron clone in 3D". An more detailed explanation can be found on the [[About]] page.<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 a "dedicated server". You can run one too, if you 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 />
<!--------- Section 3: Running the Game Client ----------><br />
== Running the Game Client ==<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]. o 3.2 So, should I get the latest stable or latest development 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 />
=== 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<br />
<br />
echo $MACHTYPE<br />
<br />
If the output starts with x86_64, you have a 64 bit system. If it starts with i386, i486, i586 or i686 or possibly just x86 or x86_32, you have a 32 bit system. For anything else, we don't provide binary packages, you have to build from source. If the output is blank, the method failed. Then, see whether you have got the directory /usr/lib64 on your system. If yes, you have a 64 bit system, if no, it's 32 bit.<br />
<br />
=== Ok, I've got the file, but how do I install it ===<br />
<br />
==== ... on MS Windows ====<br />
<br />
Find the exe file you downloaded from the question and answer above this one and double click on it. Answer all dialog boxes with Yes/Next/Finish, whatever applies. On Windows XP, when you first run the game and try to connect to the Internet, a firewall warning may pop up; set it to allow access.<br />
<br />
==== ... on Max OS X ====<br />
<br />
Mount the dmg file, and drag the Armagetron Advanced application to your hard-drive.<br />
<br />
==== ... on Linux/Unix ====<br />
<br />
That depends on the distribution you are running. Check out the [[Linux Distribution Field Report]] for details.<br />
<br />
==== I'm working on a Linux PC administered by someone else and don't have the root password, can I still install the =game? ====<br />
<br />
Yes. The "package" binary files can install everything in your home directory. If you have to build from source, proceed as in the last FAQ,<br />
but pass '--prefix=$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 />
==== 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 the following as the superuser root<br />
<br />
tar -xjf <path to the tbz2 source archive you just fetched><br />
cd armagetronad-<VERSION><br />
./configure<br />
make<br />
make install<br />
<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 />
<!--------- Section 4: How to Play ----------><br />
== How to Play ==<br />
<br />
=== Woah! This is scary, what do I do? ===<br />
<br />
The first thing you will be presented with when starting the game is a 'splash screen', pressing any key will then present you with the main menu, which is fairly self-explanatory. If you get stuck on anything in the menus, leave the menu selection highlighted for a short while and an explanation will pop up at the bottom of the screen.<br />
<br />
=== What are the controls? ===<br />
<br />
All of the controls are completely configurable from the menu system in-game.<br />
<br />
=== What do things like rubber, grinding and double binding mean? ===<br />
<br />
See the [[Glossary]] page for more information on these terms.<br />
<br />
=== Ok, I just got 'core dumped', how do I get better at this? ===<br />
<br />
The first place to look for more information is the [[Playing_the_Game]] page.<br />
<br />
<!--------- Section 5: Customising the Game ----------><br />
== Customising 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 />
=== What are moviepacks? ===<br />
<br />
Moviepacks are downloadable packages that completely change the look of the game. Applying a moviepack to your client can change wall and floor textures, cycle models, trail colours, etc.<br />
<br />
=== How do I find / install a moviepack? ===<br />
<br />
Read [[Customizing the game]].<br />
<br />
<!--------- Section 6: Hosting a server ----------><br />
== Hosting a server ==<br />
<br />
See also: [[#Your server|Troubleshooting]]<br />
<br />
=== Which should I run? The client in hosting mode, or the dedicated server? ===<br />
<br />
Generally this depends on how long you want the server to run at a time. If you just want it running when you're playing, run the client in hosting mode, it's easier to deal with. If you're running at a LAN party, you might also want to run the client in hosting mode. But if you want to run a server that operates on the internet, reports to the master server, and runs 24 hours a day, 7 days a week (8 days in a leap week), then you should run the dedicated server.<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 '<code>--disable-glout</code>' to <code>./configure</code>.<br />
<br />
=== How do I start a dedicated server? ===<br />
<br />
See the [[Server Administration Guide]] for more information.<br />
<br />
<!--------- Section 7: Troubleshooting ----------><br />
== Troubleshooting ==<br />
<br />
=== Your Game Client ===<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 (in 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 />
=== Your Server ===<br />
<br />
==== I've started the dedicated server, but I don't see it listed in the master server. What's wrong? ====<br />
<br />
You need to add the line<br />
<br />
TALK_TO_MASTER 1<br />
<br />
to your configuration files to publish your server on the internet. The server needs to be up one or two minutes before it can appear in the server browser, the master server checks whether it is reachable before it gets published.<br />
<br />
==== I did that, but my server still is not listed. What else can be wrong? ====<br />
<br />
Get your server's IP address; if it is running on the same computer you use for browsing right now, check http://www.whatismyip.com to get it. Fire up the Armagetronad client, enter the internet server browser, wait half a minute, exit the server browser, enter it again, and look for your server's IP. If it appears (having the list sorted by server name my pressing "right" once helps), you really want to ask the question '[[FAQ#I see my server's IP in the master server browser, but it says "Unreachable". What's wrong?|I see my server's IP in the master server browser, but it says "Unreachable". What's wrong?]]'. Otherwise, this is the right section for you. This is also the right section if you see your server just fine, but nobody else does.<br />
<br />
If your server is connected to the internet via a router box and not directly via a "modem" of sorts, it is likely that network packages from the internet can't get to your server because the router blocks them. You need to tell your router to forward UDP port 4534 (or whatever SERVER_PORT is set to) to the server. On http://www.portforward.com, there are nice instructions how to do that for a lot of router models. If the UDP port 4534 thing confuses you, just follow [http://www.portforward.com/english/applications/port_forwarding/F-22Lightning3/F-22Lightning3index.htm these instructions for a different game] that uses a similar connection method. Of course, you need to find out what router model you have, some under-the-table-crawling and cable following may be required for that if you can't remember what you bought or got the router from your ISP.<br />
<br />
==== My server still isn't listed. This sucks, it's hard to find out where the problem is. What can I do? ====<br />
<br />
See [[Server_Administration_Guide#Firewalls|Short Firewall Troubleshooting]] and [[Server_Administration_Guide#Port_forwarding|Short Port Forwarding Troubleshooting]], if this does not solve your problem, read on.<br />
<br />
You can ask people to connect to your server directly by giving them [http://www.whatismyip.com your IP] and the port your server is running on. A perfect place to ask is our [[IRC_Channel|IRC]] channel(#armagetron on irc.freenode.org) because you'll get a real-time answer there. Less perfect is the support section of the [http://forums.armagetronad.net forums]; you'll need to make sure your server is up and running when people read your post, which can be well 48 hours after you post it. If people can't connect to your server that way, it means you probably need to set up port forwarding (see last question) correctly.<br />
<br />
