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	<id>https://wiki.openclonk.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ker</id>
	<title>OpenClonk Wiki - User contributions [en]</title>
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	<updated>2026-04-28T22:42:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Building_with_MinGW&amp;diff=1332</id>
		<title>Building with MinGW</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Building_with_MinGW&amp;diff=1332"/>
		<updated>2013-02-04T16:14:37Z</updated>

		<summary type="html">&lt;p&gt;Ker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting the sources =&lt;br /&gt;
Just follow the instructions in [[Building_with_Windows#Get_the_sources]].&lt;br /&gt;
&lt;br /&gt;
= Getting MinGW =&lt;br /&gt;
Choose the most recent installer from[[http://sourceforge.net/projects/mingw/files/Installer/mingw-get-inst/ sourceforge]].&lt;br /&gt;
&lt;br /&gt;
Click Next until you hit the following screen:&lt;br /&gt;
&lt;br /&gt;
[[File:MinGW_Setup_1.png]]&lt;br /&gt;
&lt;br /&gt;
Check the boxes &amp;quot;C++ Compiler&amp;quot;, &amp;quot;MSYS Basic System&amp;quot; and &amp;quot;MinGW Developer Toolkit&amp;quot;. Finish the installation wizard.&lt;br /&gt;
&lt;br /&gt;
= Compiling =&lt;br /&gt;
&lt;br /&gt;
== Getting precompiled dependencies ==&lt;br /&gt;
Download them from [[http://oli-obk.de/clonk_mingw_deps.zip]] and extract them to the openclonk folder (that you checked out with tortoisegit).&lt;br /&gt;
&lt;br /&gt;
== Getting cmake ==&lt;br /&gt;
&lt;br /&gt;
Download the win32 installer from [[http://www.cmake.org/cmake/resources/software.html#latest]] and click yourself through the installer.&lt;br /&gt;
&lt;br /&gt;
== Compiling the source ==&lt;br /&gt;
&lt;br /&gt;
Run the &amp;quot;MinGW Shell&amp;quot;, which can be found under Start-&amp;gt;Programs-&amp;gt;MinGW.&lt;br /&gt;
&lt;br /&gt;
Now we want to go to the openclonk folder. Since the MinGW Shell kindof simulates a linux shell, you have to use different commands when compared to the windows command prompt.&lt;br /&gt;
If you checked out openclonk to &amp;quot;C:\Users\MyUser\openclonk&amp;quot; you have to type &#039;&#039;&#039;cd /c/Users/MyUser/openclonk&#039;&#039;&#039; to get to that directory. Do this now.&lt;br /&gt;
&lt;br /&gt;
You then tell cmake that you are planning on using mingw and it should create all the necessary files for you: &#039;&#039;&#039;cmake . -G&amp;quot;MSYS Makefiles&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
If the result looks like the following image, everything went as planned:&lt;br /&gt;
&lt;br /&gt;
[[File:mingw_cmake.png]]&lt;br /&gt;
&lt;br /&gt;
Type &#039;&#039;&#039;make&#039;&#039;&#039; and watch huge amounts of green text pass by. This is a good time for a coffee break.&lt;br /&gt;
&lt;br /&gt;
Once the compilation is done you should find a &#039;&#039;&#039;openclonk.exe&#039;&#039;&#039;. Copy all the files from the &amp;quot;deps/bin&amp;quot; folder to this folder and run openclonk.exe.&lt;/div&gt;</summary>
		<author><name>Ker</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=File:Mingw_cmake.png&amp;diff=1331</id>
		<title>File:Mingw cmake.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=File:Mingw_cmake.png&amp;diff=1331"/>
		<updated>2013-02-04T14:49:36Z</updated>

		<summary type="html">&lt;p&gt;Ker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ker</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Building_with_MinGW&amp;diff=1330</id>
		<title>Building with MinGW</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Building_with_MinGW&amp;diff=1330"/>
		<updated>2013-02-04T14:49:20Z</updated>

		<summary type="html">&lt;p&gt;Ker: Created page with &amp;quot;= Getting the sources = Just follow the instructions in Building_with_Windows#Get_the_sources.  = Getting MinGW = Choose the most recent installer from[[http://sourceforge...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting the sources =&lt;br /&gt;
Just follow the instructions in [[Building_with_Windows#Get_the_sources]].&lt;br /&gt;
&lt;br /&gt;
= Getting MinGW =&lt;br /&gt;
Choose the most recent installer from[[http://sourceforge.net/projects/mingw/files/Installer/mingw-get-inst/ sourceforge]].&lt;br /&gt;
&lt;br /&gt;
Click Next until you hit the following screen:&lt;br /&gt;
&lt;br /&gt;
[[File:MinGW_Setup_1.png]]&lt;br /&gt;
&lt;br /&gt;
Check the boxes &amp;quot;C++ Compiler&amp;quot;, &amp;quot;MSYS Basic System&amp;quot; and &amp;quot;MinGW Developer Toolkit&amp;quot;. Finish the installation wizard.&lt;br /&gt;
&lt;br /&gt;
= Compiling =&lt;br /&gt;
&lt;br /&gt;
== Getting precompiled dependencies ==&lt;br /&gt;
Download them from [[http://oli-obk.de/clonk_mingw_deps.zip]] and extract them to the openclonk folder (that you checked out with tortoisegit).&lt;br /&gt;
&lt;br /&gt;
== Getting cmake ==&lt;br /&gt;
&lt;br /&gt;
Download the win32 installer from [[http://www.cmake.org/cmake/resources/software.html#latest]] and click yourself through the installer.&lt;br /&gt;
&lt;br /&gt;
== Compiling the source ==&lt;br /&gt;
&lt;br /&gt;
Run the &amp;quot;MinGW Shell&amp;quot;, which can be found under Start-&amp;gt;Programs-&amp;gt;MinGW.&lt;br /&gt;
&lt;br /&gt;
Now we want to go to the openclonk folder. Since the MinGW Shell kindof simulates a linux shell, you have to use different commands when compared to the windows command prompt.&lt;br /&gt;
If you checked out openclonk to &amp;quot;C:\Users\MyUser\openclonk&amp;quot; you have to type &#039;&#039;&#039;cd /c/Users/MyUser/openclonk&#039;&#039;&#039; to get to that directory. Do this now.&lt;br /&gt;
&lt;br /&gt;
Since we don&#039;t want cmake to mess up our openclonk repository, we&#039;ll create an extra build folder where it can do as it pleases.&lt;br /&gt;
Type &amp;quot;mkdir build&amp;quot; to do that.&lt;br /&gt;
