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	<id>https://wiki.openclonk.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maikel</id>
	<title>OpenClonk Wiki - User contributions [en]</title>
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	<updated>2026-04-06T09:14:30Z</updated>
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	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1875</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1875"/>
		<updated>2018-05-14T19:12:33Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Room Icon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Download &amp;amp; Play ===&lt;br /&gt;
There currently is no stable version of Tower of Despair. You can play the latest version by downloading the repository and running the python script which creates the tower. Executing&lt;br /&gt;
  create_tower.py --pack&lt;br /&gt;
will create the OCTowerVX.Y.ocs packed scenario which can be played using the latest OpenClonk snapshot.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository somewhere in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save automatically to the new location. When you save the room, it will warn about any possible problems, for example a missing entrance. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
Now you can start the real editing of the room, by drawing the landscape, adding objects, sequences, NPC&#039;s to construct a riddle.&lt;br /&gt;
&lt;br /&gt;
One important object is the PlayerStart object, with this object you can control what the clonk gets when he/she leaves the room entrance to start the room. Just create this object, select it and edit its properties to give the clonk HP, inventory slots, items, knowledge, etc.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the editor scenario template which already has the room entrance and exit objects.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Room Icon ====&lt;br /&gt;
Each room needs a unique icon so that the player can easily identify the respective rooms. The icon is taken from the graphics of Room&amp;lt;InsertName&amp;gt;.ocd, where the default graphic is a brick frame of 128x128 pixels. You can overlay your icon on the existing graphic ([https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Graphics.png Graphics.png]) using an editor like GIMP and save the file. Also you can change the default background color by modifying and combining the files [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/GraphicsBackground.png GraphicsBackground.png] and [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/GraphicsFrame.png GraphicsFrame.png]. These come at a resolution of 256x256 pixels, but you can take any between 128 and 256 pixels. Be sure to modify the Picture entry in the DefCore. Alternatively, you can also make a highly zoomed in screenshot of your room and overlay the GraphicsFrame.png on top.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for one last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
Moreover you can test some of the basic room properties by executing the script TestRoom(). This will give your some information about your room and warns about possible problems.&lt;br /&gt;
&lt;br /&gt;
==== Creating A Room Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1863</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1863"/>
		<updated>2018-04-28T20:52:43Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Room Icon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Download &amp;amp; Play ===&lt;br /&gt;
There currently is no stable version of Tower of Despair. You can play the latest version by downloading the repository and running the python script which creates the tower. Executing&lt;br /&gt;
  create_tower.py --pack&lt;br /&gt;
will create the OCTowerVX.Y.ocs packed scenario which can be played using the latest OpenClonk snapshot.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository somewhere in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save automatically to the new location. When you save the room, it will warn about any possible problems, for example a missing entrance. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
Now you can start the real editing of the room, by drawing the landscape, adding objects, sequences, NPC&#039;s to construct a riddle.&lt;br /&gt;
&lt;br /&gt;
One important object is the PlayerStart object, with this object you can control what the clonk gets when he/she leaves the room entrance to start the room. Just create this object, select it and edit its properties to give the clonk HP, inventory slots, items, knowledge, etc.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the editor scenario template which already has the room entrance and exit objects.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Room Icon ====&lt;br /&gt;
Each room needs a unique icon so that the player can easily identify the respective rooms. The icon is taken from the graphics of Room&amp;lt;InsertName&amp;gt;.ocd, where the default graphic is a brick frame of 128x128 pixels. You can overlay your icon on the existing graphic using an editor like GIMP and save the file. Also you can change the default background color by modifying and combining the files GraphicsBackground.png and GraphicsFrame.png. These come at a resolution of 256x256 pixels, but you can take any between 128 and 256 pixels. Be sure to modify the Picture entry in the DefCore. Alternatively, you can also make a highly zoomed in screenshot of your room and overlay the GraphicsFrame.png on top.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for one last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
Moreover you can test some of the basic room properties by executing the script TestRoom(). This will give your some information about your room and warns about possible problems.&lt;br /&gt;
&lt;br /&gt;
==== Creating A Room Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1862</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1862"/>
		<updated>2018-04-28T20:34:28Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Creating a Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Download &amp;amp; Play ===&lt;br /&gt;
There currently is no stable version of Tower of Despair. You can play the latest version by downloading the repository and running the python script which creates the tower. Executing&lt;br /&gt;
  create_tower.py --pack&lt;br /&gt;
will create the OCTowerVX.Y.ocs packed scenario which can be played using the latest OpenClonk snapshot.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository somewhere in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save automatically to the new location. When you save the room, it will warn about any possible problems, for example a missing entrance. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
Now you can start the real editing of the room, by drawing the landscape, adding objects, sequences, NPC&#039;s to construct a riddle.&lt;br /&gt;
&lt;br /&gt;
One important object is the PlayerStart object, with this object you can control what the clonk gets when he/she leaves the room entrance to start the room. Just create this object, select it and edit its properties to give the clonk HP, inventory slots, items, knowledge, etc.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the editor scenario template which already has the room entrance and exit objects.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Room Icon ====&lt;br /&gt;
Each room needs a unique icon so that the player can easily identify the respective rooms. The icon is taken from the graphics of Room&amp;lt;InsertName&amp;gt;.ocd, where the default graphic is a brick frame of 128x128 pixels. You can overlay your icon on the existing graphic using an editor like GIMP and save the file. Also you can change the default background color by modifying and combining the files GraphicsBackground.png and GraphicsFrame.png. These come at a resolution of 256x256 pixels, but you can take any between 128 and 256 pixels. Be sure to modify the Picture entry in the DefCore.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for one last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
Moreover you can test some of the basic room properties by executing the script TestRoom(). This will give your some information about your room and warns about possible problems.&lt;br /&gt;
&lt;br /&gt;
==== Creating A Room Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1857</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1857"/>
		<updated>2018-02-05T20:33:54Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Editing &amp;amp; Saving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Download &amp;amp; Play ===&lt;br /&gt;
There currently is no stable version of Tower of Despair. You can play the latest version by downloading the repository and running the python script which creates the tower. Executing&lt;br /&gt;
  create_tower.py --pack&lt;br /&gt;
will create the OCTowerVX.Y.ocs packed scenario which can be played using the latest OpenClonk snapshot.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository somewhere in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save automatically to the new location. When you save the room, it will warn about any possible problems, for example a missing entrance. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
Now you can start the real editing of the room, by drawing the landscape, adding objects, sequences, NPC&#039;s to construct a riddle.&lt;br /&gt;
&lt;br /&gt;
One important object is the PlayerStart object, with this object you can control what the clonk gets when he/she leaves the room entrance to start the room. Just create this object, select it and edit its properties to give the clonk HP, inventory slots, items, knowledge, etc.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the editor scenario template which already has the room entrance and exit objects.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for one last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
Moreover you can test some of the basic room properties by executing the script TestRoom(). This will give your some information about your room and warns about possible problems.&lt;br /&gt;
&lt;br /&gt;
==== Creating A Room Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1856</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1856"/>
		<updated>2018-02-05T20:30:16Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Cloning the Tower Repository */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Download &amp;amp; Play ===&lt;br /&gt;
There currently is no stable version of Tower of Despair. You can play the latest version by downloading the repository and running the python script which creates the tower. Executing&lt;br /&gt;
  create_tower.py --pack&lt;br /&gt;
will create the OCTowerVX.Y.ocs packed scenario which can be played using the latest OpenClonk snapshot.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository somewhere in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save automatically to the new location. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
Now you can start the real editing of the room, by drawing the landscape, adding objects, sequences, NPC&#039;s to construct a riddle.&lt;br /&gt;
&lt;br /&gt;
One important object is the PlayerStart object, with this object you can control what the clonk gets when he/she leaves the room entrance to start the room. Just create this object, select it and edit its properties to give the clonk HP, inventory slots, items, knowledge, etc.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the editor scenario template which already has the room entrance and exit objects.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for one last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
Moreover you can test some of the basic room properties by executing the script TestRoom(). This will give your some information about your room and warns about possible problems.&lt;br /&gt;
&lt;br /&gt;
==== Creating A Room Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Release_Steps&amp;diff=1855</id>
		<title>Release Steps</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Release_Steps&amp;diff=1855"/>
		<updated>2018-02-04T20:28:54Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page contains all steps to release a new version of OpenClonk and is meant for developers to check whether all steps have been considered.&lt;br /&gt;
&lt;br /&gt;
=== Before Release ===&lt;br /&gt;
&lt;br /&gt;
Steps to do before the release, and after the feature freeze.&lt;br /&gt;
&lt;br /&gt;
* If releasing from a stable branch: make sure all relevant commits have been cherry-picked from master.&lt;br /&gt;
* Fix all bugs related to this release, which can be found in the bugtracker&#039;s [http://bugs.openclonk.org/roadmap_page.php roadmap].&lt;br /&gt;
* Go the [http://londeroth.org/~ck/oc-release/oc-release.cgi release button] and perform a dry release to create a release candidate.&lt;br /&gt;
* Test this release candidate with few simple tests: download, check installer content, run game, play game, play network game.&lt;br /&gt;
&lt;br /&gt;
=== Release ===&lt;br /&gt;
&lt;br /&gt;
If it is made sure that the current [https://git.openclonk.org/openclonk.git master branch] or the current stable branch does not contain any bugs one can initiate the release procedure.&lt;br /&gt;
&lt;br /&gt;
* Optional: Update all Version.txt files and Version= entries in planet/ to the new version number.&lt;br /&gt;
* &#039;&#039;&#039;Update the Version.txt&#039;&#039;&#039; to the new version number and put the extra version in Version.txt to FALSE. Commit and push.&lt;br /&gt;
