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	<updated>2026-09-27T01:32:23Z</updated>
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		<id>https://wiki.empiresmod.com/index.php?title=Dedicated_Server_Setup&amp;diff=10614</id>
		<title>Dedicated Server Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Dedicated_Server_Setup&amp;diff=10614"/>
		<updated>2022-02-10T18:46:28Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: Protected &amp;quot;Dedicated Server Setup&amp;quot;: If people can edit the apt info they can infect other peoples computers ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Dedicated Server Setup}}&lt;br /&gt;
&lt;br /&gt;
== Dedicated Server (Linux) ==&lt;br /&gt;
Installing a dedicated server is supported on [https://www.debian.org/CD/netinst/ 32 bit Debian 10]. If you have a 64 bit install you might need to execute the following as root:&lt;br /&gt;
&lt;br /&gt;
 dpkg --add-architecture i386&lt;br /&gt;
 apt update&lt;br /&gt;
 apt install lib32gcc1&lt;br /&gt;
&lt;br /&gt;
To install the server, execute the following in a root shell:&lt;br /&gt;
&lt;br /&gt;
 apt-key add - &amp;lt;&amp;lt;-KEY&lt;br /&gt;
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 KEY&lt;br /&gt;
 echo &#039;deb http://deb.maxmaton.nl/debian buster main non-free&#039; &amp;gt; /etc/apt/sources.list.d/maxmaton.list&lt;br /&gt;
 apt update&lt;br /&gt;
 apt install empires-server&lt;br /&gt;
&lt;br /&gt;
If you also want the community provided maps, you can install the empires-server-maps-extra package (warning, takes a long time to install):&lt;br /&gt;
&lt;br /&gt;
 apt install empires-server-maps-extra&lt;br /&gt;
&lt;br /&gt;
=== Opening the server console ===&lt;br /&gt;
To open the server console, execute the following command:&lt;br /&gt;
&lt;br /&gt;
 su - empires -c &amp;quot;tmux attach&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Dedicated Server (Windows) ==&lt;br /&gt;
&lt;br /&gt;
*Download and install (follow the instructions on the page): [https://developer.valvesoftware.com/wiki/SteamCMD SteamCMD].&lt;br /&gt;
*Open a command line window with elevated / local administrator privileges and browse to the location of the update tool.&lt;br /&gt;
*Update syntax example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
steamcmd.exe +login anonymous +app_update 460040 validate +quit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*to update Empires Dedicated Server follow the same procedure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Server Extensions ==&lt;br /&gt;
There are several plugins available for use in Empires. Two extension systems are available (and can run in parallel):&lt;br /&gt;
* [http://www.sourcemod.net/ SourceMod] is the most common system, and is used for the majority of plugins. Handy SourceMod plugins that have been confirmed to work on Empires servers are:&lt;br /&gt;
** [http://raegquit.com/beerdude26/empires-plugins/rg_ungrief.smx Ungrief Command Vehicle] - Teleports the specified command vehicle to where you are looking. Usage: !ungrief &amp;lt;nf | be | imp&amp;gt;&lt;br /&gt;
** [http://www.sourcebans.net/ SourceBans] - A free global administration and banning system for Source engine based servers.&lt;br /&gt;
** [http://kigenac.com/viewtopic.php?f=4&amp;amp;t=231 Kigen&#039;s Anti-Cheat] (Requires Sockets 3.0.1 plugin) - An extensive anti-cheating plugin.&lt;br /&gt;
** For more plugins, look at the [[Sourcemod Plugins]] page.&lt;br /&gt;
* [http://www.sourceop.com/wiki/Installing SourceOp] is less popular, but is required to run an anti-DoS plugin:&lt;br /&gt;
** [http://www.sourceop.com/modules.php?name=Downloads&amp;amp;d_op=viewdownload&amp;amp;cid=9 DoS Attack Fixer] - Protects against A2C_PRINT and other spam.&lt;br /&gt;
&lt;br /&gt;
Both systems themselves run on [http://www.sourcemm.net/ MetaMod], allowing them to run in parallel.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
=== Customize server.cfg settings ===&lt;br /&gt;
As the server.cfg (amongst others) can be overwritten during upgrade and you may wish to have your server run in different &amp;quot;modes&amp;quot; such as password protected clan match/practice, increased resource rates for &amp;quot;tank wars&amp;quot;, etc, it is best to treat your server.cfg as &amp;quot;read-only&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Any default settings you wish to use can be placed in a separate file such as &amp;quot;myserver.cfg&amp;quot;. At the end of server.cfg, you can then add the line &amp;quot;exec myserver.cfg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This way, server.cfg will then run myserver.cfg and override any server.cfg settings.&lt;br /&gt;
&lt;br /&gt;
Loading various server &amp;quot;modes&amp;quot; can then be done by calling them in the server console:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
rcon exec tankwars.cfg&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want a mode to be automatically loaded after map change / server restart, you can add another line to server.cfg below the &amp;quot;exec myserver.cfg&amp;quot; entry.&lt;br /&gt;
&lt;br /&gt;
As an example of custom configuration you might want to use, the following line will disable the ability to join spectators at the start of the round:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
emp_allowspectators 0; wait 30000; emp_allowspectators 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It should be put at the end of the .cfg file so as to not delay any subsequent commands. The wait command delays all further commands by the amount specified in 1/100ths of a second.&lt;br /&gt;
&lt;br /&gt;
== Running a beta server ==&lt;br /&gt;
Running a beta server is just like a normal server, with the desired steam branch mentioned when downloading the server package.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
steamcmd.exe +login anonymous +app_update 460040 -beta beta validate +quit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See this link for more info on automating server creation, and on switching to specific steam branches.&lt;br /&gt;
https://developer.valvesoftware.com/wiki/SteamCMD#Automating_SteamCMD&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* [http://server.counter-strike.net/server.php?cmd=cmdall General HL2 Directives/Commands]&lt;br /&gt;
* [http://www.sourcemod.net/ SourceMod]&lt;br /&gt;
* https://pastebin.com/SXsp0r2F&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9994</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9994"/>
		<updated>2020-06-29T10:01:58Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PBR_comparison.png|200px|thumb|right|Comparison: left are the base Source Engine shaders, right is the PBR shader.]]&lt;br /&gt;
&lt;br /&gt;
Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - Sets the normal map (for backwards compatibility)&lt;br /&gt;
* $bumpmap - Sets the normal map (new way of setting normalmap)&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Defaults to &amp;quot;env_cubemap&amp;quot;, allows you to use a custom one.&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatest &amp;lt;0|1&amp;gt; - Enables clipping the pixel when the alpha goes below $alphatestreference.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
* $speculartexture - Enables use of colored F0 (specular map), overrides metalness from MRAO texture.&lt;br /&gt;
* $parallax &amp;lt;0|1&amp;gt; - Enable parallax mapping.&lt;br /&gt;
* $parallaxdepth &amp;lt;float&amp;gt; - Height of the depth map.&lt;br /&gt;
* $parallaxcenter &amp;lt;float&amp;gt; - Center point of the depth map.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
=== Brush (non-model surfaces) material example ===&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$bumpmap&amp;quot;       &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$envmap&amp;quot;        &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
  &amp;quot;$model&amp;quot;         &amp;quot;0&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== Model material example ===&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$bumpmap&amp;quot;       &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$envmap&amp;quot;        &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
  &amp;quot;$model&amp;quot;         &amp;quot;1&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== Model material example with specular map ===&lt;br /&gt;
{{Note|Metalness channel is ignored and $basetexture is treated as diffuse.}}&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;       &amp;quot;mymod/newtexture_diffuse&amp;quot;&lt;br /&gt;