Now enter that new folder with &#039;&#039;&#039;cd build&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You then tell cmake that you are planning on using mingw and it should create all the necessary files for you: &#039;&#039;&#039;cmake .. -G&amp;quot;MSYS Makefiles&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
If the result looks like the following image, everything went as planned:&lt;br /&gt;
&lt;br /&gt;
[[File:mingw_cmake.png]]&lt;br /&gt;
&lt;br /&gt;
Type &#039;&#039;&#039;make&#039;&#039;&#039; and watch huge amounts of green text pass by. This is a good time for a coffee break.&lt;/div&gt;</summary>
		<author><name>Ker</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=File:MinGW_Setup_1.png&amp;diff=1329</id>
		<title>File:MinGW Setup 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=File:MinGW_Setup_1.png&amp;diff=1329"/>
		<updated>2013-02-04T13:56:47Z</updated>

		<summary type="html">&lt;p&gt;Ker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ker</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Build_OpenClonk&amp;diff=1328</id>
		<title>Build OpenClonk</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Build_OpenClonk&amp;diff=1328"/>
		<updated>2013-02-04T13:43:33Z</updated>

		<summary type="html">&lt;p&gt;Ker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Windows users can check out these tutorials:&lt;br /&gt;
&lt;br /&gt;
[[Building_with_Windows|Building with Visual C++]]&lt;br /&gt;
&lt;br /&gt;
[[Building_with_MinGW|Building with MinGW]]&lt;br /&gt;
&lt;br /&gt;
Otherwise, here is how you can build OpenClonk in three easy steps:&lt;br /&gt;
&lt;br /&gt;
== 1. Get the source code ==&lt;br /&gt;
See [[Git Workflow]]&lt;br /&gt;
&lt;br /&gt;
== 2. Install Build tools and libraries ==&lt;br /&gt;
OpenClonk has a couple of dependencies on other libraries. Please refer to the Readme.*.txt in the freshly checked out source tree.&lt;br /&gt;
: For Windows, we provide prebuilt packages of libraries:&lt;br /&gt;
:* [http://www.openclonk.org/openclonk-deps-vc90.zip for Microsoft C++ users]&lt;br /&gt;
:* [http://www.openclonk.org/mingwlibs2.zip for GNU Compiler Collection users]&lt;br /&gt;
:You probably want to download and install the [http://www.fmod.org/index.php/release/version/fmodapi375win.zip FMOD SDK] for sound. The [http://www.microsoft.com/downloads/details.aspx?FamilyID=24a541d6-0486-4453-8641-1eee9e21b282&amp;amp;displaylang=en DirectX SDK] is optional, the default is OpenGL.&lt;br /&gt;
== 3. Compile the game ==&lt;br /&gt;
Again, the Readme.*.txt has the details, as this step is highly platform dependent. But it&#039;s also comparatively uncomplicated: If you installed everything that&#039;s listed, and it doesn&#039;t build, you found a bug.&lt;br /&gt;
&lt;br /&gt;
= Building a debug engine =&lt;br /&gt;
&lt;br /&gt;
The Clonk source code contains lots of little pieces of code that check that the engine works correctly. They can often help finding or preventing bugs, but slow the game down, so they are skipped in normal builds. To enable them, pass -DCMAKE_BUILD_TYPE=Debug to cmake, choose the Debug build in the IDE, or pass --enable-debug to configure. If you are using the GNU Compiler Collection, you can also enable [http://gcc.gnu.org/onlinedocs/libstdc++/manual/debug_mode.html the libstdc++ debug mode] by passing CPPFLAGS=-D_GLIBCXX_DEBUG to configure.&lt;/div&gt;</summary>
		<author><name>Ker</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Building_with_Windows&amp;diff=1320</id>
		<title>Building with Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Building_with_Windows&amp;diff=1320"/>
		<updated>2013-02-03T20:55:13Z</updated>

		<summary type="html">&lt;p&gt;Ker: /* In case you use the Express Edition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Get the sources =&lt;br /&gt;
&lt;br /&gt;
The source of OpenClonk is hold in a so-called version control system. Put simply, this is something that allows programmers to coordinate their work (see [[Git Workflow|the Git article]] for how that works). For the moment, it&#039;s just a couple of files you want to download.&lt;br /&gt;
&lt;br /&gt;
== Install TortoiseGit ==&lt;br /&gt;
&lt;br /&gt;
The notable difference to a simple download is that you need a special program to do it. Our version control system is Git, and we will use the [http://code.google.com/p/tortoisegit/ TortoiseGit] client. Follow that link and click &amp;quot;Download&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit.png|860px]]&lt;br /&gt;
&lt;br /&gt;
As the website tells you, the installation of TortoiseGit has two parts: TortoiseGit and msysGit. It also says that you should start with TortoiseGit, so let us get that installer first. Make sure to choose the right architecture for your version of Windows:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit2.png|860px]]&lt;br /&gt;
&lt;br /&gt;
And walk through the installation. Just selecting the default options should get you through alright.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OpenClonk team members:&#039;&#039; If you want to use [http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html PuTTY] to push commits, make sure to select the appropriate option along the way. Do it again for the msysGit installation below.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit4.png]]&lt;br /&gt;
&lt;br /&gt;
Next, you need msysGit, which is what actually does all the work behind the scenes. Following the [http://code.google.com/p/msysgit/downloads/list?can=2&amp;amp;q=%22Full+installer+for+official+Git+for+Windows%22 &amp;quot;Full installer for official Git&amp;quot;] link will get you to another download page:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit3.png|860px]]&lt;br /&gt;
&lt;br /&gt;
