<?xml version="1.0"?>
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	<id>https://staging-wiki.unvanquished.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Viech</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=Viech"/>
	<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/wiki/Special:Contributions/Viech"/>
	<updated>2026-04-04T19:58:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.8</generator>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Talk:Downloading_%26_Installing&amp;diff=3203</id>
		<title>Talk:Downloading &amp; Installing</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Talk:Downloading_%26_Installing&amp;diff=3203"/>
		<updated>2015-01-05T23:37:49Z</updated>

		<summary type="html">&lt;p&gt;Viech: Created page with &amp;quot;This page should be renamed to &amp;quot;Installing the game&amp;quot; as downloading and installing are no seperate steps really. --~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should be renamed to &amp;quot;Installing the game&amp;quot; as downloading and installing are no seperate steps really. --[[User:Viech|Viech]] ([[User talk:Viech|talk]])&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Events&amp;diff=2916</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Events&amp;diff=2916"/>
		<updated>2014-04-14T15:39:53Z</updated>

		<summary type="html">&lt;p&gt;Viech: Remove discontinued AU/NA dev games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- DOES NOT WORK -- wiki caches the times :D&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; border: 1px solid #aaa; background: #ddd; padding: 1em; width: 20em; &amp;quot;&amp;gt; &lt;br /&gt;
===What is my timezone?===&lt;br /&gt;
Find the time on this list that matches your actual local time. Note that GMT is the same as UTC.&lt;br /&gt;
&lt;br /&gt;
{| class='wikitable' style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time zone&lt;br /&gt;
! Time inside of it&lt;br /&gt;
|-&lt;br /&gt;
| GMT-12&lt;br /&gt;
|{{#time:l g:i a |-12 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-11&lt;br /&gt;
|{{#time:l g:i a |-11 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-10&lt;br /&gt;
|{{#time:l g:i a |-10 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-9&lt;br /&gt;
|{{#time:l g:i a |-9 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-8&lt;br /&gt;
|{{#time:l g:i a |-8 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-7&lt;br /&gt;
|{{#time:l g:i a |-7 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-6&lt;br /&gt;
|{{#time:l g:i a |-6 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-5&lt;br /&gt;
|{{#time:l g:i a |-5 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-4&lt;br /&gt;
|{{#time:l g:i a |-4 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-3&lt;br /&gt;
|{{#time:l g:i a |-3 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-2&lt;br /&gt;
|{{#time:l g:i a |-2 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-1&lt;br /&gt;
|{{#time:l g:i a |-1 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| '''GMT'''&lt;br /&gt;
|{{#time:l g:i a}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+1&lt;br /&gt;
|{{#time:l g:i a |+1 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+2&lt;br /&gt;
|{{#time:l g:i a |+2 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+3&lt;br /&gt;
|{{#time:l g:i a |+3 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+4&lt;br /&gt;
|{{#time:l g:i a |+4 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+5&lt;br /&gt;
|{{#time:l g:i a |+5 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+6&lt;br /&gt;
|{{#time:l g:i a |+6 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+7&lt;br /&gt;
|{{#time:l g:i a |+7 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+8&lt;br /&gt;
|{{#time:l g:i a |+8 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+9&lt;br /&gt;
|{{#time:l g:i a |+9 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+10&lt;br /&gt;
|{{#time:l g:i a |+10 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+11&lt;br /&gt;
|{{#time:l g:i a |+11 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+12&lt;br /&gt;
|{{#time:l g:i a |+12 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| VST&lt;br /&gt;
|When you fear daylight&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that your GMT offset may change over the year because of daylight-savings. &amp;lt;/div&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special, organised games are held weekly where you will find many more players online, including many of the developers.&lt;br /&gt;
&lt;br /&gt;
== What time zone am I in? ==&lt;br /&gt;
This will depend on your location in the world.  Consult a site like http://www.worldtimezone.com/ if you don't know your GMT offset.  Note that GMT = UTC.&lt;br /&gt;
&lt;br /&gt;
= Weekly Public Development Games =&lt;br /&gt;
Held at 20:00 (8:00 PM) UTC/GMT every Sunday on the Dev Server.&lt;br /&gt;
{{timezone|time=Sunday 20:00}}&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=2910</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=2910"/>
		<updated>2014-03-24T15:26:35Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Parpax_front_storage.jpg|300px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''front storage''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 8-16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 11k&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Size:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 2500 x 4500 x 1000 qu³&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Parpax_upper.png|300px|thumb|right|Upper level]]&lt;br /&gt;
[[File:Parpax_lower.png|300px|thumb|right|Lower level]]&lt;br /&gt;
&lt;br /&gt;
A medium to large sized map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
You can post bugs, critics and improvement ideas on the [[Parpax:Talk|talk page]] or on the [http://unvanquished.net/forum/showthread.php/505 forums]. Don't forget to name the version you are testing!&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room in front of your default base's front entrance in order to defeat enemies before they can start a siege. However, don't forget to have a look at the base itself as they are still able to attack through the rear.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
'''Do''' use the [[Jetpack|jetpack]] to fly over the strange machine in the alien's default base and drop grenades right at the slimy feet of the [[Overmind]].&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
'''Do''' use [[Mantis|mantises]] and [[Marauder|marauders]] to enter the human's default base via the pipe shafts.&lt;br /&gt;
&lt;br /&gt;
==Trickjumping==&lt;br /&gt;
Lightly armored humans can use the bevels in ''octagon hall'' to make a backwards [[duckjump]] onto the pipes that lead into the alien's default base. Heavily armored lucifer cannon bearers can do a [[lucijump]] to get onto them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Release_v0.24.png&amp;diff=2883</id>
		<title>File:Release v0.24.png</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Release_v0.24.png&amp;diff=2883"/>
		<updated>2014-02-02T19:30:42Z</updated>

		<summary type="html">&lt;p&gt;Viech: Local screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Local screenshot&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{licenses/pd}}&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Events&amp;diff=2869</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Events&amp;diff=2869"/>
		<updated>2014-01-18T18:38:37Z</updated>

		<summary type="html">&lt;p&gt;Viech: Fix EU/NA Dev Game time, Add some UTC/GMT, 12/24 distinctions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; border: 1px solid #aaa; background: #ddd; padding: 1em; width: 20em; &amp;quot;&amp;gt; &lt;br /&gt;
===What is my timezone?===&lt;br /&gt;
Find the time on this list that matches your actual local time. Note that GMT is the same as UTC.&lt;br /&gt;
&lt;br /&gt;
{| class='wikitable' style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time zone&lt;br /&gt;
! Time inside of it&lt;br /&gt;
|-&lt;br /&gt;
| GMT-12&lt;br /&gt;
|{{#time:l g:i a |-12 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-11&lt;br /&gt;
|{{#time:l g:i a |-11 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-10&lt;br /&gt;
|{{#time:l g:i a |-10 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-9&lt;br /&gt;
|{{#time:l g:i a |-9 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-8&lt;br /&gt;
|{{#time:l g:i a |-8 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-7&lt;br /&gt;
|{{#time:l g:i a |-7 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-6&lt;br /&gt;
|{{#time:l g:i a |-6 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-5&lt;br /&gt;
|{{#time:l g:i a |-5 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-4&lt;br /&gt;
|{{#time:l g:i a |-4 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-3&lt;br /&gt;
|{{#time:l g:i a |-3 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-2&lt;br /&gt;
|{{#time:l g:i a |-2 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT-1&lt;br /&gt;
|{{#time:l g:i a |-1 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| '''GMT'''&lt;br /&gt;
|{{#time:l g:i a}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+1&lt;br /&gt;
|{{#time:l g:i a |+1 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+2&lt;br /&gt;
|{{#time:l g:i a |+2 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+3&lt;br /&gt;
|{{#time:l g:i a |+3 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+4&lt;br /&gt;
|{{#time:l g:i a |+4 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+5&lt;br /&gt;
|{{#time:l g:i a |+5 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+6&lt;br /&gt;
|{{#time:l g:i a |+6 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+7&lt;br /&gt;
|{{#time:l g:i a |+7 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+8&lt;br /&gt;
|{{#time:l g:i a |+8 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+9&lt;br /&gt;
|{{#time:l g:i a |+9 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+10&lt;br /&gt;
|{{#time:l g:i a |+10 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+11&lt;br /&gt;
|{{#time:l g:i a |+11 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| GMT+12&lt;br /&gt;
|{{#time:l g:i a |+12 hours}}&lt;br /&gt;
|-&lt;br /&gt;
| VST&lt;br /&gt;
|When you fear daylight&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that your GMT offset may change over the year because of daylight-savings. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Special, organised games are held weekly where you will find many more players online, including many of the developers.&lt;br /&gt;
&lt;br /&gt;
Have a look at the table on your right if you don't know what time-zone you are in.  Use this GMT offset on the tables below to workout when they are on for you.&lt;br /&gt;
&lt;br /&gt;
= EU/NA Development Games =&lt;br /&gt;
Held at 20:00 (8:00 PM) UTC/GMT every Sunday on the Dev Server.&lt;br /&gt;
{{timezone|time=Sunday 20:00}}&lt;br /&gt;
&lt;br /&gt;
= AU/NA Development Games =&lt;br /&gt;
Held 4:00 UTC/GMT every Saturday on the Dev Server. This is Friday night for NA citizens.&lt;br /&gt;
{{timezone|time=Saturday 4:00}}&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Tools/Sloth&amp;diff=2849</id>
		<title>Tools/Sloth</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Tools/Sloth&amp;diff=2849"/>
		<updated>2014-01-15T03:04:12Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sloth is a Python console application that generates Quake3/XreaL/Daemon compatible shader files given a texture map source directory.&lt;br /&gt;
&lt;br /&gt;
The tool has been written by [[User:Viech|Viech]] and can be found on [https://github.com/Unvanquished/Sloth github].&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
* Supports diffuse, normal, height, specular and addition maps as well as preview images&lt;br /&gt;
* Generates light emitting shaders from addition maps given a number of named colors and intensities&lt;br /&gt;
* Detects alpha channels and supports different blending modes&lt;br /&gt;
* Detects texture variants (shaders sharing non-diffuse maps)&lt;br /&gt;
* Can generate multiple sets at once or merge different source folders into one set&lt;br /&gt;
* Supports hierarchical configuraton files (per-directory/prefix/shader) for full automation&lt;br /&gt;
* It's not slow, it's named Sloth because it's made for lazy mappers!&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
  usage: sloth.py [-h] [-e] [-v] [-f FILE] [-g] [--height-normals VALUE]&lt;br /&gt;
                  [--daemon | --xreal | --quake3] [-d SUF] [-n SUF] [-z SUF]&lt;br /&gt;
                  [-s SUF] [-a SUF] [-p SUF] [-c NAME:COLOR [NAME:COLOR ...]]&lt;br /&gt;
                  [-l VALUE [VALUE ...]] [-i VALUE [VALUE ...]]&lt;br /&gt;
                  [--color-blend-exp VALUE]&lt;br /&gt;
                  [--gt0 | --ge128 | --lt128 | --alpha-test VALUE]&lt;br /&gt;
                  [--no-alpha-shadows] [-r ROOT | -x SUF] [-t FILE] [-o DEST]&lt;br /&gt;
                  PATH [PATH ...]&lt;br /&gt;
  &lt;br /&gt;
  Generates XreaL/Daemon shader files from directories of texture maps.&lt;br /&gt;
  &lt;br /&gt;
  positional arguments:&lt;br /&gt;
    PATH                  Path to a source directory that should be added to the&lt;br /&gt;
                          set&lt;br /&gt;
  &lt;br /&gt;
  optional arguments:&lt;br /&gt;
    -h, --help            show this help message and exit&lt;br /&gt;
    -e, --example-config  Prints an example per-directory/shader configuration&lt;br /&gt;
                          file (default: None)&lt;br /&gt;
    -v, --verbose         Print debug information to stderr. Supply twice for&lt;br /&gt;
                          more verbosity. (default: None)&lt;br /&gt;
    -f FILE, --config FILE&lt;br /&gt;
                          Read global configuration (takes precedence over&lt;br /&gt;
                          command line arguments) (default: None)&lt;br /&gt;
    -g, --guess           Guess additional keywords based on shader (meta)data&lt;br /&gt;
                          (default: False)&lt;br /&gt;
    --height-normals VALUE&lt;br /&gt;
                          Modifier used for generating normals from a heightmap&lt;br /&gt;
                          (default: 1.0)&lt;br /&gt;
  &lt;br /&gt;
  Renderers:&lt;br /&gt;
    --daemon              Use renderer features of the Daemon engine. Makes the&lt;br /&gt;
                          shaders incompatible with XreaL and Quake3. (default:&lt;br /&gt;
                          False)&lt;br /&gt;
    --xreal               Use renderer features of the XreaL engine. Makes the&lt;br /&gt;
                          shaders incompatible with Quake3. This is the default.&lt;br /&gt;
                          (default: False)&lt;br /&gt;
    --quake3              Use renderer features of the vanilla Quake3 engine&lt;br /&gt;
                          only. (default: False)&lt;br /&gt;
  &lt;br /&gt;
  Texture map suffixes:&lt;br /&gt;
    -d SUF, --diff SUF    Suffix used by diffuse maps (default: _d)&lt;br /&gt;
    -n SUF, --normal SUF  Suffix used by normal maps (default: _n)&lt;br /&gt;
    -z SUF, --height SUF  Suffix used by height maps (default: _h)&lt;br /&gt;
    -s SUF, --spec SUF    Suffix used by specular maps (default: _s)&lt;br /&gt;
    -a SUF, --add SUF     Suffix used by addition/glow maps (default: _a)&lt;br /&gt;
    -p SUF, --prev SUF    Suffix used by preview images (default: _p)&lt;br /&gt;
  &lt;br /&gt;
  Light emitting shaders:&lt;br /&gt;
    -c NAME:COLOR [NAME:COLOR ...], --colors NAME:COLOR [NAME:COLOR ...]&lt;br /&gt;
                          Add light colors with the given name, using a RGB hex&lt;br /&gt;
                          triplet. They will only be used in combination with&lt;br /&gt;
                          grayscale addition maps. (default: ['white:ffffff'])&lt;br /&gt;
    -l VALUE [VALUE ...], --custom-lights VALUE [VALUE ...]&lt;br /&gt;
                          Add light intensities for light emitting shaders with&lt;br /&gt;
                          custom colors (grayscale addition map) (default:&lt;br /&gt;
                          [1000, 2000, 4000])&lt;br /&gt;
    -i VALUE [VALUE ...], --predef-lights VALUE [VALUE ...]&lt;br /&gt;
                          Add light intensities for light emitting shaders with&lt;br /&gt;
                          predefined colors (non-grayscale addition map)&lt;br /&gt;
                          (default: [0, 200])&lt;br /&gt;
    --color-blend-exp VALUE&lt;br /&gt;
                          Exponent applied to custom light color channels for&lt;br /&gt;
                          use in the addition map blend phase (default: 1.0)&lt;br /&gt;
  &lt;br /&gt;
  Alpha blending:&lt;br /&gt;
    --gt0                 Use alphaFunc GT0 instead of smooth alpha blending.&lt;br /&gt;
                          (default: False)&lt;br /&gt;
    --ge128               Use alphaFunc GE128 instead of smooth alpha blending.&lt;br /&gt;
                          (default: False)&lt;br /&gt;
    --lt128               Use alphaFunc LT128 instead of smooth alpha blending.&lt;br /&gt;
                          (default: False)&lt;br /&gt;
    --alpha-test VALUE    Use alphaTest instead of smooth alpha blending.&lt;br /&gt;
                          (default: None)&lt;br /&gt;
    --no-alpha-shadows    Don't add the alphashadows surfaceparm. (default:&lt;br /&gt;
                          False)&lt;br /&gt;
  &lt;br /&gt;
  Input &amp;amp; Output:&lt;br /&gt;
    -r ROOT, --root ROOT  Sets the namespace for the set (e.g.&lt;br /&gt;
                          textures/setname). Can be used to merge source folders&lt;br /&gt;
                          into a single set. (default: None)&lt;br /&gt;
    -x SUF, --strip SUF   Strip suffix from source folder names when generating&lt;br /&gt;
                          the set name (default: _src)&lt;br /&gt;
    -t FILE, --header FILE&lt;br /&gt;
                          Use file content as a header, &amp;quot;// &amp;quot; will be prepended&lt;br /&gt;
                          to each line (default: None)&lt;br /&gt;
    -o DEST, --out DEST   Write shader to this file (default: None)&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
  ./sloth.py textures/source_dir1 textures/source_dir2&lt;br /&gt;
	&lt;br /&gt;
Generates two texture sets from the given source directories and prints the resulting shader file.&lt;br /&gt;
&lt;br /&gt;
  ./slothy.py -r textures/setname textures/source_dir1 textures/source_dir2 -o scripts/setname.shader&lt;br /&gt;
	&lt;br /&gt;
Uses the same source directories but creates a single set in the &amp;quot;textures/setname&amp;quot; namespace and writes the output to the file &amp;quot;scripts/setname.shader&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
  ./sloth.py --daemon textures/setname_src -o scripts/setname.shader&lt;br /&gt;
&lt;br /&gt;
Generates a shader file for the Daemon engine (e.g. Unvanquished). The &amp;quot;_src&amp;quot; extension of the texture source folder will be stripped for the set name (see the -x/--strip switch).&lt;br /&gt;
&lt;br /&gt;
  ./sloth.py -e &amp;gt; textures/setname_src/options.sloth&lt;br /&gt;
	&lt;br /&gt;
Generates an example configuration file and writes it to &amp;quot;textures/setname_src/options.sloth&amp;quot; where it will be used as a per-directory configuration.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Tools/Sloth&amp;diff=2832</id>
		<title>Tools/Sloth</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Tools/Sloth&amp;diff=2832"/>
		<updated>2014-01-10T19:44:54Z</updated>

