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Tremulous Wiki - User contributions [en] http://tremulous.net/wiki/Special:Contributions/Paradox From Tremulous Wiki en MediaWiki 1.15.1 Fri, 19 Jan 2018 05:08:25 GMT Human jump tactics http://tremulous.net/wiki/Human_jump_tactics <p>Paradox:&#32;Paragraph breaks/* Nexus6 */</p> <hr /> <div>{{ForumImport|[[Who-Soup]]|2=http://tremulous.net/forum/index.php?topic=13159}}<br /> [[Humans]] may feel their movement abilities at [[Stage]] 1 are restricted. However, using a few special tricks, humans can jump quite far and high, and get to areas normally accessible only to [[wallwalking]] [[aliens]] or [[jetpack]]s. Most of these tactics depend on [[slope jumping]]<br /> <br /> These links are in no particular order.<br /> <br /> ==Niveus==<br /> Pillar room:<br /> <br /> [[Image:NiveusPylonRoom.jpg]]<br /> <br /> http://www.youtube.com/watch?v=o9BtYaVnO10<br /> ==Transit==<br /> Human base with tall crates:<br /> <br /> [[Image:TransitHumanCrates.jpg]]<br /> <br /> http://www.youtube.com/watch?v=pYDA6CWdw4U<br /> ----<br /> High ledge on a wall<br /> <br /> [[Image:TransitWallLedge.jpg]]<br /> <br /> http://www.youtube.com/watch?v=gqi5gSVVfZQ<br /> ==Nexus6==<br /> Ways to get into the alcoves in the alien base for [[Nexus6]]<br /> <br /> [[Image:Nexus6AlienBase.jpg]]<br /> <br /> http://www.youtube.com/watch?v=K7bDLCzk3nA<br /> <br /> http://www.youtube.com/watch?v=byF51Pyx5SY<br /> <br /> ==Karith==<br /> Red hallway between Alien and Human bases<br /> <br /> [[Image:KarithRedHallway.jpg]]<br /> <br /> http://www.youtube.com/watch?v=6-LlV-XAFus<br /> ----<br /> High outside platform<br /> <br /> [[Image:KarithOutsidePlatform.jpg]]<br /> <br /> http://www.youtube.com/watch?v=Av6UiJhRqj8<br /> ----<br /> Alternative way to get to second floor of elevator room, without use of elevator<br /> <br /> [[Image:KarithOutsideVent.jpg]]<br /> <br /> http://www.youtube.com/watch?v=HrPpK3_MaN0<br /> ----<br /> Pipes in Karith<br /> <br /> [[Image:KarithPipes.jpg]]<br /> <br /> http://www.youtube.com/watch?v=UaCFBT-1zu8<br /> ==Tremor==<br /> Human base light fixture<br /> <br /> [[Image:TremorHumanLightFixture.jpg]]<br /> <br /> http://www.youtube.com/watch?v=Xgr9uMwSEi4<br /> ----<br /> Tremor box room<br /> <br /> [[Image:TremorBoxRoom.jpg]]<br /> <br /> http://www.youtube.com/watch?v=-MxCPHQXsVU<br /> ==Arachnid2==<br /> Human base top pipes buttons<br /> <br /> [[Image:ArachnidPipesHumanBaseTop.jpg]]<br /> <br /> http://www.youtube.com/watch?v=JtGeRmRKfCk<br /> <br /> <br /> [[Category:Humans]]<br /> [[Category:Tips]]</div> Mon, 05 Apr 2010 03:48:58 GMT Paradox http://tremulous.net/wiki/Talk:Human_jump_tactics Human jump tactics http://tremulous.net/wiki/Human_jump_tactics <p>Paradox:&#32;</p> <hr /> <div>{{ForumImport|[[Who-Soup]]|2=http://tremulous.net/forum/index.php?topic=13159}}<br /> [[Humans]] may feel their movement abilities at [[Stage]] 1 are restricted. However, using a few special tricks, humans can jump quite far and high, and get to areas normally accessible only to [[wallwalking]] [[aliens]] or [[jetpack]]s. Most of these tactics depend on [[slope jumping]]<br /> <br /> These links are in no particular order.<br /> <br /> ==Niveus==<br /> Pillar room:<br /> <br /> [[Image:NiveusPylonRoom.jpg]]<br /> <br /> http://www.youtube.com/watch?v=o9BtYaVnO10<br /> ==Transit==<br /> Human base with tall crates:<br /> <br /> [[Image:TransitHumanCrates.jpg]]<br /> <br /> http://www.youtube.com/watch?v=pYDA6CWdw4U<br /> ----<br /> High ledge on a wall<br /> <br /> [[Image:TransitWallLedge.jpg]]<br /> <br /> http://www.youtube.com/watch?v=gqi5gSVVfZQ<br /> ==Nexus6==<br /> Ways to get into the alcoves in the alien base for [[Nexus6]]<br /> <br /> [[Image:Nexus6AlienBase.jpg]]<br /> <br /> http://www.youtube.com/watch?v=K7bDLCzk3nA<br /> http://www.youtube.com/watch?v=byF51Pyx5SY<br /> ==Karith==<br /> Red hallway between Alien and Human bases<br /> <br /> [[Image:KarithRedHallway.jpg]]<br /> <br /> http://www.youtube.com/watch?v=6-LlV-XAFus<br /> ----<br /> High outside platform<br /> <br /> [[Image:KarithOutsidePlatform.jpg]]<br /> <br /> http://www.youtube.com/watch?v=Av6UiJhRqj8<br /> ----<br /> Alternative way to get to second floor of elevator room, without use of elevator<br /> <br /> [[Image:KarithOutsideVent.jpg]]<br /> <br /> http://www.youtube.com/watch?v=HrPpK3_MaN0<br /> ----<br /> Pipes in Karith<br /> <br /> [[Image:KarithPipes.jpg]]<br /> <br /> http://www.youtube.com/watch?v=UaCFBT-1zu8<br /> ==Tremor==<br /> Human base light fixture<br /> <br /> [[Image:TremorHumanLightFixture.jpg]]<br /> <br /> http://www.youtube.com/watch?v=Xgr9uMwSEi4<br /> ----<br /> Tremor box room<br /> <br /> [[Image:TremorBoxRoom.jpg]]<br /> <br /> http://www.youtube.com/watch?v=-MxCPHQXsVU<br /> ==Arachnid2==<br /> Human base top pipes buttons<br /> <br /> [[Image:ArachnidPipesHumanBaseTop.jpg]]<br /> <br /> http://www.youtube.com/watch?v=JtGeRmRKfCk<br /> <br /> <br /> [[Category:Humans]]<br /> [[Category:Tips]]</div> Mon, 05 Apr 2010 03:46:54 GMT Paradox http://tremulous.net/wiki/Talk:Human_jump_tactics File:ArachnidPipesHumanBaseTop.jpg http://tremulous.net/wiki/File:ArachnidPipesHumanBaseTop.jpg <p>Paradox:&#32;</p> <hr /> <div></div> Mon, 05 Apr 2010 03:44:28 GMT Paradox http://tremulous.net/wiki/File_talk:ArachnidPipesHumanBaseTop.jpg File:TremorBoxRoom.jpg http://tremulous.net/wiki/File:TremorBoxRoom.jpg <p>Paradox:&#32;</p> <hr /> <div></div> Mon, 05 Apr 2010 03:43:10 GMT Paradox http://tremulous.net/wiki/File_talk:TremorBoxRoom.jpg File:TremorHumanLightFixture.jpg http://tremulous.net/wiki/File:TremorHumanLightFixture.jpg <p>Paradox:&#32;</p> <hr /> <div></div> Mon, 05 Apr 2010 03:20:07 GMT Paradox http://tremulous.net/wiki/File_talk:TremorHumanLightFixture.jpg Human jump tactics http://tremulous.net/wiki/Human_jump_tactics <p>Paradox:&#32;Created page with '{{ForumImport|Who-Soup|2=http://tremulous.net/forum/index.php?topic=13159}} Humans may feel their movement abilities at Stage 1 are restricted. However, using a few s…'</p> <hr /> <div>{{ForumImport|[[Who-Soup]]|2=http://tremulous.net/forum/index.php?topic=13159}}<br /> [[Humans]] may feel their movement abilities at [[Stage]] 1 are restricted. However, using a few special tricks, humans can jump quite far and high, and get to areas normally accessible only to [[wallwalking]] [[aliens]] or [[jetpacks]]. Most of these tactics depend on [[slope jumping]]<br /> <br /> These links are in no particular order.<br /> <br /> ==Niveus==<br /> Pillar room:<br /> <br /> [[Image:NiveusPylonRoom.jpg]]<br /> <br /> http://www.youtube.com/watch?v=o9BtYaVnO10<br /> ==Transit==<br /> Human base with tall crates:<br /> <br /> [[Image:TransitHumanCrates.jpg]]<br /> <br /> http://www.youtube.com/watch?v=pYDA6CWdw4U<br /> ----<br /> High ledge on a wall<br /> <br /> [[Image:TransitWallLedge.jpg]]<br /> <br /> http://www.youtube.com/watch?v=gqi5gSVVfZQ<br /> ==Nexus6==<br /> Ways to get into the alcoves in the alien base for [[Nexus6]]<br /> <br /> [[Image:Nexus6AlienBase.jpg]]<br /> <br /> http://www.youtube.com/watch?v=K7bDLCzk3nA<br /> http://www.youtube.com/watch?v=byF51Pyx5SY<br /> ==Karith==<br /> Red hallway between Alien and Human bases<br /> <br /> [[Image:KarithRedHallway.jpg]]<br /> <br /> http://www.youtube.com/watch?v=6-LlV-XAFus<br /> ----<br /> High outside platform<br /> <br /> [[Image:KarithOutsidePlatform.jpg]]<br /> <br /> http://www.youtube.com/watch?v=Av6UiJhRqj8<br /> ----<br /> Alternative way to get to second floor of elevator room, without use of elevator<br /> <br /> [[Image:KarithOutsideVent.jpg]]<br /> <br /> http://www.youtube.com/watch?v=HrPpK3_MaN0<br /> ----<br /> Pipes in Karith<br /> <br /> [[Image:KarithPipes.jpg]]<br /> <br /> http://www.youtube.com/watch?v=UaCFBT-1zu8</div> Mon, 05 Apr 2010 02:41:45 GMT Paradox http://tremulous.net/wiki/Talk:Human_jump_tactics File:KarithPipes.jpg http://tremulous.net/wiki/File:KarithPipes.jpg <p>Paradox:&#32;</p> <hr /> <div></div> Mon, 05 Apr 2010 02:41:26 GMT Paradox http://tremulous.net/wiki/File_talk:KarithPipes.jpg File:KarithOutsideVent.jpg http://tremulous.net/wiki/File:KarithOutsideVent.jpg <p>Paradox:&#32;</p> <hr /> <div></div> Mon, 05 Apr 2010 02:40:22 GMT Paradox http://tremulous.net/wiki/File_talk:KarithOutsideVent.jpg File:KarithOutsidePlatform.jpg http://tremulous.net/wiki/File:KarithOutsidePlatform.jpg <p>Paradox:&#32;</p> <hr /> <div></div> Mon, 05 Apr 2010 02:39:28 GMT Paradox http://tremulous.net/wiki/File_talk:KarithOutsidePlatform.jpg File:KarithRedHallway.jpg http://tremulous.net/wiki/File:KarithRedHallway.jpg <p>Paradox:&#32;</p> <hr /> <div></div> Mon, 05 Apr 2010 02:37:33 GMT Paradox http://tremulous.net/wiki/File_talk:KarithRedHallway.jpg File:Nexus6AlienBase.jpg http://tremulous.net/wiki/File:Nexus6AlienBase.jpg <p>Paradox:&#32;</p> <hr /> <div></div> Mon, 05 Apr 2010 02:34:44 GMT Paradox http://tremulous.net/wiki/File_talk:Nexus6AlienBase.jpg File:TransitWallLedge.jpg http://tremulous.net/wiki/File:TransitWallLedge.jpg <p>Paradox:&#32;</p> <hr /> <div></div> Mon, 05 Apr 2010 02:32:42 GMT Paradox http://tremulous.net/wiki/File_talk:TransitWallLedge.jpg File:TransitHumanCrates.jpg http://tremulous.net/wiki/File:TransitHumanCrates.jpg <p>Paradox:&#32;</p> <hr /> <div></div> Mon, 05 Apr 2010 02:30:47 GMT Paradox http://tremulous.net/wiki/File_talk:TransitHumanCrates.jpg File:NiveusPylonRoom.jpg http://tremulous.net/wiki/File:NiveusPylonRoom.jpg <p>Paradox:&#32;</p> <hr /> <div></div> Mon, 05 Apr 2010 02:28:31 GMT Paradox http://tremulous.net/wiki/File_talk:NiveusPylonRoom.jpg Template:ForumImport http://tremulous.net/wiki/Template:ForumImport <p>Paradox:&#32;Created page with '&lt;div class=&quot;boilerplate&quot; style=&quot;background-color:#DFFECA; border: 1px solid #ABC29B;&quot;&gt;leftThis article ('''{{PAGENAME}}''') has been imported from the [ht…'</p> <hr /> <div>&lt;div class=&quot;boilerplate&quot; style=&quot;background-color:#DFFECA; border: 1px solid #ABC29B;&quot;&gt;[[Image:Stub.png|32px|left]]This article ('''{{PAGENAME}}''') has been imported from the [http://tremulous.net/forum Tremulous Forums]. The original post was made by {{{1}}} and can be found [{{{2}}} here]&lt;/div&gt;<br /> &lt;includeonly&gt;[[Category:Forum imports]]&lt;/includeonly&gt;<br /> <br /> &lt;noinclude&gt;==Documentation==<br /> Used to indicate a page was imported from the forums.<br /> ===Paramiters===<br /> # Forum post author<br /> # Topic/post link<br /> &lt;/noinclude&gt;</div> Mon, 05 Apr 2010 02:23:41 GMT Paradox http://tremulous.net/wiki/Template_talk:ForumImport Category:Bugs http://tremulous.net/wiki/Category:Bugs <p>Paradox:&#32;Created page with 'Category: Development'</p> <hr /> <div>[[Category: Development]]</div> Wed, 09 Dec 2009 06:22:24 GMT Paradox http://tremulous.net/wiki/Category_talk:Bugs Bugs in GPP1 http://tremulous.net/wiki/Bugs_in_GPP1 <p>Paradox:&#32;</p> <hr /> <div>__NEWSECTIONLINK__<br /> __NOTOC__<br /> The following is a list of known bugs in Gameplay preview release 1.<br /> <br /> &lt;span class=&quot;plainlinks&quot;&gt;[{{fullurl:{{FULLPAGENAME}}|action=edit&amp;section=new}} + Add a bug]&lt;/span&gt;<br /> ----<br /> [[Category:Bugs]]</div> Wed, 09 Dec 2009 06:21:52 GMT Paradox http://tremulous.net/wiki/Talk:Bugs_in_GPP1 Bugs in GPP1 http://tremulous.net/wiki/Bugs_in_GPP1 <p>Paradox:&#32;Added an add new link</p> <hr /> <div>__NEWSECTIONLINK__<br /> __NOTOC__<br /> The following is a list of known bugs in Gameplay preview release 1.<br /> <br /> &lt;span class=&quot;plainlinks&quot;&gt;[{{fullurl:{{FULLPAGENAME}}|action=edit&amp;section=new}} + Add a bug]&lt;/span&gt;<br /> [[Category:Bugs]]</div> Wed, 09 Dec 2009 06:21:38 GMT Paradox http://tremulous.net/wiki/Talk:Bugs_in_GPP1 Bugs in GPP1 http://tremulous.net/wiki/Bugs_in_GPP1 <p>Paradox:&#32;</p> <hr /> <div>__NEWSECTIONLINK__<br /> __NOTOC__<br /> The following is a list of known bugs in Gameplay preview release 1.<br /> To add a bug, please click the + link above<br /> [[Category:Bugs]]</div> Wed, 09 Dec 2009 06:16:11 GMT Paradox http://tremulous.net/wiki/Talk:Bugs_in_GPP1 Bugs in GPP1 http://tremulous.net/wiki/Bugs_in_GPP1 <p>Paradox:&#32;Created page with '__NEWSECTIONLINK__ __NOTOC__ The following is a list of known bugs in Gameplay preview release 1. Category:Bugs'</p> <hr /> <div>__NEWSECTIONLINK__<br /> __NOTOC__<br /> The following is a list of known bugs in Gameplay preview release 1.<br /> [[Category:Bugs]]</div> Wed, 09 Dec 2009 06:13:16 GMT Paradox http://tremulous.net/wiki/Talk:Bugs_in_GPP1 Official Map Repository http://tremulous.net/wiki/Official_Map_Repository <p>Paradox:&#32;/* Mirror network */</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 /> ** GeoIP?<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> Sat, 14 Nov 2009 02:31:24 GMT Paradox http://tremulous.net/wiki/Talk:Official_Map_Repository Official Map Repository http://tremulous.net/wiki/Official_Map_Repository <p>Paradox:&#32;/* Create and maintain some new basic rules regarding maps */</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 ===<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 /> * 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> Wed, 19 Aug 2009 08:27:13 GMT Paradox http://tremulous.net/wiki/Talk:Official_Map_Repository Official Map Repository http://tremulous.net/wiki/Official_Map_Repository <p>Paradox:&#32;Graph choices /* Meta-info */</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 /> *** '''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 /> * 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> Sun, 09 Aug 2009 21:13:24 GMT Paradox http://tremulous.net/wiki/Talk:Official_Map_Repository Official Map Repository http://tremulous.net/wiki/Official_Map_Repository <p>Paradox:&#32;/* Meta-info */</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 /> *** '''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 /> * ''NOT'' downloads, as it's easy to game, and a bitch to count with the mirrors.<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> Sun, 09 Aug 2009 20:55:51 GMT Paradox http://tremulous.net/wiki/Talk:Official_Map_Repository Official Map Repository http://tremulous.net/wiki/Official_Map_Repository <p>Paradox:&#32;/* Ease of use */</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 /> *** '''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 /> * ''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> Sun, 09 Aug 2009 20:54:27 GMT Paradox http://tremulous.net/wiki/Talk:Official_Map_Repository Talk:Official Map Repository http://tremulous.net/wiki/Talk:Official_Map_Repository <p>Paradox:&#32;</p> <hr /> <div>How about making it similar to http://lvlworld.com ? [[User:Khalsa|Khalsa]] 16:34, 28 July 2009 (UTC)<br /> <br /> <br /> An idea for map statges (Alpha, Beta etc) http://fabrydesign.com/2009/06/29/tf2-map-development-cycle - [[User:Knowitall66|Knowitall66]] 05:56, 8 August 2009 (UTC)<br /> <br /> Perhaps make it have an interface like XML+RPC or something (API), so if a desktop based browser was ever built, it would be easy to build in.<br /> <br /> Also, this could expedite the inclusion of it in-game. &lt;span class=&quot;boilerplate&quot; style=&quot;background-color:#a6c8ff; border: 1px solid #406db7; padding: 5px; margin: 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:{{PAGENAME}}|action=edit&amp;section=new}} reply]&lt;/span&gt;<br /> &lt;/span&gt; 20:29, 9 August 2009 (UTC)</div> Sun, 09 Aug 2009 20:29:53 GMT Paradox http://tremulous.net/wiki/Talk:Official_Map_Repository Sandbox http://tremulous.net/wiki/Sandbox <p>Paradox:&#32;</p> <hr /> <div>Enter whatever here. Mess around.<br /> [[Image:Alert.png|left]]<br /> [[Category:Important Categories]]<br /> <br /> &lt;pre&gt;<br /> CODE<br /> <br /> CODE!<br /> &lt;/pre&gt;<br /> <br /> '''Bold'''<br /> ''Italics''<br /> [[Granger|Internal Link]]<br /> [External Link]<br /> <br /> == Level 2 Headline ==<br /> [[Image:Example.jpg]]<br /> [[Media:Example.ogg]]<br /> &lt;math&gt;2x+b/b&lt;/math&gt;<br /> &lt;nowiki&gt;Insert non-formatted text here&lt;/nowiki&gt;<br /> <br /> ----<br /> --[[User:Khalsa|khalsa]] 06:53, 16 December 2008 (UTC)<br /> ----<br /> &lt;Paradox&gt; if you want something to do on a saturday morning <br /> <br /> &lt;Paradox&gt; go here <br /> <br /> &lt;Paradox&gt; http://tremulous.net/wiki/Category:Unsorted_Cvars <br /> <br /> &lt;Paradox&gt; and start categorizing<br /> <br /> &lt;Haxor Zell Faze&gt; I have been xD<br /> <br /> &lt;DevilishFreak&gt; All Cvar sorting and no play makes devil a dull boy.<br /> --[[User:DevilishFreak|DevilishFreak]] 15:59, 16 February 2009 (UTC)<br /> <br /> lots<br /> <br /> <br /> of <br /> <br /> <br /> lines<br /> <br /> <br /> to <br /> <br /> <br /> make<br /> <br /> <br /> sure<br /> <br /> <br /> we're<br /> <br /> <br /> more<br /> <br /> <br /> than<br /> <br /> <br /> a<br /> <br /> <br /> page<br /> <br /> <br /> width<br /> <br /> <br /> long<br /> <br /> <br /> &lt;span id=&quot;bottom&quot;&gt;&lt;/span&gt;<br /> <br /> &lt;div class=&quot;ui-state-default ui-corner-all jQ-button&quot;&gt;Button!&lt;/div&gt;</div> Thu, 21 May 2009 03:54:15 GMT Paradox http://tremulous.net/wiki/Talk:Sandbox Sandbox http://tremulous.net/wiki/Sandbox <p>Paradox:&#32;</p> <hr /> <div>Enter whatever here. Mess around.<br /> [[Image:Alert.png|left]]<br /> [[Category:Important Categories]]<br /> <br /> &lt;pre&gt;<br /> CODE<br /> <br /> CODE!<br /> &lt;/pre&gt;<br /> <br /> '''Bold'''<br /> ''Italics''<br /> [[Granger|Internal Link]]<br /> [External Link]<br /> <br /> == Level 2 Headline ==<br /> [[Image:Example.jpg]]<br /> [[Media:Example.ogg]]<br /> &lt;math&gt;2x+b/b&lt;/math&gt;<br /> &lt;nowiki&gt;Insert non-formatted text here&lt;/nowiki&gt;<br /> <br /> ----<br /> --[[User:Khalsa|khalsa]] 06:53, 16 December 2008 (UTC)<br /> ----<br /> &lt;Paradox&gt; if you want something to do on a saturday morning <br /> <br /> &lt;Paradox&gt; go here <br /> <br /> &lt;Paradox&gt; http://tremulous.net/wiki/Category:Unsorted_Cvars <br /> <br /> &lt;Paradox&gt; and start categorizing<br /> <br /> &lt;Haxor Zell Faze&gt; I have been xD<br /> <br /> &lt;DevilishFreak&gt; All Cvar sorting and no play makes devil a dull boy.<br /> --[[User:DevilishFreak|DevilishFreak]] 15:59, 16 February 2009 (UTC)<br /> <br /> lots<br /> <br /> <br /> of <br /> <br /> <br /> lines<br /> <br /> <br /> to <br /> <br /> <br /> make<br /> <br /> <br /> sure<br /> <br /> <br /> we're<br /> <br /> <br /> more<br /> <br /> <br /> than<br /> <br /> <br /> a<br /> <br /> <br /> page<br /> <br /> <br /> width<br /> <br /> <br /> long<br /> <br /> <br /> &lt;span id=&quot;bottom&quot;&gt;&lt;/span&gt;<br /> <br /> &lt;span class=&quot;ui-state-default ui-corner-all jQ-button&quot;&gt;Button!&lt;/span&gt;</div> Thu, 21 May 2009 03:46:12 GMT Paradox http://tremulous.net/wiki/Talk:Sandbox Sandbox http://tremulous.net/wiki/Sandbox <p>Paradox:&#32;</p> <hr /> <div>Enter whatever here. Mess around.<br /> [[Image:Alert.png|left]]<br /> [[Category:Important Categories]]<br /> <br /> &lt;pre&gt;<br /> CODE<br /> <br /> CODE!<br /> &lt;/pre&gt;<br /> <br /> '''Bold'''<br /> ''Italics''<br /> [[Granger|Internal Link]]<br /> [External Link]<br /> <br /> == Level 2 Headline ==<br /> [[Image:Example.jpg]]<br /> [[Media:Example.ogg]]<br /> &lt;math&gt;2x+b/b&lt;/math&gt;<br /> &lt;nowiki&gt;Insert non-formatted text here&lt;/nowiki&gt;<br /> <br /> ----<br /> --[[User:Khalsa|khalsa]] 06:53, 16 December 2008 (UTC)<br /> ----<br /> &lt;Paradox&gt; if you want something to do on a saturday morning <br /> <br /> &lt;Paradox&gt; go here <br /> <br /> &lt;Paradox&gt; http://tremulous.net/wiki/Category:Unsorted_Cvars <br /> <br /> &lt;Paradox&gt; and start categorizing<br /> <br /> &lt;Haxor Zell Faze&gt; I have been xD<br /> <br /> &lt;DevilishFreak&gt; All Cvar sorting and no play makes devil a dull boy.