This installation will ask even more confusing questions. But again default options won&#039;t cause anything to break, I would just recommend deactivating some GUI options, as TortoiseGit already offers them:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit5.png]]&lt;br /&gt;
&lt;br /&gt;
After a bit of waiting and (if you&#039;re lucky) not a single request to restart your computer, this should have given you a working TortoiseGit installation.&lt;br /&gt;
&lt;br /&gt;
== Clone ==&lt;br /&gt;
&lt;br /&gt;
Okay, now we are going to download the sources. Git calls this &amp;quot;cloning&amp;quot; because it&#039;s actually a lot more than just the sources you get. After you&#039;re done, you can check the [[Git Workflow]] page for how to work with your clone.&lt;br /&gt;
&lt;br /&gt;
For now, just find a place where you want the source to be, open the context menu by right-click and select &amp;quot;Git Clone...&amp;quot; from the TortoiseGit menu:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit6.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dialog will appear asking for the repository URL and the destination path. In our case, we want the source to be the OpenClonk repository.  The URL you need is normally &amp;quot;git://git.openclonk.org/openclonk.git&amp;quot;.  Here&#039;s how it should look like:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OpenClonk team members:&#039;&#039; Use &amp;quot;ssh://git@git.openclonk.org/openclonk.git&amp;quot; instead and activate the option to auto-load the PuTTY key for maximum convenience.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit_pub.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After pressing &amp;quot;OK&amp;quot;, TortoiseGit will work for a while. After watching a tortoise somersaulting for a while, it should finish. Congratulations, you now have the bleeding edge of OpenClonk development on your hard drive!&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit_finish.png]]&lt;br /&gt;
&lt;br /&gt;
This a lot of stuff and most likely you won&#039;t understand much of it. Here&#039;s a quick orientation guide of the actually important bits:&lt;br /&gt;
* &amp;quot;docs&amp;quot; - the sources of our [http://docs.openclonk.org/en/sdk/ documentation]&lt;br /&gt;
* &amp;quot;planet&amp;quot; - these are the game resources - scripts, graphics and everything to explain how to make a game out of them&lt;br /&gt;
* &amp;quot;src&amp;quot; - all the source code of the game engine. Lots of C++ ahead.&lt;br /&gt;
&lt;br /&gt;
= Get it to Compile =&lt;br /&gt;
&lt;br /&gt;
This is nice, but we are interested in seeing the game run, aren&#039;t we? For this, we need a program that will take all those C++ files and make an executable file out of it. Unfortunately, programming is complicated stuff so even setting up the tools and the environment has become a bit of science. But this won&#039;t stop us.&lt;br /&gt;
&lt;br /&gt;
== Get Microsoft Visual Studio ==&lt;br /&gt;
&lt;br /&gt;
You can say what you want about Microsoft, but they sure make nice development environments. And they are even giving a lot of it away for free. We will use[http://www.microsoft.com/express/vc/#webInstall Visual Studio C++ 2010]. Follow that link, click yourself through the ever-shifting Microsoft website to the 2010 Express Edition, until you arrive at something that ideally looks like follows:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_msvc1_new.png|860px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The installer will offer us a lot of stuff we don&#039;t really need for OpenClonk. You should uncheck it to make the installation faster.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_msvc2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will most likely stare at the following screen for a bit. It won&#039;t take that long, and for me didn&#039;t even restart the computer like it suggested it would.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_msvc3.png]]&lt;br /&gt;
&lt;br /&gt;
=== In case you use the Express Edition ===&lt;br /&gt;
Since clonk can currently only be compiled for 32 bit, and the 2010 Express Edition doesn&#039;t allow 32 bit compilation, you will need additional files&lt;br /&gt;
&lt;br /&gt;
1. [http://www.microsoft.com/en-us/download/details.aspx?id=8279 Windows SDK 7.1]&lt;br /&gt;
&lt;br /&gt;
2. [http://www.microsoft.com/en-us/download/details.aspx?id=4422 Compiler Update for the Windows SDK 7.1]&lt;br /&gt;
&lt;br /&gt;
3. [http://www.microsoft.com/en-us/download/confirmation.aspx?id=23691 Visual Studio 2010 Service Pack 1]&lt;br /&gt;
&lt;br /&gt;
== Get Dependencies ==&lt;br /&gt;
&lt;br /&gt;
Like most big programs, OpenClonk doesn&#039;t stand on its own. Some things (like opening PNG images) were already programmed by other programers far better than we could ever do. This is why we have to get a few so-called &amp;quot;libraries&amp;quot; before Clonk can be built.&lt;br /&gt;
&lt;br /&gt;
You could try to search and download all those libraries by hand, but that would be pretty boring. Instead, just download [http://www.openclonk.org/openclonk-deps-vc90.zip this package] that contains everything you need to build Clonk.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_deps.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unpack both directories into the same path you put all the other files. Don&#039;t worry, nothing will get overwritten in &amp;quot;planet&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Get CMake ==&lt;br /&gt;
&lt;br /&gt;
Before all this becomes useful, we still need something that tells the compiler &#039;&#039;how&#039;&#039; all those sources and libraries should be compiled together.&lt;br /&gt;
&lt;br /&gt;
For this, Visual C++ needs a project file. But there is none - we have to consult &#039;&#039;another&#039;&#039; program to generate it for us. This might seem confusing - but the point is that there are a lot of build environments besides Visual Studio, and having all those project files next to each other would become a problem in the long run.&lt;br /&gt;