  &amp;quot;$bumpmap&amp;quot;           &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;       &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$speculartexture&amp;quot;   &amp;quot;mymod/newtexture_specular&amp;quot;&lt;br /&gt;
  &amp;quot;$envmap&amp;quot;        &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;       &amp;quot;metal&amp;quot;&lt;br /&gt;
  &amp;quot;$model&amp;quot;             &amp;quot;1&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9992</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9992"/>
		<updated>2020-04-13T16:21:10Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PBR_comparison.png|200px|thumb|right|Comparison: left are the base Source Engine shaders, right is the PBR shader.]]&lt;br /&gt;
&lt;br /&gt;
Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - Sets the normal map (for backwards compatibility)&lt;br /&gt;
* $bumpmap - Sets the normal map (new way of setting normalmap)&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Defaults to &amp;quot;env_cubemap&amp;quot;, allows you to use a custom one.&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatest &amp;lt;0|1&amp;gt; - Enables clipping the pixel when the alpha goes below $alphatestreference.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
* $speculartexture - Enables use of colored F0 (specular map), overrides metalness from MRAO texture.&lt;br /&gt;
* $parallax &amp;lt;0|1&amp;gt; - Enable parallax mapping.&lt;br /&gt;
* $parallaxdepth &amp;lt;float&amp;gt; - Height of the depth map.&lt;br /&gt;
* $parallaxcenter &amp;lt;float&amp;gt; - Center point of the depth map.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
=== Brush (non-model surfaces) material example ===&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$bumpmap&amp;quot;       &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
  &amp;quot;$model&amp;quot;         &amp;quot;0&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== Model material example ===&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$bumpmap&amp;quot;       &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
  &amp;quot;$model&amp;quot;         &amp;quot;1&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
=== Model material example with specular map ===&lt;br /&gt;
{{Note|Metalness channel is ignored and $basetexture is treated as diffuse.}}&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;       &amp;quot;mymod/newtexture_diffuse&amp;quot;&lt;br /&gt;
  &amp;quot;$bumpmap&amp;quot;           &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;       &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$speculartexture&amp;quot;   &amp;quot;mymod/newtexture_specular&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;       &amp;quot;metal&amp;quot;&lt;br /&gt;
  &amp;quot;$model&amp;quot;             &amp;quot;1&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9907</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9907"/>
		<updated>2020-01-08T09:55:44Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PBR_comparison.png|200px|thumb|right|Comparison: left are the base Source Engine shaders, right is the PBR shader.]]&lt;br /&gt;
&lt;br /&gt;
Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - Sets the normal map (for backwards compatibility)&lt;br /&gt;
* $bumpmap - Sets the normal map (new way of setting normalmap)&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Defaults to &amp;quot;env_cubemap&amp;quot;, allows you to use a custom one.&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatest &amp;lt;0|1&amp;gt; - Enables clipping the pixel when the alpha goes below $alphatestreference.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
* $speculartexture - overrides metal f0&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$bumpmap&amp;quot;       &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
  &amp;quot;$model&amp;quot;         &amp;quot;0&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9815</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9815"/>
		<updated>2019-10-07T15:55:48Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PBR_comparison.png|200px|thumb|right|Comparison: left are the base Source Engine shaders, right is the PBR shader.]]&lt;br /&gt;
&lt;br /&gt;
Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - Sets the normal map (for backwards compatibility)&lt;br /&gt;
* $bumpmap - Sets the normal map (new way of setting normalmap)&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Defaults to &amp;quot;env_cubemap&amp;quot;, allows you to use a custom one.&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatest &amp;lt;0|1&amp;gt; - Enables clipping the pixel when the alpha goes below $alphatestreference.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$bumpmap&amp;quot;       &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
  &amp;quot;$model&amp;quot;         &amp;quot;0&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9814</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9814"/>
		<updated>2019-10-07T15:55:36Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PBR_comparison.png|200px|thumb|right|Comparison: left are the base Source Engine shaders, right is the PBR shader.]]&lt;br /&gt;
&lt;br /&gt;
Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - Sets the normal map (for backwards compatibility)&lt;br /&gt;
* $bumpmap - Sets the normal map (new way of setting normalmap)&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Defaults to &amp;quot;env_cubemap&amp;quot;, allows you to use a custom one.&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatest &amp;lt;0|1&amp;gt; - Enables clipping the pixel when the alpha goes below $alphatestreference.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$bumpmap&amp;quot; &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
  &amp;quot;$model&amp;quot;         &amp;quot;0&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9813</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9813"/>
		<updated>2019-10-07T15:55:28Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PBR_comparison.png|200px|thumb|right|Comparison: left are the base Source Engine shaders, right is the PBR shader.]]&lt;br /&gt;
&lt;br /&gt;
Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - Sets the normal map (for backwards compatibility)&lt;br /&gt;
* $bumpmap - Sets the normal map (new way of setting normalmap)&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Defaults to &amp;quot;env_cubemap&amp;quot;, allows you to use a custom one.&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatest &amp;lt;0|1&amp;gt; - Enables clipping the pixel when the alpha goes below $alphatestreference.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$bumpmap&amp;quot; &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
  &amp;quot;$model&amp;quot;.        &amp;quot;0&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9812</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9812"/>
		<updated>2019-10-07T15:54:13Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PBR_comparison.png|200px|thumb|right|Comparison: left are the base Source Engine shaders, right is the PBR shader.]]&lt;br /&gt;
&lt;br /&gt;
Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - Sets the normal map (for backwards compatibility)&lt;br /&gt;
* $bumpmap - Sets the normal map (new way of setting normalmap)&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Defaults to &amp;quot;env_cubemap&amp;quot;, allows you to use a custom one.&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatest &amp;lt;0|1&amp;gt; - Enables clipping the pixel when the alpha goes below $alphatestreference.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$bumpmap&amp;quot; &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9811</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9811"/>
		<updated>2019-10-07T15:53:44Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PBR_comparison.png|200px|thumb|right|Comparison: left are the base Source Engine shaders, right is the PBR shader.]]&lt;br /&gt;
&lt;br /&gt;
Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - Sets the normal map (for backwards compatibility)&lt;br /&gt;
* $bumpmap - Sets the normal map (new way of setting normalmap)&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Defaults to &amp;quot;env_cubemap&amp;quot;, allows you to use a custom one.&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatest &amp;lt;0|1&amp;gt; - Enables clipping the pixel when the alpha goes below $alphatestreference.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$normaltexture&amp;quot; &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9810</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9810"/>