<br /> --[[User:DevilishFreak|DevilishFreak]] 15:59, 16 February 2009 (UTC)<br /> <br /> lots<br /> <br /> <br /> of <br /> <br /> <br /> lines<br /> <br /> <br /> to <br /> <br /> <br /> make<br /> <br /> <br /> sure<br /> <br /> <br /> we're<br /> <br /> <br /> more<br /> <br /> <br /> than<br /> <br /> <br /> a<br /> <br /> <br /> page<br /> <br /> <br /> width<br /> <br /> <br /> long<br /> <br /> <br /> &lt;span id=&quot;bottom&quot;&gt;&lt;/span&gt;<br /> <br /> &lt;span class=&quot;ui-state-default ui-corner-all jQ-button&quot; id=&quot;hider&quot;&gt;Button!&lt;/span&gt;<br /> &lt;div id=&quot;sidebar&quot;&gt;OMG BUTTON HIDES ME!&lt;/div&gt;</div> Thu, 21 May 2009 03:43:44 GMT Paradox http://tremulous.net/wiki/Talk:Sandbox MediaWiki:Common.css http://tremulous.net/wiki/MediaWiki:Common.css <p>Paradox:&#32;Apparently the includes have to be at the top. Testing now</p> <hr /> <div>/*Import jquery stylesheet*/<br /> @import &quot;/w/index.php?title=MediaWiki:JQuery-ui.css&amp;usemsgcache=yes&amp;action=raw&amp;ctype=text/css&amp;smaxage=18000&quot;;<br /> /*Template Styles*/<br /> .boilerplate {<br /> margin: 10px 0px;<br /> min-height: 32px;<br /> padding: 5px; padding-right: 10px;<br /> }<br /> <br /> <br /> /*Infobox template*/<br /> .infobox {<br /> border: 1px solid #aaa;<br /> background-color: #f9f9f9;<br /> color: black;<br /> margin: 0.5em 0 0.5em 1em;<br /> padding: 0.2em;<br /> float: right;<br /> clear: right;<br /> }<br /> .infobox td,<br /> .infobox th {<br /> vertical-align: top;<br /> }<br /> .infobox th {<br /> text-align: center;<br /> font-size: 110%;<br /> background-color: #f1ecc7;<br /> border-bottom: 1px solid #ccc;<br /> }<br /> .infobox caption {<br /> font-size: larger;<br /> margin-left: inherit;<br /> }<br /> .infobox.bordered {<br /> border-collapse: collapse;<br /> }<br /> .infobox.bordered td,<br /> .infobox.bordered th {<br /> border: 1px solid #aaa;<br /> }<br /> .infobox.bordered .borderless td,<br /> .infobox.bordered .borderless th {<br /> border: 0;<br /> }<br /> <br /> .infobox.sisterproject {<br /> width: 20em;<br /> font-size: 90%;<br /> }<br /> <br /> .infobox.standard-talk {<br /> border: 1px solid #c0c090;<br /> background-color: #f8eaba;<br /> }<br /> .infobox.standard-talk.bordered td,<br /> .infobox.standard-talk.bordered th {<br /> border: 1px solid #c0c090;<br /> }<br /> <br /> /* wikitable/prettytable class for skinning normal tables */<br /> table.wikitable,<br /> table.prettytable {<br /> margin: 1em 1em 1em 0;<br /> background: #f9f9f9;<br /> border: 1px #aaa solid;<br /> border-collapse: collapse;<br /> }<br /> .wikitable th, .wikitable td,<br /> .prettytable th, .prettytable td {<br /> border: 1px #aaa solid;<br /> padding: 0.2em;<br /> }<br /> .wikitable th,<br /> .prettytable th {<br /> background: #dddddd;<br /> text-align: center;<br /> }<br /> .wikitable caption,<br /> .prettytable caption {<br /> margin-left: inherit;<br /> margin-right: inherit;<br /> font-weight: bold;<br /> }<br /> <br /> .wikitable tr:hover td, .prettytable tr:hover td {<br /> background-color: #e6f0ff;<br /> border: 1px solid #888; border-top: 2px solid #888; border-bottom: 2px solid #888;<br /> }<br /> <br /> /* jQuery Buttons and other yummies */<br /> .jQ-button { <br /> outline: 0; <br /> margin:0 4px 0 0; <br /> padding: .4em 1em; <br /> text-decoration:none !important; <br /> cursor:pointer; <br /> position: relative; <br /> text-align: center; <br /> zoom: 1; <br /> }</div> Thu, 21 May 2009 03:24:26 GMT Paradox http://tremulous.net/wiki/MediaWiki_talk:Common.css MediaWiki:Common.css http://tremulous.net/wiki/MediaWiki:Common.css <p>Paradox:&#32;Wasnt a cache problem; Undo revision 2927 by Paradox (Talk)</p> <hr /> <div>/*Template Styles*/<br /> .boilerplate {<br /> margin: 10px 0px;<br /> min-height: 32px;<br /> padding: 5px; padding-right: 10px;<br /> }<br /> <br /> <br /> /*Infobox template*/<br /> .infobox {<br /> border: 1px solid #aaa;<br /> background-color: #f9f9f9;<br /> color: black;<br /> margin: 0.5em 0 0.5em 1em;<br /> padding: 0.2em;<br /> float: right;<br /> clear: right;<br /> }<br /> .infobox td,<br /> .infobox th {<br /> vertical-align: top;<br /> }<br /> .infobox th {<br /> text-align: center;<br /> font-size: 110%;<br /> background-color: #f1ecc7;<br /> border-bottom: 1px solid #ccc;<br /> }<br /> .infobox caption {<br /> font-size: larger;<br /> margin-left: inherit;<br /> }<br /> .infobox.bordered {<br /> border-collapse: collapse;<br /> }<br /> .infobox.bordered td,<br /> .infobox.bordered th {<br /> border: 1px solid #aaa;<br /> }<br /> .infobox.bordered .borderless td,<br /> .infobox.bordered .borderless th {<br /> border: 0;<br /> }<br /> <br /> .infobox.sisterproject {<br /> width: 20em;<br /> font-size: 90%;<br /> }<br /> <br /> .infobox.standard-talk {<br /> border: 1px solid #c0c090;<br /> background-color: #f8eaba;<br /> }<br /> .infobox.standard-talk.bordered td,<br /> .infobox.standard-talk.bordered th {<br /> border: 1px solid #c0c090;<br /> }<br /> <br /> /* wikitable/prettytable class for skinning normal tables */<br /> table.wikitable,<br /> table.prettytable {<br /> margin: 1em 1em 1em 0;<br /> background: #f9f9f9;<br /> border: 1px #aaa solid;<br /> border-collapse: collapse;<br /> }<br /> .wikitable th, .wikitable td,<br /> .prettytable th, .prettytable td {<br /> border: 1px #aaa solid;<br /> padding: 0.2em;<br /> }<br /> .wikitable th,<br /> .prettytable th {<br /> background: #dddddd;<br /> text-align: center;<br /> }<br /> .wikitable caption,<br /> .prettytable caption {<br /> margin-left: inherit;<br /> margin-right: inherit;<br /> font-weight: bold;<br /> }<br /> <br /> .wikitable tr:hover td, .prettytable tr:hover td {<br /> background-color: #e6f0ff;<br /> border: 1px solid #888; border-top: 2px solid #888; border-bottom: 2px solid #888;<br /> }<br /> <br /> /* jQuery Buttons and other yummies */<br /> .jQ-button { <br /> outline: 0; <br /> margin:0 4px 0 0; <br /> padding: .4em 1em; <br /> text-decoration:none !important; <br /> cursor:pointer; <br /> position: relative; <br /> text-align: center; <br /> zoom: 1; <br /> }</div> Thu, 21 May 2009 02:57:27 GMT Paradox http://tremulous.net/wiki/MediaWiki_talk:Common.css MediaWiki:Common.css http://tremulous.net/wiki/MediaWiki:Common.css <p>Paradox:&#32;Undo revision 2926 by Paradox (Talk)</p> <hr /> <div>/*Template Styles*/<br /> .boilerplate {<br /> margin: 10px 0px;<br /> min-height: 32px;<br /> padding: 5px; padding-right: 10px;<br /> }<br /> <br /> <br /> /*Infobox template*/<br /> .infobox {<br /> border: 1px solid #aaa;<br /> background-color: #f9f9f9;<br /> color: black;<br /> margin: 0.5em 0 0.5em 1em;<br /> padding: 0.2em;<br /> float: right;<br /> clear: right;<br /> }<br /> .infobox td,<br /> .infobox th {<br /> vertical-align: top;<br /> }<br /> .infobox th {<br /> text-align: center;<br /> font-size: 110%;<br /> background-color: #f1ecc7;<br /> border-bottom: 1px solid #ccc;<br /> }<br /> .infobox caption {<br /> font-size: larger;<br /> margin-left: inherit;<br /> }<br /> .infobox.bordered {<br /> border-collapse: collapse;<br /> }<br /> .infobox.bordered td,<br /> .infobox.bordered th {<br /> border: 1px solid #aaa;<br /> }<br /> .infobox.bordered .borderless td,<br /> .infobox.bordered .borderless th {<br /> border: 0;<br /> }<br /> <br /> .infobox.sisterproject {<br /> width: 20em;<br /> font-size: 90%;<br /> }<br /> <br /> .infobox.standard-talk {<br /> border: 1px solid #c0c090;<br /> background-color: #f8eaba;<br /> }<br /> .infobox.standard-talk.bordered td,<br /> .infobox.standard-talk.bordered th {<br /> border: 1px solid #c0c090;<br /> }<br /> <br /> /* wikitable/prettytable class for skinning normal tables */<br /> table.wikitable,<br /> table.prettytable {<br /> margin: 1em 1em 1em 0;<br /> background: #f9f9f9;<br /> border: 1px #aaa solid;<br /> border-collapse: collapse;<br /> }<br /> .wikitable th, .wikitable td,<br /> .prettytable th, .prettytable td {<br /> border: 1px #aaa solid;<br /> padding: 0.2em;<br /> }<br /> .wikitable th,<br /> .prettytable th {<br /> background: #dddddd;<br /> text-align: center;<br /> }<br /> .wikitable caption,<br /> .prettytable caption {<br /> margin-left: inherit;<br /> margin-right: inherit;<br /> font-weight: bold;<br /> }<br /> <br /> .wikitable tr:hover td, .prettytable tr:hover td {<br /> background-color: #e6f0ff;<br /> border: 1px solid #888; border-top: 2px solid #888; border-bottom: 2px solid #888;<br /> }<br /> <br /> /* jQuery Buttons and other yummies */<br /> .jQ-button { <br /> outline: 0; <br /> margin:0 4px 0 0; <br /> padding: .4em 1em; <br /> text-decoration:none !important; <br /> cursor:pointer; <br /> position: relative; <br /> text-align: center; <br /> zoom: 1; <br /> }<br /> <br /> /*Import jquery stylesheet*/<br /> @import &quot;/w/index.php?title=MediaWiki:JQuery-ui.css&amp;usemsgcache=yes&amp;action=raw&amp;ctype=text/css&amp;smaxage=18000&quot;;</div> Thu, 21 May 2009 02:55:41 GMT Paradox http://tremulous.net/wiki/MediaWiki_talk:Common.css MediaWiki:Common.css http://tremulous.net/wiki/MediaWiki:Common.css <p>Paradox:&#32;Undo revision 2923 by Paradox (Talk)</p> <hr /> <div>/*Template Styles*/<br /> .boilerplate {<br /> margin: 10px 0px;<br /> min-height: 32px;<br /> padding: 5px; padding-right: 10px;<br /> }<br /> <br /> <br /> /*Infobox template*/<br /> .infobox {<br /> border: 1px solid #aaa;<br /> background-color: #f9f9f9;<br /> color: black;<br /> margin: 0.5em 0 0.5em 1em;<br /> padding: 0.2em;<br /> float: right;<br /> clear: right;<br /> }<br /> .infobox td,<br /> .infobox th {<br /> vertical-align: top;<br /> }<br /> .infobox th {<br /> text-align: center;<br /> font-size: 110%;<br /> background-color: #f1ecc7;<br /> border-bottom: 1px solid #ccc;<br /> }<br /> .infobox caption {<br /> font-size: larger;<br /> margin-left: inherit;<br /> }<br /> .infobox.bordered {<br /> border-collapse: collapse;<br /> }<br /> .infobox.bordered td,<br /> .infobox.bordered th {<br /> border: 1px solid #aaa;<br /> }<br /> .infobox.bordered .borderless td,<br /> .infobox.bordered .borderless th {<br /> border: 0;<br /> }<br /> <br /> .infobox.sisterproject {<br /> width: 20em;<br /> font-size: 90%;<br /> }<br /> <br /> .infobox.standard-talk {<br /> border: 1px solid #c0c090;<br /> background-color: #f8eaba;<br /> }<br /> .infobox.standard-talk.bordered td,<br /> .infobox.standard-talk.bordered th {<br /> border: 1px solid #c0c090;<br /> }<br /> <br /> /* wikitable/prettytable class for skinning normal tables */<br /> table.wikitable,<br /> table.prettytable {<br /> margin: 1em 1em 1em 0;<br /> background: #f9f9f9;<br /> border: 1px #aaa solid;<br /> border-collapse: collapse;<br /> }<br /> .wikitable th, .wikitable td,<br /> .prettytable th, .prettytable td {<br /> border: 1px #aaa solid;<br /> padding: 0.2em;<br /> }<br /> .wikitable th,<br /> .prettytable th {<br /> background: #dddddd;<br /> text-align: center;<br /> }<br /> .wikitable caption,<br /> .prettytable caption {<br /> margin-left: inherit;<br /> margin-right: inherit;<br /> font-weight: bold;<br /> }<br /> <br /> .wikitable tr:hover td, .prettytable tr:hover td {<br /> background-color: #e6f0ff;<br /> border: 1px solid #888; border-top: 2px solid #888; border-bottom: 2px solid #888;<br /> }<br /> <br /> /* jQuery Buttons and other yummies */<br /> .jQ-button { <br /> outline: 0; <br /> margin:0 4px 0 0; <br /> padding: .4em 1em; <br /> text-decoration:none !important; <br /> cursor:pointer; <br /> position: relative; <br /> text-align: center; <br /> zoom: 1; <br /> }</div> Thu, 21 May 2009 02:31:54 GMT Paradox http://tremulous.net/wiki/MediaWiki_talk:Common.css Sandbox http://tremulous.net/wiki/Sandbox <p>Paradox:&#32;</p> <hr /> <div>Enter whatever here. Mess around.<br /> [[Image:Alert.png|left]]<br /> [[Category:Important Categories]]<br /> <br /> &lt;pre&gt;<br /> CODE<br /> <br /> CODE!<br /> &lt;/pre&gt;<br /> <br /> '''Bold'''<br /> ''Italics''<br /> [[Granger|Internal Link]]<br /> [External Link]<br /> <br /> == Level 2 Headline ==<br /> [[Image:Example.jpg]]<br /> [[Media:Example.ogg]]<br /> &lt;math&gt;2x+b/b&lt;/math&gt;<br /> &lt;nowiki&gt;Insert non-formatted text here&lt;/nowiki&gt;<br /> <br /> ----<br /> --[[User:Khalsa|khalsa]] 06:53, 16 December 2008 (UTC)<br /> ----<br /> &lt;Paradox&gt; if you want something to do on a saturday morning <br /> <br /> &lt;Paradox&gt; go here <br /> <br /> &lt;Paradox&gt; http://tremulous.net/wiki/Category:Unsorted_Cvars <br /> <br /> &lt;Paradox&gt; and start categorizing<br /> <br /> &lt;Haxor Zell Faze&gt; I have been xD<br /> <br /> &lt;DevilishFreak&gt; All Cvar sorting and no play makes devil a dull boy.<br /> --[[User:DevilishFreak|DevilishFreak]] 15:59, 16 February 2009 (UTC)<br /> <br /> lots<br /> <br /> <br /> of <br /> <br /> <br /> lines<br /> <br /> <br /> to <br /> <br /> <br /> make<br /> <br /> <br /> sure<br /> <br /> <br /> we're<br /> <br /> <br /> more<br /> <br /> <br /> than<br /> <br /> <br /> a<br /> <br /> <br /> page<br /> <br /> <br /> width<br /> <br /> <br /> long<br /> <br /> <br /> &lt;span id=&quot;bottom&quot;&gt;&lt;/span&gt;<br /> <br /> &lt;span style=&quot;padding: 10px; background: cyan;&quot; class=&quot;ui-corner-all&quot;&gt;LOL!&lt;/span&gt;</div> Thu, 21 May 2009 02:27:28 GMT Paradox http://tremulous.net/wiki/Talk:Sandbox MediaWiki:JQuery-ui.css http://tremulous.net/wiki/MediaWiki:JQuery-ui.css <p>Paradox:&#32;Created jQuery UI css</p> <hr /> <div>/*<br /> * jQuery UI CSS Framework<br /> * Copyright (c) 2009 AUTHORS.txt (http://jqueryui.com/about)<br /> * Dual licensed under the MIT (MIT-LICENSE.txt) and GPL (GPL-LICENSE.txt) licenses.<br /> */<br /> <br /> /* Layout helpers<br /> ----------------------------------*/<br /> .ui-helper-hidden { display: none; }<br /> .ui-helper-hidden-accessible { position: absolute; left: -99999999px; }<br /> .ui-helper-reset { margin: 0; padding: 0; border: 0; outline: 0; line-height: 1.3; text-decoration: none; font-size: 100%; list-style: none; }<br /> .ui-helper-clearfix:after { content: &quot;.&quot;; display: block; height: 0; clear: both; visibility: hidden; }<br /> .ui-helper-clearfix { display: inline-block; }<br /> /* required comment for clearfix to work in Opera \*/<br /> * html .ui-helper-clearfix { height:1%; }<br /> .ui-helper-clearfix { display:block; }<br /> /* end clearfix */<br /> .ui-helper-zfix { width: 100%; height: 100%; top: 0; left: 0; position: absolute; opacity: 0; filter:Alpha(Opacity=0); }<br /> <br /> <br /> /* Interaction Cues<br /> ----------------------------------*/<br /> .ui-state-disabled { cursor: default !important; }<br /> <br /> <br /> /* Icons<br /> ----------------------------------*/<br /> <br /> /* states and images */<br /> .ui-icon { display: block; text-indent: -99999px; overflow: hidden; background-repeat: no-repeat; }<br /> <br /> <br /> /* Misc visuals<br /> ----------------------------------*/<br /> <br /> /* Overlays */<br /> .ui-widget-overlay { position: absolute; top: 0; left: 0; width: 100%; height: 100%; }<br /> <br /> /*<br /> * jQuery UI CSS Framework<br /> * Copyright (c) 2009 AUTHORS.txt (http://jqueryui.com/about)<br /> * Dual licensed under the MIT (MIT-LICENSE.txt) and GPL (GPL-LICENSE.txt) licenses.<br /> * To view and modify this theme, visit http://jqueryui.com/themeroller/?ffDefault=Verdana,Arial,sans-serif&amp;fwDefault=normal&amp;fsDefault=1.1em&amp;cornerRadius=4px&amp;bgColorHeader=cccccc&amp;bgTextureHeader=03_highlight_soft.png&amp;bgImgOpacityHeader=75&amp;borderColorHeader=aaaaaa&amp;fcHeader=222222&amp;iconColorHeader=222222&amp;bgColorContent=ffffff&amp;bgTextureContent=01_flat.png&amp;bgImgOpacityContent=75&amp;borderColorContent=aaaaaa&amp;fcContent=222222&amp;iconColorContent=222222&amp;bgColorDefault=e6e6e6&amp;bgTextureDefault=02_glass.png&amp;bgImgOpacityDefault=75&amp;borderColorDefault=d3d3d3&amp;fcDefault=555555&amp;iconColorDefault=888888&amp;bgColorHover=dadada&amp;bgTextureHover=02_glass.png&amp;bgImgOpacityHover=75&amp;borderColorHover=999999&amp;fcHover=212121&amp;iconColorHover=454545&amp;bgColorActive=ffffff&amp;bgTextureActive=02_glass.png&amp;bgImgOpacityActive=65&amp;borderColorActive=aaaaaa&amp;fcActive=212121&amp;iconColorActive=454545&amp;bgColorHighlight=fbf9ee&amp;bgTextureHighlight=02_glass.png&amp;bgImgOpacityHighlight=55&amp;borderColorHighlight=fcefa1&amp;fcHighlight=363636&amp;iconColorHighlight=2e83ff&amp;bgColorError=fef1ec&amp;bgTextureError=02_glass.png&amp;bgImgOpacityError=95&amp;borderColorError=cd0a0a&amp;fcError=cd0a0a&amp;iconColorError=cd0a0a&amp;bgColorOverlay=aaaaaa&amp;bgTextureOverlay=01_flat.png&amp;bgImgOpacityOverlay=0&amp;opacityOverlay=30&amp;bgColorShadow=aaaaaa&amp;bgTextureShadow=01_flat.png&amp;bgImgOpacityShadow=0&amp;opacityShadow=30&amp;thicknessShadow=8px&amp;offsetTopShadow=-8px&amp;offsetLeftShadow=-8px&amp;cornerRadiusShadow=8px<br /> */<br /> <br /> <br /> /* Component containers<br /> ----------------------------------*/<br /> .ui-widget { font-family: Verdana,Arial,sans-serif; font-size: 1.1em; }<br /> .ui-widget input, .ui-widget select, .ui-widget textarea, .ui-widget button { font-family: Verdana,Arial,sans-serif; font-size: 1em; }<br /> .ui-widget-content { border: 1px solid #aaaaaa; background: #ffffff url(images/ui-bg_flat_75_ffffff_40x100.png) 50% 50% repeat-x; color: #222222; }<br /> .ui-widget-content a { color: #222222; }<br /> .ui-widget-header { border: 1px solid #aaaaaa; background: #cccccc url(images/ui-bg_highlight-soft_75_cccccc_1x100.png) 50% 50% repeat-x; color: #222222; font-weight: bold; }<br /> .ui-widget-header a { color: #222222; }<br /> <br /> /* Interaction states<br /> ----------------------------------*/<br /> .ui-state-default, .ui-widget-content .ui-state-default { border: 1px solid #d3d3d3; background: #e6e6e6 url(images/ui-bg_glass_75_e6e6e6_1x400.png) 50% 50% repeat-x; font-weight: normal; color: #555555; outline: none; }<br /> .ui-state-default a, .ui-state-default a:link, .ui-state-default a:visited { color: #555555; text-decoration: none; outline: none; }<br /> .ui-state-hover, .ui-widget-content .ui-state-hover, .ui-state-focus, .ui-widget-content .ui-state-focus { border: 1px solid #999999; background: #dadada url(images/ui-bg_glass_75_dadada_1x400.png) 50% 50% repeat-x; font-weight: normal; color: #212121; outline: none; }<br /> .ui-state-hover a, .ui-state-hover a:hover { color: #212121; text-decoration: none; outline: none; }<br /> .ui-state-active, .ui-widget-content .ui-state-active { border: 1px solid #aaaaaa; background: #ffffff url(images/ui-bg_glass_65_ffffff_1x400.png) 50% 50% repeat-x; font-weight: normal; color: #212121; outline: none; }<br /> .ui-state-active a, .ui-state-active a:link, .ui-state-active a:visited { color: #212121; outline: none; text-decoration: none; }<br /> <br /> /* Interaction Cues<br /> ----------------------------------*/<br /> .ui-state-highlight, .ui-widget-content .ui-state-highlight {border: 1px solid #fcefa1; background: #fbf9ee url(images/ui-bg_glass_55_fbf9ee_1x400.png) 50% 50% repeat-x; color: #363636; }<br /> .ui-state-highlight a, .ui-widget-content .ui-state-highlight a { color: #363636; }<br /> .ui-state-error, .ui-widget-content .ui-state-error {border: 1px solid #cd0a0a; background: #fef1ec url(images/ui-bg_glass_95_fef1ec_1x400.png) 50% 50% repeat-x; color: #cd0a0a; }<br /> .ui-state-error a, .ui-widget-content .ui-state-error a { color: #cd0a0a; }<br /> .ui-state-error-text, .ui-widget-content .ui-state-error-text { color: #cd0a0a; }<br /> .ui-state-disabled, .ui-widget-content .ui-state-disabled { opacity: .35; filter:Alpha(Opacity=35); background-image: none; }<br /> .ui-priority-primary, .ui-widget-content .ui-priority-primary { font-weight: bold; }<br /> .ui-priority-secondary, .ui-widget-content .ui-priority-secondary { opacity: .7; filter:Alpha(Opacity=70); font-weight: normal; }<br /> <br /> /* Icons<br /> ----------------------------------*/<br /> <br /> /* states and images */<br /> .ui-icon { width: 16px; height: 16px; background-image: url(images/ui-icons_222222_256x240.png); }<br /> .ui-widget-content .ui-icon {background-image: url(images/ui-icons_222222_256x240.png); }<br /> .ui-widget-header .ui-icon {background-image: url(images/ui-icons_222222_256x240.png); }<br /> .ui-state-default .ui-icon { background-image: url(images/ui-icons_888888_256x240.png); }<br /> .ui-state-hover .ui-icon, .ui-state-focus .ui-icon {background-image: url(images/ui-icons_454545_256x240.png); }<br /> .ui-state-active .ui-icon {background-image: url(images/ui-icons_454545_256x240.png); }<br /> .ui-state-highlight .ui-icon {background-image: url(images/ui-icons_2e83ff_256x240.png); }<br /> .ui-state-error .ui-icon, .ui-state-error-text .ui-icon {background-image: url(images/ui-icons_cd0a0a_256x240.png); }<br /> <br /> /* positioning */<br /> .ui-icon-carat-1-n { background-position: 0 0; }<br /> .ui-icon-carat-1-ne { background-position: -16px 0; }<br /> .ui-icon-carat-1-e { background-position: -32px 0; }<br /> .ui-icon-carat-1-se { background-position: -48px 0; }<br /> .ui-icon-carat-1-s { background-position: -64px 0; }<br /> .ui-icon-carat-1-sw { background-position: -80px 0; }<br /> .ui-icon-carat-1-w { background-position: -96px 0; }<br /> .ui-icon-carat-1-nw { background-position: -112px 0; }<br /> .ui-icon-carat-2-n-s { background-position: -128px 0; }<br /> .ui-icon-carat-2-e-w { background-position: -144px 0; }<br /> .ui-icon-triangle-1-n { background-position: 0 -16px; }<br /> .ui-icon-triangle-1-ne { background-position: -16px -16px; }<br /> .ui-icon-triangle-1-e { background-position: -32px -16px; }<br /> .ui-icon-triangle-1-se { background-position: -48px -16px; }<br /> .ui-icon-triangle-1-s { background-position: -64px -16px; }<br /> .ui-icon-triangle-1-sw { background-position: -80px -16px; }<br /> .ui-icon-triangle-1-w { background-position: -96px -16px; }<br /> .ui-icon-triangle-1-nw { background-position: -112px -16px; }<br /> .ui-icon-triangle-2-n-s { background-position: -128px -16px; }<br /> .ui-icon-triangle-2-e-w { background-position: -144px -16px; }<br /> .ui-icon-arrow-1-n { background-position: 0 -32px; }<br /> .ui-icon-arrow-1-ne { background-position: -16px -32px; }<br /> .ui-icon-arrow-1-e { background-position: -32px -32px; }<br /> .ui-icon-arrow-1-se { background-position: -48px -32px; }<br /> .ui-icon-arrow-1-s { background-position: -64px -32px; }<br /> .ui-icon-arrow-1-sw { background-position: -80px -32px; }<br /> .ui-icon-arrow-1-w { background-position: -96px -32px; }<br /> .ui-icon-arrow-1-nw { background-position: -112px -32px; }<br /> .ui-icon-arrow-2-n-s { background-position: -128px -32px; }<br /> .ui-icon-arrow-2-ne-sw { background-position: -144px -32px; }<br /> .ui-icon-arrow-2-e-w { background-position: -160px -32px; }<br /> .ui-icon-arrow-2-se-nw { background-position: -176px -32px; }<br /> .ui-icon-arrowstop-1-n { background-position: -192px -32px; }<br /> .ui-icon-arrowstop-1-e { background-position: -208px -32px; }<br /> .ui-icon-arrowstop-1-s { background-position: -224px -32px; }<br /> .ui-icon-arrowstop-1-w { background-position: -240px -32px; }<br /> .ui-icon-arrowthick-1-n { background-position: 0 -48px; }<br /> .ui-icon-arrowthick-1-ne { background-position: -16px -48px; }<br /> .ui-icon-arrowthick-1-e { background-position: -32px -48px; }<br /> .ui-icon-arrowthick-1-se { background-position: -48px -48px; }<br /> .ui-icon-arrowthick-1-s { background-position: -64px -48px; }<br /> .ui-icon-arrowthick-1-sw { background-position: -80px -48px; }<br /> .ui-icon-arrowthick-1-w { background-position: -96px -48px; }<br /> .ui-icon-arrowthick-1-nw { background-position: -112px -48px; }<br /> .ui-icon-arrowthick-2-n-s { background-position: -128px -48px; }<br /> .ui-icon-arrow-2-e-w { background-position: -160px -32px; }<br /> .ui-icon-arrow-2-se-nw { background-position: -176px -32px; }<br /> .ui-icon-arrowstop-1-n { background-position: -192px -32px; }<br /> .ui-icon-arrowstop-1-e { background-position: -208px -32px; }<br /> .ui-icon-arrowstop-1-s { background-position: -224px -32px; }<br /> .ui-icon-arrowstop-1-w { background-position: -240px -32px; }<br /> .ui-icon-arrowthick-1-n { background-position: 0 -48px; }<br /> .ui-icon-arrowthick-1-ne { background-position: -16px -48px; }<br /> .ui-icon-arrowthick-1-e { background-position: -32px -48px; }<br /> .ui-icon-arrowthick-1-se { background-position: -48px -48px; }<br /> .ui-icon-arrowthick-1-s { background-position: -64px -48px; }<br /> .ui-icon-arrowthick-1-sw { background-position: -80px -48px; }<br /> .ui-icon-arrowthick-1-w { background-position: -96px -48px; }<br /> .ui-icon-arrowthick-1-nw { background-position: -112px -48px; }<br /> .ui-icon-arrowthick-2-n-s { background-position: -128px -48px; }<br /> .ui-icon-arrowthick-2-ne-sw { background-position: -144px -48px; }<br /> .ui-icon-arrowthick-2-e-w { background-position: -160px -48px; }<br /> .ui-icon-arrowthick-2-se-nw { background-position: -176px -48px; }<br /> .ui-icon-arrowthickstop-1-n { background-position: -192px -48px; }<br /> .ui-icon-arrowthickstop-1-e { background-position: -208px -48px; }<br /> .ui-icon-arrowthickstop-1-s { background-position: -224px -48px; }<br /> .ui-icon-arrowthickstop-1-w { background-position: -240px -48px; }<br /> .ui-icon-arrowreturnthick-1-w { background-position: 0 -64px; }<br /> .ui-icon-arrowreturnthick-1-n { background-position: -16px -64px; }<br /> .ui-icon-arrowreturnthick-1-e { background-position: -32px -64px; }<br /> .ui-icon-arrowreturnthick-1-s { background-position: -48px -64px; }<br /> .ui-icon-arrowreturn-1-w { background-position: -64px -64px; }<br /> .ui-icon-arrowreturn-1-n { background-position: -80px -64px; }<br /> .ui-icon-arrowreturn-1-e { background-position: -96px -64px; }<br /> .ui-icon-arrowreturn-1-s { background-position: -112px -64px; }<br /> .ui-icon-arrowrefresh-1-w { background-position: -128px -64px; }<br /> .ui-icon-arrowrefresh-1-n { background-position: -144px -64px; }<br /> .ui-icon-arrowrefresh-1-e { background-position: -160px -64px; }<br /> .ui-icon-arrowrefresh-1-s { background-position: -176px -64px; }<br /> .ui-icon-arrow-4 { background-position: 0 -80px; }<br /> .ui-icon-arrow-4-diag { background-position: -16px -80px; }<br /> .ui-icon-extlink { background-position: -32px -80px; }<br /> .ui-icon-newwin { background-position: -48px -80px; }<br /> .ui-icon-refresh { background-position: -64px -80px; }<br /> .ui-icon-shuffle { background-position: -80px -80px; }<br /> .ui-icon-transfer-e-w { background-position: -96px -80px; }<br /> .ui-icon-transferthick-e-w { background-position: -112px -80px; }<br /> .ui-icon-folder-collapsed { background-position: 0 -96px; }<br /> .ui-icon-folder-open { background-position: -16px -96px; }<br /> .ui-icon-document { background-position: -32px -96px; }<br /> .ui-icon-document-b { background-position: -48px -96px; }<br /> .ui-icon-note { background-position: -64px -96px; }<br /> .ui-icon-mail-closed { background-position: -80px -96px; }<br /> .ui-icon-mail-open { background-position: -96px -96px; }<br /> .ui-icon-suitcase { background-position: -112px -96px; }<br /> .ui-icon-comment { background-position: -128px -96px; }<br /> .ui-icon-person { background-position: -144px -96px; }<br /> .ui-icon-print { background-position: -160px -96px; }<br /> .ui-icon-trash { background-position: -176px -96px; }<br /> .ui-icon-locked { background-position: -192px -96px; }<br /> .ui-icon-unlocked { background-position: -208px -96px; }<br /> .ui-icon-bookmark { background-position: -224px -96px; }<br /> .ui-icon-tag { background-position: -240px -96px; }<br /> .ui-icon-home { background-position: 0 -112px; }<br /> .ui-icon-flag { background-position: -16px -112px; }<br /> .ui-icon-calendar { background-position: -32px -112px; }<br /> .ui-icon-cart { background-position: -48px -112px; }<br /> .ui-icon-pencil { background-position: -64px -112px; }<br /> .ui-icon-clock { background-position: -80px -112px; }<br /> .ui-icon-disk { background-position: -96px -112px; }<br /> .ui-icon-calculator { background-position: -112px -112px; }<br /> .ui-icon-zoomin { background-position: -128px -112px; }<br /> .ui-icon-zoomout { background-position: -144px -112px; }<br /> .ui-icon-search { background-position: -160px -112px; }<br /> .ui-icon-wrench { background-position: -176px -112px; }<br /> .ui-icon-gear { background-position: -192px -112px; }<br /> .ui-icon-heart { background-position: -208px -112px; }<br /> .ui-icon-star { background-position: -224px -112px; }<br /> .ui-icon-link { background-position: -240px -112px; }<br /> .ui-icon-cancel { background-position: 0 -128px; }<br /> .ui-icon-plus { background-position: -16px -128px; }<br /> .ui-icon-plusthick { background-position: -32px -128px; }<br /> .ui-icon-minus { background-position: -48px -128px; }<br /> .ui-icon-minusthick { background-position: -64px -128px; }<br /> .ui-icon-close { background-position: -80px -128px; }<br /> .ui-icon-closethick { background-position: -96px -128px; }<br /> .ui-icon-key { background-position: -112px -128px; }<br /> .ui-icon-lightbulb { background-position: -128px -128px; }<br /> .ui-icon-scissors { background-position: -144px -128px; }<br /> .ui-icon-clipboard { background-position: -160px -128px; }<br /> .ui-icon-copy { background-position: -176px -128px; }<br /> .ui-icon-contact { background-position: -192px -128px; }<br /> .ui-icon-image { background-position: -208px -128px; }<br /> .ui-icon-video { background-position: -224px -128px; }<br /> .ui-icon-script { background-position: -240px -128px; }<br /> .ui-icon-alert { background-position: 0 -144px; }<br /> .ui-icon-info { background-position: -16px -144px; }<br /> .ui-icon-notice { background-position: -32px -144px; }<br /> .ui-icon-help { background-position: -48px -144px; }<br /> .ui-icon-check { background-position: -64px -144px; }<br /> .ui-icon-bullet { background-position: -80px -144px; }<br /> .ui-icon-radio-off { background-position: -96px -144px; }<br /> .ui-icon-radio-on { background-position: -112px -144px; }<br /> .ui-icon-pin-w { background-position: -128px -144px; }<br /> .ui-icon-pin-s { background-position: -144px -144px; }<br /> .ui-icon-play { background-position: 0 -160px; }<br /> .ui-icon-pause { background-position: -16px -160px; }<br /> .ui-icon-seek-next { background-position: -32px -160px; }<br /> .ui-icon-seek-prev { background-position: -48px -160px; }<br /> .ui-icon-seek-end { background-position: -64px -160px; }<br /> .ui-icon-seek-first { background-position: -80px -160px; }<br /> .ui-icon-stop { background-position: -96px -160px; }<br /> .ui-icon-eject { background-position: -112px -160px; }<br /> .ui-icon-volume-off { background-position: -128px -160px; }<br /> .ui-icon-volume-on { background-position: -144px -160px; }<br /> .ui-icon-power { background-position: 0 -176px; }<br /> .ui-icon-signal-diag { background-position: -16px -176px; }<br /> .ui-icon-signal { background-position: -32px -176px; }<br /> .ui-icon-battery-0 { background-position: -48px -176px; }<br /> .ui-icon-battery-1 { background-position: -64px -176px; }<br /> .ui-icon-battery-2 { background-position: -80px -176px; }<br /> .ui-icon-battery-3 { background-position: -96px -176px; }<br /> .ui-icon-circle-plus { background-position: 0 -192px; }<br /> .ui-icon-circle-minus { background-position: -16px -192px; }<br /> .ui-icon-circle-close { background-position: -32px -192px; }<br /> .ui-icon-circle-triangle-e { background-position: -48px -192px; }<br /> .ui-icon-circle-triangle-s { background-position: -64px -192px; }<br /> .ui-icon-circle-triangle-w { background-position: -80px -192px; }<br /> .ui-icon-circle-triangle-n { background-position: -96px -192px; }<br /> .ui-icon-circle-arrow-e { background-position: -112px -192px; }<br /> .ui-icon-circle-arrow-s { background-position: -128px -192px; }<br /> .ui-icon-circle-arrow-w { background-position: -144px -192px; }<br /> .ui-icon-circle-arrow-n { background-position: -160px -192px; }<br /> .ui-icon-circle-zoomin { background-position: -176px -192px; }<br /> .ui-icon-circle-zoomout { background-position: -192px -192px; }<br /> .ui-icon-circle-check { background-position: -208px -192px; }<br /> .ui-icon-circlesmall-plus { background-position: 0 -208px; }<br /> .ui-icon-circlesmall-minus { background-position: -16px -208px; }<br /> .ui-icon-circlesmall-close { background-position: -32px -208px; }<br /> .ui-icon-squaresmall-plus { background-position: -48px -208px; }<br /> .ui-icon-squaresmall-minus { background-position: -64px -208px; }<br /> .ui-icon-squaresmall-close { background-position: -80px -208px; }<br /> .ui-icon-grip-dotted-vertical { background-position: 0 -224px; }<br /> .ui-icon-grip-dotted-horizontal { background-position: -16px -224px; }<br /> .ui-icon-grip-solid-vertical { background-position: -32px -224px; }<br /> .ui-icon-grip-solid-horizontal { background-position: -48px -224px; }<br /> .ui-icon-gripsmall-diagonal-se { background-position: -64px -224px; }<br /> .ui-icon-grip-diagonal-se { background-position: -80px -224px; }<br /> <br /> <br /> /* Misc visuals<br /> ----------------------------------*/<br /> <br /> /* Corner radius */<br /> .ui-corner-tl { -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; }<br /> .ui-corner-tr { -moz-border-radius-topright: 4px; -webkit-border-top-right-radius: 4px; }<br /> .ui-corner-bl { -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; }<br /> .ui-corner-br { -moz-border-radius-bottomright: 4px; -webkit-border-bottom-right-radius: 4px; }<br /> .ui-corner-top { -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; -moz-border-radius-topright: 4px; -webkit-border-top-right-radius: 4px; }<br /> .ui-corner-bottom { -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; -moz-border-radius-bottomright: 4px; -webkit-border-bottom-right-radius: 4px; }<br /> .ui-corner-right { -moz-border-radius-topright: 4px; -webkit-border-top-right-radius: 4px; -moz-border-radius-bottomright: 4px; -webkit-border-bottom-right-radius: 4px; }<br /> .ui-corner-left { -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; }<br /> .ui-corner-all { -moz-border-radius: 4px; -webkit-border-radius: 4px; }<br /> <br /> /* Overlays */<br /> .ui-widget-overlay { background: #aaaaaa url(images/ui-bg_flat_0_aaaaaa_40x100.png) 50% 50% repeat-x; opacity: .30;filter:Alpha(Opacity=30); }<br /> .ui-widget-shadow { margin: -8px 0 0 -8px; padding: 8px; background: #aaaaaa url(images/ui-bg_flat_0_aaaaaa_40x100.png) 50% 50% repeat-x; opacity: .30;filter:Alpha(Opacity=30); -moz-border-radius: 8px; -webkit-border-radius: 8px; }/* Accordion<br /> ----------------------------------*/<br /> .ui-accordion .ui-accordion-header { cursor: pointer; position: relative; margin-top: 1px; zoom: 1; }<br /> .ui-accordion .ui-accordion-li-fix { display: inline; }<br /> .ui-accordion .ui-accordion-header-active { border-bottom: 0 !important; }<br /> .ui-accordion .ui-accordion-header a { display: block; font-size: 1em; padding: .5em .5em .5em 2.2em; }<br /> .ui-accordion .ui-accordion-header .ui-icon { position: absolute; left: .5em; top: 50%; margin-top: -8px; }<br /> .ui-accordion .ui-accordion-content { padding: 1em 2.2em; border-top: 0; margin-top: -2px; position: relative; top: 1px; margin-bottom: 2px; overflow: auto; display: none; }<br /> .ui-accordion .ui-accordion-content-active { display: block; }/* Datepicker<br /> ----------------------------------*/<br /> .ui-datepicker { width: 17em; padding: .2em .2em 0; }<br /> .ui-datepicker .ui-datepicker-header { position:relative; padding:.2em 0; }<br /> .ui-datepicker .ui-datepicker-prev, .ui-datepicker .ui-datepicker-next { position:absolute; top: 2px; width: 1.8em; height: 1.8em; }<br /> .ui-datepicker .ui-datepicker-prev-hover, .ui-datepicker .ui-datepicker-next-hover { top: 1px; }<br /> .ui-datepicker .ui-datepicker-prev { left:2px; }<br /> .ui-datepicker .ui-datepicker-next { right:2px; }<br /> .ui-datepicker .ui-datepicker-prev-hover { left:1px; }<br /> .ui-datepicker .ui-datepicker-next-hover { right:1px; }<br /> .ui-datepicker .ui-datepicker-prev span, .ui-datepicker .ui-datepicker-next span { display: block; position: absolute; left: 50%; margin-left: -8px; top: 50%; margin-top: -8px; }<br /> .ui-datepicker .ui-datepicker-title { margin: 0 2.3em; line-height: 1.8em; text-align: center; }<br /> .ui-datepicker .ui-datepicker-title select { float:left; font-size:1em; margin:1px 0; }<br /> .ui-datepicker select.ui-datepicker-month-year {width: 100%;}<br /> .ui-datepicker select.ui-datepicker-month,<br /> .ui-datepicker select.ui-datepicker-year { width: 49%;}<br /> .ui-datepicker .ui-datepicker-title select.ui-datepicker-year { float: right; }<br /> .ui-datepicker table {width: 100%; font-size: .9em; border-collapse: collapse; margin:0 0 .4em; }<br /> .ui-datepicker th { padding: .7em .3em; text-align: center; font-weight: bold; border: 0; }<br /> .ui-datepicker td { border: 0; padding: 1px; }<br /> .ui-datepicker td span, .ui-datepicker td a { display: block; padding: .2em; text-align: right; text-decoration: none; }<br /> .ui-datepicker .ui-datepicker-buttonpane { background-image: none; margin: .7em 0 0 0; padding:0 .2em; border-left: 0; border-right: 0; border-bottom: 0; }<br /> .ui-datepicker .ui-datepicker-buttonpane button { float: right; margin: .5em .2em .4em; cursor: pointer; padding: .2em .6em .3em .6em; width:auto; overflow:visible; }<br /> .ui-datepicker .ui-datepicker-buttonpane button.ui-datepicker-current { float:left; }<br /> <br /> /* with multiple calendars */<br /> .ui-datepicker.ui-datepicker-multi { width:auto; }<br /> .ui-datepicker-multi .ui-datepicker-group { float:left; }<br /> .ui-datepicker-multi .ui-datepicker-group table { width:95%; margin:0 auto .4em; }<br /> .ui-datepicker-multi-2 .ui-datepicker-group { width:50%; }<br /> .ui-datepicker-multi-3 .ui-datepicker-group { width:33.3%; }<br /> .ui-datepicker-multi-4 .ui-datepicker-group { width:25%; }<br /> .ui-datepicker-multi .ui-datepicker-group-last .ui-datepicker-header { border-left-width:0; }<br /> .ui-datepicker-multi .ui-datepicker-group-middle .ui-datepicker-header { border-left-width:0; }<br /> .ui-datepicker-multi .ui-datepicker-buttonpane { clear:left; }<br /> .ui-datepicker-row-break { clear:both; width:100%; }<br /> <br /> /* RTL support */<br /> .ui-datepicker-rtl { direction: rtl; }<br /> .ui-datepicker-rtl .ui-datepicker-prev { right: 2px; left: auto; }<br /> .ui-datepicker-rtl .ui-datepicker-next { left: 2px; right: auto; }<br /> .ui-datepicker-rtl .ui-datepicker-prev:hover { right: 1px; left: auto; }<br /> .ui-datepicker-rtl .ui-datepicker-next:hover { left: 1px; right: auto; }<br /> .ui-datepicker-rtl .ui-datepicker-buttonpane { clear:right; }<br /> .ui-datepicker-rtl .ui-datepicker-buttonpane button { float: left; }<br /> .ui-datepicker-rtl .ui-datepicker-buttonpane button.ui-datepicker-current { float:right; }<br /> .ui-datepicker-rtl .ui-datepicker-group { float:right; }<br /> .ui-datepicker-rtl .ui-datepicker-group-last .ui-datepicker-header { border-right-width:0; border-left-width:1px; }<br /> .ui-datepicker-rtl .ui-datepicker-group-middle .ui-datepicker-header { border-right-width:0; border-left-width:1px; }<br /> <br /> /* IE6 IFRAME FIX (taken from datepicker 1.5.3 */<br /> .ui-datepicker-cover {<br /> display: none; /*sorry for IE5*/<br /> display/**/: block; /*sorry for IE5*/<br /> position: absolute; /*must have*/<br /> z-index: -1; /*must have*/<br /> filter: mask(); /*must have*/<br /> top: -4px; /*must have*/<br /> left: -4px; /*must have*/<br /> width: 200px; /*must have*/<br /> height: 200px; /*must have*/<br /> }/* Dialog<br /> ----------------------------------*/<br /> .ui-dialog { position: relative; padding: .2em; width: 300px; }<br /> .ui-dialog .ui-dialog-titlebar { padding: .5em .3em .3em 1em; position: relative; }<br /> .ui-dialog .ui-dialog-title { float: left; margin: .1em 0 .2em; }<br /> .ui-dialog .ui-dialog-titlebar-close { position: absolute; right: .3em; top: 50%; width: 19px; margin: -10px 0 0 0; padding: 1px; height: 18px; }<br /> .ui-dialog .ui-dialog-titlebar-close span { display: block; margin: 1px; }<br /> .ui-dialog .ui-dialog-titlebar-close:hover, .ui-dialog .ui-dialog-titlebar-close:focus { padding: 0; }<br /> .ui-dialog .ui-dialog-content { border: 0; padding: .5em 1em; background: none; overflow: auto; zoom: 1; }<br /> .ui-dialog .ui-dialog-buttonpane { text-align: left; border-width: 1px 0 0 0; background-image: none; margin: .5em 0 0 0; padding: .3em 1em .5em .4em; }<br /> .ui-dialog .ui-dialog-buttonpane button { float: right; margin: .5em .4em .5em 0; cursor: pointer; padding: .2em .6em .3em .6em; line-height: 1.4em; width:auto; overflow:visible; }<br /> .ui-dialog .ui-resizable-se { width: 14px; height: 14px; right: 3px; bottom: 3px; }<br /> .ui-draggable .ui-dialog-titlebar { cursor: move; }<br /> /* Progressbar<br /> ----------------------------------*/<br /> .ui-progressbar { height:2em; text-align: left; }<br /> .ui-progressbar .ui-progressbar-value {margin: -1px; height:100%; }/* Resizable<br /> ----------------------------------*/<br /> .ui-resizable { position: relative;}<br /> .ui-resizable-handle { position: absolute;font-size: 0.1px;z-index: 99999; display: block;}<br /> .ui-resizable-disabled .ui-resizable-handle, .ui-resizable-autohide .ui-resizable-handle { display: none; }<br /> .ui-resizable-n { cursor: n-resize; height: 7px; width: 100%; top: -5px; left: 0px; }<br /> .ui-resizable-s { cursor: s-resize; height: 7px; width: 100%; bottom: -5px; left: 0px; }<br /> .ui-resizable-e { cursor: e-resize; width: 7px; right: -5px; top: 0px; height: 100%; }<br /> .ui-resizable-w { cursor: w-resize; width: 7px; left: -5px; top: 0px; height: 100%; }<br /> .ui-resizable-se { cursor: se-resize; width: 12px; height: 12px; right: 1px; bottom: 1px; }<br /> .ui-resizable-sw { cursor: sw-resize; width: 9px; height: 9px; left: -5px; bottom: -5px; }<br /> .ui-resizable-nw { cursor: nw-resize; width: 9px; height: 9px; left: -5px; top: -5px; }<br /> .ui-resizable-ne { cursor: ne-resize; width: 9px; height: 9px; right: -5px; top: -5px;}/* Slider<br /> ----------------------------------*/<br /> .ui-slider { position: relative; text-align: left; }<br /> .ui-slider .ui-slider-handle { position: absolute; z-index: 2; width: 1.2em; height: 1.2em; cursor: default; }<br /> .ui-slider .ui-slider-range { position: absolute; z-index: 1; font-size: .7em; display: block; border: 0; }<br /> <br /> .ui-slider-horizontal { height: .8em; }<br /> .ui-slider-horizontal .ui-slider-handle { top: -.3em; margin-left: -.6em; }<br /> .ui-slider-horizontal .ui-slider-range { top: 0; height: 100%; }<br /> .ui-slider-horizontal .ui-slider-range-min { left: 0; }<br /> .ui-slider-horizontal .ui-slider-range-max { right: 0; }<br /> <br /> .ui-slider-vertical { width: .8em; height: 100px; }<br /> .ui-slider-vertical .ui-slider-handle { left: -.3em; margin-left: 0; margin-bottom: -.6em; }<br /> .ui-slider-vertical .ui-slider-range { left: 0; width: 100%; }<br /> .ui-slider-vertical .ui-slider-range-min { bottom: 0; }<br /> .ui-slider-vertical .ui-slider-range-max { top: 0; }/* Tabs<br /> ----------------------------------*/<br /> .ui-tabs { padding: .2em; zoom: 1; }<br /> .ui-tabs .ui-tabs-nav { list-style: none; position: relative; padding: .2em .2em 0; }<br /> .ui-tabs .ui-tabs-nav li { position: relative; float: left; border-bottom-width: 0 !important; margin: 0 .2em -1px 0; padding: 0; }<br /> .ui-tabs .ui-tabs-nav li a { float: left; text-decoration: none; padding: .5em 1em; }<br /> .ui-tabs .ui-tabs-nav li.ui-tabs-selected { padding-bottom: 1px; border-bottom-width: 0; }<br /> .ui-tabs .ui-tabs-nav li.ui-tabs-selected a, .ui-tabs .ui-tabs-nav li.ui-state-disabled a, .ui-tabs .ui-tabs-nav li.ui-state-processing a { cursor: text; }<br /> .ui-tabs .ui-tabs-nav li a, .ui-tabs.ui-tabs-collapsible .ui-tabs-nav li.ui-tabs-selected a { cursor: pointer; } /* first selector in group seems obsolete, but required to overcome bug in Opera applying cursor: text overall if defined elsewhere... */<br /> .ui-tabs .ui-tabs-panel { padding: 1em 1.4em; display: block; border-width: 0; background: none; }<br /> .ui-tabs .ui-tabs-hide { display: none !important; }</div> Thu, 21 May 2009 02:23:14 GMT Paradox http://tremulous.net/wiki/MediaWiki_talk:JQuery-ui.css MediaWiki:Common.css http://tremulous.net/wiki/MediaWiki:Common.css <p>Paradox:&#32;Attempted import of other stylesheet, to save Khalsa LOTS of time</p> <hr /> <div>/*Template Styles*/<br /> .boilerplate {<br /> margin: 10px 0px;<br /> min-height: 32px;<br /> padding: 5px; padding-right: 10px;<br /> }<br /> <br /> <br /> /*Infobox template*/<br /> .infobox {<br /> border: 1px solid #aaa;<br /> background-color: #f9f9f9;<br /> color: black;<br /> margin: 0.5em 0 0.5em 1em;<br /> padding: 0.2em;<br /> float: right;<br /> clear: right;<br /> }<br /> .infobox td,<br /> .infobox th {<br /> vertical-align: top;<br /> }<br /> .infobox th {<br /> text-align: center;<br /> font-size: 110%;<br /> background-color: #f1ecc7;<br /> border-bottom: 1px solid #ccc;<br /> }<br /> .infobox caption {<br /> font-size: larger;<br /> margin-left: inherit;<br /> }<br /> .infobox.bordered {<br /> border-collapse: collapse;<br /> }<br /> .infobox.bordered td,<br /> .infobox.bordered th {<br /> border: 1px solid #aaa;<br /> }<br /> .infobox.bordered .borderless td,<br /> .infobox.bordered .borderless th {<br /> border: 0;<br /> }<br /> <br /> .infobox.sisterproject {<br /> width: 20em;<br /> font-size: 90%;<br /> }<br /> <br /> .infobox.standard-talk {<br /> border: 1px solid #c0c090;<br /> background-color: #f8eaba;<br /> }<br /> .infobox.standard-talk.bordered td,<br /> .infobox.standard-talk.bordered th {<br /> border: 1px solid #c0c090;<br /> }<br /> <br /> /* wikitable/prettytable class for skinning normal tables */<br /> table.wikitable,<br /> table.prettytable {<br /> margin: 1em 1em 1em 0;<br /> background: #f9f9f9;<br /> border: 1px #aaa solid;<br /> border-collapse: collapse;<br /> }<br /> .wikitable th, .wikitable td,<br /> .prettytable th, .prettytable td {<br /> border: 1px #aaa solid;<br /> padding: 0.2em;<br /> }<br /> .wikitable th,<br /> .prettytable th {<br /> background: #dddddd;<br /> text-align: center;<br /> }<br /> .wikitable caption,<br /> .prettytable caption {<br /> margin-left: inherit;<br /> margin-right: inherit;<br /> font-weight: bold;<br /> }<br /> <br /> .wikitable tr:hover td, .prettytable tr:hover td {<br /> background-color: #e6f0ff;<br /> border: 1px solid #888; border-top: 2px solid #888; border-bottom: 2px solid #888;<br /> }<br /> <br /> /* jQuery Buttons and other yummies */<br /> .jQ-button { <br /> outline: 0; <br /> margin:0 4px 0 0; <br /> padding: .4em 1em; <br /> text-decoration:none !important; <br /> cursor:pointer; <br /> position: relative; <br /> text-align: center; <br /> zoom: 1; <br /> }<br /> <br /> /*Import jquery stylesheet*/<br /> @import &quot;/w/index.php?title=MediaWiki:JQuery-ui.css&amp;usemsgcache=yes&amp;action=raw&amp;ctype=text/css&amp;smaxage=18000&quot;;</div> Thu, 21 May 2009 02:16:08 GMT Paradox http://tremulous.net/wiki/MediaWiki_talk:Common.css MediaWiki:Common.css http://tremulous.net/wiki/MediaWiki:Common.css <p>Paradox:&#32;</p> <hr /> <div>/*Template Styles*/<br /> .boilerplate {<br /> margin: 10px 0px;<br /> min-height: 32px;<br /> padding: 5px; padding-right: 10px;<br /> }<br /> <br /> <br /> /*Infobox template*/<br /> .infobox {<br /> border: 1px solid #aaa;<br /> background-color: #f9f9f9;<br /> color: black;<br /> margin: 0.5em 0 0.5em 1em;<br /> padding: 0.2em;<br /> float: right;<br /> clear: right;<br /> }<br /> .infobox td,<br /> .infobox th {<br /> vertical-align: top;<br /> }<br /> .infobox th {<br /> text-align: center;<br /> font-size: 110%;<br /> background-color: #f1ecc7;<br /> border-bottom: 1px solid #ccc;<br /> }<br /> .infobox caption {<br /> font-size: larger;<br /> margin-left: inherit;<br /> }<br /> .infobox.bordered {<br /> border-collapse: collapse;<br /> }<br /> .infobox.bordered td,<br /> .infobox.bordered th {<br /> border: 1px solid #aaa;<br /> }<br /> .infobox.bordered .borderless td,<br /> .infobox.bordered .borderless th {<br /> border: 0;<br /> }<br /> <br /> .infobox.sisterproject {<br /> width: 20em;<br /> font-size: 90%;<br /> }<br /> <br /> .infobox.standard-talk {<br /> border: 1px solid #c0c090;<br /> background-color: #f8eaba;<br /> }<br /> .infobox.standard-talk.bordered td,<br /> .infobox.standard-talk.bordered th {<br /> border: 1px solid #c0c090;<br /> }<br /> <br /> /* wikitable/prettytable class for skinning normal tables */<br /> table.wikitable,<br /> table.prettytable {<br /> margin: 1em 1em 1em 0;<br /> background: #f9f9f9;<br /> border: 1px #aaa solid;<br /> border-collapse: collapse;<br /> }<br /> .wikitable th, .wikitable td,<br /> .prettytable th, .prettytable td {<br /> border: 1px #aaa solid;<br /> padding: 0.2em;<br /> }<br /> .wikitable th,<br /> .prettytable th {<br /> background: #dddddd;<br /> text-align: center;<br /> }<br /> .wikitable caption,<br /> .prettytable caption {<br /> margin-left: inherit;<br /> margin-right: inherit;<br /> font-weight: bold;<br /> }<br /> <br /> .wikitable tr:hover td, .prettytable tr:hover td {<br /> background-color: #e6f0ff;<br /> border: 1px solid #888; border-top: 2px solid #888; border-bottom: 2px solid #888;<br /> }<br /> <br /> /* jQuery Buttons and other yummies */<br /> .jQ-button { <br /> outline: 0; <br /> margin:0 4px 0 0; <br /> padding: .4em 1em; <br /> text-decoration:none !important; <br /> cursor:pointer; <br /> position: relative; <br /> text-align: center; <br /> zoom: 1; <br /> }</div> Thu, 21 May 2009 01:13:59 GMT Paradox http://tremulous.net/wiki/MediaWiki_talk:Common.css Template:Infobox Map http://tremulous.net/wiki/Template:Infobox_Map <p>Paradox:&#32;Prepared for jQuery hide/show</p> <hr /> <div>&lt;includeonly&gt;{| class=&quot;infobox&quot; style=&quot;float:right; width:{{#if:{{{width|}}}|{{{width|}}}|264px}}; font-size:90%; text-align:left;&quot; cellspacing=&quot;0&quot; cellpadding=&quot;3&quot;<br /> |-<br /> ! colspan=&quot;2&quot; | &lt;div style=&quot;font-size:110%; text-align:center;&quot; class=&quot;summary hide_control&quot;&gt;''{{#if:{{{levelshot|}}}|[[{{{levelshot}}}|256px]]}}&lt;br/&gt;{{#if:{{{title|}}}|{{{title}}}|{{PAGENAME}}}}''&lt;/div&gt;<br /> &lt;div class=&quot;hide_box&quot;&gt;<br /> {{Alternating rows table section<br /> |es=background:#bcd5ff;<br /> |{{#if:{{{author|}}}| {{!}} '''Author''' {{!!}} {{{author|}}} }}<br /> |{{#if:{{{version|}}}| {{!}} '''Version''' {{!!}} {{{version|}}} }}<br /> |{{#if:{{{download|}}}| {{!}} '''Download''' {{!!}} {{{download|}}} }}<br /> }}<br /> |-<br /> ! colspan=&quot;2&quot; | Name details<br /> {{Alternating rows table section<br /> |es=background:#bcd5ff;<br /> |{{#if:{{{fullname|}}}| {{!}} '''Full Name''' {{!!}} {{{fullname|}}}| {{!}} '''Full Name''' {{!!}} {{PAGENAME}} }}<br /> |{{#if:{{{mapname|}}}| {{!}} '''Map/Game Name''' {{!!}} ''{{{mapname|}}}'' }}<br /> }}&lt;/div&gt;<br /> |}&lt;/includeonly&gt;&lt;noinclude&gt;<br /> {{documentation}}<br /> &lt;!-- Add cats and interwikis to the /doc subpage, not here! --&gt;<br /> &lt;/noinclude&gt;</div> Tue, 19 May 2009 04:34:54 GMT Paradox http://tremulous.net/wiki/Template_talk:Infobox_Map Human Building http://tremulous.net/wiki/Human_Building <p>Paradox:&#32;Categories</p> <hr /> <div>{{Cleanup|See [[{{TALKPAGENAME}}|talk page]]}}A player can spawn as a builder or trade his gun in at the armory for a Construction Kit. (Note: Proper building techniques must be learned. Watch experienced builders before attempting to build by oneself. Poor building skills will quickly lose a game.) Spawning as a builder will give them a Construction Kit (CKit). Stage 1 CKit will allow basic building. Once Stage 2 is reached, the Advanced CKit is available which allows building of the more advanced structures (Defense Computer, Telsas, etc.)<br /> <br /> Using the primary fire button (usually left mouse button) while using the CKit will bring up a menu of available structures to build. Choose which structure is to be built and click the left mouse button again and a type of hologram of the structure will appear. (If the hologram does not appear, there probably are not enough Build Points (BPs) available.) It is movable until you click the left button one more time to fix it in place. When the hologram is green the structure can be built in that position. When it is red, the structure cannot be built as it is too close to another structure or player. If a structure is to be deconstructed (deconned) for moving of upgrading, move up to the structure and press the &quot;e&quot; key on the keyboard. The structure will disappear and the BPs will again be available for building after a short delay.<br /> <br /> A structure in need of repairing is shown with a green health status bar above it that is less than full and solid. Structures about to fail will have their health status bar turned red. To repair a structure, walk up to it with the CKit and then press and hold the right mouse button (alternate fire). You will hear the CKit repairing the structure and can watch the health bar rise. Continue to hold the mouse button until the structure is fully repaired. Different structures require different repair times with the reactor taking the longest.<br /> <br /> <br /> == Base Building ==<br /> <br /> <br /> Most standard Tremulous servers allow 100 BPs. Typically this will consist of a reactor, armory, medistation, two spawns and seven turrets, but is the choice of the builder. How and where these are put will cause considerable debate amoung builders. New builders tend to spread turrets out by doors and entryways in an attempt to kill aliens at entry points. Once the aliens are past an entry point though, there will be relatively little defense to protect the critical assets a human base must have (reactor, armory and spawns). For this reason, experienced builders will concentrate as much overlapping turret firepower in and around these critical structures so that any attacking alien is exposed to multiple turret fire when trying to destroy a structure. This type of base will be very dense and compact.<br /> <br /> Remember that turrets do not fire through other turrets. So creating a &quot;field of turrets&quot; is rarely useful, since the back ranks of turrets cannot fire. Also, when turrets explode, they damage other structures and humans nearby. This can lead to chain reactions if the other structures are already damaged.<br /> <br /> Finally, turrets do not fire through humans. So if the humans are standing and firing in front of the turrets, the turrets are not firing and not aiding in base defense. So think: if I build my turrets here and here, where will the humans end up standing when they fight? The main firepower of your side comes from HUMANS, not turrets. The turrets should be set up to allow the HUMANS to fight. If your turrets block easy access to the medstation or armory, they are doing more harm than good to the human side. Do not make players fight to get to the medstation or armory.<br /> <br /> The &quot;ideal&quot; base maximizing firepower and maintainability is probably something where each turret is spaced about a turret width apart from its neighbors. This allows humans to move between turrets rather than having to jump over them, and provides enough distance that one explosion does minimal damage to other turrets.<br /> <br /> Turrets are strong enough to kill small aliens, and injure larger ones. Turrets WILL NOT STOP tyrants, or even dragoons. Turrets will generally kill dretches, basilisks, and will kill marauders if they stop jumping around. Often builders attempt to design a &quot;tyrant-proof&quot; turret setup, but there is no such thing. Indeed an advanced dragoon can snipe a turret in 2 shots<br /> <br /> == Low-maintenance Bases vs. High-maintenance Bases ==<br /> <br /> A low-maintenance base is one that can't easily be picked apart by aliens. Generally all structures are relatively close together, with no outlying turrets (though if possible, turrets should still have a bit of room between them to reduce chain-reaction damage). This allows the builder to grab a gun and support his teammates. This is the ideal structure on servers with few people playing - the human team cannot afford to have a dedicated engineer sitting in the base.<br /> <br /> A high-maintenance base requires constant upkeep. Turrets are spread fairly far out, and the outlying turrets are subject to constant alien attack. A dedicated engineer is required. This is the optimum structure when many people are playing (say, 8 or more per side). The goal of turrets is to keep a large area free of dretches, and keep the human team from being cooped up in their base where their firepower is less useful. Consideration must be given to the traffic flow to and from the armory and medistation - defenses MUST NOT block this pathway. If each human takes a few extra seconds jumping over turrets and cramming into a tiny area, each time they need healing or ammo, effectively the builder has eliminated one or more members of his team permanently. Over the course of a game, each human might spend several extra minutes just fighting to get ammo or healing, which is time that they're not shooting aliens. When builders bury the armory or medistation such that only one human can get to it at a time, the builder has guaranteed a loss for his team. With extra-high numbers of players, the builder should consider extra armories, or medistations, and should absolutely make sure that multiple humans can get in and out to these structures as easily as possible.<br /> <br /> During Stage 3 Telsa Generators become available. They require a Defense Computer to operate. Current thought is that on a 100 BP server, there is not enough gain from the Telsa to offset their increased cost and cost of the DC. Although the DC will help the turrets track more quickly, its cost usually does not outweigh its benefit. On servers with greater BPs, Telsas are part of a total defense. Teslas have the advantage that they are completely dretch-proof, while turrets can be killed by skilled dretches.<br /> <br /> == Building Forward ==<br /> <br /> &lt;blockquote&gt;Fixed Fortifications are monuments to man's stupidity.<br /> - General George S. Patton&lt;/blockquote&gt;<br /> <br /> Given the humans' dependence on structures, one of the best ways to press the offense is to build a &quot;forward outpost&quot;. However, on a 100 build point server, this can be an extremely risky gamble and is usually frowned on by the more experienced players.<br /> <br /> Such a &quot;forward outpost&quot; consists of:<br /> <br /> * A [[Repeater]]<br /> * A [[medistation]]<br /> <br /> This is sufficient to provide complete upkeep for humans using energy weapons, since they can reload from the repeater. At a cost of only 8 bp, it is quite useful.<br /> <br /> On a server or map with high BP, forward bases can be more luxurious:<br /> * 1 (maybe 2) turrets, for basic defense<br /> * An [[Armory]] (optional)<br /> * NO TELENODES!<br /> <br /> The point of an outpost is to save humans from needing to run all the way back to the reactor to restore health/ammo. Outposts are more useful on large maps, where it's difficult for humans to survive the long trek to the [[Overmind|OM]].<br /> <br /> An outpost weakens the main base's defenses (and severely so on a 100 build point server), so it is critical that:<br /> * Your team uses the outpost effectively. Humans have to be constantly attacking/maintaining. If an outpost is not supporting an ongoing attack, it's a liability.<br /> * You'll need enough BP to maintain the outpost without weakening the reactor base.<br /> * With rare exceptions, there should be only one outpost. More than one spreads defenses too thin.<br /> <br /> <br /> The goal of an outpost is to push forward close to the OM location. This greatly boosts the odds of humans winning.<br /> <br /> Builders who are supporting outposts need a [[Jetpack]]. Things get pretty dicey without one.