* Then go to the &#039;&#039;&#039;[http://londeroth.org/~ck/oc-release/oc-release.cgi release button]&#039;&#039;&#039; and release from the correct branch.&lt;br /&gt;
&lt;br /&gt;
=== After Release ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Create a tag&#039;&#039;&#039; for the released changeset with the vX.Y tag (lightweight: git tag vX.Y). &#039;&#039;&#039;Only push&#039;&#039;&#039; the tag if sure the release has worked.&lt;br /&gt;
* &#039;&#039;&#039;Create a stable branch&#039;&#039;&#039; named stable-X for bugfix releases (if not already created).&lt;br /&gt;
* &#039;&#039;&#039;Make announcements&#039;&#039;&#039; in our blog and in our forum.&lt;br /&gt;
* Notify an openclonk.org admin to &#039;&#039;&#039;transfer the [https://git.openclonk.org/openclonk.git/archive/ source package]&#039;&#039;&#039; to www.openclonk.org/builds/release/X.Y/openclonk-X.Y-src.tar.bz2.&lt;br /&gt;
* Notify an openclonk.org admin to &#039;&#039;&#039;mark this version as released in the bugtracker&#039;&#039;&#039; and add the next version to the roadmap.&lt;br /&gt;
* &#039;&#039;&#039;Notify our Linux package maintainers&#039;&#039;&#039; for [https://packages.debian.org/de/sid/openclonk Debian], [https://aur.archlinux.org/packages/openclonk/ Arch], [http://www.freshports.org/games/openclonk/ FreeBSD] and [http://www.openclonk.org/download/ others] that a new version has been released.&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Update external websites&#039;&#039;&#039;: [http://gamejolt.com/games/platformer/openclonk/44187/ Game Jolt], [http://en.wikipedia.org/wiki/OpenClonk wikipedia article],[https://www.reddit.com/r/freegames/ reddit/freegames], [https://www.youtube.com/user/OpenClonkProject YouTube].&lt;br /&gt;
* Spread the word! More advertisement!&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Release_Steps&amp;diff=1854</id>
		<title>Release Steps</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Release_Steps&amp;diff=1854"/>
		<updated>2018-01-27T17:58:40Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Release */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page contains all steps to release a new version of OpenClonk and is meant for developers to check whether all steps have been considered.&lt;br /&gt;
&lt;br /&gt;
=== Before Release ===&lt;br /&gt;
&lt;br /&gt;
Steps to do before the release, and after the feature freeze.&lt;br /&gt;
&lt;br /&gt;
* If releasing from a stable branch: make sure all relevant commits have been cherry-picked from master.&lt;br /&gt;
* Fix all bugs related to this release, which can be found in the bugtracker&#039;s [http://bugs.openclonk.org/roadmap_page.php roadmap].&lt;br /&gt;
* Go the [http://londeroth.org/~ck/oc-release/oc-release.cgi release button] and perform a dry release to create a release candidate.&lt;br /&gt;
* Test this release candidate with few simple tests: download, check installer content, run game, play game, play network game.&lt;br /&gt;
&lt;br /&gt;
=== Release ===&lt;br /&gt;
&lt;br /&gt;
If it is made sure that the current [https://git.openclonk.org/openclonk.git master branch] or the current stable branch does not contain any bugs one can initiate the release procedure.&lt;br /&gt;
&lt;br /&gt;
* Optional: Update all Version.txt files in planet/ to the new version number.&lt;br /&gt;
* &#039;&#039;&#039;Update the Version.txt&#039;&#039;&#039; to the new version number and put the extra version in Version.txt to FALSE. Commit and push push.&lt;br /&gt;
* &#039;&#039;&#039;Create a tag&#039;&#039;&#039; for the released changeset with the vX.Y tag (lightweight: git tag vX.Y). &#039;&#039;&#039;Only push&#039;&#039;&#039; the tag if sure the release has worked.&lt;br /&gt;
* Then go to the &#039;&#039;&#039;[http://londeroth.org/~ck/oc-release/oc-release.cgi release button]&#039;&#039;&#039; and release from the correct branch.&lt;br /&gt;
&lt;br /&gt;
=== After Release ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Create a stable branch&#039;&#039;&#039; named stable-X for bugfix releases.&lt;br /&gt;
* &#039;&#039;&#039;Make announcements&#039;&#039;&#039; in our blog and in our forum.&lt;br /&gt;
* Notify an openclonk.org admin to &#039;&#039;&#039;transfer the [https://git.openclonk.org/openclonk.git/archive/ source package]&#039;&#039;&#039; to www.openclonk.org/builds/release/X.Y/openclonk-X.Y-src.tar.bz2.&lt;br /&gt;
* Notify an openclonk.org admin to &#039;&#039;&#039;mark this version as released in the bugtracker&#039;&#039;&#039; and add the next version to the roadmap.&lt;br /&gt;
* &#039;&#039;&#039;Notify our Linux package maintainers&#039;&#039;&#039; for [https://packages.debian.org/de/sid/openclonk Debian], [https://aur.archlinux.org/packages/openclonk/ Arch], [http://www.freshports.org/games/openclonk/ FreeBSD] and [http://www.openclonk.org/download/ others] that a new version has been released.&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Update external websites&#039;&#039;&#039;: [http://gamejolt.com/games/platformer/openclonk/44187/ Game Jolt], [http://en.wikipedia.org/wiki/OpenClonk wikipedia article],[https://www.reddit.com/r/freegames/ reddit/freegames], [https://www.youtube.com/user/OpenClonkProject YouTube].&lt;br /&gt;
* Spread the word! More advertisement!&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1853</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1853"/>
		<updated>2018-01-21T14:04:50Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Editing &amp;amp; Saving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Download &amp;amp; Play ===&lt;br /&gt;
There currently is no stable version of Tower of Despair. You can play the latest version by downloading the repository and running the python script which creates the tower. Executing&lt;br /&gt;
  create_tower.py --pack&lt;br /&gt;
will create the OCTowerVX.Y.ocs packed scenario which can be played using the latest OpenClonk snapshot.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save automatically to the new location. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
Now you can start the real editing of the room, by drawing the landscape, adding objects, sequences, NPC&#039;s to construct a riddle.&lt;br /&gt;
&lt;br /&gt;
One important object is the PlayerStart object, with this object you can control what the clonk gets when he/she leaves the room entrance to start the room. Just create this object, select it and edit its properties to give the clonk HP, inventory slots, items, knowledge, etc.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the editor scenario template which already has the room entrance and exit objects.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for one last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
Moreover you can test some of the basic room properties by executing the script TestRoom(). This will give your some information about your room and warns about possible problems.&lt;br /&gt;
&lt;br /&gt;
==== Creating A Room Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1852</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1852"/>
		<updated>2018-01-21T14:03:17Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Download &amp;amp; Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Download &amp;amp; Play ===&lt;br /&gt;
There currently is no stable version of Tower of Despair. You can play the latest version by downloading the repository and running the python script which creates the tower. Executing&lt;br /&gt;
  create_tower.py --pack&lt;br /&gt;
will create the OCTowerVX.Y.ocs packed scenario which can be played using the latest OpenClonk snapshot.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save automatically to the new location. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
Now you can start the real editing of the room, by drawing the landscape, adding objects, sequences, NPC&#039;s to construct a riddle.&lt;br /&gt;
&lt;br /&gt;
One important object is the PlayerStart object, with this object you can control what the clonk gets when he/she leaves the room entrance to start the room. Just create this object, select it and edit its properties to give the clonk HP, inventory slots, items, knowledge, etc.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for one last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
Moreover you can test some of the basic room properties by executing the script TestRoom(). This will give your some information about your room and warns about possible problems.&lt;br /&gt;
&lt;br /&gt;
==== Creating A Room Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1851</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1851"/>
		<updated>2018-01-21T14:02:52Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Download &amp;amp; Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Download &amp;amp; Play ===&lt;br /&gt;
There currently is no stable version of Tower of Despair. You can play the latest version by downloading the repository and running the python script which creates the tower. Executing create_tower.py --pack will create the OCTowerVX.Y.ocs packed scenario which can be played using the latest OpenClonk snapshot.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save automatically to the new location. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
Now you can start the real editing of the room, by drawing the landscape, adding objects, sequences, NPC&#039;s to construct a riddle.&lt;br /&gt;
&lt;br /&gt;
One important object is the PlayerStart object, with this object you can control what the clonk gets when he/she leaves the room entrance to start the room. Just create this object, select it and edit its properties to give the clonk HP, inventory slots, items, knowledge, etc.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for one last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
Moreover you can test some of the basic room properties by executing the script TestRoom(). This will give your some information about your room and warns about possible problems.&lt;br /&gt;
&lt;br /&gt;
==== Creating A Room Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1823</id>
		<title>List Of Community Creations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1823"/>
		<updated>2017-06-22T07:52:24Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below a list of all scenarios and objects developed by the OpenClonk community and which do not appear in the main game. Download links to the latest version are provided if available as well as links to a repository. The OC Version indicates what version of OC is needed to play this creation.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! DL&lt;br /&gt;
! Repository&lt;br /&gt;
! OC Version&lt;br /&gt;
! Main author(s)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Base_Melees Base Melees]&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/MDT-Maikel/basemelees GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! Maikel&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! ClonkFest&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/clonkspot/ClonkFest.ocs GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! Sven2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://forum.openclonk.org/topic_show.pl?tid=3268 Knüppeln]&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/TheThow/OpenClonk-Stuff GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! KKenny&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://forum.openclonk.org/topic_show.pl?tid=2817 Lands of Mystery]&lt;br /&gt;
! &lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
! Sayned&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Tower_of_Despair Tower of Despair]&lt;br /&gt;
! [[File:Download.png|text-bottom|x18px|link=https://mwf-data.clonkspot.org/60/14860/OCTowerV0.5.ocs]]&lt;br /&gt;
! [https://github.com/MDT-Maikel/OCTower GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! Maikel, Sven2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocd.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Some object&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please complete this list by adding your own creations. The list is sorted alphabetically according to the name of the creation.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1822</id>
		<title>List Of Community Creations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1822"/>
		<updated>2017-06-22T07:51:02Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below a list of all scenarios and objects developed by the OpenClonk community and which do not appear in the main game. Download links to the latest version are provided if available as well as links to a repository. The OC Version indicates what version of OC is needed to play this creation.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! DL&lt;br /&gt;
! Repository&lt;br /&gt;
! OC Version&lt;br /&gt;
! Main author(s)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Base_Melees Base Melees]&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/MDT-Maikel/basemelees GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! Maikel&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! ClonkFest&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/clonkspot/ClonkFest.ocs GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! Sven2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Knueppeln&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/TheThow/OpenClonk-Stuff GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! KKenny&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://forum.openclonk.org/topic_show.pl?tid=2817 Lands of Mystery]&lt;br /&gt;
! &lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
! Sayned&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Tower_of_Despair Tower of Despair]&lt;br /&gt;
