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	<id>https://wiki.openclonk.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sven2</id>
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	<updated>2026-04-28T22:42:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1566</id>
		<title>Missing sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1566"/>
		<updated>2014-08-13T17:08:05Z</updated>

		<summary type="html">&lt;p&gt;Sven2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The acoustic parts of our game are pretty shabby. Here are some ideas for sound polishing. Feel free to contribute sounds from the list or to contribute your own ideas to this list by editing this page.&lt;br /&gt;
&lt;br /&gt;
== Environmental sounds ==&lt;br /&gt;
* Forest: Tree leaves, birds, cicadas&lt;br /&gt;
* Night sounds: Howling wolves at midnight/full moon&lt;br /&gt;
* Ocean: Sea waves, seagulls&lt;br /&gt;
* Underwater: Bubbles, fish sonar echoes&lt;br /&gt;
* Caves: Dripping water&lt;br /&gt;
&lt;br /&gt;
== Object sounds ==&lt;br /&gt;
* Construction site: Hammering, sawing, ...&lt;br /&gt;
* Large explosion sound&lt;br /&gt;
* Item construction sounds for tools workshop, chemical lab [boiling.ogg?], inventor&#039;s lab - could also be used for NPC village ambience sounds&lt;br /&gt;
* Destruction sounds for collapsing buildings&lt;br /&gt;
* Put/Hit sounds for barrel and bucket&lt;br /&gt;
&lt;br /&gt;
== Engine sounds ==&lt;br /&gt;
* Game start sound in the lobby (currently Blast3 I think)&lt;br /&gt;
&lt;br /&gt;
== General Objects ==&lt;br /&gt;
* The music controller object should also do sounds (forest/village/underwater/etc. ambience) (Better performance if sound search is done per player)&lt;br /&gt;
&lt;br /&gt;
== Engine features ==&lt;br /&gt;
* Automatic frequency adjustment when player is underwater&lt;br /&gt;
* Fix left/right pan&lt;br /&gt;
* Echo for caves&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1564</id>
		<title>Missing sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1564"/>
		<updated>2014-08-07T21:30:53Z</updated>

		<summary type="html">&lt;p&gt;Sven2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The acoustic parts of our game are pretty shabby. Here are some ideas for sound polishing. Feel free to contribute sounds from the list or to contribute your own ideas to this list by editing this page.&lt;br /&gt;
&lt;br /&gt;
== Environmental sounds ==&lt;br /&gt;
* Forest: Tree leaves, birds, cicadas&lt;br /&gt;
* Night sounds: Howling wolves at midnight/full moon&lt;br /&gt;
* Ocean: Sea waves, seagulls&lt;br /&gt;
* Underwater: Bubbles, fish sonar echoes&lt;br /&gt;
* Caves: Dripping water&lt;br /&gt;
&lt;br /&gt;
== Object sounds ==&lt;br /&gt;
* Construction site: Hammering, sawing, ...&lt;br /&gt;
* Large explosion sound&lt;br /&gt;
* Item construction sounds for tools workshop, chemical lab [boiling.ogg?], inventor&#039;s lab - could also be used for NPC village ambience sounds&lt;br /&gt;
* Destruction sounds for collapsing buildings&lt;br /&gt;
* Put/Hit sounds for barrel and bucket&lt;br /&gt;
&lt;br /&gt;
== Engine sounds ==&lt;br /&gt;
* Game start sound in the lobby (currently Blast3 I think)&lt;br /&gt;
&lt;br /&gt;
== General Objects ==&lt;br /&gt;
* The music controller object should also do sounds (forest/village/underwater/etc. ambience) (Better performance if sound search is done per player)&lt;br /&gt;
&lt;br /&gt;
== Engine features ==&lt;br /&gt;
* Automatic frequency adjustment when player is underwater&lt;br /&gt;
* Fix left/right pan&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1563</id>
		<title>Missing sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1563"/>
		<updated>2014-08-07T21:29:03Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Event sounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The acoustic parts of our game are pretty shabby. Here are some ideas for sound polishing. Feel free to contribute sounds from the list or to contribute your own ideas to this list by editing this page.&lt;br /&gt;
&lt;br /&gt;
== Environemental sounds ==&lt;br /&gt;
* Forest: Tree leaves, birds, cicadas&lt;br /&gt;
* Night sounds: Howling wolves at midnight/full moon&lt;br /&gt;
* Ocean: Sea waves, seagulls&lt;br /&gt;
* Underwater: Bubbles, fish sonar echoes&lt;br /&gt;
* Caves: Dripping water&lt;br /&gt;
&lt;br /&gt;
== Event sounds ==&lt;br /&gt;
* Construction site: Hammering, sawing, ...&lt;br /&gt;
* Large explosion sound&lt;br /&gt;
* Item construction sounds for tools workshop, chemical lab [boiling.ogg?], inventor&#039;s lab - could also be used for NPC village ambience sounds&lt;br /&gt;
* Destruction sounds for collapsing buildings&lt;br /&gt;
&lt;br /&gt;
== General Objects ==&lt;br /&gt;
* The music controller object should also do sounds (forest/village/underwater/etc. ambience) (Better performance if sound search is done per player)&lt;br /&gt;
&lt;br /&gt;
== Engine features ==&lt;br /&gt;
* Automatic frequency adjustment when player is underwater&lt;br /&gt;
* Fix left/right pan&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1562</id>
		<title>Missing sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1562"/>
		<updated>2014-08-07T21:28:01Z</updated>

		<summary type="html">&lt;p&gt;Sven2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The acoustic parts of our game are pretty shabby. Here are some ideas for sound polishing. Feel free to contribute sounds from the list or to contribute your own ideas to this list by editing this page.&lt;br /&gt;
&lt;br /&gt;
== Environemental sounds ==&lt;br /&gt;
* Forest: Tree leaves, birds, cicadas&lt;br /&gt;
* Night sounds: Howling wolves at midnight/full moon&lt;br /&gt;
* Ocean: Sea waves, seagulls&lt;br /&gt;
* Underwater: Bubbles, fish sonar echoes&lt;br /&gt;
* Caves: Dripping water&lt;br /&gt;
&lt;br /&gt;
== Event sounds ==&lt;br /&gt;
* Construction site: Hammering, sawing, ...&lt;br /&gt;
* Large explosion sound&lt;br /&gt;
* Item construction sounds for tools workshop, chemical lab [boiling.ogg?], inventor&#039;s lab&lt;br /&gt;
* Destruction sounds for collapsing buildings&lt;br /&gt;
&lt;br /&gt;
== General Objects ==&lt;br /&gt;
* The music controller object should also do sounds (forest/village/underwater/etc. ambience) (Better performance if sound search is done per player)&lt;br /&gt;
&lt;br /&gt;
== Engine features ==&lt;br /&gt;
* Automatic frequency adjustment when player is underwater&lt;br /&gt;
* Fix left/right pan&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1561</id>
		<title>Missing sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1561"/>
		<updated>2014-08-07T21:25:41Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Sounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The acoustic parts of our game are pretty shabby. Here are some ideas for sound polishing:&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
* The music controller object should also do sounds (forest/village/underwater/etc. ambience) (Better performance if sound search is done per player)&lt;br /&gt;
&lt;br /&gt;
== Environemental sounds ==&lt;br /&gt;
* Forest: Tree leaves, birds, cicadas&lt;br /&gt;
* Night sounds: Howling wolves at midnight/full moon&lt;br /&gt;
* Ocean: Sea waves, seagulls&lt;br /&gt;
* Underwater: Bubbles, fish sonar echoes&lt;br /&gt;
* Caves: Dripping water&lt;br /&gt;
&lt;br /&gt;
== Event sounds ==&lt;br /&gt;
* Construction site: Hammering, sawing, ...&lt;br /&gt;
* Large explosion sound&lt;br /&gt;
* Item construction sounds for tools workshop, chemical lab [boiling.ogg?], inventor&#039;s lab&lt;br /&gt;
* Destruction sounds for collapsing buildings&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Development&amp;diff=1560</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Development&amp;diff=1560"/>
		<updated>2014-08-07T21:16:44Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* 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;
&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;
[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>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1559</id>
		<title>Missing sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1559"/>
		<updated>2014-08-07T20:17:25Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Sounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The acoustic parts of our game are pretty shabby. Here are some ideas for sound polishing:&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
* The music controller object should also do sounds (forest/village/underwater/etc. ambience) (Better performance if sound search is done per player)&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
* Forest: Tree leaves&lt;br /&gt;
* Construction site: Hammering, sawing, ...&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1558</id>
		<title>Missing sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Missing_sounds&amp;diff=1558"/>
		<updated>2014-08-07T20:16:55Z</updated>

		<summary type="html">&lt;p&gt;Sven2: Created page with &amp;quot;The acoustic parts of our game are pretty shabby. Here are some ideas for sound polishing:  == Objects == * The music controller object should also do sounds (forest/village/u...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The acoustic parts of our game are pretty shabby. Here are some ideas for sound polishing:&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
* The music controller object should also do sounds (forest/village/underwater/etc. ambience) (Better performance if sound search is done per player)&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
* Forest: Tree leaves&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Building_with_Windows&amp;diff=1224</id>
		<title>Building with Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Building_with_Windows&amp;diff=1224"/>
		<updated>2012-06-15T16:45:49Z</updated>

		<summary type="html">&lt;p&gt;Sven2: link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Get the sources =&lt;br /&gt;
&lt;br /&gt;
The source of OpenClonk is hold in a so-called version control system. Put simply, this is something that allows programmers to coordinate their work. For the moment, it&#039;s just a couple of files you want to download.&lt;br /&gt;
&lt;br /&gt;
== Install TortoiseHg ==&lt;br /&gt;
&lt;br /&gt;
The notable difference to a simple download is that you need a special program to do it. Our version control system is Mercurial, and we will use the [http://tortoisehg.bitbucket.org/ TortoiseHg] client. Follow that link and click &amp;quot;Download&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_thg2.png|860px]]&lt;br /&gt;
&lt;br /&gt;
We pick the most current version for Windows available. Note your processor architecture, there are builds for 64bit processors available.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_thg3.png]]&lt;br /&gt;
&lt;br /&gt;
After the file has finished downloading and we have managed to get through all the warning boxes, we finally arrive in the installer. Nothing interesting to see here, just install it somewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_thg4.png]]&lt;br /&gt;
&lt;br /&gt;
I won&#039;t lie, I never restart my computer when I&#039;m asked to. You might do so, but from what I know you only get a few colorful icons as a reward.&lt;br /&gt;
&lt;br /&gt;
== Clone ==&lt;br /&gt;
&lt;br /&gt;
Okay, now we are going to download the sources. Mercurial calls this &amp;quot;cloning&amp;quot; because it&#039;s actually a lot more than just the sources you get. We will later see what we can do with this extra stuff.&lt;br /&gt;
&lt;br /&gt;
For now, just find a place where you want the source to be, open the context menu by right-click and select &amp;quot;Clone...&amp;quot; from the &amp;quot;TortoiseHg&amp;quot; menu:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_thg5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dialog will appear asking for the source and destination paths. In our case, we want the source to be the OpenClonk repository.  The URL you need is [http://hg.openclonk.org/ http://hg.openclonk.org/]&amp;quot;. Put it into the &amp;quot;Source Path&amp;quot; field and click the &amp;quot;Clone&amp;quot; button:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_thg6.png]]&lt;br /&gt;
&lt;br /&gt;
TortoiseHg will work for a while. Eventually, it should say &amp;quot;Cloned successfully&amp;quot;. Congratulations, you now have the bleeding edge of OpenClonk development on your hard drive!&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_thg8.png]]&lt;br /&gt;
&lt;br /&gt;
At first glance, this a lot of stuff and most likely you won&#039;t understand much of it. The good news is that you don&#039;t need to pay attention to most of it. The interesting parts are:&lt;br /&gt;
* &amp;quot;docs&amp;quot; - the sources of the documentation you might know from the Clonk Homepage&lt;br /&gt;
* &amp;quot;planet&amp;quot; - game resources. If you have used Clonk&#039;s development mode, the contents will probably look familiar.&lt;br /&gt;
* &amp;quot;src&amp;quot; - the source code of the engine&lt;br /&gt;
&lt;br /&gt;
= Get it to Compile =&lt;br /&gt;
&lt;br /&gt;
This is nice, but we are interested in seeing the game run, aren&#039;t we? For this, we need a program that will take all those C++ files and make an executable file out of it. Unfortunately, programming is complicated stuff so even setting up the tools and the environment has become a bit of science. But this won&#039;t stop us.&lt;br /&gt;
&lt;br /&gt;
== Get Microsoft Visual Studio ==&lt;br /&gt;
&lt;br /&gt;
You can say what you want about Microsoft, but they sure make nice development environments. And they are even giving a lot of it away for free. We will use [http://www.microsoft.com/express/vc/#webInstall Visual Studio C++ 2010]. Follow that link, select your language and select &amp;quot;Download&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_msvc1.png|860px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The installer will offer us a lot of stuff we don&#039;t really need for OpenClonk. You should uncheck it to make the installation faster.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_msvc2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will most likely stare at the following screen for a bit. It won&#039;t take that long, and for me didn&#039;t even restart the computer like it suggested it would.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_msvc3.png]]&lt;br /&gt;
&lt;br /&gt;
== Get Dependencies ==&lt;br /&gt;
&lt;br /&gt;
Like most big programs, OpenClonk doesn&#039;t stand on its own. Some things (like opening PNG images) were already programmed by other programers far better than we could ever do. This is why we have to get a few so-called &amp;quot;libraries&amp;quot; before Clonk can be built.&lt;br /&gt;
&lt;br /&gt;
You could try to search and download all those libraries by hand, but that would be pretty boring. Instead, just download [http://www.openclonk.org/openclonk-deps-vc90.zip this package] that contains everything you need to build Clonk.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_deps.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unpack both directories into the same path you put all the other files. Don&#039;t worry, nothing will get overwritten in &amp;quot;planet&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Get CMake ==&lt;br /&gt;
&lt;br /&gt;
Before all this becomes useful, we still need something that tells the compiler &#039;&#039;how&#039;&#039; all those sources and libraries should be compiled together.&lt;br /&gt;
&lt;br /&gt;
For this, Visual C++ needs a project file. But there is none - we have to consult &#039;&#039;another&#039;&#039; program to generate it for us. This might seem confusing - but the point is that there are a lot of build environments besides Visual Studio, and having all those project files next to each other would become a problem in the long run.&lt;br /&gt;
&lt;br /&gt;
What we need is [http://www.cmake.org/cmake/resources/software.html#latest CMake]. Follow that link and download the installer:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_cmake1.png|860px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You know what to do.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_cmake2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the installation, start the CMake GUI from the start menu. Put the path you cloned the repository into the source code path field.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_cmake3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click the &amp;quot;Configure&amp;quot; button in the lower left. It will ask what compiler we want to use. Select the compiler you want to use, for example &amp;quot;Visual Studio 10&amp;quot;. Do &#039;&#039;not&#039;&#039; pick the Win64 option, as the precompiled libraries are 32 bit.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_cmake4.png]]&lt;br /&gt;
&lt;br /&gt;
If you get some error messages (in red), you&#039;re probably missing some dependencies. Don&#039;t worry if cmake complains about some missing paths, it shouldn&#039;t affect you.&lt;br /&gt;
&lt;br /&gt;
The last step is to click the &amp;quot;Generate&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
== Your First Build ==&lt;br /&gt;
&lt;br /&gt;
Okay, now we have everything needed to make OpenClonk run for the first time. Go into the source directory and double-click on the &amp;quot;openclonk.sln&amp;quot; file that should now have appeared:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_build1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Visual C++ should open and look similar to this:&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_build2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We only want to build the engine, so select &amp;quot;clonk&amp;quot; from the list, right-click and select &amp;quot;Set as Start-Up project&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_build3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select &amp;quot;Build Solution&amp;quot; from the &amp;quot;Build&amp;quot; menu (or just press F7). No, I don&#039;t know what &amp;quot;solution&amp;quot; means. Drink a cup of coffee or two while you wait for the compiler to do its job.&lt;br /&gt;
&lt;br /&gt;
Eventually, you will arrive at this screen.&lt;br /&gt;
&lt;br /&gt;
[[File:build_windows_build4.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nevertheless, you can now select &amp;quot;Start Debugging&amp;quot; from the &amp;quot;Debug&amp;quot; menu (or just press F5) and should be greeted by the startup screen of a fresh OpenClonk build!&lt;br /&gt;
&lt;br /&gt;
[[File:Openclonk_first_start.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you are wondering why OpenClonk suddenly starts in some kind of pseudo windowed mode: This is because we just built a debug build (note the &amp;quot;dbg&amp;quot; after the version?). This build is a bit slower but allows you to get a better look at the internals of the engine while it&#039;s running. Maybe we&#039;ll have another article about that soon.&lt;br /&gt;
&lt;br /&gt;
= Enabling sound and DirectX =&lt;br /&gt;
&lt;br /&gt;
So far, the version of OpenClonk you can compile runs with OpenGL only and without sound. Here is how to enable both DirectX and sound:&lt;br /&gt;
&lt;br /&gt;
Download the latest [http://msdn.microsoft.com/en-us/directx/default.aspx DirectX SDK] from the Microsoft website and install it. For sound, download the [http://www.fmod.org/index.php/download#FMOD3ProgrammersAPI FMOD 3 Programmers API] and unpack it somewhere. Now, you need to copy api/fmod.dll into your planet/ directory, all the files that are in api/inc to planet/deps/include and api/lib/fmodvc.lib to planet/deps/lib.&lt;br /&gt;
&lt;br /&gt;
Thats it. Now, you need to re-run CMake and check both USE_DIRECTX and USE_FMOD. Compiling the game with VC++ will now produce a build where you can hear the sound and use direct x.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Sync_losses&amp;diff=1004</id>
		<title>Sync losses</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Sync_losses&amp;diff=1004"/>
		<updated>2011-09-28T22:20:40Z</updated>

		<summary type="html">&lt;p&gt;Sven2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Synchronization loss? What does it mean? ===&lt;br /&gt;
