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http://tremulous.net/w/index.php?title=Special:Contributions&feed=atom&target=David Tremulous Wiki - User contributions [en] 2018-01-20T10:33:07Z From Tremulous Wiki MediaWiki 1.15.1 http://tremulous.net/wiki/User_talk:David User talk:David 2011-12-20T18:07:26Z <p>David:&#32;/* Counter Spammers */</p> <hr /> <div>Red links are annoying!<br /> <br /> ===Counter Spammers===<br /> In regards to the large number of spammers (which seem to be taking up most of your time here), perhaps there should be a time delay before an account can edit the wiki. Alternatively only a select few 'trusted persons' could have permission to edit it.<br /> - [[User:Knowitall66|Knowitall66]] 23:32, 16 December 2011 (UTC)<br /> : Hi. I agree something needs to be done, but I'm not sure there is much that can be done easily. I'll see who has access to stuff and poke them. — &lt;small&gt;[[User:David|DavidSev]] ([[User_talk:David|talk]])&lt;/small&gt; 18:07, 20 December 2011 (UTC)</div> David http://tremulous.net/wiki/Rarely Rarely 2010-12-05T16:06:52Z <p>David:&#32;moved Rarely to User:Rarely</p> <hr /> <div>#REDIRECT [[User:Rarely]]</div> David http://tremulous.net/wiki/User:Rarely User:Rarely 2010-12-05T16:06:52Z <p>David:&#32;moved Rarely to User:Rarely</p> <hr /> <div><br /> == Hello ==<br /> I am Rarely a recent Member of the Forums<br /> <br /> I like Cookies at all! and I like to look at this wiki pages =]</div> David http://tremulous.net/wiki/R_finish R finish 2010-08-28T11:32:42Z <p>David:&#32;</p> <hr /> <div>{{DISPLAYTITLE:r_finish}}<br /> {{stub}}<br /> {{Infobox Cvar<br /> |title = r_finish<br /> |default = 0<br /> |range = Boolian<br /> |client = <br /> |server = <br /> |latched = <br /> |readonly = <br /> |cheat = <br /> |serverinfo = <br /> |userinfo = <br /> }}<br /> == Usage ==<br /> <br /> If enabled, glFinish will be called every frame even if it wouldn't otherwise be.<br /> <br /> It's for working around some bug in some old graphics card.<br /> <br /> [[Category:Client Side Settings]]</div> David http://tremulous.net/wiki/Ttycon Ttycon 2010-08-28T11:22:33Z <p>David:&#32;</p> <hr /> <div>{{DISPLAYTITLE:ttycon}}<br /> {{Infobox Cvar<br /> |title = ttycon<br /> |default = 1<br /> |range = Boolian<br /> |client = 1.1<br /> |server = 1.1<br /> |latched = <br /> |readonly = <br /> |cheat = <br /> |serverinfo = <br /> |userinfo = <br /> }}<br /> == Usage ==<br /> <br /> [[ttycon]] controls whether the client / server presents a console on stdin/stderr. On the client this console is read only, on the server you can enter commands here too.<br /> <br /> This option is forced to off if stdin isn't a tty.<br /> <br /> This cvar has been removed in 1.2, and is assumed to always be 1.<br /> <br /> [[Category:Client Side Settings]]<br /> [[Category:Server Side Settings]]</div> David http://tremulous.net/wiki/Ttycon_ansicolor Ttycon ansicolor 2010-08-28T11:22:15Z <p>David:&#32;</p> <hr /> <div>{{DISPLAYTITLE:ttycon_ansicolor}}<br /> {{Infobox Cvar<br /> |title = ttycon_ansicolor<br /> |default = 0<br /> |range = Boolian<br /> |client = <br /> |server = <br /> |latched = <br /> |readonly = <br /> |cheat = <br /> |serverinfo = <br /> |userinfo = <br /> }}<br /> == Usage ==<br /> <br /> This cvar controls whether or not stderr should use ANSI colour codes.<br /> If disabled the text will be uncoloured with the ^x style colour codes intact.<br /> <br /> [[Category:Unsorted Cvars]]</div> David http://tremulous.net/wiki/Ttycon_ansicolor Ttycon ansicolor 2010-08-28T11:19:48Z <p>David:&#32;</p> <hr /> <div>{{DISPLAYTITLE:ttycon_ansicolor}}<br /> {{Infobox Cvar<br /> |title = ttycon_ansicolor<br /> |default = 0<br /> |range = Boolian<br /> |client = <br /> |server = <br /> |latched = <br /> |readonly = <br /> |cheat = <br /> |serverinfo = <br /> |userinfo = <br /> }}<br /> == Usage ==<br /> <br /> This cvar controls whether or not stdout should use ANSI colour codes.<br /> If disabled the text will be uncoloured with the ^x style colour codes intact.<br /> <br /> [[Category:Unsorted Cvars]]</div> David http://tremulous.net/wiki/Ttycon_ansicolour Ttycon ansicolour 2010-08-28T11:17:38Z <p>David:&#32;Redirected page to Ttycon ansicolor</p> <hr /> <div>#REDIRECT:[[Ttycon ansicolor]]</div> David http://tremulous.net/wiki/Ttycon Ttycon 2010-08-28T11:17:08Z <p>David:&#32;</p> <hr /> <div>{{DISPLAYTITLE:ttycon}}<br /> {{Infobox Cvar<br /> |title = ttycon<br /> |default = 1<br /> |range = Boolian<br /> |client = 1.1<br /> |server = 1.1<br /> |latched = <br /> |readonly = <br /> |cheat = <br /> |serverinfo = <br /> |userinfo = <br /> }}<br /> == Usage ==<br /> <br /> [[ttycon]] controls whether the client / server presents a console on stdin/stdout. On the client this console is read only, on the server you can enter commands here too.<br /> <br /> This option is forced to off if stdin isn't a tty.<br /> <br /> This cvar has been removed in 1.2, and is assumed to always be 1.<br /> <br /> [[Category:Client Side Settings]]<br /> [[Category:Server Side Settings]]</div> David http://tremulous.net/wiki/Rate Rate 2010-08-26T09:48:16Z <p>David:&#32;</p> <hr /> <div>{{DISPLAYTITLE:rate}}<br /> {{stub}}<br /> {{Infobox Cvar<br /> |title = rate<br /> |default = 3000<br /> |range = 3000-25000<br /> |client = <br /> |server = <br /> |latched = <br /> |readonly = <br /> |cheat = <br /> |serverinfo = <br /> |userinfo = Yes<br /> }}<br /> [[rate]] controls how much data (in bytes) should be sent to/from each client every second. Higher values result in smother play, but setting it higher than your connection can handle will cause packet loss and ruin your game.<br /> <br /> The rate used by a specific client is the minimum of that clients rate, and the servers rate.<br /> <br /> The default of 3000 is designed for dial-up modems, with modern connections the max of 25000 is recommended.<br /> <br /> == See also ==<br /> * [[sv_lanForceRate]]<br /> <br /> [[Category:Client Side Settings]]</div> David http://tremulous.net/wiki/Main_Page Main Page 2010-07-30T13:47:58Z <p>David:&#32;2nd part of last edit.</p> <hr /> <div>__NOTOC____NOEDITSECTION__<br /> &lt;!--{{Protection|full}}--&gt;<br /> {|<br /> |-<br /> |style=&quot;padding-bottom: 20px;&quot;|<br /> {|<br /> |-<br /> !style=&quot;background-color: #888; margin-bottom: 0px; color: white; padding: 5px;&quot;|Quick Links<br /> |-<br /> |style=&quot;width:20%; padding: 10px; border: 1px solid #888; border-top: 0px;&quot;|<br /> *[[:Category:Gameplay|Gameplay]]<br /> **[[Teams]]<br /> **[[Strategy]]<br /> **[[:Category:Maps|Maps]]<br /> *[[:Category:Documentation|Documentation]]<br /> **[[:Category:Client|Client]]<br /> **[[:Category:Server|Server]]<br /> **[[:Category:Settings|Settings/Cvars]]<br /> ***[[Cvar Matrix]]<br /> **[[:Category:Commands|Commands]]<br /> *[[:Category:Development|Development]]<br /> **[[:Category:Dev Team|Dev Team]]<br /> **[[:Category:Mapping|Mapping]]<br /> **[[:Category:Modding|Modding]]<br /> **[[:Category:Modelling|Modelling]]<br /> &lt;br /&gt;&lt;br /&gt;<br /> *'''[[Tremulous_Wiki:Todo|What needs to be done]]'''<br /> *[[Special:Allpages|All Pages]]<br /> *[[Special:WantedPages|Wanted Pages]]<br /> *[[Special:ShortPages|Short Pages]]<br /> |style=&quot;padding-left: 10px;&quot;|Welcome to the Tremulous wiki. The goal of this wiki is to house all the basic, necessary and recommended information about the free and open-source game of Tremulous. For everything else - go to [http://www.tremulous.net/forum the forums]. If you are looking for something to do, help sort some cvars or add to a stub or wanted page. If someone has a better welcome notice, put it here yourself you lazy bums!<br /> &lt;br /&gt;&lt;br /&gt;<br /> &lt;span style=&quot;font-size:200%;&quot;&gt;[[Tremulous Wiki:Todo|What you can do to help]]&lt;/span&gt;<br /> |}<br /> |-<br /> |style=&quot;border-top: 1px solid black; padding-top: 20px;&quot;|<br /> {|<br /> |-<br /> !style=&quot;border-bottom: 1px dotted #555;&quot;|[[Special:RecentChanges|Recent Changes]]<br /> !style=&quot;border-bottom: 1px dotted #555;&quot;|[[Special:NewPages|New Pages]]<br /> |-martin haha mp3If someone has a better welcome notice, contact Khalsa or Paradox about it, and it will be put here!<br /> |style=&quot;padding-right:10px; vertical-align: top;&quot;|These are the 25 most recent changes that weren't made by you:{{Special:RecentChanges/25,hidemyself}}<br /> |style=&quot;padding-left:10px; vertical-align:top;&quot;|The 25 newest pages{{Special:NewPages/25,shownav}}<br /> |}<br /> |}</div> David http://tremulous.net/wiki/Main_Page Main Page 2010-07-30T13:47:41Z <p>David:&#32;Attempting to fix broken list.</p> <hr /> <div>__NOTOC____NOEDITSECTION__<br /> &lt;!--{{Protection|full}}--&gt;<br /> {|<br /> |-<br /> |style=&quot;padding-bottom: 20px;&quot;|<br /> {|<br /> |-<br /> !style=&quot;background-color: #888; margin-bottom: 0px; color: white; padding: 5px;&quot;|Quick Links<br /> |-<br /> |style=&quot;width:20%; padding: 10px; border: 1px solid #888; border-top: 0px;&quot;|<br /> *[[:Category:Gameplay|Gameplay]]<br /> **[[Teams]]<br /> **[[Strategy]]<br /> **[[:Category:Maps|Maps]]<br /> *[[:Category:Documentation|Documentation]]<br /> **[[:Category:Client|Client]]<br /> **[[:Category:Server|Server]]<br /> **[[:Category:Settings|Settings/Cvars]]<br /> ***[[Cvar Matrix]]<br /> **[[:Category:Commands|Commands]]<br /> *[[:Category:Development|Development]]<br /> **[[:Category:Dev Team|Dev Team]]<br /> **[[:Category:Mapping|Mapping]]<br /> **[[:Category:Modding|Modding]]<br /> **[[:Category:Modelling|Modelling]]<br /> &lt;br /&gt;&lt;br /&gt;<br /> *'''[[Tremulous_Wiki:Todo|What needs to be done]]'''<br /> *[[Special:Allpages|All Pages]]<br /> *[[Special:WantedPages|Wanted Pages]]<br /> *[[Special:ShortPages|Short Pages]]<br /> |style=&quot;padding-left: 10px;&quot;|Welcome to the Tremulous wiki. The goal of this wiki is to house all the basic, necessary and recommended information about the free and open-source game of Tremulous. For everything else - go to [http://www.tremulous.net/forum the forums]. If you are looking for something to do, help sort some cvars or add to a stub or wanted page. If someone has a better welcome notice, put it here yourself you lazy bums!<br /> &lt;br /&gt;&lt;br /&gt;<br /> &lt;span style=&quot;font-size:200%;&quot;&gt;[[Tremulous Wiki:Todo|What you can do to help]]&lt;/span&gt;<br /> |}<br /> |-<br /> |style=&quot;border-top: 1px solid black; padding-top: 20px;&quot;|<br /> {|<br /> |-<br /> !style=&quot;border-bottom: 1px dotted #555;&quot;|[[Special:RecentChanges|Recent Changes]]<br /> !style=&quot;border-bottom: 1px dotted #555;&quot;|[[Special:NewPages|New Pages]]<br /> |-martin haha mp3If someone has a better welcome notice, contact Khalsa or Paradox about it, and it will be put here!<br /> |style=&quot;padding-right:10px; vertical-align: top;&quot;|These are the 25 most recent changes that weren't made by you:<br /> |style=&quot;padding-left:10px; vertical-align:top;&quot;|The 25 newest pages{{Special:NewPages/25,shownav}}<br /> |}<br /> |}</div> David http://tremulous.net/wiki/Sandbox Sandbox 2010-07-30T13:45:57Z <p>David:&#32;Replaced content with '{{Special:RecentChanges/25,hidemyself}}'</p> <hr /> <div>{{Special:RecentChanges/25,hidemyself}}</div> David http://tremulous.net/wiki/Node Node 2010-07-30T11:41:38Z <p>David:&#32;Redirected page to Telenode</p> <hr /> <div>#REDIRECT:[[Telenode]]</div> David http://tremulous.net/wiki/Cheats Cheats 2010-07-30T11:41:08Z <p>David:&#32;</p> <hr /> <div>{{stub}}<br /> {{cleanup}}<br /> [[Cheats]] will give a player an unfair advantage over other players. [[Cheats]] become avaliable after setting &quot;[[Sv_cheats]]&quot; to &quot;1&quot;.<br /> <br /> Main cheat protected commands and cvars:<br /> *[[God]] - Toggles Invincibility.<br /> *[[Noclip]] - Toggles the ability to pass through solid objects.<br /> *[[Give]] - Give yourself [[Credits]]/[[Evolution Points|Evos]]/[[Hit Points|HP]]/[[Ammunition|Ammo]]<br /> *[[Cg_drawBBOX]] - Toggles visibility of Bounding/Collision Boxes.<br /> *[[Cg_thirdPerson]] - Toggles Third Person View.<br /> <br /> == See Also ==<br /> * [[:Category:Cheat_Protected_Settings]]<br /> <br /> [[Category:Gameplay]]</div> David http://tremulous.net/wiki/Cl_packetdup Cl packetdup 2010-07-29T09:47:28Z <p>David:&#32;</p> <hr /> <div>{{DISPLAYTITLE:cl_packetdup}}<br /> {{stub}}<br /> {{Infobox Cvar<br /> |title = cl_packetdup<br /> |default = 1<br /> |range = 0-5<br /> |client = <br /> |server = <br /> |latched = <br /> |readonly = <br /> |cheat = <br /> |serverinfo = <br /> |userinfo = <br /> }}<br /> This cvar controls how many times to duplicate user commands being sent to the server. For example, if it is set to three then all user commands will be sent once as normal, and then duplicated in the next three packets, meaning it will take at least 4 packets being lost in a row to cause commands to be lost.<br /> <br /> Increasing this setting increases bandwidth use.<br /> <br /> [[Category:Client Side Settings]]</div> David http://tremulous.net/wiki/Cl_maxpackets Cl maxpackets 2010-07-29T09:41:45Z <p>David:&#32;</p> <hr /> <div>{{DISPLAYTITLE:cl_maxpackets}}<br /> {{stub}}<br /> {{Infobox Cvar<br /> |title = cl_maxpackets<br /> |default = 30<br /> |range = <br /> |client = <br /> |server = <br /> |latched = <br /> |readonly = <br /> |cheat = <br /> |serverinfo = <br /> |userinfo = <br /> }}<br /> Specifies the maximum number of packets the client can send in a second. Higher values are better, but if it's higher than your connection can handle then packets will be lost causing lag / dropped connections.