		<updated>2019-10-07T15:52:14Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PBR_comparison.png|200px|thumb|right|Comparison: left are the base Source Engine shaders, right is the PBR shader.]]&lt;br /&gt;
&lt;br /&gt;
Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - The normal map&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Must be set to &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatest &amp;lt;0|1&amp;gt; - Enables clipping the pixel when the alpha goes below $alphatestreference.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$normaltexture&amp;quot; &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9809</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9809"/>
		<updated>2019-10-05T22:31:25Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PBR_comparison.png|200px|thumb|right|Comparison: left are the base Source Engine shaders, right is the PBR shader.]]&lt;br /&gt;
&lt;br /&gt;
Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - The normal map&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Must be set to &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatest &amp;lt;0|1&amp;gt; - Enables clipping the pixel when the alpha goes below $alphatestreference.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$normaltexture&amp;quot; &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$envmap&amp;quot;        &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9808</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9808"/>
		<updated>2019-10-05T22:31:05Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PBR_comparison.png|200px|thumb|left|Comparison: left are the base Source Engine shaders, right is the PBR shader.]]&lt;br /&gt;
&lt;br /&gt;
Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - The normal map&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Must be set to &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatest &amp;lt;0|1&amp;gt; - Enables clipping the pixel when the alpha goes below $alphatestreference.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$normaltexture&amp;quot; &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$envmap&amp;quot;        &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:PBR_comparison.png&amp;diff=9807</id>
		<title>File:PBR comparison.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:PBR_comparison.png&amp;diff=9807"/>
		<updated>2019-10-05T22:30:18Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: Left are the base Source Engine shaders, right is the PBR shader.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Left are the base Source Engine shaders, right is the PBR shader.&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9805</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9805"/>
		<updated>2019-07-27T13:18:13Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - The normal map&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Must be set to &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatest &amp;lt;0|1&amp;gt; - Enables clipping the pixel when the alpha goes below $alphatestreference.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$normaltexture&amp;quot; &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$envmap&amp;quot;        &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=9804</id>
		<title>Empires Mod FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=9804"/>
		<updated>2019-07-24T01:17:42Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Why does my game keep crashing on Linux? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Empires Mod FAQ}}&lt;br /&gt;
&lt;br /&gt;
== What is the best way to describe Empires Mod? ==&lt;br /&gt;
Empires Mod is a Half-Life 2 [[Total Conversion]] that is best described as an [[RTS]]/[[FPS]] [[hybrid]]; a blending of the two genres. Players may take to the front lines on foot, fighting their opponents directly, or command their faction in an [[RTS]]-like manner, placing structures and assigning orders to the other players.&lt;br /&gt;
&lt;br /&gt;
== What games are similar to Empires Mod? ==&lt;br /&gt;
A similar ancestor mod from Half-Life 1 is [http://www.unknownworlds.com/ns/ Natural Selection]. Like Empires Mod, NS has building and a very strategical play style. However, its theme is very different and it lacks vehicles.&lt;br /&gt;
&lt;br /&gt;
Also similar are basically any sci-fi [[RTS]] games like Red Alert, Total Annihilation, Warzone 2100, etc. Noticable inspirations can be found in Empires Mod, such as the research tech tree and vehicle customization (Warzone 2100). Also very similar is Battlezone 2, with it&#039;s FPS and RTS hybrid.&lt;br /&gt;
&lt;br /&gt;
== How much does the mod cost? ==&lt;br /&gt;
It&#039;s completely free for [http://store.steampowered.com/app/17740/ Download].&lt;br /&gt;
&lt;br /&gt;
== Who is currently developing the mod? ==&lt;br /&gt;
A complete team listing can be found on the [http://empiresmod.com/static-html/team.html Empires Mod Team page].&lt;br /&gt;
&lt;br /&gt;
== Where can I join an Empires Mod Clan? ==&lt;br /&gt;
We have a [[Clan Listing]]. This will grow in the coming months so if you don&#039;t find a clan you like there, check again in a few weeks or why not start your own!&lt;br /&gt;
&lt;br /&gt;
== Why can&#039;t I find any aircraft? ==&lt;br /&gt;
Empires won&#039;t include [[Aircraft|aircraft]].&lt;br /&gt;
&lt;br /&gt;
== Why is the game unstable at times? ==&lt;br /&gt;
We are still actively developing this game. As a result, some issues still exist. The development team is rather small and are doing this all for free, so these things take time. Please be patient and report any issues you may find on the official [http://forums.empiresmod.com/index.php?forums/6/ Forums].&lt;br /&gt;
&lt;br /&gt;
== Where can I download some custom maps? ==&lt;br /&gt;
At the moment there is no specific custom map centre for Empires Mod, keep an eye on the mapping section of the [http://forums.empiresmod.com/index.php?forums/8/ Forums], as well as the [[Maps]] section here on the wiki. There is also [http://forums.empiresmod.com/index.php?threads/18454/ This] user created map pack with most of the common custom maps.&lt;br /&gt;
&lt;br /&gt;
==Why does my game keep crashing on Linux?==&lt;br /&gt;
&lt;br /&gt;
This game sometimes needs a few additional dependencies. Make sure to install a 32 bit libc (or equivalent).&lt;br /&gt;
&lt;br /&gt;
If you have issues with the fonts rendering too small, please make sure you have Verdana and Ariel installed.&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
Due to issues with Steam, Empires will not run unless there is a 32-bit version of libbsd installed.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
Be sure to have 32bit libc installed.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux / Manjaro ===&lt;br /&gt;
Be sure to have ttf-ms-fonts, lib32-openal and lib32-libbsd installed.&lt;br /&gt;
&lt;br /&gt;
== Where can I find out even more about Empires Mod? ==&lt;br /&gt;
Have a look at [http://empiresmod.com/docs/ the Manual], or visit the [http://forums.empiresmod.com/ Forums]. You can also ask in the main [https://discord.gg/UH6Sc6B Empires Mod Discord].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=9803</id>
		<title>Empires Mod FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=9803"/>
		<updated>2019-07-24T01:12:13Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Empires Mod FAQ}}&lt;br /&gt;
&lt;br /&gt;
== What is the best way to describe Empires Mod? ==&lt;br /&gt;
Empires Mod is a Half-Life 2 [[Total Conversion]] that is best described as an [[RTS]]/[[FPS]] [[hybrid]]; a blending of the two genres. Players may take to the front lines on foot, fighting their opponents directly, or command their faction in an [[RTS]]-like manner, placing structures and assigning orders to the other players.&lt;br /&gt;
&lt;br /&gt;
== What games are similar to Empires Mod? ==&lt;br /&gt;
A similar ancestor mod from Half-Life 1 is [http://www.unknownworlds.com/ns/ Natural Selection]. Like Empires Mod, NS has building and a very strategical play style. However, its theme is very different and it lacks vehicles.&lt;br /&gt;
&lt;br /&gt;
Also similar are basically any sci-fi [[RTS]] games like Red Alert, Total Annihilation, Warzone 2100, etc. Noticable inspirations can be found in Empires Mod, such as the research tech tree and vehicle customization (Warzone 2100). Also very similar is Battlezone 2, with it&#039;s FPS and RTS hybrid.&lt;br /&gt;
&lt;br /&gt;
== How much does the mod cost? ==&lt;br /&gt;
