<?xml version="1.0"?>
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	<id>https://staging-wiki.unvanquished.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Derek</id>
	<title>Unvanquished - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://staging-wiki.unvanquished.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Derek"/>
	<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/wiki/Special:Contributions/Derek"/>
	<updated>2026-04-05T00:41:31Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.8</generator>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Clans&amp;diff=4679</id>
		<title>Clans</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Clans&amp;diff=4679"/>
		<updated>2021-02-22T10:04:57Z</updated>

		<summary type="html">&lt;p&gt;Derek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clans are groups inside the game. Clan tags are usually used in tournaments to identify players.&lt;br /&gt;
&lt;br /&gt;
Try learning Callouts to inprove your game: https://wiki.unvanquished.net/wiki/Call_Outs&lt;br /&gt;
&lt;br /&gt;
To add your clan tag go to  menu&amp;gt;player and click on &amp;quot;nickname&amp;quot; then put &amp;lt;code&amp;gt;^1[Clan-Tag](another colour)your name&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Current in-game clans: =&lt;br /&gt;
&lt;br /&gt;
The first and only clan as of now is:&lt;br /&gt;
&lt;br /&gt;
=== KING ===&lt;br /&gt;
&lt;br /&gt;
King was founded by Derek and has two members:&lt;br /&gt;
&lt;br /&gt;
# Derek&lt;br /&gt;
# RNGLatico&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
///Put other clans here and their description and list players&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Call_Outs&amp;diff=4678</id>
		<title>Call Outs</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Call_Outs&amp;diff=4678"/>
		<updated>2021-02-22T10:04:26Z</updated>

		<summary type="html">&lt;p&gt;Derek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Callouts in Unvanquished are crucial. These were made by us for personal use and skill improvement. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is a Call Out?&lt;br /&gt;
&lt;br /&gt;
According to the Oxford Dictionary &amp;quot;a statement drawing critical attention to someone's unacceptable actions or behaviour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Call Out is a way to drag attention to a location ex: Humans are pushing Ventilation. here we can see the noun is &amp;quot;Humans&amp;quot; the verb is &amp;quot;Pushing&amp;quot; meaning that they are trying to take control of the region and the Call Out is &amp;quot;Ventilation&amp;quot; this system helps communication in the game grow and also enables the player to simplify the names of Places that are tightly woven. for example &amp;quot;Ventilation&amp;quot; is the room &amp;quot;Ventilation&amp;quot; and &amp;quot;Ventilation shaft&amp;quot; combined because we know that if a human is pushing into Ventilation  they have to be inside the shaft to enter.&lt;br /&gt;
&lt;br /&gt;
Callouts are great with clans - https://wiki.unvanquished.net/wiki/Clans&lt;br /&gt;
&lt;br /&gt;
# Antares&lt;br /&gt;
&lt;br /&gt;
Storage - Alien Spawn base https://i.ibb.co/G5W3w1m/Storage.jpg&lt;br /&gt;
&lt;br /&gt;
Storage East - Rightside of Storage (Ventilation) (This term is mainly used to tell that people are coming in through that enterance rather than stating people are in ventilation and you are holding them back - https://matrix-client.matrix.org/_matrix/media/r0/download/matrix.org/knSDjsbhucBqQpgCWFEablqh&lt;br /&gt;
&lt;br /&gt;
Ventilation [Can be called shaft] (Usage: Humans Pushing Ventilation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Processing- &lt;br /&gt;
&lt;br /&gt;
Processing can be split into three parts.&lt;br /&gt;
&lt;br /&gt;
Processing-Vent or Processing-V (The Part of Processing that is closest to the Ventilation area)&lt;br /&gt;
&lt;br /&gt;
Processing (Middle Region of Processing)&lt;br /&gt;
&lt;br /&gt;
Processing-C or Processing-Corridor (More on this later).&lt;br /&gt;
&lt;br /&gt;
This is a Diagram of what I've said https://matrix-client.matrix.org/_matrix/media/r0/download/matrix.org/NjMzHTzYdMehVYiwsmYiBtmI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Processing-C is the Processing Corridor.  which links into the Human Base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Human Base will just be called Human Base instead of the room  name.  There fore Level Access will mean the Room across Processing-C which is close to Main Corridor.&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Compiling_the_source&amp;diff=4668</id>
		<title>Compiling the source</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Compiling_the_source&amp;diff=4668"/>
		<updated>2021-02-17T10:52:08Z</updated>