		<summary type="html">&lt;p&gt;Viech: Update features and usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sloth is a Python tool to generate XreaL/Daemon shader files from directories of texture maps.&lt;br /&gt;
&lt;br /&gt;
The tool has been written by [[User:Viech|Viech]] and can be found on [https://github.com/Unvanquished/Sloth github].&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
* Supports diffuse, normal, height, specular and addition maps as well as preview images&lt;br /&gt;
* Generates light emitting shaders from addition maps given a number of named colors and intensities&lt;br /&gt;
* Autodetects texture variants (shaders sharing non-diffuse maps)&lt;br /&gt;
* Can generate multiple sets at once or merge different source folders into one set&lt;br /&gt;
* Can prepend a header to the resulting shader file&lt;br /&gt;
* It's not slow, it's named Sloth because it's made for lazy mappers!&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
  usage: sloth.py [-h] [-m MOD] [-g] [-d SUF] [-n SUF] [-z SUF] [-s SUF]&lt;br /&gt;
                  [-a SUF] [-p SUF] [-c NAME:COLOR [NAME:COLOR ...]]&lt;br /&gt;
                  [-l VALUE [VALUE ...]] [-i VALUE [VALUE ...]] [-e VALUE]&lt;br /&gt;
                  [-r ROOT] [-x SUF] [-t FILE] [-o DEST]&lt;br /&gt;
                  PATH [PATH ...]&lt;br /&gt;
  &lt;br /&gt;
  Generates XreaL/Daemon shader files from directories of texture maps.&lt;br /&gt;
  &lt;br /&gt;
  positional arguments:&lt;br /&gt;
    PATH                  Path to a source directory that should be added to the&lt;br /&gt;
                          set&lt;br /&gt;
  &lt;br /&gt;
  optional arguments:&lt;br /&gt;
    -h, --help            show this help message and exit&lt;br /&gt;
    -m MOD, --height-normals MOD&lt;br /&gt;
                          Modifier used for generating normals from a heightmap&lt;br /&gt;
                          (default: 1.0)&lt;br /&gt;
    -g, --guess           Guess additional keywords based on shader (meta)data&lt;br /&gt;
                          (default: False)&lt;br /&gt;
  &lt;br /&gt;
  Texture map suffixes:&lt;br /&gt;
    -d SUF, --diff SUF    Suffix used by diffuse maps (default: _d)&lt;br /&gt;
    -n SUF, --normal SUF  Suffix used by normal maps (default: _n)&lt;br /&gt;
    -z SUF, --height SUF  Suffix used by height maps (default: _h)&lt;br /&gt;
    -s SUF, --spec SUF    Suffix used by specular maps (default: _s)&lt;br /&gt;
    -a SUF, --add SUF     Suffix used by addition/glow maps (default: _a)&lt;br /&gt;
    -p SUF, --prev SUF    Suffix used by preview images (default: _p)&lt;br /&gt;
  &lt;br /&gt;
  Light emitting shaders:&lt;br /&gt;
    -c NAME:COLOR [NAME:COLOR ...], --colors NAME:COLOR [NAME:COLOR ...]&lt;br /&gt;
                          Add light colors with the given name, using a RGB hex&lt;br /&gt;
                          triplet. They will only be used in combination with&lt;br /&gt;
                          grayscale addition maps. (default: ['white:ffffff'])&lt;br /&gt;
    -l VALUE [VALUE ...], --custom-lights VALUE [VALUE ...]&lt;br /&gt;
                          Add light intensities for light emitting shaders with&lt;br /&gt;
                          custom colors (grayscale addition map) (default:&lt;br /&gt;
                          [1000, 2000, 5000])&lt;br /&gt;
    -i VALUE [VALUE ...], --predefined-lights VALUE [VALUE ...]&lt;br /&gt;
                          Add light intensities for light emitting shaders with&lt;br /&gt;
                          predefined colors (non-grayscale addition map)&lt;br /&gt;
                          (default: [0, 200])&lt;br /&gt;
    -e VALUE, --color-blend-exp VALUE&lt;br /&gt;
                          Exponent used to transform custom light color channels&lt;br /&gt;
                          for use in the addition map blend phase (default: 1.0)&lt;br /&gt;
  &lt;br /&gt;
  Input &amp;amp; Output:&lt;br /&gt;
    -r ROOT, --root ROOT  Sets the namespace for the set (e.g.&lt;br /&gt;
                          textures/setname). Can be used to merge source folders&lt;br /&gt;
                          into a single set. (default: None)&lt;br /&gt;
    -x SUF, --strip SUF   Strip suffix from source folder names when generating&lt;br /&gt;
                          the set name (default: _src)&lt;br /&gt;
    -t FILE, --header FILE&lt;br /&gt;
                          Use file content as a header, &amp;quot;// &amp;quot; will be prepended&lt;br /&gt;
                          to each line (default: None)&lt;br /&gt;
    -o DEST, --out DEST   Write shader to this file (default: None)&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=User:Viech&amp;diff=2831</id>
		<title>User:Viech</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=User:Viech&amp;diff=2831"/>
		<updated>2014-01-08T23:08:35Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I live in Berlin, Germany and study computer science at the Technische Universität Berlin.&lt;br /&gt;
&lt;br /&gt;
As an Unvanquished project head I'm responsible for artistic direction and gameplay.&lt;br /&gt;
&lt;br /&gt;
I maintain the Archlinux User Repository [https://aur.archlinux.org/packages.php?ID=61163 monthly alpha package] as well as the [https://aur.archlinux.org/packages.php?ID=59477 bleeding edge package] of Unvanquished.&lt;br /&gt;
&lt;br /&gt;
I made the map [[Parpax]] and the tools [[Tools/Chameleon|Chameleon]] and [[Tools/Sloth|Sloth]].&lt;br /&gt;
&lt;br /&gt;
You will usually find me on [[IRC]] if you want to chat with me.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Tools/Sloth&amp;diff=2830</id>
		<title>Tools/Sloth</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Tools/Sloth&amp;diff=2830"/>
		<updated>2014-01-08T23:03:14Z</updated>

		<summary type="html">&lt;p&gt;Viech: Created page with &amp;quot;Sloth is a Python tool to generate XreaL/Daemon shader files from directories of texture maps.  The tool has been written by Viech and can be found on [https://...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sloth is a Python tool to generate XreaL/Daemon shader files from directories of texture maps.&lt;br /&gt;
&lt;br /&gt;
The tool has been written by [[User:Viech|Viech]] and can be found on [https://github.com/Unvanquished/Sloth github].&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
* Allows configuration of map type file suffixes&lt;br /&gt;
* Can generate multiple sets at once or merge different source folders into one set&lt;br /&gt;
* Generates light emitting shaders from addition/glow maps given a number of named colors and intensities&lt;br /&gt;
* Can prepend a header to the resulting shader file&lt;br /&gt;
* Can transform light colors to addition map blend phase colors given an exponent applied to each channel&lt;br /&gt;
* Autodetects texture variants (shaders sharing non-diffuse maps)&lt;br /&gt;
* It's not slow, it's named Sloth because it's made for lazy mappers!&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
 usage: sloth.py [-h] [-d SUF] [-n SUF] [-s SUF] [-a SUF] [-p SUF]&lt;br /&gt;
                 [-c NAME:COLOR [NAME:COLOR ...]] [-i VALUE [VALUE ...]]&lt;br /&gt;
                 [-e EXP] [-o DEST] [-r ROOT] [-x SUF] [-t FILE]&lt;br /&gt;
                 PATH [PATH ...]&lt;br /&gt;
 &lt;br /&gt;
 Generates XreaL/Daemon shader files from directories of texture maps.&lt;br /&gt;
 &lt;br /&gt;
 positional arguments:&lt;br /&gt;
   PATH                  Path to a source directory that should be added to the&lt;br /&gt;
                         set&lt;br /&gt;
 &lt;br /&gt;
 optional arguments:&lt;br /&gt;
   -h, --help            show this help message and exit&lt;br /&gt;
   -d SUF, --diff SUF    Suffix used by diffuse maps (default: _d)&lt;br /&gt;
   -n SUF, --normal SUF  Suffix used by normal maps (default: _n)&lt;br /&gt;
   -s SUF, --spec SUF    Suffix used by specular maps (default: _s)&lt;br /&gt;
   -a SUF, --add SUF     Suffix used by addition/glow maps (default: _a)&lt;br /&gt;
   -p SUF, --prev SUF    Suffix used by preview images (default: _p)&lt;br /&gt;
   -c NAME:COLOR [NAME:COLOR ...], --colors NAME:COLOR [NAME:COLOR ...]&lt;br /&gt;
                         Add light colors with the given name, using a RGB hex&lt;br /&gt;
                         triplet (default: ['white:ffffff'])&lt;br /&gt;
   -i VALUE [VALUE ...], --intensities VALUE [VALUE ...]&lt;br /&gt;
                         Add light intensities (default: [0, 1000, 2000, 5000])&lt;br /&gt;
   -e EXP, --exp EXP     Exponent used to transform light color channels for&lt;br /&gt;
                         use in the addition map blend phase (default: 1.0)&lt;br /&gt;
   -o DEST, --out DEST   write shader to this file (default: None)&lt;br /&gt;
   -r ROOT, --root ROOT  Force set root to this, by default the last two&lt;br /&gt;
                         directories of the source pathes are used (default:&lt;br /&gt;
                         None)&lt;br /&gt;
   -x SUF, --strip SUF   Strip suffix from source folder names when generating&lt;br /&gt;
                         the set name (default: _src)&lt;br /&gt;
   -t FILE, --header FILE&lt;br /&gt;
                         Use file content as a header, &amp;quot;// &amp;quot; will be prepended&lt;br /&gt;
                         to each line (default: None)&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Tools&amp;diff=2829</id>
		<title>Tools</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Tools&amp;diff=2829"/>
		<updated>2014-01-08T22:52:52Z</updated>

		<summary type="html">&lt;p&gt;Viech: Added Sloth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unvanquished has a number of tools to assist developers in creating content.&lt;br /&gt;
&lt;br /&gt;
* {{Subpage|Chameleon}} is a stand-alone application to assist mappers in changing textures.&lt;br /&gt;
* {{Subpage|Sloth}} is a tool to generates shader files from directories of texture maps.&lt;br /&gt;
* {{Subpage|Archipelago}} is a web-based utility to rearrange UV islands in a model either to minimize texture sheet usage or to make room for new geometry. (Work in progress)&lt;br /&gt;
&lt;br /&gt;
In addition to these tools, information pertinent to using third-party tools to create content for Unvanquished is available on this wiki as well:&lt;br /&gt;
&lt;br /&gt;
* [[Blender]]&lt;br /&gt;
* [[Mapping|Radiant]] (all variants)&lt;br /&gt;
&lt;br /&gt;
Documentation for the following tools as is relevant to creating content for Unvanquished may be written at some point in the future:&lt;br /&gt;
&lt;br /&gt;
* 3ds Max&lt;br /&gt;
* The GIMP&lt;br /&gt;
* Maya&lt;br /&gt;
* Photoshop&lt;br /&gt;
* ZBrush&lt;br /&gt;
&lt;br /&gt;
These tools are currently being used by or have been used by members of the team in the past for work on Unvanquished. It is less likely that documentation will be written for proprietary software packages due to typically steep licensing fees.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Glossary&amp;diff=2534</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Glossary&amp;diff=2534"/>
		<updated>2013-12-09T22:11:32Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==B==&lt;br /&gt;
&lt;br /&gt;
* {{Definition|bp}}, {{Definition|buildpoints}} &amp;amp;mdash; Team wide resource spent on the construction of structures such as spawn points and base defenses. Is acquired via mining structures.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
* {{Definition|feeding}} &amp;amp;mdash; Reckless or poor play where one dies often to no benefit, giving the enemy a resource advantage.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
&lt;br /&gt;
* {{Definition|ret}} &amp;amp;mdash; [[Machinegun Turret]]. A near distance human defense structure.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Glossary&amp;diff=2533</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Glossary&amp;diff=2533"/>
		<updated>2013-12-09T22:09:24Z</updated>

		<summary type="html">&lt;p&gt;Viech: Remove references to old gameplay, link entities to relevant articles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==B==&lt;br /&gt;
&lt;br /&gt;
* {{Definition|bp}}, {{Definition|buildpoints}} &amp;amp;mdash; Team wide resource spent on the construction of structures such as spawn points and base defense. Is acquired via mining structures.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
* {{Definition|feeding}} &amp;amp;mdash; Reckless or poor play where one dies often to no benefit, giving the enemy a resource advantage.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
&lt;br /&gt;
* {{Definition|ret}} &amp;amp;mdash; [[Machinegun Turret]]. A near distance human defense structure.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Template:Game_locations&amp;diff=2509</id>
		<title>Template:Game locations</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Template:Game_locations&amp;diff=2509"/>
		<updated>2013-12-05T21:59:17Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This template lists the locations of:&lt;br /&gt;
* Default game install directories&lt;br /&gt;
* Default user storage directories used by the game&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Platform&lt;br /&gt;
! Variant&lt;br /&gt;
! Default Binary Directory (fs_libpath)&lt;br /&gt;
! Default Data Directory (fs_basepath)&lt;br /&gt;
! Default User Directory (fs_homepath)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Windows&lt;br /&gt;
| 32 bit&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | C:\Program Files\Unvanquished&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |  %APPDATA%/Daemon &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '%' is a variable notation – just copy and paste it into your file browser's location bar.&lt;br /&gt;
|- &lt;br /&gt;
| 64 bit&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | C:\Program Files (x86)\Unvanquished&lt;br /&gt;
|- &lt;br /&gt;
! Mac&lt;br /&gt;
| ???&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ???/Unvanquished.app/Contents/MacOS&lt;br /&gt;
| ~/Library/Application Support/Unvanquished&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=3 | Linux&lt;br /&gt;
| Compiled from source&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ???&lt;br /&gt;
| rowspan=3 | ~/.Unvanquished&lt;br /&gt;
| rowspan=3 | The default user directory is a [https://en.wikipedia.org/wiki/Dotfile hidden dotfile].&lt;br /&gt;
|-&lt;br /&gt;
| Arch Linux (from the AUR)&lt;br /&gt;
| /usr/lib/unvanquished&lt;br /&gt;
| /var/lib/unvanquished&lt;br /&gt;
|-&lt;br /&gt;
| Debian, Ubuntu, Mint&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ???&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Shotgun&amp;diff=2147</id>
		<title>Shotgun</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Shotgun&amp;diff=2147"/>
		<updated>2013-10-22T18:58:36Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MPHumanWeapon&lt;br /&gt;
| name = Shotgun&lt;br /&gt;
| image = Shotgun.jpeg&lt;br /&gt;
| caption = A human wielding the shotgun.&lt;br /&gt;
| cost = 150 credits&lt;br /&gt;
| damage = 5*11&lt;br /&gt;
| primary attack = Spray of 11 pellets&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Affordable and a reliable weapon obtainable at stage 1, the shotgun remains useful throughout the entire game. It fires eleven pellets, each of which does a minor amount of damage. The shotgun is deadly at short range, however, its spray of pellets spreads out drastically past a few feet. With its slow rate of fire, good reflexes are essential.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
* '''Do''' keep track of the distance between yourself and potentially tricky opponents like the basilisk. You might get a shot off, only to find that you've been grabbed before you can get another due to the slow rate of fire.&lt;br /&gt;
* '''Don't''' fire this at anything past ten feet or so, unless it's something large. Reloading the shotgun can provide an opportunity for your opponent to rush you.&lt;br /&gt;
* '''Don't''' be afraid to approach aliens with this, otherwise you'll be missing a lot! Like the painsaw, it is definitely a short range weapon.&lt;br /&gt;
* '''Do''' take advantage of strafing while using the shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humans]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Shotgun.jpeg&amp;diff=2146</id>
		<title>File:Shotgun.jpeg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Shotgun.jpeg&amp;diff=2146"/>
		<updated>2013-10-22T18:56:35Z</updated>

		<summary type="html">&lt;p&gt;Viech: Viech uploaded a new version of &amp;amp;quot;File:Shotgun.jpeg&amp;amp;quot;: Switched to third person.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FP view of shotgun, unless concept art can be obtained, this will be used in wiki page&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Credits/Media&amp;diff=2145</id>
		<title>Credits/Media</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Credits/Media&amp;diff=2145"/>
		<updated>2013-10-14T18:45:55Z</updated>