&lt;br /&gt;
What we need is [http://www.cmake.org/cmake/resources/software.html#latest CMake]. Follow that link and download the installer:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_cmake1.png|860px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You know what to do.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_cmake2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the installation, start the CMake GUI from the start menu. Put the path you cloned the repository into the source code path field.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_cmake3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click the &amp;quot;Configure&amp;quot; button in the lower left. It will ask what compiler we want to use. Select the compiler you want to use, for example &amp;quot;Visual Studio 10&amp;quot;. Do &#039;&#039;not&#039;&#039; pick the Win64 option, as the precompiled libraries are 32 bit.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_cmake4.png]]&lt;br /&gt;
&lt;br /&gt;
If you get some error messages (in red), you&#039;re probably missing some dependencies. Don&#039;t worry if cmake complains about some missing paths, it shouldn&#039;t affect you.&lt;br /&gt;
&lt;br /&gt;
The last step is to click the &amp;quot;Generate&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
== Your First Build ==&lt;br /&gt;
&lt;br /&gt;
Okay, now we have everything needed to make OpenClonk run for the first time. Go into the source directory and double-click on the &amp;quot;openclonk.sln&amp;quot; file that should now have appeared:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_build1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Visual C++ should open and look similar to this:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_build2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We only want to build the engine, so select &amp;quot;clonk&amp;quot; from the list, right-click and select &amp;quot;Set as Start-Up project&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_build3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select &amp;quot;Build Solution&amp;quot; from the &amp;quot;Build&amp;quot; menu (or just press F7). No, I don&#039;t know what &amp;quot;solution&amp;quot; means. Drink a cup of coffee or two while you wait for the compiler to do its job.&lt;br /&gt;
&lt;br /&gt;
Eventually, you will arrive at this screen.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_build4.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nevertheless, you can now select &amp;quot;Start Debugging&amp;quot; from the &amp;quot;Debug&amp;quot; menu (or just press F5) and should be greeted by the startup screen of a fresh OpenClonk build!&lt;br /&gt;
&lt;br /&gt;
[[File:Openclonk_first_start.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you are wondering why OpenClonk suddenly starts in some kind of pseudo windowed mode: This is because we just built a debug build (note the &amp;quot;dbg&amp;quot; after the version?). This build is a bit slower but allows you to get a better look at the internals of the engine while it&#039;s running. Maybe we&#039;ll have another article about that soon.&lt;br /&gt;
&lt;br /&gt;
= Enabling sound and DirectX =&lt;br /&gt;
&lt;br /&gt;
So far, the version of OpenClonk you can compile runs with OpenGL only and without sound. Here is how to enable both DirectX and sound:&lt;br /&gt;
&lt;br /&gt;
Download the latest [http://msdn.microsoft.com/en-us/directx/default.aspx DirectX SDK] from the Microsoft website and install it. For sound, download the [http://www.fmod.org/index.php/download#FMOD3ProgrammersAPI FMOD 3 Programmers API] and unpack it somewhere. Now, you need to copy api/fmod.dll into your planet/ directory, all the files that are in api/inc to planet/deps/include and api/lib/fmodvc.lib to planet/deps/lib.&lt;br /&gt;
&lt;br /&gt;
Thats it. Now, you need to re-run CMake and check both USE_DIRECTX and USE_FMOD. Compiling the game with VC++ will now produce a build where you can hear the sound and use direct x.&lt;/div&gt;</summary>
		<author><name>Ker</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Building_with_Windows&amp;diff=1319</id>
		<title>Building with Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Building_with_Windows&amp;diff=1319"/>
		<updated>2013-02-03T19:49:08Z</updated>

		<summary type="html">&lt;p&gt;Ker: /* Get Microsoft Visual Studio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Get the sources =&lt;br /&gt;
&lt;br /&gt;
The source of OpenClonk is hold in a so-called version control system. Put simply, this is something that allows programmers to coordinate their work (see [[Git Workflow|the Git article]] for how that works). For the moment, it&#039;s just a couple of files you want to download.&lt;br /&gt;
&lt;br /&gt;
== Install TortoiseGit ==&lt;br /&gt;
&lt;br /&gt;
The notable difference to a simple download is that you need a special program to do it. Our version control system is Git, and we will use the [http://code.google.com/p/tortoisegit/ TortoiseGit] client. Follow that link and click &amp;quot;Download&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit.png|860px]]&lt;br /&gt;
&lt;br /&gt;
As the website tells you, the installation of TortoiseGit has two parts: TortoiseGit and msysGit. It also says that you should start with TortoiseGit, so let us get that installer first. Make sure to choose the right architecture for your version of Windows:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit2.png|860px]]&lt;br /&gt;
&lt;br /&gt;