It&#039;s completely free for [http://store.steampowered.com/app/17740/ Download].&lt;br /&gt;
&lt;br /&gt;
== Who is currently developing the mod? ==&lt;br /&gt;
A complete team listing can be found on the [http://empiresmod.com/static-html/team.html Empires Mod Team page].&lt;br /&gt;
&lt;br /&gt;
== Where can I join an Empires Mod Clan? ==&lt;br /&gt;
We have a [[Clan Listing]]. This will grow in the coming months so if you don&#039;t find a clan you like there, check again in a few weeks or why not start your own!&lt;br /&gt;
&lt;br /&gt;
== Why can&#039;t I find any aircraft? ==&lt;br /&gt;
Empires won&#039;t include [[Aircraft|aircraft]].&lt;br /&gt;
&lt;br /&gt;
== Why is the game unstable at times? ==&lt;br /&gt;
We are still actively developing this game. As a result, some issues still exist. The development team is rather small and are doing this all for free, so these things take time. Please be patient and report any issues you may find on the official [http://forums.empiresmod.com/index.php?forums/6/ Forums].&lt;br /&gt;
&lt;br /&gt;
== Where can I download some custom maps? ==&lt;br /&gt;
At the moment there is no specific custom map centre for Empires Mod, keep an eye on the mapping section of the [http://forums.empiresmod.com/index.php?forums/8/ Forums], as well as the [[Maps]] section here on the wiki. There is also [http://forums.empiresmod.com/index.php?threads/18454/ This] user created map pack with most of the common custom maps.&lt;br /&gt;
&lt;br /&gt;
==Why does my game keep crashing on Linux?==&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
Due to issues with Steam, Empires will not run unless there is a 32-bit version of libbsd installed.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
Be sure to have 32bit libc installed.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux / Manjaro ===&lt;br /&gt;
Be sure to have ttf-ms-fonts, lib32-openal and lib32-libbsd installed.&lt;br /&gt;
&lt;br /&gt;
== Where can I find out even more about Empires Mod? ==&lt;br /&gt;
Have a look at [http://empiresmod.com/docs/ the Manual], or visit the [http://forums.empiresmod.com/ Forums]. You can also ask in the main [https://discord.gg/UH6Sc6B Empires Mod Discord].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Translating&amp;diff=9802</id>
		<title>Translating</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Translating&amp;diff=9802"/>
		<updated>2019-07-23T22:40:09Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Translation Workflow (translators) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Translating the game is done using VGui Localization (https://developer.valvesoftware.com/wiki/VGUI_Documentation#Localization). The individual language files are generated by: http://translate.empiresmod.com/&lt;br /&gt;
&lt;br /&gt;
== Translation Workflow (Developers) ==&lt;br /&gt;
# Create a feature that requires text messages to be sent to the user.&lt;br /&gt;
# Add a new section to [https://git.empiresmod.com/empires_public/empires_translations/blob/develop/empires_template.txt empires_template.txt]:&lt;br /&gt;
#:&amp;lt;pre&amp;gt;&lt;br /&gt;
#::// Great new feature&amp;lt;/pre&amp;gt;&lt;br /&gt;
# Create identifiers with their english version for the strings you use:&lt;br /&gt;
#:&amp;lt;pre&amp;gt;&lt;br /&gt;
#::&amp;quot;emp_great_hello&amp;quot;  &amp;quot;Hello World&amp;quot;&lt;br /&gt;
#::&amp;quot;emp_great_tip&amp;quot;  &amp;quot;Tip: %s1&amp;quot;&lt;br /&gt;
#::&amp;quot;emp_great_press&amp;quot;  &amp;quot;Now press %k{+use} to build this building&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
# Lookup the localized strings in code:&lt;br /&gt;
## By using the ClientMessage system:&amp;lt;br /&amp;gt;&lt;br /&gt;
##:&amp;lt;pre&amp;gt;&lt;br /&gt;
##::ClientPrint(player, HUD_PRINTCENTER, &amp;quot;#emp_great_tip&amp;quot;, &amp;quot;#emp_great_press&amp;quot;);&lt;br /&gt;
##::// Prints: &amp;quot;Tip: Now press E to build this building&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
## By using javascript:&amp;lt;br /&amp;gt;&lt;br /&gt;
##:&amp;lt;pre&amp;gt;&lt;br /&gt;
##::translation.lookup(&amp;quot;#emp_great_tip&amp;quot;, &amp;quot;#emp_great_press&amp;quot;)&lt;br /&gt;
##::// Returns: &amp;quot;Tip: Now press E to build this building&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
## By using a manual lookup:&lt;br /&gt;
##:&amp;lt;pre&amp;gt;&lt;br /&gt;
##::const char *message = g_pVGuiLocalize-&amp;gt;FindAsUTF8(&amp;quot;#emp_great_press&amp;quot;);  &lt;br /&gt;
##::char expanded[2048];&lt;br /&gt;
##::ExpandPrintFKeyNames(expanded, sizeof(expanded), message);&lt;br /&gt;
##::// expanded now contains: &amp;quot;Now press E to build this building&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
# You can temporarily copy the empires_template.txt over the empires_english.txt file to test your changes. Make sure not to commit it though. (The encoding is weird and won&#039;t be merged correctly)&lt;br /&gt;
# Create a pull request.&lt;br /&gt;
# Get your pull request accepted into develop.&lt;br /&gt;
# The translation system now automatically adds the new strings to the translation system.&lt;br /&gt;
# Translators will see new strings they can translate.&lt;br /&gt;
# Once strings are translated new compiled versions will appear once an hour at http://translate.empiresmod.com/compiled/ and will appear in the repo in the empires_assets:translations branch.&lt;br /&gt;
# You can place these in mp/game/empires/resources/ to test our your feature in other languages. &lt;br /&gt;
# Before a release the translations branch will be merged into develop.&lt;br /&gt;
&lt;br /&gt;
== Translation Workflow (translators) ==&lt;br /&gt;
# Contact one of the developers to get translation access.&lt;br /&gt;
# Sign the Contributors Agreement.&lt;br /&gt;
# Log in to http://translate.empiresmod.com with the credentials you received.&lt;br /&gt;
# Start translating strings for the languages you&#039;re proficient with.&lt;br /&gt;
# The strings you translate can be placed in game by using the files at https://git.empiresmod.com/empires_public/empires_translations/-/jobs These files are updated once an hour if someone updates a translation. You can place these files in the empires/ folder in your empires install.&lt;br /&gt;
# The updated strings will be merged before a release so make sure you check the website regularly to see if there are more strings to translate. (If certain strings aren&#039;t translated before a release those messages will appear in English.&lt;br /&gt;
&lt;br /&gt;
=== Changing a description in game ===&lt;br /&gt;
# Download the template file from http://translate.empiresmod.com/compiled/empires_template.txt&lt;br /&gt;
# Make the changes to the descriptions. Be sure to keep the keys the same.&lt;br /&gt;
# Send the changed file to one of the developers, preferably by uploading the file to the Translations channel in hipchat.&lt;br /&gt;
# If the developers decide to merge your changes the strings will update automatically for all languages.&lt;br /&gt;
# Add translations for all languages&lt;br /&gt;
# Go play the game after release :)&lt;br /&gt;
&lt;br /&gt;
== Language differences ==&lt;br /&gt;
&lt;br /&gt;
Some strings can&#039;t be translated to carry the exact same meaning while maintaining simplicity of use. Because of that, there are certain small discrepancies between the translations. Below are examples of these.&lt;br /&gt;
&lt;br /&gt;
=== Polish translation ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! English !! Polish&lt;br /&gt;
|-&lt;br /&gt;
| Bullet Projectile || Nabój&lt;br /&gt;
|- &lt;br /&gt;
| Fission Reactor || Reaktor Atomowy&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant First Class || Chorąży&lt;br /&gt;
|-&lt;br /&gt;
| Master Sergeant || Starszy Chorąży&lt;br /&gt;
|-&lt;br /&gt;
| Scoped Rifle || Karabin Wyborowy&lt;br /&gt;
|-&lt;br /&gt;
| Heavy-Duty || Ciężki&lt;br /&gt;
|-&lt;br /&gt;
| Sticky Stun Bomb || Lepka Bomba Grzewcza&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Linux&amp;diff=9801</id>
		<title>Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Linux&amp;diff=9801"/>
		<updated>2019-07-23T22:01:56Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: Redirected page to Empires Mod FAQ#Why does my game keep crashing on Linux.3F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Empires_Mod_FAQ#Why_does_my_game_keep_crashing_on_Linux.3F]]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Linux&amp;diff=9800</id>
		<title>Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Linux&amp;diff=9800"/>