		<summary type="html">&lt;p&gt;Viech: /* assets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This site should list license and author (according to the desired form of attribution) of '''every''' asset file that is shipped with the game inside the ''pak[…].pk3'' files. Please make sure you keep this site up to date when you contribute assets. Maps, even those that are shipped with the game, have to maintain and ship their own comprehensive license files, preferably as a text file in an ''about'' directory inside the pk3.&lt;br /&gt;
&lt;br /&gt;
If you are part of the development team, feel free to release your work in the name of &amp;quot;Unvanquished Development&amp;quot;. You can add a note that explains that you are the author.&lt;br /&gt;
&lt;br /&gt;
For each directory, add one entry for any number of files that has the same author. You can use * as a wildcard character for file names. Seperate multiple files with space. When multiple patters match, the one that is highest in the list wins.&lt;br /&gt;
&lt;br /&gt;
=gfx=&lt;br /&gt;
==2d==&lt;br /&gt;
*indicator-alien* indicator-level*&lt;br /&gt;
**'''CC-BY-SA-3.0''' by '''Dozzer'''&lt;br /&gt;
*crosshair-* indicator-*&lt;br /&gt;
**'''CC-BY-SA-3.0''' by '''Unvanquished Development''' (authored by [[User:Viech|Viech]])&lt;br /&gt;
&lt;br /&gt;
=minimaps=&lt;br /&gt;
*parpax.* yocto.*&lt;br /&gt;
**'''CC-BY-SA-3.0''' by '''Unvanquished Development''' (authored by [[User:Viech|Viech]])&lt;br /&gt;
*arachnid2.* atcshd.* atcszalpha.* citadel.* cruz-b6.* eden-b3.* karith.* methane-beta1.* nano.* nexus6.* niveus.* orion.* procyon.* sirius.* spacetracks-r1.* thunder-b2.* transit.* tremor.* UTCS.*&lt;br /&gt;
**'''?''' by '''?'''&lt;br /&gt;
&lt;br /&gt;
=models=&lt;br /&gt;
==buildables==&lt;br /&gt;
===reactor===&lt;br /&gt;
* *&lt;br /&gt;
**'''?''' by '''?'''&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Credits/Media&amp;diff=2144</id>
		<title>Credits/Media</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Credits/Media&amp;diff=2144"/>
		<updated>2013-10-14T18:43:08Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This site should list license and author (according to the desired form of attribution) of '''every''' asset file that is shipped with the game inside the ''pak[…].pk3'' files. Please make sure you keep this site up to date when you contribute assets. Maps, even those that are shipped with the game, have to maintain and ship their own comprehensive license files, preferably as a text file in an ''about'' directory inside the pk3.&lt;br /&gt;
&lt;br /&gt;
If you are part of the development team, feel free to release your work in the name of &amp;quot;Unvanquished Development&amp;quot;. You can add a note that explains that you are the author.&lt;br /&gt;
&lt;br /&gt;
For each directory, add one entry for any number of files that has the same author. You can use * as a wildcard character for file names. Seperate multiple files with space. When multiple patters match, the one that is highest in the list wins.&lt;br /&gt;
&lt;br /&gt;
=gfx=&lt;br /&gt;
==2d==&lt;br /&gt;
*indicator-alien* indicator-level*&lt;br /&gt;
**'''CC-BY-SA-3.0''' by '''Dozzer'''&lt;br /&gt;
*crosshair-* indicator-*&lt;br /&gt;
**'''CC-BY-SA-3.0''' by '''Unvanquished Development''' (authored by [[User:Viech|Viech]])&lt;br /&gt;
&lt;br /&gt;
=minimaps=&lt;br /&gt;
*parpax.* yocto.*&lt;br /&gt;
**'''CC-BY-SA-3.0''' by '''Unvanquished Development''' (authored by [[User:Viech|Viech]])&lt;br /&gt;
*arachnid2.* atcshd.* atcszalpha.* citadel.* cruz-b6.* eden-b3.* karith.* methane-beta1.* nano.* nexus6.* niveus.* orion.* procyon.* sirius.* spacetracks-r1.* thunder-b2.* transit.* tremor.* UTCS.*&lt;br /&gt;
**'''?''' by '''?'''&lt;br /&gt;
&lt;br /&gt;
=models=&lt;br /&gt;
==buildables==&lt;br /&gt;
===reactor===&lt;br /&gt;
* *&lt;br /&gt;
**'''?''' by '''?'''&lt;br /&gt;
&lt;br /&gt;
=assets=&lt;br /&gt;
indicatorAlien*.png&lt;br /&gt;
indicatorHuman*.png&lt;br /&gt;
*'' CC-BY-SA'' by '''Dozzer'''&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Credits/Media&amp;diff=2112</id>
		<title>Credits/Media</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Credits/Media&amp;diff=2112"/>
		<updated>2013-08-16T15:36:05Z</updated>

		<summary type="html">&lt;p&gt;Viech: Created page with &amp;quot;This site should list license and author (according to the desired form of attribution) of '''every''' asset file that is shipped with the game inside the ''pak[…].pk3'' fil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This site should list license and author (according to the desired form of attribution) of '''every''' asset file that is shipped with the game inside the ''pak[…].pk3'' files. Please make sure you keep this site up to date when you contribute assets. Maps, even those that are shipped with the game, have to maintain and ship their own comprehensive license files, preferably as a text file in an ''about'' directory inside the pk3.&lt;br /&gt;
&lt;br /&gt;
If you are part of the development team, feel free to release your work in the name of &amp;quot;Unvanquished Development&amp;quot;. You can add a note that explains that you are the author.&lt;br /&gt;
&lt;br /&gt;
For each directory, add one entry for any number of files that has the same author. You can use * as a wildcard character for file names. Seperate multiple files with space.&lt;br /&gt;
&lt;br /&gt;
=minimaps=&lt;br /&gt;
*parpax.* yocto.*&lt;br /&gt;
**'''CC-BY-SA-3.0''' by '''Unvanquished Development''' (authored by [[User:Viech|Viech]])&lt;br /&gt;
*arachnid2.* atcshd.* atcszalpha.* citadel.* cruz-b6.* eden-b3.* karith.* methane-beta1.* nano.* nexus6.* niveus.* orion.* procyon.* sirius.* spacetracks-r1.* thunder-b2.* transit.* tremor.* UTCS.*&lt;br /&gt;
**'''?''' by '''?'''&lt;br /&gt;
&lt;br /&gt;
=models=&lt;br /&gt;
==buildables==&lt;br /&gt;
===reactor===&lt;br /&gt;
* *&lt;br /&gt;
**'''?''' by '''?'''&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=2106</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=2106"/>
		<updated>2013-07-29T12:09:28Z</updated>

		<summary type="html">&lt;p&gt;Viech: Added minimaps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Parpax_front_storage.jpg|300px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''front storage''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 8-16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 11k&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Size:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 2500 x 4500 x 1000 qu³&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Parpax_upper.png|300px|thumb|right|Upper level]]&lt;br /&gt;
[[File:Parpax_lower.png|300px|thumb|right|Lower level]]&lt;br /&gt;
&lt;br /&gt;
A medium sized, intense map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
The map is under active development. You can post bugs, critics and improvement ideas on the [[Parpax:Talk|talk page]] or on the [http://unvanquished.net/forum/showthread.php/505 forums]. Don't forget to name the version you are testing!&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room in front of your default base's front entrance in order to defeat enemies before they can start a siege. However, don't forget to have a look at the base itself as they are still able to attack through the rear.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
'''Do''' use the [[Jetpack|jetpack]] to fly over the strange machine in the alien's default base and drop grenades right at the slimy feet of the [[Overmind]].&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
'''Do''' use non-advanced [[Basilisk|basilisks]] and [[Marauder|marauders]] to enter the human's default base via the pipe shafts.&lt;br /&gt;
&lt;br /&gt;
==Trickjumping==&lt;br /&gt;
Lightly armored humans can use the bevels in ''octagon hall'' to make a backwards [[duckjump]] onto the pipes that lead into the alien's default base. Heavily armored lucifer cannon bearers can do a [[lucijump]] to get onto them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Parpax_upper.png&amp;diff=2105</id>
		<title>File:Parpax upper.png</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Parpax_upper.png&amp;diff=2105"/>
		<updated>2013-07-29T12:07:04Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Parpax_lower.png&amp;diff=2104</id>
		<title>File:Parpax lower.png</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Parpax_lower.png&amp;diff=2104"/>
		<updated>2013-07-29T12:06:47Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Coding_convention&amp;diff=2074</id>
		<title>Coding convention</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Coding_convention&amp;diff=2074"/>
		<updated>2013-06-06T14:41:29Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The style for Daemon's source code should be the same as any other Quake-derived engine, and fairly self explanatory.&lt;br /&gt;
&lt;br /&gt;
== Name conventions ==&lt;br /&gt;
&lt;br /&gt;
=== Filenames ===&lt;br /&gt;
Filenames only contains lowercase characters. If they contain more than one word, they are separated by underscores (&amp;quot;_&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== typedef, struct &amp;amp; enum names ===&lt;br /&gt;
&lt;br /&gt;
As for filenames, they only contains lowercase characters. Also, as for filenames, words are separated by underscores (&amp;quot;_&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* struct names ends with &amp;quot;_s&amp;quot;&lt;br /&gt;
* type names (typedef) ends with &amp;quot;_t&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== function names ===&lt;br /&gt;
&lt;br /&gt;
Their first character is lowercase, then, each new word starts with a uppercase letter.&lt;br /&gt;
&lt;br /&gt;
=== variable names ===&lt;br /&gt;
Variable names follows function's rules.&lt;br /&gt;
==== local ====&lt;br /&gt;
==== cvar ====&lt;br /&gt;
They starts with the prefix &amp;quot;g_&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Function definitions ==&lt;br /&gt;
&lt;br /&gt;
Function definitions are to be preceded by a C-style comment containing the function name, as follows:&lt;br /&gt;
&lt;br /&gt;
 /*&lt;br /&gt;
 ================&lt;br /&gt;
 GL_TextureMode&lt;br /&gt;
 ================&lt;br /&gt;
 */&lt;br /&gt;
&lt;br /&gt;
Note that the number of equals signs is constant regardless of function name length.&lt;br /&gt;
&lt;br /&gt;
Parenthesis used in function calls and control structures are to be put off by their arguments by a single space, as are square brackets used for array subscripts. Code control structures get a space following the keyword, as well.&lt;br /&gt;
&lt;br /&gt;
== Spacing ==&lt;br /&gt;
&lt;br /&gt;
=== Indentation ===&lt;br /&gt;
&lt;br /&gt;
Indentation uses tabulation character.&lt;br /&gt;
&lt;br /&gt;
=== Other spacing ===&lt;br /&gt;
==== Brackets ====&lt;br /&gt;
Brackets are separated from their content with a space, like that: &lt;br /&gt;
&lt;br /&gt;
 foo[ bar ] = foobar;&lt;br /&gt;
 if ( foo )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Comparisons ====&lt;br /&gt;
&lt;br /&gt;
Comparators are preceded and followed by spaces:&lt;br /&gt;
 &lt;br /&gt;
 if ( foo == bar )&lt;br /&gt;
&lt;br /&gt;
==== Variables names alignment ====&lt;br /&gt;
&lt;br /&gt;
Variables names should be aligned:&lt;br /&gt;
&lt;br /&gt;
 foo    varName;&lt;br /&gt;
 foobar varName2;&lt;br /&gt;
&lt;br /&gt;
== Blocks and instructions ==&lt;br /&gt;
&lt;br /&gt;
There are no one-line block, nor multi-instructions line. If you need an if followed by only one line use something like that:&lt;br /&gt;
&lt;br /&gt;
 if ( foo )&lt;br /&gt;
 {&lt;br /&gt;
   bar;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Assertions, self-documentation and dependency reduction ==&lt;br /&gt;
&lt;br /&gt;
* When a function takes a pointer as parameter, if this pointer should never be NULL, use an assertion to test it. It helps at debugging, but also to document the code.&lt;br /&gt;
* When a function takes a pointer to a struct for read-only access, please mark it as a const pointer.&lt;br /&gt;
* If a function only needs a subpart of a struct, pass only that subpart ( by example, if you only use gentity_t-&amp;gt;playerState_t, only give it a playerState_t*)&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=User:Viech&amp;diff=1908</id>
		<title>User:Viech</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=User:Viech&amp;diff=1908"/>
		<updated>2013-04-08T15:32:31Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I live in Berlin, Germany and study computer science at the Technische Universität Berlin.&lt;br /&gt;
&lt;br /&gt;
I'm resposible for the Archlinux User Repository [https://aur.archlinux.org/packages.php?ID=61163 monthly alpha package] as well as the [https://aur.archlinux.org/packages.php?ID=59477 bleeding edge package] of Unvanquished.&lt;br /&gt;
&lt;br /&gt;
I'm currently working on the map [[Parpax]].&lt;br /&gt;
&lt;br /&gt;
I can do the following in support of the project:&lt;br /&gt;
* Create maps&lt;br /&gt;
* Create simple textures&lt;br /&gt;
* Record and edit sound samples&lt;br /&gt;
* Gamelogic programming&lt;br /&gt;
&lt;br /&gt;
You will usually find me on [[IRC]] if you want to chat with me.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=1907</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=1907"/>
		<updated>2013-04-08T15:30:27Z</updated>

		<summary type="html">&lt;p&gt;Viech: Delta 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Parpax_front_storage.jpg|300px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''front storage''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 8-16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 11k&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Size:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 2500 x 4500 x 1000 qu³&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A medium sized, intense map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
The map is under active development. You can post bugs, critics and improvement ideas on the [[Parpax:Talk|talk page]] or on the [http://unvanquished.net/forum/showthread.php/505 forums]. Don't forget to name the version you are testing!&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room in front of your default base's front entrance in order to defeat enemies before they can start a siege. However, don't forget to have a look at the base itself as they are still able to attack through the rear.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
'''Do''' use the [[Jetpack|jetpack]] to fly over the strange machine in the alien's default base and drop grenades right at the slimy feet of the [[Overmind]].&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
'''Do''' use non-advanced [[Basilisk|basilisks]] and [[Marauder|marauders]] to enter the human's default base via the pipe shafts.&lt;br /&gt;
&lt;br /&gt;
==Trickjumping==&lt;br /&gt;
Lightly armored humans can use the bevels in ''octagon hall'' to make a backwards [[duckjump]] onto the pipes that lead into the alien's default base. Heavily armored lucifer cannon bearers can do a [[lucijump]] to get onto them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Parpax_front_storage.jpg&amp;diff=1906</id>
		<title>File:Parpax front storage.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Parpax_front_storage.jpg&amp;diff=1906"/>
		<updated>2013-04-08T15:29:36Z</updated>

		<summary type="html">&lt;p&gt;Viech: Viech uploaded a new version of &amp;amp;quot;File:Parpax front storage.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Room front storage on map Parpax.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Tools/Chameleon&amp;diff=1889</id>
		<title>Tools/Chameleon</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Tools/Chameleon&amp;diff=1889"/>
		<updated>2013-03-24T19:37:29Z</updated>

		<summary type="html">&lt;p&gt;Viech: Adjust github link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chameleon is a standalone GUI-based texture replacement editor written in Python and PyQt. Its main task is replacing a number of textures inside a .map file while applying scale factors and rotation to all affected surfaces. It allows you to:&lt;br /&gt;
* Replace old-fashioned textures with high resolution ones without loosing the alignment&lt;br /&gt;
* Choose the target shader/texture from a cached database&lt;br /&gt;
* Create and export replacement rulesets for later use&lt;br /&gt;
&lt;br /&gt;
The tool is under development by [[User:Viech|Viech]] and can be found on [https://github.com/Unvanquished/Chameleon github].&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Contributing/Media&amp;diff=1884</id>
		<title>Contributing/Media</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Contributing/Media&amp;diff=1884"/>
		<updated>2013-03-21T19:59:28Z</updated>