		<summary type="html">&lt;p&gt;Derek: /* Debian/Ubuntu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==macOS==&lt;br /&gt;
&lt;br /&gt;
First, you need to [[Getting_the_source|acquire the source code]].&lt;br /&gt;
&lt;br /&gt;
Regardless of what interface you may use to compile the source, you will need [http://www.cmake.org/cmake/resources/software.html CMake] to generate makefiles. You will also need to install [https://developer.apple.com/xcode/ Xcode] (making sure to choose to install the command-line utilities when prompted by the installer).&lt;br /&gt;
&lt;br /&gt;
Then, you will need to acquire (and in some cases, manually compile) at a minimum the [[#Dependencies|necessary libraries]].&lt;br /&gt;
&lt;br /&gt;
Once you have the source code and the libraries installed, you may actually proceed to compile the source. You have several options:&lt;br /&gt;
* '''Compile the source at the command line'''. This is the easiest if you would just like to compile the game to use yourself and you do not intend to work on the code.&lt;br /&gt;
* '''Compile the source using an IDE'''. This is preferred if you intend on developing the source.&lt;br /&gt;
** Xcode is Apple's flagship IDE and you should have installed to compile the source regardless of which method you use.&lt;br /&gt;
** [http://qt-project.org/downloads QtCreator] is cross-platform and provides real-time feedback of syntax errors, a Vim mode, as well as other features.&lt;br /&gt;
** [http://www.codeblocks.org/ Code::Blcoks] is also cross-platform but lacks some of the features of Xcode and QtCreator.&lt;br /&gt;
&lt;br /&gt;
===Dependencies===&lt;br /&gt;
&lt;br /&gt;
You only need to use one of the following methods (HomeBrew or compiling by hand). Please try and avoid mixing methods as this may produce unexpected results.&lt;br /&gt;
&lt;br /&gt;
Unvanquished requires the following libraries:&lt;br /&gt;
* [[#JPEG|JPEG]], version 8 or higher. (Version 6 was known to have problems)&lt;br /&gt;
* [[#Simple_DirectMedia_Layer_.28SDL.29|Simple DirectMedia Layer]] (The binary provided by libsdl.org causes graphical corruptions. Compile from source or use homebrew/macports)&lt;br /&gt;
* [[#The_OpenGL_Extension_Wrangler_Library_.28GLEW.29|The OpenGL Extension Wrangler Library]]&lt;br /&gt;
* CuRL&lt;br /&gt;
* [[#The_GNU_MP_Bignum_Library_.28libgmp.29|GMP]]&lt;br /&gt;
* [[#WebP|WebP]] (v0.2.0 or newer)&lt;br /&gt;
&lt;br /&gt;
The following libraries are optional:&lt;br /&gt;
* Theora&lt;br /&gt;
* Speex&lt;br /&gt;
* [[#Ogg|Ogg]]&lt;br /&gt;
* [[#Vorbis|Vorbis]]&lt;br /&gt;
&lt;br /&gt;
====HomeBrew====&lt;br /&gt;
Install [http://mxcl.github.com/homebrew/ HomeBrew] and then run the following command&lt;br /&gt;
&lt;br /&gt;
 $ brew install nettle libjpeg curl sdl webp xvid gmp glew speex libvorbis theora&lt;br /&gt;
&lt;br /&gt;
All the necessary libraries should now have been installed.&lt;br /&gt;
&lt;br /&gt;
====Compiling by hand====&lt;br /&gt;
This is more time consuming than other methods but might be useful if you need more control over your libraries.&lt;br /&gt;
&lt;br /&gt;
=====JPEG=====&lt;br /&gt;
&lt;br /&gt;
 $ curl http://www.ijg.org/files/jpegsrc.v8d.tar.gz &amp;gt; jpegsrc.v8d.tar.gz&lt;br /&gt;
 $ tar xvzf jpegsrc.v8d.tar.gz&lt;br /&gt;
 $ cd jpeg-8d&lt;br /&gt;
 $ ./configure&lt;br /&gt;
 $ make&lt;br /&gt;
 $ sudo make install&lt;br /&gt;
&lt;br /&gt;
=====The OpenGL Extension Wrangler Library (GLEW)=====&lt;br /&gt;
&lt;br /&gt;
 $ curl -L https://sourceforge.net/projects/glew/files/glew/1.7.0/glew-1.7.0.tgz/download &amp;gt; glew-1.7.0.tgz&lt;br /&gt;
 $ tar xvzf glew-1.7.0.tgz&lt;br /&gt;
 $ cd glew-1.7.0&lt;br /&gt;
 $ make&lt;br /&gt;
 $ sudo make install&lt;br /&gt;
&lt;br /&gt;
=====Simple DirectMedia Layer (SDL)=====&lt;br /&gt;
&lt;br /&gt;
Do not use the binaries provided by libsdl.org, as these are known to cause issues with gamma and color display. Instead, compile your own:&lt;br /&gt;
&lt;br /&gt;
 $ curl http://www.libsdl.org/release/SDL-1.2.15.tar.gz &amp;gt; SDL-1.2.15.tar.gz&lt;br /&gt;
 $ tar xvzf SDL-1.2.15.tar.gz&lt;br /&gt;
 $ cd SDL-1.2.15&lt;br /&gt;
 $ ./configure&lt;br /&gt;
 $ make&lt;br /&gt;
 $ sudo make install&lt;br /&gt;
&lt;br /&gt;
=====The GNU MP Bignum Library (libgmp)=====&lt;br /&gt;
&lt;br /&gt;
 $ curl ftp://ftp.gmplib.org/pub/gmp-5.0.5/gmp-5.0.5.tar.bz2 &amp;gt; gmp-5.0.5.tar.bz2&lt;br /&gt;
 $ tar xvjf gmp-5.0.5.tar.bz2&lt;br /&gt;
 $ cd gmp-5.0.5&lt;br /&gt;
 $ ./configure&lt;br /&gt;
 $ make&lt;br /&gt;
 $ sudo make install&lt;br /&gt;
&lt;br /&gt;
=====Ogg=====&lt;br /&gt;
&lt;br /&gt;
 $ curl http://downloads.xiph.org/releases/ogg/libogg-1.3.0.tar.gz &amp;gt; libogg-1.3.0.tar.gz&lt;br /&gt;
 $ tar xvzf libogg-1.3.0.tar.gz&lt;br /&gt;
 $ cd libogg-1.3.0&lt;br /&gt;
 $ ./configure&lt;br /&gt;
 $ make&lt;br /&gt;
 $ sudo make install&lt;br /&gt;
&lt;br /&gt;
=====Vorbis=====&lt;br /&gt;
&lt;br /&gt;
 $ curl http://downloads.xiph.org/releases/vorbis/libvorbis-1.3.3.tar.gz &amp;gt; libvorbis-1.3.3.tar.gz&lt;br /&gt;
 $ tar xvzf libvorbis-1.3.3.tar.gz&lt;br /&gt;
 $ cd libvorbis-1.3.3&lt;br /&gt;
 $ ./configure&lt;br /&gt;
 $ make&lt;br /&gt;
 $ sudo make install&lt;br /&gt;
&lt;br /&gt;
=====WebP=====&lt;br /&gt;
&lt;br /&gt;
You do not need to compile WebP by hand; Google provides binaries for Mac OS X available from their [https://code.google.com/p/webp/downloads/detail?name=libwebp-0.2.0-mac-10.5.tar.gz project page]. You will need version 0.2.0 or newer.&lt;br /&gt;
&lt;br /&gt;
Once downloaded, you must still install the header files and the binary:&lt;br /&gt;
&lt;br /&gt;
 $ curl https://webp.googlecode.com/files/libwebp-0.2.0-mac-10.5.tar.gz &amp;gt; libwebp-0.2.0-mac-10.5.tar.gz&lt;br /&gt;
 $ tar xvzf libwebp-0.2.0-mac-10.5.tar.gz&lt;br /&gt;
 $ cd libwebp-0.2.0-mac-10.5&lt;br /&gt;
 $ sudo cp include/webp /usr/local/include&lt;br /&gt;
 $ sudo cp lib/libwebp.a /usr/local/lib&lt;br /&gt;
&lt;br /&gt;
===Configuring with CMake===&lt;br /&gt;
&lt;br /&gt;
# Run CMake.&lt;br /&gt;
# Enter the location of the source code.&lt;br /&gt;
# Enter the location in which you would like to build the source code. This should be a different directory.&lt;br /&gt;
# Click &amp;quot;Configure&amp;quot;. You will be prompted as to which generator you would like to use. If you have Xcode installed, choose that. Wait while the configuration process runs. You may have to set the following:&lt;br /&gt;
## If CMake did not find your jpeg headers for some reason, set &amp;lt;code&amp;gt;JPEG_INCLUDE_DIR&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;/path/to/Unvanquished/src/libs/jpeg&amp;lt;/code&amp;gt;.&lt;br /&gt;
## If you have selected to generate Xcode project files, make the &amp;lt;code&amp;gt;SDLMAIN_LIBRARY&amp;lt;/code&amp;gt; field blank. This option is not available if you have the generator set to Unix makefiles.&lt;br /&gt;
# Click &amp;quot;Generate&amp;quot;.&lt;br /&gt;
# You may now close CMake.&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
&lt;br /&gt;
====With Xcode====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Either start Xcode and open the project file (in the build directory you specified) or double-click the project file in Finder.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Open the project file created by CMake, which should be in the build directory you specified.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Change the active target to &amp;quot;ALL_BUILD&amp;quot; and click Product&amp;amp;rarr;Build.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====With Unix Makefiles====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Start Terminal (Applications &amp;amp;rarr; Utilities &amp;amp;rarr; Terminal).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Type the following commands:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ cd /path/to/Unvanquished-build&lt;br /&gt;
$ make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If you are on a multi-core or multi-processor machine, you may speed up the process by passing the &amp;lt;code&amp;gt;-j&amp;lt;/code&amp;gt; argument followed by the number of available cores to &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt;; e.g., &amp;lt;code&amp;gt;make -j4&amp;lt;/code&amp;gt;. Note that doing so makes reading error messages more difficult, as multiple instances of the compiler will print to the screen at once, causing information to appear out of order.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Testing the build===&lt;br /&gt;
&lt;br /&gt;
====With Xcode 4====&lt;br /&gt;
&lt;br /&gt;
To test the game, select the &amp;quot;client&amp;quot; scheme from the combo box on the toolbar, and click the run button or press {{Hotkey|MacCommand}}{{Hotkey|R}}.&lt;br /&gt;
&lt;br /&gt;
====With Unix Makefiles====&lt;br /&gt;
&lt;br /&gt;
After compiling, you'll have to place the data files in the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; directory in your build directory. [[#Acquiring the Game Files|For download instructions, see below.]]&lt;br /&gt;
&lt;br /&gt;
Your file structure should look as follows:&lt;br /&gt;
&lt;br /&gt;
[[File:Build_dir_Mac_OS_X.png]]&lt;br /&gt;
&lt;br /&gt;
You may now start the application as such:&lt;br /&gt;
&lt;br /&gt;
 $ ./daemon.i386&lt;br /&gt;
&lt;br /&gt;
===Bundling the Application===&lt;br /&gt;
&lt;br /&gt;
====With CPack====&lt;br /&gt;
&lt;br /&gt;
CPack is able to create standalone bundles (as well as many other types of installers). However you must generate the files using Unix Makefiles instead of Xcode.&lt;br /&gt;
&lt;br /&gt;
 $ cd /path/to/Unvanquished-build&lt;br /&gt;
 $ cpack -G Bundle&lt;br /&gt;
&lt;br /&gt;
Some warnings will be printed however these can be safely ignored. There should be a file called Unvanquished.dmg in the Unvanquished-build folder.&lt;br /&gt;
&lt;br /&gt;
====Manually====&lt;br /&gt;
&lt;br /&gt;
{{Note|header=Important|content=&lt;br /&gt;
Please be aware that these instructions are very much out of date, and may not work. Also note that the dynamic library bundler does '''not''' work as intended and although you will be able to run your build on your machine, it will most likely not work on other machines. It is strongly suggested that you compile the source using Xcode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You'll find the Mac [http://macdylibbundler.sourceforge.net/ dynamic library bundler] to be quite useful (you must generate the files using Unix Makefiles instead of Xcode):&lt;br /&gt;
&lt;br /&gt;
 $ curl -L http://sourceforge.net/projects/macdylibbundler/files/macdylibbundler/0.4.1/dylibbundler0.4.1.zip/download &amp;gt; \&lt;br /&gt;
    dylibbundler0.4.1.zip&lt;br /&gt;
 $ unzip dylibbundler0.4.1.zip&lt;br /&gt;
 $ cd dylibbundler&lt;br /&gt;
 $ make&lt;br /&gt;
 $ sudo make install&lt;br /&gt;
&lt;br /&gt;
Once you've done that, you can proceed to create the application bundle. Note that these steps assume that you have downloaded the data files to &amp;lt;code&amp;gt;main/&amp;lt;/code&amp;gt; as shown above:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$ git=/path/to/Unvanquished-git-repo&lt;br /&gt;
$ build=/path/to/Unvanquished-build-dir&lt;br /&gt;
$ mkdir -pv Unvanquished.app/Contents/{libs,MacOS,Resources,Frameworks}&lt;br /&gt;
$ cp -r $build/main Unvanquished.app/Contents/MacOS&lt;br /&gt;
$ sips -s format tiff $git/debian/unvanquished.png --out temp.tiff&lt;br /&gt;
$ tiff2icns temp.tiff Unvanquished.app/Contents/Resources/Unvanquished.icns&lt;br /&gt;
$ rm temp.tiff&lt;br /&gt;
$ cp $build/daemon{,ded}.i386 $build/*.dylib Unvanquished.app/Contents/MacOS&lt;br /&gt;
$ cp -r /Library/Frameworks/SDL.framework Unvanquished.app/Contents/Frameworks&lt;br /&gt;
$ install_name_tool -id \&lt;br /&gt;
    @executable_path/../Frameworks/SDL.framework/Versions/A/SDL \&lt;br /&gt;
    Unvanquished.app/Contents/Frameworks/SDL.framework/Versions/A/SDL&lt;br /&gt;
$ install_name_tool -change @rpath/SDL.framework/Versions/A/SDL \&lt;br /&gt;
    @executable_path/../Frameworks/SDL.framework/Versions/A/SDL \&lt;br /&gt;
    Unvanquished.app/Contents/MacOS/daemon.i386&lt;br /&gt;
$ install_name_tool -change @rpath/SDL.framework/Versions/A/SDL \&lt;br /&gt;
    @executable_path/../Frameworks/SDL.framework/Versions/A/SDL \&lt;br /&gt;
    Unvanquished.app/Contents/MacOS/librendererGLi386.dylib&lt;br /&gt;
$ install_name_tool -change @rpath/SDL.framework/Versions/A/SDL \&lt;br /&gt;
    @executable_path/../Frameworks/SDL.framework/Versions/A/SDL \&lt;br /&gt;
    Unvanquished.app/Contents/MacOS/librendererGL3i386.dylib&lt;br /&gt;
$ for binary in Unvanquished.app/Contents/MacOS/*.{i386,dylib}; do&lt;br /&gt;
    dylibbundler -b -x $binary -d $dest/Unvanquished.app/Contents/libs/; done&lt;br /&gt;
$ cp /usr/lib/libGLEW.1.7.0.dylib ./Unvanquished.app/Contents/libs/libGLEW.1.7.0.dylib&lt;br /&gt;
$ chmod +w ./Unvanquished.app/Contents/libs/libGLEW.1.7.0.dylib&lt;br /&gt;
$ install_name_tool -id @executable_path/../libs/libGLEW.1.7.0.dylib \&lt;br /&gt;
    ./Unvanquished.app/Contents/libs/libGLEW.1.7.0.dylib&lt;br /&gt;
$ install_name_tool -change /usr/lib/libGLEW.1.7.0.dylib \&lt;br /&gt;
    @executable_path/../libs/libGLEW.1.7.0.dylib \&lt;br /&gt;
    ./Unvanquished.app/Contents/MacOS/daemon.i386&lt;br /&gt;
$ cat &amp;gt; Unvanquished.app/Contents/Info.plist&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;!DOCTYPE plist PUBLIC &amp;quot;-//Apple//DTD PLIST 1.0//EN&amp;quot;&lt;br /&gt;
          &amp;quot;http://www.apple.com/DTDs/PropertyList-1.0.dtd&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;plist version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;dict&amp;gt;&lt;br /&gt;
	&amp;lt;key&amp;gt;CFBundleName&amp;lt;/key&amp;gt;&lt;br /&gt;
	&amp;lt;string&amp;gt;Unvanquished&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;key&amp;gt;CFBundleDisplayName&amp;lt;/key&amp;gt;&lt;br /&gt;
	&amp;lt;string&amp;gt;Unvanquished&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;key&amp;gt;CFBundleExecutable&amp;lt;/key&amp;gt;&lt;br /&gt;
	&amp;lt;string&amp;gt;daemon.i386&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;key&amp;gt;CFBundleIconFile&amp;lt;/key&amp;gt;&lt;br /&gt;
	&amp;lt;string&amp;gt;Unvanquished.icns&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;key&amp;gt;CFBundleIdentifier&amp;lt;/key&amp;gt;&lt;br /&gt;
	&amp;lt;string&amp;gt;net.Unvanquished&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;key&amp;gt;CFBundleInfoDictionaryVersion&amp;lt;/key&amp;gt;&lt;br /&gt;
	&amp;lt;string&amp;gt;6.0&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;key&amp;gt;CFBundlePackageType&amp;lt;/key&amp;gt;&lt;br /&gt;
	&amp;lt;string&amp;gt;APPL&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;key&amp;gt;CFBundleShortVersionString&amp;lt;/key&amp;gt;&lt;br /&gt;
	&amp;lt;string&amp;gt;0.4.0&amp;lt;/string&amp;gt;&lt;br /&gt;
	&amp;lt;key&amp;gt;CFBundleVersion&amp;lt;/key&amp;gt;&lt;br /&gt;
	&amp;lt;string&amp;gt;0.4.0&amp;lt;/string&amp;gt;&lt;br /&gt;
&amp;lt;/dict&amp;gt;&lt;br /&gt;
&amp;lt;/plist&amp;gt;&lt;br /&gt;
^d&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: &amp;lt;code&amp;gt;^d&amp;lt;/code&amp;gt; indicates pressing {{Hotkey|Ctrl}}{{Hotkey|D}} on the keyboard.&lt;br /&gt;
&lt;br /&gt;
The contents of the completed application bundle should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Bundle_dir_Mac_OS_X.png]]&lt;br /&gt;
&lt;br /&gt;
'''Note''': If you compiled SDL from source, you will not see a directory titled &amp;lt;code&amp;gt;SDL.framework&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
&lt;br /&gt;
===Visual Studio===&lt;br /&gt;
&lt;br /&gt;
CMake can generate Visual Studio projects for Unvanquished.&lt;br /&gt;
&lt;br /&gt;
# Add _NO_DEBUG_HEAP=1 to your environment variables otherwise performance under the debugger [http://www.massimpressionsprojects.com/dev/altdevblog/2011/07/27/the-unexpected-performance-of-debug-builds/ will be terrible]&lt;br /&gt;
# Run CMake with the source directory as the base directory of your source code (which should contain directories such as &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;src&amp;lt;/code&amp;gt;), and the build directory as a subdirectory of the source directory named &amp;lt;code&amp;gt;build&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Open &amp;lt;code&amp;gt;build/Daemon.sln&amp;lt;/code&amp;gt; in Visual Studio 2013.&lt;br /&gt;
# In the two text boxes in the toolbar, select &amp;quot;Release&amp;quot; or &amp;quot;Debug&amp;quot; in the first one and Win32 in the second one&lt;br /&gt;
# Use Build &amp;amp;rarr; Build Solution to compile the code (or just press {{Hotkey|F5}} to build and run).&lt;br /&gt;
&lt;br /&gt;
====Important Notes====&lt;br /&gt;
&lt;br /&gt;
* ncurses is not supported under Visual Studio.&lt;br /&gt;
* Due to limitations with CMake, the startup project cannot be specified. This must be set manually to debug the client with Visual Studio:&lt;br /&gt;
** Right click on client and select &amp;quot;Set as StartUp project&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===MinGW===&lt;br /&gt;
&lt;br /&gt;
It is possible to build Unvanquished with MinGW.&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
&lt;br /&gt;
* The easiest way to acquire and install MinGW is with the graphical [http://sourceforge.net/projects/mingw/files/Installer/mingw-get-inst/ mingw-get-inst installer]. At a minimum, you will need to install the C and C++ compilers. &amp;lt;!-- TODO: maybe walk the user through the installer? --&amp;gt;&lt;br /&gt;
* When configuring the build with CMake, you will find that you will have to set a number of libraries manually. You can find precompiled DLLs for most of the dependencies; those that are not pre-compiled can be built with the corresponding &amp;lt;code&amp;gt;USE_INTERNAL_&amp;lt;/code&amp;gt; setting.&lt;br /&gt;
&lt;br /&gt;
====Instructions====&lt;br /&gt;
&lt;br /&gt;
The easiest way to get a build up (at the time of writing) is as follows:&lt;br /&gt;
&lt;br /&gt;
{{Note|content=Although there are 64-bit binaries of most of the libraries required to build the game, these do not work with MinGW at present, so the following instructions all use the 32-bit binaries.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Open a command prompt and &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; to your source directory.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; mingw32-make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If you would like verbose output, set the &amp;lt;code&amp;gt;VERBOSE&amp;lt;/code&amp;gt; environment variable before running &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt;.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt; set VERBOSE=1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To make it easier to build the source, you can create a batch file (call it something like &amp;lt;code&amp;gt;compile.bat&amp;lt;/code&amp;gt;) and place it in your build directory:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
&lt;br /&gt;
set RETURN=compile&lt;br /&gt;
&lt;br /&gt;
:get_time&lt;br /&gt;
	:: Thank you, Rob van der Woude:&lt;br /&gt;
	:: (http://www.robvanderwoude.com/datetimentparse.php)&lt;br /&gt;
	FOR /F &amp;quot;tokens=1,2,3 delims=:.&amp;quot; %%A IN (&amp;quot;%Time%&amp;quot;) DO (&lt;br /&gt;
		SET /A HOURS   = 100%%A %% 100&lt;br /&gt;
		SET /A MINUTES = 100%%B %% 100&lt;br /&gt;
		SET /A SECONDS = 100%%C %% 100&lt;br /&gt;
	)&lt;br /&gt;
	SET /A TICKS=( %HOURS% * 3600 ) + ( %MINUTES% * 60 ) + %SECONDS%&lt;br /&gt;
	GOTO %RETURN%&lt;br /&gt;
&lt;br /&gt;
:compile&lt;br /&gt;
	SET START_TICKS=%TICKS%&lt;br /&gt;
&lt;br /&gt;
	SET VERBOSE=1&lt;br /&gt;
	:: mingw32-make clean&lt;br /&gt;
	mingw32-make -j4&lt;br /&gt;
&lt;br /&gt;
	set RETURN=finish&lt;br /&gt;
	GOTO get_time&lt;br /&gt;
&lt;br /&gt;
:finish&lt;br /&gt;
	SET /A COMPILE_TIME=%TICKS% - %START_TICKS%&lt;br /&gt;
	SET /A MINUTES=%COMPILE_TIME% / 60&lt;br /&gt;
	SET /A SECONDS=%COMPILE_TIME% %% 60&lt;br /&gt;
	ECHO.&lt;br /&gt;
	ECHO Compilation took %MINUTES%m %SECONDS%s.&lt;br /&gt;
	PAUSE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Once compilation finishes, you may find that the game will fail to run due to DLL dependencies. To resolve these:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The following DLLs need to be in the same directory as the executable. They should be copied into the appropriate build directory automatically.&lt;br /&gt;
* freetype6.dll&lt;br /&gt;
* libcurl.dll&lt;br /&gt;
* libpng14-14.dll&lt;br /&gt;
* zlib1.dll&lt;br /&gt;
If the renderer's DLL dependencies are not met, you will be informed that the game failed to load a renderer. If you receive an error stating that the application failed to start at all, then you are likely missing some version of the Microsoft Visual C runtime redistributable.&lt;br /&gt;
&amp;lt;p&amp;gt;You may find that you also need these DLLs (if you configured your build differently):&amp;lt;/p&amp;gt;&lt;br /&gt;
* libbz2.dll&lt;br /&gt;
* libogg.dll&lt;br /&gt;
* libtheora.dll&lt;br /&gt;
* libvorbis.dll&lt;br /&gt;
* libvorbisfile.dll&lt;br /&gt;
* msvcr100.dll&lt;br /&gt;
* msvcr100d.dll&lt;br /&gt;
* zlibwapi.dll&lt;br /&gt;
The easiest way to obtain these DLLs is by copying them from the installation directory of an [http://sourceforge.net/projects/unvanquished/files/latest/download official release] of Unvanquished.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
Once you have completed these steps, you should never have to do them again.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
&lt;br /&gt;
* If you would like to use curses, try using [http://sourceforge.net/projects/pdcurses/files/pdcurses PDCurses].&lt;br /&gt;
&lt;br /&gt;
===QtCreator===&lt;br /&gt;
&lt;br /&gt;
# Install MinGW and follow the above instructions, except select Code::Blocks as the generator.&lt;br /&gt;
# Start QtCreator, and select &amp;quot;Open File or Project&amp;amp;hellip;&amp;quot; from the File menu.&lt;br /&gt;
# Navigate to your source directory and open CMakeLists.txt.&lt;br /&gt;
# At the CMake Wizard, select the same build directory you already configured using CMake. (If you did not chose Code::Blocks as the generator, you will have to start over again, as QtCreator requires a Code::Blocks project file in order to compile the source.)&lt;br /&gt;
# Ensure that a generator is selected in the combo box, and click &amp;quot;Run CMake&amp;quot;. If there is no generator listed, see the [[#Troubleshooting|troubleshooting]] section below.&lt;br /&gt;
# Click &amp;quot;Finish&amp;quot; to close the wizard.&lt;br /&gt;
&lt;br /&gt;
You should now be able to compile, run, and debug the code using QtCreator.&lt;br /&gt;
&lt;br /&gt;
====Troubleshooting====&lt;br /&gt;
&lt;br /&gt;
If at the &amp;quot;Run CMake&amp;quot; prompt of the the CMake Wizard, select &amp;quot;Run CMake&amp;quot; and are warned that no generator was selected, and notice that there are no generators in the combo box, you will likely have to [http://doc.qt.digia.com/qtcreator-2.4/creator-tool-chains.html manually configure your toolchain]. Select &amp;quot;Options&amp;amp;hellip;&amp;quot; from the &amp;quot;Tools&amp;quot; menu, then navigate to &amp;quot;Build &amp;amp;amp; Run&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At the options window,&lt;br /&gt;
* Go to the &amp;quot;Kits&amp;quot; tab, and mouse over the &amp;quot;Desktop (default)&amp;quot; kit under &amp;quot;Manual&amp;quot;. If there were any errors in configuring this kit, they will be displayed in the tool tip. If there are problems, select the kit. You may need to manually specify the location of the MinGW debugger, for example, which is typically &amp;lt;code&amp;gt;C:\MinGW\bin\gdb.exe&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Go to the &amp;quot;Compilers&amp;quot; tab, and ensure that MinGW is present. If not, you will need to add it manually.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
&lt;br /&gt;
===Dependencies===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: this may be incomplete --&amp;gt;&lt;br /&gt;
====Debian/Ubuntu====&lt;br /&gt;
&lt;br /&gt;
  sudo apt-get install build-essential cmake libcurl4-gnutls-dev \&lt;br /&gt;
   libglew-dev libgmp-dev nettle-dev zlib1g-dev libncursesw5-dev \&lt;br /&gt;
   libsdl2-dev libopenal-dev libjpeg-turbo8-dev libpng-dev libwebp-dev \&lt;br /&gt;
   libogg-dev libvorbis-dev libtheora-dev libopusfile-dev \&lt;br /&gt;
   libgeoip-dev libfreetype6-dev \&lt;br /&gt;
   python3-yaml python3-jinja2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If libsdl2-dev isn't available, you can use libsdl1.2-dev instead.&lt;br /&gt;
&lt;br /&gt;
If the version of WebP supplied by your version of Debian or Ubuntu is older than v0.2.0, you will need to [https://code.google.com/p/webp/downloads/detail?name=libwebp-0.2.0.tar.gz download] and [https://developers.google.com/speed/webp/docs/compiling#unix compile it from source]. After compiling and installing with &amp;lt;code&amp;gt;sudo make install&amp;lt;/code&amp;gt;, in CMake, you'll need to set &amp;lt;code&amp;gt;WEBP_INCLUDE_DIR&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;/usr/local/include/webp&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;WEBP_LIBRARY&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;/usr/local/lib/libwebp.so&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Actual dev package names may vary, e.g. libgmp3-dev instead of libgmp-dev and libglew1.7-dev instead of libglew-dev.&lt;br /&gt;
&lt;br /&gt;
Since we have a debian directory in the source, you can also to check what's needed then install the listed packages (choosing from alternatives as needed):&lt;br /&gt;
&lt;br /&gt;
  cd &amp;lt;var&amp;gt;/path/to/unvanquished&amp;lt;/var&amp;gt;&lt;br /&gt;
  dpkg-checkbuilddeps&lt;br /&gt;
 …&lt;br /&gt;
  sudo apt-get install &amp;lt;var&amp;gt;package(s)&amp;lt;/var&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If dpkg-checkbuilddeps produces no output, you have all necessary build dependencies. Also, debhelper's only needed if you're building .debs.&lt;br /&gt;
&lt;br /&gt;
====Fedora====&lt;br /&gt;
&lt;br /&gt;
(This was tested to work on fedora 22 workstation)&lt;br /&gt;
&lt;br /&gt;
 $ sudo dnf install \&lt;br /&gt;
   cmake gcc gcc-c++ \&lt;br /&gt;
   {GeoIP,glew,gmp,lua,mesa-libGL,ncurses,nettle,openal-soft,opus,opusfile,SDL2,speex}-devel \&lt;br /&gt;
   lib{curl,jpeg-turbo,png12,theora,vorbis,webp}-devel&lt;br /&gt;
&lt;br /&gt;
====Gentoo====&lt;br /&gt;
&lt;br /&gt;
 $ emerge curl freetype glew gmp jpeg ncurses libogg openal libpng libsdl libvorbis zlib&lt;br /&gt;
&lt;br /&gt;
====openSUSE====&lt;br /&gt;
&lt;br /&gt;
 $ sudo install zypper gcc gcc-c++ Mesa-libGL-devel SDL-devel libjpeg8-devel \&lt;br /&gt;
   libpng12-devel glew-devel webp-devel ncurses-devel gmp-devel libcurl-devel \&lt;br /&gt;
   libnettle-devel openal-soft-devel speex-devel libvorbis-devel \&lt;br /&gt;
   libtheora-devel&lt;br /&gt;
&lt;br /&gt;
The latest version of WebP must be installed manually:&lt;br /&gt;
&lt;br /&gt;
 $ wget https://webp.googlecode.com/files/libwebp-0.2.1.tar.gz&lt;br /&gt;
 $ tar xvzf libwebp-0.2.1.tar.gz&lt;br /&gt;
 $ cd libwebp-0.2.1&lt;br /&gt;
 $ ./configure &amp;amp;&amp;amp; make&lt;br /&gt;
 $ sudo make install&lt;br /&gt;
&lt;br /&gt;
You must disable curses (set &amp;lt;code&amp;gt;USE_CURSES&amp;lt;/code&amp;gt; appropriately in CMake) as failing to do so will cause Unvanquished to crash on startup.&lt;br /&gt;
&lt;br /&gt;
===Configuring the code with CMake===&lt;br /&gt;
&lt;br /&gt;
After you have [[Getting the source|acquired the source code]], you can proceed to compile. Unvanquished uses CMake, so you must have that installed. &lt;br /&gt;
&lt;br /&gt;
====Using ccmake (curses-based front-end)====&lt;br /&gt;
&lt;br /&gt;
On Debian or Ubuntu:&lt;br /&gt;
&lt;br /&gt;
 $ sudo apt-get install cmake-curses-gui&lt;br /&gt;
&lt;br /&gt;
On Gentoo you should set the '''ncurses''' USE flag either globally or individually, just for cmake.&lt;br /&gt;
To add the USE flag globally, edit the USE array in /etc/make.conf for it to include '''ncurses'''.&lt;br /&gt;
To only install cmake with ncurses functionality, you could do the following:&lt;br /&gt;
&lt;br /&gt;
 $ echo 'dev-util/cmake ncurses' &amp;gt;&amp;gt; /etc/portage/package.use &amp;amp;&amp;amp; emerge cmake&lt;br /&gt;
&lt;br /&gt;
Note that in Ubuntu, &amp;lt;code&amp;gt;cmake-curses-gui&amp;lt;/code&amp;gt; is in Universe, which you may have to enable with &amp;lt;code&amp;gt;software-properties-gtk&amp;lt;/code&amp;gt;. Make sure to reload the software sources with &amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt; afterwards.&lt;br /&gt;
&lt;br /&gt;
Optionally: to use clang (rather than the default gcc and g++ compilers) export the CC and CXX variables before running cmake:&lt;br /&gt;
&lt;br /&gt;
 $ export CC=&amp;quot;clang&amp;quot;&lt;br /&gt;
 $ export CXX=&amp;quot;clang++ -stdlib=libc++ -lc++abi&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Next, configure the codebase.&lt;br /&gt;
&lt;br /&gt;
 $ cd &amp;lt;var&amp;gt;/path/to/unvanquished&amp;lt;/var&amp;gt;&lt;br /&gt;
 $ mkdir build&lt;br /&gt;
 $ cd build&lt;br /&gt;
 $ ccmake ..&lt;br /&gt;
&lt;br /&gt;
Or, in Debian or Ubuntu, you can build a package (but you'll need to have devscripts and fakeroot installed):&lt;br /&gt;
&lt;br /&gt;
 $ cd &amp;lt;var&amp;gt;/path/to/unvanquished&amp;lt;/var&amp;gt;&lt;br /&gt;
 $ fakeroot dpkg-buildpackage -b -uc&lt;br /&gt;
 $ sudo dpkg -i &amp;lt;var&amp;gt;../unvanquished_*.deb&amp;lt;/var&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once in &amp;lt;code&amp;gt;ccmake&amp;lt;/code&amp;gt;, use the following keys:&lt;br /&gt;
&lt;br /&gt;
* Press {{Hotkey|c}} to configure. If an error occurs during this phase, make note of it and press {{Hotkey|e}} to dismiss it.&lt;br /&gt;
* Use the up and down arrow keys to navigate the compilation options.&lt;br /&gt;
* Press {{Hotkey|Enter}} to enable or disable boolean options (i.e., on/off) or to edit textual options.&lt;br /&gt;
** Press {{Hotkey|Esc}} when editing a textual option to cancel the change.&lt;br /&gt;
&lt;br /&gt;
Once you have finished the configuration process, press {{Hotkey|C}} again, then {{Hotkey|G}} to generate the makefile.&lt;br /&gt;
&lt;br /&gt;
====Using cmake-qt-gui (graphical front-end)====&lt;br /&gt;
&lt;br /&gt;
This graphical front end for cmake has its own package you must install:&lt;br /&gt;
&lt;br /&gt;
=====Debian/Ubuntu=====&lt;br /&gt;
&lt;br /&gt;
 $ sudo apt-get install cmake-qt-gui&lt;br /&gt;
&lt;br /&gt;
=====Gentoo=====&lt;br /&gt;
&lt;br /&gt;
With the '''qt4''' USE flag enabled:&lt;br /&gt;
&lt;br /&gt;
 $ emerge cmake&lt;br /&gt;
&lt;br /&gt;
Once installed, run with &amp;lt;code&amp;gt;cmake-gui&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cmake-qt-gui.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
# Set the path where you have the source code downloaded.&lt;br /&gt;
# Set the path where you would like to build the engine. This may be the same directory if you wish.&lt;br /&gt;
# Click 'Configure'.&lt;br /&gt;
# Click 'Generate'.&lt;br /&gt;
&lt;br /&gt;
====Unnecessary libraries====&lt;br /&gt;
&lt;br /&gt;
Regardless of which front-end to cmake you use, you may want to disable some libraries that are not strictly necessary:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;USE_BREAKPAD&amp;lt;/code&amp;gt; &amp;amp;mdash; Disabling this will cause the game to not produce crashdumps on failure.&lt;br /&gt;
* &amp;lt;code&amp;gt;USE_CURSES&amp;lt;/code&amp;gt; &amp;amp;mdash; Disabling this will cause the external (not in-game) console to not use curses; it will not be scrollable and will be similar to the console in the original Tremulous. This does in no way affect gameplay.&lt;br /&gt;
* &amp;lt;code&amp;gt;USE_GEOIP&amp;lt;/code&amp;gt; &amp;amp;mdash;  Disabling this will make the game unable to locate players from their ip address.&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
&lt;br /&gt;
 $ cd &amp;lt;var&amp;gt;path/to/unvanquished/build&amp;lt;/var&amp;gt;&lt;br /&gt;
 $ make -j4&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-j&amp;lt;/code&amp;gt; switch to make allows you to speed up the compilation process by running it in multiple threads; set the number following this to the number of cores your processor(s) have.&lt;br /&gt;
&lt;br /&gt;
==Acquiring the Game Files==&lt;br /&gt;
&lt;br /&gt;
===Acquiring mandatory game files===&lt;br /&gt;
&lt;br /&gt;
The game files are not in the Git repository, and must be downloaded separately. They must be saved to the [[Running_the_game#Data_locations|data location]] for your system.&lt;br /&gt;
&lt;br /&gt;
Linux users may use the &amp;lt;code&amp;gt;download-pk3.sh&amp;lt;/code&amp;gt; script that is distributed with the source code, which requires that curl be installed:&lt;br /&gt;
&lt;br /&gt;
 $ cd path/to/unvanquished/build&lt;br /&gt;
 $ mkdir -p pkg&lt;br /&gt;
 $ ../download-pk3.sh pkg&lt;br /&gt;
&lt;br /&gt;
Otherwise, the set of necessary packages can be extracted from the [https://github.com/Unvanquished/Unvanquished/releases latest release], or downloaded a la carte from the [http://dl.unvanquished.net/pkg/ package index].&lt;br /&gt;
&lt;br /&gt;
==Errors==&lt;br /&gt;
&lt;br /&gt;
===The C Compiler is not able to compile a simple test program===&lt;br /&gt;
&lt;br /&gt;
When attempting to generate a solution for Xcode CMake fails with the following error&lt;br /&gt;
  -- Check for working C compiler using: Xcode -- broken&lt;br /&gt;
  CMake Error at /Applications/CMake 2.8-8.app/Contents/share/cmake-2.8/Modules/CMakeTestCCompiler.cmake:52 (MESSAGE):&lt;br /&gt;
   The C compiler &amp;quot;/usr/bin/gcc&amp;quot; is not able to compile a simple test program.&lt;br /&gt;
  &lt;br /&gt;
    It fails with the following output:&lt;br /&gt;
  &lt;br /&gt;
     Change Dir: /Users/danielmaloney/Documents/Unvanquished/build-xcode/CMakeFiles/CMakeTmp&lt;br /&gt;
  &lt;br /&gt;
    &lt;br /&gt;
  &lt;br /&gt;
    Run Build Command:/Applications/CMake\ 2.8-8.app/Contents/bin/cmakexbuild&lt;br /&gt;
    -project CMAKE_TRY_COMPILE.xcodeproj build -target&lt;br /&gt;
    cmTryCompileExec1400153232 -configuration Debug&lt;br /&gt;
  &lt;br /&gt;
    Error: No developer directory found at /Developer.  Run&lt;br /&gt;
    /usr/bin/xcode-select to update the developer directory path.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
  &lt;br /&gt;
 &lt;br /&gt;
    CMake will not be able to correctly generate this project.&lt;br /&gt;
  Call Stack (most recent call first):&lt;br /&gt;
    CMakeLists.txt:19 (project)&lt;br /&gt;
&lt;br /&gt;
This is due to Xcode 4.3 having a different directory structure to previous versions. Simply running the following command will correct this error:&lt;br /&gt;
 sudo /usr/bin/xcode-select -switch /Applications/Xcode.app/Contents/Developer/&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Server/Running&amp;diff=4608</id>
		<title>Server/Running</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Server/Running&amp;diff=4608"/>
		<updated>2021-02-03T05:24:34Z</updated>