<br /> <br /> Packets will only be sent during a frame, so setting max_packets higher than your fps has no effect.<br /> <br /> [[Category:Client Side Settings]]</div> David http://tremulous.net/wiki/Rate Rate 2010-07-29T09:35:52Z <p>David:&#32;</p> <hr /> <div>{{DISPLAYTITLE:rate}}<br /> {{stub}}<br /> {{Infobox Cvar<br /> |title = rate<br /> |default = 3000<br /> |range = 3000-25000<br /> |client = <br /> |server = <br /> |latched = <br /> |readonly = <br /> |cheat = <br /> |serverinfo = <br /> |userinfo = Yes<br /> }}<br /> [[rate]] controls how much data should be sent to/from each client every second. Higher values result in smother play, but setting it higher than your connection can handle will cause packet loss and ruin your game.<br /> <br /> The rate used by a specific client is the minimum of that clients rate, and the servers rate.<br /> <br /> The default of 3000 is designed for dial-up modems, with modern connections the max of 25000 is recommended.<br /> <br /> == See also ==<br /> * [[sv_lanForceRate]]<br /> <br /> [[Category:Client Side Settings]]</div> David http://tremulous.net/wiki/Sv_lanForceRate Sv lanForceRate 2010-07-29T09:30:54Z <p>David:&#32;</p> <hr /> <div>{{DISPLAYTITLE:sv_lanForceRate}}<br /> {{Infobox Cvar<br /> |title = sv_lanForceRate<br /> |default = 1<br /> |range = Boolean<br /> |client = <br /> |server = <br /> |latched = <br /> |readonly = <br /> |cheat = <br /> |serverinfo = <br /> |userinfo = <br /> }}<br /> <br /> If enabled then all clients connecting via LAN will have [[rate]] forced to 99999.<br /> <br /> [[Category:Server Side Settings]]</div> David http://tremulous.net/wiki/Sv_lanForceRate Sv lanForceRate 2010-07-29T09:30:38Z <p>David:&#32;</p> <hr /> <div>{{DISPLAYTITLE:sv_lanForceRate}}<br /> {{Infobox Cvar<br /> |title = sv_lanForceRate<br /> |default = 1<br /> |range = Boolean<br /> |client = <br /> |server = <br /> |latched = <br /> |readonly = <br /> |cheat = <br /> |serverinfo = <br /> |userinfo = <br /> }}<br /> == Usage ==<br /> <br /> If enabled then all clients connecting via LAN will have [[rate]] forced to 99999.<br /> <br /> [[Category:Server Side Settings]]</div> David http://tremulous.net/wiki/Bind Bind 2010-06-27T20:11:50Z <p>David:&#32;Redirected page to Binding</p> <hr /> <div>#REDIRECT:[[Binding]]</div> David http://tremulous.net/wiki/Server_guide Server guide 2010-06-27T17:44:49Z <p>David:&#32;Reverted edits by Tremulouswiki (Talk) to last revision by Undeference</p> <hr /> <div>==Server Modification and Maintenance Guide==<br /> <br /> There are not very many guides on Tremulous server modification/maintenance, so I've decided to create one here for the benefit of anyone who would like more information about it. <br /> Modification<br /> <br /> Servers rely on a special file called game.qvm. The stock QVM has virtually nothing in the way of features. There are no /share or /donate commands and no server admin commands such as !map, !devmap, and !slap. In other words, it has none of the features you usually encounter on even the most low-quality servers. <br /> <br /> These features cannot be added to an already-existing QVM. You can either download and patch the Tremulous source code, which is a difficult and often time-consuming process, or you can download a precompiled QVM. [http://tremulous.net/forum/index.php?topic=9119.0 Lakitu7's QVM] has a good range of features. <br /> ===Server.cfg===<br /> <br /> The easiest way to modify your server is to edit server.cfg. This contains all the cvars that are set on server startup. Note, however, that single-game cvars (like g_humanbuildpoints) can't be set in server.cfg. To create a script that will execute at the beginning of every map, you should add this to server.cfg: <br /> set g_mapconfigs &quot;mapconfigs_folder_name&quot;<br /> <br /> Now you need to create a directory with the same name as what you used in place of “mapconfigs_folder_name”. Put it in your_tremulous_folder/base. Then create a config file called default.cfg containing the commands/cvars and save it in the mapconfigs folder. <br /> ===Admin.dat===<br /> <br /> Adding simple admin commands is easy. Chances are you've already stumbled on a guide that tells you how to do this, but I'll write one here anyway. <br /> <br /> Note that you can't add arguments to admin commands. If you want to create a command that slaps and mutes a specified player to death, you're out of luck. You'll have to compile the QVM yourself or get someone to do it for you. <br /> <br /> Here is a sample admin command you could add to admin.dat: <br /> &lt;pre&gt;[command]<br /> command = ubp<br /> exec = set g_alienbuildpoints 999999999; set g_humanbuildpoints 999999999; cp ^2Unlimited buildpoints!<br /> desc = Enables unlimited buildpoints.<br /> flag = ubp<br /> &lt;/pre&gt;<br /> <br /> This gives both teams 999999999 buildpoints (which is basically equal to infinity in Tremulous) and announces it to everyone in green text. You would use it by typing !ubp in the console, and it's only available to levels 6 and 7. The command's description is “Enables unlimited buildpoints.” <br /> <br /> You could also clean up the command by changing exec to “exec ubp.cfg”. You would then create a script called “ubp.cfg” containing the following commands, and save it to your_tremulous_folder/base. <br /> set g_alienbuildpoints 999999999<br /> set g_humanbuildpoints 999999999<br /> cp ^2Unlimited buildpoints!<br /> <br /> ===!info===<br /> <br /> The !info command (if your QVM has it) displays server info. A guide to setting up !info can be found here. <br /> ==Maintenance==<br /> <br /> What you do to maintain your server is up to you. However, these routines will help a lot: <br /> *Periodically reorganize admin.dat so the highest-level admins are at the top.<br /> *Occasionally erase admin.log and games.log so you don't have to go searching through them just to find out who deconned the Reactor/Overmind.<br /> <br /> <br /> [[Category:Server]]</div> David http://tremulous.net/wiki/Wall_Climbing Wall Climbing 2010-06-27T11:37:10Z <p>David:&#32;Redirected page to Wall Walk</p> <hr /> <div>#REDIRECT: [[Wall Walk]]</div> David http://tremulous.net/wiki/Booster Booster 2010-06-26T23:31:20Z <p>David:&#32;Reverted edits by Astsmtl (Talk) to last revision by Knowitall66</p> <hr /> <div>{{stub}}<br /> {{Infobox Buildable<br /> |name = Booster<br /> |image = Image:Booster.jpg<br /> |team = Alien<br /> |stage = 2<br /> |cost = 12<br /> |hp = 150<br /> |abbr = <br /> |bind = booster<br /> |wall = No<br /> }}<br /> <br /> Any [[Alien|alien]] that touches a [[Booster]] is provided with a poison enhancement on all their melee attacks for a limited time. Poison causes victims to lose health steadily over time unless they use a [[Medkit]] or visit a [[Medistation]]. Poison does not work against [[Human|humans]] equipped with a [[Battle Suit]]. The [[Booster]] will also double the regeneration rate of any nearby aliens with the exception of Tyrants. The [[Healing Aura|healing aura]] of a [[Tyrant]] is not cumulative with the healing effect of [[Booster|boosters]].<br /> <br /> [[Category:Alien_Buildables]]</div> David http://tremulous.net/wiki/Tips Tips 2010-04-29T18:34:57Z <p>David:&#32;/* Binds */ Reformatting.</p> <hr /> <div>=Tips for New Players=<br /> This is a collection of tips from more experienced players, intended to help new players pick up some important but sometimes subtle aspects of the game.<br /> <br /> Note: ''This page consists of material imported from the [http://tremulous.net/forum/index.php?topic=6857.0 forum.] Currently just the initial post - still need to clean up quotes and incorporate good stuff from rest of the thread.''<br /> ===Humans===<br /> * Your first purchase should usually be a helmet. If you buy a gun but not a helmet, because &quot;you don't have enough money&quot;, you are being a RETARD. The bottom line is that '''ANY human with Helmet + Armor + Rifle will do MORE damage than any human with an expensive gun and no armor.'''<br /> * When you are stage 1, you should avoid buying guns if the enemies have no evolved. Rifle is a fine weapon. '''When the aliens have a dragoon, buy armor to avoid getting instant-killed from pounce.'''<br /> * To save money: '''Shotgun + helmet + armor is the BEST combination for credit savings.''' Average goon vs this combo means the goon will die. It can also be effective against tyrants; ~3 shotgunners vs an average tyrant is a dead tyrant.<br /> <br /> ===Aliens===<br /> ===Building===<br /> * If the game is moving slowly and you are afraid to leave the base, '''Grab a ckit and repair!''' When I was new at the game I knew I sucked at fighting, so I built every game. Your team can have great attackers, but as human OR alien, you are doomed without a good base. Study designs, figure out how things work, and learn from good builders. Keep in mind that most servers have around 100BP, so playing on SST will give you HORRIBLE habits.<br /> * '''Acid tube damage is based on HOW CLOSE the humans are, and has NOTHING to do with the animation!''' This means that acid tubes on very high ceilings are almost always bad!<br /> * Trappers have a cone-shaped line of sight. They are most effective when slightly above the door facing down, or on the wall facing sideways near foot-chest level. '''Trappers can be the most important defensive structure, if used properly.''' Trappers are useless when placed on the floor.<br /> <br /> * For building on either team: '''don't block your teammates with buildables!''' For humans, this means making sure there is a FOOTPATH through your turrets. If your teammate has to jump, it is NOT a great design. Mostly when people run back to base they are wounded, and low on stamina. Having to wait those 1-2 seconds to refill can mean that they DIE. For aliens it means making sure that your tyrants can get anywhere inside the base to defend. An example of a bad building is a hovel on the ATCS ramp, because it makes it VERY hard for tyrants to defend the overmind!<br /> * '''Human and alien bases have differant strategies!''' For humans, you want a base that doesn't lend itself to being sniped out, and making sure that alien attack paths are well covered with damaging items. For aliens, I've found the good bases try to slow humans down more than damage them.<br /> * '''Bases with one door are almost always bad.''' The phrase &quot;Make your stronghold too hard to get into and you will never get out&quot; comes to mind.<br /> * '''Newbies should not build!''' Get some fighting experience first to realize how the game works. Building is something quite sophisticated that requires a deeper understanding of the game, newbies should not do it. A bad base can ruin the whole game. A team full of superb players will kiss the ground goodbye when a noob places the reactor next to the entrance or moves the reactor the time the gun turrets are needed most, et cetera.<br /> <br /> ===Binds===<br /> * Open up console (~) and type /bind (key) (command)<br /> For example, you could type &quot;/bind 5 say_team Enemies are coming! Defend Base!&quot;.<br /> that would make it so that every time you press &quot;5&quot;, you would say to your team &quot;Enemies are coming! Defend Base!&quot;<br /> Saves a lot of time and typing! There are lots of bind commands, and they are in the official manual if you are interested.<br /> * If you want to assign multiple commands to one bind, you must format the bind like this - /bind (key) &quot;(command1); (command2); (commandX)&quot;<br /> You can't conflict binds though, so don't try to buy two weapons at the same time!<br /> * List of commands - <br /> <br /> {|class=&quot;wikitable&quot;<br /> !Command!!Description<br /> |-<br /> |unbind ''&lt;key&gt;''||Removes all binds attributed to ''&lt;key&gt;'' USE WITH CAUTION!<br /> |-<br /> |itemact ''&lt;item&gt;''||If held, activate the specified item. For weapons this will select them.<br /> |-<br /> |itemdeact ''&lt;item&gt;''||If held, deactivate the specified item.<br /> |-<br /> |itemtoggle ''&lt;item&gt;''||If held, toggle the state of the specified item.<br /> |-<br /> |sell ''&lt;item&gt;''||If held and within range of an armoury, sell the specified item.<br /> |-<br /> |sell weapons||If within range of an armoury, sell all weapons.<br /> |-<br /> |sell upgrades||If within range of an armoury, sell all upgrades.<br /> |-<br /> |buy ''&lt;item&gt;''||If within range of an armoury and sufficiently wealthy, buy the specified item.<br /> |-<br /> |class ''&lt;class&gt;''||Given sufficient kills, evolve to the specified class.<br /> |-<br /> |build ''&lt;structure&gt;''||As a builder class, build the specified structure.<br /> |-<br /> |say ''&lt;whatever&gt;''||Say ''&lt;whatever&gt;''<br /> |-<br /> |say_team ''&lt;whatever&gt;''||You will say &lt;whatever&gt; but only to your team<br /> |}<br /> <br /> * '''&lt;item&gt;''' – blaster, rifle, ckit, ackit, shotgun, lgun, prifle, mdriver, flamer, chaingun, lcannon, psaw, gren, medkit, jetpack, larmour, helmet, bsuit, ammo<br /> <br /> * '''&lt;class&gt;''' – builder, builderupg, level0, level1, level1upg, level2, level2upg, level3, level3upg, level4<br /> * '''&lt;structure&gt;''' – eggpod, barricade, booster, acid_tube, hive, trapper, overmind, hovel, telenode, medistat, mgturret, tesla, dcc, arm, reactor, repeater<br /> <br /> ===Improving as a player===<br /> * '''Listen to players who are better than you!''' I can't stress this enough.<br /> * '''Learn from spectating good players.''' By doing so, you can learn their habits, movement patterns, etc.