And walk through the installation. Just selecting the default options should get you through alright.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OpenClonk team members:&#039;&#039; If you want to use [http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html PuTTY] to push commits, make sure to select the appropriate option along the way. Do it again for the msysGit installation below.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit4.png]]&lt;br /&gt;
&lt;br /&gt;
Next, you need msysGit, which is what actually does all the work behind the scenes. Following the [http://code.google.com/p/msysgit/downloads/list?can=2&amp;amp;q=%22Full+installer+for+official+Git+for+Windows%22 &amp;quot;Full installer for official Git&amp;quot;] link will get you to another download page:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit3.png|860px]]&lt;br /&gt;
&lt;br /&gt;
This installation will ask even more confusing questions. But again default options won&#039;t cause anything to break, I would just recommend deactivating some GUI options, as TortoiseGit already offers them:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit5.png]]&lt;br /&gt;
&lt;br /&gt;
After a bit of waiting and (if you&#039;re lucky) not a single request to restart your computer, this should have given you a working TortoiseGit installation.&lt;br /&gt;
&lt;br /&gt;
== Clone ==&lt;br /&gt;
&lt;br /&gt;
Okay, now we are going to download the sources. Git calls this &amp;quot;cloning&amp;quot; because it&#039;s actually a lot more than just the sources you get. After you&#039;re done, you can check the [[Git Workflow]] page for how to work with your clone.&lt;br /&gt;
&lt;br /&gt;
For now, just find a place where you want the source to be, open the context menu by right-click and select &amp;quot;Git Clone...&amp;quot; from the TortoiseGit menu:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit6.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dialog will appear asking for the repository URL and the destination path. In our case, we want the source to be the OpenClonk repository.  The URL you need is normally &amp;quot;git://git.openclonk.org/openclonk.git&amp;quot;.  Here&#039;s how it should look like:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OpenClonk team members:&#039;&#039; Use &amp;quot;ssh://git@git.openclonk.org/openclonk.git&amp;quot; instead and activate the option to auto-load the PuTTY key for maximum convenience.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit_pub.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After pressing &amp;quot;OK&amp;quot;, TortoiseGit will work for a while. After watching a tortoise somersaulting for a while, it should finish. Congratulations, you now have the bleeding edge of OpenClonk development on your hard drive!&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_tgit_finish.png]]&lt;br /&gt;
&lt;br /&gt;
This a lot of stuff and most likely you won&#039;t understand much of it. Here&#039;s a quick orientation guide of the actually important bits:&lt;br /&gt;
* &amp;quot;docs&amp;quot; - the sources of our [http://docs.openclonk.org/en/sdk/ documentation]&lt;br /&gt;
* &amp;quot;planet&amp;quot; - these are the game resources - scripts, graphics and everything to explain how to make a game out of them&lt;br /&gt;
* &amp;quot;src&amp;quot; - all the source code of the game engine. Lots of C++ ahead.&lt;br /&gt;
&lt;br /&gt;
= Get it to Compile =&lt;br /&gt;
&lt;br /&gt;
This is nice, but we are interested in seeing the game run, aren&#039;t we? For this, we need a program that will take all those C++ files and make an executable file out of it. Unfortunately, programming is complicated stuff so even setting up the tools and the environment has become a bit of science. But this won&#039;t stop us.&lt;br /&gt;
&lt;br /&gt;
== Get Microsoft Visual Studio ==&lt;br /&gt;
&lt;br /&gt;
You can say what you want about Microsoft, but they sure make nice development environments. And they are even giving a lot of it away for free. We will use[http://www.microsoft.com/express/vc/#webInstall Visual Studio C++ 2010]. Follow that link, click yourself through the ever-shifting Microsoft website to the 2010 Express Edition, until you arrive at something that ideally looks like follows:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_msvc1_new.png|860px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The installer will offer us a lot of stuff we don&#039;t really need for OpenClonk. You should uncheck it to make the installation faster.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_msvc2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will most likely stare at the following screen for a bit. It won&#039;t take that long, and for me didn&#039;t even restart the computer like it suggested it would.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_msvc3.png]]&lt;br /&gt;
&lt;br /&gt;
=== In case you use the Express Edition ===&lt;br /&gt;
Since clonk can currently only be compiled for 32 bit, and the 2010 Express Edition doesn&#039;t allow 32 bit compilation, you will need additional files&lt;br /&gt;
&lt;br /&gt;
1. [http://www.microsoft.com/en-us/download/details.aspx?id=8279 Windows SDK 7.1]&lt;br /&gt;
&lt;br /&gt;
2. [http://www.microsoft.com/en-us/download/details.aspx?id=4422 Compiler Update for the Windows SDK 7.1]&lt;br /&gt;
&lt;br /&gt;
== Get Dependencies ==&lt;br /&gt;
&lt;br /&gt;
Like most big programs, OpenClonk doesn&#039;t stand on its own. Some things (like opening PNG images) were already programmed by other programers far better than we could ever do. This is why we have to get a few so-called &amp;quot;libraries&amp;quot; before Clonk can be built.&lt;br /&gt;
&lt;br /&gt;
You could try to search and download all those libraries by hand, but that would be pretty boring. Instead, just download [http://www.openclonk.org/openclonk-deps-vc90.zip this package] that contains everything you need to build Clonk.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_deps.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unpack both directories into the same path you put all the other files. Don&#039;t worry, nothing will get overwritten in &amp;quot;planet&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Get CMake ==&lt;br /&gt;