		<updated>2019-07-23T22:01:37Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: Created page with &amp;quot;REDIRECT Empires_Mod_FAQ#Why_does_my_game_keep_crashing_on_Linux.3F&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;REDIRECT [[Empires_Mod_FAQ#Why_does_my_game_keep_crashing_on_Linux.3F]]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9799</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9799"/>
		<updated>2019-07-22T01:54:21Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* &amp;quot;Damage to Heat&amp;quot;(Armor) will no longer overheat vehicle.      (After this change, only the heat induced directly by enemy weaponry can overheat your vehicle, like Plasma weaponry.)&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash in vehicle hud.&lt;br /&gt;
* Fixed bug with grenadier bots following other grenadiers&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**Damage to Heat Absorbed -0.2 -&amp;gt; -0.13 (Will reduce less heat when taking damage)&lt;br /&gt;
*Imperial APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;150&lt;br /&gt;
*NF APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;140&lt;br /&gt;
**Base Weight 579-&amp;gt;569&lt;br /&gt;
* Both Imperial &amp;amp; NF APC&lt;br /&gt;
**APC Standard Engine&lt;br /&gt;
***Max Speed 35-&amp;gt;28&lt;br /&gt;
***Max Reverse Speed 30-&amp;gt;24&lt;br /&gt;
**APC Gas Turbine Engine&lt;br /&gt;
***Max Speed 45-&amp;gt;40&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC 3 Phase Electric Motor&lt;br /&gt;
***Max Speed 50-&amp;gt;45&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC Fission Reactor&lt;br /&gt;
***Max Speed 47-&amp;gt;42&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
**APC Bio Diesel Engine&lt;br /&gt;
***Max Speed 43-&amp;gt;38&lt;br /&gt;
***Max Reverse Speed 40-&amp;gt;35&lt;br /&gt;
**APC Advanced Coolant Engine&lt;br /&gt;
***Max Speed 40-&amp;gt;35&lt;br /&gt;
***Max Reverse Speed 35-&amp;gt;30&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6000-&amp;gt;5500&lt;br /&gt;
*Salvo ML&lt;br /&gt;
**Damage 36-&amp;gt;46&lt;br /&gt;
**Clip Size 5-&amp;gt;4 (Missiles per salvo)&lt;br /&gt;
**Explosion Radius 100-&amp;gt;125&lt;br /&gt;
*Advanced Salvo ML&lt;br /&gt;
**Damage 35-&amp;gt;42&lt;br /&gt;
**Clip Size 6-&amp;gt;5&lt;br /&gt;
**Explosion Radius 100-&amp;gt;150&lt;br /&gt;
*Scout&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35  (180mm/203mm/HE arty)&lt;br /&gt;
*Rifleman&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
*Grenadier&lt;br /&gt;
**ExplosiveArtResist 0.4-&amp;gt;0.6&lt;br /&gt;
*Engineer&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
&lt;br /&gt;
*BE &amp;amp; NF Sniper rifle&lt;br /&gt;
**FalloffStart 0-&amp;gt;3000 &lt;br /&gt;
**FalloffEnd 2500-&amp;gt;10000  (Will lose less damage over range)&lt;br /&gt;
*NF Shotgun&lt;br /&gt;
**FalloffEnd 3000-&amp;gt;3250 (An inconsistency fix, will be the same value as BE Shotgun. Will deal very slightly more damage within 3250 range.)&lt;br /&gt;
*NF &amp;amp; BE Shotgun&lt;br /&gt;
**CycleTime 0.9-&amp;gt;0.85&lt;br /&gt;
**JumpingSpread 0.3-&amp;gt;0.06  (Roughly the same as the spread of other stance, as shotgun spread is mostly determined by the nature of the weapon, not the stance of player. &#039;&#039;&#039;Will make shotgun usable when jumping&#039;&#039;&#039; )&lt;br /&gt;
**JumpingSpreadModifier 0.15-&amp;gt;0.07&lt;br /&gt;
**&#039;&#039;&#039;Below shotgun changes can be ignored. They don&#039;t really affect gameplay but are changed to remove the potential of unwanted behaviors. They are written for logging purpose.&#039;&#039;&#039;&lt;br /&gt;
**JumpingSpreadMax 0.151-&amp;gt;0.08&lt;br /&gt;
**StandingSpreadMax 0.061-&amp;gt;0.06&lt;br /&gt;
**DuckingSpreadMax 0.041-&amp;gt;0.06&lt;br /&gt;
**ProneSpreadMax 0.0351-&amp;gt;0.06&lt;br /&gt;
**StandingSpreadIncrement 0.0022-&amp;gt;0.001&lt;br /&gt;
&lt;br /&gt;
== 2.26.7 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Renamed Imperial Tank to Imperial Medium Tank.&lt;br /&gt;
* Added key prompts to spawning related messages.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading navmeshes from VPK files.&lt;br /&gt;
* Script consistency check disabled itself on second map load.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* &#039;&#039;&#039; &amp;lt;big&amp;gt;Most CN/ML damage increased by 2% (rounded)&amp;lt;/big&amp;gt; &#039;&#039;&#039;&lt;br /&gt;
** 1~2 more damage.&lt;br /&gt;
**Exceptions:&lt;br /&gt;
***Artillery Cannons&lt;br /&gt;
***Nuke&lt;br /&gt;
***Standard weapons&lt;br /&gt;
&lt;br /&gt;
*Imperial AFV&lt;br /&gt;
** Gains 2 more degrees of front-side turret depression (can aim lower)&lt;br /&gt;
*Reactive Armor&lt;br /&gt;
**Health  120 -&amp;gt; 125&lt;br /&gt;
*Deflective Armor&lt;br /&gt;
**BioArtResist 0 -&amp;gt; 0.1 (Bio Cannon) (This is to fix an inconsistency)&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**APBulletResist  0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**BulletExplosive 0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**Damage to Heat Absorbed -0.3 -&amp;gt; -0.2 (Will reduce less heat when taking damage)&lt;br /&gt;
*Capacitive Armor&lt;br /&gt;
**Health 160 -&amp;gt; 170&lt;br /&gt;
*Guided ML&lt;br /&gt;
**Guiding Range 5500-&amp;gt;5000&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6500-&amp;gt;6000&lt;br /&gt;
*Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0003 -&amp;gt; 0.0005 (At 5000 range, it would take 1 more second than now to lock-on)&lt;br /&gt;
*Improved Homing ML&lt;br /&gt;
**Lock Range Modifier  0.00029 -&amp;gt; 0.00045(At 5000 range, it would take 0.8 more second than now to lock-on)&lt;br /&gt;
*Salvo Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0004 -&amp;gt; 0.0005(At 5000 range, it would take 0.5 more second than now to lock-on)&lt;br /&gt;
*Upgraded ML&lt;br /&gt;
**Heat 8.5-&amp;gt;9.5&lt;br /&gt;
**Reload Time 4-&amp;gt;5&lt;br /&gt;
*Heavy-duty ML&lt;br /&gt;
**Reload Time 4.5-&amp;gt;5.5&lt;br /&gt;
&lt;br /&gt;
== 2.26.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Updated main menu layout.&lt;br /&gt;
* Fix crash when executing npc_create on server console.&lt;br /&gt;
* Attempt to reduce water rendering issues.&lt;br /&gt;
* More autobalance fixes.&lt;br /&gt;
&lt;br /&gt;
== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9794</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9794"/>
		<updated>2019-07-17T23:33:46Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* &amp;quot;Damage to Heat&amp;quot;(Armor) will no longer overheat vehicle.      (After this change, only the heat induced directly by enemy weaponry can overheat your vehicle, like Plasma weaponry.)&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash in vehicle hud.&lt;br /&gt;
* PBR rendering fixes.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**Damage to Heat Absorbed -0.2 -&amp;gt; -0.13 (Will reduce less heat when taking damage)&lt;br /&gt;
*Imperial APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;150&lt;br /&gt;
*NF APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;140&lt;br /&gt;
**Base Weight 579-&amp;gt;569&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6000-&amp;gt;5500&lt;br /&gt;
*Salvo ML&lt;br /&gt;
**Damage 36-&amp;gt;46&lt;br /&gt;
**Clip Size 5-&amp;gt;4 (Missiles per salvo)&lt;br /&gt;
**Explosion Radius 100-&amp;gt;125&lt;br /&gt;
*Advanced Salvo ML&lt;br /&gt;
**Damage 35-&amp;gt;42&lt;br /&gt;
**Clip Size 6-&amp;gt;5&lt;br /&gt;
**Explosion Radius 100-&amp;gt;150&lt;br /&gt;
*Scout&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35  (180mm/203mm/HE arty)&lt;br /&gt;
*Rifleman&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
*Grenadier&lt;br /&gt;
**ExplosiveArtResist 0.4-&amp;gt;0.6&lt;br /&gt;
*Engineer&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
&lt;br /&gt;
*BE &amp;amp; NF Sniper rifle&lt;br /&gt;
**FalloffStart 0-&amp;gt;3000 &lt;br /&gt;
**FalloffEnd 2500-&amp;gt;10000  (Will lose less damage over range)&lt;br /&gt;
*NF Shotgun&lt;br /&gt;
**FalloffEnd 3000-&amp;gt;3250 (An inconsistency fix, will be the same value as BE Shotgun. Will deal very slightly more damage within 3250 range.)&lt;br /&gt;
*NF &amp;amp; BE Shotgun&lt;br /&gt;
**CycleTime 0.9-&amp;gt;0.85&lt;br /&gt;
**JumpingSpread 0.3-&amp;gt;0.06  (Roughly the same as the spread of other stance, as shotgun spread is mostly determined by the nature of the weapon, not the stance of player. &#039;&#039;&#039;Will make shotgun usable when jumping&#039;&#039;&#039; )&lt;br /&gt;
**JumpingSpreadModifier 0.15-&amp;gt;0.07&lt;br /&gt;
**&#039;&#039;&#039;Below shotgun changes can be ignored. They don&#039;t really affect gameplay but are changed to remove the potential of unwanted behaviors. They are written for logging purpose.&#039;&#039;&#039;&lt;br /&gt;
**JumpingSpreadMax 0.151-&amp;gt;0.08&lt;br /&gt;
**StandingSpreadMax 0.061-&amp;gt;0.06&lt;br /&gt;
**DuckingSpreadMax 0.041-&amp;gt;0.06&lt;br /&gt;
**ProneSpreadMax 0.0351-&amp;gt;0.06&lt;br /&gt;
**StandingSpreadIncrement 0.0022-&amp;gt;0.001&lt;br /&gt;
&lt;br /&gt;