Synchronization losses happen in network games when one or more clients see a different game than the host.&lt;br /&gt;
&lt;br /&gt;
Because network games in Clonk are synchronized by transferring player controls only, this is a fatal error from which the game can not recover easily. Once there is just a small difference between host and client, the changes usually quickly snowball into much larger offsets and the root cause can hardly be made out just from looking at the game states. This is due to the highly dynamic game and some factors like e.g. the global random number generator, which pushes the game into completely different directions once there has been a small mismatch between host and clients.&lt;br /&gt;
&lt;br /&gt;
The game checks synchronization by transferring packets of some key checksum parameters - like random number generator state, Clonk positions, etc. - and checking the client against the host state on all clients. Because the network host, by definition, always has the &amp;quot;correct&amp;quot; game state, only network clients can receive a sync loss message.&lt;br /&gt;
&lt;br /&gt;
=== The sync loss message ===&lt;br /&gt;
A typical sync loss message may look like this.&lt;br /&gt;
&lt;br /&gt;
 FATAL ERROR: Network: Synchronization loss!&lt;br /&gt;
 FATAL ERROR: Network: Host Frm 100 Ctrl 50 Rnc 98213 Cpx 116852 PXS 593 MMi 630 Obc 1703 Oei 1825 Sct 2655&lt;br /&gt;
 FATAL ERROR: Network: Client Frm 100 Ctrl 50 Rnc 99071 Cpx 76260 PXS 600 MMi 553 Obc 1705 Oei 1827 Sct 2654&lt;br /&gt;
&lt;br /&gt;
The message shows the checksum variables for host and clients. Unless there is a bug in the sync check code, at least one of these values should be different between host and client (in this case, it would be Rnc, Cpx, PXS, MMi, Obc, Oei and Sct). The fields have the following meanings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frm&#039;&#039;: Frame counter. This should almost always match. If it is different between host and client, all other values will probably differ as well. Possible causes might be bugs in the control execution (i.e.: Clients executed the sync check packet too early or too late), wrong frame counter initialization from savegame resume or some serious memory corruption overwriting the value.&lt;br /&gt;
* &#039;&#039;Ctrl&#039;&#039;: Control frame index. Control frames are control exchange cycles between clients. Difference usually due to similar reasons as for Frm.&lt;br /&gt;
* &#039;&#039; Rnc&#039;&#039;: RandomCount. Number of times the random number generator has been called since its last reseeding. Because just about everything in the engine calls the random number generator, this value is almost always different when a sync check fails. It usually doesn&#039;t help in finding the cause.&lt;br /&gt;
* &#039;&#039;Cpx&#039;&#039;: CrewPositionX: Sum of all x coordinates of player crew members times 100. A large difference right as the game starts often indicates that there was a problem joining one of the players. In scenarios that have random start positions, it could also mean the difference happened before player joins (e.g. during landscape creation). Small difference means one of the Clonks was at a slightly different position. This could be due to anything and doesn&#039;t help much.&lt;br /&gt;
* &#039;&#039;PXS&#039;&#039;: Loose pixel checksum. Because loose pixels heavily rely on random numbers in their behaviour, it&#039;s usually off whenever Rnc is off. Doesn&#039;t tell you much about the error cause.&lt;br /&gt;
* &#039;&#039;MMi&#039;&#039;: MassMoverIndex. Movement of large bodies of materials (e.g. water). Similar to PXS.&lt;br /&gt;
* &#039;&#039;Obc&#039;&#039;: ObjectCount. Number of objects in the game.&lt;br /&gt;
* &#039;&#039;Oei&#039;&#039;: ObjectEnumerationIndex. Number of objects that have ever been created in the game. If Oei is higher for one of the computers but Obc is the same, a short-lived object had been created on only one of the clients.&lt;br /&gt;
* &#039;&#039;Sct&#039;&#039;: SectorShapeSum. Checksum of overlapping shapes of objects in sectors. If this is different while all other values are the same, there was a problem sorting objects into sectors lists. Common cause would be invalid or weird object shapes, or object position changes without updating the shape structure.&lt;br /&gt;
&lt;br /&gt;
=== Common sync loss causes ===&lt;br /&gt;
Here are some problems that have caused sync losses in the past. Listed in descending order of frequency, i.e. most common causes first:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;Different engine versions&#039;&#039;. Because version numbers are usually checked, this is uncommon for regular players, but very, very common for engine developers who just click away that warning about incompatible enignes. Causes could be people didn&#039;t synchronize the repository, didn&#039;t  update or didn&#039;t check in their code changes. Any sync loss report where the participants used different engine versions or where they are not sure if they used the same version should be ignored.&lt;br /&gt;
# &#039;&#039;Synchronization issues between platforms&#039;&#039;. The most common bug is that the Linux version executes the game differently than the Windows version, or the 64 bit build executes differently than the 32 bit build. Often, bugs can also be reproduced by compiling the game with different compilers under the same system. Common errors are differences in floating point calculation. But any code that causes behaviour which is &amp;quot;undefined&amp;quot; by the language (uininitialized variables, memory used after freed, wild pointers, etc.) can have different effects on different platforms/builds. To narrow this down, it should be checked if the bug occurs even if everyone uses the same build and platform.&lt;br /&gt;
# &#039;&#039;Script execution dependent on unsynchronized values&#039;&#039;. If a value is not the same on all clients - such as the local system time - it should never be used to do stuff that affects the synchronization of the game - e.g., call Random() and use up a random numer. Common values that have caused bugs in the past and should be handled with care are:&lt;br /&gt;
#* Viewport values (existence, size, order, ...). Viewports are not synchronized.&lt;br /&gt;
#* Localized strings. Because people may use different language settings, you can almost never assume that strings have the same content on all computers. Do not run synchronized operations that depend on string contents or string length. E.g., if you display a localized message to the user, it is not OK to wait a certain number of frames depending on message length, then do some operation that modifies the game state.&lt;br /&gt;
#* Sound/Music. People may have their sound turned off. Music is not aligned to frames, i.e. it might start and stop earlier/later on some clients&lt;br /&gt;
#* Player and Clonk portraits (obsolete in OC?)&lt;br /&gt;
#* Random/SafeRandom - use Random for sycnrhonized code, SafeRandom for asynchronous operations&lt;br /&gt;
#* User interface operations. UI window posiotions, mouse position, keypresses, etc. may only be used after they have been synchronized though the control queue&lt;br /&gt;
#* Local files&lt;br /&gt;
# &#039;&#039;Different file versions&#039;&#039;. All files that are relevant for a synchronized game should be checked before game start. However, there are often bugs that cause this check to fail. Files may be relevant but synchronization is not checked, or there might be trouble reading all files in the same way when they are unpacked. When narrowing down the bug, it might be worthwhile to let all participant play with the same, packed files from a clean install for testing purposes.&lt;br /&gt;
# &#039;&#039;Configuration-dependent sync losses&#039;&#039;. Sometimes, bugs occur only for certain people even if they use the same engine build as everyone else. This is often a bug that occurs only in certain configuration settings. Examples for bugs that have been found in the past are music-related stuff, player file-related bugs (e.g. synchronized code depending on player portraits) or differences between DirectX/OpenGL or bit depth.&lt;br /&gt;
&lt;br /&gt;
=== Tracking down the cause ===&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
=== Records ===&lt;br /&gt;
Because records, just like network games, store player commands only, sync losses can happen in records as well. In that case, the game state during replay loses synchronization from the game state as it was when the game was recorded. Knowing this, records can be a useful tool to hunt down synchronization bugs.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Sync_losses&amp;diff=1003</id>
		<title>Sync losses</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Sync_losses&amp;diff=1003"/>
		<updated>2011-09-28T22:13:49Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Common sync loss causes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Synchronization loss? What does it mean? ===&lt;br /&gt;
Synchronization losses happen in network games when one or more clients see a different game than the host.&lt;br /&gt;
&lt;br /&gt;
Because network games in Clonk are synchronized by transferring player controls only, this is a fatal error from which the game can not recover easily. Once there is just a small difference between host and client, the changes usually quickly snowball into much larger offsets and the root cause can hardly be made out just from looking at the game states. This is due to the highly dynamic game and some factors like e.g. the global random number generator, which pushes the game into completely different directions once there has been a small mismatch between host and clients.&lt;br /&gt;
&lt;br /&gt;
The game checks synchronization by transferring packets of some key checksum parameters - like random number generator state, Clonk positions, etc. - and checking the client against the host state on all clients. Because the network host, by definition, always has the &amp;quot;correct&amp;quot; game state, only network clients can receive a sync loss message.&lt;br /&gt;
&lt;br /&gt;
=== The sync loss message ===&lt;br /&gt;
A typical sync loss message may look like this.&lt;br /&gt;
&lt;br /&gt;
 FATAL ERROR: Network: Synchronization loss!&lt;br /&gt;
 FATAL ERROR: Network: Host Frm 100 Ctrl 50 Rnc 98213 Cpx 116852 PXS 593 MMi 630 Obc 1703 Oei 1825 Sct 2655&lt;br /&gt;
 FATAL ERROR: Network: Client Frm 100 Ctrl 50 Rnc 99071 Cpx 76260 PXS 600 MMi 553 Obc 1705 Oei 1827 Sct 2654&lt;br /&gt;
&lt;br /&gt;
The message shows the checksum variables for host and clients. Unless there is a bug in the sync check code, at least one of these values should be different between host and client (in this case, it would be Rnc, Cpx, PXS, MMi, Obc, Oei and Sct). The fields have the following meanings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frm&#039;&#039;: Frame counter. This should almost always match. If it is different between host and client, all other values will probably differ as well. Possible causes might be bugs in the control execution (i.e.: Clients executed the sync check packet too early or too late), wrong frame counter initialization from savegame resume or some serious memory corruption overwriting the value.&lt;br /&gt;
* &#039;&#039;Ctrl&#039;&#039;: Control frame index. Control frames are control exchange cycles between clients. Difference usually due to similar reasons as for Frm.&lt;br /&gt;
* &#039;&#039; Rnc&#039;&#039;: RandomCount. Number of times the random number generator has been called since its last reseeding. Because just about everything in the engine calls the random number generator, this value is almost always different when a sync check fails. It usually doesn&#039;t help in finding the cause.&lt;br /&gt;
* &#039;&#039;Cpx&#039;&#039;: CrewPositionX: Sum of all x coordinates of player crew members times 100. A large difference right as the game starts often indicates that there was a problem joining one of the players. In scenarios that have random start positions, it could also mean the difference happened before player joins (e.g. during landscape creation). Small difference means one of the Clonks was at a slightly different position. This could be due to anything and doesn&#039;t help much.&lt;br /&gt;
* &#039;&#039;PXS&#039;&#039;: Loose pixel checksum. Because loose pixels heavily rely on random numbers in their behaviour, it&#039;s usually off whenever Rnc is off. Doesn&#039;t tell you much about the error cause.&lt;br /&gt;
* &#039;&#039;MMi&#039;&#039;: MassMoverIndex. Movement of large bodies of materials (e.g. water). Similar to PXS.&lt;br /&gt;
* &#039;&#039;Obc&#039;&#039;: ObjectCount. Number of objects in the game.&lt;br /&gt;
* &#039;&#039;Oei&#039;&#039;: ObjectEnumerationIndex. Number of objects that have ever been created in the game. If Oei is higher for one of the computers but Obc is the same, a short-lived object had been created on only one of the clients.&lt;br /&gt;
* &#039;&#039;Sct&#039;&#039;: SectorShapeSum. Checksum of overlapping shapes of objects in sectors. If this is different while all other values are the same, there was a problem sorting objects into sectors lists. Common cause would be invalid or weird object shapes, or object position changes without updating the shape structure.&lt;br /&gt;
&lt;br /&gt;
=== Common sync loss causes ===&lt;br /&gt;
Here are some problems that have caused sync losses in the past. Listed in descending order of frequency, i.e. most common causes first:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;Different engine versions&#039;&#039;. Because version numbers are usually checked, this is uncommon for regular players, but very, very common for engine developers who just click away that warning about incompatible enignes. Causes could be people didn&#039;t synchronize the repository, didn&#039;t  update or didn&#039;t check in their code changes. Any sync loss report where the participants used different engine versions or where they are not sure if they used the same version should be ignored.&lt;br /&gt;
# &#039;&#039;Synchronization issues between platforms&#039;&#039;. The most common bug is that the Linux version executes the game differently than the Windows version, or the 64 bit build executes differently than the 32 bit build. Often, bugs can also be reproduced by compiling the game with different compilers under the same system. Common errors are differences in floating point calculation. But any code that causes behaviour which is &amp;quot;undefined&amp;quot; by the language (uininitialized variables, memory used after freed, wild pointers, etc.) can have different effects on different platforms/builds. To narrow this down, it should be checked if the bug occurs even if everyone uses the same build and platform.&lt;br /&gt;
# &#039;&#039;Script execution dependent on unsynchronized values&#039;&#039;. If a value is not the same on all clients - such as the local system time - it should never be used to do stuff that affects the synchronization of the game - e.g., call Random() and use up a random numer. Common values that have caused bugs in the past and should be handled with care are:&lt;br /&gt;
#* Viewport values (existence, size, order, ...). Viewports are not synchronized.&lt;br /&gt;
#* Localized strings. Because people may use different language settings, you can almost never assume that strings have the same content on all computers. Do not run synchronized operations that depend on string contents or string length. E.g., if you display a localized message to the user, it is not OK to wait a certain number of frames depending on message length, then do some operation that modifies the game state.&lt;br /&gt;
#* Sound/Music. People may have their sound turned off. Music is not aligned to frames, i.e. it might start and stop earlier/later on some clients&lt;br /&gt;
#* Player and Clonk portraits (obsolete in OC?)&lt;br /&gt;
#* Random/SafeRandom - use Random for sycnrhonized code, SafeRandom for asynchronous operations&lt;br /&gt;
#* User interface operations. UI window posiotions, mouse position, keypresses, etc. may only be used after they have been synchronized though the control queue&lt;br /&gt;
#* Local files&lt;br /&gt;
# &#039;&#039;Different file versions&#039;&#039;. All files that are relevant for a synchronized game should be checked before game start. However, there are often bugs that cause this check to fail. Files may be relevant but synchronization is not checked, or there might be trouble reading all files in the same way when they are unpacked. When narrowing down the bug, it might be worthwhile to let all participant play with the same, packed files from a clean install for testing purposes.&lt;br /&gt;
# &#039;&#039;Configuration-dependent sync losses&#039;&#039;. Sometimes, bugs occur only for certain people even if they use the same engine build as everyone else. This is often a bug that occurs only in certain configuration settings. Examples for bugs that have been found in the past are music-related stuff, player file-related bugs (e.g. synchronized code depending on player portraits) or differences between DirectX/OpenGL or bit depth.&lt;br /&gt;
&lt;br /&gt;
=== Records ===&lt;br /&gt;
Because records, just like network games, store player commands only, sync losses can happen in records as well. In that case, the game state during replay loses synchronization from the game state as it was when the game was recorded. Knowing this, records can be a useful tool to hunt down synchronization bugs.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Sync_losses&amp;diff=1002</id>
		<title>Sync losses</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Sync_losses&amp;diff=1002"/>
		<updated>2011-09-28T22:13:30Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Common sync loss causes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Synchronization loss? What does it mean? ===&lt;br /&gt;
Synchronization losses happen in network games when one or more clients see a different game than the host.&lt;br /&gt;
&lt;br /&gt;
Because network games in Clonk are synchronized by transferring player controls only, this is a fatal error from which the game can not recover easily. Once there is just a small difference between host and client, the changes usually quickly snowball into much larger offsets and the root cause can hardly be made out just from looking at the game states. This is due to the highly dynamic game and some factors like e.g. the global random number generator, which pushes the game into completely different directions once there has been a small mismatch between host and clients.&lt;br /&gt;
&lt;br /&gt;
The game checks synchronization by transferring packets of some key checksum parameters - like random number generator state, Clonk positions, etc. - and checking the client against the host state on all clients. Because the network host, by definition, always has the &amp;quot;correct&amp;quot; game state, only network clients can receive a sync loss message.&lt;br /&gt;
&lt;br /&gt;
=== The sync loss message ===&lt;br /&gt;
A typical sync loss message may look like this.&lt;br /&gt;
&lt;br /&gt;
 FATAL ERROR: Network: Synchronization loss!&lt;br /&gt;
 FATAL ERROR: Network: Host Frm 100 Ctrl 50 Rnc 98213 Cpx 116852 PXS 593 MMi 630 Obc 1703 Oei 1825 Sct 2655&lt;br /&gt;
 FATAL ERROR: Network: Client Frm 100 Ctrl 50 Rnc 99071 Cpx 76260 PXS 600 MMi 553 Obc 1705 Oei 1827 Sct 2654&lt;br /&gt;
&lt;br /&gt;
The message shows the checksum variables for host and clients. Unless there is a bug in the sync check code, at least one of these values should be different between host and client (in this case, it would be Rnc, Cpx, PXS, MMi, Obc, Oei and Sct). The fields have the following meanings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frm&#039;&#039;: Frame counter. This should almost always match. If it is different between host and client, all other values will probably differ as well. Possible causes might be bugs in the control execution (i.e.: Clients executed the sync check packet too early or too late), wrong frame counter initialization from savegame resume or some serious memory corruption overwriting the value.&lt;br /&gt;
* &#039;&#039;Ctrl&#039;&#039;: Control frame index. Control frames are control exchange cycles between clients. Difference usually due to similar reasons as for Frm.&lt;br /&gt;