<br /> <br /> The NO TELENODES rule of thumb is because it's important to maintain a human presence back at the reactor (and between the reactor and the outpost). Also, the goal of a outpost is to help keep humans alive throughout the attack. If they're dying often enough to want a forward telenode, the outpost is maybe not such a good idea.<br /> <br /> Also, an unguarded telenode can quickly become a rather delicious buffet for the alien team.<br /> <br /> Repeaters should be built in in hard-to-reach or hard-to-see places since they are wimpy and defenseless targets.<br /> <br /> The payoff for solid outpost-building is:<br /> * Watching your team saturate the OM with grenades.<br /> * Preventing the aliens from waging hit-&amp;-run attacks. One of the aliens' strengths is their mobility and ability to use many areas of the map. A forward outpost greatly restricts the aliens' strategic options.<br /> <br /> The disadvantages of outpost-building are:<br /> * On a 100 build point server, the build points required to such an outpost will weaken your reactor base defenses significantly.<br /> * It's possible that the outpost will prove so successful that the entire human team will shift operations to the outpost, allowing aliens to destroy weak defenses at the reactor base, and destroy it before the human team even notices.<br /> <br /> == Turret Kill Zones ==<br /> <br /> The diagram below represents a 4-way intersection. Which Turret Placement is better? Assume enemies can attack from any direction.<br /> <br /> (A) (B)<br /> <br /> _| |_ _| |_ <br /> _| |_ _|T T|_<br /> T T<br /> _ T T _ _ _<br /> |_ _| |T T|<br /> | | | |<br /> <br /> <br /> The answer is (B) Most people instinctively &quot;bunch&quot; turrets together, as in (A). But (B) is far superior. Because:<br /> <br /> <br /> * The turrets have interlocking fields of fire. As military tacticians know, this creates a &quot;kill zone&quot;.<br /> <br /> * Having turrets farther apart (but still close enough to defend each other) makes it harder for an enemy to keep track of them. Ideally, attacking a turret should require an enemy to face a wall, so they have no idea what's behind them.<br /> <br /> * The turrets are more protected from dragoon sniping. Neither arrangement offers full protection from sniping, but the second setup is better. If the openings have doors, the situation is pretty close to ideal.<br /> <br /> * Farther-spaced turrets force the enemy to make false choices (which turret to attack first)<br /> <br /> * Exploding buildings damage near by buildings<br /> <br /> * Given the safe spot in the center, you might be tempted to plop a medistation there. Don't do it! Structures in the middle of a kill zone hampers its effectiveness. Much better to keep the medistation just outside the kill zone.<br /> <br /> == Turrets, Corners, and Halls: ==<br /> <br /> Let's say you're not making a &quot;kill zone&quot; - you're just building generic defense. Should you put turrets in the middle of a hall, or hide them around corners? The answer depends on what you want the turret to do, and how many BP you have to spare:<br /> <br /> * Putting a turret in the middle of a hall says &quot;this is our turf&quot;. This will cause weak aliens to back off. But a single turret doesn't communicate the message well - in fact, a single turret may be seen as a weak spot. Even weak aliens (basilisks) can attack or run past a single turret. To communicate strength requires two turrets at least. In order to present a defensive challenge to most aliens, ideally 3-4 turrets should be built in an area. Don't stick a single turret out by its lonesome. \\ Also, turrets in the middle of halls are snipable and pounceable by advanced goons.<br /> <br /> * On the other hand, placing a single turret behind a corner is a good way to surprise dretches that come zipping around that corner. Dretches hate surprises, and they also hate being shot full of holes.<br /> <br /> == Anti Snipable Turrets ==<br /> <br /> To make anti snipable turrets you must build them around corners in tunnels or like this:<br /> | |<br /> __| |__<br /> |T T|<br /> | |<br /> or:<br /> _| |_<br /> |T| |T|<br /> | |<br /> __| |__<br /> <br /> ==Choke Points and Defending Against Marauders/Dragoons==<br /> <br /> When placing defensive structures at a strategically important choke point, say at a door or base entrance, it is not advisable to place a large amount of them in the same location (i.e. lined up directly in front of the door). A good alien player knows how to spot these emplacements and knows how to defeat them: even if you have placed ten turrets at a crucial choke point, a skillful (and daring) Marauder can simply jump over them all and continue on to destroy valuable base assets (armory, medipads, repeaters, reactor, etc). With Teslas, the situation becomes more manageable, not only because teslas are taller, but also because teslas do not have a tracking time. <br /> <br /> Regardless of what stage the humans are at, however, it is not a good idea to spread defensive structures out by concentrating at choke points and doorways and dwindling back towards the valuable base structures. Aliens will easily bypass these structures leaving little defenses for the critical structures (armory, reactor and spawns) at the base itself. Turrets are not to kill aliens, they are to protect the human assets and allow humans to retain their base while they kill the aliens.<br /> <br /> [[Category:Humans]]<br /> [[Category:Guides]]</div> Tue, 19 May 2009 00:32:48 GMT Paradox http://tremulous.net/wiki/Talk:Human_Building Talk:Human Building http://tremulous.net/wiki/Talk:Human_Building <p>Paradox:&#32;New page: ==Turret Guidelines== If the turret building things could be replaced by a decent SVG, that would be wonderful. If no one can do this, ill do one at work tomorrow, but this is a call for ...</p> <hr /> <div>==Turret Guidelines==<br /> If the turret building things could be replaced by a decent SVG, that would be wonderful.<br /> <br /> If no one can do this, ill do one at work tomorrow, but this is a call for help.<br /> &lt;span class=&quot;boilerplate&quot; style=&quot;background-color:#a6c8ff; border: 1px solid #406db7; padding: 5px; margin: 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:{{PAGENAME}}|action=edit&amp;section=new}} reply]&lt;/span&gt;<br /> &lt;/span&gt; 00:25, 19 May 2009 (UTC)</div> Tue, 19 May 2009 00:25:30 GMT Paradox http://tremulous.net/wiki/Talk:Human_Building Human Building http://tremulous.net/wiki/Human_Building <p>Paradox:&#32;</p> <hr /> <div>{{Cleanup|See [[{{TALKPAGENAME}}|talk page]]}}A player can spawn as a builder or trade his gun in at the armory for a Construction Kit. (Note: Proper building techniques must be learned. Watch experienced builders before attempting to build by oneself. Poor building skills will quickly lose a game.) Spawning as a builder will give them a Construction Kit (CKit). Stage 1 CKit will allow basic building. Once Stage 2 is reached, the Advanced CKit is available which allows building of the more advanced structures (Defense Computer, Telsas, etc.)<br /> <br /> Using the primary fire button (usually left mouse button) while using the CKit will bring up a menu of available structures to build. Choose which structure is to be built and click the left mouse button again and a type of hologram of the structure will appear. (If the hologram does not appear, there probably are not enough Build Points (BPs) available.) It is movable until you click the left button one more time to fix it in place. When the hologram is green the structure can be built in that position. When it is red, the structure cannot be built as it is too close to another structure or player. If a structure is to be deconstructed (deconned) for moving of upgrading, move up to the structure and press the &quot;e&quot; key on the keyboard. The structure will disappear and the BPs will again be available for building after a short delay.<br /> <br /> A structure in need of repairing is shown with a green health status bar above it that is less than full and solid. Structures about to fail will have their health status bar turned red. To repair a structure, walk up to it with the CKit and then press and hold the right mouse button (alternate fire). You will hear the CKit repairing the structure and can watch the health bar rise. Continue to hold the mouse button until the structure is fully repaired. Different structures require different repair times with the reactor taking the longest.<br /> <br /> <br /> == Base Building ==<br /> <br /> <br /> Most standard Tremulous servers allow 100 BPs. Typically this will consist of a reactor, armory, medistation, two spawns and seven turrets, but is the choice of the builder. How and where these are put will cause considerable debate amoung builders. New builders tend to spread turrets out by doors and entryways in an attempt to kill aliens at entry points. Once the aliens are past an entry point though, there will be relatively little defense to protect the critical assets a human base must have (reactor, armory and spawns). For this reason, experienced builders will concentrate as much overlapping turret firepower in and around these critical structures so that any attacking alien is exposed to multiple turret fire when trying to destroy a structure. This type of base will be very dense and compact.<br /> <br /> Remember that turrets do not fire through other turrets. So creating a &quot;field of turrets&quot; is rarely useful, since the back ranks of turrets cannot fire. Also, when turrets explode, they damage other structures and humans nearby. This can lead to chain reactions if the other structures are already damaged.<br /> <br /> Finally, turrets do not fire through humans. So if the humans are standing and firing in front of the turrets, the turrets are not firing and not aiding in base defense. So think: if I build my turrets here and here, where will the humans end up standing when they fight? The main firepower of your side comes from HUMANS, not turrets. The turrets should be set up to allow the HUMANS to fight. If your turrets block easy access to the medstation or armory, they are doing more harm than good to the human side. Do not make players fight to get to the medstation or armory.<br /> <br /> The &quot;ideal&quot; base maximizing firepower and maintainability is probably something where each turret is spaced about a turret width apart from its neighbors. This allows humans to move between turrets rather than having to jump over them, and provides enough distance that one explosion does minimal damage to other turrets.<br /> <br /> Turrets are strong enough to kill small aliens, and injure larger ones. Turrets WILL NOT STOP tyrants, or even dragoons. Turrets will generally kill dretches, basilisks, and will kill marauders if they stop jumping around. Often builders attempt to design a &quot;tyrant-proof&quot; turret setup, but there is no such thing. Indeed an advanced dragoon can snipe a turret in 2 shots<br /> <br /> == Low-maintenance Bases vs. High-maintenance Bases ==<br /> <br /> A low-maintenance base is one that can't easily be picked apart by aliens. Generally all structures are relatively close together, with no outlying turrets (though if possible, turrets should still have a bit of room between them to reduce chain-reaction damage). This allows the builder to grab a gun and support his teammates. This is the ideal structure on servers with few people playing - the human team cannot afford to have a dedicated engineer sitting in the base.<br /> <br /> A high-maintenance base requires constant upkeep. Turrets are spread fairly far out, and the outlying turrets are subject to constant alien attack. A dedicated engineer is required. This is the optimum structure when many people are playing (say, 8 or more per side). The goal of turrets is to keep a large area free of dretches, and keep the human team from being cooped up in their base where their firepower is less useful. Consideration must be given to the traffic flow to and from the armory and medistation - defenses MUST NOT block this pathway. If each human takes a few extra seconds jumping over turrets and cramming into a tiny area, each time they need healing or ammo, effectively the builder has eliminated one or more members of his team permanently. Over the course of a game, each human might spend several extra minutes just fighting to get ammo or healing, which is time that they're not shooting aliens. When builders bury the armory or medistation such that only one human can get to it at a time, the builder has guaranteed a loss for his team. With extra-high numbers of players, the builder should consider extra armories, or medistations, and should absolutely make sure that multiple humans can get in and out to these structures as easily as possible.<br /> <br /> During Stage 3 Telsa Generators become available. They require a Defense Computer to operate. Current thought is that on a 100 BP server, there is not enough gain from the Telsa to offset their increased cost and cost of the DC. Although the DC will help the turrets track more quickly, its cost usually does not outweigh its benefit. On servers with greater BPs, Telsas are part of a total defense. Teslas have the advantage that they are completely dretch-proof, while turrets can be killed by skilled dretches.<br /> <br /> == Building Forward ==<br /> <br /> &lt;blockquote&gt;Fixed Fortifications are monuments to man's stupidity.<br /> - General George S. Patton&lt;/blockquote&gt;<br /> <br /> Given the humans' dependence on structures, one of the best ways to press the offense is to build a &quot;forward outpost&quot;. However, on a 100 build point server, this can be an extremely risky gamble and is usually frowned on by the more experienced players.<br /> <br /> Such a &quot;forward outpost&quot; consists of:<br /> <br /> * A [[Repeater]]<br /> * A [[medistation]]<br /> <br /> This is sufficient to provide complete upkeep for humans using energy weapons, since they can reload from the repeater. At a cost of only 8 bp, it is quite useful.<br /> <br /> On a server or map with high BP, forward bases can be more luxurious:<br /> * 1 (maybe 2) turrets, for basic defense<br /> * An [[Armory]] (optional)<br /> * NO TELENODES!<br /> <br /> The point of an outpost is to save humans from needing to run all the way back to the reactor to restore health/ammo. Outposts are more useful on large maps, where it's difficult for humans to survive the long trek to the [[Overmind|OM]].<br /> <br /> An outpost weakens the main base's defenses (and severely so on a 100 build point server), so it is critical that:<br /> * Your team uses the outpost effectively. Humans have to be constantly attacking/maintaining. If an outpost is not supporting an ongoing attack, it's a liability.<br /> * You'll need enough BP to maintain the outpost without weakening the reactor base.<br /> * With rare exceptions, there should be only one outpost. More than one spreads defenses too thin.<br /> <br /> <br /> The goal of an outpost is to push forward close to the OM location. This greatly boosts the odds of humans winning.<br /> <br /> Builders who are supporting outposts need a [[Jetpack]]. Things get pretty dicey without one.<br /> <br /> The NO TELENODES rule of thumb is because it's important to maintain a human presence back at the reactor (and between the reactor and the outpost). Also, the goal of a outpost is to help keep humans alive throughout the attack. If they're dying often enough to want a forward telenode, the outpost is maybe not such a good idea.<br /> <br /> Also, an unguarded telenode can quickly become a rather delicious buffet for the alien team.<br /> <br /> Repeaters should be built in in hard-to-reach or hard-to-see places since they are wimpy and defenseless targets.<br /> <br /> The payoff for solid outpost-building is:<br /> * Watching your team saturate the OM with grenades.<br /> * Preventing the aliens from waging hit-&amp;-run attacks. One of the aliens' strengths is their mobility and ability to use many areas of the map. A forward outpost greatly restricts the aliens' strategic options.<br /> <br /> The disadvantages of outpost-building are:<br /> * On a 100 build point server, the build points required to such an outpost will weaken your reactor base defenses significantly.<br /> * It's possible that the outpost will prove so successful that the entire human team will shift operations to the outpost, allowing aliens to destroy weak defenses at the reactor base, and destroy it before the human team even notices.<br /> <br /> == Turret Kill Zones ==<br /> <br /> The diagram below represents a 4-way intersection. Which Turret Placement is better? Assume enemies can attack from any direction.<br /> <br /> (A) (B)<br /> <br /> _| |_ _| |_ <br /> _| |_ _|T T|_<br /> T T<br /> _ T T _ _ _<br /> |_ _| |T T|<br /> | | | |<br /> <br /> <br /> The answer is (B) Most people instinctively &quot;bunch&quot; turrets together, as in (A). But (B) is far superior. Because:<br /> <br /> <br /> * The turrets have interlocking fields of fire. As military tacticians know, this creates a &quot;kill zone&quot;.<br /> <br /> * Having turrets farther apart (but still close enough to defend each other) makes it harder for an enemy to keep track of them. Ideally, attacking a turret should require an enemy to face a wall, so they have no idea what's behind them.<br /> <br /> * The turrets are more protected from dragoon sniping. Neither arrangement offers full protection from sniping, but the second setup is better. If the openings have doors, the situation is pretty close to ideal.<br /> <br /> * Farther-spaced turrets force the enemy to make false choices (which turret to attack first)<br /> <br /> * Exploding buildings damage near by buildings<br /> <br /> * Given the safe spot in the center, you might be tempted to plop a medistation there. Don't do it! Structures in the middle of a kill zone hampers its effectiveness. Much better to keep the medistation just outside the kill zone.<br /> <br /> == Turrets, Corners, and Halls: ==<br /> <br /> Let's say you're not making a &quot;kill zone&quot; - you're just building generic defense. Should you put turrets in the middle of a hall, or hide them around corners? The answer depends on what you want the turret to do, and how many BP you have to spare:<br /> <br /> * Putting a turret in the middle of a hall says &quot;this is our turf&quot;. This will cause weak aliens to back off. But a single turret doesn't communicate the message well - in fact, a single turret may be seen as a weak spot. Even weak aliens (basilisks) can attack or run past a single turret. To communicate strength requires two turrets at least. In order to present a defensive challenge to most aliens, ideally 3-4 turrets should be built in an area. Don't stick a single turret out by its lonesome. \\ Also, turrets in the middle of halls are snipable and pounceable by advanced goons.<br /> <br /> * On the other hand, placing a single turret behind a corner is a good way to surprise dretches that come zipping around that corner. Dretches hate surprises, and they also hate being shot full of holes.