		<summary type="html">&lt;p&gt;Derek: added how to become an admin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Servers can be quickly setup over LAN by starting a match in-game, however this is not as powerful or efficient as running a dedicated server separately.&lt;br /&gt;
&lt;br /&gt;
= Starting the Server =&lt;br /&gt;
&lt;br /&gt;
Check this Forum post on how to set one up: https://forums.unvanquished.net/viewtopic.php?f=8&amp;amp;t=2195&amp;amp;p=18178&amp;amp;hilit=set+up+server#p18178&lt;br /&gt;
Default binary directory is called &amp;lt;code&amp;gt;libpath&amp;lt;/code&amp;gt;, default data directory is called &amp;lt;code&amp;gt;basepath&amp;lt;/code&amp;gt;, default user directory is called &amp;lt;code&amp;gt;homepath&amp;lt;/code&amp;gt;, optional package directory is called &amp;lt;code&amp;gt;pakpath&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The executable &amp;lt;code&amp;gt;daemonded&amp;lt;/code&amp;gt; ('daemon dedicated') should be included with your installation.&lt;br /&gt;
{{Game Locations}}&lt;br /&gt;
&lt;br /&gt;
So, if you need to be explicit on every path, you can do that:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./daemonded -libpath /usr/lib/unvanquished -basepath /var/lib/unvanquished -homepath ${HOME}/.local/share/unvanquished -pakpath /var/www/unvanquished/pkg&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;pakpath&amp;lt;/code&amp;gt; is an optional path for game packages, you can add as many as you want.&lt;br /&gt;
&lt;br /&gt;
Quick list of useful options:&lt;br /&gt;
* &amp;lt;code&amp;gt;-curses&amp;lt;/code&amp;gt; &amp;amp;mdash; enabled ncurses console interface (default behavior is to disable it so messages remain on-screen after crashes).&lt;br /&gt;
* &amp;lt;code&amp;gt;+map mapname&amp;lt;/code&amp;gt; &amp;amp;mdash; without a map the server will kill itself&lt;br /&gt;
&lt;br /&gt;
=Netiquette=&lt;br /&gt;
Unvanquished is currently a small community.  Please don't aim to create a server in order to only compete for players &amp;amp;mdash; division of players will disallow larger matches.&lt;br /&gt;
&lt;br /&gt;
=Specs=&lt;br /&gt;
Port &amp;lt;code&amp;gt;27960&amp;lt;/code&amp;gt; (default Quake Ⅲ Arena server port), on udp only.&lt;br /&gt;
&lt;br /&gt;
= Configuration and Operation =&lt;br /&gt;
&lt;br /&gt;
To discover more commands than are listed here: type a first letter (eg 'g') and press '''Tab''' to list available options starting with that letter. If you are in a terminal: '''Shift+Page Up''' allows you to scroll and the opposite for down.&lt;br /&gt;
&lt;br /&gt;
* [[Server/Map Rotation|Server/Map Rotation]]&lt;br /&gt;
* [[Server/Map layouts|Server/Map layouts]] &amp;amp;mdash; default building locations&lt;br /&gt;
&lt;br /&gt;
==Server Config File==&lt;br /&gt;
Here is the template for the server config: {{SourceFile|dist/configs/config/server.cfg}}.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| Linux&lt;br /&gt;
| ~/.local/share/unvanquished/config&lt;br /&gt;
|-&lt;br /&gt;
| Windows&lt;br /&gt;
| C:\Users\*username*\Documents\My games\Unvanquished\config &amp;lt;--may be depreciated&lt;br /&gt;
|-&lt;br /&gt;
| macOS&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ensure your server mode is not set to '2' unless you want your server to be listed for other players.&lt;br /&gt;
&lt;br /&gt;
 # Server mode&lt;br /&gt;
 # 0 - local server&lt;br /&gt;
 # 1 - LAN server&lt;br /&gt;
 # 2 - public server&lt;br /&gt;
&lt;br /&gt;
Public servers will want to set sv_hostname to a non-default value&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
Please add common and useful commands, not every one&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| devmap&lt;br /&gt;
| Loads a map with &amp;lt;code&amp;gt;sv_cheats&amp;lt;/code&amp;gt; enabled. &amp;lt;code&amp;gt;sv_cheats&amp;lt;/code&amp;gt; cannot otherwise be changed during play&lt;br /&gt;
|-&lt;br /&gt;
| listadmins&lt;br /&gt;
| List current admins in-game&lt;br /&gt;
|-&lt;br /&gt;
| listlayouts&lt;br /&gt;
| List available layouts (for this map?)&lt;br /&gt;
|-&lt;br /&gt;
| listplayers&lt;br /&gt;
| List current players in-game&lt;br /&gt;
|-&lt;br /&gt;
| listmaps&lt;br /&gt;
| List maps available to the server&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cvars==&lt;br /&gt;
Please add common and useful cvars, not every one&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cvar&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| g_dretchPunt&lt;br /&gt;
| Allow dretches to be pushes out of the way by bigger aliens?{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| g_friendlyfire&lt;br /&gt;
| Allows players to hurt their team&lt;br /&gt;
|- &lt;br /&gt;
| g_gravity&lt;br /&gt;
| Gravity.&lt;br /&gt;
|-&lt;br /&gt;
| sv_maxclients&lt;br /&gt;
| Maximum number of joined players{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| g_maxGameClients&lt;br /&gt;
| Maximum number of players in teams (ignoring spectators){{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| g_motd&lt;br /&gt;
| Message displayed to joining players (Message Of The Day)&lt;br /&gt;
|-&lt;br /&gt;
| g_needpass&lt;br /&gt;
| Whether passwords are enforced on game entry or not&lt;br /&gt;
|-&lt;br /&gt;
| g_password&lt;br /&gt;
| Password to enter game&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==(wip) A short tutorial on how to make a dedicated server.(14/10/2017)==&lt;br /&gt;
&lt;br /&gt;
====Linux:====&lt;br /&gt;
Tip: Please see [http://linuxcommand.org/learning_the_shell.php linux commands tutorial] and [http://www.openvim.com/ vim tutorial] (really recomended)&lt;br /&gt;
Install vim:&lt;br /&gt;
&amp;lt;code&amp;gt;sudo apt install vim -y&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the latest update by running this command in the folder that you want to be your game directory: &amp;lt;code&amp;gt;wget https://github.com/Unvanquished/Unvanquished/releases/download/v0.51.1/unvanquished_0.51.1.zip&amp;lt;/code&amp;gt;.&lt;br /&gt;
#Unzip the file by running: &amp;lt;code&amp;gt;unzip unvanquished_0.51.1.zip&amp;lt;/code&amp;gt; (if you don't already have unzip you can get it by running &amp;lt;code&amp;gt;apt-get install unzip&amp;lt;/code&amp;gt;)&lt;br /&gt;
#Create a folder called config in the unvanquished folder using the &amp;lt;code&amp;gt;mkdir config&amp;lt;/code&amp;gt; command.&lt;br /&gt;
#create 2 cfg files inside the config folder using &amp;lt;code&amp;gt;touch server.cfg&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;touch maprotation.cfg&amp;lt;/code&amp;gt;&lt;br /&gt;
#Create a script to ease starting a server:&lt;br /&gt;
&lt;br /&gt;
 Run: touch startsv.sh&lt;br /&gt;
 Then give it proper perms: chmod +x startsv.sh&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Edit it: vim startsv.sh&lt;br /&gt;
&lt;br /&gt;
Press &amp;lt;code&amp;gt;i&amp;lt;/code&amp;gt; to enter in insert mode, copy &amp;amp; paste this:&lt;br /&gt;
 ./daemonded -homepath ./ +exec server.cfg&lt;br /&gt;
Press esc and type &amp;lt;code&amp;gt;:wq&amp;lt;/code&amp;gt; to save the file.&lt;br /&gt;
&lt;br /&gt;
Go to &amp;lt;code&amp;gt;config/server.cfg&amp;lt;/code&amp;gt; and edit it (&amp;lt;code&amp;gt;vim server.cfg&amp;lt;/code&amp;gt;)&lt;br /&gt;
Copy &amp;amp; paste this, and edit to match your preferences: {{SourceFile|dist/configs/config/server.cfg}}&lt;br /&gt;
&lt;br /&gt;
Run the server with &amp;lt;code&amp;gt;./startsv.sh&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Want to keep the server after closing a ssh session? See this [https://www.digitalocean.com/community/tutorials/how-to-install-and-use-screen-on-an-ubuntu-cloud-server tutorial]&lt;br /&gt;
&lt;br /&gt;
====Windows:====&lt;br /&gt;
#Download the latest version of unvanquished from the GitHub releases page [https://github.com/Unvanquished/Unvanquished/releases here].&lt;br /&gt;
#Unzip the file into the directory you want your server to run from.&lt;br /&gt;
#Create a folder inside that directory called config&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IN-game Server Config===&lt;br /&gt;
To make yourself an in-game admin&lt;br /&gt;
&lt;br /&gt;
enter the game make sure you've made your in-game name by pressing esc &amp;gt; player&lt;br /&gt;
&lt;br /&gt;
then type /register, it should say your account is now registered. next type in /listplayers, and log your number&lt;br /&gt;
&lt;br /&gt;
then go into the console and type /setlevel (your number) (your level)&lt;br /&gt;
&lt;br /&gt;
here are the levels&lt;br /&gt;
&lt;br /&gt;
[level]&lt;br /&gt;
level   = 5&lt;br /&gt;
name    = ^1Server Operator&lt;br /&gt;
flags   = ALLFLAGS -IMMUTABLE -INCOGNITO&lt;br /&gt;
&lt;br /&gt;
[level]&lt;br /&gt;
level   = 4&lt;br /&gt;
name    = ^3Senior Admin&lt;br /&gt;
flags   = listplayers admintest adminhelp time putteam spec999 warn kick mute showbans ban namelog buildlog ADMINCHAT register unregister l0 l1&lt;br /&gt;
&lt;br /&gt;
[level]&lt;br /&gt;
level   = 3&lt;br /&gt;
name    = ^2Junior Admin&lt;br /&gt;
flags   = listplayers admintest adminhelp time putteam spec999 warn kick mute ADMINCHAT buildlog register unregister l0 l1&lt;br /&gt;
&lt;br /&gt;
[level]&lt;br /&gt;
level   = 2&lt;br /&gt;
name    = ^6Team Manager&lt;br /&gt;
flags   = listplayers admintest adminhelp time putteam spec999 register unregister&lt;br /&gt;
&lt;br /&gt;
[level]&lt;br /&gt;
level   = 1&lt;br /&gt;
name    = ^5Server Regular&lt;br /&gt;
flags   = listplayers admintest adminhelp time register unregister&lt;br /&gt;
&lt;br /&gt;
[level]&lt;br /&gt;
level   = 0&lt;br /&gt;
name    = ^4Unknown Player&lt;br /&gt;
flags   = listplayers admintest adminhelp time register&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Install_and_play&amp;diff=4604</id>
		<title>Install and play</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Install_and_play&amp;diff=4604"/>
		<updated>2021-02-01T10:31:14Z</updated>