		<summary type="html">&lt;p&gt;Viech: Typography&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page outlines information about the project as a whole so that you can get involved more quickly.&lt;br /&gt;
&lt;br /&gt;
==Trying Out the Game==&lt;br /&gt;
&lt;br /&gt;
{{Note|content=Please be aware that this information applies to '''all''' members of the team. You are expected to try the game at some point if you intend on contributing content to it. This is only fair to everyone else who has contributed content in the past, and ensures consistency with existing content.}}&lt;br /&gt;
&lt;br /&gt;
Although there currently are very few players on servers at any point in time, you still have a couple of options to play the game to try it out:&lt;br /&gt;
* '''Play against bots.''' &amp;amp;mdash; There are currently a number of servers with enough bots that the game is playable even without any human opponents. The training server typically always has bots, and even has a few special game modes. If you compile the source yourself, you can even test the bots offline.&amp;lt;!-- TODO: Add instructions for this --&amp;gt;&lt;br /&gt;
* '''Wait for a scheduled development game.''' &amp;amp;mdash; For the past several weeks, we have been scheduling games on the weekends to ensure an adequate number of players for testing. Scheduled games are all posted in the [http://unvanquished.net/forum/forumdisplay.php/35-Events Events subforum].&lt;br /&gt;
* '''Test offline.''' &amp;amp;mdash; You can always start a [[Testing#Starting_a_testing_session|testing session]] and [[Testing#Testing_with_gameplay_code|use some cheats]] to test all the different weapons and character classes.&lt;br /&gt;
&lt;br /&gt;
Of course, you can always check who's playing online at any given moment via the [http://master.unvanquished.de master server status page] or with [[Osavul]], the game's stand-alone server browser.&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
Please understand that you will be expected to license your work. You are also expected to have some basic understanding of copyright law. '''It is extremely important that you license your work correctly and that you understand the implications of what you are doing!''' Also note that assets that are of questionable origin will not be included in the game.&lt;br /&gt;
&lt;br /&gt;
You are expected to use one of the following Creative Commons licenses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;progress wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Features&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Text&lt;br /&gt;
|-&lt;br /&gt;
! Full&lt;br /&gt;
! Abbreviated&lt;br /&gt;
! Requires attribution?&lt;br /&gt;
! Allows modification?&lt;br /&gt;
! Allows commercial use?&lt;br /&gt;
! Allows relicensing?&lt;br /&gt;
! Human-readable&lt;br /&gt;
! Legal Code&lt;br /&gt;
|-&lt;br /&gt;
| Creative Commons Attribution-ShareAlike 3.0 Unported&lt;br /&gt;
| CC BY-SA 3.0&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| [http://creativecommons.org/licenses/by-sa/3.0/ License Deed]&lt;br /&gt;
| [http://creativecommons.org/licenses/by-sa/3.0/legalcode Legal Code]&lt;br /&gt;
|-&lt;br /&gt;
| Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported&lt;br /&gt;
| CC BY-NC-SA 3.0&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ License Deed]&lt;br /&gt;
| [http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode Legal Code]&lt;br /&gt;
|-&lt;br /&gt;
| Creative Commons Attribution-NoDerivs 3.0 Unported&lt;br /&gt;
| CC BY-ND 3.0&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| [http://creativecommons.org/licenses/by-nd/3.0/ License Deed]&lt;br /&gt;
| [http://creativecommons.org/licenses/by-nd/3.0/legalcode Legal Code]&lt;br /&gt;
|-&lt;br /&gt;
| Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported&lt;br /&gt;
| CC BY-NC-ND 3.0&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| [http://creativecommons.org/licenses/by-nc-nd/3.0/ License Deed]&lt;br /&gt;
| [http://creativecommons.org/licenses/by-nc-nd/3.0/legalcode Legal Code]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All of these licenses allow redistributing your work. Please note that we would much prefer if you would use one of the former two licenses. '''You must obtain permission from a project head to use one of the latter two licenses if you would like your work to be included in the game:''' while you are certainly free to license your work as you please, using one of the latter two licenses in certain situations might prevent your work from being included.&lt;br /&gt;
&lt;br /&gt;
If you disagree with all of the above licenses, please contact any of the project leads with your concerns. If you have another license in mind, please inform us. Be prepared to defend your criticisms of the Creative Commons licenses (i.e., provide a compelling argument) and your choice for another license. Be aware that more restrictive licenses are not likely to be accepted by the project heads.&lt;br /&gt;
&lt;br /&gt;
===Marking your Work===&lt;br /&gt;
&lt;br /&gt;
If you are working in Blender, please add a license to your work visible in the default screen layout visible in a text editor view. '''Please note that you should not do this if you are not the original creator of the work.''' For example, if you are animating a model that was created by someone else, ask '''them''' to add a notice themselves.&lt;br /&gt;
&lt;br /&gt;
You are advised to use the following template:&lt;br /&gt;
&lt;br /&gt;
 Copyright {{CURRENTYEAR}} &amp;lt;var&amp;gt;your real name&amp;lt;/var&amp;gt;.&lt;br /&gt;
 &lt;br /&gt;
 This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.&lt;br /&gt;
 http://creativecommons.org/licenses/by-sa/3.0/&lt;br /&gt;
&lt;br /&gt;
Of course, you should modify this template to match whichever license your are using.&lt;br /&gt;
&lt;br /&gt;
===Mappers===&lt;br /&gt;
&lt;br /&gt;
In creating a map, you likely will end up using textures from a variety of sources. You '''must''' include copies of licenses and notices of attribution for any and all textures that you use not created by yourself. Those textures which you have created yourself should be licensed as outlined above, and a notice included. It is recommended to include a file named &amp;lt;code&amp;gt;&amp;lt;var&amp;gt;mapname&amp;lt;/var&amp;gt;.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;map-&amp;lt;var&amp;gt;mapname&amp;lt;/var&amp;gt;.txt&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;map-&amp;lt;var&amp;gt;mapname&amp;lt;/var&amp;gt;-&amp;lt;var&amp;gt;version&amp;lt;/var&amp;gt;.txt&amp;lt;/code&amp;gt; inside a directory named &amp;lt;code&amp;gt;about&amp;lt;/code&amp;gt; in your [[Packaging_game_data|.pk3]].&lt;br /&gt;
&lt;br /&gt;
==Introducing Yourself==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the developer subforums, please create a post on the [http://unvanquished.net/forum/forumdisplay.php/36-Assets-amp-Artwork Assets &amp;amp; Artwork] subforum telling us a little about yourself.&lt;br /&gt;
&lt;br /&gt;
At the end of your introduction, please add the following information using this template:&lt;br /&gt;
&lt;br /&gt;
 [LIST]&lt;br /&gt;
 [*] [B]Skillset[/B]: &amp;lt;var&amp;gt;List your skills here&amp;lt;/var&amp;gt;&lt;br /&gt;
 [*] [B]Software[/B]: &amp;lt;var&amp;gt;List software you know well here&amp;lt;/var&amp;gt;&lt;br /&gt;
 [*] [B]E-mail[/B]: &amp;lt;var&amp;gt;Please place an e-mail address that you would like to be contacted at here&amp;lt;/var&amp;gt;&lt;br /&gt;
 [*] [B]Preferred means of contact[/B]: &amp;lt;var&amp;gt;How would you like to be contacted?&amp;lt;/var&amp;gt;&lt;br /&gt;
 [*] [B]Primary operating system[/B]: &amp;lt;var&amp;gt;Which operating system (and version) do you use the most often? (E.g., Mac OS X 10.6)&amp;lt;/var&amp;gt;&lt;br /&gt;
 [*] [B]Portfolio[/B]: &amp;lt;var&amp;gt;Add links to any work that you have done that is visible on the internet&amp;lt;/var&amp;gt;&lt;br /&gt;
 [/LIST]&lt;br /&gt;
&lt;br /&gt;
If you do not have a portfolio and you are a 2d or 3d artist, please upload a gallery of images of your work to imgur. Similarly, if you are an audio engineer or musician, upload your work to some audio sharing site.&lt;br /&gt;
&lt;br /&gt;
You may wish to include other information, such as:&lt;br /&gt;
&lt;br /&gt;
* Alternate means of contact (e.g., Skype)&lt;br /&gt;
* Your time zone, so that we know when we can contact you&lt;br /&gt;
&lt;br /&gt;
Continue reading for more specific instructions.&lt;br /&gt;
&lt;br /&gt;
==Animators==&lt;br /&gt;
&lt;br /&gt;
In addition to the [[#Introducing_Yourself|above information]], we'd like to know the following about you:&lt;br /&gt;
&lt;br /&gt;
* What software do you use?&lt;br /&gt;
* How familiar are you with your preferred software? I.e., what features of your animation package do you utilize? For example, if you use Blender, do you know how to use actions and constraints?&lt;br /&gt;
&lt;br /&gt;
We currently use the MD5 format for animations. Please familiarize yourself with the following documentation before beginning to animate anything:&lt;br /&gt;
&lt;br /&gt;
* Read the [[Modeling#Workflow_overview|workflow overview]]. This explains the workflow shared by our artists for bringing a concept into reality. You are expected to understand this. If you have any questions, do not hesitate to ask.&lt;br /&gt;
* From the model exporting guide, please read the [[Exporting_Models#Overview|overview]] and the [[Exporting_Models#What_is_MD5.3F|What is MD5?]] section. You will need to understand these in order to be able to create an animation that can successfully be exported from your animation package of choice and loaded into the game.&lt;br /&gt;
&lt;br /&gt;
In particular, you are expected to know the limitations of the MD5 format. '''If you do not respect these limitations, you are guaranteed to have a great deal if difficulty when attempting to export your model.''' While the art lead is more than willing to provide help to get your asset in-game, you would be wasting his/her time by not reading the documentation beforehand; it is only respectful to do so.&lt;br /&gt;
&lt;br /&gt;
==Audio Engineers &amp;amp; Musicians==&lt;br /&gt;
&lt;br /&gt;
In addition to the [[#Introducing_Yourself|above information]], we'd like to know the following about you:&lt;br /&gt;
&lt;br /&gt;
* What hardware and instruments do you have access to?&lt;br /&gt;
* If you are a musician, what instruments do you play? If you don't play an instrument, what do you compose music with?&lt;br /&gt;
* If you are a musician, what sort of music do you like to compose?&lt;br /&gt;
* If you are an audio engineer, what is your particular skillset?&lt;br /&gt;
&lt;br /&gt;
You are expected to familiarize yourself with the following:&lt;br /&gt;
&lt;br /&gt;
* Please read the [[Music_and_sounds|documentation]] on music and sounds. Be aware that at the time of writing (19 March 2013), this information is rather inadequate, but it will at least answer some questions.&lt;br /&gt;
* Please take a look at the [[Sound_Progress|sound progress]] page for an idea of what sounds there are that need replacement.&lt;br /&gt;
&lt;br /&gt;
In addition, you should be aware that as of the time of writing (19 March 2013), all of the sounds present in Unvanquished were inherited from Tremulous (with the exception of the main menu music) and '''must''' be replaced. '''Note that this is non-negotiable''': the sounds from Tremulous were later revealed to be stolen from various sources and cannot legally be included. As this is an open-source project, this sort of copyright infringement is not acceptable.&lt;br /&gt;
&lt;br /&gt;
==Concept Artists==&lt;br /&gt;
&lt;br /&gt;
In addition to the [[#Introducing_Yourself|above information]], we'd like to know the following about you:&lt;br /&gt;
&lt;br /&gt;
* What is your preferred medium? E.g., do you draw with a tablet in Photoshop, or do you use pencil and paper? Be specific.&lt;br /&gt;
* What is your greatest strength with respect to drawing? I.e., what is the one thing that you think you are the best at drawing?&lt;br /&gt;
* How long do you expect it to take to create a concept? We're not [http://clientsfromhell.net/ clients from hell], so we're not going to pressure you to do things quickly, but we'd just like to know in advance if it might take a week or whatever so that know you haven't just died on us if we don't hear from you for a while!&lt;br /&gt;
&lt;br /&gt;
Please be aware:&lt;br /&gt;
&lt;br /&gt;
* If you are unsure of what you would like to work on, please familiarize yourself with both the [[Aliens|alien]] and [[Humans|human]] teams.&lt;br /&gt;
* Be aware that you are expected to [[#Trying_Out_the_Game|try the game]] at some point!&lt;br /&gt;
* If you would like to know what character and weapon models have not been completed that are therefore available to create a concept for, take a look at the [[modeling progress]] page. Anything that is not being worked on is fair game, even if other concepts have been made before.&lt;br /&gt;
* There is not currently a listing of all the concepts made for the game, so you will have to browse the [http://unvanquished.net/forum/forumdisplay.php/36-Assets-amp-Artwork Assets &amp;amp; Artwork subforum] for now.&lt;br /&gt;
&lt;br /&gt;
==Mappers==&lt;br /&gt;
&lt;br /&gt;
In addition to the [[#Introducing_Yourself|above information]], we'd like to know the following about you:&lt;br /&gt;
&lt;br /&gt;
* What maps have you released to the public in the past, and for what games?&lt;br /&gt;
* What experience do you have with mapping software? Include any and all software that you have used, even if it was not for a Quake-derived game, and some indication of your skill with that software.&lt;br /&gt;
&lt;br /&gt;
You are expected to familiarize yourself with the following:&lt;br /&gt;
&lt;br /&gt;
* Pleas read the [[Mapping|mapping guide]] all the way through. You do not necessarily need to know how to use every feature of the tools right away, but you should understand the basics.&lt;br /&gt;
* [[Packaging_game_data|How to get data in the game]]. This is less important when you begin mapping, but you must understand this when you approach time to release or upload your map online for testing. Ideally, you would not be creating a final release of your map without at least one beta test version.&lt;br /&gt;
&lt;br /&gt;
==Modelers==&lt;br /&gt;
&lt;br /&gt;
In addition to the [[#Introducing_Yourself|above information]], we'd like to know the following about you:&lt;br /&gt;
&lt;br /&gt;
* What software do you '''prefer''' to use?&lt;br /&gt;
* What is your personal workflow? Do you begin with a high poly model and retopo that? Or do you begin and end with the geometry that will end up in the final game?&lt;br /&gt;
* Are you capable of completing a modeling assignment, or will you need assistance? If you will need assistance (e.g., with retopoing, unwrapping, texturing, rigging, or animation), please inform us. Be specific.&lt;br /&gt;
* Are you familiar with modern techniques? Specifically, we'd like to know if you know what the following are and how to use them:&lt;br /&gt;
** Normal maps&lt;br /&gt;
** Bump maps&lt;br /&gt;
** Specular maps&lt;br /&gt;
** Glow maps&lt;br /&gt;
** Parallax mapping&lt;br /&gt;
** Smoothing groups&lt;br /&gt;
* Are you familiar with the idea of not storing lighting information in your diffuse texture? '''If you do not understand what this means, please ask.''' A guide will eventually be written on this.&lt;br /&gt;
* Is hardware an issue? E.g., if you are going to be editing a very high poly model, do you have a video card that can handle that?&lt;br /&gt;
&lt;br /&gt;
You are expected to familiarize yourself with the following:&lt;br /&gt;
&lt;br /&gt;
* Read the [[Modeling#Workflow_overview|workflow overview]]. This explains the workflow shared by our artists for bringing a concept into reality. You are expected to understand this. If you have any questions, do not hesitate to ask.&lt;br /&gt;
* From the model exporting guide, please read the [[Exporting_Models#Overview|overview]]. If you are not going to animate your model yourself, this is less important, but it is good to know anyway.&lt;br /&gt;
&lt;br /&gt;
==Texture Artists==&lt;br /&gt;
&lt;br /&gt;
In addition to the [[#Introducing_Yourself|above information]], we'd like to know the following about you:&lt;br /&gt;
&lt;br /&gt;
* Are you familiar with the idea of not storing lighting information in your diffuse texture? '''If you do not understand what this means, please ask.''' A guide will eventually be written on this.&lt;br /&gt;
&lt;br /&gt;
You are expected to familiarize yourself with the following:&lt;br /&gt;
&lt;br /&gt;
* Please read the [[texture creation]] guide. This contains important information about what formats the engine supports and where you can obtain special tools that you may need to create content specifically for our engine.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Contributing/Media&amp;diff=1883</id>
		<title>Contributing/Media</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Contributing/Media&amp;diff=1883"/>
		<updated>2013-03-21T19:57:13Z</updated>