<br /> * '''Learning how to build makes you a better attacker.''' If you understand what makes a good base, you can spot the weak points of a bad base and exploit them.<br /> * '''Teamwork is very important''' in tremulous. Some might even say it's the most important.<br /> <br /> ===General tips===<br /> * '''Your base should almost ALWAYS have at least one person guarding it at all times.''' Sometimes this means you miss out on frontline action, but it can make the difference between losing and winning.<br /> * '''Communicate with your team!''' If your enemy has staged up, let them know. If there is a grenade, let them know so they can dodge it. If your base is being attacked, let them know. If you are planning to move the base, let them know!<br /> * '''Camping can be a good strategy sometimes, but if you do it ALL the time, you will lose.''' Trem takes a balanced mix of offense and defense to win.<br /> * '''If you are feeding, then stay near your base instead of running out so much!''' 90% of the time, this is true. however, in some VERY specific cases, feeding can be a useful strategy. If you don't KNOW when it's good, don't do it.<br /> * '''The amount of your offensive gameplay should be directly proportional to your skills.''' If you know nothing, stay behind and wait for some target practise, if you start to become better, join a group of your buddies for raids, if you are a superhero, then you may lead the attack. There are also servers with bots on them. try those. If you are alien, you can learn headbites, if you are human, you can get some excellent target practise. I played about 30min today on a bot-server, then I ceased playing that &quot;simulated game&quot; Grin and joined a &quot;real game&quot; [oh boy, what a word Cheesy) and shot down ten dretches, where I usually shot down, erm, one or two more by accident then on purpose. I know it seems a bit dull to put so much effort when you just want to play, want to have fun, but without any skills, you can't enjoy it, I think.<br /> <br /> <br /> Quote from: + OPTIMUS + on December 11, 2007, 03:53:28 PM<br /> I think noobs should try all sort of things, and should do all mistakes. that's the best way to learn.<br /> and that's why are noobs sorted if they want to play the game or leave it.<br /> <br /> so nade base once, accidently decon reac once, feed till u get skills, get kicked occasionally, and so on. better gamers will warn you if u act stupid anyway so you can learn from them. at the same time they will promote their ars poetica also...<br /> like if you build a trapper on floor they will laugh they ass off and yell at you so you won't do that again.<br /> <br /> let's don't talk like there are hundred thousands of nubz out there, because they are only a small bunch of people who are playing trem. and we should keep them to make the community stronger and more fun.<br /> <br /> To those who accuse me of being an asshole, I only do it to people who don't listen. If I'm being a dick to you, you are very likely doing something wrong. In general, '''If you are polite, and ASK for help, explaining that you are new, most players will help.'''<br /> <br /> ===Terminology===<br /> * '''Feed''' - dying repeatedly without doing much damage to enemy players or structures. Called 'feeding' because it gives enemy players credits/evos and advances their team toward the next stage.<br /> <br /> ===Links to other resources===<br /> <br /> '''Credit:''' [http://tremulous.net/forum/index.php?topic=6857.0 Daenyth's forum topic]<br /> <br /> [[Category:Gameplay]]<br /> [[Category:Guides]]</div> David http://tremulous.net/wiki/Talk:Main_Page Talk:Main Page 2010-02-14T19:15:40Z <p>David:&#32;Comments and stuff.</p> <hr /> <div>Pretty cool eh? [[User:Khalsa|Khalsa]] 07:50, 9 December 2008 (UTC)<br /> <br /> What do you want in ways of this page? Recent changes, hot pages, etc?<br /> <br /> &lt;small&gt;&lt;span class=&quot;autosigned&quot;&gt;—Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Paradox|Paradox]] ([[User talk:Paradox|talk]] • [[Special:Contributions/Paradox|contribs]]) 03:10, 15 December 2008 &lt;/span&gt;&lt;/small&gt;&lt;!-- Template:Unsigned --&gt;<br /> <br /> :Yes please [[User:Khalsa|khalsa]] 16:41, 31 December 2008 (UTC)<br /> <br /> ::Done, enjoy the new layout. &lt;span class=&quot;boilerplate&quot; style=&quot;background-color:#a6c8ff; border: 1px solid #406db7; padding: 5px;&quot;&gt;<br /> &lt;span&gt;[[User:Paradox|Paradox]] &lt;span style=&quot;font-size: 60%;&quot;&gt;([[User_Talk:Paradox|talk]] • [[Special:Contributions|contribs]])&lt;/span&gt;&lt;/span&gt;<br /> &lt;span style=&quot;border-left: 1px solid #406db7; padding-left: 5px;&quot;&gt;[{{fullurl:{{FULLPAGENAME}}|action=edit&amp;section=new}} reply]&lt;/span&gt;<br /> &lt;/span&gt; 07:37, 1 January 2009 (UTC)<br /> == Dev Team link. ==<br /> <br /> &lt;nowiki&gt;[[:Category:Dev Team]]&lt;/nowiki&gt; needs to be changed to &lt;nowiki&gt;[[:Category:Dev Team|Dev Team]]&lt;/nowiki&gt;, so as to fit in with the rest.<br /> <br /> :Done.<br /> <br /> == Unprotected ==<br /> Yup, go nuts.<br /> <br /> &lt;small&gt;&lt;span class=&quot;autosigned&quot;&gt;—Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Khalsa|Khalsa]] ([[User talk:Khalsa|talk]] • [[Special:Contributions/Khalsa|contribs]]) 08:42, 1 January 2009&lt;/span&gt;&lt;/small&gt;&lt;!-- Template:Unsigned --&gt;<br /> <br /> == Welcome message ==<br /> <br /> &quot;... neccassary and recomended information about all thing Tremulous.&quot;<br /> <br /> A couple of spelling errors: necessary and recommended<br /> <br /> Also, perhaps instead of &quot;about all thing Tremulous.&quot; something like &quot;about the free and open source game of Tremulous.&quot;<br /> <br /> &lt;small&gt;&lt;span class=&quot;autosigned&quot;&gt;—Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Sap|Sap]] ([[User talk:Sap|talk]] • [[Special:Contributions/Sap|contribs]]) 08:47, 1 January 2009&lt;/span&gt;&lt;/small&gt;&lt;!-- Template:Unsigned --&gt;<br /> <br /> '''Done'''<br /> &lt;small&gt;&lt;span class=&quot;autosigned&quot;&gt;—Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Sap|Sap]] ([[User talk:Sap|talk]] • [[Special:Contributions/Sap|contribs]]) 08:36, 3 January 2009&lt;/span&gt;&lt;/small&gt;&lt;!-- Template:Unsigned --&gt;<br /> <br /> Wikis are not about suggesting changes, they are about making them. [http://en.wikipedia.org/wiki/Wikipedia:Be_bold Be Bold.] &lt;small&gt;[[User:Liskey|Liskey]] 15:47, 10 February 2010 (UTC)&lt;/small&gt;<br /> <br /> == An Idea ==<br /> <br /> Maybe have a Screenshot of Trem on main page or have the 'Main Menu backround'? <br /> <br /> &lt;small&gt;&lt;span class=&quot;autosigned&quot;&gt;—Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:Knowitall66|Knowitall66]] ([[User talk:Knowitall66|talk]] • [[Special:Contributions/Knowitall66|contribs]]) 09:14, 1 January 2009&lt;/span&gt;&lt;/small&gt;&lt;!-- Template:Unsigned --&gt;<br /> <br /> == Recent Changes and New Pages ==<br /> <br /> I find this info very interesting, and I'm sure most reading this page do too. However this is meant to be a reference for the average player, who probably couldn't care less.<br /> <br /> I would suggest the main page should be a portal to allow someone who doesn't know there way around to find things easily. To this end I would suggest a gallery thing of all the default maps, weapons, classes, and items. (In 4 big boxes etc, like wikipedia has).<br /> <br /> -- [[User:David|DavidSev]] 13:20, 2 January 2009 (UTC)<br /> <br /> :Your reasoning is correct and I agree, do it. [[User:Khalsa|khalsa]] 21:26, 4 January 2009 (UTC)<br /> ::I'm going to make [[MainPage/Draft]], and then we can all get it right before dumping it on the main page. This way we can brake it etc etc without worry. -- [[User:David|DavidSev]] 21:36, 4 January 2009 (UTC)<br /> :::Correction: I don't have time to do this now, I'll do it in a few days unless someone else has a go first. -- [[User:David|DavidSev]] 22:13, 4 January 2009 (UTC)<br /> ::::I don't see the point of having a /draft . Wiki is still not fully launched yet, should be ok to break things IMO [[User:Khalsa|Khalsa]] 04:47, 5 January 2009 (UTC)<br /> ==Categories==<br /> ... may be a good way of organizing and indexing material, but they are an awful way to present it. When a user clicks on teams he should see a [[teams|general overview]] of humans and aliens, not an ugly [http://tremulous.net/wiki/Category:Teams subcategory page]. The [http://tremulous.net/wiki/Category:Aliens alien category] page is even worse; a user clicking on &quot;aliens&quot; should get the textual [[aliens]] page instead. A new player would give up after two clicks of seeing categories with no explanatory text. [[User:Liskey|Liskey]] 23:22, 13 February 2010 (UTC)<br /> :I agree. The entire navigation needs an overhaul. If you want to take a stab at it then feel free to. — &lt;small&gt;[[User:David|DavidSev]] ([[User_talk:David|talk]])&lt;/small&gt; 19:15, 14 February 2010 (UTC)<br /> ==Table borders==<br /> I read somewhere that the default wiki table style has no borders. I put a format override on the [[aliens]] page to get visible borders, but it would be better to have a site-wide default style instead.[[User:Liskey|Liskey]] 18:17, 14 February 2010 (UTC)<br /> :Unfortunately tables are used for layout in lots of places, so were stuck adding class=&quot;wikitable&quot; to everything. — &lt;small&gt;[[User:David|DavidSev]] ([[User_talk:David|talk]])&lt;/small&gt; 19:15, 14 February 2010 (UTC)</div> David http://tremulous.net/wiki/Cvars Cvars 2010-02-11T12:18:40Z <p>David:&#32;Fixing table that got borked at some point.</p> <hr /> <div>===Introduction===<br /> Cvars are the configuration variables used by tremulous to control all aspects of the operation of the client and server.<br /> From the [[console]] you can use the [[set]] command to set the value of a cvar. Each cvar is also registered as a command of its own, so once a cvar is created you can use /cvarname to get or set its value.<br /> For example:<br /> ]/set testcvar hello<br /> ]/testcvar<br /> &quot;testcvar&quot; is:&quot;hello&quot;, the default<br /> ]/set testcvar world<br /> ]/testcvar<br /> &quot;testcvar&quot; is:&quot;world&quot; default:&quot;hello&quot;<br /> <br /> ===Default Values===<br /> All cvars have a default value stored. For user defined values this is the first value it was set to, and system cvars have a predefined default. A cvar can be reset to its default value with the [[reset]] command.<br /> <br /> ===Latched Cvars===<br /> Some cvars are latched. This means that when you change its value, the new value is remembered but the cvar isn't changed. The cvar will then be changed upon a set event happening, such as the graphics engine being restarted.<br /> When you set a latched cvar, a message is printed 'r_mode will be changed upon restarting.'. In this case the command [[vid_restart]] will cause the new value to be used.<br /> <br /> ===Readonly Cvars===<br /> Some cvars are readonly. These are set by the game itself, and are for giving access to certain information. For example, [[sv_cheats]] can not be directly set but can be read to see if cheats are enabled.<br /> Some cvars are set readonly shortly after the game starts, so their value can be set at [[command line|startup]], such as [[dedicated]] or [[net_port]].<br /> <br /> ===Cheat Protected Cvars===<br /> Some cvars are cheat protected. This means you can't change their values unless the server you are connected to has cheats enabled ([[sv_cheats]] 1). These values are mainly debugging settings useful to developers / mappers that can be used to gain unfair advantage in game.<br /> <br /> ===Serverinfo Cvars===<br /> Some server cvars are sent to the client upon request. These include things such as the servername and rule information such as friendly fire status. A cvar can be set a serverinfo using the [[sets]] command. These values can be seen by clients from the &quot;server information&quot; dialog in the server browser.<br /> <br /> ===Userinfo Cvars===<br /> Userinfo cvars are like serverinfo, except sent by the client to the server upon joining, containing things such as your name. All cvars that the server will respond to are already set to be userinfo. A cvar can be set as userinfo via the [[setu]] command.<br /> <br /> ===Cvar Namespaces===<br /> Most cvar names have a prefix that specifies what system it is related to.<br /> {| class=&quot;wikitable&quot;<br /> |+ Main cvar namespaces<br /> |-<br /> ! Prefix<br /> ! Subsystem<br /> ! Examples<br /> |-<br /> | r_<br /> | [[:Category:Graphics_Settings|Renderer]]<br /> | [[r_mode]], [[r_gamma]]<br /> |-<br /> | cl_<br /> | Client<br /> | [[cl_autoRecordDemo]]<br /> |-<br /> | cg_<br /> | [[cgame]]<br /> | [[cg_drawGun]], [[cg_tutorial]]<br /> |-<br /> | g_<br /> | [[game]]<br /> | [[g_allowVote]], [[g_friendlyFireHumans]]<br /> |-<br /> | sv_<br /> | server<br /> | [[sv_hostname]], [[sv_pure]]<br /> |-<br /> | s_<br /> | Sound<br /> | [[s_volume]], [[s_muteWhenMinimized]]<br /> |-<br /> | net_<br /> | Network<br /> | [[net_port]], [[net_ip]]<br /> |-<br /> | com_<br /> | Common<br /> | [[com_maxfps]], [[com_ansiColor]]<br /> |-<br /> | ui_<br /> | UI<br /> | [[ui_browserShowEmpty]], [[ui_hideCursor]]<br /> |-<br /> | fs_<br /> | File System<br /> | [[fs_debug]], [[fs_homepath]]<br /> |-<br /> | in_<br /> | Input<br /> | [[in_mouse]], [[in_nograb]]<br /> |}<br /> <br /> ===See also===<br /> * [[cvarlist]]<br /> * [[:Category:Settings]]</div> David http://tremulous.net/wiki/Category:Modelling Category:Modelling 2009-12-07T13:09:34Z <p>David:&#32;Fixing categories.