		<summary type="html">&lt;p&gt;Derek: added a download source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting the game ==&lt;br /&gt;
&lt;br /&gt;
Most users will want to visit the [https://unvanquished.net/download main download page] on our website.&lt;br /&gt;
&lt;br /&gt;
You can get your device specific download on:&lt;br /&gt;
* [https://gamejolt.com/games/Unvanquished/571330 Game Jolt page]&lt;br /&gt;
Alternatively you can download universal zip on:&lt;br /&gt;
* [https://github.com/Unvanquished/Unvanquished/releases GitHub release page]&lt;br /&gt;
* [https://sourceforge.net/projects/unvanquished/files/Universal_Zip SourceForge.net file browser]&lt;br /&gt;
* [https://www.indiedb.com/games/unvanquished/downloads IndieDB download page]&lt;br /&gt;
&lt;br /&gt;
See [[Coding]] for tips and guides on compiling.&lt;br /&gt;
&lt;br /&gt;
== Running and Configuration ==&lt;br /&gt;
* Using the [[console]]&lt;br /&gt;
* [[Colours]] in names and chat&lt;br /&gt;
* [[Runtime options]] for eg screen resolution, game data location&lt;br /&gt;
* [[Creating custom keybinds]]&lt;br /&gt;
* [[Optimisations]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Unvanquished has lots of them.  We have an extensive [https://github.com/Unvanquished/Unvanquished/issues bugtracker] that we invite you to add your bugs to.&lt;br /&gt;
&lt;br /&gt;
* Have a read of our [[Bug reporting]] page for tips on making effective reports&lt;br /&gt;
* Search the bugtracker for bugs similar to yours before adding a new one.&lt;br /&gt;
* Some of the tips on the [[Testing]] page may be useful.&lt;br /&gt;
&lt;br /&gt;
== Getting in Contact ==&lt;br /&gt;
The two best ways to get in contact with other community members are:&lt;br /&gt;
* through the [https://forums.unvanquished.net forums]&lt;br /&gt;
* over [[IRC]]&lt;br /&gt;
On the [[IRC]] page are links to web-clients if you don't have an IRC client already installed.&lt;br /&gt;
&lt;br /&gt;
== Running Servers ==&lt;br /&gt;
* [[Server/Running|Running a server]]&lt;br /&gt;
** [[Server/Map layouts|Map layouts]] &amp;amp;mdash; default building locations&lt;br /&gt;
** [[Server/Map Rotation|Map Rotation]]&lt;br /&gt;
** [[Server/Bot skill|Bot skill]]&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Call_Outs&amp;diff=4603</id>
		<title>Call Outs</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Call_Outs&amp;diff=4603"/>
		<updated>2021-01-31T18:52:20Z</updated>