		<summary type="html">&lt;p&gt;Viech: Recommend using the &amp;quot;about&amp;quot; directory and unique names for map readme files.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page outlines information about the project as a whole so that you can get involved more quickly.&lt;br /&gt;
&lt;br /&gt;
==Trying Out the Game==&lt;br /&gt;
&lt;br /&gt;
{{Note|content=Please be aware that this information applies to '''all''' members of the team. You are expected to try the game at some point if you intend on contributing content to it. This is only fair to everyone else who has contributed content in the past, and ensures consistency with existing content.}}&lt;br /&gt;
&lt;br /&gt;
Although there currently are very few players on servers at any point in time, you still have a couple of options to play the game to try it out:&lt;br /&gt;
* '''Play against bots.''' &amp;amp;mdash; There are currently a number of servers with enough bots that the game is playable even without any human opponents. The training server typically always has bots, and even has a few special game modes. If you compile the source yourself, you can even test the bots offline.&amp;lt;!-- TODO: Add instructions for this --&amp;gt;&lt;br /&gt;
* '''Wait for a scheduled development game.''' &amp;amp;mdash; For the past several weeks, we have been scheduling games on the weekends to ensure an adequate number of players for testing. Scheduled games are all posted in the [http://unvanquished.net/forum/forumdisplay.php/35-Events Events subforum].&lt;br /&gt;
* '''Test offline.''' &amp;amp;mdash; You can always start a [[Testing#Starting_a_testing_session|testing session]] and [[Testing#Testing_with_gameplay_code|use some cheats]] to test all the different weapons and character classes.&lt;br /&gt;
&lt;br /&gt;
Of course, you can always check who's playing online at any given moment via the [http://master.unvanquished.de master server status page] or with [[Osavul]], the game's stand-alone server browser.&lt;br /&gt;
&lt;br /&gt;
==Licensing==&lt;br /&gt;
&lt;br /&gt;
Please understand that you will be expected to license your work. You are also expected to have some basic understanding of copyright law. '''It is extremely important that you license your work correctly and that you understand the implications of what you are doing!''' Also note that assets that are of questionable origin will not be included in the game.&lt;br /&gt;
&lt;br /&gt;
You are expected to use one of the following Creative Commons licenses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;progress wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Features&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Text&lt;br /&gt;
|-&lt;br /&gt;
! Full&lt;br /&gt;
! Abbreviated&lt;br /&gt;
! Requires attribution?&lt;br /&gt;
! Allows modification?&lt;br /&gt;
! Allows commercial use?&lt;br /&gt;
! Allows relicensing?&lt;br /&gt;
! Human-readable&lt;br /&gt;
! Legal Code&lt;br /&gt;
|-&lt;br /&gt;
| Creative Commons Attribution-ShareAlike 3.0 Unported&lt;br /&gt;
| CC BY-SA 3.0&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| [http://creativecommons.org/licenses/by-sa/3.0/ License Deed]&lt;br /&gt;
| [http://creativecommons.org/licenses/by-sa/3.0/legalcode Legal Code]&lt;br /&gt;
|-&lt;br /&gt;
| Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported&lt;br /&gt;
| CC BY-NC-SA 3.0&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| [http://creativecommons.org/licenses/by-nc-sa/3.0/ License Deed]&lt;br /&gt;
| [http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode Legal Code]&lt;br /&gt;
|-&lt;br /&gt;
| Creative Commons Attribution-NoDerivs 3.0 Unported&lt;br /&gt;
| CC BY-ND 3.0&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| [http://creativecommons.org/licenses/by-nd/3.0/ License Deed]&lt;br /&gt;
| [http://creativecommons.org/licenses/by-nd/3.0/legalcode Legal Code]&lt;br /&gt;
|-&lt;br /&gt;
| Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported&lt;br /&gt;
| CC BY-NC-ND 3.0&lt;br /&gt;
| class=&amp;quot;done&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| class=&amp;quot;none&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No&lt;br /&gt;
| [http://creativecommons.org/licenses/by-nc-nd/3.0/ License Deed]&lt;br /&gt;
| [http://creativecommons.org/licenses/by-nc-nd/3.0/legalcode Legal Code]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All of these licenses allow redistributing your work. Please note that we would much prefer if you would use one of the former two licenses. '''You must obtain permission from a project head to use one of the latter two licenses if you would like your work to be included in the game:''' while you are certainly free to license your work as you please, using one of the latter two licenses in certain situations might prevent your work from being included.&lt;br /&gt;
&lt;br /&gt;
If you disagree with all of the above licenses, please contact any of the project leads with your concerns. If you have another license in mind, please inform us. Be prepared to defend your criticisms of the Creative Commons licenses (i.e., provide a compelling argument) and your choice for another license. Be aware that more restrictive licenses are not likely to be accepted by the project heads.&lt;br /&gt;
&lt;br /&gt;
===Marking your Work===&lt;br /&gt;
&lt;br /&gt;
If you are working in Blender, please add a license to your work visible in the default screen layout visible in a text editor view. '''Please note that you should not do this if you are not the original creator of the work.''' For example, if you are animating a model that was created by someone else, ask '''them''' to add a notice themselves.&lt;br /&gt;
&lt;br /&gt;
You are advised to use the following template:&lt;br /&gt;
&lt;br /&gt;
 Copyright {{CURRENTYEAR}} &amp;lt;var&amp;gt;your real name&amp;lt;/var&amp;gt;.&lt;br /&gt;
 &lt;br /&gt;
 This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.&lt;br /&gt;
 http://creativecommons.org/licenses/by-sa/3.0/&lt;br /&gt;
&lt;br /&gt;
Of course, you should modify this template to match whichever license your are using.&lt;br /&gt;
&lt;br /&gt;
===Mappers===&lt;br /&gt;
&lt;br /&gt;
In creating a map, you likely will end up using textures from a variety of sources. You '''must''' include copies of licenses and notices of attribution for any and all textures that you use not created by yourself. Those textures which you have created yourself should be licensed as outlined above, and a notice included. It is recommended to include a file named &amp;lt;code&amp;gt;&amp;lt;mapname&amp;gt;.txt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;map-&amp;lt;mapname&amp;gt;.txt&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;map-&amp;lt;mapname&amp;gt;-&amp;lt;version&amp;gt;.txt&amp;lt;/code&amp;gt; inside a directory named &amp;lt;code&amp;gt;about&amp;lt;/code&amp;gt; in your [[Packaging_game_data|.pk3]].&lt;br /&gt;
&lt;br /&gt;
==Introducing Yourself==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the developer subforums, please create a post on the [http://unvanquished.net/forum/forumdisplay.php/36-Assets-amp-Artwork Assets &amp;amp; Artwork] subforum telling us a little about yourself.&lt;br /&gt;
&lt;br /&gt;
At the end of your introduction, please add the following information using this template:&lt;br /&gt;
&lt;br /&gt;
 [LIST]&lt;br /&gt;
 [*] [B]Skillset[/B]: &amp;lt;var&amp;gt;List your skills here&amp;lt;/var&amp;gt;&lt;br /&gt;
 [*] [B]Software[/B]: &amp;lt;var&amp;gt;List software you know well here&amp;lt;/var&amp;gt;&lt;br /&gt;
 [*] [B]E-mail[/B]: &amp;lt;var&amp;gt;Please place an e-mail address that you would like to be contacted at here&amp;lt;/var&amp;gt;&lt;br /&gt;
 [*] [B]Preferred means of contact[/B]: &amp;lt;var&amp;gt;How would you like to be contacted?&amp;lt;/var&amp;gt;&lt;br /&gt;
 [*] [B]Primary operating system[/B]: &amp;lt;var&amp;gt;Which operating system (and version) do you use the most often? (E.g., Mac OS X 10.6)&amp;lt;/var&amp;gt;&lt;br /&gt;
 [*] [B]Portfolio[/B]: &amp;lt;var&amp;gt;Add links to any work that you have done that is visible on the internet&amp;lt;/var&amp;gt;&lt;br /&gt;
 [/LIST]&lt;br /&gt;
&lt;br /&gt;
If you do not have a portfolio and you are a 2d or 3d artist, please upload a gallery of images of your work to imgur. Similarly, if you are an audio engineer or musician, upload your work to some audio sharing site.&lt;br /&gt;
&lt;br /&gt;
You may wish to include other information, such as:&lt;br /&gt;
&lt;br /&gt;
* Alternate means of contact (e.g., Skype)&lt;br /&gt;
* Your time zone, so that we know when we can contact you&lt;br /&gt;
&lt;br /&gt;
Continue reading for more specific instructions.&lt;br /&gt;
&lt;br /&gt;
==Animators==&lt;br /&gt;
&lt;br /&gt;
In addition to the [[#Introducing_Yourself|above information]], we'd like to know the following about you:&lt;br /&gt;
&lt;br /&gt;
* What software do you use?&lt;br /&gt;
* How familiar are you with your preferred software? I.e., what features of your animation package do you utilize? For example, if you use Blender, do you know how to use actions and constraints?&lt;br /&gt;
&lt;br /&gt;
We currently use the MD5 format for animations. Please familiarize yourself with the following documentation before beginning to animate anything:&lt;br /&gt;
&lt;br /&gt;
* Read the [[Modeling#Workflow_overview|workflow overview]]. This explains the workflow shared by our artists for bringing a concept into reality. You are expected to understand this. If you have any questions, do not hesitate to ask.&lt;br /&gt;
* From the model exporting guide, please read the [[Exporting_Models#Overview|overview]] and the [[Exporting_Models#What_is_MD5.3F|What is MD5?]] section. You will need to understand these in order to be able to create an animation that can successfully be exported from your animation package of choice and loaded into the game.&lt;br /&gt;
&lt;br /&gt;
In particular, you are expected to know the limitations of the MD5 format. '''If you do not respect these limitations, you are guaranteed to have a great deal if difficulty when attempting to export your model.''' While the art lead is more than willing to provide help to get your asset in-game, you would be wasting his/her time by not reading the documentation beforehand; it is only respectful to do so.&lt;br /&gt;
&lt;br /&gt;
==Audio Engineers &amp;amp; Musicians==&lt;br /&gt;
&lt;br /&gt;
In addition to the [[#Introducing_Yourself|above information]], we'd like to know the following about you:&lt;br /&gt;
&lt;br /&gt;
* What hardware and instruments do you have access to?&lt;br /&gt;
* If you are a musician, what instruments do you play? If you don't play an instrument, what do you compose music with?&lt;br /&gt;
* If you are a musician, what sort of music do you like to compose?&lt;br /&gt;
* If you are an audio engineer, what is your particular skillset?&lt;br /&gt;
&lt;br /&gt;
You are expected to familiarize yourself with the following:&lt;br /&gt;
&lt;br /&gt;
* Please read the [[Music_and_sounds|documentation]] on music and sounds. Be aware that at the time of writing (19 March 2013), this information is rather inadequate, but it will at least answer some questions.&lt;br /&gt;
* Please take a look at the [[Sound_Progress|sound progress]] page for an idea of what sounds there are that need replacement.&lt;br /&gt;
&lt;br /&gt;
In addition, you should be aware that as of the time of writing (19 March 2013), all of the sounds present in Unvanquished were inherited from Tremulous (with the exception of the main menu music) and '''must''' be replaced. '''Note that this is non-negotiable''': the sounds from Tremulous were later revealed to be stolen from various sources and cannot legally be included. As this is an open-source project, this sort of copyright infringement is not acceptable.&lt;br /&gt;
&lt;br /&gt;
==Concept Artists==&lt;br /&gt;
&lt;br /&gt;
In addition to the [[#Introducing_Yourself|above information]], we'd like to know the following about you:&lt;br /&gt;
&lt;br /&gt;
* What is your preferred medium? E.g., do you draw with a tablet in Photoshop, or do you use pencil and paper? Be specific.&lt;br /&gt;
* What is your greatest strength with respect to drawing? I.e., what is the one thing that you think you are the best at drawing?&lt;br /&gt;
* How long do you expect it to take to create a concept? We're not [http://clientsfromhell.net/ clients from hell], so we're not going to pressure you to do things quickly, but we'd just like to know in advance if it might take a week or whatever so that know you haven't just died on us if we don't hear from you for a while!&lt;br /&gt;
&lt;br /&gt;
Please be aware:&lt;br /&gt;
&lt;br /&gt;
* If you are unsure of what you would like to work on, please familiarize yourself with both the [[Aliens|alien]] and [[Humans|human]] teams.&lt;br /&gt;
* Be aware that you are expected to [[#Trying_Out_the_Game|try the game]] at some point!&lt;br /&gt;
* If you would like to know what character and weapon models have not been completed that are therefore available to create a concept for, take a look at the [[modeling progress]] page. Anything that is not being worked on is fair game, even if other concepts have been made before.&lt;br /&gt;
* There is not currently a listing of all the concepts made for the game, so you will have to browse the [http://unvanquished.net/forum/forumdisplay.php/36-Assets-amp-Artwork Assets &amp;amp; Artwork subforum] for now.&lt;br /&gt;
&lt;br /&gt;
==Mappers==&lt;br /&gt;
&lt;br /&gt;
In addition to the [[#Introducing_Yourself|above information]], we'd like to know the following about you:&lt;br /&gt;
&lt;br /&gt;
* What maps have you released to the public in the past, and for what games?&lt;br /&gt;
* What experience do you have with mapping software? Include any and all software that you have used, even if it was not for a Quake-derived game, and some indication of your skill with that software.&lt;br /&gt;
&lt;br /&gt;
You are expected to familiarize yourself with the following:&lt;br /&gt;
&lt;br /&gt;
* Pleas read the [[Mapping|mapping guide]] all the way through. You do not necessarily need to know how to use every feature of the tools right away, but you should understand the basics.&lt;br /&gt;
* [[Packaging_game_data|How to get data in the game]]. This is less important when you begin mapping, but you must understand this when you approach time to release or upload your map online for testing. Ideally, you would not be creating a final release of your map without at least one beta test version.&lt;br /&gt;
&lt;br /&gt;
==Modelers==&lt;br /&gt;
&lt;br /&gt;
In addition to the [[#Introducing_Yourself|above information]], we'd like to know the following about you:&lt;br /&gt;
&lt;br /&gt;
* What software do you '''prefer''' to use?&lt;br /&gt;
* What is your personal workflow? Do you begin with a high poly model and retopo that? Or do you begin and end with the geometry that will end up in the final game?&lt;br /&gt;
* Are you capable of completing a modeling assignment, or will you need assistance? If you will need assistance (e.g., with retopoing, unwrapping, texturing, rigging, or animation), please inform us. Be specific.&lt;br /&gt;
* Are you familiar with modern techniques? Specifically, we'd like to know if you know what the following are and how to use them:&lt;br /&gt;
** Normal maps&lt;br /&gt;
** Bump maps&lt;br /&gt;
** Specular maps&lt;br /&gt;
** Glow maps&lt;br /&gt;
** Parallax mapping&lt;br /&gt;
** Smoothing groups&lt;br /&gt;
* Are you familiar with the idea of not storing lighting information in your diffuse texture? '''If you do not understand what this means, please ask.''' A guide will eventually be written on this.&lt;br /&gt;
* Is hardware an issue? E.g., if you are going to be editing a very high poly model, do you have a video card that can handle that?&lt;br /&gt;
&lt;br /&gt;
You are expected to familiarize yourself with the following:&lt;br /&gt;
&lt;br /&gt;
* Read the [[Modeling#Workflow_overview|workflow overview]]. This explains the workflow shared by our artists for bringing a concept into reality. You are expected to understand this. If you have any questions, do not hesitate to ask.&lt;br /&gt;
* From the model exporting guide, please read the [[Exporting_Models#Overview|overview]]. If you are not going to animate your model yourself, this is less important, but it is good to know anyway.&lt;br /&gt;
&lt;br /&gt;
==Texture Artists==&lt;br /&gt;
&lt;br /&gt;
In addition to the [[#Introducing_Yourself|above information]], we'd like to know the following about you:&lt;br /&gt;
&lt;br /&gt;
* Are you familiar with the idea of not storing lighting information in your diffuse texture? '''If you do not understand what this means, please ask.''' A guide will eventually be written on this.&lt;br /&gt;
&lt;br /&gt;
You are expected to familiarize yourself with the following:&lt;br /&gt;
&lt;br /&gt;
* Please read the [[texture creation]] guide. This contains important information about what formats the engine supports and where you can obtain special tools that you may need to create content specifically for our engine.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Tools/Chameleon&amp;diff=1833</id>
		<title>Tools/Chameleon</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Tools/Chameleon&amp;diff=1833"/>
		<updated>2013-03-07T19:14:56Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chameleon is a standalone GUI-based texture replacement editor written in Python and PyQt. Its main task is replacing a number of textures inside a .map file while applying scale factors and rotation to all affected surfaces. It allows you to:&lt;br /&gt;
* Replace old-fashioned textures with high resolution ones without loosing the alignment&lt;br /&gt;
* Choose the target shader/texture from a cached database&lt;br /&gt;
* Create and export replacement rulesets for later use&lt;br /&gt;
&lt;br /&gt;
The tool is under development by [[User:Viech|Viech]] and can be found on [https://github.com/Viech/Chameleon github].&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Tools/Chameleon&amp;diff=1180</id>
		<title>Tools/Chameleon</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Tools/Chameleon&amp;diff=1180"/>
		<updated>2013-01-10T15:08:54Z</updated>

		<summary type="html">&lt;p&gt;Viech: Created page with &amp;quot;Chameleon is a standalone GUI-based texture replacement editor written in Python and PyQt. Its main task is replacing a number of textures inside a .map file while applying sc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chameleon is a standalone GUI-based texture replacement editor written in Python and PyQt. Its main task is replacing a number of textures inside a .map file while applying scale factors and rotation to all affected surfaces. It allows you to:&lt;br /&gt;
* Replace old-fashioned textures with high resolution ones without loosing the alignment&lt;br /&gt;
* Choose the target shader/texture from a cached database&lt;br /&gt;
* Create and export replacement rulesets for later use&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tool is currently in development by [[User:Viech|Viech]].&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Talk:Main_Page&amp;diff=1095</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Talk:Main_Page&amp;diff=1095"/>
		<updated>2012-11-10T20:17:02Z</updated>

		<summary type="html">&lt;p&gt;Viech: Improvement ideas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) The link to the developement blog is outdated, it is now included on the main page. 2) I maintain the arch linux package so we could set its description to (semi-)official to let people know that they can give feedback on IRC and forums. 3) The Links section could be organized in a table like the Contributing section. --[[User:Viech|Viech]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=923</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=923"/>
		<updated>2012-10-20T16:11:04Z</updated>

		<summary type="html">&lt;p&gt;Viech: Marked information outdated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Parpax_front_storage.jpg|300px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''front storage seen from elevator''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Designated no. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 8-16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~8900&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of patches:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~1900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''The information on this page relates to the outdated Beta 2 of Parpax. It will be updated as soon as the map's layout has come to a more static form.'''&lt;br /&gt;
&lt;br /&gt;
A medium sized, intense map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
It is currently in beta status. You can post bugs, critics and improvement ideas on the [[Parpax:Talk|talk page]].&lt;br /&gt;
&lt;br /&gt;
==Gameflow==&lt;br /&gt;
[[Image:Parpax_Gameflow.jpg|200px|thumb|right|Gameflow chart]]&lt;br /&gt;
&lt;br /&gt;
The map consists of two floors connected by stairs, an elevator and ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The [[Humans|human team]] has their default base on the lower floor. Its front entrance consists of huge shutter doors that lead to a big storage room which connects to stairs, elevator and elevation shafts and thus is of great tactical importance to both teams. The side entrance of the human base leads to a narrow corridor which runs next to that room and ends at the stairs. The lower floor also contains a network of ventilation and pipe shafts, giving small aliens and lightly armored humans additional movement options.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens|aliens]] have their default base in a tight room containing a strange machine. Its front entrance leads to a room which is, being close to stairs, elevator and ventilation shafts, the counterpart of the storage room laying right under it. The side entrance leads to a longer but maybe less contested path to the stairs that also connects to the upper ends of the ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The elevator is supposed to be the shortest but most dangerous path from one default base to the other. The car is open at the top and allows small aliens or grenades to slip inside and deliver their devasting effect in a small space. Even if one survives the ride, there may be a heavily armed greeting committee waiting at the other end of the shaft. While big aliens or battlesuits have only the stairs as a less dangerous alternative, lighter forces can also use the ventilation shafts or even the elevator shaft itself for movement between the floors.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room in front of your default base's front entrance in order to defeat enemies before they get too close to your base. However, don't forget to have a look at the base itself as they are still able to sneak in.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
'''Do''' use [[Jetpack|jetpack]] to fly over the strange machine in the alien's default base and drop grenades right at the slimy feet of the [[Overmind]].&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
'''Do''' use non-advanced [[Basilisk|basilisks]] and [[Marauder|marauders]] to enter the human's default base via the pipe shafts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Old/Mapping&amp;diff=829</id>
		<title>Old/Mapping</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Old/Mapping&amp;diff=829"/>
		<updated>2012-09-30T19:12:04Z</updated>