== 2.26.7 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Renamed Imperial Tank to Imperial Medium Tank.&lt;br /&gt;
* Added key prompts to spawning related messages.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading navmeshes from VPK files.&lt;br /&gt;
* Script consistency check disabled itself on second map load.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* &#039;&#039;&#039; &amp;lt;big&amp;gt;Most CN/ML damage increased by 2% (rounded)&amp;lt;/big&amp;gt; &#039;&#039;&#039;&lt;br /&gt;
** 1~2 more damage.&lt;br /&gt;
**Exceptions:&lt;br /&gt;
***Artillery Cannons&lt;br /&gt;
***Nuke&lt;br /&gt;
***Standard weapons&lt;br /&gt;
&lt;br /&gt;
*Imperial AFV&lt;br /&gt;
** Gains 2 more degrees of front-side turret depression (can aim lower)&lt;br /&gt;
*Reactive Armor&lt;br /&gt;
**Health  120 -&amp;gt; 125&lt;br /&gt;
*Deflective Armor&lt;br /&gt;
**BioArtResist 0 -&amp;gt; 0.1 (Bio Cannon) (This is to fix an inconsistency)&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**APBulletResist  0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**BulletExplosive 0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**Damage to Heat Absorbed -0.3 -&amp;gt; -0.2 (Will reduce less heat when taking damage)&lt;br /&gt;
*Capacitive Armor&lt;br /&gt;
**Health 160 -&amp;gt; 170&lt;br /&gt;
*Guided ML&lt;br /&gt;
**Guiding Range 5500-&amp;gt;5000&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6500-&amp;gt;6000&lt;br /&gt;
*Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0003 -&amp;gt; 0.0005 (At 5000 range, it would take 1 more second than now to lock-on)&lt;br /&gt;
*Improved Homing ML&lt;br /&gt;
**Lock Range Modifier  0.00029 -&amp;gt; 0.00045(At 5000 range, it would take 0.8 more second than now to lock-on)&lt;br /&gt;
*Salvo Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0004 -&amp;gt; 0.0005(At 5000 range, it would take 0.5 more second than now to lock-on)&lt;br /&gt;
*Upgraded ML&lt;br /&gt;
**Heat 8.5-&amp;gt;9.5&lt;br /&gt;
**Reload Time 4-&amp;gt;5&lt;br /&gt;
*Heavy-duty ML&lt;br /&gt;
**Reload Time 4.5-&amp;gt;5.5&lt;br /&gt;
&lt;br /&gt;
== 2.26.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Updated main menu layout.&lt;br /&gt;
* Fix crash when executing npc_create on server console.&lt;br /&gt;
* Attempt to reduce water rendering issues.&lt;br /&gt;
* More autobalance fixes.&lt;br /&gt;
&lt;br /&gt;
== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9793</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9793"/>
		<updated>2019-07-17T23:27:40Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - The normal map&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Must be set to &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$normaltexture&amp;quot; &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$envmap&amp;quot;        &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9792</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9792"/>
		<updated>2019-07-17T23:27:22Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - The normal map&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Must be set to &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$normaltexture&amp;quot; &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$envmap&amp;quot;        &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
  &amp;quot;$pbrlookup&amp;quot;     &amp;quot;dev/pbr_lookup&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9791</id>
		<title>PBR</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=PBR&amp;diff=9791"/>
		<updated>2019-07-17T22:39:15Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Physically based rendering shader. Source code is available at: https://github.com/thexa4/source-pbr&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* $basetexture - The albedo texture&lt;br /&gt;
* $normaltexture - The normal map&lt;br /&gt;
* $mraotexture - A texture with the metalness on the red channel, roughness on the green channel and ambient occlusion on the blue channel.&lt;br /&gt;
* $envmap - Must be set to &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
* $pbrlookup - Must be set to &amp;quot;dev/pbr_lookup&amp;quot;&lt;br /&gt;
* $surfaceprop - One of the following: https://developer.valvesoftware.com/wiki/$surfaceprop&lt;br /&gt;
* $model - Should have a value of &amp;quot;1&amp;quot; if the texture is used on a prop.&lt;br /&gt;
* $translucent - Setting this to &amp;quot;1&amp;quot; enables alpha blending.&lt;br /&gt;
* %keywords - A list of keywords separated by commas, should contain &#039;empires&#039; as first element. Examples of keywords are: architectural,brown,gray,grime,hanger,industrial,metal,modern,shed,urban,wall,floor&lt;br /&gt;
* $basetexturetransform - Looks like this: &amp;quot;center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0&amp;quot; for a 2m by 2m texture.&lt;br /&gt;
&lt;br /&gt;
=== Upcoming parameters ===&lt;br /&gt;
* $pbrlookup is deprecated&lt;br /&gt;
* $alphatestreference &amp;lt;float&amp;gt; - &lt;br /&gt;
* $emissiontexture - Allows setting an emission texture. Enabled self illumination.&lt;br /&gt;
* $useEnvAmbient &amp;lt;0|1&amp;gt; - Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes. Can cause artifacts with moving props.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
 &amp;quot;PBR&amp;quot;&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;$basetexture&amp;quot;   &amp;quot;mymod/newtexture_albedo&amp;quot;&lt;br /&gt;
  &amp;quot;$normaltexture&amp;quot; &amp;quot;mymod/newtexture_normal&amp;quot;&lt;br /&gt;
  &amp;quot;$mraotexture&amp;quot;   &amp;quot;mymod/newtexture_mrao&amp;quot;&lt;br /&gt;
  &amp;quot;$envmap&amp;quot;        &amp;quot;env_cubemap&amp;quot;&lt;br /&gt;
  &amp;quot;$pbrlookup&amp;quot;     &amp;quot;dev/pbr_lookup&amp;quot;&lt;br /&gt;
  &amp;quot;$surfaceprop&amp;quot;   &amp;quot;metal&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Integrating in your mod ==&lt;br /&gt;
The shader is built on top of the [https://github.com/ValveSoftware/source-sdk-2013/ Base SDK github code]. If you continued working on top of that and still use git, you can merge in this change: https://help.github.com/articles/syncing-a-fork/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You have to start the game with the -forceallmips startup parameter for rough materials to look good.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* You have to start hammer with a -game &amp;lt;yourmod&amp;gt; startup parameter. You can add this by editing &#039;bin/Hammer.bat&#039;&lt;br /&gt;
* Make sure cubemaps are on on 128x128 or higher (default in Empires)&lt;br /&gt;
* The shader works with the Unreal Engine format of https://gametextures.com&lt;br /&gt;
&lt;br /&gt;
== Getting help ==&lt;br /&gt;
If you need help or have suggestions, please contact @Thexa4 on the [https://discord.gg/UH6Sc6B Empires Discord] or the [https://discord.gg/wpFf2f6 Source Modding Community].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=FastDL&amp;diff=9790</id>
		<title>FastDL</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=FastDL&amp;diff=9790"/>
		<updated>2019-07-16T14:55:10Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fast DownLoad server allows users to quickly and automatically download any content required for the map currently in play on the server they are trying to connect to. &lt;br /&gt;
&lt;br /&gt;
== Using the public FastDL ==&lt;br /&gt;
Set your sv_downloadurl to http://fastdl.empiresmod.com:17739/default/&lt;br /&gt;
&lt;br /&gt;
== Uploading a map to the public FastDL ==&lt;br /&gt;
* http://fastdl.empiresmod.com:17739/upload/&lt;br /&gt;
* Enter the name of your map&lt;br /&gt;
* Select map-critical files&lt;br /&gt;
** Map bsp&lt;br /&gt;
** Map resource file&lt;br /&gt;
** Minimap material&lt;br /&gt;
** Minimap texture&lt;br /&gt;
* You can add/remove files to be uploaded by pressing +/- button&lt;br /&gt;
* Select any additional files and enter their files paths as they are to be located in the client&#039;s files&lt;br /&gt;
** Map navmesh&lt;br /&gt;
** Map config file&lt;br /&gt;
** Custom assets - materials, models, sounds&lt;br /&gt;
* Check the box to upload the files to all servers&lt;br /&gt;
* Click send to upload files to the FastDL server&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=FastDL&amp;diff=9789</id>