		<summary type="html">&lt;p&gt;Derek: added new-def to Level Access&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Callouts in Unvanquished are crucial. These were made by us for personal use and skill improvement. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is a Call Out?&lt;br /&gt;
&lt;br /&gt;
According to the Oxford Dictionary &amp;quot;a statement drawing critical attention to someone's unacceptable actions or behaviour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Call Out is a way to drag attention to a location ex: Humans are pushing Ventilation. here we can see the noun is &amp;quot;Humans&amp;quot; the verb is &amp;quot;Pushing&amp;quot; meaning that they are trying to take control of the region and the Call Out is &amp;quot;Ventilation&amp;quot; this system helps communication in the game grow and also enables the player to simplify the names of Places that are tightly woven. for example &amp;quot;Ventilation&amp;quot; is the room &amp;quot;Ventilation&amp;quot; and &amp;quot;Ventilation shaft&amp;quot; combined because we know that if a human is pushing into Ventilation  they have to be inside the shaft to enter.&lt;br /&gt;
&lt;br /&gt;
# Antares&lt;br /&gt;
&lt;br /&gt;
Storage - Alien Spawn base https://i.ibb.co/G5W3w1m/Storage.jpg&lt;br /&gt;
&lt;br /&gt;
Storage East - Rightside of Storage (Ventilation) (This term is mainly used to tell that people are coming in through that enterance rather than stating people are in ventilation and you are holding them back - https://matrix-client.matrix.org/_matrix/media/r0/download/matrix.org/knSDjsbhucBqQpgCWFEablqh&lt;br /&gt;
&lt;br /&gt;
Ventilation [Can be called shaft] (Usage: Humans Pushing Ventilation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Processing- &lt;br /&gt;
&lt;br /&gt;
Processing can be split into three parts.&lt;br /&gt;
&lt;br /&gt;
Processing-Vent or Processing-V (The Part of Processing that is closest to the Ventilation area)&lt;br /&gt;
&lt;br /&gt;
Processing (Middle Region of Processing)&lt;br /&gt;
&lt;br /&gt;
Processing-C or Processing-Corridor (More on this later).&lt;br /&gt;
&lt;br /&gt;
This is a Diagram of what I've said https://matrix-client.matrix.org/_matrix/media/r0/download/matrix.org/NjMzHTzYdMehVYiwsmYiBtmI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Processing-C is the Processing Corridor.  which links into the Human Base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Human Base will just be called Human Base instead of the room  name.  There fore Level Access will mean the Room across Processing-C which is close to Main Corridor.&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Call_Outs&amp;diff=4602</id>
		<title>Call Outs</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Call_Outs&amp;diff=4602"/>
		<updated>2021-01-31T18:47:38Z</updated>