! [[File:Download.png|text-bottom|x18px|link=https://mwf-data.clonkspot.org/60/14860/OCTowerV0.5.ocs]]&lt;br /&gt;
! [https://github.com/MDT-Maikel/OCTower GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! Maikel, Sven2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocd.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Some object&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please complete this list by adding your own creations. The list is sorted alphabetically according to the name of the creation.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Development&amp;diff=1821</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Development&amp;diff=1821"/>
		<updated>2017-06-22T07:42:09Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Contribute Scripts or Game Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
OpenClonk is an open project. That means it depends on people coming in and helping out. People just like you! This page should give you an idea what you could do in order to get involved.&lt;br /&gt;
&lt;br /&gt;
=== Use Development Snapshots ===&lt;br /&gt;
&lt;br /&gt;
OpenClonk is continously in development. The &amp;quot;current&amp;quot; version can change daily! If you want to follow the development, it is a good idea to make sure you are able to run development versions. You will not need to build them yourself - just use the development snapshots linked below and you should be ready to go.&lt;br /&gt;
&lt;br /&gt;
* Development Snapshots - [http://www.openclonk.org/nightly-builds/ www.openclonk.org/nightly-builds/]&lt;br /&gt;
* Blog - [http://blog.openclonk.org blog.openclonk.org]&lt;br /&gt;
* Changelog - [http://git.openclonk.org/openclonk.git git.openclonk.org/openclonk.git]&lt;br /&gt;
* Browse source - [http://git.openclonk.org/openclonk.git/tree/refs/heads/master git.openclonk.org/openclonk.git/tree/refs/heads/master]&lt;br /&gt;
&lt;br /&gt;
=== Report Bugs ===&lt;br /&gt;
&lt;br /&gt;
We cannot possibly account for every possible configuration out there. If you see something that&#039;s wrong, we would really like to know about it. Especially if you are willing to actively work with us in finding a solution for the problem.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can reach us:&lt;br /&gt;
&lt;br /&gt;
* IRC - [irc://irc.euirc.net/openclonk-dev #openclonk-dev] on irc.euirc.net (Problems connecting? Use irc.ham.de.euirc.net)&lt;br /&gt;
* Bugtracker - [http://bugs.openclonk.org bugs.openclonk.org]&lt;br /&gt;
* Forum - [http://forum.openclonk.org forum.openclonk.org]&lt;br /&gt;
&lt;br /&gt;
=== Contribute Scripts or Game Content ===&lt;br /&gt;
&lt;br /&gt;
Just like Clonk Rage before, most things in OpenClonk can be changed without touching the engine. Instead, we rely on a script language and a flexible game content system to make up our game content. This means that you can get involved easily - without having to learn C++ first! Traditionally, developing own objects and scenarios and sharing them with others has been how pretty much all of today&#039;s developers started out.&lt;br /&gt;
&lt;br /&gt;
* Developer Documentation [http://docs.openclonk.org/en/sdk/ docs.openclonk.org/en/sdk/]&lt;br /&gt;
* Forum - [http://forum.openclonk.org forum.openclonk.org]&lt;br /&gt;
* Style Guide - [http://wiki.openclonk.org/w/C4Script_Style_Guidelines wiki.openclonk.org/w/C4Script_Style_Guidelines]&lt;br /&gt;
* Contribute changes - [[Git Workflow]]&lt;br /&gt;
* [http://crucible.openclonk.org Crucible] for code review&lt;br /&gt;
* Are you a sound artist? Here is a list of [[missing sounds]] you can contribute.&lt;br /&gt;
* Game content external to the main game: [[List Of Community Creations]]&lt;br /&gt;
&lt;br /&gt;
=== Build OpenClonk Yourself ===&lt;br /&gt;
&lt;br /&gt;
When delving deeper into OpenClonk, you will often find yourself in the situation that you need a closer look at what makes OpenClonk tick internally. At that point, it is a good idea to assume the perspective of developers - get the source code and build it in your own development environment.&lt;br /&gt;
&lt;br /&gt;
* Tutorial for Windows - [http://wiki.openclonk.org/w/Building_with_Windows wiki.openclonk.org/w/Building_with_Windows]&lt;br /&gt;
* General instructions - [http://wiki.openclonk.org/w/Build_OpenClonk wiki.openclonk.org/w/Build_OpenClonk]&lt;br /&gt;
* Git Workflow Guide - [http://wiki.openclonk.org/w/Git_Workflow wiki.openclonk.org/w/Git_Workflow]&lt;br /&gt;
* Git Repository - [http://git.openclonk.org/openclonk.git git.openclonk.org/openclonk.git]&lt;br /&gt;
* Source Code Structure - [http://wiki.openclonk.org/w/Source_code_structure wiki.openclonk.org/w/Source_code_structure]&lt;br /&gt;
&lt;br /&gt;
=== Hack the OpenClonk Engine ===&lt;br /&gt;
&lt;br /&gt;
Maybe you already are well-versed in C++ and want to help out actually diagnosing problems? Or - even better - have your own ideas on engine improvements? We are always glad to look at patches.&lt;br /&gt;
&lt;br /&gt;
* Wondering where to start? - [[GSoC2011Ideas|Ideas page]]&lt;br /&gt;
* Debugging synchronization losses - [http://wiki.openclonk.org/w/Sync_losses wiki.openclonk.org/w/Sync_Losses]&lt;br /&gt;
* Style Guide - [http://wiki.openclonk.org/w/Style_Guidelines wiki.openclonk.org/w/Style_Guidelines]&lt;br /&gt;
* Forum, developers&#039; corner - [http://forum.openclonk.org/board_show.pl?bid=5 forum.openclonk.org]&lt;br /&gt;
* Contribute changes - [[Git Workflow]]&lt;br /&gt;
&lt;br /&gt;
=== Internal Links ===&lt;br /&gt;
&lt;br /&gt;
* [[Release Steps]]&lt;br /&gt;
* [http://londeroth.org/~ck/oc-release/oc-release.cgi The release button]&lt;br /&gt;
&lt;br /&gt;
=== Legal Stuff ===&lt;br /&gt;
&lt;br /&gt;
OpenClonk uses the ISC license for code (engine and script) and CC-by for most other media. Read more about the [[License | license stuff]] here.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1820</id>
		<title>List Of Community Creations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1820"/>
		<updated>2017-06-22T07:41:49Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below a list of all scenarios and objects developed by the OpenClonk community and which do not appear in the main game.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! DL&lt;br /&gt;
! Repository&lt;br /&gt;
! OC Version&lt;br /&gt;
! Main author(s)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Base_Melees Base Melees]&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/MDT-Maikel/basemelees GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! Maikel&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Knueppeln&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/TheThow/OpenClonk-Stuff GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! KKenny&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! ClonkFest&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/clonkspot/ClonkFest.ocs GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! Sven2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Tower_of_Despair Tower of Despair]&lt;br /&gt;
! [[File:Download.png|text-bottom|x18px|link=https://mwf-data.clonkspot.org/60/14860/OCTowerV0.5.ocs]]&lt;br /&gt;
! [https://github.com/MDT-Maikel/OCTower GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! Maikel, Sven2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocd.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Some object&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1819</id>
		<title>List Of Community Creations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1819"/>
		<updated>2017-06-22T07:41:29Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below a list of all scenarios and objects developed by the OpenClonk community and which do not appear in the main game.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! DL&lt;br /&gt;
! Repository&lt;br /&gt;
! OC Version&lt;br /&gt;
! Main author(s)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Base_Melees Base Melees]&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/MDT-Maikel/basemelees GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! Maikel&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Knueppeln&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/TheThow/OpenClonk-Stuff GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! KKenny&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! ClonkFest&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/clonkspot/ClonkFest.ocs GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! Sven2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Tower_of_Despair Tower of Despair]&lt;br /&gt;
! [[File:Download.png|text-bottom|x18px|link=https://mwf-data.clonkspot.org/60/14860/OCTowerV0.5.ocs]]&lt;br /&gt;
! [https://github.com/MDT-Maikel/OCTower GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
! Maikel, Sven2&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocd.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Some object&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1818</id>
		<title>List Of Community Creations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1818"/>
		<updated>2017-06-22T07:40:26Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below a list of all scenarios and objects developed by the OpenClonk community and which do not appear in the main game.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! DL&lt;br /&gt;
! Repository&lt;br /&gt;
! OC Version&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Base_Melees Base Melees]&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/MDT-Maikel/basemelees GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Knueppeln&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/TheThow/OpenClonk-Stuff GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! ClonkFest&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/clonkspot/ClonkFest.ocs GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Tower_of_Despair Tower of Despair]&lt;br /&gt;
! [[File:Download.png|text-bottom|x18px|link=https://mwf-data.clonkspot.org/60/14860/OCTowerV0.5.ocs]]&lt;br /&gt;
! [https://github.com/MDT-Maikel/OCTower GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocd.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Some object&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=List_Of_External_Creations&amp;diff=1817</id>
		<title>List Of External Creations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=List_Of_External_Creations&amp;diff=1817"/>
		<updated>2017-06-22T07:39:45Z</updated>

		<summary type="html">&lt;p&gt;Maikel: Maikel moved page List Of External Creations to List Of Community Creations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[List Of Community Creations]]&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1816</id>
		<title>List Of Community Creations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1816"/>
		<updated>2017-06-22T07:39:45Z</updated>

		<summary type="html">&lt;p&gt;Maikel: Maikel moved page List Of External Creations to List Of Community Creations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below a list of all scenarios and objects developed outside of the main game.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! DL&lt;br /&gt;
! Repository&lt;br /&gt;
! OC Version&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Base_Melees Base Melees]&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/MDT-Maikel/basemelees GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Knueppeln&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/TheThow/OpenClonk-Stuff GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! ClonkFest&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/clonkspot/ClonkFest.ocs GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Tower_of_Despair Tower of Despair]&lt;br /&gt;
! [[File:Download.png|text-bottom|x18px|link=https://mwf-data.clonkspot.org/60/14860/OCTowerV0.5.ocs]]&lt;br /&gt;
! [https://github.com/MDT-Maikel/OCTower GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocd.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Some object&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1815</id>
		<title>List Of Community Creations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1815"/>
		<updated>2017-06-21T18:37:51Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below a list of all scenarios and objects developed outside of the main game.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! DL&lt;br /&gt;
! Repository&lt;br /&gt;
! OC Version&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Base_Melees Base Melees]&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/MDT-Maikel/basemelees GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocf.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Knueppeln&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/TheThow/OpenClonk-Stuff GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! ClonkFest&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/clonkspot/ClonkFest.ocs GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocs.png|text-bottom|x18px|link=]]&lt;br /&gt;
! [http://wiki.openclonk.org/w/Tower_of_Despair Tower of Despair]&lt;br /&gt;
! [[File:Download.png|text-bottom|x18px|link=https://mwf-data.clonkspot.org/60/14860/OCTowerV0.5.ocs]]&lt;br /&gt;
! [https://github.com/MDT-Maikel/OCTower GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ocd.png|text-bottom|x18px|link=]]&lt;br /&gt;
! Some object&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=File:Download.png&amp;diff=1814</id>
		<title>File:Download.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=File:Download.png&amp;diff=1814"/>
		<updated>2017-06-21T18:32:17Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=File:Ocs.png&amp;diff=1813</id>