* &#039;&#039; Rnc&#039;&#039;: RandomCount. Number of times the random number generator has been called since its last reseeding. Because just about everything in the engine calls the random number generator, this value is almost always different when a sync check fails. It usually doesn&#039;t help in finding the cause.&lt;br /&gt;
* &#039;&#039;Cpx&#039;&#039;: CrewPositionX: Sum of all x coordinates of player crew members times 100. A large difference right as the game starts often indicates that there was a problem joining one of the players. In scenarios that have random start positions, it could also mean the difference happened before player joins (e.g. during landscape creation). Small difference means one of the Clonks was at a slightly different position. This could be due to anything and doesn&#039;t help much.&lt;br /&gt;
* &#039;&#039;PXS&#039;&#039;: Loose pixel checksum. Because loose pixels heavily rely on random numbers in their behaviour, it&#039;s usually off whenever Rnc is off. Doesn&#039;t tell you much about the error cause.&lt;br /&gt;
* &#039;&#039;MMi&#039;&#039;: MassMoverIndex. Movement of large bodies of materials (e.g. water). Similar to PXS.&lt;br /&gt;
* &#039;&#039;Obc&#039;&#039;: ObjectCount. Number of objects in the game.&lt;br /&gt;
* &#039;&#039;Oei&#039;&#039;: ObjectEnumerationIndex. Number of objects that have ever been created in the game. If Oei is higher for one of the computers but Obc is the same, a short-lived object had been created on only one of the clients.&lt;br /&gt;
* &#039;&#039;Sct&#039;&#039;: SectorShapeSum. Checksum of overlapping shapes of objects in sectors. If this is different while all other values are the same, there was a problem sorting objects into sectors lists. Common cause would be invalid or weird object shapes, or object position changes without updating the shape structure.&lt;br /&gt;
&lt;br /&gt;
=== Common sync loss causes ===&lt;br /&gt;
Here are some problems that have caused sync losses in the past. Listed in descending order of frequency, i.e. most common causes first:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;Different engine versions&#039;&#039;. Because version numbers are usually checked, this is uncommon for regular players, but very, very common for engine developers who just click away that warning about incompatible enignes. Causes could be people didn&#039;t synchronize the repository, didn&#039;t  update or didn&#039;t check in their code changes. Any sync loss report where the participants used different engine versions or where they are not sure if they used the same version should be ignored.&lt;br /&gt;
# &#039;&#039;Synchronization issues between platforms&#039;&#039;. The most common bug is that the Linux version executes the game differently than the Windows version, or the 64 bit build executes differently than the 32 bit build. Often, bugs can also be reproduced by compiling the game with different compilers under the same system. Common errors are differences in floating point calculation. But any code that causes behaviour which is &amp;quot;undefined&amp;quot; by the language (uininitialized variables, memory used after freed, wild pointers, etc.) can have different effects on different platforms/builds. To narrow this down, it should be checked if the bug occurs even if everyone uses the same build and platform.&lt;br /&gt;
# Script execution dependent on unsynchronized values. If a value is not the same on all clients - such as the local system time - it should never be used to do stuff that affects the synchronization of the game - e.g., call Random() and use up a random numer. Common values that have caused bugs in the past and should be handled with care are:&lt;br /&gt;
#* Viewport values (existence, size, order, ...). Viewports are not synchronized.&lt;br /&gt;
#* Localized strings. Because people may use different language settings, you can almost never assume that strings have the same content on all computers. Do not run synchronized operations that depend on string contents or string length. E.g., if you display a localized message to the user, it is not OK to wait a certain number of frames depending on message length, then do some operation that modifies the game state.&lt;br /&gt;
#* Sound/Music. People may have their sound turned off. Music is not aligned to frames, i.e. it might start and stop earlier/later on some clients&lt;br /&gt;
#* Player and Clonk portraits (obsolete in OC?)&lt;br /&gt;
#* Random/SafeRandom - use Random for sycnrhonized code, SafeRandom for asynchronous operations&lt;br /&gt;
#* User interface operations. UI window posiotions, mouse position, keypresses, etc. may only be used after they have been synchronized though the control queue&lt;br /&gt;
#* Local files&lt;br /&gt;
# &#039;&#039;Different file versions&#039;&#039;. All files that are relevant for a synchronized game should be checked before game start. However, there are often bugs that cause this check to fail. Files may be relevant but synchronization is not checked, or there might be trouble reading all files in the same way when they are unpacked. When narrowing down the bug, it might be worthwhile to let all participant play with the same, packed files from a clean install for testing purposes.&lt;br /&gt;
# &#039;&#039;Configuration-dependent sync losses&#039;&#039;. Sometimes, bugs occur only for certain people even if they use the same engine build as everyone else. This is often a bug that occurs only in certain configuration settings. Examples for bugs that have been found in the past are music-related stuff, player file-related bugs (e.g. synchronized code depending on player portraits) or differences between DirectX/OpenGL or bit depth.&lt;br /&gt;
&lt;br /&gt;
=== Records ===&lt;br /&gt;
Because records, just like network games, store player commands only, sync losses can happen in records as well. In that case, the game state during replay loses synchronization from the game state as it was when the game was recorded. Knowing this, records can be a useful tool to hunt down synchronization bugs.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Sync_losses&amp;diff=1001</id>
		<title>Sync losses</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Sync_losses&amp;diff=1001"/>
		<updated>2011-09-28T22:06:04Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Common sync loss causes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Synchronization loss? What does it mean? ===&lt;br /&gt;
Synchronization losses happen in network games when one or more clients see a different game than the host.&lt;br /&gt;
&lt;br /&gt;
Because network games in Clonk are synchronized by transferring player controls only, this is a fatal error from which the game can not recover easily. Once there is just a small difference between host and client, the changes usually quickly snowball into much larger offsets and the root cause can hardly be made out just from looking at the game states. This is due to the highly dynamic game and some factors like e.g. the global random number generator, which pushes the game into completely different directions once there has been a small mismatch between host and clients.&lt;br /&gt;
&lt;br /&gt;
The game checks synchronization by transferring packets of some key checksum parameters - like random number generator state, Clonk positions, etc. - and checking the client against the host state on all clients. Because the network host, by definition, always has the &amp;quot;correct&amp;quot; game state, only network clients can receive a sync loss message.&lt;br /&gt;
&lt;br /&gt;
=== The sync loss message ===&lt;br /&gt;
A typical sync loss message may look like this.&lt;br /&gt;
&lt;br /&gt;
 FATAL ERROR: Network: Synchronization loss!&lt;br /&gt;
 FATAL ERROR: Network: Host Frm 100 Ctrl 50 Rnc 98213 Cpx 116852 PXS 593 MMi 630 Obc 1703 Oei 1825 Sct 2655&lt;br /&gt;
 FATAL ERROR: Network: Client Frm 100 Ctrl 50 Rnc 99071 Cpx 76260 PXS 600 MMi 553 Obc 1705 Oei 1827 Sct 2654&lt;br /&gt;
&lt;br /&gt;
The message shows the checksum variables for host and clients. Unless there is a bug in the sync check code, at least one of these values should be different between host and client (in this case, it would be Rnc, Cpx, PXS, MMi, Obc, Oei and Sct). The fields have the following meanings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frm&#039;&#039;: Frame counter. This should almost always match. If it is different between host and client, all other values will probably differ as well. Possible causes might be bugs in the control execution (i.e.: Clients executed the sync check packet too early or too late), wrong frame counter initialization from savegame resume or some serious memory corruption overwriting the value.&lt;br /&gt;
* &#039;&#039;Ctrl&#039;&#039;: Control frame index. Control frames are control exchange cycles between clients. Difference usually due to similar reasons as for Frm.&lt;br /&gt;
* &#039;&#039; Rnc&#039;&#039;: RandomCount. Number of times the random number generator has been called since its last reseeding. Because just about everything in the engine calls the random number generator, this value is almost always different when a sync check fails. It usually doesn&#039;t help in finding the cause.&lt;br /&gt;
* &#039;&#039;Cpx&#039;&#039;: CrewPositionX: Sum of all x coordinates of player crew members times 100. A large difference right as the game starts often indicates that there was a problem joining one of the players. In scenarios that have random start positions, it could also mean the difference happened before player joins (e.g. during landscape creation). Small difference means one of the Clonks was at a slightly different position. This could be due to anything and doesn&#039;t help much.&lt;br /&gt;
* &#039;&#039;PXS&#039;&#039;: Loose pixel checksum. Because loose pixels heavily rely on random numbers in their behaviour, it&#039;s usually off whenever Rnc is off. Doesn&#039;t tell you much about the error cause.&lt;br /&gt;
* &#039;&#039;MMi&#039;&#039;: MassMoverIndex. Movement of large bodies of materials (e.g. water). Similar to PXS.&lt;br /&gt;
* &#039;&#039;Obc&#039;&#039;: ObjectCount. Number of objects in the game.&lt;br /&gt;
* &#039;&#039;Oei&#039;&#039;: ObjectEnumerationIndex. Number of objects that have ever been created in the game. If Oei is higher for one of the computers but Obc is the same, a short-lived object had been created on only one of the clients.&lt;br /&gt;
* &#039;&#039;Sct&#039;&#039;: SectorShapeSum. Checksum of overlapping shapes of objects in sectors. If this is different while all other values are the same, there was a problem sorting objects into sectors lists. Common cause would be invalid or weird object shapes, or object position changes without updating the shape structure.&lt;br /&gt;
&lt;br /&gt;
=== Common sync loss causes ===&lt;br /&gt;
Here are some problems that have caused sync losses in the past. Listed in descending order of frequency, i.e. most common causes first:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;Different engine versions&#039;&#039;. Because version numbers are usually checked, this is uncommon for regular players, but very, very common for engine developers who just click away that warning about incompatible enignes. Causes could be people didn&#039;t synchronize the repository, didn&#039;t  update or didn&#039;t check in their code changes. Any sync loss report where the participants used different engine versions or where they are not sure if they used the same version should be ignored.&lt;br /&gt;
# &#039;&#039;Synchronization issues between platforms&#039;&#039;. The most common bug is that the Linux version executes the game differently than the Windows version, or the 64 bit build executes differently than the 32 bit build. Often, bugs can also be reproduced by compiling the game with different compilers under the same system. Common errors are differences in floating point calculation. But any code that causes behaviour which is &amp;quot;undefined&amp;quot; by the language (uininitialized variables, memory used after freed, wild pointers, etc.) can have different effects on different platforms/builds. To narrow this down, it should be checked if the bug occurs even if everyone uses the same build and platform.&lt;br /&gt;
# Script execution dependent on unsynchronized values. If a value is not the same on all clients - such as the local system time - it should never be used to do stuff that affects the synchronization of the game - e.g., call Random() and use up a random numer. Common pitfalls are:&lt;br /&gt;
#* hhh&lt;br /&gt;
# &#039;&#039;Different file versions&#039;&#039;. All files that are relevant for a synchronized game should be checked before game start. However, there are often bugs that cause this check to fail. Files may be relevant but synchronization is not checked, or there might be trouble reading all files in the same way when they are unpacked. When narrowing down the bug, it might be worthwhile to let all participant play with the same, packed files from a clean install for testing purposes.&lt;br /&gt;
# &#039;&#039;Configuration-dependent sync losses&#039;&#039;. Sometimes, bugs occur only for certain people even if they use the same engine build as everyone else. This is often a bug that occurs only in certain configuration settings. Examples for bugs that have been found in the past are music-related stuff, player file-related bugs (e.g. synchronized code depending on player portraits) or differences between DirectX/OpenGL or bit depth.&lt;br /&gt;
&lt;br /&gt;
=== Records ===&lt;br /&gt;
Because records, just like network games, store player commands only, sync losses can happen in records as well. In that case, the game state during replay loses synchronization from the game state as it was when the game was recorded. Knowing this, records can be a useful tool to hunt down synchronization bugs.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Sync_losses&amp;diff=1000</id>
		<title>Sync losses</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Sync_losses&amp;diff=1000"/>
		<updated>2011-09-28T21:50:25Z</updated>

		<summary type="html">&lt;p&gt;Sven2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Synchronization loss? What does it mean? ===&lt;br /&gt;
Synchronization losses happen in network games when one or more clients see a different game than the host.&lt;br /&gt;
&lt;br /&gt;
Because network games in Clonk are synchronized by transferring player controls only, this is a fatal error from which the game can not recover easily. Once there is just a small difference between host and client, the changes usually quickly snowball into much larger offsets and the root cause can hardly be made out just from looking at the game states. This is due to the highly dynamic game and some factors like e.g. the global random number generator, which pushes the game into completely different directions once there has been a small mismatch between host and clients.&lt;br /&gt;
&lt;br /&gt;
The game checks synchronization by transferring packets of some key checksum parameters - like random number generator state, Clonk positions, etc. - and checking the client against the host state on all clients. Because the network host, by definition, always has the &amp;quot;correct&amp;quot; game state, only network clients can receive a sync loss message.&lt;br /&gt;
&lt;br /&gt;
=== The sync loss message ===&lt;br /&gt;
A typical sync loss message may look like this.&lt;br /&gt;
&lt;br /&gt;
 FATAL ERROR: Network: Synchronization loss!&lt;br /&gt;
 FATAL ERROR: Network: Host Frm 100 Ctrl 50 Rnc 98213 Cpx 116852 PXS 593 MMi 630 Obc 1703 Oei 1825 Sct 2655&lt;br /&gt;
 FATAL ERROR: Network: Client Frm 100 Ctrl 50 Rnc 99071 Cpx 76260 PXS 600 MMi 553 Obc 1705 Oei 1827 Sct 2654&lt;br /&gt;
&lt;br /&gt;
The message shows the checksum variables for host and clients. Unless there is a bug in the sync check code, at least one of these values should be different between host and client (in this case, it would be Rnc, Cpx, PXS, MMi, Obc, Oei and Sct). The fields have the following meanings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frm&#039;&#039;: Frame counter. This should almost always match. If it is different between host and client, all other values will probably differ as well. Possible causes might be bugs in the control execution (i.e.: Clients executed the sync check packet too early or too late), wrong frame counter initialization from savegame resume or some serious memory corruption overwriting the value.&lt;br /&gt;
* &#039;&#039;Ctrl&#039;&#039;: Control frame index. Control frames are control exchange cycles between clients. Difference usually due to similar reasons as for Frm.&lt;br /&gt;
* &#039;&#039; Rnc&#039;&#039;: RandomCount. Number of times the random number generator has been called since its last reseeding. Because just about everything in the engine calls the random number generator, this value is almost always different when a sync check fails. It usually doesn&#039;t help in finding the cause.&lt;br /&gt;
* &#039;&#039;Cpx&#039;&#039;: CrewPositionX: Sum of all x coordinates of player crew members times 100. A large difference right as the game starts often indicates that there was a problem joining one of the players. In scenarios that have random start positions, it could also mean the difference happened before player joins (e.g. during landscape creation). Small difference means one of the Clonks was at a slightly different position. This could be due to anything and doesn&#039;t help much.&lt;br /&gt;
* &#039;&#039;PXS&#039;&#039;: Loose pixel checksum. Because loose pixels heavily rely on random numbers in their behaviour, it&#039;s usually off whenever Rnc is off. Doesn&#039;t tell you much about the error cause.&lt;br /&gt;
* &#039;&#039;MMi&#039;&#039;: MassMoverIndex. Movement of large bodies of materials (e.g. water). Similar to PXS.&lt;br /&gt;
* &#039;&#039;Obc&#039;&#039;: ObjectCount. Number of objects in the game.&lt;br /&gt;
* &#039;&#039;Oei&#039;&#039;: ObjectEnumerationIndex. Number of objects that have ever been created in the game. If Oei is higher for one of the computers but Obc is the same, a short-lived object had been created on only one of the clients.&lt;br /&gt;
* &#039;&#039;Sct&#039;&#039;: SectorShapeSum. Checksum of overlapping shapes of objects in sectors. If this is different while all other values are the same, there was a problem sorting objects into sectors lists. Common cause would be invalid or weird object shapes, or object position changes without updating the shape structure.&lt;br /&gt;
&lt;br /&gt;
=== Common sync loss causes ===&lt;br /&gt;
Here are some problems that have caused sync losses in the past. Listed in descending order of frequency, i.e. most common causes first:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;Different engine versions&#039;&#039;. Because version numbers are usually checked, this is uncommon for regular players, but very, very common for engine developers who just click away that warning about incompatible enignes. Causes could be people didn&#039;t synchronize the repository, didn&#039;t  update or didn&#039;t check in their code changes. Any sync loss report where the participants used different engine versions or where they are not sure if they used the same version should be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Records ===&lt;br /&gt;
Because records, just like network games, store player commands only, sync losses can happen in records as well. In that case, the game state during replay loses synchronization from the game state as it was when the game was recorded. Knowing this, records can be a useful tool to hunt down synchronization bugs.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Sync_losses&amp;diff=999</id>
		<title>Sync losses</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Sync_losses&amp;diff=999"/>
		<updated>2011-09-28T21:46:00Z</updated>

		<summary type="html">&lt;p&gt;Sven2: Created page with &amp;quot;=== Synchronization loss? What does it mean? === Synchronization losses happen in network games when one or more clients see a different game than the host.  Because network game...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Synchronization loss? What does it mean? ===&lt;br /&gt;