==== Gaaa! This FAQ is useless! Can't YOU help me get my server up? ====<br />
<br />
Sure. Post your trouble on the support section of the [http://forums.armagetronad.net forums]. Be sure to<br />
<br />
* describe exactly what you already tried, and please don't just say "everything the FAQ told me"<br />
* state [http://www.whatismyip.com the IP] your server is running on, we need that to check the master server's logs<br />
* state your port if you modified SERVER_PORT<br />
* state your server's name, others need that to check for your server in the browser<br />
* post the complete output of your server from the moment it is started<br />
<br />
Without that information, we can't help you.<br />
<br />
Setting up a server is complicated sometimes; don't be too shy to admit you didn't understand some part of the process. A lot of trouble comes from people silently skipping steps they don't understand.<br />
<br />
==== I see my server's IP in the master server browser, but it says "Unreachable". What's wrong? ====<br />
<br />
Probably, the answer is "Nothing is wrong". A bug in some routers or the NAT specifications (at least, that's how Z-Man sees this) causes the response to the server query packet used in the server browser to come from the LAN address of your server, not the public address it was sent to. The packet gets ignored then. A workaround will be available in 0.2.8.3, but right now, that means most people can't see their own servers. Come to the IRC channel (#armagetron on irc.freenode.org) and ask people there if they can see your server.<br />
<br />
<!--------- Section 8: When All Else Fails ----------><br />
== When All Else Fails ==<br />
<br />
=== My question has not been answered, where do I go now? ===<br />
<br />
The first place to try is the Armagetron Support section on the [http://forums.armagetronad.net/ Armagetron Forums], where a great many problems have been discussed and solved. Please remember to read the [http://forums.armagetronad.net/viewtopic.php?t=1360 welcome post].<br />
<br />
Alternatively, you might like to see if there is anyone around in the [[IRC Channel]].<br />
<br />
Remember, you are the one requesting help, so be polite.<br />
<br />
=== What should I do to increase my chances of getting help? ===<br />
<br />
First off, there's a particularly useful 'Search' facility, which is linked to at the top of all forum pages. It is easy and powerful to use, and often will turn up an answer without any delay.<br />
<br />
Secondly, provide enough correct information. This is a simple task that will save a lot of trouble for anyone trying to help you.<br />
* What operating system are you running?<br />
* Which version of the client / server are you having problems with?<br />
* What error messages do you get?<br />
* If starting up a server, what's your [http://en.wikipedia.org/wiki/IP_address IP address]?<br />
* ... and so on.<br />
<br />
=== What is this IRC channel thing? ===<br />
<br />
Internet Relay Chat (IRC) is a type of real-time internet 'chat room', where group communications can take place in different rooms or 'channels'. For more information and how to use the Armagetron channel, have a look at the [[IRC Channel]] page.<br />
<br />
[[Category:Game Help]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=HostingFAQ&diff=19388HostingFAQ2007-07-08T20:10:38Z<p>Wrtlprnft: Changed to a more specific redirect</p>
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<div>#redirect [[FAQ#Hosting a server]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=MediaWiki:Sidebar&diff=19387MediaWiki:Sidebar2007-07-08T20:09:10Z<p>Wrtlprnft: updated FAQ links so they all point to the same FAQ page.</p>
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<div>* navigation<br />
** mainpage|mainpage<br />
** recentchanges-url|recentchanges<br />
** randompage-url|randompage<br />
* Playing<br />
** PlayingGettingStarted|Getting Started<br />
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** Armagetron_Advanced_Wiki:Contacts|Network_Information</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Competition_Hub&diff=19349Competition Hub2007-07-07T11:55:55Z<p>Wrtlprnft: Reverted edits by 203.166.160.74 (Talk); changed back to last version by Wrtlprnft</p>
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<div><font size="4">Want to join a tournament, browse an old one, or [[Creating a Competition|organize/create a new one]]...well you're in the right place.</font><br />
<br /><br />
{|- border="1" cellpadding="5" cellspacing="0"<br />
| style="background:lightgray; width: 100%" | '''Current Competitions'''<br />
| rowspan="4" style="vertical-align: top" | <calendar /><br />
|-<br />
| {{:AFL}}<br />
----<br />
{{:Ladle/Blurb}}<br />
----<br />
{{:TSTBlurb}}<br />
----<br />
{{:IFC_Blurb}}<br />
----<br />
{{:Kings_of_the_Grid_Blurb}}<br />
|-<br />
| style="background:lightgray" | '''Suspended/Delayed Tournaments'''<br />
|-<br />
| <br />
[[4 Team Fortress Tourney 2|4 Team Fortress Tournament #2]] - Possibly never going to take place<br />
|-<br />
| style="background:lightgray" colspan="2" | '''Earlier Competitions...'''<br />
|-<br />
| colspan="2" |<br />
<br />
The [[Ladle-12/Results|Twelfth Tronic Ladle]] was won by [http://www.xclan.net.tf -¦x¦-] on Sunday 3rd June<br />
<br />
The [[Ladle-11/Results|Eleventh Tronic Ladle]] was won by Fogies with Wheelchairs on Sunday 6th May<br />
<br />
The [[Ladle-10/Results|Tenth Tronic Ladle]] was won by [http://tui.owns.it TuI ~ Tronners Under the Influence] on Sunday 1st April</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Anarchic_wanderers&diff=19348Anarchic wanderers2007-07-07T11:55:15Z<p>Wrtlprnft: Reverted edits by 200.83.4.4 (Talk); changed back to last version by Jonathan</p>
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<div>[[Image:anarchic2.jpg]]<br><br />
<br />
<br />
We are evolving. Originally, the Anarchic Wanderers was merely a list of players who wanted to shadowbox fe-clan. Hence, it is not a clan. We managed one game; read about it [[6.3.8.0.5|here]]. We also played in [[THE SPOON]] tournament as one of the strong contenders; we didn't win it... but then again neither did anyone else... <br><br />
We were strong contenders in the First Tronic Ladle, and we won the Second and Third.<br />
Because of the anarchic nature of team, team member lists change... everyone is welcome though...<br />
<br />
<br />
== '''Messages''' ==<br />
<br />
;From Van <br />
: Ok this page was getting a little too messy so from now on would anyone who wants to post a message use the talk page.<br />
:To use talk page click on [http://wiki.armagetronad.net/index.php/Talk:Anarchic_wanderers Discussion] at very top of this page, where I have moved the previous messages, Thank you.<br />
<br />
;From Rico<br />
: Created a page to assemble players/discuss for Kings of the grid or other 2007 tournaments.<br />
: Scroll down to find it :)<br />
<br />
;From Rico<br />
:Ive decided to withdraw us from the first AFL due to lack of activity/difficulty grouping players, organisation and the such. Instead, I think we should enter the one after xmas, in the spring or whenever. Sorry about that.<br />
<br />
== [[Strategy Experiments]] ==<br />
This link contains some ideas about the launch, as well as starting positions for team-members...<br />
<br />
<br />
== Past and Present Players ==<br />
How about instead of the list there is now on the actual page with people saying why they would want to play and when, we have these little lists which anarchic wanderers played in which games. This list would be something like this:<br />
<br />
:'''AW vs FE''' - Vahayes, Mazuffer, Kamp, 2020<br />
<br />
:'''AW vs SP''' - madmax, Hay-lin, rain, Garisimo, Lackadaisical<br />
<br />
:'''AW in the Spoon''' - featherfcuk, madmax, Psyko, Vanhayes, TBL, 2020, Garisimo, Zop, ghableska<br />
<br />
:'''AW in the Ladle''' - eggcozy, Vanhayes, Lackadaisical, durka, Zop, Garisimo, 2020, Nii<br />
<br />
:'''AW in the Ladle #2''' - meriton, Hay-lin, rain, 2020, Vanhayes<br />
<br />
:'''AW vs SP''' - rain, hay-lin, madmax, garisimo and lackadaisical<br />
<br />
:'''AW in Ladle #3''' - ghableska, madmax, hay-lin, vanhayes, lackadaisical, garisimo, eggcozy, 2020, mazuffer, alex, sticky, featherfcuk, [[User:Wrtlprnft|Wrtlprnft]]<br />