		<title>File:Ocs.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=File:Ocs.png&amp;diff=1813"/>
		<updated>2017-06-21T18:32:07Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=File:Ocf.png&amp;diff=1812</id>
		<title>File:Ocf.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=File:Ocf.png&amp;diff=1812"/>
		<updated>2017-06-21T18:31:58Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=File:Ocd.png&amp;diff=1811</id>
		<title>File:Ocd.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=File:Ocd.png&amp;diff=1811"/>
		<updated>2017-06-21T18:29:55Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1810</id>
		<title>List Of Community Creations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1810"/>
		<updated>2017-06-21T18:21:52Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below a list of all scenarios and objects developed outside of the main game.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! DL&lt;br /&gt;
! Repository&lt;br /&gt;
! OC Version&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! [http://wiki.openclonk.org/w/Base_Melees Base Melees]&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/MDT-Maikel/basemelees GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Knueppeln&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/TheThow/OpenClonk-Stuff GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! ClonkFest&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/clonkspot/ClonkFest.ocs GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Development&amp;diff=1809</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Development&amp;diff=1809"/>
		<updated>2017-06-21T18:18:59Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Contribute Scripts or Game Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
OpenClonk is an open project. That means it depends on people coming in and helping out. People just like you! This page should give you an idea what you could do in order to get involved.&lt;br /&gt;
&lt;br /&gt;
=== Use Development Snapshots ===&lt;br /&gt;
&lt;br /&gt;
OpenClonk is continously in development. The &amp;quot;current&amp;quot; version can change daily! If you want to follow the development, it is a good idea to make sure you are able to run development versions. You will not need to build them yourself - just use the development snapshots linked below and you should be ready to go.&lt;br /&gt;
&lt;br /&gt;
* Development Snapshots - [http://www.openclonk.org/nightly-builds/ www.openclonk.org/nightly-builds/]&lt;br /&gt;
* Blog - [http://blog.openclonk.org blog.openclonk.org]&lt;br /&gt;
* Changelog - [http://git.openclonk.org/openclonk.git git.openclonk.org/openclonk.git]&lt;br /&gt;
* Browse source - [http://git.openclonk.org/openclonk.git/tree/refs/heads/master git.openclonk.org/openclonk.git/tree/refs/heads/master]&lt;br /&gt;
&lt;br /&gt;
=== Report Bugs ===&lt;br /&gt;
&lt;br /&gt;
We cannot possibly account for every possible configuration out there. If you see something that&#039;s wrong, we would really like to know about it. Especially if you are willing to actively work with us in finding a solution for the problem.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can reach us:&lt;br /&gt;
&lt;br /&gt;
* IRC - [irc://irc.euirc.net/openclonk-dev #openclonk-dev] on irc.euirc.net (Problems connecting? Use irc.ham.de.euirc.net)&lt;br /&gt;
* Bugtracker - [http://bugs.openclonk.org bugs.openclonk.org]&lt;br /&gt;
* Forum - [http://forum.openclonk.org forum.openclonk.org]&lt;br /&gt;
&lt;br /&gt;
=== Contribute Scripts or Game Content ===&lt;br /&gt;
&lt;br /&gt;
Just like Clonk Rage before, most things in OpenClonk can be changed without touching the engine. Instead, we rely on a script language and a flexible game content system to make up our game content. This means that you can get involved easily - without having to learn C++ first! Traditionally, developing own objects and scenarios and sharing them with others has been how pretty much all of today&#039;s developers started out.&lt;br /&gt;
&lt;br /&gt;
* Developer Documentation [http://docs.openclonk.org/en/sdk/ docs.openclonk.org/en/sdk/]&lt;br /&gt;
* Forum - [http://forum.openclonk.org forum.openclonk.org]&lt;br /&gt;
* Style Guide - [http://wiki.openclonk.org/w/C4Script_Style_Guidelines wiki.openclonk.org/w/C4Script_Style_Guidelines]&lt;br /&gt;
* Contribute changes - [[Git Workflow]]&lt;br /&gt;
* [http://crucible.openclonk.org Crucible] for code review&lt;br /&gt;
* Are you a sound artist? Here is a list of [[missing sounds]] you can contribute.&lt;br /&gt;
* Game content external to the main game: [[List Of External Creations]]&lt;br /&gt;
&lt;br /&gt;
=== Build OpenClonk Yourself ===&lt;br /&gt;
&lt;br /&gt;
When delving deeper into OpenClonk, you will often find yourself in the situation that you need a closer look at what makes OpenClonk tick internally. At that point, it is a good idea to assume the perspective of developers - get the source code and build it in your own development environment.&lt;br /&gt;
&lt;br /&gt;
* Tutorial for Windows - [http://wiki.openclonk.org/w/Building_with_Windows wiki.openclonk.org/w/Building_with_Windows]&lt;br /&gt;
* General instructions - [http://wiki.openclonk.org/w/Build_OpenClonk wiki.openclonk.org/w/Build_OpenClonk]&lt;br /&gt;
* Git Workflow Guide - [http://wiki.openclonk.org/w/Git_Workflow wiki.openclonk.org/w/Git_Workflow]&lt;br /&gt;
* Git Repository - [http://git.openclonk.org/openclonk.git git.openclonk.org/openclonk.git]&lt;br /&gt;
* Source Code Structure - [http://wiki.openclonk.org/w/Source_code_structure wiki.openclonk.org/w/Source_code_structure]&lt;br /&gt;
&lt;br /&gt;
=== Hack the OpenClonk Engine ===&lt;br /&gt;
&lt;br /&gt;
Maybe you already are well-versed in C++ and want to help out actually diagnosing problems? Or - even better - have your own ideas on engine improvements? We are always glad to look at patches.&lt;br /&gt;
&lt;br /&gt;
* Wondering where to start? - [[GSoC2011Ideas|Ideas page]]&lt;br /&gt;
* Debugging synchronization losses - [http://wiki.openclonk.org/w/Sync_losses wiki.openclonk.org/w/Sync_Losses]&lt;br /&gt;
* Style Guide - [http://wiki.openclonk.org/w/Style_Guidelines wiki.openclonk.org/w/Style_Guidelines]&lt;br /&gt;
* Forum, developers&#039; corner - [http://forum.openclonk.org/board_show.pl?bid=5 forum.openclonk.org]&lt;br /&gt;
* Contribute changes - [[Git Workflow]]&lt;br /&gt;
&lt;br /&gt;
=== Internal Links ===&lt;br /&gt;
&lt;br /&gt;
* [[Release Steps]]&lt;br /&gt;
* [http://londeroth.org/~ck/oc-release/oc-release.cgi The release button]&lt;br /&gt;
&lt;br /&gt;
=== Legal Stuff ===&lt;br /&gt;
&lt;br /&gt;
OpenClonk uses the ISC license for code (engine and script) and CC-by for most other media. Read more about the [[License | license stuff]] here.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1808</id>
		<title>List Of Community Creations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1808"/>
		<updated>2017-06-21T14:28:48Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below a list of all scenarios and objects developed outside of the main game.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Name&lt;br /&gt;
! DL&lt;br /&gt;
! Repository&lt;br /&gt;
! OC Version&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Base Melees&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/MDT-Maikel/basemelees GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Knueppeln&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/TheThow/OpenClonk-Stuff GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! ClonkFest&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/clonkspot/ClonkFest.ocs GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1807</id>
		<title>List Of Community Creations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1807"/>
		<updated>2017-06-21T14:28:15Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below a list of all scenarios and objects developed outside of the main game.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Scenario Pack&lt;br /&gt;
! DL&lt;br /&gt;
! Repository&lt;br /&gt;
! OC Version&lt;br /&gt;
|-&lt;br /&gt;
! Base Melees&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/MDT-Maikel/basemelees GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! Knueppeln&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/TheThow/OpenClonk-Stuff GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
! ClonkFest&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/clonkspot/ClonkFest.ocs GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1806</id>
		<title>List Of Community Creations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=List_Of_Community_Creations&amp;diff=1806"/>
		<updated>2017-06-21T14:25:06Z</updated>

		<summary type="html">&lt;p&gt;Maikel: Created page with &amp;quot;Below a list of all scenarios and objects developed outside of the main game.  {| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; |- ! Scenario Pack ! DL ! Repository ! OC Version |- ! Base Mele...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below a list of all scenarios and objects developed outside of the main game.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Scenario Pack&lt;br /&gt;
! DL&lt;br /&gt;
! Repository&lt;br /&gt;
! OC Version&lt;br /&gt;
|-&lt;br /&gt;
! Base Melees&lt;br /&gt;
! &lt;br /&gt;
! [https://github.com/MDT-Maikel/basemelees GitHub]&lt;br /&gt;
! [http://www.openclonk.org/nightly-builds/ snapshot]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=C4Script_Style_Guidelines&amp;diff=1805</id>
		<title>C4Script Style Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=C4Script_Style_Guidelines&amp;diff=1805"/>
		<updated>2017-02-04T18:25:53Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since many people are involved in the project, it is necessary to define some styling guidelines so that other developers can read your code more easily. Objects that have a public interface should be documented in a Javadoc-like syntax. Please adhere to this example if you edit or add new scripts. &lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
 /**&lt;br /&gt;
 	&#039;&#039;Object title&#039;&#039;&lt;br /&gt;
 	&#039;&#039;Description, including implementation details that might be interesting for other scripters&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 	@author &#039;&#039;Author(s)&#039;&#039;&lt;br /&gt;
 */&lt;br /&gt;
 &lt;br /&gt;
 local some_variable;&lt;br /&gt;
 &lt;br /&gt;
 /** &#039;&#039;Explanation of what the function does&#039;&#039;&lt;br /&gt;
 	@param foo &#039;&#039;What the parameter foo is&#039;&#039;&lt;br /&gt;
 	@return &#039;&#039;What comes out of this function&#039;&#039;&lt;br /&gt;
 */&lt;br /&gt;
 public func DoSomething(int foo)&lt;br /&gt;
 {&lt;br /&gt;
 	// &#039;&#039;implementation commentars&#039;&#039;&lt;br /&gt;
 	if (foo == DIR_Left)&lt;br /&gt;
 	{&lt;br /&gt;
 		some_variable++;&lt;br /&gt;
 		CreateObject(Goal_Melee);&lt;br /&gt;
 	}&lt;br /&gt;
 &lt;br /&gt;
 	if (foo &amp;amp;&amp;amp; some_variable)&lt;br /&gt;
 		foo = foo + 1;&lt;br /&gt;
 &lt;br /&gt;
 	return foo;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== In words ===&lt;br /&gt;
&lt;br /&gt;
====Naming conventions====&lt;br /&gt;
* generally, use meaningful identifiers which are self explanatory: e.g. &amp;lt;tt&amp;gt;weapon_strength&amp;lt;/tt&amp;gt; rather than &amp;lt;tt&amp;gt;iStr&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for variables don&#039;t use hungarian notation, preferably use &amp;lt;tt&amp;gt;lowercase_separated_by_underscores&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for functions use &amp;lt;tt&amp;gt;CamelCase()&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for static constants use &amp;lt;tt&amp;gt;PREFIX_Identifier&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Prepend new style effects with &amp;lt;tt&amp;gt;Fx&amp;lt;/tt&amp;gt; like &amp;lt;tt&amp;gt;FxNewStyleEffect&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Indents, braces and spaces====&lt;br /&gt;
* indent code with one tab&lt;br /&gt;
* use the braces on own lines on the same indent level as the control structure / function declaration&lt;br /&gt;
* &amp;lt;code&amp;gt;{...}&amp;lt;/code&amp;gt; braces are not required for single line statements but can be added if it improves readability&lt;br /&gt;
* use spaces between operators like +, -, *, /, &amp;amp;&amp;amp;, || etc.&lt;br /&gt;
* keywords (&amp;lt;tt&amp;gt;if&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;while&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;for&amp;lt;/tt&amp;gt;, etc.) are followed by a space.&lt;br /&gt;
* function names are not followed by space, commas are&lt;br /&gt;
&lt;br /&gt;
====Access specifiers for object methods====&lt;br /&gt;
Non-global methods that are part of a public interface and intended to be called from other objects or scripts, should be prefixed with the &amp;lt;tt&amp;gt;public&amp;lt;/tt&amp;gt; keyword. As a part of the public interface of an object &amp;lt;tt&amp;gt;public&amp;lt;/tt&amp;gt; methods should be documented with comments accordingly.&lt;br /&gt;
Non-interface methods should be prefixed with the &amp;lt;tt&amp;gt;private&amp;lt;/tt&amp;gt; keyword. Do not leave out the access specifier. The keyword &amp;lt;tt&amp;gt;protected&amp;lt;/tt&amp;gt; is deprecated.&lt;br /&gt;
&lt;br /&gt;
====Comments and Documentation====&lt;br /&gt;
* especially for library objects or objects with an interface used by other objects, write an introductory comment including title, author(s) and a description&lt;br /&gt;
* please comment your script where it is necessary for other scripters to understand what you&#039;ve done&lt;br /&gt;
* please use Javadoc-like syntax when documenting your code so that a reference can be automatically created from it later&lt;br /&gt;