</p> <hr /> <div></div> David http://tremulous.net/wiki/Category:Blender Category:Blender 2009-12-07T13:09:26Z <p>David:&#32;Fixing categories.</p> <hr /> <div>[http://www.blender.org/ Blender Home Page]<br /> <br /> [[Category:Modelling]]</div> David http://tremulous.net/wiki/Making_animated_Gifs_with_Blender Making animated Gifs with Blender 2009-12-07T13:09:17Z <p>David:&#32;Fixing categories.</p> <hr /> <div>== Making animated Gifs with Blender ==<br /> <br /> 1. Install imagemagick with this command -<br /> <br /> '''sudo apt-get install imagemagick'''<br /> <br /> 2. Set Blender up to render animations to png images (or similar) instead of a video format.<br /> <br /> 3. Make sure the colour is set to RGB not RGBA.<br /> <br /> 4. Press Animate.<br /> <br /> 5. Go to the default render directory (this will be /tmp in linux) where you should find a lot of png files.<br /> <br /> 6. Type this command to create your gif from those pngs -<br /> <br /> '''convert -delay 4 -loop 0 *.png animated.gif'''<br /> <br /> 7. Enjoy your new animated gif.<br /> <br /> <br /> Note - the delay setting refers to 1/100ths of a second. so in the example above 4/100th = 25fps.<br /> <br /> <br /> [[Category:Blender]]</div> David http://tremulous.net/wiki/Hovel Hovel 2009-10-30T13:32:12Z <p>David:&#32;Reverted edits by Falcon (Talk) to last revision by Knowitall66</p> <hr /> <div>{{stub}}<br /> {{Infobox Buildable<br /> |name = Hovel<br /> |image = Image:Hovel.jpg<br /> |team = Alien<br /> |stage = 1<br /> |cost = 0<br /> |hp = 375<br /> |abbr = <br /> |bind = hovel<br /> |wall = No<br /> }}<br /> <br /> [[Hovel|Hovels]] are armored shells that [[Granger|Grangers]] may hide in should the need arise. There can only be one [[Hovel]]. They may be entered and exited with the Use Structure/Evolve button (Default; 'Q').<br /> <br /> [[Category:Alien_Buildables]]</div> David http://tremulous.net/wiki/Barricade Barricade 2009-10-30T13:32:11Z <p>David:&#32;Reverted edits by Falcon (Talk) to last revision by Knowitall66</p> <hr /> <div>{{stub}}<br /> {{Infobox Buildable<br /> |name = Barricade<br /> |image = Image:Barricade.jpg<br /> |team = Alien<br /> |stage = 1<br /> |cost = 10<br /> |hp = 200<br /> |abbr = cade<br /> |bind = barricade<br /> |wall = No<br /> }}<br /> <br /> [[Barricade|Barricades]] are used to obstruct corridors and doorways, hindering [[Human|human]] movement and line-of-sight.<br /> <br /> [[Category:Alien_Buildables]]</div> David http://tremulous.net/wiki/Abbreviations Abbreviations 2009-10-30T13:32:11Z <p>David:&#32;Reverted edits by Falcon (Talk) to last revision by David</p> <hr /> <div>== About Abbreviations ==<br /> While playing Tremulous, you might encounter players using abbreviations in chat. Since the game is very fast and some of the game elements take long to write, players often use shorter versions that are easier and faster to write. For a new player, it takes time to adjust and learn how to understand and use these abbreviations properly. Here is a list of the most used abbreviations:<br /> <br /> == Humans ==<br /> <br /> ===Weapons===<br /> *[[Painsaw]] = Saw, Psaw<br /> *[[Shotgun]] = Shotty<br /> *[[Lasgun]] = Las<br /> *[[Chaingun]] = Chain<br /> *[[Pulse Rifle]] = Pulse, Pulser, Prifle<br /> *[[Grenade]] = Nade<br /> *[[Flame Thrower]] = Flamer<br /> *[[Lucifer_Cannon|Lucifer Cannon]] = Luci<br /> *[[Mass_Driver|Mass Driver]] = MD<br /> ===Upgrades===<br /> *[[Helmet]] = Helm<br /> *[[Jet Pack]] = Jet<br /> *[[Human]] Camping with a [[Jet Pack]] = Jettard (derogatory)<br /> *[[Battery_Pack|Battery Pack]] = Battpack, Batt<br /> *[[Battle Suit]] = Bsuit, BS<br /> *[[Battle Suit]] and [[Chaingun]] = Chainsuit / CSuit<br /> *[[Battle Suit]] and [[Pain Saw]] = PainSuit / PSuit<br /> *[[Battle Suit]] and [[Lucifer Cannon]] = Lucisuit<br /> ===Structures===<br /> *[[Reactor]] = Reac, RC<br /> *[[Telenode]] = Spawn, Node, Tele<br /> *[[Medistation]] = Medi, Med<br /> *[[Machinegun_Turret|Machinegun Turret]] = Ret, MT<br /> *[[Armoury]] = Arm, Armo<br /> *[[Defence Control Computer]] = DC, DCC<br /> *[[Tesla_Generator|Tesla Generator]] = Tesla<br /> <br /> == Aliens ==<br /> <br /> ===Classes===<br /> *Advanced = Adv, +<br /> *Large group of attacking [[Dretch|Dretches]] = dretch swarm, dretch storm<br /> *[[Basilisk]] = Lisk, Basi<br /> *[[Marauder]] = Mara<br /> *[[Dragoon]] = Goon<br /> *[[Tyrant]] = Rant, Tyr<br /> ===Structures===<br /> *[[Overmind]] = OM<br /> *[[Acid Tube]] = Tube<br /> *[[Trapper]] = Trap<br /> *[[Booster]] = Boost<br /> *[[Barricade]] = Cade<br /> <br /> == Miscellaneous Terms ==<br /> *Not leaving the safety of your base = Camping<br /> *Camping with a [[Jet Pack]] = Skycamping, Jettarding<br /> *Repeatedly giving the other team an easy kill = Feeding<br /> *Deconstructing a structure (both teams) = Deconning<br /> *One who maliciously deconstructs structures to disrupt the game = Deconner<br /> *Incoming Enemy = Inc<br /> *Fighting with an [[Advanced Granger]] and you are likely to die = Battle granger<br /> *Human who hides in a hard-to-reach area and camps to kill dretches = Cracktard/Pipetard<br /> *Human player that constantly fires his weapon in the same spot from the safety of the base with hope that he might hit an incoming alien = spammer<br /> *[[Power]] / [[Sentience]] = BP<br /> *Friendly fire = FF<br /> *[[Sudden_Death|Sudden death]] = SD<br /> *Player who intentionally or repeatedly obstructs other players, preventing them from attacking or retreating = blocker<br /> *[[Credits]] = creds, cr, c<br /> *[[Evolution_Points|Evolution points]] = evos, evp, ep<br /> *Search for [[:Category:Alien_Buildables|alien structures]] after main base has been destroyed = egghunt<br /> *Construction of [[Egg|eggs]] outside of / without a main base = eggspam<br /> *Arbitrarily scattered turrets = turret farm<br /> *Human player deliberately destroying human base with a grenade = nader<br /> *A player who knows nothing, and is unwilling to listen or learn, but acts like they know everything = noob (Derogatory)<br /> *A player who is new to the game, but willing to listen and learn = newb, newbie<br /> *A player who intentionally attacks or kills a teammate (Team Killer) = bleeder, tker<br /> <br /> [[Category:Gameplay]]</div> David http://tremulous.net/wiki/Reload Reload 2009-10-30T13:31:44Z <p>David:&#32;Reverted edits by Falcon (Talk) to last revision by Kitashi</p> <hr /> <div>{{DISPLAYTITLE:reload}}<br /> {{stub}}<br /> {{Infobox Command<br /> |title = reload<br /> |syntax = /reload<br /> |client = <br /> |server = <br /> |cheat = No<br /> }}<br /> == Usage ==<br /> If human, reloads weapon to use next round of ammo.<br /> [[Category:Client Side Commands]]</div> David http://tremulous.net/wiki/Spectate Spectate 2009-10-30T13:31:31Z <p>David:&#32;Reverted edits by Falcon (Talk) to last revision by Knowitall66</p> <hr /> <div>{{stub}}<br /> If you wish to watch a match without playing you can [[Spectate]] a match. A [[Spectate|Spectator]] can fly around a [[Map]] freely or follow any player from their point of view.<br /> <br /> [[Category:Gameplay]]</div> David http://tremulous.net/wiki/Team Team 2009-10-09T12:57:04Z <p>David:&#32;De-Spambotting.</p> <hr /> <div>{{DISPLAYTITLE:team}}<br /> {{stub}}<br /> {{Infobox Command<br /> |title = team<br /> |syntax = /team &lt;team&gt;<br /> |client = <br /> |server = <br /> |cheat = No<br /> }}<br /> <br /> <br /> == Usage ==<br /> Changes your team to the team specified. Teams include: ''humans'', ''aliens'', and ''spectate''.<br /> [[Category:Client Side Commands]]</div> David http://tremulous.net/wiki/Official_Map_Repository Official Map Repository 2009-10-05T16:54:19Z <p>David:&#32;/* Development */ git-clone to git clone</p> <hr /> <div>== Planning an official map repo system for 1.2 ==<br /> <br /> ''' Mission: Create one central repository for all maps, and make it the default http download for 1.2 '''<br /> <br /> == Requirements ==<br /> <br /> === Automatic server-side checking of the pk3 for basic fucked-up-ness and security. ===<br /> * Map must have ents<br /> ** both team_human_spawn, team_alien_spawn<br /> ** at least one of the following: info_player_intermission, info_player_start, or info_player_deathmatch<br /> ** More?? Need some mapper input<br /> * Map must have correct magic number and version (IBSP and 46).<br /> * All the stuff in the &quot;basic rules&quot; section below.<br /> * No files that can cause problems.<br /> ** '''benmachine''': This would be better as an extension whitelist, followed by a specific-file blacklist.<br /> ** .so<br /> ** .qvm<br /> ** .dylib<br /> ** .dll<br /> ** .exe<br /> ** .zip<br /> *** Why? If testing for zip should test for every archive format ever. This should probably be left to the humans.<br /> ** server.cfg<br /> ** autogen.cfg<br /> ** autoexec.cfg<br /> ** default.cfg<br /> ** maprotation.cfg<br /> ** admin.dat<br /> * Check if all textures etc are there?<br /> **'''Kia66''': Perhaps allow them to use textures from default maps/data.pk3. (I do it a little to try reduce pk3 size)<br /> * Check conflicts?<br /> * Require a levelshot (.jpg/.tga)?<br /> * Require a valid .arena file?<br /> **'''Kia66''': I would say no. As it only applies if people are hosting locally. If it becomes a must then make sure it doesnt start with colour code as it screws up order in list :(<br /> * No vast amounts of surplus crap in the pk3.<br /> * Virus scan (clamav?)<br /> ** Repeat over the entire archive every day, if a pk3 has something new we may not get it when it's uploaded.<br /> <br /> === Moderation system - maps are not published to the repo until fully vetted by trusted humans ===<br /> * Who?<br /> ** '''benmachine''': No, Who is not a trusted human.<br /> * Should the maps be accessible prior to validation? (if you know the URL)<br /> ** '''Wire''': my opinion is that there should be a way to download maps that have passed the automatic pk3 validation, but are not yet part of the main repository, this would be nice to cut down on the number of megaupload etc type links.<br /> * Need strict guidelines for them, to prevent loads of complaints etc.<br /> * How much needs doing / how long will it take to check a map?<br /> ** '''Wire''': it will take at most a couple of seconds for the automatic validation thing to run.<br /> <br /> === Create and maintain some new basic rules regarding maps ===<br /> * All maps should be named map-name-version.pk3<br /> * One mapper owns the namespace to their map, on a first-come-first-serve basis<br /> * Levelshot is required<br /> * Possibly create some community standard as to what is alpha, beta, final<br /> **'''Kia66''': Alpha - Blocked out (Structural brushes, very little detailling), Gameplay Testing. Beta - Gameplay, Sound FX, Texturing and Detailing near finalized, Final - Everything works and is complete<br /> * Basic entities (e.g spawns) are required<br /> **'''Kia66''': Proper lighting? (Not full bright) A check for light entities/light shaders<br /> * Location names (1.2 HUD will be displaying these so might as well)<br /> * No pornography (good reason to have a human look at the map prior to including it)<br /> * No &quot;Acid&quot; maps (Insanely bright textures that have animmaps intended to cause seizures)<br /> * No Variable/Cvar changing? (Eg. cg_humanbuildpoints 999, g_gravity 0)<br /> <br /> **'''Kia66''': Will maps intended for mods/nonstandard gameplay be allowed? If so will they be separated from the main Repo?<br /> **'''Paradox''': What about the cvars designed for mappers, such as ''g_disabledClasses'' or whatever it was<br /> <br /> === Ease of use ===<br /> * Easy for server owners<br /> ** Default<br /> ** Easy instructions to set it up if they change the settings.<br /> ** Easy ways to sync their maps (rsync?)<br /> * Easy for mappers<br /> ** Nice UI etc.<br /> ** Email them when it gets validated etc.<br /> ** Forum accounts for auth?<br /> ** Mapper pages (a Portfolio of sorts)?<br /> * End-users shouldn't need to know it exists.<br /> ** If they do it should be easy for them to use too.<br /> ** rss feeds, both for everything and per-map.<br /> ** search (pk3 name, bsp name, name in .arena file, and &quot;map namespace&quot; thing.<br /> ** Chuck out md5 checksums, and all the others too.<br /> *** '''Paradox''':Possible in-game browsing interface?<br /> <br /> === Meta-info ===<br /> * Mappers should be able to upload screen shots, a description, licence details, and maybe even a second zip file for the source etc.<br /> **'''Kia66''': Panoramic view, Video preview?<br /> * Some nice stats such as, total times played, downloads, player rating(?) etc.<br /> **'''Kia66''': Awards system? Map of the week/year, Developers pick/choice?<br /> * Any and all other info we can either ask for, or auto-extract somehow.<br /> * Graphs!<br /> ** Number of APIs for this<br /> *** '''[http://code.google.com/apis/chart/ Google chart api]''': Flexible, hosted, no load on server, but not interactive<br /> *** '''[http://teethgrinder.co.uk/open-flash-chart/ Open Flash Chart]''': Interactive, but flash based<br /> *** '''[http://www.aditus.nu/jpgraph/ jpGraph]''': Well established, used by Tremstats, flexible, not interactive<br /> * ''NOT'' downloads, as it's easy to game, and a bitch to count with the mirrors.<br /> **'''Kia66'''; Views of its infomation page?<br /> ** '''benmachine''': I'm okay with people gaming it. Don't sort by number of downloads and it won't matter.<br /> * Full page for each map, detailing information about it, as well as a list view<br /> <br /> === Mods ===<br /> * Do we allow them?<br /> * How / who?