<br /> <br /> == Anti Snipable Turrets ==<br /> <br /> To make anti snipable turrets you must build them around corners in tunnels or like this:<br /> | |<br /> __| |__<br /> |T T|<br /> | |<br /> or:<br /> _| |_<br /> |T| |T|<br /> | |<br /> __| |__<br /> <br /> ==Choke Points and Defending Against Marauders/Dragoons==<br /> <br /> When placing defensive structures at a strategically important choke point, say at a door or base entrance, it is not advisable to place a large amount of them in the same location (i.e. lined up directly in front of the door). A good alien player knows how to spot these emplacements and knows how to defeat them: even if you have placed ten turrets at a crucial choke point, a skillful (and daring) Marauder can simply jump over them all and continue on to destroy valuable base assets (armory, medipads, repeaters, reactor, etc). With Teslas, the situation becomes more manageable, not only because teslas are taller, but also because teslas do not have a tracking time. <br /> <br /> Regardless of what stage the humans are at, however, it is not a good idea to spread defensive structures out by concentrating at choke points and doorways and dwindling back towards the valuable base structures. Aliens will easily bypass these structures leaving little defenses for the critical structures (armory, reactor and spawns) at the base itself. Turrets are not to kill aliens, they are to protect the human assets and allow humans to retain their base while they kill the aliens.</div> Tue, 19 May 2009 00:24:39 GMT Paradox http://tremulous.net/wiki/Talk:Human_Building Human Building http://tremulous.net/wiki/Human_Building <p>Paradox:&#32;Fixed Lists/* Turrets, Corners, and Halls: */</p> <hr /> <div>{{Cleanup|See talk page}}A player can spawn as a builder or trade his gun in at the armory for a Construction Kit. (Note: Proper building techniques must be learned. Watch experienced builders before attempting to build by oneself. Poor building skills will quickly lose a game.) Spawning as a builder will give them a Construction Kit (CKit). Stage 1 CKit will allow basic building. Once Stage 2 is reached, the Advanced CKit is available which allows building of the more advanced structures (Defense Computer, Telsas, etc.)<br /> <br /> Using the primary fire button (usually left mouse button) while using the CKit will bring up a menu of available structures to build. Choose which structure is to be built and click the left mouse button again and a type of hologram of the structure will appear. (If the hologram does not appear, there probably are not enough Build Points (BPs) available.) It is movable until you click the left button one more time to fix it in place. When the hologram is green the structure can be built in that position. When it is red, the structure cannot be built as it is too close to another structure or player. If a structure is to be deconstructed (deconned) for moving of upgrading, move up to the structure and press the &quot;e&quot; key on the keyboard. The structure will disappear and the BPs will again be available for building after a short delay.<br /> <br /> A structure in need of repairing is shown with a green health status bar above it that is less than full and solid. Structures about to fail will have their health status bar turned red. To repair a structure, walk up to it with the CKit and then press and hold the right mouse button (alternate fire). You will hear the CKit repairing the structure and can watch the health bar rise. Continue to hold the mouse button until the structure is fully repaired. Different structures require different repair times with the reactor taking the longest.<br /> <br /> <br /> == Base Building ==<br /> <br /> <br /> Most standard Tremulous servers allow 100 BPs. Typically this will consist of a reactor, armory, medistation, two spawns and seven turrets, but is the choice of the builder. How and where these are put will cause considerable debate amoung builders. New builders tend to spread turrets out by doors and entryways in an attempt to kill aliens at entry points. Once the aliens are past an entry point though, there will be relatively little defense to protect the critical assets a human base must have (reactor, armory and spawns). For this reason, experienced builders will concentrate as much overlapping turret firepower in and around these critical structures so that any attacking alien is exposed to multiple turret fire when trying to destroy a structure. This type of base will be very dense and compact.<br /> <br /> Remember that turrets do not fire through other turrets. So creating a &quot;field of turrets&quot; is rarely useful, since the back ranks of turrets cannot fire. Also, when turrets explode, they damage other structures and humans nearby. This can lead to chain reactions if the other structures are already damaged.<br /> <br /> Finally, turrets do not fire through humans. So if the humans are standing and firing in front of the turrets, the turrets are not firing and not aiding in base defense. So think: if I build my turrets here and here, where will the humans end up standing when they fight? The main firepower of your side comes from HUMANS, not turrets. The turrets should be set up to allow the HUMANS to fight. If your turrets block easy access to the medstation or armory, they are doing more harm than good to the human side. Do not make players fight to get to the medstation or armory.<br /> <br /> The &quot;ideal&quot; base maximizing firepower and maintainability is probably something where each turret is spaced about a turret width apart from its neighbors. This allows humans to move between turrets rather than having to jump over them, and provides enough distance that one explosion does minimal damage to other turrets.<br /> <br /> Turrets are strong enough to kill small aliens, and injure larger ones. Turrets WILL NOT STOP tyrants, or even dragoons. Turrets will generally kill dretches, basilisks, and will kill marauders if they stop jumping around. Often builders attempt to design a &quot;tyrant-proof&quot; turret setup, but there is no such thing. Indeed an advanced dragoon can snipe a turret in 2 shots<br /> <br /> == Low-maintenance Bases vs. High-maintenance Bases ==<br /> <br /> A low-maintenance base is one that can't easily be picked apart by aliens. Generally all structures are relatively close together, with no outlying turrets (though if possible, turrets should still have a bit of room between them to reduce chain-reaction damage). This allows the builder to grab a gun and support his teammates. This is the ideal structure on servers with few people playing - the human team cannot afford to have a dedicated engineer sitting in the base.<br /> <br /> A high-maintenance base requires constant upkeep. Turrets are spread fairly far out, and the outlying turrets are subject to constant alien attack. A dedicated engineer is required. This is the optimum structure when many people are playing (say, 8 or more per side). The goal of turrets is to keep a large area free of dretches, and keep the human team from being cooped up in their base where their firepower is less useful. Consideration must be given to the traffic flow to and from the armory and medistation - defenses MUST NOT block this pathway. If each human takes a few extra seconds jumping over turrets and cramming into a tiny area, each time they need healing or ammo, effectively the builder has eliminated one or more members of his team permanently. Over the course of a game, each human might spend several extra minutes just fighting to get ammo or healing, which is time that they're not shooting aliens. When builders bury the armory or medistation such that only one human can get to it at a time, the builder has guaranteed a loss for his team. With extra-high numbers of players, the builder should consider extra armories, or medistations, and should absolutely make sure that multiple humans can get in and out to these structures as easily as possible.<br /> <br /> During Stage 3 Telsa Generators become available. They require a Defense Computer to operate. Current thought is that on a 100 BP server, there is not enough gain from the Telsa to offset their increased cost and cost of the DC. Although the DC will help the turrets track more quickly, its cost usually does not outweigh its benefit. On servers with greater BPs, Telsas are part of a total defense. Teslas have the advantage that they are completely dretch-proof, while turrets can be killed by skilled dretches.<br /> <br /> == Building Forward ==<br /> <br /> &lt;blockquote&gt;Fixed Fortifications are monuments to man's stupidity.<br /> - General George S. Patton&lt;/blockquote&gt;<br /> <br /> Given the humans' dependence on structures, one of the best ways to press the offense is to build a &quot;forward outpost&quot;. However, on a 100 build point server, this can be an extremely risky gamble and is usually frowned on by the more experienced players.<br /> <br /> Such a &quot;forward outpost&quot; consists of:<br /> <br /> * A [[Repeater]]<br /> * A [[medistation]]<br /> <br /> This is sufficient to provide complete upkeep for humans using energy weapons, since they can reload from the repeater. At a cost of only 8 bp, it is quite useful.<br /> <br /> On a server or map with high BP, forward bases can be more luxurious:<br /> * 1 (maybe 2) turrets, for basic defense<br /> * An [[Armory]] (optional)<br /> * NO TELENODES!<br /> <br /> The point of an outpost is to save humans from needing to run all the way back to the reactor to restore health/ammo. Outposts are more useful on large maps, where it's difficult for humans to survive the long trek to the [[Overmind|OM]].<br /> <br /> An outpost weakens the main base's defenses (and severely so on a 100 build point server), so it is critical that:<br /> * Your team uses the outpost effectively. Humans have to be constantly attacking/maintaining. If an outpost is not supporting an ongoing attack, it's a liability.<br /> * You'll need enough BP to maintain the outpost without weakening the reactor base.<br /> * With rare exceptions, there should be only one outpost. More than one spreads defenses too thin.<br /> <br /> <br /> The goal of an outpost is to push forward close to the OM location. This greatly boosts the odds of humans winning.<br /> <br /> Builders who are supporting outposts need a [[Jetpack]]. Things get pretty dicey without one.<br /> <br /> The NO TELENODES rule of thumb is because it's important to maintain a human presence back at the reactor (and between the reactor and the outpost). Also, the goal of a outpost is to help keep humans alive throughout the attack. If they're dying often enough to want a forward telenode, the outpost is maybe not such a good idea.<br /> <br /> Also, an unguarded telenode can quickly become a rather delicious buffet for the alien team.<br /> <br /> Repeaters should be built in in hard-to-reach or hard-to-see places since they are wimpy and defenseless targets.<br /> <br /> The payoff for solid outpost-building is:<br /> * Watching your team saturate the OM with grenades.<br /> * Preventing the aliens from waging hit-&amp;-run attacks. One of the aliens' strengths is their mobility and ability to use many areas of the map. A forward outpost greatly restricts the aliens' strategic options.<br /> <br /> The disadvantages of outpost-building are:<br /> * On a 100 build point server, the build points required to such an outpost will weaken your reactor base defenses significantly.<br /> * It's possible that the outpost will prove so successful that the entire human team will shift operations to the outpost, allowing aliens to destroy weak defenses at the reactor base, and destroy it before the human team even notices.<br /> <br /> == Turret Kill Zones ==<br /> <br /> The diagram below represents a 4-way intersection. Which Turret Placement is better? Assume enemies can attack from any direction.<br /> <br /> (A) (B)<br /> <br /> _| |_ _| |_ <br /> _| |_ _|T T|_<br /> T T<br /> _ T T _ _ _<br /> |_ _| |T T|<br /> | | | |<br /> <br /> <br /> The answer is (B) Most people instinctively &quot;bunch&quot; turrets together, as in (A). But (B) is far superior. Because:<br /> <br /> <br /> * The turrets have interlocking fields of fire. As military tacticians know, this creates a &quot;kill zone&quot;.<br /> <br /> * Having turrets farther apart (but still close enough to defend each other) makes it harder for an enemy to keep track of them. Ideally, attacking a turret should require an enemy to face a wall, so they have no idea what's behind them.<br /> <br /> * The turrets are more protected from dragoon sniping. Neither arrangement offers full protection from sniping, but the second setup is better. If the openings have doors, the situation is pretty close to ideal.<br /> <br /> * Farther-spaced turrets force the enemy to make false choices (which turret to attack first)<br /> <br /> * Exploding buildings damage near by buildings<br /> <br /> * Given the safe spot in the center, you might be tempted to plop a medistation there. Don't do it! Structures in the middle of a kill zone hampers its effectiveness. Much better to keep the medistation just outside the kill zone.<br /> <br /> == Turrets, Corners, and Halls: ==<br /> <br /> Let's say you're not making a &quot;kill zone&quot; - you're just building generic defense. Should you put turrets in the middle of a hall, or hide them around corners? The answer depends on what you want the turret to do, and how many BP you have to spare:<br /> <br /> * Putting a turret in the middle of a hall says &quot;this is our turf&quot;. This will cause weak aliens to back off. But a single turret doesn't communicate the message well - in fact, a single turret may be seen as a weak spot. Even weak aliens (basilisks) can attack or run past a single turret. To communicate strength requires two turrets at least. In order to present a defensive challenge to most aliens, ideally 3-4 turrets should be built in an area. Don't stick a single turret out by its lonesome. \\ Also, turrets in the middle of halls are snipable and pounceable by advanced goons.<br /> <br /> * On the other hand, placing a single turret behind a corner is a good way to surprise dretches that come zipping around that corner. Dretches hate surprises, and they also hate being shot full of holes.<br /> <br /> == Anti Snipable Turrets ==<br /> <br /> To make anti snipable turrets you must build them around corners in tunnels or like this:<br /> | |<br /> __| |__<br /> |T T|<br /> | |<br /> or:<br /> _| |_<br /> |T| |T|<br /> | |<br /> __| |__<br /> <br /> ==Choke Points and Defending Against Marauders/Dragoons==<br /> <br /> When placing defensive structures at a strategically important choke point, say at a door or base entrance, it is not advisable to place a large amount of them in the same location (i.e. lined up directly in front of the door). A good alien player knows how to spot these emplacements and knows how to defeat them: even if you have placed ten turrets at a crucial choke point, a skillful (and daring) Marauder can simply jump over them all and continue on to destroy valuable base assets (armory, medipads, repeaters, reactor, etc). With Teslas, the situation becomes more manageable, not only because teslas are taller, but also because teslas do not have a tracking time. <br /> <br /> Regardless of what stage the humans are at, however, it is not a good idea to spread defensive structures out by concentrating at choke points and doorways and dwindling back towards the valuable base structures. Aliens will easily bypass these structures leaving little defenses for the critical structures (armory, reactor and spawns) at the base itself. Turrets are not to kill aliens, they are to protect the human assets and allow humans to retain their base while they kill the aliens.</div> Tue, 19 May 2009 00:21:23 GMT Paradox http://tremulous.net/wiki/Talk:Human_Building Human Building http://tremulous.net/wiki/Human_Building <p>Paradox:&#32;Fixed lists /* Turret Kill Zones */</p> <hr /> <div>{{Cleanup|See talk page}}A player can spawn as a builder or trade his gun in at the armory for a Construction Kit. (Note: Proper building techniques must be learned. Watch experienced builders before attempting to build by oneself. Poor building skills will quickly lose a game.) Spawning as a builder will give them a Construction Kit (CKit). Stage 1 CKit will allow basic building. Once Stage 2 is reached, the Advanced CKit is available which allows building of the more advanced structures (Defense Computer, Telsas, etc.)<br /> <br /> Using the primary fire button (usually left mouse button) while using the CKit will bring up a menu of available structures to build. Choose which structure is to be built and click the left mouse button again and a type of hologram of the structure will appear. (If the hologram does not appear, there probably are not enough Build Points (BPs) available.) It is movable until you click the left button one more time to fix it in place. When the hologram is green the structure can be built in that position. When it is red, the structure cannot be built as it is too close to another structure or player. If a structure is to be deconstructed (deconned) for moving of upgrading, move up to the structure and press the &quot;e&quot; key on the keyboard. The structure will disappear and the BPs will again be available for building after a short delay.<br /> <br /> A structure in need of repairing is shown with a green health status bar above it that is less than full and solid. Structures about to fail will have their health status bar turned red. To repair a structure, walk up to it with the CKit and then press and hold the right mouse button (alternate fire). You will hear the CKit repairing the structure and can watch the health bar rise. Continue to hold the mouse button until the structure is fully repaired. Different structures require different repair times with the reactor taking the longest.<br /> <br /> <br /> == Base Building ==<br /> <br /> <br /> Most standard Tremulous servers allow 100 BPs. Typically this will consist of a reactor, armory, medistation, two spawns and seven turrets, but is the choice of the builder. How and where these are put will cause considerable debate amoung builders. New builders tend to spread turrets out by doors and entryways in an attempt to kill aliens at entry points. Once the aliens are past an entry point though, there will be relatively little defense to protect the critical assets a human base must have (reactor, armory and spawns). For this reason, experienced builders will concentrate as much overlapping turret firepower in and around these critical structures so that any attacking alien is exposed to multiple turret fire when trying to destroy a structure. This type of base will be very dense and compact.<br /> <br /> Remember that turrets do not fire through other turrets. So creating a &quot;field of turrets&quot; is rarely useful, since the back ranks of turrets cannot fire. Also, when turrets explode, they damage other structures and humans nearby. This can lead to chain reactions if the other structures are already damaged.<br /> <br /> Finally, turrets do not fire through humans. So if the humans are standing and firing in front of the turrets, the turrets are not firing and not aiding in base defense. So think: if I build my turrets here and here, where will the humans end up standing when they fight? The main firepower of your side comes from HUMANS, not turrets. The turrets should be set up to allow the HUMANS to fight. If your turrets block easy access to the medstation or armory, they are doing more harm than good to the human side. Do not make players fight to get to the medstation or armory.<br /> <br /> The &quot;ideal&quot; base maximizing firepower and maintainability is probably something where each turret is spaced about a turret width apart from its neighbors. This allows humans to move between turrets rather than having to jump over them, and provides enough distance that one explosion does minimal damage to other turrets.<br /> <br /> Turrets are strong enough to kill small aliens, and injure larger ones. Turrets WILL NOT STOP tyrants, or even dragoons. Turrets will generally kill dretches, basilisks, and will kill marauders if they stop jumping around. Often builders attempt to design a &quot;tyrant-proof&quot; turret setup, but there is no such thing. Indeed an advanced dragoon can snipe a turret in 2 shots<br /> <br /> == Low-maintenance Bases vs. High-maintenance Bases ==<br /> <br /> A low-maintenance base is one that can't easily be picked apart by aliens. Generally all structures are relatively close together, with no outlying turrets (though if possible, turrets should still have a bit of room between them to reduce chain-reaction damage). This allows the builder to grab a gun and support his teammates. This is the ideal structure on servers with few people playing - the human team cannot afford to have a dedicated engineer sitting in the base.