Synchronization losses happen in network games when one or more clients see a different game than the host.&lt;br /&gt;
&lt;br /&gt;
Because network games in Clonk are synchronized by transferring player controls only, this is a fatal error from which the game can not recover easily. Once there is just a small difference between host and client, the changes usually quickly snowball into much larger offsets and the root cause can hardly be made out just from looking at the game states. This is due to the highly dynamic game and some factors like e.g. the global random number generator, which pushes the game into completely different directions once there has been a small mismatch between host and clients.&lt;br /&gt;
&lt;br /&gt;
The game checks synchronization by transferring packets of some key checksum parameters - like random number generator state, Clonk positions, etc. - and checking the client against the host state on all clients. Because the network host, by definition, always has the &amp;quot;correct&amp;quot; game state, only network clients can receive a sync loss message.&lt;br /&gt;
&lt;br /&gt;
=== The sync loss message ===&lt;br /&gt;
A typical sync loss message may look like this.&lt;br /&gt;
&lt;br /&gt;
 FATAL ERROR: Network: Synchronization loss!&lt;br /&gt;
 FATAL ERROR: Network: Host Frm 100 Ctrl 50 Rnc 98213 Cpx 116852 PXS 593 MMi 630 Obc 1703 Oei 1825 Sct 2655&lt;br /&gt;
 FATAL ERROR: Network: Client Frm 100 Ctrl 50 Rnc 99071 Cpx 76260 PXS 600 MMi 553 Obc 1705 Oei 1827 Sct 2654&lt;br /&gt;
&lt;br /&gt;
The message shows the checksum variables for host and clients. Unless there is a bug in the sync check code, at least one of these values should be different between host and client (in this case, it would be Rnc, Cpx, PXS, MMi, Obc, Oei and Sct). The fields have the following meanings:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frm&#039;&#039;: Frame counter. This should almost always match. If it is different between host and client, all other values will probably differ as well. Possible causes might be bugs in the control execution (i.e.: Clients executed the sync check packet too early or too late), wrong frame counter initialization from savegame resume or some serious memory corruption overwriting the value.&lt;br /&gt;
* &#039;&#039;Ctrl&#039;&#039;: Control frame index. Control frames are control exchange cycles between clients. Difference usually due to similar reasons as for Frm.&lt;br /&gt;
* &#039;&#039; Rnc&#039;&#039;: RandomCount. Number of times the random number generator has been called since its last reseeding. Because just about everything in the engine calls the random number generator, this value is almost always different when a sync check fails. It usually doesn&#039;t help in finding the cause.&lt;br /&gt;
* &#039;&#039;Cpx&#039;&#039;: CrewPositionX: Sum of all x coordinates of player crew members times 100. A large difference right as the game starts often indicates that there was a problem joining one of the players. In scenarios that have random start positions, it could also mean the difference happened before player joins (e.g. during landscape creation). Small difference means one of the Clonks was at a slightly different position. This could be due to anything and doesn&#039;t help much.&lt;br /&gt;
* &#039;&#039;PXS&#039;&#039;: Loose pixel checksum. Because loose pixels heavily rely on random numbers in their behaviour, it&#039;s usually off whenever Rnc is off. Doesn&#039;t tell you much about the error cause.&lt;br /&gt;
* &#039;&#039;MMi&#039;&#039;: MassMoverIndex. Movement of large bodies of materials (e.g. water). Similar to PXS.&lt;br /&gt;
* &#039;&#039;Obc&#039;&#039;: ObjectCount. Number of objects in the game.&lt;br /&gt;
* &#039;&#039;Oei&#039;&#039;: ObjectEnumerationIndex. Number of objects that have ever been created in the game. If Oei is higher for one of the computers but Obc is the same, a short-lived object had been created on only one of the clients.&lt;br /&gt;
* &#039;&#039;Sct&#039;&#039;: SectorShapeSum. Checksum of overlapping shapes of objects in sectors. If this is different while all other values are the same, there was a problem sorting objects into sectors lists. Common cause would be invalid or weird object shapes, or object position changes without updating the shape structure.&lt;br /&gt;
&lt;br /&gt;
=== Records ===&lt;br /&gt;
Because records, just like network games, store player commands only, sync losses can happen in records as well. In that case, the game state during replay loses synchronization from the game state as it was when the game was recorded. Knowing this, records can be a useful tool to hunt down synchronization bugs.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Developers_Guide&amp;diff=998</id>
		<title>Developers Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Developers_Guide&amp;diff=998"/>
		<updated>2011-09-28T21:08:31Z</updated>

		<summary type="html">&lt;p&gt;Sven2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Build OpenClonk]]&lt;br /&gt;
* [[Mercurial Guide]]&lt;br /&gt;
* [[Style Guidelines]]&lt;br /&gt;
* [[Source code structure]]&lt;br /&gt;
* [[Sync losses]]&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=New_features_since_Clonk_Rage&amp;diff=608</id>
		<title>New features since Clonk Rage</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=New_features_since_Clonk_Rage&amp;diff=608"/>
		<updated>2010-09-04T21:06:50Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* For developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New features since Clonk Rage ==&lt;br /&gt;
&lt;br /&gt;
This section is written for all those, who know Clonk Rage and would like to know what&#039;s new in OpenClonk. Since the project went open source, quite a few new experimental features have been introduced. In this newest installment of the Clonk series, we&#039;ve left behind the old shackles and created something more advanced than anything you&#039;ve ever seen in Clonk. &lt;br /&gt;
&lt;br /&gt;
=== General === &lt;br /&gt;
&lt;br /&gt;
New in OpenClonk is the possibility to &#039;&#039;&#039;zoom&#039;&#039;&#039; in and out. Now, the clonk can be displayed in a proper size, larger than a mouse cursor ;-). Use the scroll wheel on the mouse or F5/F6 to zoom.&lt;br /&gt;
&lt;br /&gt;
[[File:bones.png|right]]Also new is the possibility to add &#039;&#039;&#039;3D models&#039;&#039;&#039; to be rendered ingame. As opposed to the classic sprite graphics, 3D models are much more versatile: First, the models don&#039;t get blurry and the animations don&#039;t seem edgy when zoomed in. Animations are directly saved in the model, they don&#039;t need to be pieced together from single renderings in different animation phases and then exported into a big Graphics.png anymore (goodbye, anigrab.exe). This allows to add a lot more animations than before. Currently, the clonk has more than 100 different animations.&lt;br /&gt;
The renderer loads models in the Ogre 3D format, a lightweight format for 3d models tailored to be rendered in realtime. Models in the landscape are projected orthographically and pictures of objects perspectively. Apart from the basic stuff, the renderer supports:&lt;br /&gt;
* UV mapped textures (including multitexturing)&lt;br /&gt;
* Transparent textures / alpha maps&lt;br /&gt;
* Texture animation&lt;br /&gt;
* Skeletal animation including blending of multiple animations&lt;br /&gt;
* Backface culling&lt;br /&gt;
* Live script-controlled mesh transformations and attachments&lt;br /&gt;
&lt;br /&gt;
See the [[Artists Guide]] for how to create models that will be rendered in realtime. Our [http://hg.openclonk.org/openclonk-resources/ repository for resources] already encompasses many such models.&lt;br /&gt;
&lt;br /&gt;
However, most of the changes we made and are making were and are only possible because we decided to drop the backwards compatibility towards Clonk Rage and created all game content from scratch. This is why the game content of OpenClonk is far from having reached the extent of that of Clonk Rage.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;controls have been overhauled completely&#039;&#039;&#039; and are now completely controlled by script. With the new control system, it is much easier and intuitive to control your clonk. For new players, learning the unusual and unintuitive controls of Clonk has always been a huge obstacle to overcome before they could appreciate the bustling gameplay of clonk.&lt;br /&gt;
[[File:Digging.png|left]] The controls are now completely customizable and can be adjusted in any scenario/mod. The standard controls are based on a well known scheme from many other games: Movement with WASD, throwing, aiming and using tools with the mouse. Space for interacting with objects in the landscape (like entering a building or grabbing a vehicle). The new controls fully utilize the &#039;&#039;&#039;mouse control&#039;&#039;&#039;, giving you precise control over all the items and weapons. The new shovel for example can be used also from climbing or hangling and the clonk just digs into the direction of the cursor while the mouse button is held down. Details of the new controls are explained in the first tutorials in the game. &lt;br /&gt;
Apart from the keyboard+mouse control, it is also possible to use a gamepad. However this feature is still experimental and does only work for one gamepad. It is also not possible yet to customize the controls but this is planned in the future. A early version of the gamepad controls were introduce in a [http://blog.openclonk.org/2010/03/clonk-with-gamepad/ blog post].&lt;br /&gt;
&lt;br /&gt;
An extensive documentation of the custom controls feature can be found in the [http://docs.openclonk.org/en/sdk/playercontrols.html C4Script documentation]&lt;br /&gt;
&lt;br /&gt;
Overall, the clonk has been made more agile than before: He can not only move and use stuff while jumping, he can also make use of a number of tools that help him scramble around the world - like grappling hooks, rope ladders, the improved shovel and many others.&lt;br /&gt;
&lt;br /&gt;
[[File:Backpack.png|left|200px]]Closely related to the controls is the inventory system of the clonk. Every clonk has a &#039;&#039;&#039;backpack&#039;&#039;&#039; now, in which he can carry five items (which can be adjusted for any scenario). He can open the backpack and easily exchange any object in the backpack with one of the items in his hand.&lt;br /&gt;
There is a &#039;&#039;&#039;big focus on tools&#039;&#039;&#039; in OpenClonk. The clonk needs a shovel to dig, an axe to chop and a hammer to build. In exchange, the clonk can not only carry more than the classic clonk, but he can also use &#039;&#039;any&#039;&#039; item: A sword, a bow, a shovel, a musket, a magical staff, etc.. There is no need for special clonks anymore, the abilities of a clonk are defined by his equipment. By making use of the mouse, tools have become more versatile and easy to use. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Crew_hud.png|right]] The new control system goes hand in hand with the &#039;&#039;&#039;complete overhaul of the HUD&#039;&#039;&#039;. The minimalistic HUD was a thing that was repeatedly critized on Clonk.&lt;br /&gt;
Now, the HUD is completely controlled by script (rather than controlled in the engine) which allows more flexibility for scenario and mod authors. The default HUD shows all clonks in the players team on the upper edge, all with an energy- and breath-bar right below their picture. This picture shows the actual clonk live, so if he is attacked or drowning, you see it in the picture.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lower_hud.png|left]]&lt;br /&gt;
On the lower edge of the screen, the two items that the clonk is carrying in his hands which can be used with left and right-click are shown. Also, all other objects that can be interacted with in the landscape are shown there.&lt;br /&gt;
&lt;br /&gt;
All buttons that are shown in the HUD can be clicked to be used or to be selected and items can be dragged and dropped around the HUD where it makes sense. This feature is also interesting for mod makers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
Since &#039;&#039;&#039;all game content has been created from scratch&#039;&#039;&#039;, the many new or remade tools, weapons, items, buildings, vehicles and animals, rules, goals and environment objects must be mentioned. So actually, the question should rather be, what is not new? Well, regarding the game content, nothing. Instead of listing all the new or remade objects here, you should just play the game and see by yourself :-P.&lt;br /&gt;
&lt;br /&gt;
=== For developers ===&lt;br /&gt;
&lt;br /&gt;
Many changes have been made to C4Script:&lt;br /&gt;
&lt;br /&gt;
* The ID of an object is no longer limited to 4 big letters. For example &amp;lt;code&amp;gt;CreateObject(Musket);&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;CreateObject(MSKT);&amp;lt;/code&amp;gt;&lt;br /&gt;
* All object manipulation functions have been stripped of their respective object parameters. E.g., write clonk-&amp;gt;GetX(); instead &amp;lt;code&amp;gt;GetX(clonk)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Some obsolete functions have been removed or replaced. For example &amp;lt;code&amp;gt;FindObject()&amp;lt;/code&amp;gt; now works like the &amp;lt;code&amp;gt;FindObject2()&amp;lt;/code&amp;gt; from Clonk Rage and &amp;lt;code&amp;gt;FindObject2()&amp;lt;/code&amp;gt; was removed.&lt;br /&gt;
* Many &#039;&#039;functionalities&#039;&#039;, like climbing ladders, rope physics, bases, workshop or clonk controls have been written in unitized library objects which are then included by the concrete objects. This makes it easier to include functionalities of other objects without having to inherit &#039;&#039;everything&#039;&#039;. For example, all production buildings &amp;lt;code&amp;gt;#include Library_Workshop&amp;lt;/code&amp;gt; to inherit the basic workshop functionality.&lt;br /&gt;
* TODO Proplists, actmaps [Günther explain here]&lt;br /&gt;
* DescXX.txt, Names.txt are not used anymore. The name is set in the script and translated in the StringTblXX.txt. A description is only needed for some objects and also defined in script and translated in the stringtable.&lt;br /&gt;
* PlayerControls have been revised. Scenarios and objects can now use and overload arbitrary keys, mouse buttons and gamepad events. The Clonk script defines a new interface (see &amp;lt;code&amp;gt;ControlUse&amp;lt;/code&amp;gt;) for object interaction.&lt;br /&gt;
* &amp;lt;code&amp;gt;#strict&amp;lt;/code&amp;gt; is not used anymore. All scripts are considered strict.&lt;br /&gt;
* As usual, some new functions and engine callbacks have been added. Refer to the documentation.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=New_features_since_Clonk_Rage&amp;diff=607</id>
		<title>New features since Clonk Rage</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=New_features_since_Clonk_Rage&amp;diff=607"/>
		<updated>2010-09-04T21:06:43Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* For developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New features since Clonk Rage ==&lt;br /&gt;
&lt;br /&gt;
This section is written for all those, who know Clonk Rage and would like to know what&#039;s new in OpenClonk. Since the project went open source, quite a few new experimental features have been introduced. In this newest installment of the Clonk series, we&#039;ve left behind the old shackles and created something more advanced than anything you&#039;ve ever seen in Clonk. &lt;br /&gt;
&lt;br /&gt;
=== General === &lt;br /&gt;
&lt;br /&gt;
New in OpenClonk is the possibility to &#039;&#039;&#039;zoom&#039;&#039;&#039; in and out. Now, the clonk can be displayed in a proper size, larger than a mouse cursor ;-). Use the scroll wheel on the mouse or F5/F6 to zoom.&lt;br /&gt;
&lt;br /&gt;
[[File:bones.png|right]]Also new is the possibility to add &#039;&#039;&#039;3D models&#039;&#039;&#039; to be rendered ingame. As opposed to the classic sprite graphics, 3D models are much more versatile: First, the models don&#039;t get blurry and the animations don&#039;t seem edgy when zoomed in. Animations are directly saved in the model, they don&#039;t need to be pieced together from single renderings in different animation phases and then exported into a big Graphics.png anymore (goodbye, anigrab.exe). This allows to add a lot more animations than before. Currently, the clonk has more than 100 different animations.&lt;br /&gt;
The renderer loads models in the Ogre 3D format, a lightweight format for 3d models tailored to be rendered in realtime. Models in the landscape are projected orthographically and pictures of objects perspectively. Apart from the basic stuff, the renderer supports:&lt;br /&gt;
* UV mapped textures (including multitexturing)&lt;br /&gt;
* Transparent textures / alpha maps&lt;br /&gt;
* Texture animation&lt;br /&gt;
* Skeletal animation including blending of multiple animations&lt;br /&gt;
* Backface culling&lt;br /&gt;
* Live script-controlled mesh transformations and attachments&lt;br /&gt;
&lt;br /&gt;
See the [[Artists Guide]] for how to create models that will be rendered in realtime. Our [http://hg.openclonk.org/openclonk-resources/ repository for resources] already encompasses many such models.&lt;br /&gt;
&lt;br /&gt;
However, most of the changes we made and are making were and are only possible because we decided to drop the backwards compatibility towards Clonk Rage and created all game content from scratch. This is why the game content of OpenClonk is far from having reached the extent of that of Clonk Rage.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;controls have been overhauled completely&#039;&#039;&#039; and are now completely controlled by script. With the new control system, it is much easier and intuitive to control your clonk. For new players, learning the unusual and unintuitive controls of Clonk has always been a huge obstacle to overcome before they could appreciate the bustling gameplay of clonk.&lt;br /&gt;
[[File:Digging.png|left]] The controls are now completely customizable and can be adjusted in any scenario/mod. The standard controls are based on a well known scheme from many other games: Movement with WASD, throwing, aiming and using tools with the mouse. Space for interacting with objects in the landscape (like entering a building or grabbing a vehicle). The new controls fully utilize the &#039;&#039;&#039;mouse control&#039;&#039;&#039;, giving you precise control over all the items and weapons. The new shovel for example can be used also from climbing or hangling and the clonk just digs into the direction of the cursor while the mouse button is held down. Details of the new controls are explained in the first tutorials in the game. &lt;br /&gt;
Apart from the keyboard+mouse control, it is also possible to use a gamepad. However this feature is still experimental and does only work for one gamepad. It is also not possible yet to customize the controls but this is planned in the future. A early version of the gamepad controls were introduce in a [http://blog.openclonk.org/2010/03/clonk-with-gamepad/ blog post].&lt;br /&gt;
&lt;br /&gt;
An extensive documentation of the custom controls feature can be found in the [http://docs.openclonk.org/en/sdk/playercontrols.html C4Script documentation]&lt;br /&gt;
&lt;br /&gt;
Overall, the clonk has been made more agile than before: He can not only move and use stuff while jumping, he can also make use of a number of tools that help him scramble around the world - like grappling hooks, rope ladders, the improved shovel and many others.&lt;br /&gt;
&lt;br /&gt;
[[File:Backpack.png|left|200px]]Closely related to the controls is the inventory system of the clonk. Every clonk has a &#039;&#039;&#039;backpack&#039;&#039;&#039; now, in which he can carry five items (which can be adjusted for any scenario). He can open the backpack and easily exchange any object in the backpack with one of the items in his hand.&lt;br /&gt;