<br />
<br />
==Everyone who ever was and may be...== <br />
<br />
;PsYkO<br />
:'''MUAHAHAAHAHAHAHAHAHAHHAAHAHAHAHAHAH''' =_ <br />
<br />
----<br />
<br />
;2020<br />
:I want to practice some strategies at the team level... new launches... new ways of breaking... and see if there are some flank tactics or pair tactics that may emerge... <br />
:Started working, so restricted playtime :( ... tell me when and where... <br />
:Skype me: Fidocancan<br />
<br />
----<br />
<br />
;MaZuffeR<br />
:Why? Why not. ;)<br />
:Avaible almost always, preferred times between 4pm and 11pm GMT. <br />
<br />
----<br />
<br />
;Lackadaisical<br />
:Because playing against the people here/people in fe is better than playing against random people.<br />
:Playing whenever, but not always under this name, I guess i'm mostly available between 18PM-01AM GMT<br />
<br />
----<br />
<br />
;ghableska<br />
:Same explanation as MaZ. In addition, it's fun and good practice.<br />
:Weekdays are a bit iffy, but on weekends, I'm fine with 8pm GMT to whenever....<br />
:Skype me: ghableska <br />
<br />
----<br />
<br />
;[[User:Wrtlprnft|Wrtlprnft]]<br />
:Why? To have fun of course :)<br />
:Times between 12AM and 4AM GMT are the ones I prefer. I have no skype, you can find me over [http://en.wikipedia.org/wiki/Internet_Relay_Chat IRC] on irc://freenode.org on the #armagetron channel, or just /msg me with my regular nick.<br />
:In case MBC is involved in the fight... well, I guess I'll fight for them :)<br />
<br />
----<br />
<br />
;Vanhayes<br />
:Because I Like Fortress, and want to take on the clans, eh.<br />
:Usually availible between 4 pm and 9pm GMT-3, eh.<br />
<br />
----<br />
<br />
;Featherfcuk<br />
:Because I'm a damn addict and I want a stronger fix. Also<br />
1000<br />
, I'm tired of the same strategy and would like to try something new..<br />
:Available: usually always.<br />
<br />
----<br />
<br />
;madmax <br />
:For the fun of playing with good players, and against good players. Not some messy random CVS game.<br />
:Usually free from 17:00 GMT and 0:00 GMT, on weekends, 2:00 GMT, or something like that. =) <br />
<br />
----<br />
<br />
;TBL<br />
:Jeffery Lebowski aka "The Dude", Venice Beach, Los Angeles, CA<br />
:The Dude is not the kind of man that likes being tied down, so clans are a no go. Losely based teams however are fine.<br />
:The Dude also enjoys talking about him self in 3rd person, bowling, acid flashbacks and driving around.<br />
:The Dude is also available around evening GMT times, and fortress is his preferred fix.<br />
<br />
----<br />
<br />
;[[User:Durka|Durka]]<br />
:Who: Me<br />
:Why: Because I said so<br />
<br />
----<br />
<br />
;Rico (Formerly known as ~}{Alex}{~)<br />
:Would simply be repeating what people have already said, so I'll stay here and shut up :)<br />
:Playing practically every day but not always under the same nick, but I'm fine with about 6pm to 12GMT - ish. Wednesdays, fridays and saturdays can be a bit iffy.<br />
:MSN me, tcs_ownz_you@hotmail.co.uk<br />
<br />
----<br />
<br />
<br />
== Anarchic Wanderers for Kings of the Grid, and Lucifers AFL ==<br />
<br />
:[[Armagetron_Fortress_League|Armagetron Fortress League]] wiki page<br />
:[http://www.kingsofthegrid.net Kings of the Grid website]<br />
: Visit [[Talk:Anarchic_wanderers]] to discuss tournaments/matches, and who will be playing and where<br />
<br />
----<br />
:'''Messages about AFL/KotG'''<br />
:*Ok, this is where the players will be redirected from the Kings of the Grid forum, as I don't want to clutter up Lack's site, heh. I will create new sections as everything develops; for now, theres just a list of the players who have signed up to compete in 2007's tournaments. Once we have 8 players registered I'll put us in for the first KotG/AFL match - '''Rico'''<br />
:*Looking forward to this... '''2020'''<br />
:*Ok I've signed us up for the Armagetron Fortress League. Stick your name down here - [[AFL_Signup]] - '''Rico'''<br />
:*Notice: Van will not be available for the AFL. Lacka is forming his own team for the KotG (idk who he is getting to join yet) and he may not be available in the summer. If you see any old AW-ers, please feel free to direct them here as we could use more people to sign up. Thanks. (PS - I've directed madmax and featherfcuk here already, hopefully they shall sign up) - '''Rico'''<br />
:*I'll play for AW for the Kings of the grid. On AFL I'll try some other team. Diversity ftw :) - '''madmax''''<br />
:*Only one more person needed until we can put in for the KotG with 8 players. I've mentioned it to eggcozy and MaZ and featherfcuk. Lack is a no-no as hes starting a new team. If you see any of these 3 feel free to direct them here :) '''~ Rico'''<br />
----<br />
<br />
== Current 2007 Player List ==<br />
<br />
Please add your Game name, Forum name, and another means of contact if anything comes up (Email, MSN, AIM, Skype, etc)<br />
<br />
----<br />
<br />
:'''Name''' - Rico<br />
:'''Forum name''' - Ricochet<br />
:'''Email/MSN''' - tcs_ownz_you@hotmail.co.uk<br />
<br />
----<br />
<br />
:'''name''' - 2020<br />
:'''forum name''' - 2020<br />
:'''email''' - 2020@davidpinto.org<br />
<br />
----<br />
<br />
:'''Name''' - Vanhayes<br />
:'''Forum name''' - Van-hayes<br />
:'''email''' - lamb--chop@hotmail.com<br />
<br />
----<br />
<br />
:'''Name'''—wrtlprnft<br />
:'''Forum name'''—wrtlprnft<br />
:'''Means of contact'''—wrtlprnft on irc.freenode.org, I'm in #armagetron 24/7 and will read any message there that contains my name.<br />
<br />
----<br />
<br />
:'''Name''' - ghableska<br />
:'''Forum name''' - ghableska<br />
:'''Means of contact''' - ghableska on AIM, MSN, Skype and IRC. ghableska@yahoo.com<br />
<br />
----<br />
<br />
:'''Name''' - gArIsImO<br />
:'''Forum name''' - gArIsImO<br />
:'''Means of contact''' - garisimo@aol.com, gdoranian@icginvest.com (to my PDA) fastest way to reach me)!!!!!<br />
<br />
----<br />
<br />
:'''Name''' - madmax<br />
:'''Forum name''' - madmax<br />
:'''Means of contact''' - madmax.ptz at gmail.com (Email/MSN), madmax|pt @ freenode (IRC)<br />
<br />
----<br />
<br />
:'''Name''' - Durka<br />
:'''Forum name''' - DDMJ<br />
:'''Means of contact''' - durkadurkamj (at) gmail.com (Email/MSN), Durka @ freenode (IRC), durkadurkamj (AIM), [http://durka.freehostia.com/portal.php PM on my site]<br />
<br />
== Matches/results from 2007 ==<br />
<br />
:None yet.</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Rubber&diff=19347Rubber2007-07-07T11:54:44Z<p>Wrtlprnft: Reverted edits by 203.166.160.74 (Talk); changed back to last version by Jonathan</p>
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<div>You have a gauge for it, but you don't know what it means. Or, you know what it means, but you think it's stupid. Here's what rubber is all about and why it's important.<br />
<br />
== Introduction ==<br />
<br />
Rubber exists to compensate for network latency. That is, it's there to deal with the fact that when you hit a wall, and the server thinks you've hit the wall, it's a physical impossibility for you to be certain you're near the wall. So rubber makes it possible. In short, without rubber, there would be no internet game. Once upon a time, it was an internal mechanism that existed for server administrators to configure, allowing them to build different types of servers that were playable that might otherwise not have been so. It was never intended to be revealed to the player as a concept. Part of that is because different mechanisms to accomplish the same thing could be implemented, and the player never need deal with it. Now it's become a part of the game and players are aware of it, and knowing what it is and what it isn't is an important part of playing the game.<br />
<br />
== What Rubber Is ==<br />
<br />
As mentioned in the introduction, rubber is a way to deal with network latency. It's very simple in concept, when you think about it. Let's say you connect to a server and your ping is 200 milliseconds. Now, some other guy and you are racing towards each other. Just before you would pass each other, the other guy turns and blocks your path. It will take you 200 milliseconds to get aware of this and send your reaction back to the server, assuming you yourself can react instantly. Of course, you don't have 200 milliseconds, you'll collide and be dead in, 100 milliseconds.<br />