		<summary type="html">&lt;p&gt;Viech: link to map test server, addtions/corrections to testing maps in-game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Map geometry is created using either a conventional modeling program (such as Blender) or with some variant of Radiant. Do note that if you intend on using Blender, you will need to use Radiant to perform a few final steps. This is discussed further below.&lt;br /&gt;
&lt;br /&gt;
Radiant is the name used to refer to id Software's map editing tools from Quake 3 onwards.&lt;br /&gt;
&lt;br /&gt;
* QuakeEd &amp;amp;mdash; Developed internally at id and used to create maps for Quake. Written for NextStep.&lt;br /&gt;
* QE4 &amp;amp;mdash; Developed internally at id and used to create maps for Quake II.&lt;br /&gt;
* QERadiant &amp;amp;mdash; A fork of the released QE4 source code by Robert Duffy.&lt;br /&gt;
* Q3Radiant' &amp;amp;mdash; id Software's fork of QERadiant used to create maps for Quake III. Windows-only.&lt;br /&gt;
* [http://icculus.org/gtkradiant/ GtkRadiant] &amp;amp;mdash; A port of Q3Radiant using the Gtk+ GUI toolkit, making it cross-platform (available to Linux and Mac OS X). Development stalled after 1.5 for a number of years, but has resumed with the recent release of version 1.6, which (for now) removes support for a number of games, including Tremulous.&lt;br /&gt;
* [http://dev.alientrap.org/projects/show/netradiant NetRadiant] &amp;amp;mdash; A fork of GtkRadiant (?) by Alientrap, developers of the former (FOSS) Nexuiz project. The project page for this fork is currently down, but builds are still available from noted Tremulous mapper [http://ingar.satgnu.net/gtkradiant/ Ingar's site].&lt;br /&gt;
* [http://darkradiant.sourceforge.net/ DarkRadiant] &amp;amp;mdash; A fork of GtkRadiant with the aim to improve the user interface and primarily intended to support Doom 3.&lt;br /&gt;
* [http://www.redsaurus.net/00/node/4 MacRadiant] &amp;amp;mdash; A port of GtkRadiant to Mac OS X.&lt;br /&gt;
&amp;lt;!-- TODO: provide a suggestion as to which to use --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Compilation===&lt;br /&gt;
&lt;br /&gt;
Creation of a map using either method is only part of the process; before a map can be played in-game, the map must then be &amp;lt;dfn&amp;gt;compiled&amp;lt;/dfn&amp;gt;. This is a time-consuming process that can take hours even with new hardware. Compilation consists of several phases, discussed below. Note that it is not essential to understand precisely what happens in each of these phases. At a minimum, understand that compilation must occur before a map is ready to be played and that it is a highly time-consuming process.&lt;br /&gt;
&lt;br /&gt;
* '''Space partitioning'''. Map geometry is subdivided (partitioned) in half successively, effectively breaking the map down into progressively smaller chunks. The reason for this is to improve in-game render speed; this is done in such a manner that the engine can quickly determine what portions of the map the player is not facing, and therefore avoid having to render such areas. &amp;lt;!-- TODO: create a .gif showing what this might look like --&amp;gt; &amp;lt;!-- TODO: create some kind of &amp;quot;tech note&amp;quot; template with verbiage indicating that artists may safely ignore this bit --&amp;gt; The scheme &amp;lt;!-- scheme isn't really a good word, because BSP alone does not describe the algorithm for selecting good splitter planes --&amp;gt; by which this is done is referred to as [http://en.wikipedia.org/wiki/Binary_space_partitioning binary spatial partitioning], and this (as well as the data structure storing this information) is most often referred to as BSP. With each split, the compiler attempts to minimize the amount of geometry that must be cut to minimize the resulting size of the BSP. &amp;lt;!-- TODO: elaborate --&amp;gt;&lt;br /&gt;
* '''[http://en.wikipedia.org/wiki/Potentially_visible_set Potentially visible set] calculation'''. This stage of compilation takes the rendering boost that BSP provides by &amp;lt;!-- TODO: fact check this; for all I know, view cells in Quake are not related to the BSP --&amp;gt; calculating which regions of the map are visible when viewed from other areas. Each of these areas for which a potentially visible set (PVS) is calculated is referred to as a &amp;lt;dfn&amp;gt;cell&amp;lt;/dfn&amp;gt; or &amp;lt;dfn&amp;gt;portal&amp;lt;/dfn&amp;gt;. &amp;lt;!-- not sure which of &amp;quot;cell&amp;quot; or &amp;quot;portal&amp;quot; is preferred parlance in Quake-speak --&amp;gt; As an example, imagine standing in a room in a house. &amp;lt;!-- TODO: a pic would be nice --&amp;gt; Using only BSP, the game engine could very quickly determine which rooms you are not facing (as if the rooms were made of glass and every room were visible from every other room), and skip drawing them. However, while standing in that room, there are many other rooms in the house that you likely also cannot see (as the walls of the rooms are probably not glass and very much opaque). This is PVS in a nutshell: for that room, the PVS might only be an adjoining hallway and a closet (assuming that the doors are open). In a large house with many rooms, in a worst-case scenario (where both the player is facing the hallway and the closet at the same time), the engine still has very little to draw as compared to the entire house. This is discussed in greater detail on [http://fabiensanglard.net/doom3/dmap.php Fabien Sanglard's blog].&lt;br /&gt;
* '''Lightmap calculation'''. Using the position, color, and type &amp;lt;!-- there are different types of lights in Q3, right? --&amp;gt; of lights placed in the map editor, the compiler generates a static &amp;lt;dfn&amp;gt;lightmap&amp;lt;/dfn&amp;gt; which is essentially painted over (blended with) the map textures at run-time to create shadows and areas of light and dark. (Otherwise, the map would be the same brightness throughout and devoid of shadow). Note that this is not the extent of the engine's lighting capabilities; additional (dynamic) lighting is performed in real-time to create effects such as light generated from muzzle flashes. &amp;lt;!-- TODO: elaborate further --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ^^^ we keep referring to &amp;quot;the compiler&amp;quot;, when really it's separate programs. I am not sure what the name of these are --&amp;gt;&lt;br /&gt;
&amp;lt;!-- TODO:&lt;br /&gt;
===Conventional modeling vs. Radiant===&lt;br /&gt;
&lt;br /&gt;
discuss the difference between creating brushes out of triangles with Blender (or just triangles, idr what that is called) and actually creating brushes with constructive solid geometry)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using other than Radiant to create maps===&lt;br /&gt;
&lt;br /&gt;
Conventional modeling software other than Blender is outside of the scope of this document; only Blender will be discussed. &amp;lt;!-- though any enterprising wiki editors are free to change this --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While geometry other than triangles may be used during map creation, the map compilation tools can only handle brush geometry; as of now, the &amp;lt;code&amp;gt;.map&amp;lt;/code&amp;gt; exporter for Blender can only convert polygonal geometry (triangles) to brushes, and as such it would be pointless to use anything else during the construction of a map except as a placeholder. &amp;lt;!-- not sure of this: Also note that as of now, entity and light placement must be done in Radiant --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A comprehensive guide of using Blender to create map geometry ready for Radiant and the compilation tools is available from [http://www.katsbits.com/tutorials/blender/map-basics-tutorial.php katsbits].&lt;br /&gt;
&lt;br /&gt;
==Design mentality==&lt;br /&gt;
&lt;br /&gt;
This section is oriented towards those with less experience mapping.&lt;br /&gt;
&lt;br /&gt;
There are many potential pitfalls of map creation. Possibly the easiest to fall into is spending too little time on design and spending too much time on map details before even having a working base design. There is an adage that applies well here: &amp;quot;Weeks of effort will save hours of planning.&amp;quot; Before you begin creating, do not concern yourself so much with visual elements but the physical layout of the map.&lt;br /&gt;
&lt;br /&gt;
When designing a map, consider the following:&lt;br /&gt;
* What can players use to help themselves navigate the map? What would make a good landmark or how can different areas of the map be differentiated visually?&lt;br /&gt;
* Is the map partitioned well visibly? Are there any areas that may cause poor performance?&lt;br /&gt;
* Are corridors large enough to facilitate combat?&lt;br /&gt;
* Does the map provide other good locations to build in aside the defaults?&lt;br /&gt;
* Is the map biased towards one side or another?&lt;br /&gt;
&lt;br /&gt;
==Using GtkRadiant==&lt;br /&gt;
&lt;br /&gt;
===Editing brush geometry===&lt;br /&gt;
&lt;br /&gt;
* Click and drag to create a new brush.&lt;br /&gt;
* With a brush selected, click and drag the mouse cursor to change the size of the selected brushes.&lt;br /&gt;
* Press &amp;lt;span class=&amp;quot;hotkey&amp;quot;&amp;gt;Esc&amp;lt;/span&amp;gt; to deslect everything.&lt;br /&gt;
* Press and hold &amp;lt;span class=&amp;quot;hotkey&amp;quot;&amp;gt;Shift&amp;lt;/span&amp;gt; and click brushes to select them.&lt;br /&gt;
&lt;br /&gt;
===Placing entities===&lt;br /&gt;
&lt;br /&gt;
* Right-click in a 2d viewport to access the entity placement context menu. &amp;lt;!-- TODO: discuss which entities are required to place --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Navigating the views===&lt;br /&gt;
&lt;br /&gt;
====3d viewport====&lt;br /&gt;
&lt;br /&gt;
* Scroll using the mouse wheel to dolly the camera forward or back.&lt;br /&gt;
* Right-click on the viewport to look around. Using the mouse wheel to dolly the camera works while in this mode.&lt;br /&gt;
&lt;br /&gt;
====2d viewports====&lt;br /&gt;
&lt;br /&gt;
* Right-click and drag to move the views around.&lt;br /&gt;
* Change the view with the toolbar button:&lt;br /&gt;
&lt;br /&gt;
[[Image:gtkradiant_toolbar_change_views.png|center]]&lt;br /&gt;
&lt;br /&gt;
==Size Guidelines==&lt;br /&gt;
&lt;br /&gt;
Player sizes, in quake units (qu)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Dretch		||30&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Granger	||40&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Adv Granger	||40&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Basilisk	||36&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Adv Basilisk	||42&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Marauder	||46×46×36&lt;br /&gt;
|-&lt;br /&gt;
|Adv Marauder	||50×50×40&lt;br /&gt;
|-&lt;br /&gt;
|Dragoon	||52×52×55&lt;br /&gt;
|-&lt;br /&gt;
|Adv Dragoon	||58×58×66&lt;br /&gt;
|-&lt;br /&gt;
|Tyrant		||64×64×92&lt;br /&gt;
|-&lt;br /&gt;
|Human		||30×30×56&lt;br /&gt;
|-&lt;br /&gt;
|Crouching	||30×30×40&lt;br /&gt;
|-&lt;br /&gt;
|Battlesuit	||30×30×72&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players will need an opening at least 1qu wider to fit through (possibly 2). In addition, player bounding boxes do not rotate, which means diagonal corridors would need to be wider (thus the majority should be axis aligned&lt;br /&gt;
&lt;br /&gt;
Map scale:&lt;br /&gt;
32qu = 1m&lt;br /&gt;
&lt;br /&gt;
Doorways should be a minimum of 3m×3m, preferably around 4m×4m. Corridors should be a minimum of 5m wide, although it is ''possible'' to use a mix of 4-5m (see Niveus for an example), and at most 8m wide. Do not create corridors more than 40m long without plenty of cover.&lt;br /&gt;
Currently large open areas and underwater areas are very human biased.&lt;br /&gt;
&lt;br /&gt;
Alien bases need cover to hide things behind, the entrances should be ~4×4m and should not be easily visible from outside other entrances.&lt;br /&gt;
&lt;br /&gt;
==New Features==&lt;br /&gt;
&lt;br /&gt;
You may be interested in the list of [[Engine features|engine features]].&lt;br /&gt;
&lt;br /&gt;
* [[Navigation Meshes]]&lt;br /&gt;
* Additional shader functions (e.g., normal mapping) have been added; please see the [http://tremap.xtr3m.net/__Games/Xreal/Manual_Shader_1/ShaderManual.htm XReal shader manual] for more information.&lt;br /&gt;
&lt;br /&gt;
==Testing maps in-game==&lt;br /&gt;
&lt;br /&gt;
For testing purposes, it is most convenient to place your compiled &amp;lt;code&amp;gt;.bsp&amp;lt;/code&amp;gt; file in the &amp;lt;code&amp;gt;main/maps/&amp;lt;/code&amp;gt; subdirectory of the [[Running_the_game#Data_locations|data location]] appropriate to your system. Once you have done that, you may load your map with either the &amp;lt;code&amp;gt;devmap&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;map&amp;lt;/code&amp;gt; commands after setting &amp;lt;code&amp;gt;sv_pure 0&amp;lt;/code&amp;gt;. The former allows using cheats that make it easier to test. Additional commands are discussed on the [[testing]] page.&lt;br /&gt;
&lt;br /&gt;
==Testing maps publicly==&lt;br /&gt;
&lt;br /&gt;
You can put the map on the [http://188.40.187.142/ Map Test Server], as soon as you [[Packaging game data|packaged]] it accordingly. The server allows unfinished (alpha) versions and can get you early feedback on your design.&lt;br /&gt;
&lt;br /&gt;
==Packaging maps for distribution==&lt;br /&gt;
&lt;br /&gt;
When it comes time to distribute your map to the world (either for testing or as a final release), you'll have to create a compressed [[Packaging game data|package]]. This package may be distributed automatically via the server download feature or other means.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
* [http://ingar.satgnu.net/gtkradiant/ Ingar's NetRadiant builds]&lt;br /&gt;
** [http://ingar.satgnu.net/gtkradiant/files/gamepacks/UnvanquishedPack.zip Unvanquished game pack]&lt;br /&gt;
* [http://www.custommapmakers.org/wiki/index.php/Main_Page Custom Map Maker's Wiki]&lt;br /&gt;
* [http://dev.xonotic.org/projects/xonotic/wiki/Mapping Xonotic mapping resources]&lt;br /&gt;
* [http://tremulous.net/forum/index.php?topic=14411.0 Useful mapping links thread on Tremulous forums]&lt;br /&gt;
* [http://tremmapping.pbworks.com/w/page/22453200/Starting%20Tremulous%20Mapping Starting Tremulous Mapping]&lt;br /&gt;
* [http://tremmapping.pbworks.com/w/page/22453205/Understanding%20Vis%20and%20Hint%20Brushes Understanding Vis and Hint Brushes]&lt;br /&gt;
* [http://q3map2.everyonelookbusy.net/shader_manual/ Quake 3 Shader Manual] (outdated; please see the XReal shader manual)&lt;br /&gt;
* [http://tremap.xtr3m.net/__Games/Xreal/Manual_Shader_1/ShaderManual.htm XReal Shader Manual]&lt;br /&gt;
* [http://q3map2.robotrenegade.com/ Q3Map2 homepage]&lt;br /&gt;
* [http://en.wikibooks.org/wiki/Q3Map2 Q3Map2 Documentation]&lt;br /&gt;
* [http://shaderlab.com/q3map2/manual/ Additional Q3Map2 Documentation]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Testing&amp;diff=816</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Testing&amp;diff=816"/>
		<updated>2012-09-26T22:27:13Z</updated>

		<summary type="html">&lt;p&gt;Viech: Added map test server, reorganized&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Debugging==&lt;br /&gt;
&lt;br /&gt;
To create a debug build, change &amp;lt;code&amp;gt;CMAKE_BUILD_TYPE&amp;lt;/code&amp;gt; in CMake from &amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;, then [[Compiling_the_source|compile]].&lt;br /&gt;
&lt;br /&gt;
You may find it necessary to set &amp;lt;code&amp;gt;in_nograb&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; to disable pointer grabbing so that you may use your debugger.&lt;br /&gt;
&lt;br /&gt;
===Debugging with Xcode===&lt;br /&gt;
&lt;br /&gt;
With Xcode 4, even if you did not build the game with Xcode, you may still use its facilities for debugging.&lt;br /&gt;
&lt;br /&gt;
# Open any project. If necessary, create a new one. It may contain anything.&lt;br /&gt;
# Click &amp;quot;Product&amp;quot; on the menu bar and navigate to &amp;quot;Attach to Process&amp;quot;. Look for &amp;quot;daemon.i386&amp;quot; listed under &amp;quot;Applications&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After a moment, the application will be ready for debugging.&lt;br /&gt;
&lt;br /&gt;
See the [https://developer.apple.com/library/mac/#documentation/ToolsLanguages/Conceptual/Xcode4UserGuide/060-Debug_Your_App/debug_app.html#//apple_ref/doc/uid/TP40010215-CH3-SW1 Xcode 4 User Guide] for more information.&lt;br /&gt;
&lt;br /&gt;
==Starting a testing session==&lt;br /&gt;
&lt;br /&gt;
Start the game, and enter the following commands:&lt;br /&gt;
&lt;br /&gt;
 \sv_pure 0&lt;br /&gt;
 \devmap &amp;lt;var&amp;gt;map name&amp;lt;/var&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may also load a map with the regular &amp;lt;code&amp;gt;\map&amp;lt;/code&amp;gt; command. Be aware, however, that &amp;lt;code&amp;gt;devmap&amp;lt;/code&amp;gt; enables cheats which can make it easier to test (such as being able to jump directly to stage 2 or 3 if required). Also note that with &amp;lt;code&amp;gt;devmap&amp;lt;/code&amp;gt;, the build time for buildables is zero, so the building animation(s) will not play.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
===General tips===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* To stress test the engine's ability to display a large number of buildables, set &amp;lt;code&amp;gt;g_humanBuildPoints&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;g_alienBuildPoints&amp;lt;/code&amp;gt;  to as high as you wish; this will allow you to build as much as you please.&lt;br /&gt;
* To determine what file was loaded for a particular asset (e.g., to determine if files are being read from a particular &amp;lt;code&amp;gt;.pk3&amp;lt;/code&amp;gt; archive), use the &amp;lt;code&amp;gt;\which&amp;lt;/code&amp;gt; command with the relative path to the asset as an argument, such as &amp;lt;code&amp;gt;\which&amp;amp;nbsp;models/buildables/acid_tube/acid_tube.md5mesh&amp;lt;/code&amp;gt;. Note that &amp;lt;code&amp;gt;which&amp;lt;/code&amp;gt; accepts both forward- and backslashes regardless of platform.&lt;br /&gt;
&lt;br /&gt;
===Testing maps===&lt;br /&gt;
&lt;br /&gt;
* To fly around the map, use the &amp;lt;code&amp;gt;\noclip&amp;lt;/code&amp;gt; command. If you find that you are moving too slowly (or too fast), you may change the speed with &amp;lt;code&amp;gt;cg_flySpeed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* To make yourself invincible, use the &amp;lt;code&amp;gt;\god&amp;lt;/code&amp;gt; command.&lt;br /&gt;
* To stop buildables from attacking, use the &amp;lt;code&amp;gt;\notarget&amp;lt;/code&amp;gt; command.&lt;br /&gt;
* To publicly test your maps, upload them on the [http://188.40.187.142/ Map Test Server].&lt;br /&gt;
&lt;br /&gt;
===Testing models===&lt;br /&gt;
&lt;br /&gt;
* If the model is a buildable, weapon, or player model that is not immediately available (i.e., not available until a later stage), you can change the stage with &amp;lt;code&amp;gt;g_alienStage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;g_humanStage&amp;lt;/code&amp;gt;. Both of these cvars accept a single parameter, which is the zero-based index of the stage; to skip to stage 2, use 1 as a parameter, and to skip to stage 2, use 2 as a parameter (stage 1 is 0).&lt;br /&gt;
* If you do not have sufficient credits to purchase an item model you wish to test, or evos to evolve to the desired class, you may give yourself the maximum amount that you can carry with &amp;lt;code&amp;gt;\give all&amp;lt;/code&amp;gt;.&lt;br /&gt;
* To visually inpsect a model's bounding box, which is set by its configuration file, set &amp;lt;code&amp;gt;\cg_drawBBOX&amp;lt;/code&amp;gt; to 1.&lt;br /&gt;
* To visually inspect the bone structure of a MD5 model, set &amp;lt;code&amp;gt;r_showSkeleton&amp;lt;/code&amp;gt; to 1. ''Note: at present there is a bug that causes bones to be displayed incorrectly. See [https://github.com/Unvanquished/Unvanquished/issues/2 Issue #2] on GitHub for more information.''&lt;br /&gt;
* To hide map geometry, set &amp;lt;code&amp;gt;r_drawworld&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;. Note that with this set to &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;, PVS will still be in effect, so it might still be difficult to view your model.&lt;br /&gt;
&lt;br /&gt;
==Reporting bugs==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Bug_reporting|bug reporting]] page.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Feature_proposals&amp;diff=815</id>
		<title>Feature proposals</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Feature_proposals&amp;diff=815"/>
		<updated>2012-09-26T22:22:02Z</updated>