There is a &#039;&#039;&#039;big focus on tools&#039;&#039;&#039; in OpenClonk. The clonk needs a shovel to dig, an axe to chop and a hammer to build. In exchange, the clonk can not only carry more than the classic clonk, but he can also use &#039;&#039;any&#039;&#039; item: A sword, a bow, a shovel, a musket, a magical staff, etc.. There is no need for special clonks anymore, the abilities of a clonk are defined by his equipment. By making use of the mouse, tools have become more versatile and easy to use. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Crew_hud.png|right]] The new control system goes hand in hand with the &#039;&#039;&#039;complete overhaul of the HUD&#039;&#039;&#039;. The minimalistic HUD was a thing that was repeatedly critized on Clonk.&lt;br /&gt;
Now, the HUD is completely controlled by script (rather than controlled in the engine) which allows more flexibility for scenario and mod authors. The default HUD shows all clonks in the players team on the upper edge, all with an energy- and breath-bar right below their picture. This picture shows the actual clonk live, so if he is attacked or drowning, you see it in the picture.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lower_hud.png|left]]&lt;br /&gt;
On the lower edge of the screen, the two items that the clonk is carrying in his hands which can be used with left and right-click are shown. Also, all other objects that can be interacted with in the landscape are shown there.&lt;br /&gt;
&lt;br /&gt;
All buttons that are shown in the HUD can be clicked to be used or to be selected and items can be dragged and dropped around the HUD where it makes sense. This feature is also interesting for mod makers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
Since &#039;&#039;&#039;all game content has been created from scratch&#039;&#039;&#039;, the many new or remade tools, weapons, items, buildings, vehicles and animals, rules, goals and environment objects must be mentioned. So actually, the question should rather be, what is not new? Well, regarding the game content, nothing. Instead of listing all the new or remade objects here, you should just play the game and see by yourself :-P.&lt;br /&gt;
&lt;br /&gt;
=== For developers ===&lt;br /&gt;
&lt;br /&gt;
Many changes have been made to C4Script since CR:&lt;br /&gt;
&lt;br /&gt;
* The ID of an object is no longer limited to 4 big letters. For example &amp;lt;code&amp;gt;CreateObject(Musket);&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;CreateObject(MSKT);&amp;lt;/code&amp;gt;&lt;br /&gt;
* All object manipulation functions have been stripped of their respective object parameters. E.g., write clonk-&amp;gt;GetX(); instead &amp;lt;code&amp;gt;GetX(clonk)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Some obsolete functions have been removed or replaced. For example &amp;lt;code&amp;gt;FindObject()&amp;lt;/code&amp;gt; now works like the &amp;lt;code&amp;gt;FindObject2()&amp;lt;/code&amp;gt; from Clonk Rage and &amp;lt;code&amp;gt;FindObject2()&amp;lt;/code&amp;gt; was removed.&lt;br /&gt;
* Many &#039;&#039;functionalities&#039;&#039;, like climbing ladders, rope physics, bases, workshop or clonk controls have been written in unitized library objects which are then included by the concrete objects. This makes it easier to include functionalities of other objects without having to inherit &#039;&#039;everything&#039;&#039;. For example, all production buildings &amp;lt;code&amp;gt;#include Library_Workshop&amp;lt;/code&amp;gt; to inherit the basic workshop functionality.&lt;br /&gt;
* TODO Proplists, actmaps [Günther explain here]&lt;br /&gt;
* DescXX.txt, Names.txt are not used anymore. The name is set in the script and translated in the StringTblXX.txt. A description is only needed for some objects and also defined in script and translated in the stringtable.&lt;br /&gt;
* PlayerControls have been revised. Scenarios and objects can now use and overload arbitrary keys, mouse buttons and gamepad events. The Clonk script defines a new interface (see &amp;lt;code&amp;gt;ControlUse&amp;lt;/code&amp;gt;) for object interaction.&lt;br /&gt;
* &amp;lt;code&amp;gt;#strict&amp;lt;/code&amp;gt; is not used anymore. All scripts are considered strict.&lt;br /&gt;
* As usual, some new functions and engine callbacks have been added. Refer to the documentation.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=New_features_since_Clonk_Rage&amp;diff=606</id>
		<title>New features since Clonk Rage</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=New_features_since_Clonk_Rage&amp;diff=606"/>
		<updated>2010-09-04T21:05:28Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* For developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New features since Clonk Rage ==&lt;br /&gt;
&lt;br /&gt;
This section is written for all those, who know Clonk Rage and would like to know what&#039;s new in OpenClonk. Since the project went open source, quite a few new experimental features have been introduced. In this newest installment of the Clonk series, we&#039;ve left behind the old shackles and created something more advanced than anything you&#039;ve ever seen in Clonk. &lt;br /&gt;
&lt;br /&gt;
=== General === &lt;br /&gt;
&lt;br /&gt;
New in OpenClonk is the possibility to &#039;&#039;&#039;zoom&#039;&#039;&#039; in and out. Now, the clonk can be displayed in a proper size, larger than a mouse cursor ;-). Use the scroll wheel on the mouse or F5/F6 to zoom.&lt;br /&gt;
&lt;br /&gt;
[[File:bones.png|right]]Also new is the possibility to add &#039;&#039;&#039;3D models&#039;&#039;&#039; to be rendered ingame. As opposed to the classic sprite graphics, 3D models are much more versatile: First, the models don&#039;t get blurry and the animations don&#039;t seem edgy when zoomed in. Animations are directly saved in the model, they don&#039;t need to be pieced together from single renderings in different animation phases and then exported into a big Graphics.png anymore (goodbye, anigrab.exe). This allows to add a lot more animations than before. Currently, the clonk has more than 100 different animations.&lt;br /&gt;
The renderer loads models in the Ogre 3D format, a lightweight format for 3d models tailored to be rendered in realtime. Models in the landscape are projected orthographically and pictures of objects perspectively. Apart from the basic stuff, the renderer supports:&lt;br /&gt;
* UV mapped textures (including multitexturing)&lt;br /&gt;
* Transparent textures / alpha maps&lt;br /&gt;
* Texture animation&lt;br /&gt;
* Skeletal animation including blending of multiple animations&lt;br /&gt;
* Backface culling&lt;br /&gt;
* Live script-controlled mesh transformations and attachments&lt;br /&gt;
&lt;br /&gt;
See the [[Artists Guide]] for how to create models that will be rendered in realtime. Our [http://hg.openclonk.org/openclonk-resources/ repository for resources] already encompasses many such models.&lt;br /&gt;
&lt;br /&gt;
However, most of the changes we made and are making were and are only possible because we decided to drop the backwards compatibility towards Clonk Rage and created all game content from scratch. This is why the game content of OpenClonk is far from having reached the extent of that of Clonk Rage.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;controls have been overhauled completely&#039;&#039;&#039; and are now completely controlled by script. With the new control system, it is much easier and intuitive to control your clonk. For new players, learning the unusual and unintuitive controls of Clonk has always been a huge obstacle to overcome before they could appreciate the bustling gameplay of clonk.&lt;br /&gt;
[[File:Digging.png|left]] The controls are now completely customizable and can be adjusted in any scenario/mod. The standard controls are based on a well known scheme from many other games: Movement with WASD, throwing, aiming and using tools with the mouse. Space for interacting with objects in the landscape (like entering a building or grabbing a vehicle). The new controls fully utilize the &#039;&#039;&#039;mouse control&#039;&#039;&#039;, giving you precise control over all the items and weapons. The new shovel for example can be used also from climbing or hangling and the clonk just digs into the direction of the cursor while the mouse button is held down. Details of the new controls are explained in the first tutorials in the game. &lt;br /&gt;
Apart from the keyboard+mouse control, it is also possible to use a gamepad. However this feature is still experimental and does only work for one gamepad. It is also not possible yet to customize the controls but this is planned in the future. A early version of the gamepad controls were introduce in a [http://blog.openclonk.org/2010/03/clonk-with-gamepad/ blog post].&lt;br /&gt;
&lt;br /&gt;
An extensive documentation of the custom controls feature can be found in the [http://docs.openclonk.org/en/sdk/playercontrols.html C4Script documentation]&lt;br /&gt;
&lt;br /&gt;
Overall, the clonk has been made more agile than before: He can not only move and use stuff while jumping, he can also make use of a number of tools that help him scramble around the world - like grappling hooks, rope ladders, the improved shovel and many others.&lt;br /&gt;
&lt;br /&gt;
[[File:Backpack.png|left|200px]]Closely related to the controls is the inventory system of the clonk. Every clonk has a &#039;&#039;&#039;backpack&#039;&#039;&#039; now, in which he can carry five items (which can be adjusted for any scenario). He can open the backpack and easily exchange any object in the backpack with one of the items in his hand.&lt;br /&gt;
There is a &#039;&#039;&#039;big focus on tools&#039;&#039;&#039; in OpenClonk. The clonk needs a shovel to dig, an axe to chop and a hammer to build. In exchange, the clonk can not only carry more than the classic clonk, but he can also use &#039;&#039;any&#039;&#039; item: A sword, a bow, a shovel, a musket, a magical staff, etc.. There is no need for special clonks anymore, the abilities of a clonk are defined by his equipment. By making use of the mouse, tools have become more versatile and easy to use. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Crew_hud.png|right]] The new control system goes hand in hand with the &#039;&#039;&#039;complete overhaul of the HUD&#039;&#039;&#039;. The minimalistic HUD was a thing that was repeatedly critized on Clonk.&lt;br /&gt;
Now, the HUD is completely controlled by script (rather than controlled in the engine) which allows more flexibility for scenario and mod authors. The default HUD shows all clonks in the players team on the upper edge, all with an energy- and breath-bar right below their picture. This picture shows the actual clonk live, so if he is attacked or drowning, you see it in the picture.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lower_hud.png|left]]&lt;br /&gt;
On the lower edge of the screen, the two items that the clonk is carrying in his hands which can be used with left and right-click are shown. Also, all other objects that can be interacted with in the landscape are shown there.&lt;br /&gt;
&lt;br /&gt;
All buttons that are shown in the HUD can be clicked to be used or to be selected and items can be dragged and dropped around the HUD where it makes sense. This feature is also interesting for mod makers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
Since &#039;&#039;&#039;all game content has been created from scratch&#039;&#039;&#039;, the many new or remade tools, weapons, items, buildings, vehicles and animals, rules, goals and environment objects must be mentioned. So actually, the question should rather be, what is not new? Well, regarding the game content, nothing. Instead of listing all the new or remade objects here, you should just play the game and see by yourself :-P.&lt;br /&gt;
&lt;br /&gt;
=== For developers ===&lt;br /&gt;
&lt;br /&gt;
Many changes have been made to C4Script.&lt;br /&gt;
&lt;br /&gt;
* The ID of an object is no longer limited to 4 big letters. For example &amp;lt;code&amp;gt;CreateObject(Musket);&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;CreateObject(MSKT);&amp;lt;/code&amp;gt;&lt;br /&gt;
* All object manipulation functions have been stripped of their respective object parameters. E.g., write clonk-&amp;gt;GetX(); instead &amp;lt;code&amp;gt;GetX(clonk)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Some obsolete functions have been removed or replaced. For example &amp;lt;code&amp;gt;FindObject()&amp;lt;/code&amp;gt; now works like the &amp;lt;code&amp;gt;FindObject2()&amp;lt;/code&amp;gt; from Clonk Rage and &amp;lt;code&amp;gt;FindObject2()&amp;lt;/code&amp;gt; was removed.&lt;br /&gt;
* Many &#039;&#039;functionalities&#039;&#039;, like climbing ladders, rope physics, bases, workshop or clonk controls have been written in unitized library objects which are then included by the concrete objects. This makes it easier to include functionalities of other objects without having to inherit &#039;&#039;everything&#039;&#039;. For example, all production buildings &amp;lt;code&amp;gt;#include Library_Workshop&amp;lt;/code&amp;gt; to inherit the basic workshop functionality.&lt;br /&gt;
* TODO Proplists, actmaps [Günther explain here]&lt;br /&gt;
* DescXX.txt, Names.txt are not used anymore. The name is set in the script and translated in the StringTblXX.txt. A description is only needed for some objects and also defined in script and translated in the stringtable.&lt;br /&gt;
* PlayerControls have been revised. Scenarios and objects can now use and overload arbitrary keys, mouse buttons and gamepad events. The Clonk script defines a new interface (see &amp;lt;code&amp;gt;ControlUse&amp;lt;/code&amp;gt;) for object interaction.&lt;br /&gt;
* &amp;lt;code&amp;gt;#strict&amp;lt;/code&amp;gt; is not used anymore. All scripts are considered strict.&lt;br /&gt;
* As usual, some new functions and engine callbacks have been added. Refer to the documentation.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=New_features_since_Clonk_Rage&amp;diff=605</id>
		<title>New features since Clonk Rage</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=New_features_since_Clonk_Rage&amp;diff=605"/>
		<updated>2010-09-04T21:04:33Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* For developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New features since Clonk Rage ==&lt;br /&gt;
&lt;br /&gt;
This section is written for all those, who know Clonk Rage and would like to know what&#039;s new in OpenClonk. Since the project went open source, quite a few new experimental features have been introduced. In this newest installment of the Clonk series, we&#039;ve left behind the old shackles and created something more advanced than anything you&#039;ve ever seen in Clonk. &lt;br /&gt;
&lt;br /&gt;
=== General === &lt;br /&gt;
&lt;br /&gt;
New in OpenClonk is the possibility to &#039;&#039;&#039;zoom&#039;&#039;&#039; in and out. Now, the clonk can be displayed in a proper size, larger than a mouse cursor ;-). Use the scroll wheel on the mouse or F5/F6 to zoom.&lt;br /&gt;
&lt;br /&gt;
[[File:bones.png|right]]Also new is the possibility to add &#039;&#039;&#039;3D models&#039;&#039;&#039; to be rendered ingame. As opposed to the classic sprite graphics, 3D models are much more versatile: First, the models don&#039;t get blurry and the animations don&#039;t seem edgy when zoomed in. Animations are directly saved in the model, they don&#039;t need to be pieced together from single renderings in different animation phases and then exported into a big Graphics.png anymore (goodbye, anigrab.exe). This allows to add a lot more animations than before. Currently, the clonk has more than 100 different animations.&lt;br /&gt;
The renderer loads models in the Ogre 3D format, a lightweight format for 3d models tailored to be rendered in realtime. Models in the landscape are projected orthographically and pictures of objects perspectively. Apart from the basic stuff, the renderer supports:&lt;br /&gt;
* UV mapped textures (including multitexturing)&lt;br /&gt;
* Transparent textures / alpha maps&lt;br /&gt;
* Texture animation&lt;br /&gt;
* Skeletal animation including blending of multiple animations&lt;br /&gt;
* Backface culling&lt;br /&gt;
* Live script-controlled mesh transformations and attachments&lt;br /&gt;
&lt;br /&gt;
See the [[Artists Guide]] for how to create models that will be rendered in realtime. Our [http://hg.openclonk.org/openclonk-resources/ repository for resources] already encompasses many such models.&lt;br /&gt;
&lt;br /&gt;
However, most of the changes we made and are making were and are only possible because we decided to drop the backwards compatibility towards Clonk Rage and created all game content from scratch. This is why the game content of OpenClonk is far from having reached the extent of that of Clonk Rage.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;controls have been overhauled completely&#039;&#039;&#039; and are now completely controlled by script. With the new control system, it is much easier and intuitive to control your clonk. For new players, learning the unusual and unintuitive controls of Clonk has always been a huge obstacle to overcome before they could appreciate the bustling gameplay of clonk.&lt;br /&gt;
[[File:Digging.png|left]] The controls are now completely customizable and can be adjusted in any scenario/mod. The standard controls are based on a well known scheme from many other games: Movement with WASD, throwing, aiming and using tools with the mouse. Space for interacting with objects in the landscape (like entering a building or grabbing a vehicle). The new controls fully utilize the &#039;&#039;&#039;mouse control&#039;&#039;&#039;, giving you precise control over all the items and weapons. The new shovel for example can be used also from climbing or hangling and the clonk just digs into the direction of the cursor while the mouse button is held down. Details of the new controls are explained in the first tutorials in the game. &lt;br /&gt;
Apart from the keyboard+mouse control, it is also possible to use a gamepad. However this feature is still experimental and does only work for one gamepad. It is also not possible yet to customize the controls but this is planned in the future. A early version of the gamepad controls were introduce in a [http://blog.openclonk.org/2010/03/clonk-with-gamepad/ blog post].&lt;br /&gt;
&lt;br /&gt;
An extensive documentation of the custom controls feature can be found in the [http://docs.openclonk.org/en/sdk/playercontrols.html C4Script documentation]&lt;br /&gt;
&lt;br /&gt;
Overall, the clonk has been made more agile than before: He can not only move and use stuff while jumping, he can also make use of a number of tools that help him scramble around the world - like grappling hooks, rope ladders, the improved shovel and many others.&lt;br /&gt;
&lt;br /&gt;
[[File:Backpack.png|left|200px]]Closely related to the controls is the inventory system of the clonk. Every clonk has a &#039;&#039;&#039;backpack&#039;&#039;&#039; now, in which he can carry five items (which can be adjusted for any scenario). He can open the backpack and easily exchange any object in the backpack with one of the items in his hand.&lt;br /&gt;
There is a &#039;&#039;&#039;big focus on tools&#039;&#039;&#039; in OpenClonk. The clonk needs a shovel to dig, an axe to chop and a hammer to build. In exchange, the clonk can not only carry more than the classic clonk, but he can also use &#039;&#039;any&#039;&#039; item: A sword, a bow, a shovel, a musket, a magical staff, etc.. There is no need for special clonks anymore, the abilities of a clonk are defined by his equipment. By making use of the mouse, tools have become more versatile and easy to use. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Crew_hud.png|right]] The new control system goes hand in hand with the &#039;&#039;&#039;complete overhaul of the HUD&#039;&#039;&#039;. The minimalistic HUD was a thing that was repeatedly critized on Clonk.&lt;br /&gt;
Now, the HUD is completely controlled by script (rather than controlled in the engine) which allows more flexibility for scenario and mod authors. The default HUD shows all clonks in the players team on the upper edge, all with an energy- and breath-bar right below their picture. This picture shows the actual clonk live, so if he is attacked or drowning, you see it in the picture.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lower_hud.png|left]]&lt;br /&gt;
On the lower edge of the screen, the two items that the clonk is carrying in his hands which can be used with left and right-click are shown. Also, all other objects that can be interacted with in the landscape are shown there.&lt;br /&gt;