<br />
Enter: rubber. When you get close to a wall, rubber artificially slows your cycle at a certain distance from the wall. This change in speed is artificial, it doesn't affect your actual speed in any way. But the time it takes for you to crash against that wall is stretched. By making this stretch, it is possible for you to see that you are in fact touching the enemy wall that popped up in front of you, and to react to it, all in the 200 milliseconds your hypothetical connection has to send a turn to the server.<br />
<br />
== What Rubber Isn't ==<br />
<br />
Rubber is nothing other than what it is. It is not a tool to make it possible to turn around against a wall. It is not a way to make it easier to get close to a wall. It is not a new type of gameplay. It is none of these things.<br />
<br />
== How Rubber Works ==<br />
<br />
Rubber works two ways, depending on how the server is configured. You either have time-based rubber or distance-based rubber. Time-based rubber works by measuring how long (in milliseconds) it will take for you to hit the wall and applying rubber to it. Distance-based rubber works by measuring the actual distance between you and the wall. Both have the same intent, but work slightly differently.<br />
<br />
Distance-based rubber is good for servers that have very little changes in speed. Some examples are the Tigers Classic servers, the Goshdarn clones, and a few others. Low cycle acceleration is what distance-based rubber is good for. And it's really good for that! This is the traditional behavior of rubber, and until v0.2.8 it was the only behavior of rubber available.<br />
<br />
Time-based rubber is good for servers that have a lot of cycle acceleration, resulting in large differences in speed between cycles. In this case, the application of rubber will vary for each wall approach, but it will behave consistently and predictably for players.<br />
<br />
After rubber kicks in, it begins to deplete. When it is depleted, you are touching the wall and the server destroys your cycle. When you leave the wall, you begin to recharge your available rubber until it is full. This unique system makes it possible to carefully plan a wall approach, run your rubber up to its maximum, and turn, making a very tight grind against that wall. Then, if you wish to turn towards the wall again too quickly afterwards, you will die, because you don't have enough rubber. In a tight maze, this means you might make the first couple of turns, but your chances of surviving drop with each grind because your rubber cannot recharge fast enough.<br />
<br />
== Rubber Settings ==<br />
<br />
There are a number of settings that affect rubber. In a perfect world, you would only ever work with <code>CYCLE_RUBBER</code>, and all other settings will be left as they are. This is not, however, a perfect world. It may be necessary to work with some of the other settings in order to get the type of gameplay you are after. The rule of thumb is that you should only adjust any of these settings in order to compensate for other changes that cause the rubber system to break down. For example, if you change cycle acceleration to some really high amount, you will have a server where high speed players will tend to crash because they lack rubber. You probably want high speed players to be able to grind as easily as low speed players, so you might want to increase <code>CYCLE_RUBBER</code> to compensate. The flip side is that lower speed players will be able to grind deeper against the wall. There's always a trade-off, so consider carefully what you are after.<br />
<br />
It is generally considered a bad idea to increase rubber too terribly high. If you set it high enough, you can make death impossible on your server, and that's probably not a good thing. On the other hand, if you set it too low (or to a negative number), you make living impossible on your server. So you should only adjust rubber when it's needed to compensate for some other change you've made in your server.<br />
<br />
Here is a brief description of each rubber setting available as of v0.2.8:<br />
<br />
;CYCLE_RUBBER 1.0<br />
:niceness when hitting a wall<br />
;CYCLE_PING_RUBBER 3.0<br />
:niceness when hitting a wall: bonus for higher ping players<br />
;CYCLE_RUBBER_TIMEBASED 0.0<br />
:rubber usage is based on distance travelled if this is set to 0 (default) and the time passed if this is set to 1. Intermediate values and values out of these bounds are supported as well.<br />
;CYCLE_RUBBER_SPEED 40.0<br />
:logarithmic speed of wall approximation when rubber is in effect (every second, you get closer to the wall by a factor of ~0.4^{this value} )<br />
;CYCLE_RUBBER_MINDISTANCE .001<br />
:The minimal distance rubber code keeps cycles from walls<br />
;CYCLE_RUBBER_MINDISTANCE_RATIO .0001<br />
:Additional distance for every length unit of the wall you have in front of you<br />
;CYCLE_RUBBER_MINDISTANCE_RESERVOIR .005<br />
:Addidional distance if you have an empty rubber meter (gets faded out gradually as you use up all your rubber)<br />
;CYCLE_RUBBER_MINDISTANCE_UNPREPARED .005<br />
:Additional distance for unprepared grinds; it gets applied when the cycle's last turn was just a fraction of a second ago and faded out preparation times larger than CYCLE_RUBBER_MINDISTANCE_PREPARATION.<br />
;CYCLE_RUBBER_MINDISTANCE_PREPARATION .2<br />
:Timescale in seconds a cycle's last turn time is compared with to determine the effect of CYCLE_RUBBER_MINDISTANCE_UNPREPARED.<br />
;CYCLE_WIDTH 0.0<br />
:the cycle's width. Attempts to enter tunnels that are narrower than this result in instant death. (not yet supported)<br />
;CYCLE_RUBBER_MINADJUST .01<br />
:when adjusting to or 180ing into a wall, allow going closer by at least this amount (relative to the last distance)<br />
;CYCLE_RUBBER_LEGACY 1<br />
:fallback to old, frame-dependant rubber code when old clients are present<br />
;CYCLE_RUBBER_TIME 10.0<br />
:Timescale rubber is restored on<br />
;CYCLE_RUBBER_DELAY 0.0<br />
:during this fraction of the cycle delay time, rubber efficiency will be multiplied...<br />
;CYCLE_RUBBER_DELAY_BONUS .5<br />
:by this factor (meaning that rubber usage goes up by the inverse; a value of zero means rubber is completely disabled)<br />
<br />
== Inner Rubber Workings ==<br />
<br />
The original post by z-man may be found [http://forums.armagetronad.net/viewtopic.php?p=23648#23648 here] — this is an edited version.<br />
<br />
As you know, your speed gets decreased a bit on every turn by 5%. This factor can now be tuned in <code>CYCLE_TURN_SPEED_FACTOR</code>. It's the numerical value the speed gets multiplied with. Make it bigger than one if you like weird settings.<br />
<br />
=== The Rubber Code ===<br />
<br />
There's a new property called rubber effectiveness. It's usually a value between 0 and 1. If a certain action consumes x rubber, at effectivity <code>e</code> it will consume <code>x/e</code> rubber. At effectivity 0, rubber gets disabled completely. At default settings, rubber effectivity is constant and always 1.<br />
Two things possibly influence the effectivity of rubber:<br />
<br />
* Shortly after you make a turn, a certain portion of the time (given by <code>CYCLE_RUBBER_DELAY</code>) until you are legally allowed to make your next turn determined by <code>CYCLE_DELAY</code>, the effectivity gets multiplied by <code>CYCLE_RUBBER_DELAY_BONUS</code> (Hmmm. We should rename that to <code>_FACTOR</code>, <code>_BONUS</code> sounds too positive). The logical use of this mechanism is to punish 180s and adjusts by higher rubber usage or death.<br />
* Then there is another state variable, the rubber malus. Initially it is set to 0. On every turn, <code>CYCLE_RUBBER_MALUS_TURN</code> gets added. It decays over the time of <code>CYCLE_RUBBER_MALUS_TIME</code> seconds. The rubber effectiveness gets divided by <code>1 + rubber malus</code>. This setting is to punish to hectic turning and repeated 180s. (or to provoke floating point chaos if you make <code>CYCLE_RUBBER_MALUS_TURN</code> negative). The new experimental red rubber gauge displays <code>100/(1+malus)</code>, it should display the full effectivity in the end. (Umm, would that rather be efficiency? Definition lawyers, please to the rescue!)<br />