<br /> <br /> === Mirror network ===<br /> * Ask the user / auto pick or just random round-robin?<br /> * Who and how?<br /> ** Do we trust them<br /> ** What evil can they do?<br /> * How many do we even need?<br /> * Will also need two URLs, one for the mirror network for downloading, and one straight to the master for the nice UI and management.<br /> <br /> === Download Methods ===<br /> * HTTP<br /> ** Main access method for it all<br /> ** Maps must be available from all mod directorys<br /> *** /*/map-whatever.pk3 redirects to /maps/map-whatever.pk3 if it doesn't exist in the mod.<br /> ** Need nice file listings with info etc for people in browsers.<br /> *** All cached.<br /> ** Each file also needs a perminant(ish) url for links etc.<br /> * rsync<br /> ** one module for maps, and one for each mod<br /> ** no fancy file duplicating stuffs<br /> * Don't want duped files<br /> ** .htaccess<br /> ** dl.mg.net has a good template for this<br /> * Mirrors<br /> ** Only do http, no rsync. Use authed rsync (push) to mirror the entire tree (with .htaccess and the php scripts and cached data etc)<br /> ** No need for database copying, all cached.<br /> * Push support<br /> ** People can register to get emails on new maps.<br /> ** Also HTTP pings (we hit a URL). <br /> *** Will need human intervention to check it's a legit request.<br /> *** Can send details of the new maps as query params.<br /> <br /> == Development ==<br /> We are using mg.net's git repository for development.<br /> <br /> you can checkout the project by doing:<br /> <br /> &lt;code&gt;<br /> git clone git://git.mercenariesguild.net/tremrepo.git tremrepo<br /> &lt;/code&gt;<br /> <br /> If you wish to help out please contact wireddd, davidsev or khalsa on freenode.<br /> <br /> wire's test copy of the project is [http://tremrepo.techquirks.net/ located here]<br /> <br /> [[Category:Development]]<br /> [[Category:Mapping]]</div> David http://tremulous.net/wiki/Official_Map_Repository Official Map Repository 2009-10-05T16:39:04Z <p>David:&#32;Reverted edits by Rina24 (Talk) to last revision by Benmachine</p> <hr /> <div>== Planning an official map repo system for 1.2 ==<br /> <br /> ''' Mission: Create one central repository for all maps, and make it the default http download for 1.2 '''<br /> <br /> == Requirements ==<br /> <br /> === Automatic server-side checking of the pk3 for basic fucked-up-ness and security. ===<br /> * Map must have ents<br /> ** both team_human_spawn, team_alien_spawn<br /> ** at least one of the following: info_player_intermission, info_player_start, or info_player_deathmatch<br /> ** More?? Need some mapper input<br /> * Map must have correct magic number and version (IBSP and 46).<br /> * All the stuff in the &quot;basic rules&quot; section below.<br /> * No files that can cause problems.<br /> ** '''benmachine''': This would be better as an extension whitelist, followed by a specific-file blacklist.<br /> ** .so<br /> ** .qvm<br /> ** .dylib<br /> ** .dll<br /> ** .exe<br /> ** .zip<br /> *** Why? If testing for zip should test for every archive format ever. This should probably be left to the humans.<br /> ** server.cfg<br /> ** autogen.cfg<br /> ** autoexec.cfg<br /> ** default.cfg<br /> ** maprotation.cfg<br /> ** admin.dat<br /> * Check if all textures etc are there?<br /> **'''Kia66''': Perhaps allow them to use textures from default maps/data.pk3. (I do it a little to try reduce pk3 size)<br /> * Check conflicts?<br /> * Require a levelshot (.jpg/.tga)?<br /> * Require a valid .arena file?<br /> **'''Kia66''': I would say no. As it only applies if people are hosting locally. If it becomes a must then make sure it doesnt start with colour code as it screws up order in list :(<br /> * No vast amounts of surplus crap in the pk3.<br /> * Virus scan (clamav?)<br /> ** Repeat over the entire archive every day, if a pk3 has something new we may not get it when it's uploaded.<br /> <br /> === Moderation system - maps are not published to the repo until fully vetted by trusted humans ===<br /> * Who?<br /> ** '''benmachine''': No, Who is not a trusted human.<br /> * Should the maps be accessible prior to validation? (if you know the URL)<br /> ** '''Wire''': my opinion is that there should be a way to download maps that have passed the automatic pk3 validation, but are not yet part of the main repository, this would be nice to cut down on the number of megaupload etc type links.<br /> * Need strict guidelines for them, to prevent loads of complaints etc.<br /> * How much needs doing / how long will it take to check a map?<br /> ** '''Wire''': it will take at most a couple of seconds for the automatic validation thing to run.<br /> <br /> === Create and maintain some new basic rules regarding maps ===<br /> * All maps should be named map-name-version.pk3<br /> * One mapper owns the namespace to their map, on a first-come-first-serve basis<br /> * Levelshot is required<br /> * Possibly create some community standard as to what is alpha, beta, final<br /> **'''Kia66''': Alpha - Blocked out (Structural brushes, very little detailling), Gameplay Testing. Beta - Gameplay, Sound FX, Texturing and Detailing near finalized, Final - Everything works and is complete<br /> * Basic entities (e.g spawns) are required<br /> **'''Kia66''': Proper lighting? (Not full bright) A check for light entities/light shaders<br /> * Location names (1.2 HUD will be displaying these so might as well)<br /> * No pornography (good reason to have a human look at the map prior to including it)<br /> * No &quot;Acid&quot; maps (Insanely bright textures that have animmaps intended to cause seizures)<br /> * No Variable/Cvar changing? (Eg. cg_humanbuildpoints 999, g_gravity 0)<br /> <br /> **'''Kia66''': Will maps intended for mods/nonstandard gameplay be allowed? If so will they be separated from the main Repo?<br /> **'''Paradox''': What about the cvars designed for mappers, such as ''g_disabledClasses'' or whatever it was<br /> <br /> === Ease of use ===<br /> * Easy for server owners<br /> ** Default<br /> ** Easy instructions to set it up if they change the settings.<br /> ** Easy ways to sync their maps (rsync?)<br /> * Easy for mappers<br /> ** Nice UI etc.<br /> ** Email them when it gets validated etc.<br /> ** Forum accounts for auth?<br /> ** Mapper pages (a Portfolio of sorts)?<br /> * End-users shouldn't need to know it exists.<br /> ** If they do it should be easy for them to use too.<br /> ** rss feeds, both for everything and per-map.<br /> ** search (pk3 name, bsp name, name in .arena file, and &quot;map namespace&quot; thing.<br /> ** Chuck out md5 checksums, and all the others too.<br /> *** '''Paradox''':Possible in-game browsing interface?<br /> <br /> === Meta-info ===<br /> * Mappers should be able to upload screen shots, a description, licence details, and maybe even a second zip file for the source etc.<br /> **'''Kia66''': Panoramic view, Video preview?<br /> * Some nice stats such as, total times played, downloads, player rating(?) etc.<br /> **'''Kia66''': Awards system? Map of the week/year, Developers pick/choice?<br /> * Any and all other info we can either ask for, or auto-extract somehow.<br /> * Graphs!<br /> ** Number of APIs for this<br /> *** '''[http://code.google.com/apis/chart/ Google chart api]''': Flexible, hosted, no load on server, but not interactive<br /> *** '''[http://teethgrinder.co.uk/open-flash-chart/ Open Flash Chart]''': Interactive, but flash based<br /> *** '''[http://www.aditus.nu/jpgraph/ jpGraph]''': Well established, used by Tremstats, flexible, not interactive<br /> * ''NOT'' downloads, as it's easy to game, and a bitch to count with the mirrors.<br /> **'''Kia66'''; Views of its infomation page?<br /> ** '''benmachine''': I'm okay with people gaming it. Don't sort by number of downloads and it won't matter.<br /> * Full page for each map, detailing information about it, as well as a list view<br /> <br /> === Mods ===<br /> * Do we allow them?<br /> * How / who?<br /> <br /> === Mirror network ===<br /> * Ask the user / auto pick or just random round-robin?<br /> * Who and how?<br /> ** Do we trust them<br /> ** What evil can they do?<br /> * How many do we even need?<br /> * Will also need two URLs, one for the mirror network for downloading, and one straight to the master for the nice UI and management.<br /> <br /> === Download Methods ===<br /> * HTTP<br /> ** Main access method for it all<br /> ** Maps must be available from all mod directorys<br /> *** /*/map-whatever.pk3 redirects to /maps/map-whatever.pk3 if it doesn't exist in the mod.<br /> ** Need nice file listings with info etc for people in browsers.<br /> *** All cached.<br /> ** Each file also needs a perminant(ish) url for links etc.<br /> * rsync<br /> ** one module for maps, and one for each mod<br /> ** no fancy file duplicating stuffs<br /> * Don't want duped files<br /> ** .htaccess<br /> ** dl.mg.net has a good template for this<br /> * Mirrors<br /> ** Only do http, no rsync. Use authed rsync (push) to mirror the entire tree (with .htaccess and the php scripts and cached data etc)<br /> ** No need for database copying, all cached.<br /> * Push support<br /> ** People can register to get emails on new maps.<br /> ** Also HTTP pings (we hit a URL). <br /> *** Will need human intervention to check it's a legit request.<br /> *** Can send details of the new maps as query params.<br /> <br /> == Development ==<br /> We are using mg.net's git repository for development.<br /> <br /> you can checkout the project by doing:<br /> <br /> &lt;code&gt;<br /> git-clone git://git.mercenariesguild.net/tremrepo.git tremrepo<br /> &lt;/code&gt;<br /> <br /> If you wish to help out please contact wireddd, davidsev or khalsa on freenode.<br /> <br /> wire's test copy of the project is [http://tremrepo.techquirks.net/ located here]<br /> <br /> [[Category:Development]]<br /> [[Category:Mapping]]</div> David http://tremulous.net/wiki/Official_Map_Repository Official Map Repository 2009-08-07T12:00:49Z <p>David:&#32;Added virus scanning</p> <hr /> <div>== Planning an official map repo system for 1.2 ==<br /> <br /> ''' Mission: Create one central repository for all maps, and make it the default http download for 1.2 '''<br /> <br /> == Requirements ==<br /> <br /> === Automatic server-side checking of the pk3 for basic fucked-up-ness and security. ===<br /> * Map must have ents<br /> ** both team_human_spawn, team_alien_spawn<br /> ** at least one of the following: info_player_intermission, info_player_start, or info_player_deathmatch<br /> ** More?? Need some mapper input<br /> * Map must have correct magic number and version (IBSP and 46).<br /> * All the stuff in the &quot;basic rules&quot; section below.<br /> * No files that can cause problems.<br /> ** .so<br /> ** .qvm<br /> ** .dylib<br /> ** .dll<br /> ** .exe<br /> ** .zip<br /> *** Why? If testing for zip should test for every archive format ever. This should probably be left to the humans.<br /> ** server.cfg<br /> ** autogen.cfg<br /> ** autoexec.cfg<br /> ** default.cfg<br /> ** maprotation.cfg<br /> ** admin.dat<br /> * Check if all textures etc are there?<br /> **'''Kia66''': Perhaps allow them to use textures from default maps/data.pk3. (I do it a little to try reduce pk3 size)<br /> * Check conflicts?<br /> * Require a levelshot (.jpg/.tga)?<br /> * Require a valid .arena file?<br /> **'''Kia66''': I would say no. As it only applies if people are hosting locally. If it becomes a must then make sure it doesnt start with colour code as it screws up order in list :(<br /> * No vast amounts of surplus crap in the pk3.<br /> * Virus scan (clamav?)<br /> ** Repeat over the entire archive every day, if a pk3 has something new we may not get it when it's uploaded.<br /> <br /> === Moderation system - maps are not published to the repo until fully vetted by trusted humans ===<br /> * Who?<br /> * Should the maps be accessible prior to validation? (if you know the URL)<br /> ** Wire: my opinion is that there should be a way to download maps that have passed the automatic pk3 validation, but are not yet part of the main repository, this would be nice to cut down on the number of megaupload etc type links.<br /> * Need strict guidelines for them, to prevent loads of complaints etc.<br /> * How much needs doing / how long will it take to check a map?<br /> ** Wire: it will take at most a couple of seconds for the automatic validation thing to run.<br /> <br /> === Create and maintain some new basic rules regarding maps (Need ingar/surv input) ===<br /> * All maps should be named map-name-version.pk3<br /> * One mapper owns the namespace to their map, on a first-come-first-serve basis<br /> * Levelshot is required<br /> * Possibly create some community standard as to what is alpha, beta, final<br /> **'''Kia66''': Alpha - Blocked out (Structural brushes, very little detailling), Gameplay Testing. Beta - Gameplay, Sound FX, Texturing and Detailing near finalized, Final - Everything works and is complete<br /> * Basic entities (e.g spawns) are required<br /> **'''Kia66''': Proper lighting? (Not full bright) A check for light entities/light shaders<br /> * Location names (1.2 HUD will be displaying these so might as well)<br /> * No pornography (good reason to have a human look at the map prior to including it)<br /> * No &quot;Acid&quot; maps (Insanely bright textures that have animmaps intended to cause seizures)<br /> * No Variable/Cvar changing? (Eg. cg_humanbuildpoints 999, g_gravity 0)<br /> <br /> **'''Kia66''': Will maps intended for mods/nonstandard gameplay be allowed? If so will they be separated from the main Repo?