&lt;br /&gt;
All buttons that are shown in the HUD can be clicked to be used or to be selected and items can be dragged and dropped around the HUD where it makes sense. This feature is also interesting for mod makers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
Since &#039;&#039;&#039;all game content has been created from scratch&#039;&#039;&#039;, the many new or remade tools, weapons, items, buildings, vehicles and animals, rules, goals and environment objects must be mentioned. So actually, the question should rather be, what is not new? Well, regarding the game content, nothing. Instead of listing all the new or remade objects here, you should just play the game and see by yourself :-P.&lt;br /&gt;
&lt;br /&gt;
=== For developers ===&lt;br /&gt;
&lt;br /&gt;
Many changes have been made to C4Script.&lt;br /&gt;
&lt;br /&gt;
* The ID of an object is no longer limited to 4 big letters. For example &amp;lt;code&amp;gt;CreateObject(Musket);&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;CreateObject(MSKT);&amp;lt;/code&amp;gt;&lt;br /&gt;
* All object manipulation functions have been stripped of their respective object parameters. E.g., write clonk-&amp;gt;GetX(); instead &amp;lt;code&amp;gt;GetX(clonk)&amp;lt;/code&amp;gt;&lt;br /&gt;
* Some obsolete functions have been removed or replaced. For example FindObject() now works like the FindObject2() from Clonk Rage and FindObject2() was removed&lt;br /&gt;
* Many &#039;&#039;functionalities&#039;&#039;, like climbing ladders, rope physics, bases, workshop or clonk controls have been written in unitized library objects which are then included by the concrete objects. This makes it easier to include functionalities of other objects without having to inherit &#039;&#039;everything&#039;&#039;. For example, all production buildings #include Library_Workshop to inherit the basic workshop functionality.&lt;br /&gt;
* TODO Proplists, actmaps [Günther explain here]&lt;br /&gt;
* DescXX.txt, Names.txt are not used anymore. The name is set in the script and translated in the StringTblXX.txt. A description is only needed for some objects and also defined in script and translated in the stringtable.&lt;br /&gt;
* PlayerControls have been revised. Scenarios and objects can now use and overload arbitrary keys, mouse buttons and gamepad events. The Clonk script defines a new interface (see ControlUse) for object interaction.&lt;br /&gt;
* #strict is not used anymore. All scripts are considered strict.&lt;br /&gt;
* As usual, some new functions and engine callbacks have been added. Refer to the documentation.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=New_features_since_Clonk_Rage&amp;diff=604</id>
		<title>New features since Clonk Rage</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=New_features_since_Clonk_Rage&amp;diff=604"/>
		<updated>2010-09-04T20:58:09Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* For developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New features since Clonk Rage ==&lt;br /&gt;
&lt;br /&gt;
This section is written for all those, who know Clonk Rage and would like to know what&#039;s new in OpenClonk. Since the project went open source, quite a few new experimental features have been introduced. In this newest installment of the Clonk series, we&#039;ve left behind the old shackles and created something more advanced than anything you&#039;ve ever seen in Clonk. &lt;br /&gt;
&lt;br /&gt;
=== General === &lt;br /&gt;
&lt;br /&gt;
New in OpenClonk is the possibility to &#039;&#039;&#039;zoom&#039;&#039;&#039; in and out. Now, the clonk can be displayed in a proper size, larger than a mouse cursor ;-). Use the scroll wheel on the mouse or F5/F6 to zoom.&lt;br /&gt;
&lt;br /&gt;
[[File:bones.png|right]]Also new is the possibility to add &#039;&#039;&#039;3D models&#039;&#039;&#039; to be rendered ingame. As opposed to the classic sprite graphics, 3D models are much more versatile: First, the models don&#039;t get blurry and the animations don&#039;t seem edgy when zoomed in. Animations are directly saved in the model, they don&#039;t need to be pieced together from single renderings in different animation phases and then exported into a big Graphics.png anymore (goodbye, anigrab.exe). This allows to add a lot more animations than before. Currently, the clonk has more than 100 different animations.&lt;br /&gt;
The renderer loads models in the Ogre 3D format, a lightweight format for 3d models tailored to be rendered in realtime. Models in the landscape are projected orthographically and pictures of objects perspectively. Apart from the basic stuff, the renderer supports:&lt;br /&gt;
* UV mapped textures (including multitexturing)&lt;br /&gt;
* Transparent textures / alpha maps&lt;br /&gt;
* Texture animation&lt;br /&gt;
* Skeletal animation including blending of multiple animations&lt;br /&gt;
* Backface culling&lt;br /&gt;
* Live script-controlled mesh transformations and attachments&lt;br /&gt;
&lt;br /&gt;
See the [[Artists Guide]] for how to create models that will be rendered in realtime. Our [http://hg.openclonk.org/openclonk-resources/ repository for resources] already encompasses many such models.&lt;br /&gt;
&lt;br /&gt;
However, most of the changes we made and are making were and are only possible because we decided to drop the backwards compatibility towards Clonk Rage and created all game content from scratch. This is why the game content of OpenClonk is far from having reached the extent of that of Clonk Rage.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;controls have been overhauled completely&#039;&#039;&#039; and are now completely controlled by script. With the new control system, it is much easier and intuitive to control your clonk. For new players, learning the unusual and unintuitive controls of Clonk has always been a huge obstacle to overcome before they could appreciate the bustling gameplay of clonk.&lt;br /&gt;
[[File:Digging.png|left]] The controls are now completely customizable and can be adjusted in any scenario/mod. The standard controls are based on a well known scheme from many other games: Movement with WASD, throwing, aiming and using tools with the mouse. Space for interacting with objects in the landscape (like entering a building or grabbing a vehicle). The new controls fully utilize the &#039;&#039;&#039;mouse control&#039;&#039;&#039;, giving you precise control over all the items and weapons. The new shovel for example can be used also from climbing or hangling and the clonk just digs into the direction of the cursor while the mouse button is held down. Details of the new controls are explained in the first tutorials in the game. &lt;br /&gt;
Apart from the keyboard+mouse control, it is also possible to use a gamepad. However this feature is still experimental and does only work for one gamepad. It is also not possible yet to customize the controls but this is planned in the future. A early version of the gamepad controls were introduce in a [http://blog.openclonk.org/2010/03/clonk-with-gamepad/ blog post].&lt;br /&gt;
&lt;br /&gt;
An extensive documentation of the custom controls feature can be found in the [http://docs.openclonk.org/en/sdk/playercontrols.html C4Script documentation]&lt;br /&gt;
&lt;br /&gt;
Overall, the clonk has been made more agile than before: He can not only move and use stuff while jumping, he can also make use of a number of tools that help him scramble around the world - like grappling hooks, rope ladders, the improved shovel and many others.&lt;br /&gt;
&lt;br /&gt;
[[File:Backpack.png|left|200px]]Closely related to the controls is the inventory system of the clonk. Every clonk has a &#039;&#039;&#039;backpack&#039;&#039;&#039; now, in which he can carry five items (which can be adjusted for any scenario). He can open the backpack and easily exchange any object in the backpack with one of the items in his hand.&lt;br /&gt;
There is a &#039;&#039;&#039;big focus on tools&#039;&#039;&#039; in OpenClonk. The clonk needs a shovel to dig, an axe to chop and a hammer to build. In exchange, the clonk can not only carry more than the classic clonk, but he can also use &#039;&#039;any&#039;&#039; item: A sword, a bow, a shovel, a musket, a magical staff, etc.. There is no need for special clonks anymore, the abilities of a clonk are defined by his equipment. By making use of the mouse, tools have become more versatile and easy to use. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Crew_hud.png|right]] The new control system goes hand in hand with the &#039;&#039;&#039;complete overhaul of the HUD&#039;&#039;&#039;. The minimalistic HUD was a thing that was repeatedly critized on Clonk.&lt;br /&gt;
Now, the HUD is completely controlled by script (rather than controlled in the engine) which allows more flexibility for scenario and mod authors. The default HUD shows all clonks in the players team on the upper edge, all with an energy- and breath-bar right below their picture. This picture shows the actual clonk live, so if he is attacked or drowning, you see it in the picture.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lower_hud.png|left]]&lt;br /&gt;
On the lower edge of the screen, the two items that the clonk is carrying in his hands which can be used with left and right-click are shown. Also, all other objects that can be interacted with in the landscape are shown there.&lt;br /&gt;
&lt;br /&gt;
All buttons that are shown in the HUD can be clicked to be used or to be selected and items can be dragged and dropped around the HUD where it makes sense. This feature is also interesting for mod makers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
Since &#039;&#039;&#039;all game content has been created from scratch&#039;&#039;&#039;, the many new or remade tools, weapons, items, buildings, vehicles and animals, rules, goals and environment objects must be mentioned. So actually, the question should rather be, what is not new? Well, regarding the game content, nothing. Instead of listing all the new or remade objects here, you should just play the game and see by yourself :-P.&lt;br /&gt;
&lt;br /&gt;
=== For developers ===&lt;br /&gt;
&lt;br /&gt;
Many changes have been made to C4Script.&lt;br /&gt;
&lt;br /&gt;
* #strict is not used anymore. All scripts are considered to be strict.&lt;br /&gt;
* All functions have been stripped of the parameter which defines for which object this function is called. For example, now it is clonk-&amp;gt;GetX(); instead of GetX(clonk).&lt;br /&gt;
* Some functions have been removed or replaced. For example FindObject() now works like the FindObject2() from Clonk Rage and FindObject2() was removed. Also, some engine callbacks have been added. Refer to the documentation.&lt;br /&gt;
* The ID of an object is now not limited to 4 big letters anymore. For example CreateObject(Musket); instead of CreateObject(MSKT);&lt;br /&gt;
* All functionalities, like climbing ladders, rope physics, bases, workshop or clonk controls have been written in unitized library objects which are then included by the concrete objects. This makes it easier to include functionalities of other objects without having to inherit &#039;&#039;everything&#039;&#039;. For example, all production buildings #include Library_Workshop to inherit the basic workshop functionality.&lt;br /&gt;
* TODO Proplists, actmaps [Günther explain here]&lt;br /&gt;
* DescXX.txt, Names.txt are not used anymore. The name is set in the script and translated in the StringTblXX.txt. A description is only needed for some objects and also defined in script and translated in the stringtable.&lt;br /&gt;
* PlayerControls have been revised. Scenarios and objects can now use and overload arbitrary keys, mouse buttons and gamepad events. The Clonk script defines a new interface (see ControlUse) for object interaction.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=New_features_since_Clonk_Rage&amp;diff=603</id>
		<title>New features since Clonk Rage</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=New_features_since_Clonk_Rage&amp;diff=603"/>
		<updated>2010-09-04T20:56:33Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* For developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New features since Clonk Rage ==&lt;br /&gt;
&lt;br /&gt;
This section is written for all those, who know Clonk Rage and would like to know what&#039;s new in OpenClonk. Since the project went open source, quite a few new experimental features have been introduced. In this newest installment of the Clonk series, we&#039;ve left behind the old shackles and created something more advanced than anything you&#039;ve ever seen in Clonk. &lt;br /&gt;
&lt;br /&gt;
=== General === &lt;br /&gt;
&lt;br /&gt;
New in OpenClonk is the possibility to &#039;&#039;&#039;zoom&#039;&#039;&#039; in and out. Now, the clonk can be displayed in a proper size, larger than a mouse cursor ;-). Use the scroll wheel on the mouse or F5/F6 to zoom.&lt;br /&gt;
&lt;br /&gt;
[[File:bones.png|right]]Also new is the possibility to add &#039;&#039;&#039;3D models&#039;&#039;&#039; to be rendered ingame. As opposed to the classic sprite graphics, 3D models are much more versatile: First, the models don&#039;t get blurry and the animations don&#039;t seem edgy when zoomed in. Animations are directly saved in the model, they don&#039;t need to be pieced together from single renderings in different animation phases and then exported into a big Graphics.png anymore (goodbye, anigrab.exe). This allows to add a lot more animations than before. Currently, the clonk has more than 100 different animations.&lt;br /&gt;
The renderer loads models in the Ogre 3D format, a lightweight format for 3d models tailored to be rendered in realtime. Models in the landscape are projected orthographically and pictures of objects perspectively. Apart from the basic stuff, the renderer supports:&lt;br /&gt;
* UV mapped textures (including multitexturing)&lt;br /&gt;
* Transparent textures / alpha maps&lt;br /&gt;
* Texture animation&lt;br /&gt;
* Skeletal animation including blending of multiple animations&lt;br /&gt;
* Backface culling&lt;br /&gt;
* Live script-controlled mesh transformations and attachments&lt;br /&gt;
&lt;br /&gt;
See the [[Artists Guide]] for how to create models that will be rendered in realtime. Our [http://hg.openclonk.org/openclonk-resources/ repository for resources] already encompasses many such models.&lt;br /&gt;
&lt;br /&gt;
However, most of the changes we made and are making were and are only possible because we decided to drop the backwards compatibility towards Clonk Rage and created all game content from scratch. This is why the game content of OpenClonk is far from having reached the extent of that of Clonk Rage.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;controls have been overhauled completely&#039;&#039;&#039; and are now completely controlled by script. With the new control system, it is much easier and intuitive to control your clonk. For new players, learning the unusual and unintuitive controls of Clonk has always been a huge obstacle to overcome before they could appreciate the bustling gameplay of clonk.&lt;br /&gt;
[[File:Digging.png|left]] The controls are now completely customizable and can be adjusted in any scenario/mod. The standard controls are based on a well known scheme from many other games: Movement with WASD, throwing, aiming and using tools with the mouse. Space for interacting with objects in the landscape (like entering a building or grabbing a vehicle). The new controls fully utilize the &#039;&#039;&#039;mouse control&#039;&#039;&#039;, giving you precise control over all the items and weapons. The new shovel for example can be used also from climbing or hangling and the clonk just digs into the direction of the cursor while the mouse button is held down. Details of the new controls are explained in the first tutorials in the game. &lt;br /&gt;
Apart from the keyboard+mouse control, it is also possible to use a gamepad. However this feature is still experimental and does only work for one gamepad. It is also not possible yet to customize the controls but this is planned in the future. A early version of the gamepad controls were introduce in a [http://blog.openclonk.org/2010/03/clonk-with-gamepad/ blog post].&lt;br /&gt;
&lt;br /&gt;
An extensive documentation of the custom controls feature can be found in the [http://docs.openclonk.org/en/sdk/playercontrols.html C4Script documentation]&lt;br /&gt;
&lt;br /&gt;
Overall, the clonk has been made more agile than before: He can not only move and use stuff while jumping, he can also make use of a number of tools that help him scramble around the world - like grappling hooks, rope ladders, the improved shovel and many others.&lt;br /&gt;
&lt;br /&gt;
[[File:Backpack.png|left|200px]]Closely related to the controls is the inventory system of the clonk. Every clonk has a &#039;&#039;&#039;backpack&#039;&#039;&#039; now, in which he can carry five items (which can be adjusted for any scenario). He can open the backpack and easily exchange any object in the backpack with one of the items in his hand.&lt;br /&gt;
There is a &#039;&#039;&#039;big focus on tools&#039;&#039;&#039; in OpenClonk. The clonk needs a shovel to dig, an axe to chop and a hammer to build. In exchange, the clonk can not only carry more than the classic clonk, but he can also use &#039;&#039;any&#039;&#039; item: A sword, a bow, a shovel, a musket, a magical staff, etc.. There is no need for special clonks anymore, the abilities of a clonk are defined by his equipment. By making use of the mouse, tools have become more versatile and easy to use. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Crew_hud.png|right]] The new control system goes hand in hand with the &#039;&#039;&#039;complete overhaul of the HUD&#039;&#039;&#039;. The minimalistic HUD was a thing that was repeatedly critized on Clonk.&lt;br /&gt;
Now, the HUD is completely controlled by script (rather than controlled in the engine) which allows more flexibility for scenario and mod authors. The default HUD shows all clonks in the players team on the upper edge, all with an energy- and breath-bar right below their picture. This picture shows the actual clonk live, so if he is attacked or drowning, you see it in the picture.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lower_hud.png|left]]&lt;br /&gt;
On the lower edge of the screen, the two items that the clonk is carrying in his hands which can be used with left and right-click are shown. Also, all other objects that can be interacted with in the landscape are shown there.&lt;br /&gt;
&lt;br /&gt;
All buttons that are shown in the HUD can be clicked to be used or to be selected and items can be dragged and dropped around the HUD where it makes sense. This feature is also interesting for mod makers.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
Since &#039;&#039;&#039;all game content has been created from scratch&#039;&#039;&#039;, the many new or remade tools, weapons, items, buildings, vehicles and animals, rules, goals and environment objects must be mentioned. So actually, the question should rather be, what is not new? Well, regarding the game content, nothing. Instead of listing all the new or remade objects here, you should just play the game and see by yourself :-P.&lt;br /&gt;
&lt;br /&gt;
=== For developers ===&lt;br /&gt;
&lt;br /&gt;
Many changes have been made to C4Script.&lt;br /&gt;
&lt;br /&gt;
* #strict is not used anymore. All scripts are considered to be strict.&lt;br /&gt;
* All functions have been stripped of the parameter which defines for which object this function is called. For example, now it is clonk-&amp;gt;GetX(); instead of GetX(clonk).&lt;br /&gt;
* Some functions have been removed or replaced. For example FindObject() now works like the FindObject2() from Clonk Rage and FindObject2() was removed. Also, some engine callbacks have been added. Refer to the documentation.&lt;br /&gt;
* The ID of an object is now not limited to 4 big letters anymore. For example CreateObject(Musket); instead of CreateObject(MSKT);&lt;br /&gt;