		<summary type="html">&lt;p&gt;Viech: Marked as deprecated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''This page is deprecated, use the [http://unvanquished.net/ideas/ idea tracker] for new feature proposals! Ideas on this page should be migrated over there.'''&lt;br /&gt;
&lt;br /&gt;
This is a page to list and elaborate on engine features to implement in the future. As with the [[Game_design_proposals|gameplay proposals]] page, it is not the place to argue or otherwise discuss the validity or merit of these ideas; just to list them and build upon their description. Do not delete any idea for any reason, spam and trolling excepted (but if an idea has been rejected, mark it as deleted and add text describing why). If you would like to discuss any proposed feature or idea, do so in the associated talk page for this page.&lt;br /&gt;
&lt;br /&gt;
==Ragdoll death animations==&lt;br /&gt;
&lt;br /&gt;
===Trapper===&lt;br /&gt;
&lt;br /&gt;
The trapper (and likely other alien structures, in future) poses an interesting problem in that it remains attached to the ceiling when it dies, but one would expect its tail to fall down and flop about realistically. As it stands now, the death animation only looks correct when it is built on the floor. A simple Newtonian particle physics system with springs should do to procedurally calculate positions of the tail bones.&lt;br /&gt;
&lt;br /&gt;
==GUI controls to adjust game balance==&lt;br /&gt;
&lt;br /&gt;
A config tree could be added, where each node is one of&lt;br /&gt;
* Tree (has more subnodes)&lt;br /&gt;
* Boolean&lt;br /&gt;
* Integer&lt;br /&gt;
* Float&lt;br /&gt;
* String&lt;br /&gt;
&lt;br /&gt;
This would allow to access and adjust every configurable number in the following way:&lt;br /&gt;
&lt;br /&gt;
 game.buildings.reactor.health = ...&lt;br /&gt;
 game.classes.dretch.weight = ...&lt;br /&gt;
 network.port = ...&lt;br /&gt;
 client.width = ...&lt;br /&gt;
&lt;br /&gt;
Everyone who has seen about:config in Firefox knows how such options can be edited.&lt;br /&gt;
&lt;br /&gt;
==Random idle animations==&lt;br /&gt;
&lt;br /&gt;
Play a different idle animation every so often for buildable and player models.&lt;br /&gt;
&lt;br /&gt;
==Detailed build animations==&lt;br /&gt;
&lt;br /&gt;
Detailed build animations ala StarCraft II would be a lovely feature.&lt;br /&gt;
&lt;br /&gt;
===Human buildings===&lt;br /&gt;
&lt;br /&gt;
Human buildings when building might show geometry that would not otherwise be shown. For this reason, an entirely separate model and animation with this detail may be deemed necessary (depending on how much geometry is hidden, and how many buildables can be expected to be on screen at one time).&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=684</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=684"/>
		<updated>2012-08-31T01:03:20Z</updated>

		<summary type="html">&lt;p&gt;Viech: Adjusted number of brushes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Parpax_front_storage.jpg|300px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''front storage seen from elevator''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Designated no. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 8-16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~8900&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of patches:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~1900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A medium sized, intense map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
It is currently in beta status. You can post bugs, critics and improvement ideas on the [[Parpax:Talk|talk page]].&lt;br /&gt;
&lt;br /&gt;
==Gameflow==&lt;br /&gt;
[[Image:Parpax_Gameflow.jpg|200px|thumb|right|Gameflow chart]]&lt;br /&gt;
&lt;br /&gt;
The map consists of two floors connected by stairs, an elevator and ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The [[Humans|human team]] has their default base on the lower floor. Its front entrance consists of huge shutter doors that lead to a big storage room which connects to stairs, elevator and elevation shafts and thus is of great tactical importance to both teams. The side entrance of the human base leads to a narrow corridor which runs next to that room and ends at the stairs. The lower floor also contains a network of ventilation and pipe shafts, giving small aliens and lightly armored humans additional movement options.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens|aliens]] have their default base in a tight room containing a strange machine. Its front entrance leads to a room which is, being close to stairs, elevator and ventilation shafts, the counterpart of the storage room laying right under it. The side entrance leads to a longer but maybe less contested path to the stairs that also connects to the upper ends of the ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The elevator is supposed to be the shortest but most dangerous path from one default base to the other. The car is open at the top and allows small aliens or grenades to slip inside and deliver their devasting effect in a small space. Even if one survives the ride, there may be a heavily armed greeting committee waiting at the other end of the shaft. While big aliens or battlesuits have only the stairs as a less dangerous alternative, lighter forces can also use the ventilation shafts or even the elevator shaft itself for movement between the floors.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room in front of your default base's front entrance in order to defeat enemies before they get too close to your base. However, don't forget to have a look at the base itself as they are still able to sneak in.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
'''Do''' use [[Jetpack|jetpack]] to fly over the strange machine in the alien's default base and drop grenades right at the slimy feet of the [[Overmind]].&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
'''Do''' use non-advanced [[Basilisk|basilisks]] and [[Marauder|marauders]] to enter the human's default base via the pipe shafts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=683</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=683"/>
		<updated>2012-08-30T15:26:56Z</updated>

		<summary type="html">&lt;p&gt;Viech: Corrections, statistic adjustments, more strategy hints&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Parpax_front_storage.jpg|300px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''front storage seen from elevator''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Designated no. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 8-16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~8800&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of patches:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~1900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A medium sized, intense map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
It is currently in beta status. You can post bugs, critics and improvement ideas on the [[Parpax:Talk|talk page]].&lt;br /&gt;
&lt;br /&gt;
==Gameflow==&lt;br /&gt;
[[Image:Parpax_Gameflow.jpg|200px|thumb|right|Gameflow chart]]&lt;br /&gt;
&lt;br /&gt;
The map consists of two floors connected by stairs, an elevator and ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The [[Humans|human team]] has their default base on the lower floor. Its front entrance consists of huge shutter doors that lead to a big storage room which connects to stairs, elevator and elevation shafts and thus is of great tactical importance to both teams. The side entrance of the human base leads to a narrow corridor which runs next to that room and ends at the stairs. The lower floor also contains a network of ventilation and pipe shafts, giving small aliens and lightly armored humans additional movement options.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens|aliens]] have their default base in a tight room containing a strange machine. Its front entrance leads to a room which is, being close to stairs, elevator and ventilation shafts, the counterpart of the storage room laying right under it. The side entrance leads to a longer but maybe less contested path to the stairs that also connects to the upper ends of the ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The elevator is supposed to be the shortest but most dangerous path from one default base to the other. The car is open at the top and allows small aliens or grenades to slip inside and deliver their devasting effect in a small space. Even if one survives the ride, there may be a heavily armed greeting committee waiting at the other end of the shaft. While big aliens or battlesuits have only the stairs as a less dangerous alternative, lighter forces can also use the ventilation shafts or even the elevator shaft itself for movement between the floors.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room in front of your default base's front entrance in order to defeat enemies before they get too close to your base. However, don't forget to have a look at the base itself as they are still able to sneak in.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
'''Do''' use [[Jetpack|jetpack]] to fly over the strange machine in the alien's default base and drop grenades right at the slimy feet of the [[Overmind]].&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
'''Do''' use non-advanced [[Basilisk|basilisks]] and [[Marauder|marauders]] to enter the human's default base via the pipe shafts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Parpax_Gameflow.jpg&amp;diff=664</id>
		<title>File:Parpax Gameflow.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Parpax_Gameflow.jpg&amp;diff=664"/>
		<updated>2012-08-26T03:16:59Z</updated>

		<summary type="html">&lt;p&gt;Viech: uploaded a new version of &amp;amp;quot;File:Parpax Gameflow.jpg&amp;amp;quot;: Adjusted for Beta 2/3.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The gameflow graph of the map Parpax.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=663</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=663"/>
		<updated>2012-08-26T03:01:17Z</updated>

		<summary type="html">&lt;p&gt;Viech: Adjusted for Beta 2/3.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Parpax_front_storage.jpg|300px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''front storage seen from elevator''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Designated no. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 8-16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~8400&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of patches:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~1800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A medium sized, intense map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
It is currently in beta status. You can post bugs, critics and improvement ideas on the [[Parpax:Talk|talk page]].&lt;br /&gt;
&lt;br /&gt;
==Gameflow==&lt;br /&gt;
[[Image:Parpax_Gameflow.jpg|200px|thumb|right|Gameflow chart]]&lt;br /&gt;
&lt;br /&gt;
The map consists of two floors connected by stairs, an elevator and ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The [[Humans|human team]] has their default base on the lower floor. Its front entrance consists of huge shutter doors that lead to a big storage room which connects to stairs, elevator and elevation shafts and thus is of great tactical importance to both teams. The side entrance of the human base leads to a narrow corridor which runs next to that room and ends at the stairs. The lower floor also contains a network of elevation and pipe shafts, giving small aliens and lightly armored humans additional movement options.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens|aliens]] have their default base in a tight room containing a strange machine. Its front entrance leads to a room which is, being close to stairs, elevator and elevation shafts, the counterpart of the storage room laying right under it. The side entrance leads to a longer but maybe less contested path to the stairs that also connects to the upper ends of the ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The elevator is supposed to be the shortest but most dangerous path from one default base to the other. The car is open at the top and allows small aliens or grenades to slip inside and deliver their devasting effect in a small space. Even if one survives the ride, there may be a heavily armed greeting committee waiting at the other end of the shaft. While big aliens or battlesuits have only the stairs as a less dangerous alternative, lighter forces can also use the ventilation shafts or even the elevator shaft itself for movement between the floors.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room in front of your default base's front entrance in order to defeat enemies before they get too close to your base. However, don't forget to have a look at the base itself as they are still able to sneak in.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=647</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=647"/>
		<updated>2012-08-18T03:58:37Z</updated>

		<summary type="html">&lt;p&gt;Viech: Description updated (Beta 2)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Parpax_front_storage.jpg|300px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''front storage seen from elevator''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Designated no. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 6-12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~9600&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of patches:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~2200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A small, intense map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
It is currently in beta status. You can post bugs, critics and improvement ideas on the [[Parpax:Talk|talk page]].&lt;br /&gt;
&lt;br /&gt;
==Gameflow==&lt;br /&gt;
[[Image:Parpax_Gameflow.jpg|200px|thumb|right|Gameflow chart]]&lt;br /&gt;
&lt;br /&gt;
The map consists of two floors connected by stairs, an elevator and ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The [[Humans|human team]] has their default base on the lower floor in a spacious storage room containing huge pillars carrying a platform which can be reached via stairs and a ladder. The front entrance consists of huge shutter doors that open slowly and are prone to trap both attacking aliens and humans fleeing back to their base. It leads to another big storage room which connects to stairs, elevator and elevation shafts and thus is of great tactical importance to both teams. The side entrance of the human base leads to a narrow corridor which runs next to that room and ends at the stairs. The lower floor also contains a network of elevation and pipe shafts, giving small aliens and lightly armored humans additional movement options.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens|aliens]] have their default base in a tight room containing a strange machine. Its front entrance leads to a room which is, being close to stairs, elevator and elevation shafts, the counterpart of the storage room laying right under it. The side entrance leads to a longer but maybe less contested path to the stairs that also connects to the upper ends of the ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The elevator is supposed to be the shortest but most dangerous path from one default base to the other. The car is open at the top and allows small aliens or grenades to slip inside and deliver their devasting effect in a small space. Even if one survives the ride, there may be a heavily armed greeting committee waiting at the other end of the shaft. While big aliens or battlesuits have only the stairs as a less dangerous alternative, lighter forces can also use the ventilation shafts or even the elevator shaft itself for movement between the floors.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room in front of your default base's front entrance in order to defeat enemies before they get too close to your base. However, don't forget to have a look at the base itself as they are still able to sneak in.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
'''Do''' use [[Repeater|repeaters]] to protect all entrances to your default base as the [[Reactor|reactor]]'s reach isn't big enough to power the whole room.&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=643</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=643"/>
		<updated>2012-08-15T23:25:25Z</updated>

		<summary type="html">&lt;p&gt;Viech: Linked talk page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Parpax_front_storage.jpg|300px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''front storage seen from elevator''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Designated no. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 6-12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~9600&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of patches:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~2200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A small, intense map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
It is currently in beta status. You can post bugs, critics and improvement ideas on the [[Parpax:Talk|talk page]].&lt;br /&gt;
&lt;br /&gt;
==Gameflow==&lt;br /&gt;
[[Image:Parpax_Gameflow.jpg|200px|thumb|right|Gameflow chart]]&lt;br /&gt;
&lt;br /&gt;
The map consists of two floors connected by stairs, an elevator and ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The [[Humans|human team]] has their default base on the lower floor in a spacious storage room containing huge pillars carrying a platform which can be reached via stairs and a ladder. The front entrance consists of huge shutter doors that open slowly and are prone to trap both attacking aliens and humans fleeing back to their base. It leads to another big storage room which connects to stairs, elevator and elevation shafts and thus is of great tactical importance to both teams. The side entrance of the human base leads to a narrow corridor which runs next to that room and ends at the stairs. The lower floor also contains a network of elevation and pipe shafts, giving small aliens and lightly armored humans additional movement options.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens|aliens]] have their default base in a tight room containing a strange machine. Its front entrance leads to a room which is, being close to stairs, elevator and elevation shafts, the counterpart of the storage room laying right under it. The side entrance leads to a longer but maybe less contested path to the stairs that also connects to the upper ends of the ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
Both default bases have a third entrance that can be opened temporarily by pushing a button located in the respective base. The button in the human base moves aside girders that block access to the ventilation shafts. The aliens' button opens an emergency exit that is a short path to the stairs and connects to the elevation shaft.&lt;br /&gt;
&lt;br /&gt;
The elevator is supposed to be the shortest but most dangerous path from one default base to the other. The car is open at the top and allows small aliens or grenades to slip inside and deliver their devasting effect in a small space. Even if one survives the ride, there may be a heavily armed greeting committee waiting at the other end of the shaft. While big aliens or battlesuits have only the stairs as a less dangerous alternative, lighter forces can also use the ventilation shafts or even the elevator shaft itself for movement between the floors.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room in front of your default base's front entrance in order to defeat enemies before they get too close to your base. However, don't forget to have a look at the base itself as they are still able to sneak in.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' open the third entrance to your base carelessly as it might not have as good protection as the other two entrances.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
'''Do''' use [[Repeater|repeaters]] to protect all entrances to your default base as the [[Reactor|reactor]]'s reach isn't big enough to power the whole room.&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Voice_say_system&amp;diff=636</id>
		<title>Voice say system</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Voice_say_system&amp;diff=636"/>
		<updated>2012-08-13T18:23:05Z</updated>