<br /> <br /> === Ease of use ===<br /> * Easy for server owners<br /> ** Default<br /> ** Easy instructions to set it up if they change the settings.<br /> ** Easy ways to sync their maps (rsync?)<br /> * Easy for mappers<br /> ** Nice UI etc.<br /> ** Email them when it gets validated etc.<br /> ** Forum accounts for auth?<br /> ** Mapper pages (a Portfolio of sorts)?<br /> * End-users shouldn't need to know it exists.<br /> ** If they do it should be easy for them to use too.<br /> ** rss feeds, both for everything and per-map.<br /> ** search (pk3 name, bsp name, name in .arena file, and &quot;map namespace&quot; thing.<br /> ** Chuck out md5 checksums, and all the others too.<br /> <br /> === Meta-info ===<br /> * Mappers should be able to upload screen shots, a description, licence details, and maybe even a second zip file for the source etc.<br /> **'''Kia66''': Panoramic view, Video preview?<br /> * Some nice stats such as, total times played, downloads, player rating(?) etc.<br /> **'''Kia66''': Awards system? Map of the week/year, Developers pick/choice?<br /> * Any and all other info we can either ask for, or auto-extract somehow.<br /> * Graphs!<br /> * ''NOT'' downloads, as it's easy to game, and a bitch to count with the mirrors.<br /> <br /> === Mods ===<br /> * Do we allow them?<br /> * How / who?<br /> <br /> === Mirror network ===<br /> * Ask the user / auto pick or just random round-robin?<br /> * Who and how?<br /> ** Do we trust them<br /> ** What evil can they do?<br /> * How many do we even need?<br /> * Will also need two URLs, one for the mirror network for downloading, and one straight to the master for the nice UI and management.<br /> <br /> === Download Methods ===<br /> * HTTP<br /> ** Main access method for it all<br /> ** Maps must be available from all mod directorys<br /> *** /*/map-whatever.pk3 redirects to /maps/map-whatever.pk3 if it doesn't exist in the mod.<br /> ** Need nice file listings with info etc for people in browsers.<br /> *** All cached.<br /> ** Each file also needs a perminant(ish) url for links etc.<br /> * rsync<br /> ** one module for maps, and one for each mod<br /> ** no fancy file duplicating stuffs<br /> * Don't want duped files<br /> ** .htaccess<br /> ** dl.mg.net has a good template for this<br /> * Mirrors<br /> ** Only do http, no rsync. Use authed rsync (push) to mirror the entire tree (with .htaccess and the php scripts and cached data etc)<br /> ** No need for database copying, all cached.<br /> * Push support<br /> ** People can register to get emails on new maps.<br /> ** Also HTTP pings (we hit a URL). <br /> *** Will need human intervention to check it's a legit request.<br /> *** Can send details of the new maps as query params.<br /> <br /> == Development ==<br /> We are using mg.net's git repository for development.<br /> <br /> you can checkout the project by doing:<br /> <br /> &lt;code&gt;<br /> git-clone git://git.mercenariesguild.net/tremrepo.git tremrepo<br /> &lt;/code&gt;<br /> <br /> If you wish to help out please contact wireddd, davidsev or khalsa on freenode.<br /> <br /> wire's test copy of the project is [http://tremrepo.techquirks.net/ located here]<br /> <br /> [[Category:Development]]<br /> [[Category:Mapping]]</div> David http://tremulous.net/wiki/Game.qvm Game.qvm 2009-08-06T14:20:39Z <p>David:&#32;New page!</p> <hr /> <div>{{DISPLAYTITLE:game.qvm}}<br /> {{stub}}<br /> <br /> == Introduction ==<br /> [[Game.qvm]] is a [[qvm]] that contains all the code related to gameplay stuffs. It is typically located in [[fs_homepath]]/vm/[[game.qvm]].</div> David http://tremulous.net/wiki/Official_Map_Repository Official Map Repository 2009-07-27T23:06:10Z <p>David:&#32;/* Automatic server-side checking of the pk3 for basic fucked-up-ness and security. */</p> <hr /> <div>== Planning an official map repo system for 1.2 ==<br /> <br /> ''' Mission: Create one central repository for all maps, and make it the default http download for 1.2 '''<br /> <br /> == Requirements ==<br /> <br /> === Automatic server-side checking of the pk3 for basic fucked-up-ness and security. ===<br /> * Map must have ents<br /> ** both team_human_spawn, team_alien_spawn<br /> ** at least one of the following: info_player_intermission, info_player_start, or info_player_deathmatch<br /> ** More?? Need some mapper input<br /> * Map must have correct magic number and version (IBSP and 46).<br /> * All the stuff in the &quot;basic rules&quot; section below.<br /> * No files that can cause problems.<br /> ** .so<br /> ** .qvm<br /> ** .dylib<br /> ** .dll<br /> ** .exe<br /> ** .zip<br /> *** Why? If testing for zip should test for every archive format ever. This should probably be left to the humans.<br /> ** server.cfg<br /> ** autogen.cfg<br /> ** autoexec.cfg<br /> ** default.cfg<br /> ** maprotation.cfg<br /> ** admin.dat<br /> * Check if all textures etc are there?<br /> **'''Kia66''': Perhaps allow them to use textures from default maps/data.pk3. (I do it a little to try reduce pk3 size)<br /> * Check conflicts?<br /> * Require a levelshot (.jpg/.tga)?<br /> * Require a valid .arena file?<br /> **'''Kia66''': I would say no. As it only applies if people are hosting locally. If it becomes a must then make sure it doesnt start with colour code as it screws up order in list :(<br /> * No vast amounts of surplus crap in the pk3.<br /> <br /> === Moderation system - maps are not published to the repo until fully vetted by trusted humans ===<br /> * Who?<br /> * Should the maps be accessible prior to validation? (if you know the URL)<br /> ** Wire: my opinion is that there should be a way to download maps that have passed the automatic pk3 validation, but are not yet part of the main repository, this would be nice to cut down on the number of megaupload etc type links.<br /> * Need strict guidelines for them, to prevent loads of complaints etc.<br /> * How much needs doing / how long will it take to check a map?<br /> ** Wire: it will take at most a couple of seconds for the automatic validation thing to run.<br /> <br /> === Create and maintain some new basic rules regarding maps (Need ingar/surv input) ===<br /> * All maps should be named map-name-version.pk3<br /> * One mapper owns the namespace to their map, on a first-come-first-serve basis<br /> * Levelshot is required<br /> * Possibly create some community standard as to what is alpha, beta, final<br /> **'''Kia66''': Alpha - Blocked out (Structural brushes, very little detailling), Gameplay Testing. Beta - Gameplay, Sound FX, Texturing and Detailing near finalized, Final - Everything works and is complete<br /> * Basic entities (e.g spawns) are required<br /> **'''Kia66''': Proper lighting? (Not full bright) A check for light entities/light shaders<br /> * Location names (1.2 HUD will be displaying these so might as well)<br /> * No pornography (good reason to have a human look at the map prior to including it)<br /> * No &quot;Acid&quot; maps (Insanely bright textures that have animmaps intended to cause seizures)<br /> * No Variable/Cvar changing? (Eg. cg_humanbuildpoints 999, g_gravity 0)<br /> <br /> **'''Kia66''': Will maps intended for mods/nonstandard gameplay be allowed? If so will they be separated from the main Repo?<br /> <br /> === Ease of use ===<br /> * Easy for server owners<br /> ** Default<br /> ** Easy instructions to set it up if they change the settings.<br /> ** Easy ways to sync their maps (rsync?)<br /> * Easy for mappers<br /> ** Nice UI etc.<br /> ** Email them when it gets validated etc.<br /> ** Forum accounts for auth?<br /> ** Mapper pages (a Portfolio of sorts)?<br /> * End-users shouldn't need to know it exists.<br /> ** If they do it should be easy for them to use too.<br /> ** rss feeds, both for everything and per-map.<br /> ** search (pk3 name, bsp name, name in .arena file, and &quot;map namespace&quot; thing.<br /> ** Chuck out md5 checksums, and all the others too.<br /> <br /> === Meta-info ===<br /> * Mappers should be able to upload screen shots, a description, licence details, and maybe even a second zip file for the source etc.<br /> **'''Kia66''': Panoramic view, Video preview?<br /> * Some nice stats such as, total times played, downloads, player rating(?) etc.<br /> **'''Kia66''': Awards system? Map of the week/year, Developers pick/choice?<br /> * Any and all other info we can either ask for, or auto-extract somehow.<br /> * Graphs!<br /> * ''NOT'' downloads, as it's easy to game, and a bitch to count with the mirrors.<br /> <br /> === Mods ===<br /> * Do we allow them?<br /> * How / who?<br /> <br /> === Mirror network ===<br /> * Ask the user / auto pick or just random round-robin?<br /> * Who and how?<br /> ** Do we trust them<br /> ** What evil can they do?<br /> * How many do we even need?<br /> * Will also need two URLs, one for the mirror network for downloading, and one straight to the master for the nice UI and management.<br /> <br /> === Download Methods ===<br /> * HTTP<br /> ** Main access method for it all<br /> ** Maps must be available from all mod directorys<br /> *** /*/map-whatever.pk3 redirects to /maps/map-whatever.pk3 if it doesn't exist in the mod.<br /> ** Need nice file listings with info etc for people in browsers.<br /> *** All cached.<br /> ** Each file also needs a perminant(ish) url for links etc.<br /> * rsync<br /> ** one module for maps, and one for each mod<br /> ** no fancy file duplicating stuffs<br /> * Don't want duped files<br /> ** .htaccess<br /> ** dl.mg.net has a good template for this<br /> * Mirrors<br /> ** Only do http, no rsync. Use authed rsync (push) to mirror the entire tree (with .htaccess and the php scripts and cached data etc)<br /> ** No need for database copying, all cached.<br /> * Push support<br /> ** People can register to get emails on new maps.<br /> ** Also HTTP pings (we hit a URL). <br /> *** Will need human intervention to check it's a legit request.<br /> *** Can send details of the new maps as query params.<br /> <br /> == Development ==<br /> We are using mg.net's git repository for development.<br /> <br /> you can checkout the project by doing:<br /> <br /> &lt;code&gt;<br /> git-clone git://git.mercenariesguild.net/tremrepo.git tremrepo<br /> &lt;/code&gt;<br /> <br /> If you wish to help out please contact wireddd, davidsev or khalsa on freenode.<br /> <br /> wire's test copy of the project is [http://users.randomkeywhacking.com/wired/tremrepo/examples.php located here]<br /> <br /> [[Category:Development]]<br /> [[Category:Mapping]]</div> David http://tremulous.net/wiki/Official_Map_Repository Official Map Repository 2009-07-27T22:12:07Z <p>David:&#32;/* Download Methods */ Fuck being indecisive.</p> <hr /> <div>== Planning an official map repo system for 1.2 ==<br /> <br /> ''' Mission: Create one central repository for all maps, and make it the default http download for 1.2 '''<br /> <br /> == Requirements ==<br /> <br /> === Automatic server-side checking of the pk3 for basic fucked-up-ness and security. ===<br /> * Map must have ents<br /> ** both team_human_spawn, team_alien_spawn<br /> ** at least one of the following: info_player_intermission, info_player_start, or info_player_deathmatch<br /> ** More?? Need some mapper input<br /> * Map must have correct magic number and version (IBSP and 46).<br /> * All the stuff in the &quot;basic rules&quot; section below.<br /> * No files that can cause problems.<br /> ** .so<br /> ** .qvm<br /> ** .dylib<br /> ** .dll<br /> ** .exe<br /> ** .zip<br /> ** server.cfg<br /> ** autogen.cfg<br /> ** autoexec.cfg<br /> ** default.cfg<br /> ** maprotation.cfg<br /> ** admin.dat<br /> * Check if all textures etc are there?<br /> **'''Kia66''': Perhaps allow them to use textures from default maps/data.pk3. (I do it a little to try reduce pk3 size)<br /> * Check conflicts?<br /> * Require a levelshot (.jpg/.tga)?<br /> * Require a valid .arena file?<br /> **'''Kia66''': I would say no. As it only applies if people are hosting locally. If it becomes a must then make sure it doesnt start with colour code as it screws up order in list :(<br /> * No vast amounts of surplus crap in the pk3.<br /> <br /> === Moderation system - maps are not published to the repo until fully vetted by trusted humans ===<br /> * Who?<br /> * Should the maps be accessible prior to validation? (if you know the URL)<br /> ** Wire: my opinion is that there should be a way to download maps that have passed the automatic pk3 validation, but are not yet part of the main repository, this would be nice to cut down on the number of megaupload etc type links.<br /> * Need strict guidelines for them, to prevent loads of complaints etc.<br /> * How much needs doing / how long will it take to check a map?<br /> ** Wire: it will take at most a couple of seconds for the automatic validation thing to run.<br /> <br /> === Create and maintain some new basic rules regarding maps (Need ingar/surv input) ===<br /> * All maps should be named map-name-version.pk3<br /> * One mapper owns the namespace to their map, on a first-come-first-serve basis<br /> * Levelshot is required<br /> * Possibly create some community standard as to what is alpha, beta, final<br /> **'''Kia66''': Alpha - Blocked out (Structural brushes, very little detailling), Gameplay Testing. Beta - Gameplay, Sound FX, Texturing and Detailing near finalized, Final - Everything works and is complete<br /> * Basic entities (e.g spawns) are required<br /> **'''Kia66''': Proper lighting? (Not full bright) A check for light entities/light shaders<br /> * Location names (1.2 HUD will be displaying these so might as well)<br /> * No pornography (good reason to have a human look at the map prior to including it)<br /> * No &quot;Acid&quot; maps (Insanely bright textures that have animmaps intended to cause seizures)<br /> * No Variable/Cvar changing? (Eg. cg_humanbuildpoints 999, g_gravity 0)<br /> <br /> **'''Kia66''': Will maps intended for mods/nonstandard gameplay be allowed? If so will they be separated from the main Repo?