* All functionalities, like climbing ladders, rope physics, bases, workshop or clonk controls have been written in unitized library objects which are then included by the concrete objects. This makes it easier to include functionalities of other objects without having to inherit &#039;&#039;everything&#039;&#039;. For example, all production buildings #include Library_Workshop to inherit the basic workshop functionality.&lt;br /&gt;
* TODO Proplists, actmaps [Günther explain here]&lt;br /&gt;
* DescXX.txt, Names.txt are not used anymore. The name is set in the script and translated in the StringTblXX.txt. A description is only needed for some objects and also defined in script and translated in the stringtable.&lt;br /&gt;
* PlayerControls have been revised. Scenarios and objects can now use and overload arbitrary keys, mouse buttons and gamepad events. The Clonk script uses a new script interface (see ControlUse) for object interaction.&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=C4Script_Style_Guidelines&amp;diff=459</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=459"/>
		<updated>2010-04-03T16:19:07Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* In words */&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. 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;
 	Author: &#039;&#039;Author(s)&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;Description, including implementation details that might be interesting for other scripters&#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;
 public func DoSomething()&lt;br /&gt;
 {&lt;br /&gt;
 	var foo = 1;&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;code&amp;gt;weapon_strength&amp;lt;/code&amp;gt; rather than &amp;lt;code&amp;gt;iStr&amp;lt;/code&amp;gt;&lt;br /&gt;
* don&#039;t use hungarian notation, preferably use &amp;lt;code&amp;gt;lowercase_separated_by_underscores&amp;lt;/code&amp;gt;&lt;br /&gt;
* use &amp;lt;code&amp;gt;CamelCase()&amp;lt;/code&amp;gt; for functions&lt;br /&gt;
* use &amp;lt;code&amp;gt;PREFIX_Identifier&amp;lt;/code&amp;gt; for static constants&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;
&lt;br /&gt;
Comments:&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;
&lt;br /&gt;
Naming prefixes for IDs:&lt;br /&gt;
* for libraries, icons and GUI elements: &amp;lt;code&amp;gt;Library_*&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Icon_*&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;GUI_*&amp;lt;/code&amp;gt;&lt;br /&gt;
* for goals, rules and environment objects: &amp;lt;code&amp;gt;Goal_*&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Rule_*&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Environment_*&amp;lt;/code&amp;gt;&lt;br /&gt;
* for spells: &amp;lt;code&amp;gt;Magic_&amp;lt;/code&amp;gt;&lt;br /&gt;
* objects which are exclusively used by their parent objects should prefix their parent object name. e.g. &amp;lt;code&amp;gt;ParkourCheckpoint&amp;lt;/code&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;code&amp;gt;if (...) { foo(); bar(); }&amp;lt;/code&amp;gt;)! Avoid constructs like &amp;lt;code&amp;gt;if (...) foo() &amp;amp;&amp;amp; bar();&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;if (...) Or(foo(), bar());&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=C4Script_Style_Guidelines&amp;diff=420</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=420"/>
		<updated>2010-03-03T19:56:16Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* In words */&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. 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;
 	Author: &#039;&#039;Author(s)&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 	&#039;&#039;Description, including implementation details that might be interesting for other scripters&#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;
 public func DoSomething()&lt;br /&gt;
 {&lt;br /&gt;
 	var foo = 1;&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;code&amp;gt;weapon_strength&amp;lt;/code&amp;gt; rather than &amp;lt;code&amp;gt;iStr&amp;lt;/code&amp;gt;&lt;br /&gt;
* don&#039;t use hungarian notation, preferably use &amp;lt;code&amp;gt;lowercase_separated_by_underscores&amp;lt;/code&amp;gt;&lt;br /&gt;
* use &amp;lt;code&amp;gt;CamelCase()&amp;lt;/code&amp;gt; for functions&lt;br /&gt;
* use &amp;lt;code&amp;gt;PREFIX_Identifier&amp;lt;/code&amp;gt; for static constants&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;
&lt;br /&gt;
Comments:&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;
&lt;br /&gt;
Naming prefixes for IDs:&lt;br /&gt;
* for libraries, icons and GUI elements: &amp;lt;code&amp;gt;Library_*&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Icon_*&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;GUI_*&amp;lt;/code&amp;gt;&lt;br /&gt;
* for goals, rules and environment objects: &amp;lt;code&amp;gt;Goal_*&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Rule_*&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Environment_*&amp;lt;/code&amp;gt;&lt;br /&gt;
* for spells: &amp;lt;code&amp;gt;Magic_&amp;lt;/code&amp;gt;&lt;br /&gt;
* subobjects of other objects should prefix their parent object name. e.g. &amp;lt;code&amp;gt;Shovel_Dust&amp;lt;/code&amp;gt;&lt;br /&gt;
* prefixes for scenario-local objects and addon-packs&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=328</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=328"/>
		<updated>2010-02-19T15:43:09Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
&lt;br /&gt;
We have set us the goal to have a somewhat &#039;&#039;&#039;playable game&#039;&#039;&#039; for our next [http://forum.openclonk.org/topic_show.pl?tid=325 OpenClonk meeting] starting on March 21st 2010.&lt;br /&gt;
&lt;br /&gt;
===Development goal===&lt;br /&gt;
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios. Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it&#039;s time. This is something we can work out at the OCM.&lt;br /&gt;
&lt;br /&gt;
===Todos===&lt;br /&gt;
For this goal to reach, certain basic features have to be completed. That doesn&#039;t mean that we shouldn&#039;t do anything else or anything more. These are just the necessary features.&lt;br /&gt;
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.&lt;br /&gt;
&lt;br /&gt;
====HUD====&lt;br /&gt;
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: {{Bug|66}}, {{Bug|62}}, {{Bug|67}}, {{Bug|98}}, {{Bug|99}}, {{Bug|100}}, {{Bug|72}}&lt;br /&gt;
&lt;br /&gt;
====Basic controls and the clonk====&lt;br /&gt;
&lt;br /&gt;
* Gamepad controls&amp;lt;s&amp;gt; &amp;amp; the type of control needs to be chooseable in the frontend&amp;lt;/s&amp;gt; (Sven2)&lt;br /&gt;
* Finish animations (Randrian) and new control behaviour (Newton)&lt;br /&gt;
* &amp;lt;s&amp;gt;Meshes of items must be attachable to the clonk for animations (ck)&amp;lt;/s&amp;gt; (has been implemented)&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
* Race(Parcour): &amp;lt;s&amp;gt;Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint.&amp;lt;/s&amp;gt; Fix progress in scoreboard. Checkpoint could be e.g. a flag pole. (Maikel)&lt;br /&gt;
* Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
# Items with which the clonk can overcome obstacles&lt;br /&gt;
#* Shovel (animation)&lt;br /&gt;
#* Loam&lt;br /&gt;
#* ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn&#039;t plan that out intentionally. If someone got solid ideas for this, he can implement it.&lt;br /&gt;
# Items with what one can fight&lt;br /&gt;
#* A (volcanic) flint to be found in the earth&lt;br /&gt;
#* A few melee weapons (e.g. also shield) (Zapper?)&lt;br /&gt;
#* Bow (maybe with other arrow types too) (Zapper?)&lt;br /&gt;
#* Musket (Zapper?)&lt;br /&gt;
#* ... a few other ranged weapons or items&lt;br /&gt;
&lt;br /&gt;
====Scenarios====&lt;br /&gt;
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.&lt;br /&gt;
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.&lt;br /&gt;
Anyway, at this point at least this scenario should be done in any case:&lt;br /&gt;
&lt;br /&gt;
# Tutorial scenario (Sven2)&lt;br /&gt;
#* Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one&lt;br /&gt;
#* Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.&lt;br /&gt;
#* A message at every checkpoint, telling you what to do next&lt;br /&gt;
&lt;br /&gt;
====Artwork====&lt;br /&gt;
&lt;br /&gt;
* Main menu background / Loaders&lt;br /&gt;
* (Logo) / Upper board, Lower board&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
See bugtracker&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=327</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=327"/>
		<updated>2010-02-19T15:42:31Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Basic controls and the clonk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
&lt;br /&gt;
We have set us the goal to have a somewhat &#039;&#039;&#039;playable game&#039;&#039;&#039; for our next [http://forum.openclonk.org/topic_show.pl?tid=325 OpenClonk meeting] starting on March 21st 2010.&lt;br /&gt;
&lt;br /&gt;
===Development goal===&lt;br /&gt;
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios. Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it&#039;s time. This is something we can work out at the OCM.&lt;br /&gt;
&lt;br /&gt;
===Todos===&lt;br /&gt;
For this goal to reach, certain basic features have to be completed. That doesn&#039;t mean that we shouldn&#039;t do anything else or anything more. These are just the necessary features.&lt;br /&gt;
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.&lt;br /&gt;
&lt;br /&gt;
====HUD====&lt;br /&gt;
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: {{Bug|66}}, {{Bug|62}}, {{Bug|67}}, {{Bug|98}}, {{Bug|99}}, {{Bug|100}}, {{Bug|72}}&lt;br /&gt;
&lt;br /&gt;
====Basic controls and the clonk====&lt;br /&gt;
&lt;br /&gt;
* Gamepad controls&amp;lt;s&amp;gt; &amp;amp; the type of control needs to be chooseable in the frontend&amp;lt;/s&amp;gt; (Sven2)&lt;br /&gt;
* Finish animations (Randrian) and new control behaviour (Newton)&lt;br /&gt;
* &amp;lt;s&amp;gt;Meshes of items must be attachable to the clonk for animations (ck)&amp;lt;/s&amp;gt; (has been implemented)&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
* Race(Parcour): Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint. Checkpoint could be e.g. a flag pole. (Maikel)&lt;br /&gt;
* Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
# Items with which the clonk can overcome obstacles&lt;br /&gt;
#* Shovel (animation)&lt;br /&gt;
#* Loam&lt;br /&gt;
#* ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn&#039;t plan that out intentionally. If someone got solid ideas for this, he can implement it.&lt;br /&gt;
# Items with what one can fight&lt;br /&gt;
#* A (volcanic) flint to be found in the earth&lt;br /&gt;
#* A few melee weapons (e.g. also shield) (Zapper?)&lt;br /&gt;
#* Bow (maybe with other arrow types too) (Zapper?)&lt;br /&gt;
#* Musket (Zapper?)&lt;br /&gt;
#* ... a few other ranged weapons or items&lt;br /&gt;
&lt;br /&gt;
====Scenarios====&lt;br /&gt;
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.&lt;br /&gt;
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.&lt;br /&gt;
Anyway, at this point at least this scenario should be done in any case:&lt;br /&gt;
&lt;br /&gt;
# Tutorial scenario (Sven2)&lt;br /&gt;
#* Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one&lt;br /&gt;
#* Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.&lt;br /&gt;
#* A message at every checkpoint, telling you what to do next&lt;br /&gt;
&lt;br /&gt;
====Artwork====&lt;br /&gt;
&lt;br /&gt;
* Main menu background / Loaders&lt;br /&gt;
* (Logo) / Upper board, Lower board&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
See bugtracker&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=326</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=326"/>
		<updated>2010-02-19T15:42:15Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Basic controls and the clonk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
&lt;br /&gt;
We have set us the goal to have a somewhat &#039;&#039;&#039;playable game&#039;&#039;&#039; for our next [http://forum.openclonk.org/topic_show.pl?tid=325 OpenClonk meeting] starting on March 21st 2010.&lt;br /&gt;
&lt;br /&gt;
===Development goal===&lt;br /&gt;
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios. Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it&#039;s time. This is something we can work out at the OCM.&lt;br /&gt;
&lt;br /&gt;
===Todos===&lt;br /&gt;
For this goal to reach, certain basic features have to be completed. That doesn&#039;t mean that we shouldn&#039;t do anything else or anything more. These are just the necessary features.&lt;br /&gt;
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.&lt;br /&gt;
&lt;br /&gt;
====HUD====&lt;br /&gt;
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: {{Bug|66}}, {{Bug|62}}, {{Bug|67}}, {{Bug|98}}, {{Bug|99}}, {{Bug|100}}, {{Bug|72}}&lt;br /&gt;
&lt;br /&gt;
====Basic controls and the clonk====&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Gamepad controls &amp;amp; the type of control needs to be chooseable in the frontend (Sven2)&amp;lt;/s&amp;gt;(done)&lt;br /&gt;
* Finish animations (Randrian) and new control behaviour (Newton)&lt;br /&gt;
* &amp;lt;s&amp;gt;Meshes of items must be attachable to the clonk for animations (ck)&amp;lt;/s&amp;gt; (has been implemented)&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
* Race(Parcour): Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint. Checkpoint could be e.g. a flag pole. (Maikel)&lt;br /&gt;
* Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
# Items with which the clonk can overcome obstacles&lt;br /&gt;
#* Shovel (animation)&lt;br /&gt;
#* Loam&lt;br /&gt;
#* ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn&#039;t plan that out intentionally. If someone got solid ideas for this, he can implement it.&lt;br /&gt;
# Items with what one can fight&lt;br /&gt;
#* A (volcanic) flint to be found in the earth&lt;br /&gt;
#* A few melee weapons (e.g. also shield) (Zapper?)&lt;br /&gt;
#* Bow (maybe with other arrow types too) (Zapper?)&lt;br /&gt;
#* Musket (Zapper?)&lt;br /&gt;
#* ... a few other ranged weapons or items&lt;br /&gt;
&lt;br /&gt;
====Scenarios====&lt;br /&gt;
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.&lt;br /&gt;
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.&lt;br /&gt;
Anyway, at this point at least this scenario should be done in any case:&lt;br /&gt;
&lt;br /&gt;
# Tutorial scenario (Sven2)&lt;br /&gt;
#* Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one&lt;br /&gt;
#* Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.&lt;br /&gt;
#* A message at every checkpoint, telling you what to do next&lt;br /&gt;
&lt;br /&gt;
====Artwork====&lt;br /&gt;
&lt;br /&gt;
* Main menu background / Loaders&lt;br /&gt;
* (Logo) / Upper board, Lower board&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
See bugtracker&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=319</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=319"/>
		<updated>2010-02-08T19:33:57Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
&lt;br /&gt;
We have set us the goal to have a somewhat &#039;&#039;&#039;playable game&#039;&#039;&#039; for our next [http://forum.openclonk.org/topic_show.pl?tid=325 OpenClonk meeting] starting on March 21st 2010.&lt;br /&gt;
&lt;br /&gt;
===Development goal===&lt;br /&gt;
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios. Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it&#039;s time. This is something we can work out at the OCM.&lt;br /&gt;
&lt;br /&gt;
===Todos===&lt;br /&gt;
For this goal to reach, certain basic features have to be completed. That doesn&#039;t mean that we shouldn&#039;t do anything else or anything more. These are just the necessary features.&lt;br /&gt;
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.&lt;br /&gt;
&lt;br /&gt;
====HUD====&lt;br /&gt;
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: {{Bug|66}}, {{Bug|62}}, {{Bug|67}}, {{Bug|98}}, {{Bug|99}}, {{Bug|100}}, {{Bug|72}}&lt;br /&gt;
&lt;br /&gt;
====Basic controls and the clonk====&lt;br /&gt;
&lt;br /&gt;
* Gamepad controls &amp;amp; the type of control needs to be chooseable in the frontend (Sven2)&lt;br /&gt;
* Finish animations (Randrian) and new control behaviour (Newton)&lt;br /&gt;
* Meshes of items must be attachable to the clonk for animations (ck?)&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
* Race(Parcour): Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint. Checkpoint could be e.g. a flag pole. (Maikel)&lt;br /&gt;
* Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
# Items with which the clonk can overcome obstacles&lt;br /&gt;
#* Shovel (animation)&lt;br /&gt;
#* Loam&lt;br /&gt;
#* ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn&#039;t plan that out intentionally. If someone got solid ideas for this, he can implement it.&lt;br /&gt;
# Items with what one can fight&lt;br /&gt;
#* A (volcanic) flint to be found in the earth&lt;br /&gt;
#* A few melee weapons (e.g. also shield) (Zapper?)&lt;br /&gt;
#* Bow (maybe with other arrow types too) (Zapper?)&lt;br /&gt;
#* Musket (Zapper?)&lt;br /&gt;
#* ... a few other ranged weapons or items&lt;br /&gt;
&lt;br /&gt;
====Scenarios====&lt;br /&gt;
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.&lt;br /&gt;
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.&lt;br /&gt;
Anyway, at this point at least this scenario should be done in any case:&lt;br /&gt;
&lt;br /&gt;
# Tutorial scenario (Sven2)&lt;br /&gt;
#* Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one&lt;br /&gt;
#* Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.&lt;br /&gt;
#* A message at every checkpoint, telling you what to do next&lt;br /&gt;
&lt;br /&gt;
====Artwork====&lt;br /&gt;
&lt;br /&gt;
* Main menu background / Loaders&lt;br /&gt;
* (Logo) / Upper board, Lower board&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
See bugtracker&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=318</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=318"/>
		<updated>2010-02-08T19:32:04Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Roadmap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
&lt;br /&gt;
We have set us the goal to have a somewhat &#039;&#039;&#039;playable game&#039;&#039;&#039; for our next [http://forum.openclonk.org/topic_show.pl?tid=325 OpenClonk meeting] starting on March 21st 2010.&lt;br /&gt;
&lt;br /&gt;
===Development goal===&lt;br /&gt;
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios. Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it&#039;s time. This is something we can work out at the OCM.&lt;br /&gt;
&lt;br /&gt;
===Todos===&lt;br /&gt;
For this goal to reach, certain basic features have to be completed. That doesn&#039;t mean that we shouldn&#039;t do anything else or anything more. These are just the necessary features.&lt;br /&gt;
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.&lt;br /&gt;
&lt;br /&gt;
====HUD====&lt;br /&gt;
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: {{Bug|66}}, {{Bug|62}}, {{Bug|67}}, {{Bug|98}}, {{Bug|99}}, {{Bug|100}}, {{Bug|72}}&lt;br /&gt;
&lt;br /&gt;
====Basic controls and the clonk====&lt;br /&gt;
&lt;br /&gt;
* Gamepad controls &amp;amp; the type of control needs to be chooseable in the frontend (Sven2)&lt;br /&gt;
* Finish animations (Randrian) and new control behaviour (Newton)&lt;br /&gt;
* Meshes of items must be attachable to the clonk for animations (ck?)&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
* Race(Parcour): Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint. Checkpoint could be e.g. a flag pole. (Maikel)&lt;br /&gt;
* Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
# Items with which the clonk can overcome obstacles&lt;br /&gt;
#* Shovel (animation)&lt;br /&gt;
#* Loam&lt;br /&gt;
#* ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn&#039;t plan that out intentionally. If someone got solid ideas for this, he can implement it.&lt;br /&gt;
# Items with what one can fight&lt;br /&gt;
#* A (volcanic) flint to be found in the earth&lt;br /&gt;
#* A few melee weapons (e.g. also shield)&lt;br /&gt;
#* Bow (maybe with other arrow types too)&lt;br /&gt;
#* Musket&lt;br /&gt;
#* ... a few other ranged weapons or items&lt;br /&gt;
&lt;br /&gt;
====Scenarios====&lt;br /&gt;
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.&lt;br /&gt;
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.&lt;br /&gt;
Anyway, at this point at least this scenario should be done in any case:&lt;br /&gt;
&lt;br /&gt;