<br /> <br /> A high-maintenance base requires constant upkeep. Turrets are spread fairly far out, and the outlying turrets are subject to constant alien attack. A dedicated engineer is required. This is the optimum structure when many people are playing (say, 8 or more per side). The goal of turrets is to keep a large area free of dretches, and keep the human team from being cooped up in their base where their firepower is less useful. Consideration must be given to the traffic flow to and from the armory and medistation - defenses MUST NOT block this pathway. If each human takes a few extra seconds jumping over turrets and cramming into a tiny area, each time they need healing or ammo, effectively the builder has eliminated one or more members of his team permanently. Over the course of a game, each human might spend several extra minutes just fighting to get ammo or healing, which is time that they're not shooting aliens. When builders bury the armory or medistation such that only one human can get to it at a time, the builder has guaranteed a loss for his team. With extra-high numbers of players, the builder should consider extra armories, or medistations, and should absolutely make sure that multiple humans can get in and out to these structures as easily as possible.<br /> <br /> During Stage 3 Telsa Generators become available. They require a Defense Computer to operate. Current thought is that on a 100 BP server, there is not enough gain from the Telsa to offset their increased cost and cost of the DC. Although the DC will help the turrets track more quickly, its cost usually does not outweigh its benefit. On servers with greater BPs, Telsas are part of a total defense. Teslas have the advantage that they are completely dretch-proof, while turrets can be killed by skilled dretches.<br /> <br /> == Building Forward ==<br /> <br /> &lt;blockquote&gt;Fixed Fortifications are monuments to man's stupidity.<br /> - General George S. Patton&lt;/blockquote&gt;<br /> <br /> Given the humans' dependence on structures, one of the best ways to press the offense is to build a &quot;forward outpost&quot;. However, on a 100 build point server, this can be an extremely risky gamble and is usually frowned on by the more experienced players.<br /> <br /> Such a &quot;forward outpost&quot; consists of:<br /> <br /> * A [[Repeater]]<br /> * A [[medistation]]<br /> <br /> This is sufficient to provide complete upkeep for humans using energy weapons, since they can reload from the repeater. At a cost of only 8 bp, it is quite useful.<br /> <br /> On a server or map with high BP, forward bases can be more luxurious:<br /> * 1 (maybe 2) turrets, for basic defense<br /> * An [[Armory]] (optional)<br /> * NO TELENODES!<br /> <br /> The point of an outpost is to save humans from needing to run all the way back to the reactor to restore health/ammo. Outposts are more useful on large maps, where it's difficult for humans to survive the long trek to the [[Overmind|OM]].<br /> <br /> An outpost weakens the main base's defenses (and severely so on a 100 build point server), so it is critical that:<br /> * Your team uses the outpost effectively. Humans have to be constantly attacking/maintaining. If an outpost is not supporting an ongoing attack, it's a liability.<br /> * You'll need enough BP to maintain the outpost without weakening the reactor base.<br /> * With rare exceptions, there should be only one outpost. More than one spreads defenses too thin.<br /> <br /> <br /> The goal of an outpost is to push forward close to the OM location. This greatly boosts the odds of humans winning.<br /> <br /> Builders who are supporting outposts need a [[Jetpack]]. Things get pretty dicey without one.<br /> <br /> The NO TELENODES rule of thumb is because it's important to maintain a human presence back at the reactor (and between the reactor and the outpost). Also, the goal of a outpost is to help keep humans alive throughout the attack. If they're dying often enough to want a forward telenode, the outpost is maybe not such a good idea.<br /> <br /> Also, an unguarded telenode can quickly become a rather delicious buffet for the alien team.<br /> <br /> Repeaters should be built in in hard-to-reach or hard-to-see places since they are wimpy and defenseless targets.<br /> <br /> The payoff for solid outpost-building is:<br /> * Watching your team saturate the OM with grenades.<br /> * Preventing the aliens from waging hit-&amp;-run attacks. One of the aliens' strengths is their mobility and ability to use many areas of the map. A forward outpost greatly restricts the aliens' strategic options.<br /> <br /> The disadvantages of outpost-building are:<br /> * On a 100 build point server, the build points required to such an outpost will weaken your reactor base defenses significantly.<br /> * It's possible that the outpost will prove so successful that the entire human team will shift operations to the outpost, allowing aliens to destroy weak defenses at the reactor base, and destroy it before the human team even notices.<br /> <br /> == Turret Kill Zones ==<br /> <br /> The diagram below represents a 4-way intersection. Which Turret Placement is better? Assume enemies can attack from any direction.<br /> <br /> (A) (B)<br /> <br /> _| |_ _| |_ <br /> _| |_ _|T T|_<br /> T T<br /> _ T T _ _ _<br /> |_ _| |T T|<br /> | | | |<br /> <br /> <br /> The answer is (B) Most people instinctively &quot;bunch&quot; turrets together, as in (A). But (B) is far superior. Because:<br /> <br /> <br /> * The turrets have interlocking fields of fire. As military tacticians know, this creates a &quot;kill zone&quot;.<br /> <br /> * Having turrets farther apart (but still close enough to defend each other) makes it harder for an enemy to keep track of them. Ideally, attacking a turret should require an enemy to face a wall, so they have no idea what's behind them.<br /> <br /> * The turrets are more protected from dragoon sniping. Neither arrangement offers full protection from sniping, but the second setup is better. If the openings have doors, the situation is pretty close to ideal.<br /> <br /> * Farther-spaced turrets force the enemy to make false choices (which turret to attack first)<br /> <br /> * Exploding buildings damage near by buildings<br /> <br /> * Given the safe spot in the center, you might be tempted to plop a medistation there. Don't do it! Structures in the middle of a kill zone hampers its effectiveness. Much better to keep the medistation just outside the kill zone.<br /> <br /> == Turrets, Corners, and Halls: ==<br /> <br /> Let's say you're not making a &quot;kill zone&quot; - you're just building generic defense. Should you put turrets in the middle of a hall, or hide them around corners? The answer depends on what you want the turret to do, and how many BP you have to spare:<br /> <br /> * Putting a turret in the middle of a hall says &quot;this is our turf&quot;. This will cause weak aliens to back off. But a single turret doesn't communicate the message well - in fact, a single turret may be seen as a weak spot. Even weak aliens (basilisks) can attack or run past a single turret. To communicate strength requires two turrets at least. In order to present a defensive challenge to most aliens, ideally 3-4 turrets should be built in an area. Don't stick a single turret out by its lonesome. \\ Also, turrets in the middle of halls are snipable and pounceable by advanced goons.<br /> <br /> * On the other hand, placing a single turret behind a corner is a good way to surprise dretches that come zipping around that corner. Dretches hate surprises, and they also hate being shot full of holes.<br /> <br /> == Anti Snipable Turrets ==<br /> <br /> To make anti snipable turrets you must build them around corners in tunnels or like this:<br /> | |<br /> __| |__<br /> |T T|<br /> | |<br /> or:<br /> _| |_<br /> |T| |T|<br /> | |<br /> __| |__<br /> <br /> ==Choke Points and Defending Against Marauders/Dragoons==<br /> <br /> When placing defensive structures at a strategically important choke point, say at a door or base entrance, it is not advisable to place a large amount of them in the same location (i.e. lined up directly in front of the door). A good alien player knows how to spot these emplacements and knows how to defeat them: even if you have placed ten turrets at a crucial choke point, a skillful (and daring) Marauder can simply jump over them all and continue on to destroy valuable base assets (armory, medipads, repeaters, reactor, etc). With Teslas, the situation becomes more manageable, not only because teslas are taller, but also because teslas do not have a tracking time. <br /> <br /> Regardless of what stage the humans are at, however, it is not a good idea to spread defensive structures out by concentrating at choke points and doorways and dwindling back towards the valuable base structures. Aliens will easily bypass these structures leaving little defenses for the critical structures (armory, reactor and spawns) at the base itself. Turrets are not to kill aliens, they are to protect the human assets and allow humans to retain their base while they kill the aliens.</div> Tue, 19 May 2009 00:21:04 GMT Paradox http://tremulous.net/wiki/Talk:Human_Building Human Building http://tremulous.net/wiki/Human_Building <p>Paradox:&#32;Cleaned up markup a bit. /* Building Forward */</p> <hr /> <div>{{Cleanup|See talk page}}A player can spawn as a builder or trade his gun in at the armory for a Construction Kit. (Note: Proper building techniques must be learned. Watch experienced builders before attempting to build by oneself. Poor building skills will quickly lose a game.) Spawning as a builder will give them a Construction Kit (CKit). Stage 1 CKit will allow basic building. Once Stage 2 is reached, the Advanced CKit is available which allows building of the more advanced structures (Defense Computer, Telsas, etc.)<br /> <br /> Using the primary fire button (usually left mouse button) while using the CKit will bring up a menu of available structures to build. Choose which structure is to be built and click the left mouse button again and a type of hologram of the structure will appear. (If the hologram does not appear, there probably are not enough Build Points (BPs) available.) It is movable until you click the left button one more time to fix it in place. When the hologram is green the structure can be built in that position. When it is red, the structure cannot be built as it is too close to another structure or player. If a structure is to be deconstructed (deconned) for moving of upgrading, move up to the structure and press the &quot;e&quot; key on the keyboard. The structure will disappear and the BPs will again be available for building after a short delay.<br /> <br /> A structure in need of repairing is shown with a green health status bar above it that is less than full and solid. Structures about to fail will have their health status bar turned red. To repair a structure, walk up to it with the CKit and then press and hold the right mouse button (alternate fire). You will hear the CKit repairing the structure and can watch the health bar rise. Continue to hold the mouse button until the structure is fully repaired. Different structures require different repair times with the reactor taking the longest.<br /> <br /> <br /> == Base Building ==<br /> <br /> <br /> Most standard Tremulous servers allow 100 BPs. Typically this will consist of a reactor, armory, medistation, two spawns and seven turrets, but is the choice of the builder. How and where these are put will cause considerable debate amoung builders. New builders tend to spread turrets out by doors and entryways in an attempt to kill aliens at entry points. Once the aliens are past an entry point though, there will be relatively little defense to protect the critical assets a human base must have (reactor, armory and spawns). For this reason, experienced builders will concentrate as much overlapping turret firepower in and around these critical structures so that any attacking alien is exposed to multiple turret fire when trying to destroy a structure. This type of base will be very dense and compact.<br /> <br /> Remember that turrets do not fire through other turrets. So creating a &quot;field of turrets&quot; is rarely useful, since the back ranks of turrets cannot fire. Also, when turrets explode, they damage other structures and humans nearby. This can lead to chain reactions if the other structures are already damaged.<br /> <br /> Finally, turrets do not fire through humans. So if the humans are standing and firing in front of the turrets, the turrets are not firing and not aiding in base defense. So think: if I build my turrets here and here, where will the humans end up standing when they fight? The main firepower of your side comes from HUMANS, not turrets. The turrets should be set up to allow the HUMANS to fight. If your turrets block easy access to the medstation or armory, they are doing more harm than good to the human side. Do not make players fight to get to the medstation or armory.<br /> <br /> The &quot;ideal&quot; base maximizing firepower and maintainability is probably something where each turret is spaced about a turret width apart from its neighbors. This allows humans to move between turrets rather than having to jump over them, and provides enough distance that one explosion does minimal damage to other turrets.<br /> <br /> Turrets are strong enough to kill small aliens, and injure larger ones. Turrets WILL NOT STOP tyrants, or even dragoons. Turrets will generally kill dretches, basilisks, and will kill marauders if they stop jumping around. Often builders attempt to design a &quot;tyrant-proof&quot; turret setup, but there is no such thing. Indeed an advanced dragoon can snipe a turret in 2 shots<br /> <br /> == Low-maintenance Bases vs. High-maintenance Bases ==<br /> <br /> A low-maintenance base is one that can't easily be picked apart by aliens. Generally all structures are relatively close together, with no outlying turrets (though if possible, turrets should still have a bit of room between them to reduce chain-reaction damage). This allows the builder to grab a gun and support his teammates. This is the ideal structure on servers with few people playing - the human team cannot afford to have a dedicated engineer sitting in the base.<br /> <br /> A high-maintenance base requires constant upkeep. Turrets are spread fairly far out, and the outlying turrets are subject to constant alien attack. A dedicated engineer is required. This is the optimum structure when many people are playing (say, 8 or more per side). The goal of turrets is to keep a large area free of dretches, and keep the human team from being cooped up in their base where their firepower is less useful. Consideration must be given to the traffic flow to and from the armory and medistation - defenses MUST NOT block this pathway. If each human takes a few extra seconds jumping over turrets and cramming into a tiny area, each time they need healing or ammo, effectively the builder has eliminated one or more members of his team permanently. Over the course of a game, each human might spend several extra minutes just fighting to get ammo or healing, which is time that they're not shooting aliens. When builders bury the armory or medistation such that only one human can get to it at a time, the builder has guaranteed a loss for his team. With extra-high numbers of players, the builder should consider extra armories, or medistations, and should absolutely make sure that multiple humans can get in and out to these structures as easily as possible.<br /> <br /> During Stage 3 Telsa Generators become available. They require a Defense Computer to operate. Current thought is that on a 100 BP server, there is not enough gain from the Telsa to offset their increased cost and cost of the DC. Although the DC will help the turrets track more quickly, its cost usually does not outweigh its benefit. On servers with greater BPs, Telsas are part of a total defense. Teslas have the advantage that they are completely dretch-proof, while turrets can be killed by skilled dretches.<br /> <br /> == Building Forward ==<br /> <br /> &lt;blockquote&gt;Fixed Fortifications are monuments to man's stupidity.<br /> - General George S. Patton&lt;/blockquote&gt;<br /> <br /> Given the humans' dependence on structures, one of the best ways to press the offense is to build a &quot;forward outpost&quot;. However, on a 100 build point server, this can be an extremely risky gamble and is usually frowned on by the more experienced players.<br /> <br /> Such a &quot;forward outpost&quot; consists of:<br /> <br /> * A [[Repeater]]<br /> * A [[medistation]]<br /> <br /> This is sufficient to provide complete upkeep for humans using energy weapons, since they can reload from the repeater. At a cost of only 8 bp, it is quite useful.<br /> <br /> On a server or map with high BP, forward bases can be more luxurious:<br /> * 1 (maybe 2) turrets, for basic defense<br /> * An [[Armory]] (optional)<br /> * NO TELENODES!<br /> <br /> The point of an outpost is to save humans from needing to run all the way back to the reactor to restore health/ammo. Outposts are more useful on large maps, where it's difficult for humans to survive the long trek to the [[Overmind|OM]].<br /> <br /> An outpost weakens the main base's defenses (and severely so on a 100 build point server), so it is critical that:<br /> * Your team uses the outpost effectively. Humans have to be constantly attacking/maintaining. If an outpost is not supporting an ongoing attack, it's a liability.<br /> * You'll need enough BP to maintain the outpost without weakening the reactor base.<br /> * With rare exceptions, there should be only one outpost. More than one spreads defenses too thin.<br /> <br /> <br /> The goal of an outpost is to push forward close to the OM location. This greatly boosts the odds of humans winning.<br /> <br /> Builders who are supporting outposts need a [[Jetpack]]. Things get pretty dicey without one.<br /> <br /> The NO TELENODES rule of thumb is because it's important to maintain a human presence back at the reactor (and between the reactor and the outpost). Also, the goal of a outpost is to help keep humans alive throughout the attack. If they're dying often enough to want a forward telenode, the outpost is maybe not such a good idea.<br /> <br /> Also, an unguarded telenode can quickly become a rather delicious buffet for the alien team.<br /> <br /> Repeaters should be built in in hard-to-reach or hard-to-see places since they are wimpy and defenseless targets.<br /> <br /> The payoff for solid outpost-building is:<br /> * Watching your team saturate the OM with grenades.<br /> * Preventing the aliens from waging hit-&amp;-run attacks. One of the aliens' strengths is their mobility and ability to use many areas of the map. A forward outpost greatly restricts the aliens' strategic options.<br /> <br /> The disadvantages of outpost-building are:<br /> * On a 100 build point server, the build points required to such an outpost will weaken your reactor base defenses significantly.<br /> * It's possible that the outpost will prove so successful that the entire human team will shift operations to the outpost, allowing aliens to destroy weak defenses at the reactor base, and destroy it before the human team even notices.