<Comment: either use 'efficiency' or 'effectiveness', both good. On the other hand, 'effectivity' is poor English (at least from a UK Englishman point of view, YMMV in the USA)><br />
<br />
The time rubber decays on (formerly hardcoded 10 seconds) can now be controlled by <code>CYCLE_RUBBER_TIME</code>. Setting it to 0 will disable the decay.<br />
New clients will sync the rubber state and brake reservoir from the server, old clients will display horribly wrong values if you play with the settings too much.<br />
<br />
=== Experimental Settings ===<br />
<br />
Those were the new experimental settings, that's why they are not yet documented.<br />
<br />
There is the way rubber prevents you from hitting walls. Formerly, if you got close to a wall, the rubber code would allow you to cut the distance to it in half. The new code (from 0.2.7.1) will not let you closer to a wall than determined by the <code>_MINDISTANCE</code> settings.<br />
<br />
Exception:<br />
* right after a turn, you are always allowed to go a bit forward. How much is determined by <code>CYCLE_RUBBER_MINADJUST</code>, useful values are between 0 and 1. Values bigger than 1 will also kill all 180ers. Setting <code>_MIDISTANCE</code> to a small negative value is another way of punishing all kinds of rubber whores, because then rubber will stop you only a bit after the wall, while making you slower before the hit and therefore still faciliating grinding to an extent. (Not recommended right now because the old clients will ignore it.)<br />
* The speed at which you approach a wall is determined by <code>CYCLE_RUBBER_SPEED</code>. Mathematically, if you are at distance d from a wall, rubber makes sure you don't approach it faster than <code>CYCLE_RUBBER_SPEED * d.</code><br />
* Since this speed of approaching may be slower or faster than with the old code depending on the framerate, people complain about it. Therefore the new client reverts back to almost the old code ( a tiny minimal distance to walls is still kept ) when any pre-0.2.7.1 server or client is involved. The server admin can disable this admittedly dangerous behavior with <code>CYCLE_RUBBER_LEGACY 0</code>.<br />
<br />
==== Client Synchronization Settings ====<br />
<br />
Old servers would send all cycle syncs once per second. Since 0.2.7.1, the interval is configurable separately for the client that owns a cycle and all other clients in the <code>CYCLE_SYNC_INTERVAL_</code> settings.<br />
<br />
New clients since 0.2.7.1 send the time of turn commands to the server. This makes it possible to avoid grinding lag sliding ( you move towards a wall, grind it shortly and turn away again, and you'll slide ) by letting the cycle on the server turn not before the time sent by the client. At the low speeds before the grind, the positional command interpretion is inaccurate and will usually turn the cycle too early.<br />
Now, old clients don't send the command time, so this code can't work. The lag sliding is a clear disadvantage, but the earlier turn is an advantage in some situations because it makes you cover more ground, so both the new and the old players have plenty of reason to complain if they are not treated equally. Therefore, when <code>CYCLE_FAIR_ANTILAG</code> is set to 1 and old clients are present, this code is deactivated.<br />
<br />
When a cycle turns in free space, the server will try to follow the client's request by matching the turn position as closely as possible. Sometimes however there are large desyncs and clients sent silly turns halfway across the grid from their current position. So, for clients that send the command time, the server will execute turns only in a time window around that command time. The width of that window is determined by <code>CYCLE_TIME_TOLERANCE</code>.<br />
<br />
I observed that old clients ( 0.2.7.0 and earlier ) would be more likely to pass through walls when they received a sync from the server shortly before. So, if you set <code>CYCLE_AVOID_OLDCLIENT_BAD_SYNC</code> to 1, the server will not send those syncs. Whether this helps or makes matters worse by not sending enough syncs is unknown, that's why it is a setting.<br />
<br />
The other new settings are purely local and don't have gameplay relevance on the server.<br />
<br />
[[Category:Game Concepts]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Moviepacks&diff=19341Moviepacks2007-07-07T08:45:07Z<p>Wrtlprnft: Reverted edits by Bm5Gl2 (Talk); changed back to last version by Wrtlprnft</p>
<hr />
<div>This page will tell you how to create your own moviepacks. See [[Moviepacks list]] for already existing moviepacks. For help installing an already existing moviepack go '''[[Customizing_the_game|here]]'''.<br />
<br />
== Editing and Creating a Moviepack ==<br />
<br />
<br />
== Title ==<br />
*Title.jpeg<br />
<br />
The custom start page before the menu (only works in 2.7 +) (the thunderbolt page when using default textures)<br />
<br />
== Cycle Model ==<br />
*cycle.ase<br />
<br />
The bike model, make one using your favorite 3d modeling system.<br />
<br />
== Cycle Texture ==<br />
*bike.png<br />
<br />
The skin for your bike model(put flames on it for +10 speed). Transperent parts of the image will show the color each players has selected for his bike/wall<br />
<br />
== Player Wall Texture ==<br />
*dir_wall.png<br />
<br />
The skin for player walls. Transperent parts will be invisable in game, White will show the color the player has selected. -note while using colors here is tempting its not recomended as the colors are often distorted in the game.<br />
<br />
== Floor Textures ==<br />
*floor.png<br />
*floor_a.png<br />
*floor_b.png<br />
<br />
Floor.png works like a tile and is tiled across the floor with no variation you can use a small image like 50px50p and tile it or a larger image like 500px500p and stretch it across the entire floor.<br />
<br />
floor_a.png is normally a line just stretched vertically across the floor and floor_b.png the same only stretched horizontaly by combining the two it creates a sharp square grid. There have been people who thought they could use this to create a very sharp unique floor. <br />
<br />
discussion here -http://forums.armagetronad.net/viewtopic.php?t=1708&postdays=0&postorder=asc&start=30<br />
<br />
== Rim(outer)Wall Textures ==<br />
*rim_wall_a.png<br />
*rim_wall_b.png<br />
*rim_wall_c.png<br />
*rim_wall_d.png<br />
<br />
The 4 images are used to make the outer wall make one image and copy it for a look that spans the whole grid or try using 2 patterns for a unique look.<br />
<br />
== Sky ==<br />
*sky.png<br />
<br />
The sky image can help the whole movie pack together in game but not everyone uses a sky so don't depend on it.<br />
<br />
== Settings ==<br />
*Settings.cfg<br />
<br />
Use this to unify the look of your movie pack no matter who uses it<br />
<br />
example<br />
<pre><br />
MOVIEPACK_FLOOR_RED .8 floor color (with moviepack)<br />
MOVIEPACK_FLOOR_GREEN 1 floor color (with moviepack)<br />
MOVIEPACK_FLOOR_BLUE .6 floor color (with moviepack)<br />
<br />
<br />
<br />
MOVIEPACK_WALL_STRETCH 6<br />
<br />
GRID_SIZE_MOVIEPACK 5<br />
</pre><br />
<br />
[[Category:Client Features]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Advanced_Tactics&diff=19340Advanced Tactics2007-07-07T08:44:56Z<p>Wrtlprnft: Reverted edits by 200.83.4.5 (Talk); changed back to last version by Systemf</p>
<hr />
<div>Here are some more advanced tactics for the player who wants to go head-to-head against the best. Although these skills can be described, what counts in the number of hours you put in perfecting them. Enjoy.<br />
<br />
== Feinting ==<br />
<br />
In combat terms and in sports, a feint is a fake attack. It is a movement of misdirection that, when executed well, causes the other player to commit themself to a defense. If you know what their defense will be, you can follow the feint with a real attack that attacks their weak point.<br />
<br />