		<summary type="html">&lt;p&gt;Derek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Callouts in Unvanquished are crucial. These were made by us for personal use and skill improvement. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is a Call Out?&lt;br /&gt;
&lt;br /&gt;
According to the Oxford Dictionary &amp;quot;a statement drawing critical attention to someone's unacceptable actions or behaviour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Call Out is a way to drag attention to a location ex: Humans are pushing Ventilation. here we can see the noun is &amp;quot;Humans&amp;quot; the verb is &amp;quot;Pushing&amp;quot; meaning that they are trying to take control of the region and the Call Out is &amp;quot;Ventilation&amp;quot; this system helps communication in the game grow and also enables the player to simplify the names of Places that are tightly woven. for example &amp;quot;Ventilation&amp;quot; is the room &amp;quot;Ventilation&amp;quot; and &amp;quot;Ventilation shaft&amp;quot; combined because we know that if a human is pushing into Ventilation  they have to be inside the shaft to enter.&lt;br /&gt;
&lt;br /&gt;
# Antares&lt;br /&gt;
&lt;br /&gt;
Storage - Alien Spawn base https://i.ibb.co/G5W3w1m/Storage.jpg&lt;br /&gt;
&lt;br /&gt;
Storage East - Rightside of Storage (Ventilation) (This term is mainly used to tell that people are coming in through that enterance rather than stating people are in ventilation and you are holding them back - https://matrix-client.matrix.org/_matrix/media/r0/download/matrix.org/knSDjsbhucBqQpgCWFEablqh&lt;br /&gt;
&lt;br /&gt;
Ventilation [Can be called shaft] (Usage: Humans Pushing Ventilation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Processing- &lt;br /&gt;
&lt;br /&gt;
Proccesing can be split into three parts.&lt;br /&gt;
&lt;br /&gt;
Proccessing-Vent or Proccessing-V (The Part of Processing that is closest to the Ventilation area)&lt;br /&gt;
&lt;br /&gt;
Processing (Middle Region of Processing)&lt;br /&gt;
&lt;br /&gt;
Proccessing-C or Proccessing-Corridor (More on this later).&lt;br /&gt;
&lt;br /&gt;
This is a Diagram of what I've said https://matrix-client.matrix.org/_matrix/media/r0/download/matrix.org/NjMzHTzYdMehVYiwsmYiBtmI&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Call_Outs&amp;diff=4601</id>
		<title>Call Outs</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Call_Outs&amp;diff=4601"/>
		<updated>2021-01-31T17:42:48Z</updated>

		<summary type="html">&lt;p&gt;Derek: Due to afontain's request of adding a definition of Callouts: &amp;quot;Definitely add a definition for &amp;quot;call outs&amp;quot; in the wiki page, because I have no idea what you mean&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Callouts in Unvanquished are crucial. These were made by us for personal use and skill improvement. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What is a Call Out?&lt;br /&gt;
&lt;br /&gt;
According to the Oxford Dictionary &amp;quot;a statement drawing critical attention to someone's unacceptable actions or behaviour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Call Out is a way to drag attention to a location ex: Humans are pushing Ventilation. here we can see the noun is &amp;quot;Humans&amp;quot; the verb is &amp;quot;Pushing&amp;quot; meaning that they are trying to take control of the region and the Call Out is &amp;quot;Ventilation&amp;quot; this system helps communication in the game grow and also enables the player to simplify the names of Places that are tightly woven. for example &amp;quot;Ventilation&amp;quot; is the room &amp;quot;Ventilation&amp;quot; and &amp;quot;Ventilation shaft&amp;quot; combined because we know that if a human is pushing into Ventilation  they have to be inside the shaft to enter.&lt;br /&gt;
&lt;br /&gt;
# Antares&lt;br /&gt;
&lt;br /&gt;
Storage - Alien Spawn base https://i.ibb.co/G5W3w1m/Storage.jpg&lt;br /&gt;
&lt;br /&gt;
Storage East - Rightside of Storage (Ventilation) (This term is mainly used to tell that people are coming in through that enterance rather than stating people are in ventilation and you are holding them back - https://matrix-client.matrix.org/_matrix/media/r0/download/matrix.org/knSDjsbhucBqQpgCWFEablqh&lt;br /&gt;
&lt;br /&gt;
Ventilation [Can be called shaft] (Usage: Humans Pushing&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Call_Outs&amp;diff=4600</id>
		<title>Call Outs</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Call_Outs&amp;diff=4600"/>
		<updated>2021-01-31T15:48:25Z</updated>