<br /> <br /> === Ease of use ===<br /> * Easy for server owners<br /> ** Default<br /> ** Easy instructions to set it up if they change the settings.<br /> ** Easy ways to sync their maps (rsync?)<br /> * Easy for mappers<br /> ** Nice UI etc.<br /> ** Email them when it gets validated etc.<br /> ** Forum accounts for auth?<br /> ** Mapper pages (a Portfolio of sorts)?<br /> * End-users shouldn't need to know it exists.<br /> ** If they do it should be easy for them to use too.<br /> ** rss feeds, both for everything and per-map.<br /> ** search (pk3 name, bsp name, name in .arena file, and &quot;map namespace&quot; thing.<br /> ** Chuck out md5 checksums, and all the others too.<br /> <br /> === Meta-info ===<br /> * Mappers should be able to upload screen shots, a description, licence details, and maybe even a second zip file for the source etc.<br /> **'''Kia66''': Panoramic view, Video preview?<br /> * Some nice stats such as, total times played, downloads, player rating(?) etc.<br /> **'''Kia66''': Awards system? Map of the week/year, Developers pick/choice?<br /> * Any and all other info we can either ask for, or auto-extract somehow.<br /> * Graphs!<br /> * ''NOT'' downloads, as it's easy to game, and a bitch to count with the mirrors.<br /> <br /> === Mods ===<br /> * Do we allow them?<br /> * How / who?<br /> <br /> === Mirror network ===<br /> * Ask the user / auto pick or just random round-robin?<br /> * Who and how?<br /> ** Do we trust them<br /> ** What evil can they do?<br /> * How many do we even need?<br /> * Will also need two URLs, one for the mirror network for downloading, and one straight to the master for the nice UI and management.<br /> <br /> === Download Methods ===<br /> * HTTP<br /> ** Main access method for it all<br /> ** Maps must be available from all mod directorys<br /> *** /*/map-whatever.pk3 redirects to /maps/map-whatever.pk3 if it doesn't exist in the mod.<br /> ** Need nice file listings with info etc for people in browsers.<br /> *** All cached.<br /> ** Each file also needs a perminant(ish) url for links etc.<br /> * rsync<br /> ** one module for maps, and one for each mod<br /> ** no fancy file duplicating stuffs<br /> * Don't want duped files<br /> ** .htaccess<br /> ** dl.mg.net has a good template for this<br /> * Mirrors<br /> ** Only do http, no rsync. Use authed rsync (push) to mirror the entire tree (with .htaccess and the php scripts and cached data etc)<br /> ** No need for database copying, all cached.<br /> * Push support<br /> ** People can register to get emails on new maps.<br /> ** Also HTTP pings (we hit a URL). <br /> *** Will need human intervention to check it's a legit request.<br /> *** Can send details of the new maps as query params.<br /> <br /> == Development ==<br /> We are using mg.net's git repository for development.<br /> <br /> you can checkout the project by doing:<br /> <br /> &lt;code&gt;<br /> git-clone git://git.mercenariesguild.net/tremrepo.git tremrepo<br /> &lt;/code&gt;<br /> <br /> If you wish to help out please contact wireddd, davidsev or khalsa on freenode.<br /> <br /> wire's test copy of the project is [http://users.randomkeywhacking.com/wired/tremrepo/examples.php located here]<br /> <br /> [[Category:Development]]<br /> [[Category:Mapping]]</div> David http://tremulous.net/wiki/Official_Map_Repository Official Map Repository 2009-07-27T22:11:23Z <p>David:&#32;Added some details about downloading and stuff.</p> <hr /> <div>== Planning an official map repo system for 1.2 ==<br /> <br /> ''' Mission: Create one central repository for all maps, and make it the default http download for 1.2 '''<br /> <br /> == Requirements ==<br /> <br /> === Automatic server-side checking of the pk3 for basic fucked-up-ness and security. ===<br /> * Map must have ents<br /> ** both team_human_spawn, team_alien_spawn<br /> ** at least one of the following: info_player_intermission, info_player_start, or info_player_deathmatch<br /> ** More?? Need some mapper input<br /> * Map must have correct magic number and version (IBSP and 46).<br /> * All the stuff in the &quot;basic rules&quot; section below.<br /> * No files that can cause problems.<br /> ** .so<br /> ** .qvm<br /> ** .dylib<br /> ** .dll<br /> ** .exe<br /> ** .zip<br /> ** server.cfg<br /> ** autogen.cfg<br /> ** autoexec.cfg<br /> ** default.cfg<br /> ** maprotation.cfg<br /> ** admin.dat<br /> * Check if all textures etc are there?<br /> **'''Kia66''': Perhaps allow them to use textures from default maps/data.pk3. (I do it a little to try reduce pk3 size)<br /> * Check conflicts?<br /> * Require a levelshot (.jpg/.tga)?<br /> * Require a valid .arena file?<br /> **'''Kia66''': I would say no. As it only applies if people are hosting locally. If it becomes a must then make sure it doesnt start with colour code as it screws up order in list :(<br /> * No vast amounts of surplus crap in the pk3.<br /> <br /> === Moderation system - maps are not published to the repo until fully vetted by trusted humans ===<br /> * Who?<br /> * Should the maps be accessible prior to validation? (if you know the URL)<br /> ** Wire: my opinion is that there should be a way to download maps that have passed the automatic pk3 validation, but are not yet part of the main repository, this would be nice to cut down on the number of megaupload etc type links.<br /> * Need strict guidelines for them, to prevent loads of complaints etc.<br /> * How much needs doing / how long will it take to check a map?<br /> ** Wire: it will take at most a couple of seconds for the automatic validation thing to run.<br /> <br /> === Create and maintain some new basic rules regarding maps (Need ingar/surv input) ===<br /> * All maps should be named map-name-version.pk3<br /> * One mapper owns the namespace to their map, on a first-come-first-serve basis<br /> * Levelshot is required<br /> * Possibly create some community standard as to what is alpha, beta, final<br /> **'''Kia66''': Alpha - Blocked out (Structural brushes, very little detailling), Gameplay Testing. Beta - Gameplay, Sound FX, Texturing and Detailing near finalized, Final - Everything works and is complete<br /> * Basic entities (e.g spawns) are required<br /> **'''Kia66''': Proper lighting? (Not full bright) A check for light entities/light shaders<br /> * Location names (1.2 HUD will be displaying these so might as well)<br /> * No pornography (good reason to have a human look at the map prior to including it)<br /> * No &quot;Acid&quot; maps (Insanely bright textures that have animmaps intended to cause seizures)<br /> * No Variable/Cvar changing? (Eg. cg_humanbuildpoints 999, g_gravity 0)<br /> <br /> **'''Kia66''': Will maps intended for mods/nonstandard gameplay be allowed? If so will they be separated from the main Repo?<br /> <br /> === Ease of use ===<br /> * Easy for server owners<br /> ** Default<br /> ** Easy instructions to set it up if they change the settings.<br /> ** Easy ways to sync their maps (rsync?)<br /> * Easy for mappers<br /> ** Nice UI etc.<br /> ** Email them when it gets validated etc.<br /> ** Forum accounts for auth?<br /> ** Mapper pages (a Portfolio of sorts)?<br /> * End-users shouldn't need to know it exists.<br /> ** If they do it should be easy for them to use too.<br /> ** rss feeds, both for everything and per-map.<br /> ** search (pk3 name, bsp name, name in .arena file, and &quot;map namespace&quot; thing.<br /> ** Chuck out md5 checksums, and all the others too.<br /> <br /> === Meta-info ===<br /> * Mappers should be able to upload screen shots, a description, licence details, and maybe even a second zip file for the source etc.<br /> **'''Kia66''': Panoramic view, Video preview?<br /> * Some nice stats such as, total times played, downloads, player rating(?) etc.<br /> **'''Kia66''': Awards system? Map of the week/year, Developers pick/choice?<br /> * Any and all other info we can either ask for, or auto-extract somehow.<br /> * Graphs!<br /> * ''NOT'' downloads, as it's easy to game, and a bitch to count with the mirrors.<br /> <br /> === Mods ===<br /> * Do we allow them?<br /> * How / who?<br /> <br /> === Mirror network ===<br /> * Ask the user / auto pick or just random round-robin?<br /> * Who and how?<br /> ** Do we trust them<br /> ** What evil can they do?<br /> * How many do we even need?<br /> * Will also need two URLs, one for the mirror network for downloading, and one straight to the master for the nice UI and management.<br /> <br /> === Download Methods ===<br /> * HTTP<br /> ** Main access method for it all<br /> ** Maps must be available from all mod directorys<br /> *** /*/map-whatever.pk3 redirects to /maps/map-whatever.pk3 if it doesn't exist in the mod.<br /> ** Need nice file listings with info etc for people in browsers.<br /> *** All cached.<br /> ** Each file also needs a perminant(ish) url for links etc.<br /> * rsync<br /> ** one module for maps, and one for each mod<br /> ** no fancy file duplicating stuffs<br /> * Don't want duped files<br /> ** .htaccess<br /> *** Easy<br /> ** symlinks<br /> *** Bitch to maintain<br /> *** Reliable<br /> * Mirrors<br /> ** Only do http, no rsync. Use authed rsync (push) to mirror the entire tree (with .htaccess and the php scripts and cached data etc)<br /> ** No need for database copying, all cached.<br /> * Push support<br /> ** People can register to get emails on new maps.<br /> ** Also HTTP pings (we hit a URL). <br /> *** Will need human intervention to check it's a legit request.<br /> *** Can send details of the new maps as query params.<br /> <br /> == Development ==<br /> We are using mg.net's git repository for development.<br /> <br /> you can checkout the project by doing:<br /> <br /> &lt;code&gt;<br /> git-clone git://git.mercenariesguild.net/tremrepo.git tremrepo<br /> &lt;/code&gt;<br /> <br /> If you wish to help out please contact wireddd, davidsev or khalsa on freenode.<br /> <br /> wire's test copy of the project is [http://users.randomkeywhacking.com/wired/tremrepo/examples.php located here]<br /> <br /> [[Category:Development]]<br /> [[Category:Mapping]]</div> David http://tremulous.net/wiki/Official_Map_Repository Official Map Repository 2009-07-27T14:58:08Z <p>David:&#32;blah</p> <hr /> <div>== Planning an official map repo system for 1.2 ==<br /> <br /> ''' Mission: Create one central repository for all maps, and make it the default http download for 1.2 '''<br /> <br /> == Requirements ==<br /> <br /> === Automatic server-side checking of the pk3 for basic fucked-up-ness and security. ===<br /> * Map must have ents<br /> ** both team_human_spawn, team_alien_spawn<br /> ** at least one of the following: info_player_intermission, info_player_start, or info_player_deathmatch<br /> ** More?? Need some mapper input<br /> * Map must have correct magic number and version (IBSP and 46).<br /> * All the stuff in the &quot;basic rules&quot; section below.<br /> * No files that can cause problems.<br /> ** .so<br /> ** .qvm<br /> ** .dylib<br /> ** .dll<br /> ** .exe<br /> ** .zip<br /> ** server.cfg<br /> ** autogen.cfg<br /> ** autoexec.cfg<br /> ** default.cfg<br /> ** maprotation.cfg<br /> ** admin.dat<br /> * Check if all textures etc are there?<br /> **'''Kia66''': Perhaps allow them to use textures from default maps/data.pk3. (I do it a little to try reduce pk3 size)<br /> * Check conflicts?<br /> * Require a levelshot (.jpg/.tga)?<br /> * Require a valid .arena file?<br /> **'''Kia66''': I would say no. As it only applies if people are hosting locally. If it becomes a must then make sure it doesnt start with colour code as it screws up order in list :(<br /> * No vast amounts of surplus crap in the pk3.<br /> <br /> === Moderation system - maps are not published to the repo until fully vetted by trusted humans ===<br /> * Who?<br /> * Should the maps be accessible prior to validation? (if you know the URL)<br /> ** Wire: my opinion is that there should be a way to download maps that have passed the automatic pk3 validation, but are not yet part of the main repository, this would be nice to cut down on the number of megaupload etc type links.<br /> * Need strict guidelines for them, to prevent loads of complaints etc.<br /> * How much needs doing / how long will it take to check a map?<br /> ** Wire: it will take at most a couple of seconds for the automatic validation thing to run.<br /> <br /> === Create and maintain some new basic rules regarding maps (Need ingar/surv input) ===<br /> * All maps should be named map-name-version.pk3<br /> * One mapper owns the namespace to their map, on a first-come-first-serve basis<br /> * Levelshot is required<br /> * Possibly create some community standard as to what is alpha, beta, final<br /> **'''Kia66''': Alpha - Blocked out (Structural brushes, very little detailling), Gameplay Testing. Beta - Gameplay, Sound FX, Texturing and Detailing near finalized, Final - Everything works and is complete<br /> * Basic entities (e.g spawns) are required<br /> **'''Kia66''': Proper lighting? (Not full bright) A check for light entities/light shaders<br /> * Location names (1.2 HUD will be displaying these so might as well)<br /> * No pornography (good reason to have a human look at the map prior to including it)<br /> * No &quot;Acid&quot; maps (Insanely bright textures that have animmaps intended to cause seizures)<br /> * No Variable/Cvar changing? (Eg. cg_humanbuildpoints 999, g_gravity 0)<br /> <br /> **'''Kia66''': Will maps intended for mods/nonstandard gameplay be allowed? If so will they be separated from the main Repo?