&lt;br /&gt;
Before all this becomes useful, we still need something that tells the compiler &#039;&#039;how&#039;&#039; all those sources and libraries should be compiled together.&lt;br /&gt;
&lt;br /&gt;
For this, Visual C++ needs a project file. But there is none - we have to consult &#039;&#039;another&#039;&#039; program to generate it for us. This might seem confusing - but the point is that there are a lot of build environments besides Visual Studio, and having all those project files next to each other would become a problem in the long run.&lt;br /&gt;
&lt;br /&gt;
What we need is [http://www.cmake.org/cmake/resources/software.html#latest CMake]. Follow that link and download the installer:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_cmake1.png|860px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You know what to do.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_cmake2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the installation, start the CMake GUI from the start menu. Put the path you cloned the repository into the source code path field.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_cmake3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click the &amp;quot;Configure&amp;quot; button in the lower left. It will ask what compiler we want to use. Select the compiler you want to use, for example &amp;quot;Visual Studio 10&amp;quot;. Do &#039;&#039;not&#039;&#039; pick the Win64 option, as the precompiled libraries are 32 bit.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_cmake4.png]]&lt;br /&gt;
&lt;br /&gt;
If you get some error messages (in red), you&#039;re probably missing some dependencies. Don&#039;t worry if cmake complains about some missing paths, it shouldn&#039;t affect you.&lt;br /&gt;
&lt;br /&gt;
The last step is to click the &amp;quot;Generate&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
== Your First Build ==&lt;br /&gt;
&lt;br /&gt;
Okay, now we have everything needed to make OpenClonk run for the first time. Go into the source directory and double-click on the &amp;quot;openclonk.sln&amp;quot; file that should now have appeared:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_build1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Visual C++ should open and look similar to this:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_build2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We only want to build the engine, so select &amp;quot;clonk&amp;quot; from the list, right-click and select &amp;quot;Set as Start-Up project&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_build3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select &amp;quot;Build Solution&amp;quot; from the &amp;quot;Build&amp;quot; menu (or just press F7). No, I don&#039;t know what &amp;quot;solution&amp;quot; means. Drink a cup of coffee or two while you wait for the compiler to do its job.&lt;br /&gt;
&lt;br /&gt;
Eventually, you will arrive at this screen.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_build4.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nevertheless, you can now select &amp;quot;Start Debugging&amp;quot; from the &amp;quot;Debug&amp;quot; menu (or just press F5) and should be greeted by the startup screen of a fresh OpenClonk build!&lt;br /&gt;
&lt;br /&gt;
[[File:Openclonk_first_start.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you are wondering why OpenClonk suddenly starts in some kind of pseudo windowed mode: This is because we just built a debug build (note the &amp;quot;dbg&amp;quot; after the version?). This build is a bit slower but allows you to get a better look at the internals of the engine while it&#039;s running. Maybe we&#039;ll have another article about that soon.&lt;br /&gt;
&lt;br /&gt;
= Enabling sound and DirectX =&lt;br /&gt;
&lt;br /&gt;
So far, the version of OpenClonk you can compile runs with OpenGL only and without sound. Here is how to enable both DirectX and sound:&lt;br /&gt;
&lt;br /&gt;
Download the latest [http://msdn.microsoft.com/en-us/directx/default.aspx DirectX SDK] from the Microsoft website and install it. For sound, download the [http://www.fmod.org/index.php/download#FMOD3ProgrammersAPI FMOD 3 Programmers API] and unpack it somewhere. Now, you need to copy api/fmod.dll into your planet/ directory, all the files that are in api/inc to planet/deps/include and api/lib/fmodvc.lib to planet/deps/lib.&lt;br /&gt;
&lt;br /&gt;
Thats it. Now, you need to re-run CMake and check both USE_DIRECTX and USE_FMOD. Compiling the game with VC++ will now produce a build where you can hear the sound and use direct x.&lt;/div&gt;</summary>
		<author><name>Ker</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Build_OpenClonk&amp;diff=1315</id>
		<title>Build OpenClonk</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Build_OpenClonk&amp;diff=1315"/>
		<updated>2013-01-22T18:04:38Z</updated>

		<summary type="html">&lt;p&gt;Ker: /* 1. Get the source code */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Windows users can check out this tutorial: [[Building_with_Windows|Building with Visual C++]]&lt;br /&gt;
&lt;br /&gt;
Otherwise, here is how you can build OpenClonk in three easy steps:&lt;br /&gt;
&lt;br /&gt;
== 1. Get the source code ==&lt;br /&gt;
See [[Git Workflow]]&lt;br /&gt;
&lt;br /&gt;
== 2. Install Build tools and libraries ==&lt;br /&gt;
OpenClonk has a couple of dependencies on other libraries. Please refer to the Readme.*.txt in the freshly checked out source tree.&lt;br /&gt;
: For Windows, we provide prebuilt packages of libraries:&lt;br /&gt;
:* [http://www.openclonk.org/openclonk-deps-vc90.zip for Microsoft C++ users]&lt;br /&gt;