If that babbling doesn't make any sense, don't worry. Feinting is a critical skill and we'll spend some time with it.<br />
<br />
Let's look at the speed kill described at [[The Basics]] page. The normal way this is executed is by grinding the target's wall for a long time. As you approach the target cycle, you will turn out from his wall, then three times in the opposite direction, then one more time to bring you grinding against the other side of his wall. [[Image:Speedkill.png|right|thumbnail|A common speed kill]] A feint that builds on the speed kill might be to turn out and then make the first of the sequence of surrounding turns. At this point the other cycle is forced to make a defensive move of some sort and you know in advance that he will do that, because if he doesn't defend against your feinted attack, you will kill him. The normal defense against a speed attack is to turn in the direction of the attacker, interposing a wall. If done late enough, the attacker can be tricked into crashing into this wall. So knowing that the defender will make this defensive move, you can turn slightly earlier and then make your rapid second turn in the box. At this point, you know that the defender will attempt to defend against the box attack. Another turn away from the attacker is all it takes to finish the deed. TODO: get a picture of this too.<br />
<br />
The best feints are feints where the defender must take the attack seriously not because he believes it to be an attack, but because he has no choice. This is comparable to a sword fight, where you feint towards the other fighter's heart. If he doesn't stop the thrust, you will kill him. But if he does, he may open up his side to an attack. A good feint will be followed through by an unpredictable attack, but making unpredictable attacks requires a certain amount of experience.<br />
<br />
If the speed feint didn't make sense to you, consider this one, based loosely on a basketball move. In basketball, it's common for the person who has control of the ball to turn towards one teammate and start a passing move. This usually brings the defender around to try to prevent the pass. Many players will then pass the ball in the opposite direction to a different player. Consider the fake involved there. Now apply it to a light cycle. You are approaching more or less head on to another cycle. If you turn right or left, he'll follow you. If you go straight, he'll turn a wall into your path. What do you do?<br />
<br />
You fake him. You turn left, then quickly turn right twice. This brings you in the opposite direction that he's expecting. Many players, upon seeing the left turn, will also turn left, intending to pass you and grind your wall, knowing they'll come around to an attack on you at the other end. Some players will turn to grind on your new wall and try to chase you. These players will be killed by your two quick right turns when they find themself in a dead-end. The other players, the ones intending to grind your wall and come around to fight, will be going the same direction as you. Two more well-timed left turns will bring you against his wall and leave him in a very small box.<br />
<br />
== The Battle of the Grinds ==<br />
<br />
There are two excellent tactics associated with grinding. Very often you will find yourself traveling parallel to an enemy cycle at a distance where neither of you can mount a successful attack. Neither of you can advance, either, and if you turn around, you will be pursued, possibly at the pursuer's advantage. So you both drive straight, waiting for the other to make a move. Eventually you will come upon a wall and you will have to turn. What do you do?<br />
<br />
The first thing that comes to mind is to tap the wall and turn away from the enemy cycle. This is a good move for new players because they will usually not be pursued, and the stalemate is very hard to break. Unfortunately, many players will grind closer to the wall and turn towards you. This means they will pursue you through that little space, shooting out between your cycle and the wall you're grinding and coming out at a considerable advantage to you. In this case, turning away is a bad move if you don't know what to do about it. While there are definitely counter-moves to deal with the player who turns towards you and attacks, there are other ways to deal with this.<br />
<br />
One way is to turn in towards the other player. This doesn't make sense if you can't possibly grind closer to the wall than he can, does it? Well, it does. The trick is to turn again and get on his wall and grind away. While you usually won't kill the other player, the stalemate will be broken because when the two of you reach the ends of your walls, you will be going faster than he, and that speed conveys a considerable advantage.<br />
<br />
Turning towards the other player also shows him that you're not scared to fight him. While it may not yield a kill right away, that player and any who are watching will remember that you did that. The next time they come against you, they will be inclined to try to grind as close to the wall as possible, and that is their mistake. It is more common to lose the Battle of the Grinds by overextending your grind and dying against the wall than it is to lose it by not grinding close enough.<br />
<br />
== The Lag Kill ==<br />
<br />
The Lag Kill has an interesting requirement that most other tactics don't have: humility. If you have a need for the other player to always know and concede that you have killed him, then the Lag Kill isn't for you. In order to use the Lag Kill, you need to be able to deal with the other players blaming lag for the kill. Many players already blame lag when they die more often than it's true, but once you start using lag as a weapon, they'll be half right, and they will frequently completely miss the facts of the matter.<br />
<br />
The mechanism that enables the Lag Kill is network latency. Look at your ping and look at the ping of your target. Ok, now add them together. Usually you'll come up with a number near 300 milliseconds. That means that the other player will not see the results of your turn for almost a third of a second. That's a long time! It also means that you won't see the results of his turn for the same time period, but every good attack has a danger you need to account for, and for this one, lag is it.<br />
<br />
So consider the time it takes for the other player to see your moves and '''what he sees in the meantime''', which is usually your cycle going straight. With a little misdirection, you can convince him you are somewhere else completely and essentially attack him from a blind spot.<br />
<br />
The most basic form of this type of attack is as a defense. Picture yourself driving in a straight line. Now someone gets on your wall and starts grinding it on the left side, obviously aiming for a speed kill. You know that before the critical 1/3-second interval he's going to turn off to box you in, so before that interval you turn left. The other player now thinks you're turning left to block him, so he goes out a little farther, but greedily comes back to close you in. What he doesn't know is that the 1/3-second interval started right after your turn, and you've turned right again, putting you back in your original direction. As he goes in to finish his box, he doesn't find you trapped in it, he finds your wall instead, and it's entirely possible the server will kill him before he even sees your wall!<br />
<br />
Another common form of this attack is when you are going nearly head-on towards another player. Before the cycles are within the 1/3-second interval, you turn right. Then the interval starts and you immediately turn left twice, leaving a short dead-end hallway. Many players will follow you after your first right turn and get stuck in the hallway, and again find themselves killed by the server before they even see the hallway.<br />
<br />
The disadvantage to this tactic is that you get used to it, and eventually you will come up against someone who's ping is so low they can see your hidden moves and deal with it, and lag attacks don't work on those people.<br />
<br />