<br /> <br /> == Turret Kill Zones ==<br /> <br /> The diagram below represents a 4-way intersection. Which Turret Placement is better? Assume enemies can attack from any direction.<br /> <br /> (A) (B)<br /> <br /> _| |_ _| |_ <br /> _| |_ _|T T|_<br /> T T<br /> _ T T _ _ _<br /> |_ _| |T T|<br /> | | | |<br /> <br /> <br /> The answer is (B) Most people instinctively &quot;bunch&quot; turrets together, as in (A). But (B) is far superior. Because:<br /> <br /> <br /> * The turrets have interlocking fields of fire. As military tacticians know, this creates a &quot;kill zone&quot;.<br /> <br /> * Having turrets farther apart (but still close enough to defend each other) makes it harder for an enemy to keep track of them. Ideally, attacking a turret should require an enemy to face a wall, so they have no idea what's behind them.<br /> <br /> * The turrets are more protected from dragoon sniping. Neither arrangement offers full protection from sniping, but the second setup is better. If the openings have doors, the situation is pretty close to ideal.<br /> <br /> * Farther-spaced turrets force the enemy to make false choices (which turret to attack first)<br /> <br /> * Exploding buildings damage near by buildings<br /> <br /> * Given the safe spot in the center, you might be tempted to plop a medistation there. Don't do it! Structures in the middle of a kill zone hampers its effectiveness. Much better to keep the medistation just outside the kill zone.<br /> <br /> == Turrets, Corners, and Halls: ==<br /> <br /> Let's say you're not making a &quot;kill zone&quot; - you're just building generic defense. Should you put turrets in the middle of a hall, or hide them around corners? The answer depends on what you want the turret to do, and how many BP you have to spare:<br /> <br /> * Putting a turret in the middle of a hall says &quot;this is our turf&quot;. This will cause weak aliens to back off. But a single turret doesn't communicate the message well - in fact, a single turret may be seen as a weak spot. Even weak aliens (basilisks) can attack or run past a single turret. To communicate strength requires two turrets at least. In order to present a defensive challenge to most aliens, ideally 3-4 turrets should be built in an area. Don't stick a single turret out by its lonesome. \\ Also, turrets in the middle of halls are snipable and pounceable by advanced goons.<br /> <br /> * On the other hand, placing a single turret behind a corner is a good way to surprise dretches that come zipping around that corner. Dretches hate surprises, and they also hate being shot full of holes.<br /> <br /> == Anti Snipable Turrets ==<br /> <br /> To make anti snipable turrets you must build them around corners in tunnels or like this:<br /> | |<br /> __| |__<br /> |T T|<br /> | |<br /> or:<br /> _| |_<br /> |T| |T|<br /> | |<br /> __| |__<br /> <br /> ==Choke Points and Defending Against Marauders/Dragoons==<br /> <br /> When placing defensive structures at a strategically important choke point, say at a door or base entrance, it is not advisable to place a large amount of them in the same location (i.e. lined up directly in front of the door). A good alien player knows how to spot these emplacements and knows how to defeat them: even if you have placed ten turrets at a crucial choke point, a skillful (and daring) Marauder can simply jump over them all and continue on to destroy valuable base assets (armory, medipads, repeaters, reactor, etc). With Teslas, the situation becomes more manageable, not only because teslas are taller, but also because teslas do not have a tracking time. <br /> <br /> Regardless of what stage the humans are at, however, it is not a good idea to spread defensive structures out by concentrating at choke points and doorways and dwindling back towards the valuable base structures. Aliens will easily bypass these structures leaving little defenses for the critical structures (armory, reactor and spawns) at the base itself. Turrets are not to kill aliens, they are to protect the human assets and allow humans to retain their base while they kill the aliens.</div> Tue, 19 May 2009 00:20:06 GMT Paradox http://tremulous.net/wiki/Talk:Human_Building Jetpack http://tremulous.net/wiki/Jetpack <p>Paradox:&#32;Redirecting to Jet Pack</p> <hr /> <div>#REDIRECT [[Jet Pack]]</div> Tue, 19 May 2009 00:19:50 GMT Paradox http://tremulous.net/wiki/Talk:Jetpack Jetpack http://tremulous.net/wiki/Jetpack <p>Paradox:&#32;Redirecting to Jet pack</p> <hr /> <div>#REDIRECT [[Jet pack]]</div> Tue, 19 May 2009 00:19:31 GMT Paradox http://tremulous.net/wiki/Talk:Jetpack Armory http://tremulous.net/wiki/Armory <p>Paradox:&#32;Redirecting to Armoury</p> <hr /> <div>#REDIRECT [[Armoury]]</div> Tue, 19 May 2009 00:18:31 GMT Paradox http://tremulous.net/wiki/Talk:Armory Human Building http://tremulous.net/wiki/Human_Building <p>Paradox:&#32;Ported from tremwiki</p> <hr /> <div>{{Cleanup|See talk page}}A player can spawn as a builder or trade his gun in at the armory for a Construction Kit. (Note: Proper building techniques must be learned. Watch experienced builders before attempting to build by oneself. Poor building skills will quickly lose a game.) Spawning as a builder will give them a Construction Kit (CKit). Stage 1 CKit will allow basic building. Once Stage 2 is reached, the Advanced CKit is available which allows building of the more advanced structures (Defense Computer, Telsas, etc.)<br /> <br /> Using the primary fire button (usually left mouse button) while using the CKit will bring up a menu of available structures to build. Choose which structure is to be built and click the left mouse button again and a type of hologram of the structure will appear. (If the hologram does not appear, there probably are not enough Build Points (BPs) available.) It is movable until you click the left button one more time to fix it in place. When the hologram is green the structure can be built in that position. When it is red, the structure cannot be built as it is too close to another structure or player. If a structure is to be deconstructed (deconned) for moving of upgrading, move up to the structure and press the &quot;e&quot; key on the keyboard. The structure will disappear and the BPs will again be available for building after a short delay.<br /> <br /> A structure in need of repairing is shown with a green health status bar above it that is less than full and solid. Structures about to fail will have their health status bar turned red. To repair a structure, walk up to it with the CKit and then press and hold the right mouse button (alternate fire). You will hear the CKit repairing the structure and can watch the health bar rise. Continue to hold the mouse button until the structure is fully repaired. Different structures require different repair times with the reactor taking the longest.<br /> <br /> <br /> == Base Building ==<br /> <br /> <br /> Most standard Tremulous servers allow 100 BPs. Typically this will consist of a reactor, armory, medistation, two spawns and seven turrets, but is the choice of the builder. How and where these are put will cause considerable debate amoung builders. New builders tend to spread turrets out by doors and entryways in an attempt to kill aliens at entry points. Once the aliens are past an entry point though, there will be relatively little defense to protect the critical assets a human base must have (reactor, armory and spawns). For this reason, experienced builders will concentrate as much overlapping turret firepower in and around these critical structures so that any attacking alien is exposed to multiple turret fire when trying to destroy a structure. This type of base will be very dense and compact.<br /> <br /> Remember that turrets do not fire through other turrets. So creating a &quot;field of turrets&quot; is rarely useful, since the back ranks of turrets cannot fire. Also, when turrets explode, they damage other structures and humans nearby. This can lead to chain reactions if the other structures are already damaged.<br /> <br /> Finally, turrets do not fire through humans. So if the humans are standing and firing in front of the turrets, the turrets are not firing and not aiding in base defense. So think: if I build my turrets here and here, where will the humans end up standing when they fight? The main firepower of your side comes from HUMANS, not turrets. The turrets should be set up to allow the HUMANS to fight. If your turrets block easy access to the medstation or armory, they are doing more harm than good to the human side. Do not make players fight to get to the medstation or armory.<br /> <br /> The &quot;ideal&quot; base maximizing firepower and maintainability is probably something where each turret is spaced about a turret width apart from its neighbors. This allows humans to move between turrets rather than having to jump over them, and provides enough distance that one explosion does minimal damage to other turrets.<br /> <br /> Turrets are strong enough to kill small aliens, and injure larger ones. Turrets WILL NOT STOP tyrants, or even dragoons. Turrets will generally kill dretches, basilisks, and will kill marauders if they stop jumping around. Often builders attempt to design a &quot;tyrant-proof&quot; turret setup, but there is no such thing. Indeed an advanced dragoon can snipe a turret in 2 shots<br /> <br /> == Low-maintenance Bases vs. High-maintenance Bases ==<br /> <br /> A low-maintenance base is one that can't easily be picked apart by aliens. Generally all structures are relatively close together, with no outlying turrets (though if possible, turrets should still have a bit of room between them to reduce chain-reaction damage). This allows the builder to grab a gun and support his teammates. This is the ideal structure on servers with few people playing - the human team cannot afford to have a dedicated engineer sitting in the base.<br /> <br /> A high-maintenance base requires constant upkeep. Turrets are spread fairly far out, and the outlying turrets are subject to constant alien attack. A dedicated engineer is required. This is the optimum structure when many people are playing (say, 8 or more per side). The goal of turrets is to keep a large area free of dretches, and keep the human team from being cooped up in their base where their firepower is less useful. Consideration must be given to the traffic flow to and from the armory and medistation - defenses MUST NOT block this pathway. If each human takes a few extra seconds jumping over turrets and cramming into a tiny area, each time they need healing or ammo, effectively the builder has eliminated one or more members of his team permanently. Over the course of a game, each human might spend several extra minutes just fighting to get ammo or healing, which is time that they're not shooting aliens. When builders bury the armory or medistation such that only one human can get to it at a time, the builder has guaranteed a loss for his team. With extra-high numbers of players, the builder should consider extra armories, or medistations, and should absolutely make sure that multiple humans can get in and out to these structures as easily as possible.<br /> <br /> During Stage 3 Telsa Generators become available. They require a Defense Computer to operate. Current thought is that on a 100 BP server, there is not enough gain from the Telsa to offset their increased cost and cost of the DC. Although the DC will help the turrets track more quickly, its cost usually does not outweigh its benefit. On servers with greater BPs, Telsas are part of a total defense. Teslas have the advantage that they are completely dretch-proof, while turrets can be killed by skilled dretches.<br /> <br /> == Building Forward ==<br /> <br /> &gt; Fixed Fortifications are monuments to man's stupidity.<br /> &gt; - General George S. Patton<br /> <br /> Given the humans' dependence on structures, one of the best ways to press the offense is to build a &quot;forward outpost&quot;. However, on a 100 build point server, this can be an extremely risky gamble and is usually frowned on by the more experienced players.<br /> <br /> Such a &quot;forward outpost&quot; consists of:<br /> <br /> * A Repeater<br /> * A medistation<br /> <br /> This is sufficient to provide complete upkeep for humans using energy weapons, since they can reload from the repeater. At a cost of only 8 bp, it is quite useful.<br /> <br /> On a server or map with high BP, forward bases can be more luxurious:<br /> * 1 (maybe 2) turrets, for basic defense<br /> * An armory (optional)<br /> * NO TELENODES!<br /> <br /> The point of an outpost is to save humans from needing to run all the way back to the reactor to restore health/ammo. Outposts are more useful on large maps, where it's difficult for humans to survive the long trek to the OM.<br /> <br /> An outpost weakens the main base's defenses (and severely so on a 100 build point server), so it is critical that:<br /> * Your team uses the outpost effectively. Humans have to be constantly attacking/maintaining. If an outpost is not supporting an ongoing attack, it's a liability.<br /> * You'll need enough BP to maintain the outpost without weakening the reactor base.<br /> * With rare exceptions, there should be only one outpost. More than one spreads defenses too thin.<br /> <br /> <br /> The goal of an outpost is to push forward close to the OM location. This greatly boosts the odds of humans winning.<br /> <br /> Builders who are supporting outposts need a jetpack. Things get pretty dicey without one.<br /> <br /> The NO TELENODES rule of thumb is because it's important to maintain a human presence back at the reactor (and between the reactor and the outpost). Also, the goal of a outpost is to help keep humans alive throughout the attack. If they're dying often enough to want a forward telenode, the outpost is maybe not such a good idea.<br /> <br /> Also, an unguarded telenode can quickly become a rather delicious buffet for the alien team.<br /> <br /> Repeaters should be built in in hard-to-reach or hard-to-see places since they are wimpy and defenseless targets.<br /> <br /> The payoff for solid outpost-building is:<br /> * Watching your team saturate the OM with grenades.<br /> * Preventing the aliens from waging hit-&amp;-run attacks. One of the aliens' strengths is their mobility and ability to use many areas of the map. A forward outpost greatly restricts the aliens' strategic options.<br /> <br /> The disadvantages of outpost-building are:<br /> * On a 100 build point server, the build points required to such an outpost will weaken your reactor base defenses significantly.<br /> * It's possible that the outpost will prove so successful that the entire human team will shift operations to the outpost, allowing aliens to destroy weak defenses at the reactor base, and destroy it before the human team even notices.<br /> <br /> == Turret Kill Zones ==<br /> <br /> The diagram below represents a 4-way intersection. Which Turret Placement is better? Assume enemies can attack from any direction.<br /> <br /> (A) (B)<br /> <br /> _| |_ _| |_ <br /> _| |_ _|T T|_<br /> T T<br /> _ T T _ _ _<br /> |_ _| |T T|<br /> | | | |<br /> <br /> <br /> The answer is (B) Most people instinctively &quot;bunch&quot; turrets together, as in (A). But (B) is far superior. Because:<br /> <br /> <br /> * The turrets have interlocking fields of fire. As military tacticians know, this creates a &quot;kill zone&quot;.<br /> <br /> * Having turrets farther apart (but still close enough to defend each other) makes it harder for an enemy to keep track of them. Ideally, attacking a turret should require an enemy to face a wall, so they have no idea what's behind them.<br /> <br /> * The turrets are more protected from dragoon sniping. Neither arrangement offers full protection from sniping, but the second setup is better. If the openings have doors, the situation is pretty close to ideal.<br /> <br /> * Farther-spaced turrets force the enemy to make false choices (which turret to attack first)<br /> <br /> * Exploding buildings damage near by buildings<br /> <br /> * Given the safe spot in the center, you might be tempted to plop a medistation there. Don't do it! Structures in the middle of a kill zone hampers its effectiveness. Much better to keep the medistation just outside the kill zone.<br /> <br /> == Turrets, Corners, and Halls: ==<br /> <br /> Let's say you're not making a &quot;kill zone&quot; - you're just building generic defense. Should you put turrets in the middle of a hall, or hide them around corners? The answer depends on what you want the turret to do, and how many BP you have to spare:<br /> <br /> * Putting a turret in the middle of a hall says &quot;this is our turf&quot;. This will cause weak aliens to back off. But a single turret doesn't communicate the message well - in fact, a single turret may be seen as a weak spot. Even weak aliens (basilisks) can attack or run past a single turret. To communicate strength requires two turrets at least. In order to present a defensive challenge to most aliens, ideally 3-4 turrets should be built in an area. Don't stick a single turret out by its lonesome. \\ Also, turrets in the middle of halls are snipable and pounceable by advanced goons.<br /> <br /> * On the other hand, placing a single turret behind a corner is a good way to surprise dretches that come zipping around that corner. Dretches hate surprises, and they also hate being shot full of holes.<br /> <br /> == Anti Snipable Turrets ==<br /> <br /> To make anti snipable turrets you must build them around corners in tunnels or like this:<br /> | |<br /> __| |__<br /> |T T|<br /> | |<br /> or:<br /> _| |_<br /> |T| |T|<br /> | |<br /> __| |__<br /> <br /> ==Choke Points and Defending Against Marauders/Dragoons==<br /> <br /> When placing defensive structures at a strategically important choke point, say at a door or base entrance, it is not advisable to place a large amount of them in the same location (i.e. lined up directly in front of the door). A good alien player knows how to spot these emplacements and knows how to defeat them: even if you have placed ten turrets at a crucial choke point, a skillful (and daring) Marauder can simply jump over them all and continue on to destroy valuable base assets (armory, medipads, repeaters, reactor, etc). With Teslas, the situation becomes more manageable, not only because teslas are taller, but also because teslas do not have a tracking time. <br /> <br /> Regardless of what stage the humans are at, however, it is not a good idea to spread defensive structures out by concentrating at choke points and doorways and dwindling back towards the valuable base structures. Aliens will easily bypass these structures leaving little defenses for the critical structures (armory, reactor and spawns) at the base itself. Turrets are not to kill aliens, they are to protect the human assets and allow humans to retain their base while they kill the aliens.</div> Tue, 19 May 2009 00:14:11 GMT Paradox http://tremulous.net/wiki/Talk:Human_Building Template:Main http://tremulous.net/wiki/Template:Main <p>Paradox:&#32;</p> <hr /> <div>:''Main Article: [[{{{1}}}]]''</div> Tue, 19 May 2009 00:11:45 GMT Paradox http://tremulous.net/wiki/Template_talk:Main Template:Main http://tremulous.net/wiki/Template:Main <p>Paradox:&#32;New page: :''Main Article: {{{1}}}''</p> <hr /> <div>:''Main Article: {{{1}}}''</div> Tue, 19 May 2009 00:11:34 GMT Paradox http://tremulous.net/wiki/Template_talk:Main User:Paradox/sig http://tremulous.net/wiki/User:Paradox/sig <p>Paradox:&#32;</p> <hr /> <div>&lt;span class=&quot;boilerplate&quot; style=&quot;background-color:#a6c8ff; border: 1px solid #406db7; padding: 5px; margin: 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:{{PAGENAME}}|action=edit&amp;section=new}} reply]&lt;/span&gt;<br /> &lt;/span&gt;</div> Tue, 19 May 2009 00:09:41 GMT Paradox http://tremulous.net/wiki/User_talk:Paradox/sig