# Tutorial scenario (Sven2)&lt;br /&gt;
#* Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one&lt;br /&gt;
#* Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.&lt;br /&gt;
#* A message at every checkpoint, telling you what to do next&lt;br /&gt;
&lt;br /&gt;
====Artwork====&lt;br /&gt;
&lt;br /&gt;
* Main menu background / Loaders&lt;br /&gt;
* (Logo) / Upper board, Lower board&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
See bugtracker&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Template:Bug&amp;diff=317</id>
		<title>Template:Bug</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Template:Bug&amp;diff=317"/>
		<updated>2010-02-08T19:31:25Z</updated>

		<summary type="html">&lt;p&gt;Sven2: Created page with &amp;#039;[http://bugs.openclonk.org/view.php?id={{{1}}} #{{{1}}}]&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://bugs.openclonk.org/view.php?id={{{1}}} #{{{1}}}]&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=316</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=316"/>
		<updated>2010-02-08T19:27:08Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Roadmap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
&lt;br /&gt;
We have set us the goal to have a somewhat &#039;&#039;&#039;playable game&#039;&#039;&#039; for our next [http://forum.openclonk.org/topic_show.pl?tid=325 OpenClonk meeting] starting on March 21st 2010.&lt;br /&gt;
&lt;br /&gt;
===Development goal===&lt;br /&gt;
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios. Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it&#039;s time. This is something we can work out at the OCM.&lt;br /&gt;
&lt;br /&gt;
===Todos===&lt;br /&gt;
For this goal to reach, certain basic features have to be completed. That doesn&#039;t mean that we shouldn&#039;t do anything else or anything more. These are just the necessary features.&lt;br /&gt;
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.&lt;br /&gt;
&lt;br /&gt;
====HUD====&lt;br /&gt;
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: #66, #62, #67, #98, #99, #100, #72&lt;br /&gt;
&lt;br /&gt;
====Basic controls and the clonk====&lt;br /&gt;
&lt;br /&gt;
* Gamepad controls &amp;amp; the type of control needs to be chooseable in the frontend (Sven2)&lt;br /&gt;
* Finish animations (Randrian) and new control behaviour (Newton)&lt;br /&gt;
* Meshes of items must be attachable to the clonk for animations (ck?)&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
* Race(Parcour): Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint. Checkpoint could be e.g. a flag pole. (Maikel)&lt;br /&gt;
* Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
# Items with which the clonk can overcome obstacles&lt;br /&gt;
#* Shovel (animation)&lt;br /&gt;
#* Loam&lt;br /&gt;
#* ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn&#039;t plan that out intentionally. If someone got solid ideas for this, he can implement it.&lt;br /&gt;
# Items with what one can fight&lt;br /&gt;
#* A (volcanic) flint to be found in the earth&lt;br /&gt;
#* A few melee weapons (e.g. also shield)&lt;br /&gt;
#* Bow (maybe with other arrow types too)&lt;br /&gt;
#* Musket&lt;br /&gt;
#* ... a few other ranged weapons or items&lt;br /&gt;
&lt;br /&gt;
====Scenarios====&lt;br /&gt;
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.&lt;br /&gt;
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.&lt;br /&gt;
Anyway, at this point at least this scenario should be done in any case:&lt;br /&gt;
&lt;br /&gt;
# Tutorial scenario (Sven2)&lt;br /&gt;
#* Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one&lt;br /&gt;
#* Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.&lt;br /&gt;
#* A message at every checkpoint, telling you what to do next&lt;br /&gt;
&lt;br /&gt;
====Artwork====&lt;br /&gt;
&lt;br /&gt;
* Main menu background / Loaders&lt;br /&gt;
* (Logo) / Upper board, Lower board&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
See bugtracker&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=315</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=315"/>
		<updated>2010-02-08T19:25:45Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Artwork */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
&lt;br /&gt;
We have set us the goal to have a &#039;&#039;&#039;playable game&#039;&#039;&#039; for our next [http://forum.openclonk.org/topic_show.pl?tid=325 OpenClonk meeting] starting on March 21st 2010.&lt;br /&gt;
&lt;br /&gt;
===Development goal===&lt;br /&gt;
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios. Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it&#039;s time. This is something we can work out at the OCM.&lt;br /&gt;
&lt;br /&gt;
===Todos===&lt;br /&gt;
For this goal to reach, certain basic features have to be completed. That doesn&#039;t mean that we shouldn&#039;t do anything else or anything more. These are just the necessary features.&lt;br /&gt;
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.&lt;br /&gt;
&lt;br /&gt;
====HUD====&lt;br /&gt;
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: #66, #62, #67, #98, #99, #100, #72&lt;br /&gt;
&lt;br /&gt;
====Basic controls and the clonk====&lt;br /&gt;
&lt;br /&gt;
* Gamepad controls &amp;amp; the type of control needs to be chooseable in the frontend (Sven2)&lt;br /&gt;
* Finish animations (Randrian) and new control behaviour (Newton)&lt;br /&gt;
* Meshes of items must be attachable to the clonk for animations (ck?)&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
* Race(Parcour): Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint. Checkpoint could be e.g. a flag pole. (Maikel)&lt;br /&gt;
* Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
# Items with which the clonk can overcome obstacles&lt;br /&gt;
#* Shovel (animation)&lt;br /&gt;
#* Loam&lt;br /&gt;
#* ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn&#039;t plan that out intentionally. If someone got solid ideas for this, he can implement it.&lt;br /&gt;
# Items with what one can fight&lt;br /&gt;
#* A (volcanic) flint to be found in the earth&lt;br /&gt;
#* A few melee weapons (e.g. also shield)&lt;br /&gt;
#* Bow (maybe with other arrow types too)&lt;br /&gt;
#* Musket&lt;br /&gt;
#* ... a few other ranged weapons or items&lt;br /&gt;
&lt;br /&gt;
====Scenarios====&lt;br /&gt;
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.&lt;br /&gt;
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.&lt;br /&gt;
Anyway, at this point at least this scenario should be done in any case:&lt;br /&gt;
&lt;br /&gt;
# Tutorial scenario (Sven2)&lt;br /&gt;
#* Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one&lt;br /&gt;
#* Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.&lt;br /&gt;
#* A message at every checkpoint, telling you what to do next&lt;br /&gt;
&lt;br /&gt;
====Artwork====&lt;br /&gt;
&lt;br /&gt;
* Main menu background / Loaders&lt;br /&gt;
* (Logo) / Upper board, Lower board&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
See bugtracker&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=314</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=314"/>
		<updated>2010-02-08T19:25:28Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Scenarios */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
&lt;br /&gt;
We have set us the goal to have a &#039;&#039;&#039;playable game&#039;&#039;&#039; for our next [http://forum.openclonk.org/topic_show.pl?tid=325 OpenClonk meeting] starting on March 21st 2010.&lt;br /&gt;
&lt;br /&gt;
===Development goal===&lt;br /&gt;
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios. Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it&#039;s time. This is something we can work out at the OCM.&lt;br /&gt;
&lt;br /&gt;
===Todos===&lt;br /&gt;
For this goal to reach, certain basic features have to be completed. That doesn&#039;t mean that we shouldn&#039;t do anything else or anything more. These are just the necessary features.&lt;br /&gt;
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.&lt;br /&gt;
&lt;br /&gt;
====HUD====&lt;br /&gt;
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: #66, #62, #67, #98, #99, #100, #72&lt;br /&gt;
&lt;br /&gt;
====Basic controls and the clonk====&lt;br /&gt;
&lt;br /&gt;
* Gamepad controls &amp;amp; the type of control needs to be chooseable in the frontend (Sven2)&lt;br /&gt;
* Finish animations (Randrian) and new control behaviour (Newton)&lt;br /&gt;
* Meshes of items must be attachable to the clonk for animations (ck?)&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
* Race(Parcour): Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint. Checkpoint could be e.g. a flag pole. (Maikel)&lt;br /&gt;
* Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
# Items with which the clonk can overcome obstacles&lt;br /&gt;
#* Shovel (animation)&lt;br /&gt;
#* Loam&lt;br /&gt;
#* ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn&#039;t plan that out intentionally. If someone got solid ideas for this, he can implement it.&lt;br /&gt;
# Items with what one can fight&lt;br /&gt;
#* A (volcanic) flint to be found in the earth&lt;br /&gt;
#* A few melee weapons (e.g. also shield)&lt;br /&gt;
#* Bow (maybe with other arrow types too)&lt;br /&gt;
#* Musket&lt;br /&gt;
#* ... a few other ranged weapons or items&lt;br /&gt;
&lt;br /&gt;
====Scenarios====&lt;br /&gt;
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.&lt;br /&gt;
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.&lt;br /&gt;
Anyway, at this point at least this scenario should be done in any case:&lt;br /&gt;
&lt;br /&gt;
# Tutorial scenario (Sven2)&lt;br /&gt;
#* Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one&lt;br /&gt;
#* Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.&lt;br /&gt;
#* A message at every checkpoint, telling you what to do next&lt;br /&gt;
&lt;br /&gt;
====Artwork====&lt;br /&gt;
&lt;br /&gt;
    * Main menu background / Loaders&lt;br /&gt;
    * (Logo) / Upper board, Lower board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
See bugtracker&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=313</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=313"/>
		<updated>2010-02-08T19:24:59Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
&lt;br /&gt;
We have set us the goal to have a &#039;&#039;&#039;playable game&#039;&#039;&#039; for our next [http://forum.openclonk.org/topic_show.pl?tid=325 OpenClonk meeting] starting on March 21st 2010.&lt;br /&gt;
&lt;br /&gt;
===Development goal===&lt;br /&gt;
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios. Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it&#039;s time. This is something we can work out at the OCM.&lt;br /&gt;
&lt;br /&gt;
===Todos===&lt;br /&gt;
For this goal to reach, certain basic features have to be completed. That doesn&#039;t mean that we shouldn&#039;t do anything else or anything more. These are just the necessary features.&lt;br /&gt;
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.&lt;br /&gt;
&lt;br /&gt;
====HUD====&lt;br /&gt;
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: #66, #62, #67, #98, #99, #100, #72&lt;br /&gt;
&lt;br /&gt;
====Basic controls and the clonk====&lt;br /&gt;
&lt;br /&gt;
* Gamepad controls &amp;amp; the type of control needs to be chooseable in the frontend (Sven2)&lt;br /&gt;
* Finish animations (Randrian) and new control behaviour (Newton)&lt;br /&gt;
* Meshes of items must be attachable to the clonk for animations (ck?)&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
* Race(Parcour): Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint. Checkpoint could be e.g. a flag pole. (Maikel)&lt;br /&gt;
* Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
# Items with which the clonk can overcome obstacles&lt;br /&gt;
#* Shovel (animation)&lt;br /&gt;
#* Loam&lt;br /&gt;
#* ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn&#039;t plan that out intentionally. If someone got solid ideas for this, he can implement it.&lt;br /&gt;
# Items with what one can fight&lt;br /&gt;
#* A (volcanic) flint to be found in the earth&lt;br /&gt;
#* A few melee weapons (e.g. also shield)&lt;br /&gt;
#* Bow (maybe with other arrow types too)&lt;br /&gt;
#* Musket&lt;br /&gt;
#* ... a few other ranged weapons or items&lt;br /&gt;
&lt;br /&gt;
====Scenarios====&lt;br /&gt;
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.&lt;br /&gt;
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.&lt;br /&gt;
Anyway, at this point at least this scenario should be done in any case:&lt;br /&gt;
&lt;br /&gt;
    * Tutorial scenario&lt;br /&gt;
          o Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one&lt;br /&gt;
          o Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.&lt;br /&gt;
          o A message at every checkpoint, telling you what to do next&lt;br /&gt;
&lt;br /&gt;
====Artwork====&lt;br /&gt;
&lt;br /&gt;
    * Main menu background / Loaders&lt;br /&gt;
    * (Logo) / Upper board, Lower board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
See bugtracker&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=312</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=312"/>
		<updated>2010-02-08T19:24:08Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
&lt;br /&gt;
We have set us the goal to have a &#039;&#039;&#039;playable game&#039;&#039;&#039; for our next [http://forum.openclonk.org/topic_show.pl?tid=325 OpenClonk meeting] starting on March 21st 2010.&lt;br /&gt;
&lt;br /&gt;
===Development goal===&lt;br /&gt;
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios. Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it&#039;s time. This is something we can work out at the OCM.&lt;br /&gt;
&lt;br /&gt;
===Todos===&lt;br /&gt;
For this goal to reach, certain basic features have to be completed. That doesn&#039;t mean that we shouldn&#039;t do anything else or anything more. These are just the necessary features.&lt;br /&gt;
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.&lt;br /&gt;
&lt;br /&gt;
====HUD====&lt;br /&gt;
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: #66, #62, #67, #98, #99, #100, #72&lt;br /&gt;
&lt;br /&gt;
====Basic controls and the clonk====&lt;br /&gt;
&lt;br /&gt;
* Gamepad controls &amp;amp; the type of control needs to be chooseable in the frontend (Sven2)&lt;br /&gt;
* Finish animations (Randrian) and new control behaviour (Newton)&lt;br /&gt;
* Meshes of items must be attachable to the clonk for animations (ck?)&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
* Race(Parcour): Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint. Checkpoint could be e.g. a flag pole. (Maikel)&lt;br /&gt;
* Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
   1. Items with which the clonk can overcome obstacles&lt;br /&gt;
          * Shovel (animation)&lt;br /&gt;
          * Loam&lt;br /&gt;
          * ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn&#039;t plan that out intentionally. If someone got solid ideas for this, he can implement it.&lt;br /&gt;
   2. Items with what one can fight&lt;br /&gt;
          * A (volcanic) flint to be found in the earth&lt;br /&gt;
          * A few melee weapons (e.g. also shield)&lt;br /&gt;
          * Bow (maybe with other arrow types too)&lt;br /&gt;
          * Musket&lt;br /&gt;
          * ... a few other ranged weapons or items&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====Scenarios====&lt;br /&gt;
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.&lt;br /&gt;
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.&lt;br /&gt;
Anyway, at this point at least this scenario should be done in any case:&lt;br /&gt;
&lt;br /&gt;
    * Tutorial scenario&lt;br /&gt;
          o Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one&lt;br /&gt;
          o Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.&lt;br /&gt;
          o A message at every checkpoint, telling you what to do next&lt;br /&gt;
&lt;br /&gt;
====Artwork====&lt;br /&gt;
&lt;br /&gt;
    * Main menu background / Loaders&lt;br /&gt;
    * (Logo) / Upper board, Lower board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
See bugtracker&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
	<entry>
		<id>https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=311</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="https://wiki.openclonk.org/index.php?title=Roadmap&amp;diff=311"/>
		<updated>2010-02-08T19:23:30Z</updated>

		<summary type="html">&lt;p&gt;Sven2: /* Basic controls and the clonk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
&lt;br /&gt;
We have set us the goal to have a &#039;&#039;&#039;playable game&#039;&#039;&#039; for our next [http://forum.openclonk.org/topic_show.pl?tid=325 OpenClonk meeting] starting on March 21st 2010.&lt;br /&gt;
&lt;br /&gt;
===Development goal===&lt;br /&gt;
The goal is to create some weapons, useful tools and other objects which can be used in small melees and parcours. We aim to have a few scenarios. Probably, we will go into the direction of settlement, mining and production lines after that, but we will decide on that when it&#039;s time. This is something we can work out at the OCM.&lt;br /&gt;
&lt;br /&gt;
===Todos===&lt;br /&gt;
For this goal to reach, certain basic features have to be completed. That doesn&#039;t mean that we shouldn&#039;t do anything else or anything more. These are just the necessary features.&lt;br /&gt;
Much of this is (finally) work for the scripter and also for the graphic artists (render the objects, decoration textures?), sound and music makers.&lt;br /&gt;
&lt;br /&gt;
====HUD====&lt;br /&gt;
...needs to be finished and bug-free engine-side. Related items in the bugtracker are: #66, #62, #67, #98, #99, #100, #72&lt;br /&gt;
&lt;br /&gt;
====Basic controls and the clonk====&lt;br /&gt;
&lt;br /&gt;
* Gamepad controls &amp;amp; the type of control needs to be chooseable in the frontend (Sven2)&lt;br /&gt;
* Finish animations (Randrian) and new control behaviour (Newton)&lt;br /&gt;
* Meshes of items must be attachable to the clonk for animations (ck?)&lt;br /&gt;
&lt;br /&gt;
====Goals====&lt;br /&gt;
&lt;br /&gt;
    * Race(Parcour): Extend the goal with the possibility of checkpoints. The clonks have to come by the checkpoints in the (right) order to win. Option to respawn the clonk at the checkpoint. Checkpoint could be e.g. a flag pole.&lt;br /&gt;
    * Melee: Last man (team) standing wins. If or how many relaunches each player gets, should be configurable (by script). The goal must work for teams, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
   1. Items with which the clonk can overcome obstacles&lt;br /&gt;
          * Shovel (animation)&lt;br /&gt;
          * Loam&lt;br /&gt;
          * ...more items. Examples: Climbing hook, thrusters, staffs with certain effects, pickaxes, ropes, CX-like catapult. We didn&#039;t plan that out intentionally. If someone got solid ideas for this, he can implement it.&lt;br /&gt;
   2. Items with what one can fight&lt;br /&gt;
          * A (volcanic) flint to be found in the earth&lt;br /&gt;
          * A few melee weapons (e.g. also shield)&lt;br /&gt;
          * Bow (maybe with other arrow types too)&lt;br /&gt;
          * Musket&lt;br /&gt;
          * ... a few other ranged weapons or items&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====Scenarios====&lt;br /&gt;
The Material.c4g needs to be ~complete. All typical materials from CR plus at least castle walls (stone/granite textures) and some other textures which might be useful in designing scenarios.&lt;br /&gt;
This will be the topic in some of the later meetings, when the objects have been scripted. During the meeting, nobody came up with concrete ideas for race scenarios.&lt;br /&gt;
Anyway, at this point at least this scenario should be done in any case:&lt;br /&gt;
&lt;br /&gt;
    * Tutorial scenario&lt;br /&gt;
          o Would be nice to have a tutorial scenario that introduces each object/control mechanism one by one&lt;br /&gt;
          o Could start out with simple movement left/right. Then you need to jump. Later, you find a shovel, then loam, etc.&lt;br /&gt;
          o A message at every checkpoint, telling you what to do next&lt;br /&gt;
&lt;br /&gt;
====Artwork====&lt;br /&gt;
&lt;br /&gt;
    * Main menu background / Loaders&lt;br /&gt;
    * (Logo) / Upper board, Lower board&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
See bugtracker&lt;/div&gt;</summary>
		<author><name>Sven2</name></author>
	</entry>
</feed>