&lt;br /&gt;
====Naming prefixes for IDs====&lt;br /&gt;
* for libraries, icons and GUI elements: &amp;lt;tt&amp;gt;Library_*&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Icon_*&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;GUI_*&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for goals, rules and environment objects: &amp;lt;tt&amp;gt;Goal_*&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Rule_*&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Environment_*&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for spells: &amp;lt;tt&amp;gt;Magic_*&amp;lt;/tt&amp;gt;&lt;br /&gt;
* objects which are exclusively used by their parent objects should prefix their parent object name. e.g. &amp;lt;tt&amp;gt;ParkourCheckpoint&amp;lt;/tt&amp;gt; for a checkpoint of the parkour goal&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
* For C4Script veterans: You don&#039;t need to write &amp;lt;code&amp;gt;#strict 2&amp;lt;/code&amp;gt; at the start of each script. All scripts are considered to be in &#039;&#039;strict 2&#039;&#039; style&lt;br /&gt;
* If you need multiple statements in a block, use one (&amp;lt;tt&amp;gt;if (...) { foo(); bar(); }&amp;lt;/tt&amp;gt;)! Avoid constructs like &amp;lt;tt&amp;gt;if (...) foo() &amp;amp;&amp;amp; bar();&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;if (...) Or(foo(), bar());&amp;lt;/tt&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=C4Script_Style_Guidelines&amp;diff=1804</id>
		<title>C4Script Style Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=C4Script_Style_Guidelines&amp;diff=1804"/>
		<updated>2017-02-04T18:25:13Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Naming conventions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since many people are involved in the project, it is necessary to define some styling guidelines so that other developers can read your code more easily. Objects that have a public interface should be documented in a Javadoc-like syntax. Please adhere to this example if you edit or add new scripts. &lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
 /**&lt;br /&gt;
 	&#039;&#039;Object title&#039;&#039;&lt;br /&gt;
 	&#039;&#039;Description, including implementation details that might be interesting for other scripters&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 	@author &#039;&#039;Author(s)&#039;&#039;&lt;br /&gt;
 */&lt;br /&gt;
 &lt;br /&gt;
 local some_variable;&lt;br /&gt;
 &lt;br /&gt;
 /** &#039;&#039;Explanation of what the function does&#039;&#039;&lt;br /&gt;
 	@param foo &#039;&#039;What the parameter foo is&#039;&#039;&lt;br /&gt;
 	@return &#039;&#039;What comes out of this function&#039;&#039;&lt;br /&gt;
 */&lt;br /&gt;
 public func DoSomething(int foo)&lt;br /&gt;
 {&lt;br /&gt;
 	// &#039;&#039;implementation commentars&#039;&#039;&lt;br /&gt;
 	if (foo == DIR_Left)&lt;br /&gt;
 	{&lt;br /&gt;
 		some_variable++;&lt;br /&gt;
 		CreateObject(Goal_Melee);&lt;br /&gt;
 	}&lt;br /&gt;
 &lt;br /&gt;
 	if (foo &amp;amp;&amp;amp; some_variable)&lt;br /&gt;
 		foo = foo + 1;&lt;br /&gt;
 &lt;br /&gt;
 	return foo;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== In words ===&lt;br /&gt;
&lt;br /&gt;
====Naming conventions====&lt;br /&gt;
* generally, use meaningful identifiers which are self explanatory: e.g. &amp;lt;tt&amp;gt;weapon_strength&amp;lt;/tt&amp;gt; rather than &amp;lt;tt&amp;gt;iStr&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for variables don&#039;t use hungarian notation, preferably use &amp;lt;tt&amp;gt;lowercase_separated_by_underscores&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for functions use &amp;lt;tt&amp;gt;CamelCase()&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for static constants use &amp;lt;tt&amp;gt;PREFIX_Identifier&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Prepend new style effects with &amp;lt;tt&amp;gt;Fx&amp;lt;/tt&amp;gt; like &amp;lt;tt&amp;gt;FxNewStyleEffect&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Indents, braces and spaces====&lt;br /&gt;
* indent code with one tab&lt;br /&gt;
* use the braces on own lines on the same indent level as the control structure / function declaration&lt;br /&gt;
* &amp;lt;code&amp;gt;{...}&amp;lt;/code&amp;gt; braces are not required for single line statements but can be added if it improves readability&lt;br /&gt;
* use spaces between operators like +, -, *, /, &amp;amp;&amp;amp;, || etc.&lt;br /&gt;
* keywords (&amp;lt;tt&amp;gt;if&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;while&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;for&amp;lt;/tt&amp;gt;, etc.) are followed by a space.&lt;br /&gt;
* function names are not followed by space, commas are&lt;br /&gt;
&lt;br /&gt;
====Access specifiers for object methods====&lt;br /&gt;
Non-global methods that are part of a public interface and intended to be called from other objects or scripts, should be prefixed with the &amp;lt;tt&amp;gt;public&amp;lt;/tt&amp;gt; keyword. As a part of the public interface of an object &amp;lt;tt&amp;gt;public&amp;lt;/tt&amp;gt; methods should be documented with comments accordingly.&lt;br /&gt;
Non-interface methods should be prefixed with the &amp;lt;tt&amp;gt;private&amp;lt;/tt&amp;gt; keyword. Do not leave out the access specifier. The keyword &amp;lt;tt&amp;gt;protected&amp;lt;/tt&amp;gt; is deprecated.&lt;br /&gt;
&lt;br /&gt;
====Comments and Documentation====&lt;br /&gt;
* especially for library objects or objects with an interface used by other objects, write an introductory comment including title, author(s) and a description&lt;br /&gt;
* please comment your script where it is necessary for other scripters to understand what you&#039;ve done&lt;br /&gt;
* please use Javadoc-like syntax when documenting your code so that a reference can be automatically created from it later&lt;br /&gt;
&lt;br /&gt;
====Naming prefixes for IDs====&lt;br /&gt;
* for libraries, icons and GUI elements: &amp;lt;tt&amp;gt;Library_*&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Icon_*&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;GUI_*&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for goals, rules and environment objects: &amp;lt;tt&amp;gt;Goal_*&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Rule_*&amp;lt;/code&amp;gt;, &amp;lt;tt&amp;gt;Environment_*&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for spells: &amp;lt;tt&amp;gt;Magic_*&amp;lt;/tt&amp;gt;&lt;br /&gt;
* objects which are exclusively used by their parent objects should prefix their parent object name. e.g. &amp;lt;tt&amp;gt;ParkourCheckpoint&amp;lt;/tt&amp;gt; for a checkpoint of the parkour goal&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
* For C4Script veterans: You don&#039;t need to write &amp;lt;code&amp;gt;#strict 2&amp;lt;/code&amp;gt; at the start of each script. All scripts are considered to be in &#039;&#039;strict 2&#039;&#039; style&lt;br /&gt;
* If you need multiple statements in a block, use one (&amp;lt;tt&amp;gt;if (...) { foo(); bar(); }&amp;lt;/tt&amp;gt;)! Avoid constructs like &amp;lt;tt&amp;gt;if (...) foo() &amp;amp;&amp;amp; bar();&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;if (...) Or(foo(), bar());&amp;lt;/tt&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=C4Script_Style_Guidelines&amp;diff=1803</id>
		<title>C4Script Style Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=C4Script_Style_Guidelines&amp;diff=1803"/>
		<updated>2017-02-04T18:24:40Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since many people are involved in the project, it is necessary to define some styling guidelines so that other developers can read your code more easily. Objects that have a public interface should be documented in a Javadoc-like syntax. Please adhere to this example if you edit or add new scripts. &lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
 /**&lt;br /&gt;
 	&#039;&#039;Object title&#039;&#039;&lt;br /&gt;
 	&#039;&#039;Description, including implementation details that might be interesting for other scripters&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 	@author &#039;&#039;Author(s)&#039;&#039;&lt;br /&gt;
 */&lt;br /&gt;
 &lt;br /&gt;
 local some_variable;&lt;br /&gt;
 &lt;br /&gt;
 /** &#039;&#039;Explanation of what the function does&#039;&#039;&lt;br /&gt;
 	@param foo &#039;&#039;What the parameter foo is&#039;&#039;&lt;br /&gt;
 	@return &#039;&#039;What comes out of this function&#039;&#039;&lt;br /&gt;
 */&lt;br /&gt;
 public func DoSomething(int foo)&lt;br /&gt;
 {&lt;br /&gt;
 	// &#039;&#039;implementation commentars&#039;&#039;&lt;br /&gt;
 	if (foo == DIR_Left)&lt;br /&gt;
 	{&lt;br /&gt;
 		some_variable++;&lt;br /&gt;
 		CreateObject(Goal_Melee);&lt;br /&gt;
 	}&lt;br /&gt;
 &lt;br /&gt;
 	if (foo &amp;amp;&amp;amp; some_variable)&lt;br /&gt;
 		foo = foo + 1;&lt;br /&gt;
 &lt;br /&gt;
 	return foo;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== In words ===&lt;br /&gt;
&lt;br /&gt;
====Naming conventions====&lt;br /&gt;
* generally, use meaningful identifiers which are self explanatory: e.g. &amp;lt;tt&amp;gt;weapon_strength&amp;lt;/tt&amp;gt; rather than &amp;lt;tt&amp;gt;iStr&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for variables don&#039;t use hungarian notation, preferably use &amp;lt;tt&amp;gt;lowercase_separated_by_underscores&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for functions use &amp;lt;tt&amp;gt;CamelCase()&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for static constants use &amp;lt;tt&amp;gt;PREFIX_Identifier&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for new style effects use &amp;lt;tt&amp;gt;FxNewStyleEffect&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Indents, braces and spaces====&lt;br /&gt;
* indent code with one tab&lt;br /&gt;
* use the braces on own lines on the same indent level as the control structure / function declaration&lt;br /&gt;
* &amp;lt;code&amp;gt;{...}&amp;lt;/code&amp;gt; braces are not required for single line statements but can be added if it improves readability&lt;br /&gt;
* use spaces between operators like +, -, *, /, &amp;amp;&amp;amp;, || etc.&lt;br /&gt;
* keywords (&amp;lt;tt&amp;gt;if&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;while&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;for&amp;lt;/tt&amp;gt;, etc.) are followed by a space.&lt;br /&gt;
* function names are not followed by space, commas are&lt;br /&gt;
&lt;br /&gt;
====Access specifiers for object methods====&lt;br /&gt;
Non-global methods that are part of a public interface and intended to be called from other objects or scripts, should be prefixed with the &amp;lt;tt&amp;gt;public&amp;lt;/tt&amp;gt; keyword. As a part of the public interface of an object &amp;lt;tt&amp;gt;public&amp;lt;/tt&amp;gt; methods should be documented with comments accordingly.&lt;br /&gt;
Non-interface methods should be prefixed with the &amp;lt;tt&amp;gt;private&amp;lt;/tt&amp;gt; keyword. Do not leave out the access specifier. The keyword &amp;lt;tt&amp;gt;protected&amp;lt;/tt&amp;gt; is deprecated.&lt;br /&gt;
&lt;br /&gt;
====Comments and Documentation====&lt;br /&gt;
* especially for library objects or objects with an interface used by other objects, write an introductory comment including title, author(s) and a description&lt;br /&gt;
* please comment your script where it is necessary for other scripters to understand what you&#039;ve done&lt;br /&gt;
* please use Javadoc-like syntax when documenting your code so that a reference can be automatically created from it later&lt;br /&gt;
&lt;br /&gt;
====Naming prefixes for IDs====&lt;br /&gt;
* for libraries, icons and GUI elements: &amp;lt;tt&amp;gt;Library_*&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Icon_*&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;GUI_*&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for goals, rules and environment objects: &amp;lt;tt&amp;gt;Goal_*&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;Rule_*&amp;lt;/code&amp;gt;, &amp;lt;tt&amp;gt;Environment_*&amp;lt;/tt&amp;gt;&lt;br /&gt;
* for spells: &amp;lt;tt&amp;gt;Magic_*&amp;lt;/tt&amp;gt;&lt;br /&gt;
* objects which are exclusively used by their parent objects should prefix their parent object name. e.g. &amp;lt;tt&amp;gt;ParkourCheckpoint&amp;lt;/tt&amp;gt; for a checkpoint of the parkour goal&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
* For C4Script veterans: You don&#039;t need to write &amp;lt;code&amp;gt;#strict 2&amp;lt;/code&amp;gt; at the start of each script. All scripts are considered to be in &#039;&#039;strict 2&#039;&#039; style&lt;br /&gt;
* If you need multiple statements in a block, use one (&amp;lt;tt&amp;gt;if (...) { foo(); bar(); }&amp;lt;/tt&amp;gt;)! Avoid constructs like &amp;lt;tt&amp;gt;if (...) foo() &amp;amp;&amp;amp; bar();&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;if (...) Or(foo(), bar());&amp;lt;/tt&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1800</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1800"/>
		<updated>2016-09-19T18:56:09Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Download &amp;amp; Play ===&lt;br /&gt;
There currently is no stable version of Tower of Despair. You can play the latest version by downloading the repository and running the python script which creates the tower.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save automatically to the new location. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
Now you can start the real editing of the room, by drawing the landscape, adding objects, sequences, NPC&#039;s to construct a riddle.&lt;br /&gt;
&lt;br /&gt;