:* [http://www.openclonk.org/mingwlibs2.zip for GNU Compiler Collection users]&lt;br /&gt;
:You probably want to download and install the [http://www.fmod.org/index.php/release/version/fmodapi375win.zip FMOD SDK] for sound. The [http://www.microsoft.com/downloads/details.aspx?FamilyID=24a541d6-0486-4453-8641-1eee9e21b282&amp;amp;displaylang=en DirectX SDK] is optional, the default is OpenGL.&lt;br /&gt;
== 3. Compile the game ==&lt;br /&gt;
Again, the Readme.*.txt has the details, as this step is highly platform dependent. But it&#039;s also comparatively uncomplicated: If you installed everything that&#039;s listed, and it doesn&#039;t build, you found a bug.&lt;br /&gt;
&lt;br /&gt;
= Building a debug engine =&lt;br /&gt;
&lt;br /&gt;
The Clonk source code contains lots of little pieces of code that check that the engine works correctly. They can often help finding or preventing bugs, but slow the game down, so they are skipped in normal builds. To enable them, pass -DCMAKE_BUILD_TYPE=Debug to cmake, choose the Debug build in the IDE, or pass --enable-debug to configure. If you are using the GNU Compiler Collection, you can also enable [http://gcc.gnu.org/onlinedocs/libstdc++/manual/debug_mode.html the libstdc++ debug mode] by passing CPPFLAGS=-D_GLIBCXX_DEBUG to configure.&lt;/div&gt;</summary>
		<author><name>Ker</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Developers_Guide&amp;diff=1314</id>
		<title>Developers Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Developers_Guide&amp;diff=1314"/>
		<updated>2013-01-22T18:04:23Z</updated>

		<summary type="html">&lt;p&gt;Ker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Build OpenClonk]]&lt;br /&gt;
* [[Git Workflow]]&lt;br /&gt;
* [[Style Guidelines]]&lt;br /&gt;
* [[Source code structure]]&lt;br /&gt;
* [[Sync losses]]&lt;/div&gt;</summary>
		<author><name>Ker</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=C4Script_Documentation&amp;diff=1313</id>
		<title>C4Script Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=C4Script_Documentation&amp;diff=1313"/>
		<updated>2013-01-22T18:04:04Z</updated>

		<summary type="html">&lt;p&gt;Ker: /* Further links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:C4Script.png|300px|thumb|right|One of the simpler scripts... :-)]]&lt;br /&gt;
Like the previous Clonk titles, OpenClonk offers countless possibilites to create your own scenarios, objects and campaigns. Since [http://www.clonk.de/classics.php?lng=en Clonk 4], one of Clonk&#039;s most remarkable features has been it&#039;s extensibility. The complete content is scripted in C4Script, Clonk&#039;s own powerful scripting language, has been developed further since 1998. Now, it feels pretty much like a typical C-style scripting language. If you know other programming languages, you will have no problem to familarize yourself with C4Script and if you never programmed before, it can be a good introduction and practice to programming.&lt;br /&gt;
&lt;br /&gt;
Everything about C4Script and the game data is documented in our [http://docs.openclonk.org/en/sdk/ C4Script Documentation].&lt;br /&gt;
&lt;br /&gt;
You may want to [http://www.openclonk.org/download/ download] the latest game data first before you add or edit any game content. See the [http://www.openclonk.org/nightly-builds/ nightly builds] page for the most current builds.&lt;br /&gt;
&lt;br /&gt;
== Further links ==&lt;br /&gt;
* [[Artists Guide|Graphics]] - Render and texture 3D-models&lt;br /&gt;
* [[Artists_Guide#Sounds_.26_Music|Sounds and music]] - Include sound effects and music into the game&lt;br /&gt;
* [[Content Developers Guide|Game content]] - including creating objects, scenarios and campaigns with C4Script&lt;br /&gt;
* [[Git Workflow]] - How to use our repository&lt;br /&gt;
* [[Developers Guide]] - For engine developers&lt;/div&gt;</summary>
		<author><name>Ker</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=FAQ&amp;diff=1312</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=FAQ&amp;diff=1312"/>
		<updated>2013-01-22T18:03:22Z</updated>

		<summary type="html">&lt;p&gt;Ker: /* How do I submit a patch? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you don&#039;t find your particular question answered here, post in the  [http://forum.openclonk.org/ forum]! You don&#039;t need to register but can ask as Anonymous there.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== I cannot start the game! What do I do? ===&lt;br /&gt;
Describe your problem in the forum and post any relevant information:&lt;br /&gt;
* There is a Clonk.log in your OpenClonk directory. On Windows, it&#039;s in C:\Users\[Username]\AppData\Roaming\OpenClonk\&lt;br /&gt;
* What&#039;s your video card? Are your drivers up-to-date? Intel Express Chipsets reportedly have problems with OpenGL&lt;br /&gt;
* Which version of this game are you using? Did you try out the latest development snapshot? Does the problem persist then?&lt;br /&gt;
&lt;br /&gt;
=== How do I submit a patch? ===&lt;br /&gt;
This answer assumes that you are using TortoiseGit. After you [[Git Workflow|checked out the source code]] and made your changes, you need to &#039;&#039;commit&#039;&#039; these changes. Afterwards, you can use the context menu to create a patch. This will create a new file which you can paste into a forum post. If you made or changed a binary file, please also attach it to your post.&lt;br /&gt;
&lt;br /&gt;
=== Why is this page in English? Isn&#039;t Clonk a German game? ===&lt;br /&gt;
Clonk has been a German shareware game and thus its community has been mainly German. With the switch to the English language for the OpenClonk community, we intended to widen the community to an international level and make it possible for non-Germans to contribute to and participate in OpenClonk.&lt;br /&gt;
However, there is a German subforum now.&lt;br /&gt;