		<summary type="html">&lt;p&gt;Derek: Created page with &amp;quot;Callouts in Unvanquished are crucial. These were made by us for personal use and skill improvement.    # Antares  Storage - Alien Spawn base https://i.ibb.co/G5W3w1m/Storage.j...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Callouts in Unvanquished are crucial. These were made by us for personal use and skill improvement. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Antares&lt;br /&gt;
&lt;br /&gt;
Storage - Alien Spawn base https://i.ibb.co/G5W3w1m/Storage.jpg&lt;br /&gt;
&lt;br /&gt;
Storage East - Rightside of Storage (Ventilation) (This term is mainly used to tell that people are coming in through that enterance rather than stating people are in ventilation and you are holding them back - https://matrix-client.matrix.org/_matrix/media/r0/download/matrix.org/knSDjsbhucBqQpgCWFEablqh&lt;br /&gt;
&lt;br /&gt;
Ventilation [Can be called shaft] (Usage: Humans Pushing&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Drill&amp;diff=4580</id>
		<title>Drill</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Drill&amp;diff=4580"/>
		<updated>2021-01-10T11:31:55Z</updated>

		<summary type="html">&lt;p&gt;Derek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBoxStart | name = Drill | image = Drill.png | caption = Why hasn't the floor collapsed yet?}}&lt;br /&gt;
{{InfoRow | caption = Cost | value = 0 Credits }}&lt;br /&gt;
{{InfoRow | caption = Unlock | value = - }}&lt;br /&gt;
{{InfoRow | caption = Health | value = 200 }}&lt;br /&gt;
{{InfoRow | caption = Build Time | value = 10 seconds }}&lt;br /&gt;
{{InfoBoxEnd}}&lt;br /&gt;
&lt;br /&gt;
Drills the ground for materials.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Spread them apart for maximum mining efficiency. Keep in mind that two drills right next to each other will mine out less material than a single drill.&lt;br /&gt;
&lt;br /&gt;
* Defend your drills well. If a drill is destroyed, you'll lose a portion of your stored material.&lt;br /&gt;
&lt;br /&gt;
* If you feel a forward base with a drill in it isn't going to last for much longer, deconstruct the drill to prevent the loss of material.&lt;br /&gt;
&lt;br /&gt;
* Drills mine out less and less material as the game progresses. Build them as early as possible.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humans]]&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Building_gameplay&amp;diff=4573</id>
		<title>Building gameplay</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Building_gameplay&amp;diff=4573"/>
		<updated>2021-01-08T16:02:12Z</updated>

		<summary type="html">&lt;p&gt;Derek: Grammar, and fixed wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Building gameplay =&lt;br /&gt;
&lt;br /&gt;
Unvanquished is a game which adds RTS (Real Time Strategy) elements on top of relatively classic (despite the Alien's mechanisms) FPS (First Person Shooter) game-play.&lt;br /&gt;
It is derived from tremulous, which also had those RTS elements, but tried to improve by changing a lot the gameplay.&lt;br /&gt;
&lt;br /&gt;
So, this page is for both tremulous' veterans and complete newcomers to Unvanquished. It aims at explaining the basics of how resources are gathered and spent, and what every player should know, without covering advanced base creation tips.&lt;br /&gt;
&lt;br /&gt;
== Momentum ==&lt;br /&gt;
&lt;br /&gt;
Completion of buildings increase a team's momentum.&lt;br /&gt;
Deconstructing a building reduces a team's momentum.&lt;br /&gt;
&lt;br /&gt;
Destroying an enemy building increase your team's momentum and reduces enemy's momentum.&lt;br /&gt;
&lt;br /&gt;
== Build Points ==&lt;br /&gt;
&lt;br /&gt;
Each team have a shared (by the team) amount of Build Points (BPs).&lt;br /&gt;
&lt;br /&gt;
BPs are gathered by building [[Drill|Drills]] for humans or [[Leech|Leeches]] for aliens.&lt;br /&gt;
&lt;br /&gt;
Each gathering building of a team allows the team to gather resources in an area.&lt;br /&gt;
Resource areas of a team are merged.&lt;br /&gt;
Area &amp;quot;conflicting&amp;quot; with enemy team are shared with other team, giving both team half the volume.&lt;br /&gt;
Volume is multiplied by a specific value (as of 0.51, a gatherer at 100% efficiency provides 50 BPs) and that represents the amount of BPs available to the team.&lt;br /&gt;
&lt;br /&gt;
When a team looses a gathering building, it looses the area and thus, BPs provided by said area are *lost*. This is important because without enough BPs, buildings except [[Overmind]], [[Reactor]], [[Egg]] or [[Telenode]] will be disabled, making bases defenseless.&lt;br /&gt;
&lt;br /&gt;
Starting the construction of a building immediately spends the corresponding amount of the team's BPs stock.&lt;br /&gt;
&lt;br /&gt;
Loosing a building makes the team which owned it *slowly* recovering build points (several minutes per BP).&lt;br /&gt;
&lt;br /&gt;
== Basic building hints ==&lt;br /&gt;
&lt;br /&gt;
Building efficient bases and outposts is very different depending on the team. Humans and Aliens having very different strategies.&lt;br /&gt;
I will try to explain the most basic hints here.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
==== Outposts ====&lt;br /&gt;
&lt;br /&gt;
Complete outpost (also called forward base), usually require at least 3 buildings:&lt;br /&gt;
&lt;br /&gt;
* an [[Armoury]]&lt;br /&gt;
* a [[Telenode]]&lt;br /&gt;
* a [[Medistation]]&lt;br /&gt;
&lt;br /&gt;
This imply a total cost of 26 BPs, which is a rather high cost, so it's usually better to first build defenses to cover while building.&lt;br /&gt;
&lt;br /&gt;
==== Defensive build ====&lt;br /&gt;
&lt;br /&gt;
Keep in mind that turrets need to rotate toward their target to start firing. This means a lone defense will be of little use, especially against a skilled alien player.&lt;br /&gt;
&lt;br /&gt;
Defensive buildings will not fire if that would imply damage allied structures or players.&lt;br /&gt;
&lt;br /&gt;
[[Machinegun_Turret|Machinegun Turrets]] have a short range.&lt;br /&gt;
&lt;br /&gt;
[[Rocket_Pod|Rocket Pods]] have a minimum range: if enemy reach it, it's good for the scrapyard.&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
&lt;br /&gt;
First and most important hint for aliens: your base is weak. Don't let any human find or enter it.&lt;br /&gt;
When you finally unlock advanced granger, do not hesitate to move as many buildings as possible on walls and roofs, if only to avoid grenades and flamers destroying everything in the blink of an overmind's eye.&lt;br /&gt;
&lt;br /&gt;
Overmind can not, though, be built on walls and roofs.&lt;br /&gt;
&lt;br /&gt;
==== Outposts ====&lt;br /&gt;
&lt;br /&gt;
Aliens only requires 2 buildings to build an outpost: and [[Egg]] and, if evolved enough, a [[Booster]]. This allows aliens to spread bases everywhere and keep putting pressure on enemy's base.&lt;br /&gt;
&lt;br /&gt;
Those outposts will also provide faster healing: x2 for any building, x4 for booster, which also poisons your weapons for 30s.&lt;br /&gt;
&lt;br /&gt;
Those buildings have cost, though. Unlike [[Leech]], which still provide the healing bonus.&lt;br /&gt;
&lt;br /&gt;
==== Defensive build ====&lt;br /&gt;
&lt;br /&gt;
[[Barricade|Barricades]] are defensive and don't attack, humans can fly or jump over them. They also have a rather high cost, thus are mostly useful behind small doors.&lt;br /&gt;
They can't be built on walls and roofs.&lt;br /&gt;
&lt;br /&gt;
[[Trapper]] can immobilize enemy, but for that, it needs to reach enemy, which means it can only be built in few places.&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Clans&amp;diff=4570</id>
		<title>Clans</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Clans&amp;diff=4570"/>
		<updated>2021-01-08T09:50:20Z</updated>

		<summary type="html">&lt;p&gt;Derek: Grammar and punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clans are groups inside the game. Clan tags are usually used in tournaments to identify players.&lt;br /&gt;
&lt;br /&gt;
To add your clan tag go to  menu&amp;gt;player and click on &amp;quot;nickname&amp;quot; then put &amp;lt;code&amp;gt;^1[Clan-Tag](another colour)your name&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Current in-game clans: =&lt;br /&gt;
&lt;br /&gt;
The first and only clan as of now is:&lt;br /&gt;
&lt;br /&gt;
=== KING ===&lt;br /&gt;
&lt;br /&gt;
King was founded by Derek and has two members:&lt;br /&gt;
&lt;br /&gt;
# Derek&lt;br /&gt;
# RNGLatico&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
///Put other clans here and their description and list players&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Server/Running&amp;diff=4568</id>
		<title>Server/Running</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Server/Running&amp;diff=4568"/>
		<updated>2021-01-08T00:22:58Z</updated>