One important object is the PlayerStart object, with this object you can control what the clonk gets when he/she leaves the room entrance to start the room. Just create this object, select it and edit its properties to give the clonk HP, inventory slots, items, knowledge, etc.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for one last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
Moreover you can test some of the basic room properties by executing the script TestRoom(). This will give your some information about your room and warns about possible problems.&lt;br /&gt;
&lt;br /&gt;
==== Creating A Room Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1799</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1799"/>
		<updated>2016-09-19T11:55:55Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Editing &amp;amp; Saving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save automatically to the new location. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
Now you can start the real editing of the room, by drawing the landscape, adding objects, sequences, NPC&#039;s to construct a riddle.&lt;br /&gt;
&lt;br /&gt;
One important object is the PlayerStart object, with this object you can control what the clonk gets when he/she leaves the room entrance to start the room. Just create this object, select it and edit its properties to give the clonk HP, inventory slots, items, knowledge, etc.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for one last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
Moreover you can test some of the basic room properties by executing the script TestRoom(). This will give your some information about your room and warns about possible problems.&lt;br /&gt;
&lt;br /&gt;
==== Creating A Room Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1798</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1798"/>
		<updated>2016-09-19T11:50:37Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save automatically to the new location. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for one last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
Moreover you can test some of the basic room properties by executing the script TestRoom(). This will give your some information about your room and warns about possible problems.&lt;br /&gt;
&lt;br /&gt;
==== Creating A Room Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1797</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1797"/>
		<updated>2016-09-19T11:39:34Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Editing &amp;amp; Saving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save automatically to the new location. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for a last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
==== Creating Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1796</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1796"/>
		<updated>2016-09-19T11:39:08Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Editing &amp;amp; Saving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs using Save scenario as... (Ctrl + Shift + S). From then on you can save the progress easily using Save scenario (Ctrl + S) and save to this new location. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for a last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
==== Creating Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1795</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1795"/>
		<updated>2016-09-19T11:37:41Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs. From then on you can save the progress easily using Ctrl + S and save to this new location. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;br /&gt;
The room is control is handled by a control object of which certain properties must be adjusted for each room. The control object is named RoomTemplate.ocd and must be renamed to Room&amp;lt;InsertName&amp;gt;.ocd for this object you also need to modify its id in the DefCore.txt to Room&amp;lt;InsertName&amp;gt; but leave the rest unchanged. The main part is the room control script which will look like [https://github.com/MDT-Maikel/OCTower/blob/master/RoomTemplate.ocs/RoomTemplate.ocd/Script.c this Script.c] when first saving the rule. All of the basic room properties must be modified to the corresponding room.&lt;br /&gt;
&lt;br /&gt;
==== Testing the Room ====&lt;br /&gt;
Once the room is done save it for a last time. Then reopen the room in editor mode with a single player active. Your clonk will start at the room entrance and you can play the room. Do not save the room any more and press F12 to go back to the last save in case you failed and want to retry the room.&lt;br /&gt;
&lt;br /&gt;
==== Creating Together ====&lt;br /&gt;
The OpenClonk editor mode also works in online network games with multiple players. This also allows to together design a room. Currently on the side of the room template there is no official support for this, however it is certainly possible to design together. It may involve restarting editor mode several times because some properties must be edited outside of editing, especially the room control object.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1794</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1794"/>
		<updated>2016-09-19T11:24:47Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed using [https://github.com/MDT-Maikel/OCTower GitHub repository].&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs. From then on you can save the progress easily using Ctrl + S and save to this new location. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1793</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1793"/>
		<updated>2016-09-19T11:16:38Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
The tower is open-source and is developed on [https://github.com/MDT-Maikel/OCTower GitHub].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Creating a Room ===&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room.&lt;br /&gt;
&lt;br /&gt;
==== Cloning the Tower Repository ====&lt;br /&gt;
First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
==== Editing &amp;amp; Saving ====&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs. From then on you can save the progress easily using Ctrl + S and save to this new location. Your room is now in principle playable with the given entrance and exit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Room Properties ====&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1792</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1792"/>
		<updated>2016-09-19T10:34:20Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle of various difficulty.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
The tower is open-source and is developed on [https://github.com/MDT-Maikel/OCTower GitHub].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating a Room==&lt;br /&gt;
Creating a room is very easy using the build-in editor mode of OpenClonk. Here you will be guided through the basic steps of making a room. First you need a copy of the tower git repository which you can get from [https://github.com/MDT-Maikel/OCTower GitHub]. Place the repository in your /planet folder so that you can run scenarios easily.&lt;br /&gt;
&lt;br /&gt;
Now you start the room template scenario called RoomTemplate.ocs with the openclonk editor mode. Run the command&lt;br /&gt;
  ./openclonk --editor OCTower.ocs/RoomTemplate.ocs&lt;br /&gt;
or similar on non-unix systems.&lt;br /&gt;
&lt;br /&gt;
Once you have started this scenario in editor mode, the first thing to do is to place a room entrance and room exit into the almost empty map (this is the typical look for a room). Do this and directly save the scenario under a new name of the form Room*.ocs. From then on you can save the progress easily using Ctrl + S and save to this new location. Your room is now in principle playable with the given entrance and exit.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1791</id>
		<title>Tower of Despair</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Tower_of_Despair&amp;diff=1791"/>
		<updated>2016-09-19T10:24:56Z</updated>

		<summary type="html">&lt;p&gt;Maikel: Created page with &amp;quot;Tower of Despair is a tower with tons of rooms, each posing a riddle.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower of Despair is a tower with tons of rooms, each posing a riddle.&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1770</id>
		<title>Kill Tracing</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1770"/>
		<updated>2016-01-29T16:57:48Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Table of Kills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page keeps track of which types of kills in OpenClonk are currently correctly traced by the engine and the object scripts. There is a test scenario which checks all kinds of kills and returns whether the correct killer has been found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Table of Kills ===&lt;br /&gt;
&lt;br /&gt;
This table contains all the tests in &#039;&#039;Tests.ocf/KillTracing.ocs&#039;&#039;, you can launch each test with LaunchTest(nr) where nr is the number indicated in the first column. The second column contains the description of the test. For each test there is a &#039;&#039;killer&#039;&#039; (K) which should be the killer from the game play point of view. Then there is a &#039;&#039;victim&#039;&#039; (V) which dies in every test, and there is a &#039;&#039;fake killer&#039;&#039; (F) which sometimes plays a role. In the third column it is then registered if the correct &#039;&#039;killer&#039;&#039; (K) has been identified as the killer of the &#039;&#039;victim&#039;&#039; (V) by the engine.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Kill Description&lt;br /&gt;
! Traced?&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| K throws object on V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| K throws lantern to V (V dies of lantern fire)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| K shoots object with cannon at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| K placed wallkit on V (V dies of asphyxiation)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| K strikes V with a sword&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| K strikes V with a club&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| K strikes V with an axe&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| K throws firestone at V (V dies of explosion)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| K shoots object with club at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| K throw firestone at object, object moves to V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| K explodes firestone material, one of the cascading firestones kills V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| K shoots a normal arrow at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| K shoots a fire arrow at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| K shoots a bomb arrow at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| K shoots with the musket at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| K throws a javelin at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| K shoots a grenade (with launcher) at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| K throws an activated iron bomb at V (no collection by V)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| K ignites powder keg (musket shot) near V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| K throws a fusing dynamite at V (no collection by V)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| F puts himself on fire, K is incinerated by F and then incinerates V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| K dumps object from a lorry onto V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| K destroys a lorry with objects next to V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| K shoots an object with the catapult at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| K lets lava move onto V (trigger: explosion)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| K lets acid move onto V (trigger: explosion)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| K uses windbag to shoot object at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| K shoots at V hanging on a balloon (V tumbles out of map)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| K shoots at balloon on which V hangs (V tumbles out of map)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| K uses windbag to shoot V out of map&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| K launches a boompack at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| F places a dynamite box, K takes igniter and blasts V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| K uses teleglove to drop object onto V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| K blasts object from material which drops on V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| K throws an activated iron bomb at V (then collected by V)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| K throws a fusing dynamite at V (V tries to collect but can&#039;t)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 37&lt;br /&gt;
| K ignites boompack (musket shot) which shoots at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
| K ignites a battery of boompacks which shoot down V flying an airplane&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 39&lt;br /&gt;
| K shoots at airship which carries V (V tumbles out of map)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| K creates a fire which fuses a dynamite box, the explosion kills V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 41&lt;br /&gt;
| K digs out a piece of coal which kills V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 42&lt;br /&gt;
| K hacks out (with the pickaxe) a piece of ore which kills V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 43&lt;br /&gt;