As I said at the beginning, many players will not acknowledge that you killed them on purpose. Some players will acknowledge it only after you've killed them quite a few times, and you will find yourself being consistently underrated for your abilities compared to actual match wins, so you need to have a thick skin. You need to be able to wipe out the whole grid and deal with someone saying "How did he win? He sucks!" It's very hard to convince people that your attacks are real, that you really deserve credit for the kills, so you need to be able to satisfy yourself knowing you did a good job and not depend on other people to praise you for it.<br />
<br />
== The Dance of Time ==<br />
<br />
This is a specialty tactic that is only useful when it's you against a bunch of people, 3 at the minimum, 5 is better. It's basically a dance, but it's a deceptive dance. The purpose of the dance is to trick the other players each into thinking they can dart out there and get you. When you have 4 or 5 or more people coming at you at once, you want them to think they can jump in and get you without getting killed and gently lead them into a wall. It's very difficult, and it's another move you can make that you won't get proper credit for making. The thing that makes it so hard to do is that every time is a custom job: you can't just train yourself to do it, it has to be tailored for the opponents. It's a rare tactic that's only really put here to try to force a table of contents to be generated for this page, but it's been known to work.<br />
<br />
[[Category:Multi-Player Tactics]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Model_Formats&diff=19339Model Formats2007-07-07T08:44:36Z<p>Wrtlprnft: Reverted edits by 200.83.4.5 (Talk); changed back to last version by Jonathan</p>
<hr />
<div>== Model Formats ==<br />
<br />
Armagetron uses two model formats that it directly supports. It uses a format with a .mod extension, and a format with a .ase extension.<br />
<br />
Edd's (ASE) cycle's dimensions are:<br />
<br />
*X (front to back wheel): 163.12 units<br />
*Y (left to right): 67.99 units<br />
*Z (bottom to top): 45.16 units<br />
*Cycle's should face positive X direction.<br />
<br />
=== .MOD Models ===<br />
<br />
This is the model used by the default look and you should screw with it with care. The game makes many assumptions about the three models here, and if your model doesn't violate those assumptions you should be fine.<br />
<br />
It is a relatively simple text based mesh description format: lines starting with "v" define a vertex, the first number that follows is the vertex index, the next three numbers are the vertex's coordinates. Lines beginning with "f" define faces; the three numbers that follow are the indices of the vertices that form the triangle. There are converters available to convert to this format.<br />
<br />
The three models used are found in the <code>models</code> directory in your Armagetron Advanced installation. You'll find these files there:<br />
<br />
* cycle_body.mod <br />
* cycle_front.mod <br />
* cycle_rear.mod<br />
<br />
Each model is what it says it is.<br />
<br />
The main drawback is that you can't texture the model. There's no space for texture coordinates or surface normals. Armagetron Advanced just maps the textures in a predefined way by projecting them from the sides.<br />
<br />
=== .ASE Models ===<br />
<br />
.ASE models are a text version of the 3dsMax model format. Normally 3dsMax stores its models in a binary format that is somewhat proprietary. You might be able to find a converter for it, you might not. 3dsMax will export to a text format, and .ase is that format. It is a fairly common format and there are numerous converters.<br />
<br />
The catch to using this format are summarized in this list:<br />
<br />
* Cycle wheels will not be animated.<br />
* For that matter, your model won't have any animated bits.<br />
* It can only be used in the moviepack<br />
<br />
You can prepare your model for animation by setting the pivots right and making a object group for each part to be animated. But currently only unanimated models are supported by the moviepacks.<br />
<br />
==== ASE Export Support ====<br />
:* 3D Studio Max 7+: File->Export export as "ASCII Scene Export" TODO: earlier versions support it too ?<br />
:* Blender: TODO<br />
<br />
== Converters ==<br />
<br />
Here are some converters you can use. With any luck you can find the right combination of your favorite 3d model creation program and a converter to bring you to Armagetron model-making bliss.<br />
<br />
=== [http://www.csit.fsu.edu/~burkardt/data/ase/ase.html IVCON/IVREAD]===<br />
Converst ASE to and from other formats. It works well, although I remember it having some scaling issues when I used the model in Armagtron. It is a command line tool.<br />
<br />
=== [http://udn.epicgames.com/Two/ActorX ActorX] ===<br />
* Windows only<br />
* GUI<br />
<br />
=== [http://www.geocities.com/swdoughty/blendertuteIndex.html Blender Python Script] ===<br />
May only work with older version of Blender.<br />
<br />
== Free Editors ==<br />
* [http://www.wings3d.com/ Wings 3d] -- Windows/Mac OS X/Linux<br />
* [http://www.blender.org/ Blender] -- Windows/Mac OS X/Linux<br />
** [[AATools]]<br />
<br />
== Links ==<br />
Remember to ask author's permission to use his/her work. Even free downloads can have copyrights and licenses.<br />
<br />
[[Customizing the game]]<br />
<br />
[http://www.a1eddie.com/models.htm http://www.a1eddie.com Models] - Edd's site has Tron models<br />
<br />
[http://forums.armagetronad.net/viewtopic.php?t=2989 Topic on forums.armagetronat.net] - Edd's final low poly cycle]<br />
<br />
[http://www.tron-sector.com http://www.tron-sector.com] - Biggest Tron site might offer models too ;)<br />
<br />
== From Way Back on the Forums ==<br />
Until someone comes in and fleshes this out, here's what I've collected off the forums about models.<br />
<br />
''n54''<br />
:Ii'd like to edit/make new bike models for armagetron, and i'd like to use blender3d to do it as blender is GNU GPL, have anybody tried this? (i know blender's interface is extremely non-intuitive - they say that the new version is better in this regard, haven't got the chance to test this myself) <br />
<br />
''nemo''<br />
<br />
:This is from the moviepack readme file.<br />
<br />
: Quote:<br />
: The 3D models were made with Kinetix 3DSMax3.1<br />
: The .ase modelization file is an ASCII exportation from 3DSMax.<br />
<br />
:I have maya, but I dont have an ASCII exporter. Im gonna try to find one. Hope this helps.<br />
<br />
:Okay, if you have maya, you can export into the .ase format with [http://udn.epicgames.com/Content/ActorX#MAYA_exporter_plugins_ this] Im gonna test it out now.<br />
<br />
:UPDATE: The ActorX plugin only works on windows it seems Sad. I run maya on my mac. I also found some ways to export from blender to .ase. It says it doesnt work with the newest versions of blender, though. [http://www.geocities.com/swdoughty/blendertuteIndex.html linky]<br />
<br />
''Seeker''<br />
<br />
:N54, I just decided to check out blender and they DO have an import/export script for 3ds files that seems to work. I will play around a lil more, but i think im gonna forget about 3dsmax6 and try blender for a while.<br />
<br />
:Sorry N54, Its a python script for blender2.35 for ase export(?) and theres one for 3ds import/export (?) I need to look again when i get home.</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Teamplay&diff=19338Teamplay2007-07-07T08:44:06Z<p>Wrtlprnft: Reverted edits by 200.83.4.5 (Talk); changed back to last version by T1</p>
<hr />
<div>There are some servers which provide a grid where you are playing in a team. Playing can be just like playing alone, with a little selective targetting thrown in. However, in [[Fortress]], it is essential that work with your teammates at the outset.<br />
<br />
Check out the various pages which detail how to win respect among your teammates.<br />
<br />
==The Launch==<br />
<br />
Learn a little about [[The Basics|grinding]] before entering a teamgame such as Fortress, because you need to grind your teammates trails fast, normally the centre player:<br />
[[Image:grindcenter.gif|center]]<br />
Pursue more detail at [[Team Tactics]] and more specifically [[:Category:Fortress Tactics]].<br />