		<summary type="html">&lt;p&gt;Viech: Corrected &amp;quot;/vsay_area&amp;quot; to &amp;quot;/vsay_local&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Daemon engine [http://unvanquished.net/forum/entry.php/5-Unvanquished-Alpha-2-Voice-Say has added support] for voice says (also known as &amp;quot;vsays&amp;quot;), which are short, pre-recorded audio messages used to communicate with one's team.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abbreviation&lt;br /&gt;
! Human Message&lt;br /&gt;
! Alien Message&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;attacking&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | I'm attacking.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;attack&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Attack!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;backup&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | I need backup!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;baserepairs&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Base needs repairs!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;basestatus&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | What's the base status?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;bequiet&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Be quiet!&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;builders&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | We need builders!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;building&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | I'm building.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;clearthepath&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Clear the path!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;defending&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | I'm defending.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;defend&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Defend!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;eggs&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | We need more eggs!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;enemyisnear&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Careful, enemy nearby.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Enemy is near!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;enemyomdown&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Enemy Overmind down!&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;enemyspawnsdown&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Enemy spawns down!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;enemynodesdown&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Enemy telenodes down!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;enemyterritory&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Enemy territory!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;fallback&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Fall back!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;fixbase&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | The base needs fixing!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;flank&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Flank!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;following&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | I'm following you.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;followme&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Follow me.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;gogogo&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Go! Go! GO!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;grangers&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | We need grangers!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;grenade&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Grenade!&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Watch out, grenade!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;holdback&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Hold back.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;holdposition&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Hold this position.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;incoming&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Incoming!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;inposition&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | I'm in position.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;moveup&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Move up!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;mowemdown&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Mow 'em down!&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;needammo&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | I need ammo!&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;needbasi&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Need friend basi!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;needhealth&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | I need health!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;no&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | No.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;rebuildbase&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Base needs rebuilding.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;regroup&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Regroup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;reporting&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Reporting in!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;retreat&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Retreat!&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;silence&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Silence!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sorry&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Sorry!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;spawns&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | We need spawns!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;stayalert&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Stay alert!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;stayalive&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Stay alive!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;stayfocused&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Stay focused!&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Stay focused.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;sticktogether&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Stick together!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;thanks&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Thanks!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;watchout&amp;lt;/code&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Watch out!&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;yes&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | Yes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/vsay &amp;lt;var&amp;gt;abbreviation&amp;lt;/var&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use a voice say message that can be seen and heard by your entire team.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/vsay_local &amp;lt;var&amp;gt;abbreviation&amp;lt;/var&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use a voice say message that can be seen and heard by nearby teammates.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=635</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=635"/>
		<updated>2012-08-13T14:22:36Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Parpax_front_storage.jpg|300px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''front storage seen from elevator''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Designated no. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 6-12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~9600&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of patches:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~2200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A small, intense map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
It is currently in a late alpha status and has not yet been released to public.&lt;br /&gt;
&lt;br /&gt;
==Gameflow==&lt;br /&gt;
[[Image:Parpax_Gameflow.jpg|200px|thumb|right|Gameflow chart]]&lt;br /&gt;
&lt;br /&gt;
The map consists of two floors connected by stairs, an elevator and ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The [[Humans|human team]] has their default base on the lower floor in a spacious storage room containing huge pillars carrying a platform which can be reached via stairs and a ladder. The front entrance consists of huge shutter doors that open slowly and are prone to trap both attacking aliens and humans fleeing back to their base. It leads to another big storage room which connects to stairs, elevator and elevation shafts and thus is of great tactical importance to both teams. The side entrance of the human base leads to a narrow corridor which runs next to that room and ends at the stairs. The lower floor also contains a network of elevation and pipe shafts, giving small aliens and lightly armored humans additional movement options.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens|aliens]] have their default base in a tight room containing a strange machine. Its front entrance leads to a room which is, being close to stairs, elevator and elevation shafts, the counterpart of the storage room laying right under it. The side entrance leads to a longer but maybe less contested path to the stairs that also connects to the upper ends of the ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
Both default bases have a third entrance that can be opened temporarily by pushing a button located in the respective base. The button in the human base moves aside girders that block access to the ventilation shafts. The aliens' button opens an emergency exit that is a short path to the stairs and connects to the elevation shaft.&lt;br /&gt;
&lt;br /&gt;
The elevator is supposed to be the shortest but most dangerous path from one default base to the other. The car is open at the top and allows small aliens or grenades to slip inside and deliver their devasting effect in a small space. Even if one survives the ride, there may be a heavily armed greeting committee waiting at the other end of the shaft. While big aliens or battlesuits have only the stairs as a less dangerous alternative, lighter forces can also use the ventilation shafts or even the elevator shaft itself for movement between the floors.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room in front of your default base's front entrance in order to defeat enemies before they get too close to your base. However, don't forget to have a look at the base itself as they are still able to sneak in.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' open the third entrance to your base carelessly as it might not have as good protection as the other two entrances.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
'''Do''' use [[Repeater|repeaters]] to protect all entrances to your default base as the [[Reactor|reactor]]'s reach isn't big enough to power the whole room.&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=634</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=634"/>
		<updated>2012-08-13T13:29:33Z</updated>

		<summary type="html">&lt;p&gt;Viech: Added an image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:white;background-color:black;text-align:center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | [[Image:Parpax_front_storage.jpg|300px]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''front storage seen from elevator''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Designated no. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 6-12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~9.5k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A small, intense map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
It is currently in a late alpha status and has not yet been released to public.&lt;br /&gt;
&lt;br /&gt;
==Gameflow==&lt;br /&gt;
[[Image:Parpax_Gameflow.jpg|200px|thumb|right|Gameflow chart]]&lt;br /&gt;
&lt;br /&gt;
The map consists of two floors connected by stairs, an elevator and ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The [[Humans|human team]] has their default base on the lower floor in a spacious storage room containing huge pillars carrying a platform which can be reached via stairs and a ladder. The front entrance consists of huge shutter doors that open slowly and are prone to trap both attacking aliens and humans fleeing back to their base. It leads to another big storage room which connects to stairs, elevator and elevation shafts and thus is of great tactical importance to both teams. The side entrance of the human base leads to a narrow corridor which runs next to that room and ends at the stairs. The lower floor also contains a network of elevation and pipe shafts, giving small aliens and lightly armored humans additional movement options.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens|aliens]] have their default base in a tight room containing a strange machine. Its front entrance leads to a room which is, being close to stairs, elevator and elevation shafts, the counterpart of the storage room laying right under it. The side entrance leads to a longer but maybe less contested path to the stairs that also connects to the upper ends of the ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
Both default bases have a third entrance that can be opened temporarily by pushing a button located in the respective base. The button in the human base moves aside girders that block access to the ventilation shafts. The aliens' button opens an emergency exit that is a short path to the stairs and connects to the elevation shaft.&lt;br /&gt;
&lt;br /&gt;
The elevator is supposed to be the shortest but most dangerous path from one default base to the other. The car is open at the top and allows small aliens or grenades to slip inside and deliver their devasting effect in a small space. Even if one survives the ride, there may be a heavily armed greeting committee waiting at the other end of the shaft. While big aliens or battlesuits have only the stairs as a less dangerous alternative, lighter forces can also use the ventilation shafts or even the elevator shaft itself for movement between the floors.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room in front of your default base's front entrance in order to defeat enemies before they get too close to your base. However, don't forget to have a look at the base itself as they are still able to sneak in.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' open the third entrance to your base carelessly as it might not have as good protection as the other two entrances.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
'''Do''' use [[Repeater|repeaters]] to protect all entrances to your default base as the [[Reactor|reactor]]'s reach isn't big enough to power the whole room.&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Parpax_front_storage.jpg&amp;diff=633</id>
		<title>File:Parpax front storage.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Parpax_front_storage.jpg&amp;diff=633"/>
		<updated>2012-08-13T13:23:34Z</updated>

		<summary type="html">&lt;p&gt;Viech: Room front storage on map Parpax.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Room front storage on map Parpax.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=File:Parpax_Gameflow.jpg&amp;diff=632</id>
		<title>File:Parpax Gameflow.jpg</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=File:Parpax_Gameflow.jpg&amp;diff=632"/>
		<updated>2012-08-13T13:16:02Z</updated>

		<summary type="html">&lt;p&gt;Viech: uploaded a new version of &amp;amp;quot;File:Parpax Gameflow.jpg&amp;amp;quot;: Small corrections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The gameflow graph of the map Parpax.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=User:Viech&amp;diff=631</id>
		<title>User:Viech</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=User:Viech&amp;diff=631"/>
		<updated>2012-08-13T13:03:48Z</updated>

		<summary type="html">&lt;p&gt;Viech: Added link to my contributions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I live in Berlin, Germany and study computer science at the Technische Universität Berlin.&lt;br /&gt;
&lt;br /&gt;
I'm resposible for the Archlinux User Repository [https://aur.archlinux.org/packages.php?ID=61163 monthly alpha package] as well as the [https://aur.archlinux.org/packages.php?ID=59477 bleeding edge package] of Unvanquished.&lt;br /&gt;
&lt;br /&gt;
I'm currently working on the Tremulous map [[Parpax]], which I'm planning to port to Unvanquished later. I've been asked to join the [[Developers|development team]] as a level designer as soon as I begin porting.&lt;br /&gt;
&lt;br /&gt;
I can do the following in support of the project:&lt;br /&gt;
* Create maps&lt;br /&gt;
* Create simple textures&lt;br /&gt;
* Record and edit sound samples&lt;br /&gt;
&lt;br /&gt;
You can browse my [http://levi.servequake.com/unvanquished/ contributions].&lt;br /&gt;
&lt;br /&gt;
You will usually find me on [[IRC]] if you want to chat with me.&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=626</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=626"/>
		<updated>2012-08-12T21:08:56Z</updated>

		<summary type="html">&lt;p&gt;Viech: /* Human Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Designated no. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 6-12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~9.5k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A small, intense map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
It is currently in a late alpha status and has not yet been released to public.&lt;br /&gt;
&lt;br /&gt;
==Gameflow==&lt;br /&gt;
[[Image:Parpax_Gameflow.jpg|200px|thumb|right|Gameflow chart]]&lt;br /&gt;
&lt;br /&gt;
The map consists of two floors connected by stairs, an elevator and ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The [[Humans|human team]] has their default base on the lower floor in a spacious storage room containing huge pillars carrying a platform which can be reached via stairs and a ladder. The front entrance consists of huge shutter doors that open slowly and are prone to trap both attacking aliens and humans fleeing back to their base. It leads to another big storage room which connects to stairs, elevator and elevation shafts and thus is of great tactical importance to both teams. The side entrance of the human base leads to a narrow corridor which runs next to that room and ends at the stairs. The lower floor also contains a network of elevation and pipe shafts, giving small aliens and lightly armored humans additional movement options.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens|aliens]] have their default base in a tight room containing a strange machine. Its front entrance leads to a room which is, being close to stairs, elevator and elevation shafts, the counterpart of the storage room laying right under it. The side entrance leads to a longer but maybe less contested path to the stairs that also connects to the upper ends of the ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
Both default bases have a third entrance that can be opened temporarily by pushing a button located in the respective base. The button in the human base moves aside girders that block access to the ventilation shafts. The aliens' button opens an emergency exit that is a short path to the stairs and connects to the elevation shaft.&lt;br /&gt;
&lt;br /&gt;
The elevator is supposed to be the shortest but most dangerous path from one default base to the other. The car is open at the top and allows small aliens or grenades to slip inside and deliver their devasting effect in a small space. Even if one survives the ride, there may be a heavily armed greeting committee waiting at the other end of the shaft. While big aliens or battlesuits have only the stairs as a less dangerous alternative, lighter forces can also use the ventilation shafts or even the elevator shaft itself for movement between the floors.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room in front of your default base's front entrance in order to defeat enemies before they get too close to your base. However, don't forget to have a look at the base itself as they are still able to sneak in.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' open the third entrance to your base carelessly as it might not have as good protection as the other two entrances.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
'''Do''' use [[Repeater|repeaters]] to protect all entrances to your default base as the [[Reactor|reactor]]'s reach isn't big enough to power the whole room.&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=623</id>
		<title>Maps/Parpax</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Maps/Parpax&amp;diff=623"/>
		<updated>2012-08-12T20:47:00Z</updated>

		<summary type="html">&lt;p&gt;Viech: Created page with &amp;quot;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; | colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-al...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;margin:1em 0px 1em 1em;border:2px outset #777;&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:rgb(187,187,187);text-align:center&amp;quot; | '''Parpax'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''Designated no. of players:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | 6-12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;vertical-align:top&amp;quot; | '''No. of brushes:'''&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align:top&amp;quot; | ~9.5k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A small, intense map by [[User:Viech|Viech]].&lt;br /&gt;
&lt;br /&gt;
It is currently in a late alpha status and has not yet been released to public.&lt;br /&gt;
&lt;br /&gt;
==Gameflow==&lt;br /&gt;
[[Image:Parpax_Gameflow.jpg|200px|thumb|right|Gameflow chart]]&lt;br /&gt;
&lt;br /&gt;
The map consists of two floors connected by stairs, an elevator and ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
The [[Humans|human team]] has their default base on the lower floor in a spacious storage room containing huge pillars carrying a platform which can be reached via stairs and a ladder. The front entrance consists of huge shutter doors that open slowly and are prone to trap both attacking aliens and humans fleeing back to their base. It leads to another big storage room which connects to stairs, elevator and elevation shafts and thus is of great tactical importance to both teams. The side entrance of the human base leads to a narrow corridor which runs next to that room and ends at the stairs. The lower floor also contains a network of elevation and pipe shafts, giving small aliens and lightly armored humans additional movement options.&lt;br /&gt;
&lt;br /&gt;
The [[Aliens|aliens]] have their default base in a tight room containing a strange machine. Its front entrance leads to a room which is, being close to stairs, elevator and elevation shafts, the counterpart of the storage room laying right under it. The side entrance leads to a longer but maybe less contested path to the stairs that also connects to the upper ends of the ventilation shafts.&lt;br /&gt;
&lt;br /&gt;
Both default bases have a third entrance that can be opened temporarily by pushing a button located in the respective base. The button in the human base moves aside girders that block access to the ventilation shafts. The aliens button opens an emergency exit that is a short path to the stairs and connects to the elevation shaft.&lt;br /&gt;
&lt;br /&gt;
The elevator is supposed to be the shortest but most dangerous path from one default base to the other. The car is open at the top and allows small aliens or grenades to slip inside and deliver their devasting effect on small space. Even if one survives the ride there might be some heavily armed greeting committee waiting at the other end of the shaft. While big aliens or battlesuits have only the stairs as a less dangerous alternative, lighter forces can also use the ventilation shafts or even the elevator shaft itself for movement between the floors.&lt;br /&gt;
&lt;br /&gt;
==General Strategy==&lt;br /&gt;
'''Do''' try to control the big room that lays in front of your default bases front entrance in order to defeat enemys before they get too close to your base. However, don't forget to have a look at the base itself as enemys are still able to sneak in.&lt;br /&gt;
&lt;br /&gt;
'''Don't''' open the third entrance to your base carelessly as it might not have as good protection as the other two entrances.&lt;br /&gt;
&lt;br /&gt;
==Human Strategy==&lt;br /&gt;
'''Do''' use [[Repeater|repeaters]] to protect all entrances to your default base as the [[Reactor|reactors]] reach isn't big enough to power the whole room.&lt;br /&gt;
&lt;br /&gt;
==Alien Strategy==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
	<entry>
		<id>https://staging-wiki.unvanquished.net/index.php?title=Formats/Navigation_mesh&amp;diff=622</id>
		<title>Formats/Navigation mesh</title>
		<link rel="alternate" type="text/html" href="https://staging-wiki.unvanquished.net/index.php?title=Formats/Navigation_mesh&amp;diff=622"/>
		<updated>2012-08-12T19:13:11Z</updated>

		<summary type="html">&lt;p&gt;Viech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Daemon engine supports automatic navigation mesh generation from bsp map files. This navigation mesh (or &amp;quot;navmesh&amp;quot; for short) is used by the bots to navigate throughout the world.&lt;br /&gt;
&lt;br /&gt;
==Generating a Navigation Mesh==&lt;br /&gt;
&lt;br /&gt;
The -nav parameter to OWMap will generate a navigation mesh from a bsp file.&lt;br /&gt;
Use it like so:&lt;br /&gt;
&lt;br /&gt;
===Windows===&lt;br /&gt;
&lt;br /&gt;
 OWMap.exe -game tremulous -nav mapname.bsp&lt;br /&gt;
&lt;br /&gt;
===Linux===&lt;br /&gt;
&lt;br /&gt;
 ./daemonmap.x86(_64) -game tremulous -nav mapname.bsp&lt;br /&gt;
&lt;br /&gt;
===Optional Parameters===&lt;br /&gt;
&lt;br /&gt;
The navigation mesh generation process is conservative by default. This means some areas (particularly, small ledges) that should be walkable may instead create a break in the navmesh which bots interpret as &amp;quot;I am unable to go past there.&amp;quot; The following optional parameters give the map maker some control over navmesh generation to help with this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;code&amp;gt;-cellsize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;''Default'': 8&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This value (along with &amp;lt;code&amp;gt;cellheight&amp;lt;/code&amp;gt;) determines the accuracy of navigation mesh generation. A lower value will increase mesh generation accuracy at the cost of generation time and mesh size; conversely, a higher value will decrease generation time and mesh size at the cost of accuracy.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;If you see gaps in the navigation mesh on &amp;quot;grating&amp;quot; floors where the grating parts, try using a higher value.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;code&amp;gt;-cellheight&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;A lower cellheight will increase mesh generation accuracy at the cost of generation time and mesh size.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;If there are gaps in the navigation mesh even though a player can easily just walk to get through, you can decrease the value to help.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;code&amp;gt;-median&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Applies a median filter to the walkable areas of the mesh to help contain any &amp;quot;noise.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;See [http://digestingduck.blogspot.com/2010/07/recast-area-types-per-triangle.html this article] for more information.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;code&amp;gt;-optimistic&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Attempts to compensate for cellsize inaccuracy by increasing the stepheight navigation mesh generation parameter based on the current samplesize. It is recommended to be used with a lower than default cellsize to help avoid over optimistic assumptions (i.e., saying some areas are walkable that really aren't). Useful for fixing breaks in the mesh caused by some small ledges.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;This produces bad results depending on how big your &amp;lt;code&amp;gt;cellsize&amp;lt;/code&amp;gt; parameter is, but generating the mesh in this way will be faster than simply decreasing the &amp;lt;code&amp;gt;cellheight&amp;lt;/code&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using a Navigation Mesh==&lt;br /&gt;
&lt;br /&gt;
Navigation mesh files go in the &amp;lt;code&amp;gt;maps/&amp;lt;/code&amp;gt; directory either in the folder specified by the &amp;lt;code&amp;gt;fs_game&amp;lt;/code&amp;gt; cvar, or in the maps folder inside a map's &amp;lt;code&amp;gt;.pk3&amp;lt;/code&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
==Testing the Mesh==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Start a local server by starting Unvanquished and typing &lt;br /&gt;
&lt;br /&gt;
 \devmap testmap&lt;br /&gt;
&lt;br /&gt;
into the console.&lt;br /&gt;
&lt;br /&gt;
You may then enable drawing the navigation mesh by setting the &amp;lt;code&amp;gt;cg_bot_nav&amp;lt;/code&amp;gt; cvar to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: show a screenshot demonstrating this --&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Add bots with the &amp;lt;code&amp;gt;bot&amp;lt;/code&amp;gt; command and spectate the game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Editing the Navigation Mesh==&lt;br /&gt;
Unfortunately, automatic navigation mesh generation that fully supports all of the map features and player abilities in Unvanquished is increadibly difficult.&lt;br /&gt;
Automatic generation will usually produce a very satisfactory base mesh, but some areas may need further tweaking&lt;br /&gt;
&lt;br /&gt;
===Adding Jump Links===&lt;br /&gt;
===Adding Ladder Links===&lt;br /&gt;
===Adding Pounce Links===&lt;br /&gt;
===Adding Drop off Links===&lt;br /&gt;
===Adding Walk Links===&lt;br /&gt;
[[Category:Bots]]&lt;/div&gt;</summary>
		<author><name>Viech</name></author>
	</entry>
</feed>