<br /> <br /> === Ease of use ===<br /> * Easy for server owners<br /> ** Default<br /> ** Easy instructions to set it up if they change the settings.<br /> ** Easy ways to sync their maps (rsync?)<br /> * Easy for mappers<br /> ** Nice UI etc.<br /> ** Email them when it gets validated etc.<br /> ** Forum accounts for auth?<br /> ** Mapper pages (a Portfolio of sorts)?<br /> * End-users shouldn't need to know it exists.<br /> ** If they do it should be easy for them to use too.<br /> ** rss feeds, both for everything and per-map.<br /> ** search (pk3 name, bsp name, name in .arena file, and &quot;map namespace&quot; thing.<br /> ** Chuck out md5 checksums, and all the others too.<br /> <br /> === Meta-info ===<br /> * Mappers should be able to upload screen shots, a description, licence details, and maybe even a second zip file for the source etc.<br /> **'''Kia66''': Panoramic view, Video preview?<br /> * Some nice stats such as, total times played, downloads, player rating(?) etc.<br /> **'''Kia66''': Awards system? Map of the week/year, Developers pick/choice?<br /> * Any and all other info we can either ask for, or auto-extract somehow.<br /> * Graphs!<br /> <br /> === Mods ===<br /> * Do we allow them?<br /> * How / who?<br /> <br /> === Mirror network ===<br /> * Ask the user / auto pick or just random round-robin?<br /> * Who and how?<br /> ** Do we trust them<br /> ** What evil can they do?<br /> * How many do we even need?<br /> * Will also need two URLs, one for the mirror network for downloading, and one straight to the master for the nice UI and management.<br /> <br /> <br /> == Development ==<br /> We are using mg.net's git repository for development.<br /> <br /> you can checkout the project by doing:<br /> <br /> &lt;code&gt;<br /> git-clone git://git.mercenariesguild.net/tremrepo.git tremrepo<br /> &lt;/code&gt;<br /> <br /> If you wish to help out please contact wireddd, davidsev or khalsa on freenode.<br /> <br /> wire's test copy of the project is [http://users.randomkeywhacking.com/wired/tremrepo/examples.php located here]<br /> <br /> [[Category:Development]]<br /> [[Category:Mapping]]</div> David http://tremulous.net/wiki/Official_Map_Repository Official Map Repository 2009-07-27T13:21:12Z <p>David:&#32;Added a tad more.</p> <hr /> <div>== Planning an official map repo system for 1.2 ==<br /> <br /> ''' Mission: Create one central repository for all maps, and make it the default http download for 1.2 '''<br /> <br /> == Requirements ==<br /> <br /> === Automatic server-side checking of the pk3 for basic fucked-up-ness and security. ===<br /> * Map must have ents<br /> ** both team_human_spawn, team_alien_spawn<br /> ** at least one of the following: info_player_intermission, info_player_start, or info_player_deathmatch<br /> ** More?? Need some mapper input<br /> * Map must have correct magic number and version (IBSP and 46).<br /> * All the stuff in the &quot;basic rules&quot; section below.<br /> * No files that can cause problems.<br /> ** .so<br /> ** .qvm<br /> ** .dylib<br /> ** .dll<br /> ** .exe<br /> ** .zip<br /> ** server.cfg<br /> ** autogen.cfg<br /> ** autoexec.cfg<br /> ** default.cfg<br /> ** maprotation.cfg<br /> ** admin.dat<br /> * Check if all textures etc are there?<br /> **'''Kia66''': Perhaps allow them to use textures from default maps/data.pk3. (I do it a little to try reduce pk3 size)<br /> * Check conflicts?<br /> * Require a levelshot (.jpg/.tga)?<br /> * Require a valid .arena file?<br /> **'''Kia66''': I would say no. As it only applies if people are hosting locally. If it becomes a must then make sure it doesnt start with colour code as it screws up order in list :(<br /> * No vast amounts of surplus crap in the pk3.<br /> <br /> === Moderation system - maps are not published to the repo until fully vetted by trusted humans ===<br /> * Who?<br /> * Should the maps be accessible prior to validation? (if you know the URL)<br /> ** Wire: my opinion is that there should be a way to download maps that have passed the automatic pk3 validation, but are not yet part of the main repository, this would be nice to cut down on the number of megaupload etc type links.<br /> * Need strict guidelines for them, to prevent loads of complaints etc.<br /> * How much needs doing / how long will it take to check a map?<br /> ** Wire: it will take at most a couple of seconds for the automatic validation thing to run.<br /> <br /> === Create and maintain some new basic rules regarding maps (Need ingar/surv input) ===<br /> * All maps should be named map-name-version.pk3<br /> * One mapper owns the namespace to their map, on a first-come-first-serve basis<br /> * Levelshot is required<br /> * Possibly create some community standard as to what is alpha, beta, final<br /> **'''Kia66''': Alpha - Blocked out (Structural brushes, very little detailling), Gameplay Testing. Beta - Gameplay, Sound FX, Texturing and Detailing near finalized, Final - Everything works and is complete<br /> * Basic entities (e.g spawns) are required<br /> **'''Kia66''': Proper lighting? (Not full bright) A check for light entities/light shaders<br /> * Location names (1.2 HUD will be displaying these so might as well)<br /> * No pornography (good reason to have a human look at the map prior to including it)<br /> * No &quot;Acid&quot; maps (Insanely bright textures that have animmaps intended to cause seizures)<br /> * No Variable/Cvar changing? (Eg. cg_humanbuildpoints 999, g_gravity 0)<br /> <br /> **'''Kia66''': Will maps intended for mods/nonstandard gameplay be allowed? If so will they be separated from the main Repo?<br /> <br /> === Ease of use ===<br /> * Easy for server owners<br /> ** Default<br /> ** Easy instructions to set it up if they change the settings.<br /> ** Easy ways to sync their maps (rsync?)<br /> * Easy for mappers<br /> ** Nice UI etc.<br /> ** Email them when it gets validated etc.<br /> ** Forum accounts for auth?<br /> ** Mapper pages (a Portfolio of sorts)?<br /> * End-users shouldn't need to know it exists.<br /> ** If they do it should be easy for them to use too.<br /> ** rss feeds, both for everything and per-map.<br /> ** search (pk3 name, bsp name, name in .arena file, and &quot;map namespace&quot; thing.<br /> ** Chuck out md5 checksums, and all the others too.<br /> <br /> === Meta-info ===<br /> * Mappers should be able to upload screen shots, a description, licence details, and maybe even a second zip file for the source etc.<br /> **'''Kia66''': Panoramic view, Video preview?<br /> * Some nice stats such as, total times played, downloads, player rating(?) etc.<br /> **'''Kia66''': Awards system? Map of the week/year, Developers pick/choice?<br /> * Any and all other info we can either ask for, or auto-extract somehow.<br /> * Graphs!<br /> <br /> === Mods ===<br /> * Do we allow them?<br /> * How / who?<br /> <br /> === Mirror network ===<br /> * Ask the user / auto pick or just random round-robin?<br /> * Who and how?<br /> ** Do we trust them<br /> ** What evil can they do?<br /> * How many do we even need?<br /> <br /> <br /> == Development ==<br /> We are using mg.net's git repository for development.<br /> <br /> you can checkout the project by doing:<br /> <br /> &lt;code&gt;<br /> git-clone git://git.mercenariesguild.net/tremrepo.git tremrepo<br /> &lt;/code&gt;<br /> <br /> If you wish to help out please contact wireddd, davidsev or khalsa on freenode.<br /> <br /> wire's test copy of the project is [http://users.randomkeywhacking.com/wired/tremrepo/examples.php located here]<br /> <br /> [[Category:Development]]<br /> [[Category:Mapping]]</div> David http://tremulous.net/wiki/User_talk:David User talk:David 2009-07-27T13:14:40Z <p>David:&#32;New page: Red links are annoying!</p> <hr /> <div>Red links are annoying!</div> David http://tremulous.net/wiki/Template:Navbox_Human Template:Navbox Human 2009-07-26T19:12:42Z <p>David:&#32;Naff attempt at an navbox. sucks don't use.</p> <hr /> <div>{| class=&quot;wikitable&quot; <br /> |- <br /> ! Weapons <br /> | '''''Stage 1:''''' [[Blaster]]{{·}}[[Rifle]]{{·}}[[Construction Kit]]{{·}}[[Pain Saw]]{{·}}[[Shotgun]]{{·}}[[Las Gun]]{{·}}[[Chaingun]] &lt;br /&gt;<br /> '''''Stage 2:''''' [[Advanced Construction Kit]]{{·}}[[Mass Driver]]{{·}}[[Pulse Rifle]]{{·}}[[Flame Thrower]] &lt;br /&gt;<br /> '''''Stage 3:''''' [[Lucifer Cannon]]<br /> |-<br /> ! Upgrades<br /> | '''''Stage 1:''''' [[Medkit]]{{·}}[[Battery Pack]]{{·}}[[Light Armour]] &lt;br /&gt;<br /> '''''Stage 2:''''' [[Grenade]]{{·}}[[Helmit]]{{·}}[[Jet Pack]] &lt;br /&gt;<br /> '''''Stage 3:''''' [[Battle Suit]]<br /> |-<br /> ! Buildings<br /> | '''''Stage 1:''''' [[Armoury]]{{·}}[[Machine Gun Turret]]{{·}}[[Medistation]]{{·}}[[Reactor]]{{·}}[[Telenode]] &lt;br /&gt;<br /> '''''Stage 2:''''' [[Defence Control Computer]]{{·}}[[Repeater]] &lt;br /&gt;<br /> '''''Stage 3:''''' [[Tesla Generator]]<br /> |-<br /> |-<br /> |}<br /> &lt;includeonly&gt;[[Category:Human]]&lt;/includeonly&gt;&lt;noinclude&gt;<br /> {{documentation}}<br /> &lt;/noinclude&gt;</div> David http://tremulous.net/wiki/Template:Navbox Template:Navbox 2009-07-26T18:27:45Z <p>David:&#32;Template:Navbox moved to Template:Navbar: Should be navbar, I just suck at importing stuff right.</p> <hr /> <div>#REDIRECT [[Template:Navbar]]</div> David http://tremulous.net/wiki/Template:Navbar Template:Navbar 2009-07-26T18:27:45Z <p>David:&#32;Template:Navbox moved to Template:Navbar: Should be navbar, I just suck at importing stuff right.</p> <hr /> <div>&lt;includeonly&gt;{{#if:{{{nodiv|}}}|&amp;nbsp;&lt;span|&lt;div}} class=&quot;noprint plainlinks navbar&quot; style=&quot;background:none; padding:0; font-weight:normal;{{{fontstyle|}}}; font-size:xx-small; {{{style|}}}&quot;&gt;&lt;!--<br /> <br /> --&gt;{{#if:{{{mini|}}}{{{plain|}}}|&lt;!--nothing--&gt;|&lt;!--else:<br /> --&gt;This box:&amp;#32;}}&lt;!--<br /> <br /> --&gt;{{#if:{{{brackets|}}}|&amp;#91;}}&lt;!--<br /> <br /> --&gt;[[{{transclude|{{{1}}}}}|&lt;span title=&quot;View this template&quot; style=&quot;{{{fontstyle|}}}&quot;&gt;&lt;!--<br /> --&gt;{{#if:{{{mini|}}}|v|view}}&lt;/span&gt;]]&lt;!--<br /> <br /> --&gt;&amp;nbsp;&lt;span style=&quot;font-size:80%;&quot;&gt;•&lt;/span&gt;&amp;nbsp;[[{{TALKPAGENAME:{{transclude|{{{1}}}}}}}|&lt;span title=&quot;Discuss this template&quot; style=&quot;{{{fontstyle|}}}&quot;&gt;{{#if:{{{mini|}}}|d|talk}}&lt;/span&gt;]]&lt;!--<br /> <br /> --&gt;{{#if:{{{noedit|}}}|&lt;!--nothing--&gt;|&lt;!--else:<br /> --&gt;&amp;nbsp;&lt;span style=&quot;font-size:80%;&quot;&gt;•&lt;/span&gt;&amp;nbsp;[{{fullurl:{{transclude|{{{1}}}}}|action=edit}}&lt;span title=&quot;Edit this template&quot; style=&quot;{{{fontstyle|}}};&quot;&gt;{{#if:{{{mini|}}}|e|edit}}&lt;/span&gt;]&lt;!--<br /> --&gt;}}&lt;!--<br /> <br /> --&gt;{{#if:{{{brackets|}}}|]}}&lt;!--<br /> <br /> --&gt;{{#if:{{{nodiv|}}}|&lt;!--then:<br /> --&gt;&lt;/span&gt;&amp;nbsp;|&lt;!--else:<br /> --&gt;&lt;/div&gt;}}&lt;/includeonly&gt;&lt;noinclude&gt;<br /> <br /> {{documentation}}<br /> &lt;/noinclude&gt;</div> David http://tremulous.net/wiki/Template:Navbar Template:Navbar 2009-07-26T18:25:03Z <p>David:&#32;Imported from wikipedia</p> <hr /> <div>&lt;includeonly&gt;{{#if:{{{nodiv|}}}|&amp;nbsp;&lt;span|&lt;div}} class=&quot;noprint plainlinks navbar&quot; style=&quot;background:none; padding:0; font-weight:normal;{{{fontstyle|}}}; font-size:xx-small; {{{style|}}}&quot;&gt;&lt;!--<br /> <br /> --&gt;{{#if:{{{mini|}}}{{{plain|}}}|&lt;!--nothing--&gt;|&lt;!--else:<br /> --&gt;This box:&amp;#32;}}&lt;!--<br /> <br /> --&gt;{{#if:{{{brackets|}}}|&amp;#91;}}&lt;!--<br /> <br /> --&gt;[[{{transclude|{{{1}}}}}|&lt;span title=&quot;View this template&quot; style=&quot;{{{fontstyle|}}}&quot;&gt;&lt;!--<br /> --&gt;{{#if:{{{mini|}}}|v|view}}&lt;/span&gt;]]&lt;!--<br /> <br /> --&gt;&amp;nbsp;&lt;span style=&quot;font-size:80%;&quot;&gt;•&lt;/span&gt;&amp;nbsp;[[{{TALKPAGENAME:{{transclude|{{{1}}}}}}}|&lt;span title=&quot;Discuss this template&quot; style=&quot;{{{fontstyle|}}}&quot;&gt;{{#if:{{{mini|}}}|d|talk}}&lt;/span&gt;]]&lt;!--<br /> <br /> --&gt;{{#if:{{{noedit|}}}|&lt;!--nothing--&gt;|&lt;!--else:<br /> --&gt;&amp;nbsp;&lt;span style=&quot;font-size:80%;&quot;&gt;•&lt;/span&gt;&amp;nbsp;[{{fullurl:{{transclude|{{{1}}}}}|action=edit}}&lt;span title=&quot;Edit this template&quot; style=&quot;{{{fontstyle|}}};&quot;&gt;{{#if:{{{mini|}}}|e|edit}}&lt;/span&gt;]&lt;!--<br /> --&gt;}}&lt;!--<br /> <br /> --&gt;{{#if:{{{brackets|}}}|]}}&lt;!--<br /> <br /> --&gt;{{#if:{{{nodiv|}}}|&lt;!--then:<br /> --&gt;&lt;/span&gt;&amp;nbsp;|&lt;!--else:<br /> --&gt;&lt;/div&gt;}}&lt;/includeonly&gt;&lt;noinclude&gt;<br /> <br /> {{documentation}}<br /> &lt;/noinclude&gt;</div> David http://tremulous.net/wiki/Template:Transclude Template:Transclude 2009-07-26T18:23:24Z <p>David:&#32;Imported from wikipedia</p> <hr /> <div>{{#switch: {{NAMESPACE: {{{1}}} }}<br /> |#default = {{FULLPAGENAME: {{{1}}} }} &lt;!-- eg &quot;User:Foo&quot; --&gt;<br /> |{{ns:0}} = <br /> {{#ifeq: {{NAMESPACE: {{{1}}} }} | {{NAMESPACE: Template{{{1}}} }}<br /> | Template:{{{1}}} &lt;!-- no leading colon, eg &quot;Foo&quot; --&gt;<br /> | {{PAGENAME: {{{1}}} }} &lt;!-- leading colon, eg &quot;:Foo&quot;, so we want the article --&gt;<br /> }}<br /> }}&lt;noinclude&gt;<br /> {{documentation}}<br /> &lt;/noinclude&gt;</div> David