		<title>FastDL</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=FastDL&amp;diff=9789"/>
		<updated>2019-07-14T17:51:47Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fast DownLoad server allows users to quickly and automatically download any content required for the map currently in play on the server they are trying to connect to. &lt;br /&gt;
&lt;br /&gt;
=== Using the public fastdl ===&lt;br /&gt;
Set your sv_downloadurl to http://fastdl.empiresmod.com:17739/default/&lt;br /&gt;
&lt;br /&gt;
=== Uploading a map to the public fastdl ===&lt;br /&gt;
* http://fastdl.empiresmod.com:17739/upload/&lt;br /&gt;
* Enter the name of your map&lt;br /&gt;
* Select map-critical files&lt;br /&gt;
** Map bsp&lt;br /&gt;
** Map resource file&lt;br /&gt;
** Minimap material&lt;br /&gt;
** Minimap texture&lt;br /&gt;
* You can add/remove files to be uploaded by pressing +/- button&lt;br /&gt;
* Select any additional files and enter their files paths as they are to be located in the client&#039;s files&lt;br /&gt;
** Map navmesh&lt;br /&gt;
** Map config file&lt;br /&gt;
** Custom assets - materials, models, sounds&lt;br /&gt;
* Check the box to upload the files to all servers&lt;br /&gt;
* Click send to upload files to the FastDL server&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9779</id>
		<title>Reference Material</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9779"/>
		<updated>2019-06-27T11:17:01Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* BE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Story ==&lt;br /&gt;
* [[The Story]]&lt;br /&gt;
* [https://wiki.empiresmod.com/File:Map2.jpg World Map]&lt;br /&gt;
&lt;br /&gt;
== NF ==&lt;br /&gt;
[[Northern Faction]] is slightly behind the [[Brenodi Empire]] in terms of production capacity so tends to use slightly older manufacturing techniques to make their (future tech) products. Raw material prices are very low so they usually compensate for this by using more materials.&lt;br /&gt;
&lt;br /&gt;
This results in slightly bulkier (and often sturdier) designs which look slightly less user friendly.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/Brutalist_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Stalinist_architecture&lt;br /&gt;
* https://www.google.com/search?tbm=isch&amp;amp;q=brutalist%20architecture&amp;amp;tbs=imgo:1&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
* #860000: https://duckduckgo.com/?q=%23860000&amp;amp;t=ffsb&amp;amp;atb=v49-7__&amp;amp;ia=answer&lt;br /&gt;
&lt;br /&gt;
== BE ==&lt;br /&gt;
&lt;br /&gt;
[[Brenodi Empire]] has a fully formed industry resulting in more polished, user friendly products. This typically shows in products without sharp edges, compact and futuristic looking designs. Applicances are usually optimized to use the minimal amount of resources to perform the required function.&lt;br /&gt;
&lt;br /&gt;
This usually results in products being more advanced but more brittle.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/High-tech_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Blobitecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Neo-futurism&lt;br /&gt;
* https://duckduckgo.com/?q=glass+architecture&amp;amp;iar=images&amp;amp;iax=images&amp;amp;ia=images&lt;br /&gt;
* For (old) palaces etc: https://www.google.com/search?q=victorian+architecture&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwiOoZHbvKriAhVFposKHZJNBtoQ_AUIDigB&amp;amp;biw=1920&amp;amp;bih=969#imgrc=kFHc2p5aaO27PM&lt;br /&gt;
&lt;br /&gt;
== Game Design General ==&lt;br /&gt;
* http://www.gamasutra.com/blogs/DanFelder/20150521/243962/Design_101_Complexity_vs_Depth.php&lt;br /&gt;
* http://www.gamasutra.com/blogs/FlavioCreasso/20151014/256145/Reverse_Engineering_Toxic_Behaviour.php&lt;br /&gt;
&lt;br /&gt;
== Command &amp;amp; Control ==&lt;br /&gt;
* How military command works: http://www.au.af.mil/au/awc/awcgate/army/cmd-hdbk.pdf&lt;br /&gt;
&lt;br /&gt;
== Voice ==&lt;br /&gt;
http://mary.dfki.de:59125/&lt;br /&gt;
&lt;br /&gt;
== UX ==&lt;br /&gt;
* https://www.raphkoster.com/2015/06/29/game-design-ux-design/&lt;br /&gt;
&lt;br /&gt;
=== GAP Acessiblity Heuristic ===&lt;br /&gt;
* https://www.researchgate.net/publication/308084122_Heuristic_Evaluation_for_Gameful_Design&lt;br /&gt;
* http://dlx.b-ok.org/genesis/1376000/3a1aa6e5164dd5d49cdc368a13deeb1e/_as/[Regina_Bernhaupt_(eds.)]_Game_User_Experience_Eva(b-ok.org).pdf (page 196), https://www.springer.com/us/book/9783319159843&lt;br /&gt;
&lt;br /&gt;
# Goals&lt;br /&gt;
## Overall goal: The player is presented clear goals (e.g. overriding goals) early enough or is able to create her own goals and is able to understand and identify them&lt;br /&gt;
## Short-time goals: There can be multiple goals on each level (short-term and long-term goals), so that there are more strategies to win. Furthermore the player knows how to reach the goal without getting stuck&lt;br /&gt;
# Motivation&lt;br /&gt;
## The player is receiving meaningful rewards. The acquisition of skills (personal and in-game skills) can also be a reward&lt;br /&gt;
## The game does not stagnate and the player feels the progress&lt;br /&gt;
## The game and the outcome are perceived as being fair&lt;br /&gt;
## The game itself is replayable and the player enjoys playing it&lt;br /&gt;
## The game play does not require the player to fulfil boring tasks&lt;br /&gt;
## Challenges are positive game experiences and encourage the user to continue playing&lt;br /&gt;
## The first-time experience is encouraging&lt;br /&gt;
# Challenge&lt;br /&gt;
## The game is paced to apply pressure to but does not frustrate the player&lt;br /&gt;
## Challenge, strategy and pace are in balance&lt;br /&gt;
## The artificial intelligence is reasonable, visible to the player, consistent with the player’s expectations and yet unpredictable&lt;br /&gt;
## There are variable difficulty levels for a greater challenge&lt;br /&gt;
## The challenge of the game is adapted to the acquired skills. The difficulty level varies so the player experiences greater challenges as she develops mastery&lt;br /&gt;
## Challenging tasks are not required to be completed more than once (e.g. when dying after completing a hard task)&lt;br /&gt;
## The game is easy to learn, but hard to master&lt;br /&gt;
# Learning&lt;br /&gt;
## The player is given space to make mistakes, but the failure conditions must be understandable&lt;br /&gt;
## The learning curve is shortened. The user’s expectations are met and the player has enough information to get immediately started (or at least after reading the instruction once)&lt;br /&gt;
## General help displaying the game’s fundamentals exists and is a meaningful addition to the game and provides useful assistance before and during the game&lt;br /&gt;
## Tutorials and adjustable levels are able to involve the player quickly (learning) and provided upon request throughout the entire game&lt;br /&gt;
# Control&lt;br /&gt;
## The player feels that she is in control. That includes the control over the character as well as the impact onto the game world. It is clear what’s happening in the game&lt;br /&gt;
## The player can impact the game world and make changes&lt;br /&gt;
## The player is able to skip non-playable and repeating content if not required by the game play&lt;br /&gt;
## The game mechanics feel natural and have correct weight and momentum. Furthermore they are appropriate for the situation the player is facing&lt;br /&gt;
## The player is able to save the game in different states (applies to non arcade-like games) and is able to easily turn the game off and on&lt;br /&gt;
## The player is able to respond to threats and opportunities&lt;br /&gt;
# Consistency&lt;br /&gt;
## Changes the player makes to the game world are persistent and noticeable&lt;br /&gt;
## The game is consistent and responds to the user’s action in a predictable manner. This includes consistency between the game elements and the overarching settings as well as the story&lt;br /&gt;
# Game Story&lt;br /&gt;
## The meaningful game story supports the game play and is discovered as part of the game play&lt;br /&gt;
## The story suspends disbelief and is perceived as a single vision, i.e. the story is planned through to the end&lt;br /&gt;
## The game emotionally transports the player into a level of personal involvement (e.g. scare, threat, thrill, reward, punishment)&lt;br /&gt;
# Feedback&lt;br /&gt;
## The acoustic and visual effects arouse interest and provide meaningful feedback at the right time&lt;br /&gt;
## Feedback creates a challenging and exciting interaction and involves the player by