		<summary type="html">&lt;p&gt;Derek: Added server config template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Servers can be quickly setup over LAN by starting a match in-game, however this is not as powerful or efficient as running a dedicated server separately.&lt;br /&gt;
&lt;br /&gt;
= Starting the Server =&lt;br /&gt;
Default binary directory is called &amp;lt;code&amp;gt;libpath&amp;lt;/code&amp;gt;, default data directory is called &amp;lt;code&amp;gt;basepath&amp;lt;/code&amp;gt;, default user directory is called &amp;lt;code&amp;gt;homepath&amp;lt;/code&amp;gt;, optional package directory is called &amp;lt;code&amp;gt;pakpath&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The executable &amp;lt;code&amp;gt;daemonded&amp;lt;/code&amp;gt; ('daemon dedicated') should be included with your installation.&lt;br /&gt;
{{Game Locations}}&lt;br /&gt;
&lt;br /&gt;
So, if you need to be explicit on every path, you can do that:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;./daemonded -libpath /usr/lib/unvanquished -basepath /var/lib/unvanquished -homepath ${HOME}/.local/share/unvanquished -pakpath /var/www/unvanquished/pkg&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;pakpath&amp;lt;/code&amp;gt; is an optional path for game packages, you can add as many as you want.&lt;br /&gt;
&lt;br /&gt;
Quick list of useful options:&lt;br /&gt;
* &amp;lt;code&amp;gt;-curses&amp;lt;/code&amp;gt; &amp;amp;mdash; enabled ncurses console interface (default behavior is to disable it so messages remain on-screen after crashes).&lt;br /&gt;
* &amp;lt;code&amp;gt;+map mapname&amp;lt;/code&amp;gt; &amp;amp;mdash; without a map the server will kill itself&lt;br /&gt;
&lt;br /&gt;
=Netiquette=&lt;br /&gt;
Unvanquished is currently a small community.  Please don't aim to create a server in order to only compete for players &amp;amp;mdash; division of players will disallow larger matches.&lt;br /&gt;
&lt;br /&gt;
=Specs=&lt;br /&gt;
Port &amp;lt;code&amp;gt;27960&amp;lt;/code&amp;gt; (default Quake Ⅲ Arena server port), on udp only.&lt;br /&gt;
&lt;br /&gt;
= Configuration and Operation =&lt;br /&gt;
&lt;br /&gt;
To discover more commands than are listed here: type a first letter (eg 'g') and press '''Tab''' to list available options starting with that letter. If you are in a terminal: '''Shift+Page Up''' allows you to scroll and the opposite for down.&lt;br /&gt;
&lt;br /&gt;
* [[Server/Map Rotation|Server/Map Rotation]]&lt;br /&gt;
* [[Server/Map layouts|Server/Map layouts]] &amp;amp;mdash; default building locations&lt;br /&gt;
&lt;br /&gt;
==Server Config File==&lt;br /&gt;
Here is the template for the server config: https://github.com/Unvanquished/Unvanquished/blob/master/dist/configs/config/server.cfg&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Platform&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| Linux&lt;br /&gt;
| ~/.local/share/unvanquished/config&lt;br /&gt;
|-&lt;br /&gt;
| Windows&lt;br /&gt;
| C:\Users\*username*\Documents\My games\Unvanquished\config &amp;lt;--may be depreciated&lt;br /&gt;
|-&lt;br /&gt;
| macOS&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ensure your server mode is not set to '2' unless you want your server to be listed for other players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 # Server mode&lt;br /&gt;
 # 0 - local server&lt;br /&gt;
 # 1 - LAN server&lt;br /&gt;
 # 2 - public server&lt;br /&gt;
&lt;br /&gt;
Public servers will want to set sv_hostname to a non-default value&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
Please add common and useful commands, not every one&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| devmap&lt;br /&gt;
| Loads a map with &amp;lt;code&amp;gt;sv_cheats&amp;lt;/code&amp;gt; enabled. &amp;lt;code&amp;gt;sv_cheats&amp;lt;/code&amp;gt; cannot otherwise be changed during play&lt;br /&gt;
|-&lt;br /&gt;
| listadmins&lt;br /&gt;
| List current admins in-game&lt;br /&gt;
|-&lt;br /&gt;
| listlayouts&lt;br /&gt;
| List available layouts (for this map?)&lt;br /&gt;
|-&lt;br /&gt;
| listplayers&lt;br /&gt;
| List current players in-game&lt;br /&gt;
|-&lt;br /&gt;
| listmaps&lt;br /&gt;
| List maps available to the server&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Cvars==&lt;br /&gt;
Please add common and useful cvars, not every one&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cvar&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| g_dretchPunt&lt;br /&gt;
| Allow dretches to be pushes out of the way by bigger aliens?{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| g_friendlyfire&lt;br /&gt;
| Allows players to hurt their team&lt;br /&gt;
|- &lt;br /&gt;
| g_gravity&lt;br /&gt;
| Gravity.&lt;br /&gt;
|-&lt;br /&gt;
| sv_maxclients&lt;br /&gt;
| Maximum number of joined players{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| g_maxGameClients&lt;br /&gt;
| Maximum number of players in teams (ignoring spectators){{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| g_motd&lt;br /&gt;
| Message displayed to joining players (Message Of The Day)&lt;br /&gt;
|-&lt;br /&gt;
| g_needpass&lt;br /&gt;
| Whether passwords are enforced on game entry or not&lt;br /&gt;
|-&lt;br /&gt;
| g_password&lt;br /&gt;
| Password to enter game&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==(wip) A short tutorial on how to make a dedicated server.(14/10/2017)==&lt;br /&gt;
&lt;br /&gt;
====Linux:====&lt;br /&gt;
Tip: Please see [http://linuxcommand.org/learning_the_shell.php linux commands tutorial] and [http://www.openvim.com/ vim tutorial] (really recomended)&lt;br /&gt;
Install vim:&lt;br /&gt;
&amp;lt;code&amp;gt;sudo apt install vim -y&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the latest update by running this command in the folder that you want to be your game directory: &amp;lt;code&amp;gt;wget https://github.com/Unvanquished/Unvanquished/releases/download/v0.51.1/unvanquished_0.51.1.zip&amp;lt;/code&amp;gt;.&lt;br /&gt;
#Unzip the file by running: &amp;lt;code&amp;gt;unzip unvanquished_0.51.1.zip&amp;lt;/code&amp;gt; (if you don't already have unzip you can get it by running &amp;lt;code&amp;gt;apt-get install unzip&amp;lt;/code&amp;gt;)&lt;br /&gt;
#Create a folder called config in the unvanquished folder using the &amp;lt;code&amp;gt;mkdir config&amp;lt;/code&amp;gt; command.&lt;br /&gt;
#create 2 cfg files inside the config folder using &amp;lt;code&amp;gt;touch server.cfg&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;touch maprotation.cfg&amp;lt;/code&amp;gt;&lt;br /&gt;
#Create a script to ease starting a server:&lt;br /&gt;
&lt;br /&gt;
 Run: touch startsv.sh&lt;br /&gt;
 Then give it proper perms: chmod +x startsv.sh&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Edit it: vim startsv.sh&lt;br /&gt;
&lt;br /&gt;
Press &amp;lt;code&amp;gt;i&amp;lt;/code&amp;gt; to enter in insert mode, copy &amp;amp; paste this:&lt;br /&gt;
 ./daemonded -homepath ./ +exec server.cfg&lt;br /&gt;
Press esc and type &amp;lt;code&amp;gt;:wq&amp;lt;/code&amp;gt; to save the file.&lt;br /&gt;
&lt;br /&gt;
Go to &amp;lt;code&amp;gt;config/server.cfg&amp;lt;/code&amp;gt; and edit it (&amp;lt;code&amp;gt;vim server.cfg&amp;lt;/code&amp;gt;)&lt;br /&gt;
Copy &amp;amp; paste this, and edit to match your preferences: {{SourceFile|dist/configs/config/server.cfg}}&lt;br /&gt;
&lt;br /&gt;
Run the server with &amp;lt;code&amp;gt;./startsv.sh&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Want to keep the server after closing a ssh session? See this [https://www.digitalocean.com/community/tutorials/how-to-install-and-use-screen-on-an-ubuntu-cloud-server tutorial]&lt;br /&gt;
&lt;br /&gt;
====Windows:====&lt;br /&gt;
#Download the latest version of unvanquished from the GitHub releases page [https://github.com/Unvanquished/Unvanquished/releases here].&lt;br /&gt;
#Unzip the file into the directory you want your server to run from.&lt;br /&gt;
#Create a folder inside that directory called config&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Clans&amp;diff=4565</id>
		<title>Clans</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Clans&amp;diff=4565"/>
		<updated>2021-01-07T22:14:16Z</updated>

		<summary type="html">&lt;p&gt;Derek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clans are groups inside the game clan tags are usually used in tournaments to identify players&lt;br /&gt;
&lt;br /&gt;
to add your clan tag go to  menu&amp;gt;player and click on nickname then put &amp;lt;code&amp;gt;^1[Clan-Tag](anyother colour)your name&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Current in-game clans:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first and only clan as of now is:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''KING''' &lt;br /&gt;
&lt;br /&gt;
King was founded by Derek and has two members &lt;br /&gt;
Description: &lt;br /&gt;
&lt;br /&gt;
1. Derek&lt;br /&gt;
2. RNGLatico&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
///Put other clans here and their description and list players&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Clans&amp;diff=4564</id>
		<title>Clans</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Clans&amp;diff=4564"/>
		<updated>2021-01-07T22:11:50Z</updated>

		<summary type="html">&lt;p&gt;Derek: Created page with &amp;quot;Clans are groups inside the game clan tags are usually used in tournaments to identify players  to add your clan tag go to  menu&amp;gt;player and click on nickname then put ``^1[Cla...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clans are groups inside the game clan tags are usually used in tournaments to identify players&lt;br /&gt;
&lt;br /&gt;
to add your clan tag go to  menu&amp;gt;player and click on nickname then put ``^1[Clan-Tag](anyother colour)your name``&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Current in-game clans:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first and only clan as of now is:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''KING''' &lt;br /&gt;
&lt;br /&gt;
King was founded by Derek and has two members &lt;br /&gt;
Description: &lt;br /&gt;
&lt;br /&gt;
1. Derek&lt;br /&gt;
2. RNGLatico&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
///Put other clans here and their description and list players&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Spectating&amp;diff=4560</id>
		<title>Spectating</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Spectating&amp;diff=4560"/>
		<updated>2021-01-05T13:41:27Z</updated>

		<summary type="html">&lt;p&gt;Derek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spectating is the act of viewing someone  who is playing. currently the keybinds aren't set but to set it you just need to type this in the console whilst playing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/bind (yourkey) followprev&lt;br /&gt;
/bind (yourkey) follownext&lt;br /&gt;
&lt;br /&gt;
and now you can spectate, to change the keys just run the command(s) and it will overwrite it&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Spectating&amp;diff=4559</id>
		<title>Spectating</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Spectating&amp;diff=4559"/>
		<updated>2021-01-05T13:41:17Z</updated>

		<summary type="html">&lt;p&gt;Derek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spectating is the act of viewing someone  who is playing. currently the keybinds aren't set but to set it you just need to type this in the console whilst playing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/bind (yourkey) followprev /n&lt;br /&gt;
/bind (yourkey) follownext&lt;br /&gt;
&lt;br /&gt;
and now you can spectate, to change the keys just run the command(s) and it will overwrite it&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Spectating&amp;diff=4558</id>
		<title>Spectating</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Spectating&amp;diff=4558"/>
		<updated>2021-01-05T13:40:42Z</updated>

		<summary type="html">&lt;p&gt;Derek: How to enable spectate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spectating is the act of viewing someone  who is playing. currently the keybinds aren't set but to set it you just need to type this in the console whilst playing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/bind (yourkey) followprev&lt;br /&gt;
/bind (yourkey) follownext&lt;br /&gt;
&lt;br /&gt;
and now you can spectate, to change the keys just run the command(s) and it will overwrite it&lt;/div&gt;</summary>
		<author><name>Derek</name></author>
	</entry>
</feed>