&lt;br /&gt;
And of course, German, as well as other languages will continue to be supported in the game. Just the &#039;&#039;development&#039;&#039; and the community of OpenClonk will be in English.&lt;br /&gt;
&lt;br /&gt;
=== Why did you start from scratch regarding the game content? ===&lt;br /&gt;
During shareware Clonk development, the game content stayed mainly about the same and was just extended by add-ons. This and the decision to keep the game as backward compatible as possible blocked lots of good changes and new concepts that could have been introduced in the game.&lt;br /&gt;
&lt;br /&gt;
OpenClonk is a different game than the old Clonk series, it is not be just a sequel in the fashion of previous Clonk development. The aim of OpenClonk is not to replace Clonk Rage by  &amp;quot;making it better&amp;quot; while keeping everything as it was before. &lt;br /&gt;
Clonk is about mining, about production lines and economy, fast and fiddly melees, known for flexibility in scenario design and whatnot. In this project, we aim to improve these strengths, which means that during OpenClonk development more fundamental changes must be (and are) possible.&lt;br /&gt;
&lt;br /&gt;
Clonk Rage on the other hand will continue to exist alongside OpenClonk as the last title of the shareware series and will continue to include all that classical and that the community has come to love. Also read &lt;br /&gt;
[http://forum.openclonk.org/topic_show.pl?pid=1677#pid1677 this old forum discussion] on this topic.&lt;br /&gt;
&lt;br /&gt;
=== Will you convert all those great Clonk Rage expansions for OpenClonk? ===&lt;br /&gt;
No, and we never will. OpenClonk is not backwards compatible with Clonk Rage, and never will be. We have broken ties with the old game content which all these expansions rely on. Hence the name, they are expansions for Clonk Rage. Specifically, Clonk Rage. OpenClonk is a different game with different game content, graphics, and script language, and therefore cannot have it&#039;s game content expanded with expansions designed for a completely different game.&lt;br /&gt;
&lt;br /&gt;
=== Am I able to play with several players on one PC? ===&lt;br /&gt;
Generally yes. However, currently this is not possible yet.&lt;br /&gt;
&lt;br /&gt;
=== Will there be keyboard-only controls? ===&lt;br /&gt;
No. OpenClonk is played with keyboard and mouse as the whole game is designed to utilize the advantages of mouse control. This adds a completely new set of gameplay possibilities to the game that would never have been possible in the shareware Clonk titles. However, gamepad controls are supported in the game and they work quite well considering that a gamepad doesn&#039;t have a pointing device. &lt;br /&gt;
However you can create your own keyboard-only control scheme based on the gamepad control scheme.&lt;br /&gt;
&lt;br /&gt;
=== Are other Clonk games available as source code? ===&lt;br /&gt;
The source code for most older Clonk versions [http://www.clonk.de/source.php is available from Redwolf Design]. Here is a list of modified versions:&lt;br /&gt;
* [http://users.v-lo.krakow.pl/~anszom/clonk/index.en.shtml Linux port of Clonk Planet]&lt;br /&gt;
* [http://wiki.gp2x.org/wiki/Clonk2X Clonk Planet for GP2x]&lt;br /&gt;
* [http://www.goldwipf.de/ The GWE] ([http://www.ccan.de/cgi-bin/ccan/ccan-view.pl?a=view&amp;amp;i=5757 download from CCAN])&lt;br /&gt;
&lt;br /&gt;
=== Is there an editor for OpenClonk? ===&lt;br /&gt;
Yes, the [http://wiki.openclonk.org/w/Developing_Content_with_Eclipse C4DT], the Clonk Development Tools for Eclipse, maintained by Mortimer. Eclipse is a powerful open source IDE that you will have heard of if you ever developed in Java. C4DT is a plugin for Eclipse that makes it possible to develop for Clonk in C4Script and even debug your code one-instruction-at-a-time using this powerful IDE.&lt;br /&gt;
&lt;br /&gt;
The old explorer-like Editor.exe that you might know from Clonk Rage doesn&#039;t exist anymore in OpenClonk. However, the editor mode still exists for drawing and designing scenarios. Just start clonk with the commandline parameter &#039;&#039;--editor&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For more information on how to develop content for the game, see the [[C4Script Documentation]].&lt;br /&gt;
&lt;br /&gt;
=== How to develop for OpenClonk? ===&lt;br /&gt;
If you are looking to develop your own game content for or based on OpenClonk, have a look at the [[C4Script Documentation]], you should find everything there. See also a related FAQ answer: [[#Is there an editor for OpenClonk?|Is there an editor for OpenClonk?]]&lt;br /&gt;
&lt;br /&gt;
If you are interested in getting involved and contributing to OpenClonk, this introduction on [[Development|development]] should make you happy :-).&lt;br /&gt;
For any other open questions regarding this, consider dropping by in our [http://forum.openclonk.org/ forum] or in our [irc://irc.euirc.net/openclonk IRC channel]!&lt;br /&gt;
&lt;br /&gt;
=== What is the newest version? 5 or 3? ===&lt;br /&gt;
There has been some confusion regarding the version numbers of OpenClonk, so here is a little explanation: The full (&#039;&#039;engine&#039;&#039;) version number of for example OpenClonk 3.2 is 5.3.2 - &lt;br /&gt;
;5 = OpenClonk (the OC engine is a further development of [http://www.clonk.de/ Clonk Rage] which had 4 as it&#039;s first version number)&lt;br /&gt;
;3 = 3rd major release&lt;br /&gt;
;2 = 2nd update of the major release&lt;br /&gt;
&lt;br /&gt;
=== Where can I report bugs? ===&lt;br /&gt;
In the [http://bugs.openclonk.org bugtracker].&lt;br /&gt;
&lt;br /&gt;
=== How can I build OpenClonk myself? ===&lt;br /&gt;
Check out [[Build_OpenClonk|this tutorial]].&lt;/div&gt;</summary>
		<author><name>Ker</name></author>
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