| K digs and moves a piece of rock (controlled by F) which kills V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 44&lt;br /&gt;
| K pushes a tree into the sawmill, the sawn wood kills V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| K produces metal in the foundry which falls down and kills V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 46&lt;br /&gt;
| K throws snow on V (V dies of asphyxiation)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 47&lt;br /&gt;
| K pushed the container (lorry) holding V out of landscape&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 48&lt;br /&gt;
| K blasts the container (wooden cabin) holding V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 49&lt;br /&gt;
| K blasts V into lava where V dies&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| K blasts V into acid where V dies&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 51&lt;br /&gt;
| K uses windbag to shoot V into lava where V dies&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 52&lt;br /&gt;
| K uses windbag to shoot V into acid where V dies&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 53&lt;br /&gt;
| K uses club to fling V into lava where V dies&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 54&lt;br /&gt;
| K uses club to fling V into acid where V dies&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 55&lt;br /&gt;
| K blasts a compensator and its explosion kills V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 56&lt;br /&gt;
| K blasts a bridge and a rock drops which kills V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Release_Steps&amp;diff=1758</id>
		<title>Release Steps</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Release_Steps&amp;diff=1758"/>
		<updated>2016-01-15T19:23:09Z</updated>

		<summary type="html">&lt;p&gt;Maikel: /* Release */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This page contains all steps to release a new version of OpenClonk and is meant for developers to check whether all steps have been considered.&lt;br /&gt;
&lt;br /&gt;
=== Pre Release ===&lt;br /&gt;
&lt;br /&gt;
Steps to do before the release, and after the feature freeze.&lt;br /&gt;
&lt;br /&gt;
* If releasing from a stable branch: make sure all relevant commits have been cherry-picked from master.&lt;br /&gt;
* Fix all bugs related to this release, which can be found in the bugtracker&#039;s [http://bugs.openclonk.org/roadmap_page.php roadmap].&lt;br /&gt;
* Go the [http://londeroth.org/~ck/oc-release/oc-release.cgi release button] and perform a dry release to create a release candidate.&lt;br /&gt;
* Test this release candidate with few simple tests: download, check installer content, run game, play game, play network game.&lt;br /&gt;
&lt;br /&gt;
=== Release ===&lt;br /&gt;
&lt;br /&gt;
If it is made sure that the current [https://git.openclonk.org/openclonk.git master branch] or the current stable branch does not contain any bugs one can initiate the release procedure.&lt;br /&gt;
&lt;br /&gt;
* Update all Version.txt files in planet/ to the new version number and commit/push.&lt;br /&gt;
* Update the Version.txt to the new version number and commit/push.&lt;br /&gt;
* Set the extra version in Version.txt to nothing [SET(C4VERSIONEXTRA      FALSE)]&lt;br /&gt;
* Then go to the [http://londeroth.org/~ck/oc-release/oc-release.cgi release button] and release from the correct branch.&lt;br /&gt;
&lt;br /&gt;
=== Post Release ===&lt;br /&gt;
&lt;br /&gt;
After the release has been uploaded do the following:&lt;br /&gt;
* Tag the released changeset with the vX.Y tag (leightweight: git tag vX.Y).&lt;br /&gt;
* Create a stable branch named stable-X for bugfix releases.&lt;br /&gt;
* Check if installers for all operating systems are existing (contact Mortimer for Mac).&lt;br /&gt;
* Basic tests: download, check installer content, run game, play game, play network game.&lt;br /&gt;
* Make announcements in our blog and in our forum.&lt;br /&gt;
* Update external game portals: [http://www.desura.com/games/publish/openclonk/execute Desura], [http://gamejolt.com/games/platformer/openclonk/44187/ Game Jolt].&lt;br /&gt;
* Notify our [https://packages.debian.org/de/sid/openclonk Debian], [https://aur.archlinux.org/packages/openclonk/ Arch], [http://www.freshports.org/games/openclonk/ FreeBSD] and [http://www.openclonk.org/download/ other] package maintainers that a new version has been released.&lt;br /&gt;
* Notify an openclonk.org admin to mark this version as released in the bugtracker and add the next version to the roadmap.&lt;br /&gt;
* Update [http://en.wikipedia.org/wiki/OpenClonk wikipedia article].&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
&lt;br /&gt;
Optional steps:&lt;br /&gt;
* Update external websites: [https://www.reddit.com/r/freegames/ reddit/freegames], [https://www.youtube.com/user/OpenClonkProject YouTube].&lt;br /&gt;
* Spread the word! More advertisement!&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1756</id>
		<title>Kill Tracing</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1756"/>
		<updated>2016-01-04T19:19:20Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page keeps track of which types of kills in OpenClonk are currently correctly traced by the engine and the object scripts. There is a test scenario which checks all kinds of kills and returns whether the correct killer has been found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Table of Kills ===&lt;br /&gt;
&lt;br /&gt;
This table contains all the tests in &#039;&#039;Tests.ocf/KillTracing.ocs&#039;&#039;, you can launch each test with LaunchTest(nr) where nr is the number indicated in the first column. The second column contains the description of the test. For each test there is a &#039;&#039;killer&#039;&#039; (K) which should be the killer from the game play point of view. Then there is a &#039;&#039;victim&#039;&#039; (V) which dies in every test, and there is a &#039;&#039;fake killer&#039;&#039; (F) which sometimes plays a role. In the third column it is then registered if the correct &#039;&#039;killer&#039;&#039; (K) has been identified as the killer of the &#039;&#039;victim&#039;&#039; (V) by the engine.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Kill Description&lt;br /&gt;
! Traced?&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| K throws object on V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| K throws lantern to V (V dies of lantern fire)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| K shoots object with cannon at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| K placed wallkit on V (V dies of asphyxiation)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| K strikes V with a sword&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| K strikes V with a club&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| K strikes V with an axe&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| K throws firestone at V (V dies of explosion)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| K shoots object with club at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| K throw firestone at object, object moves to V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| K explodes firestone material, one of the cascade firestones kills V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| K shoots a normal arrow at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| K shoots a fire arrow at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| K shoots a bomb arrow at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| K shoots with the musket at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| K throws a javelin at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| K shoots a grenade (with launcher) at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| K throws an activated iron bomb at V (no collection by V)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| K ignites powder keg (musket shot) near V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| K throws a fusing dynamite at V (no collection by V)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| F put himself on fire, K is incinerated by F and then incinerates V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| K dumps object from a lorry onto V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| K destroys a lorry with objects next to V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| K shoots an object with the catapult at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| K lets lava move onto V (trigger: explosion)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| K lets acid move onto V (trigger: explosion)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| K uses windbag to shoot object at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| K shoots at V hanging on a balloon (V tumbles out of map)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| K shoots at balloon on which V hangs (V tumbles out of map)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| K uses windbag to shoot V out of map&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| K launches a boompack at V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| F places a dynamite box, K takes igniter and blasts V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| K uses teleglove to drop object onto V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 34&lt;br /&gt;
| K blasts object from material which drops on V&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
| K throws an activated iron bomb at V (then collected by V)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 36&lt;br /&gt;
| K throws a fusing dynamite at V (V tries to collect but can&#039;t)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1755</id>
		<title>Kill Tracing</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1755"/>
		<updated>2016-01-03T22:46:43Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page keeps track of which types of kills in OpenClonk are currently correctly traced by the engine and the object scripts. There is a test scenario which checks all kinds of kills and returns whether the correct killer has been found. This scenario can be found in the repository under Tests.ocf/KillTracing.ocs. The results of this scenario are summarized in the table below. In order to see what the test exactly does, you can run a test with LaunchTest(nr) where nr is the number indicated in the first column.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Kill Description&lt;br /&gt;
! Traced?&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Object throw&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Lantern fire&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Cannon shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Wallkit asphyxiation&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Sword strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Club strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Axe strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Firestone explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Club object shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Object moved by explosion&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Firestone material cascade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Bow shot (arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Bow shot (fire arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Bow shot (bomb arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Musket shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Javelin throw&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Grenade launcher shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Iron bomb explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Powder keg (shot by musket)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Dynamite explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Incineration by burning clonk&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| Lorry dump&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Lorry destruction&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| Catapult shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Moving lava&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Moving acid&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| Windbag object shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| Balloon tumble out of map (hit rider)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Balloon tumble out of map (hit balloon)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Windbag shot out of map&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| Boompack hit&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Dynamite box (placed by other)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| Teleglove drop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1754</id>
		<title>Kill Tracing</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1754"/>
		<updated>2016-01-03T19:17:09Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page keeps track of which types of kills in OpenClonk are currently correctly traced by the engine and the object scripts. There is a test scenario which checks all kinds of kills and returns whether the correct killer has been found. This scenario can be found in the repository under Tests.ocf/KillTracing.ocs. The results of this scenario are summarized in the table below. In order to see what the test exactly does, you can run a test with LaunchTest(nr) where nr is the number indicated in the first columns.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Kill Description&lt;br /&gt;