<br />
==The Attitude==<br />
<br />
Teamplay can be intimidating for the first-time player. What you do can severely effect a team's performance and if you have just entered the match at a critical point, the temperatures and emotions of your teammates can run very high. The best way out of this is to do what they ask. Listen to the patient ones. And if you can't hack it, leave, practice a little elsewhere, and return to show them what you are made of.<br />
<br />
More detailed discussion can be found [[Etiquette and Protocol]].<br />
<br />
==The Safeguard==<br />
<br />
In Fortress, there are two useful mechanisms to compensate for overly aggressive or downright rude behaviour: silencing and voting.<br />
<br />
If there are players who are treating you badly or are just mouthing off too much, you can silence their chat. This enables you to concentrate on your gaming and interacting only with those players who seem to be helpful (or amusing) to you. Of course, you might also miss some important information regarding teamplay, but if another player points it out to you, you have an opportunity to explain your actions. If you silence everyone, of course, you might end up being kicked.<br />
<br />
And sometimes it is necessary to vote off another player. Be careful with this option. Sometimes a player (and it may be you one day) is nominated by someone in the heat of frustration, in which case you should reject the nomination. However, if a player is repeatedly team-killing or generating too much negative vibe, then make the decision to approve the nomination with your vote. You press the left and right arrow keys to change your vote. Escape registers the vote.<br />
<br />
[[Category:Getting Started]]</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Armagetron:About&diff=19333Armagetron:About2007-07-07T06:47:42Z<p>Wrtlprnft: Reverted edits by 220.73.47.26 (Talk); changed back to last version by Wrtlprnft</p>
<hr />
<div>This is the Armagetron Advanced Wiki! It is a wiki to be used by all for all, to document all those little things that we all know, but apparently many people don't know. Or we wouldn't have to keep repeating ourselves so much. :)<br />
<br />
== What is a wiki? ==<br />
<br />
This is a wiki! Or, more specifically, a wiki is a type of web site where everyone can edit the pages, create new pages, and stuff like that. To be an editor you just have to learn what things editors do and start doing them. The idea is that if you have some information you'd like to share, you can come here and put it in a page. Of course, you should spend a few seconds considering whether the information you have to share would fit better in an instruction manual (this wiki) or in a discussion (the forums) and then put it in the appropriate place.<br />
<br />
If you're not certain, try posting it in the forums first.<br />
<br />
== What kind of information will I find here? ==<br />
<br />
This wiki serves two main purposes. The first one is mentioned in the section you just read. The second purpose is to be a kind of a scratch pad for the developers of the game. So when we add something to the game, we'll document it here. The problem we're trying to solve is that previously when developers documented their work, they did so on the forums, and the words they wrote would get lost in a barrage of discussions of Lucifer's diet. Here it should be more clear and information won't be lost as much.<br />
<br />
== What doesn't belong here? ==<br />
<br />
Discussion. Well, not exactly. Each page has a discussion page where you can talk about the page. You should use that page to talk about things like layout, what content belongs, and so forth. (Visit the Wikipedia for some good examples of how to use the talk page) If you want to discuss the content itself, you should probably take it to the forums, where the community hangs out.<br />
<br />
== Who can edit these pages? ==<br />
<br />
Everyone! Most pages, anyway. Some pages are locked as spam protection (and vandal protection), but other than that, any page, create any page, etc. This is a site for the community to create and use for their own benefit. Developers will be using it, everyone will hopefully be using it. So if you've always wanted to write that killer moviepack tutorial, now you can! Right here. If you're tired of answering the same questions on the grid time and time again, come over and answer them here, then just give people who ask them the url for the wiki.<br />
<br />
== This site is great, where can I get one of my own? ==<br />
<br />
This wiki is powered by MediaWiki software, the same program that runs the popular Wikipedia. There's probably a link somewhere on this page to download MediaWiki. It requires Apache, PHP, and MySQL. Probably Linux too.</div>Wrtlprnfthttp://wiki.armagetronad.org/index.php?title=Spoon-2/Challenge_Board&diff=19332Spoon-2/Challenge Board2007-07-07T06:47:08Z<p>Wrtlprnft: Reverted edits by 68.199.181.139 (Talk); changed back to last version by T1</p>
<hr />
<div>{{Spoon-2}}<br />
<br />
The Challenge Board is designed to make the pairing of teams easy for Sunday 5th November. Place the name of your team on the appropriate Challenge Board for the server settings and game-style you wish to play in. There may be a choice of servers to allow predominantly American teams an opportunity to play in a low-ping grid.<br />
<br />
* Finals 9pm GMT<br />
* Semi Finals 8.15pm GMT<br />
* Quarter Finals 7.30pm GMT<br />
<br />
All Challenge Boards will be locked at 0:00 am GMT on the day of the event Sunday 29th October.<br />
<br />
<br />
=== Fortress Challenge Board ===<br />
<br />
* Team 1 is... <br />
* Team 2 is... <br />
* Team 3 is... <br />
* Team 4 is... <br />
* Team 5 is... [[Tronic Monkeys]] _tm<br />
* Team 6 is... <br />
* Team 7 is... <br />
* Team 8 is... <br />
<br />
;Quarter Finals 7.30pm GMT<br />
:Team 1 challenges Team 2 on Z-man's Tournament Fortress<br />
:Team 3 challenges Team 4 on AST Fortress<br />
:Team 5 challenges Team 6 on 2020 team challenge<br />
:Team 7 challenges Team 8 on LOD Lords of Destruction Fortress Server or Wildwest - Fortress<br />
<br />
;Semi Finals 8.15pm GMT<br />
:Team 1/2 challenges Team 3/4 on Z-man's Tournament Fortress<br />
:Team 5/6 challenges Team 7/8 on Wildwest - Fortress (bugfarm)r or team challenge<br />
<br />
;Finals 9pm GMT<br />
:Team 1/2/3/4 challenges Team 5/6/7/8 on Z-man's Tournament Fortress<br />
<br />
<br />
<br />
=== Speeders Challenge Board ===<br />
<br />
* Team 1 is... <br />
* Team 2 is... <br />
* Team 3 is... <br />
* Team 4 is... <br />
<br />
;Semi Finals 8.15pm GMT<br />
:Team 1 challenges Team 2 on Speeders<br />
:Team 3 challenges Team 4 on ?? server<br />
<br />
;Finals 9pm GMT<br />
:Team 1/2 challenges Team 3/4 on Speeders<br />
<br />
<br />
=== Provisional Brackets ===<br />
<br />
Each category will have following table filled in before the event so players know where who they will be playing against.<br />
<br />
{| border="2" cellspacing="0" cellpadding="4" rules="all" style="margin:1em 1em 1em 0; border:solid 1px black; border-collapse:collapse; font-size:95%; empty-cells:show; text-align:center;"<br />
! colspan="2" | Quarter Finals !! colspan="2" | Semi Finals !! colspan="2" | Final !! | Winner<br />
|-<br />
| colspan="2" style="border-bottom:3px double" | 7:30 PM GMT || colspan="2" style="border-bottom:3px double" | 8:15 PM GMT || colspan="2" style="border-bottom:3px double" | 9:00 PM GMT || style="border-bottom:3px double" | <br />
|-<br />
|team 1 || ?<br />
| rowspan="2" | team 1/2 || rowspan="2" | ?<br />
| rowspan="4" | team 1/2/3/4 || rowspan="4" | ?<br />
| rowspan="8" | team 1/2/3/4/5/6/7/8<br />
|-<br />
|team 2 || ?<br />
|-<br />
|team 3 || ?<br />
| rowspan="2" | team 3/4 || rowspan="2" | ?<br />
|-<br />
|team 4 || ?<br />
|-<br />
|team 5 || ?<br />
| rowspan="2" | team5/6 || rowspan="2" | ?<br />
| rowspan="4" | team 5/6/7/8 || rowspan="4" | ?<br />
|-<br />
|team 6 || ?<br />
|-<br />
|team 7 || ?<br />
| rowspan="2" | team 7/8 || rowspan="2" | ?<br />
|-<br />
|team 8 || ?<br />
|}<br />
<br />
This will be filled out throughout the competition for each category.<br />
<br />
{{Ladle-5}}</div>Wrtlprnft