! Traced?&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Object throw&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Lantern fire&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Cannon shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Wallkit asphyxiation&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Sword strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Club strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Axe strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Firestone explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Club object shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Object moved by explosion&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Firestone material cascade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Bow shot (arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Bow shot (fire arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Bow shot (bomb arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Musket shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Javelin throw&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Grenade launcher shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Iron bomb explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Powder keg (shot by musket)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Dynamite explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Incineration by burning clonk&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| Lorry dump&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Lorry destruction&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| Catapult shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Moving lava&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Moving acid&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| Windbag object shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| Balloon tumble out of map (hit rider)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Balloon tumble out of map (hit balloon)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Windbag shot out of map&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 31&lt;br /&gt;
| Boompack hit&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| Dynamite box (placed by other)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 33&lt;br /&gt;
| Teleglove drop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1753</id>
		<title>Kill Tracing</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1753"/>
		<updated>2016-01-03T17:39:49Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page keeps track of which types of kills in OpenClonk are currently correctly traced by the engine and the object scripts. There is a test scenario which checks all kinds of kills and returns whether the correct killer has been found. This scenario can be found in the repository under Tests.ocf/KillTracing.ocs. The results of this scenario are summarized in the table below. In order to see what the test exactly does, you can run a test with LaunchTest(nr) where nr is the number indicated in the first columns.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Kill Description&lt;br /&gt;
! Traced?&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Object throw&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Lantern fire&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Cannon shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Wallkit asphyxiation&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Sword strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Club strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Axe strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Firestone explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Club object shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Object moved by explosion&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Firestone material cascade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Bow shot (arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Bow shot (fire arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Bow shot (bomb arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Musket shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Javelin throw&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Grenade launcher shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Iron bomb explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Powder keg (shot by musket)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Dynamite explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Incineration by burning clonk&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| Lorry dump&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Lorry destruction&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| Catapult shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Moving lava&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Moving acid&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| Windbag object shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| Balloon tumble out of map (hit rider)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Balloon tumble out of map (hit balloon)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Windbag shot out of map&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1752</id>
		<title>Kill Tracing</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1752"/>
		<updated>2016-01-03T17:31:50Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page keeps track of which types of kills in OpenClonk are currently correctly traced by the engine and the object scripts. There is a test scenario which checks all kinds of kills and returns whether the correct killer has been found. This scenario can be found in the repository under Tests.ocf/KillTracing.ocs. The results of this scenario are summarized in the table below. In order to see what the test exactly does, you can run a test with LaunchTest(nr) where nr is the number indicated in the first columns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Kill Description&lt;br /&gt;
! Traced?&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Object throw&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Lantern fire&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Cannon shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Wallkit asphyxiation&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Sword strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Club strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Axe strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Firestone explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Club object shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Object moved by explosion&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Firestone material cascade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Bow shot (arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Bow shot (fire arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Bow shot (bomb arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Musket shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Javelin throw&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Grenade launcher shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Iron bomb explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Powder keg (shot by musket)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Dynamite explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Incineration by burning clonk&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| Lorry dump&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Lorry destruction&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| Catapult shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Moving lava&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Moving acid&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| Windbag object shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 28&lt;br /&gt;
| Balloon tumble out of map (hit rider)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 29&lt;br /&gt;
| Balloon tumble out of map (hit balloon)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| Windbag shot out of map&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1751</id>
		<title>Kill Tracing</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1751"/>
		<updated>2016-01-03T14:50:28Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page keeps track of which types of kills in OpenClonk are currently correctly traced by the engine and the object scripts. There is a test scenario which checks all kinds of kills and returns whether the correct killer has been found. This scenario can be found in the repository under Tests.ocf/KillTracing.ocs. The results of this scenario are summarized in the table below. In order to see what the test exactly does, you can run a test with LaunchTest(nr) where nr is the number indicated in the first columns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Kill Description&lt;br /&gt;
! Traced?&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Object throw&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Lantern fire&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Cannon shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Wallkit asphyxiation&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Sword strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Club strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Axe strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Firestone explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Club object shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Object moved by explosion&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Firestone material cascade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Bow shot (arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| Bow shot (fire arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| Bow shot (bomb arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| Musket shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| Javelin throw&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| Grenade launcher shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| Iron bomb explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| Powder keg (shot by musket)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| Dynamite explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 21&lt;br /&gt;
| Incineration by burning clonk&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 22&lt;br /&gt;
| Lorry dump&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Lorry destruction&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| Catapult shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| Moving lava&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 26&lt;br /&gt;
| Moving acid&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;no&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 27&lt;br /&gt;
| Windbag object shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;yes&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1750</id>
		<title>Kill Tracing</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Kill_Tracing&amp;diff=1750"/>
		<updated>2016-01-03T13:36:30Z</updated>

		<summary type="html">&lt;p&gt;Maikel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page keeps track of which types of kills in OpenClonk are currently correctly traced by the engine and the object scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Kill Description&lt;br /&gt;
! Traced?&lt;br /&gt;
|-&lt;br /&gt;
| Object throw&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Lantern fire&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cannon shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wallkit asphyxiation&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;false&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Sword strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Club strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Axe strike&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Firestone explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Club object shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Object moved by explosion&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Firestone material cascade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bow shot (arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bow shot (fire arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bow shot (bomb arrow)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Musket shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Javelin throw&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Grenade launcher shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Iron bomb explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Powder keg (shot by musket)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dynamite explosion (thrown)&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Incineration by burning clonk&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;false&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Lorry dump&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Lorry destruction&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Catapult shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Moving lava&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;false&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Moving acid&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;false&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Windbag object shot&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#00CC00&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maikel</name></author>
	</entry>
</feed>