creating emotions&lt;br /&gt;
## The feedback is given immediately to the player’s action&lt;br /&gt;
## The player is able to identify game elements such as avatars, enemies, obstacles, power ups, threats or opportunities (orthogonal unit differentiation)&lt;br /&gt;
## The player knows where she is on the mini-map if there is one and does not have to memorize the level design&lt;br /&gt;
## The player does not have to memorize resources like bullets, life, score, points and ammunition&lt;br /&gt;
# Visual appearance&lt;br /&gt;
## In-game objects are standing out (contrast, texture, colour, brightness), even for players with bad eyesight or colour blindness and cannot easily be misinterpreted&lt;br /&gt;
## The objects look like what they are for (affordance)&lt;br /&gt;
# Interaction&lt;br /&gt;
## Input methods are easy to manage and have an appropriate level of sensitivity and responsiveness&lt;br /&gt;
## Alternative methods of interaction are available and intuitive. When existing interaction methods are employed, they are adhering to standards&lt;br /&gt;
## The first player action is obvious and results in immediate positive feedback&lt;br /&gt;
# Customization&lt;br /&gt;
## The game allows for an appropriate level of customization concerning different aspects (e.g. audio and video settings, etc.)&lt;br /&gt;
## The input methods allow customization concerning the mappings. The customization is persistent&lt;br /&gt;
# Menu and interface elements (HUD)&lt;br /&gt;
## The interface is consistent in control, colour, typography and dialog design (e.g. large blocks of text are avoided, no abbreviations) and as non-intrusive as possible&lt;br /&gt;
## The menu is intuitive and the meanings are obvious and perceived as a part of the game&lt;br /&gt;
## The visual representation (i.e. the view) allows the user to have a clear, unobstructed view of the area and of all visual information that is tied to the location&lt;br /&gt;
## Relevant information is displayed and the critical information stands out. Irrelevant information is left out. The user is provided enough information to recognize her status and to make proper decisions&lt;br /&gt;
## If standard interface elements are used (buttons, scroll bars, pop-up menus), they are adhering to common game interface design guidelines&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9778</id>
		<title>Reference Material</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9778"/>
		<updated>2019-06-27T11:15:50Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* NF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Story ==&lt;br /&gt;
* [[The Story]]&lt;br /&gt;
* [https://wiki.empiresmod.com/File:Map2.jpg World Map]&lt;br /&gt;
&lt;br /&gt;
== NF ==&lt;br /&gt;
[[Northern Faction]] is slightly behind the [[Brenodi Empire]] in terms of production capacity so tends to use slightly older manufacturing techniques to make their (future tech) products. Raw material prices are very low so they usually compensate for this by using more materials.&lt;br /&gt;
&lt;br /&gt;
This results in slightly bulkier (and often sturdier) designs which look slightly less user friendly.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/Brutalist_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Stalinist_architecture&lt;br /&gt;
* https://www.google.com/search?tbm=isch&amp;amp;q=brutalist%20architecture&amp;amp;tbs=imgo:1&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
* #860000: https://duckduckgo.com/?q=%23860000&amp;amp;t=ffsb&amp;amp;atb=v49-7__&amp;amp;ia=answer&lt;br /&gt;
&lt;br /&gt;
== BE ==&lt;br /&gt;
&lt;br /&gt;
[[Brenodi Empire]] has a fully formed industry resulting in more polished, user friendly products. This typically shows in products without sharp edges, compact and futuristic looking designs. This usually results in products being more advanced but more brittle.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/High-tech_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Blobitecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Neo-futurism&lt;br /&gt;
* https://duckduckgo.com/?q=glass+architecture&amp;amp;iar=images&amp;amp;iax=images&amp;amp;ia=images&lt;br /&gt;
* For (old) palaces etc: https://www.google.com/search?q=victorian+architecture&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwiOoZHbvKriAhVFposKHZJNBtoQ_AUIDigB&amp;amp;biw=1920&amp;amp;bih=969#imgrc=kFHc2p5aaO27PM&lt;br /&gt;
&lt;br /&gt;
== Game Design General ==&lt;br /&gt;
* http://www.gamasutra.com/blogs/DanFelder/20150521/243962/Design_101_Complexity_vs_Depth.php&lt;br /&gt;
* http://www.gamasutra.com/blogs/FlavioCreasso/20151014/256145/Reverse_Engineering_Toxic_Behaviour.php&lt;br /&gt;
&lt;br /&gt;
== Command &amp;amp; Control ==&lt;br /&gt;
* How military command works: http://www.au.af.mil/au/awc/awcgate/army/cmd-hdbk.pdf&lt;br /&gt;
&lt;br /&gt;
== Voice ==&lt;br /&gt;
http://mary.dfki.de:59125/&lt;br /&gt;
&lt;br /&gt;
== UX ==&lt;br /&gt;
* https://www.raphkoster.com/2015/06/29/game-design-ux-design/&lt;br /&gt;
&lt;br /&gt;
=== GAP Acessiblity Heuristic ===&lt;br /&gt;
* https://www.researchgate.net/publication/308084122_Heuristic_Evaluation_for_Gameful_Design&lt;br /&gt;
* http://dlx.b-ok.org/genesis/1376000/3a1aa6e5164dd5d49cdc368a13deeb1e/_as/[Regina_Bernhaupt_(eds.)]_Game_User_Experience_Eva(b-ok.org).pdf (page 196), https://www.springer.com/us/book/9783319159843&lt;br /&gt;
&lt;br /&gt;
# Goals&lt;br /&gt;
## Overall goal: The player is presented clear goals (e.g. overriding goals) early enough or is able to create her own goals and is able to understand and identify them&lt;br /&gt;
## Short-time goals: There can be multiple goals on each level (short-term and long-term goals), so that there are more strategies to win. Furthermore the player knows how to reach the goal without getting stuck&lt;br /&gt;
# Motivation&lt;br /&gt;
## The player is receiving meaningful rewards. The acquisition of skills (personal and in-game skills) can also be a reward&lt;br /&gt;
## The game does not stagnate and the player feels the progress&lt;br /&gt;
## The game and the outcome are perceived as being fair&lt;br /&gt;
## The game itself is replayable and the player enjoys playing it&lt;br /&gt;
## The game play does not require the player to fulfil boring tasks&lt;br /&gt;
## Challenges are positive game experiences and encourage the user to continue playing&lt;br /&gt;
## The first-time experience is encouraging&lt;br /&gt;
# Challenge&lt;br /&gt;
## The game is paced to apply pressure to but does not frustrate the player&lt;br /&gt;
## Challenge, strategy and pace are in balance&lt;br /&gt;
## The artificial intelligence is reasonable, visible to the player, consistent with the player’s expectations and yet unpredictable&lt;br /&gt;
## There are variable difficulty levels for a greater challenge&lt;br /&gt;
## The challenge of the game is adapted to the acquired skills. The difficulty level varies so the player experiences greater challenges as she develops mastery&lt;br /&gt;
## Challenging tasks are not required to be completed more than once (e.g. when dying after completing a hard task)&lt;br /&gt;
## The game is easy to learn, but hard to master&lt;br /&gt;
# Learning&lt;br /&gt;
## The player is given space to make mistakes, but the failure conditions must be understandable&lt;br /&gt;
## The learning curve is shortened. The user’s expectations are met and the player has enough information to get immediately started (or at least after reading the instruction once)&lt;br /&gt;
## General help displaying the game’s fundamentals exists and is a meaningful addition to the game and provides useful assistance before and during the game&lt;br /&gt;
## Tutorials and adjustable levels are able to involve the player quickly (learning) and provided upon request throughout the entire game&lt;br /&gt;
# Control&lt;br /&gt;
## The player feels that she is in control. That includes the control over the character as well as the impact onto the game world. It is clear what’s happening in the game&lt;br /&gt;
## The player can impact the game world and make changes&lt;br /&gt;
## The player is able to skip non-playable and repeating content if not required by the game play&lt;br /&gt;
## The game mechanics feel natural and have correct weight and momentum. Furthermore they are appropriate for the situation the player is facing&lt;br /&gt;
## The player is able to save the game in different states (applies to non arcade-like games) and is able to easily turn the game off and on&lt;br /&gt;
## The player is able to respond to threats and opportunities&lt;br /&gt;
# Consistency&lt;br /&gt;
## Changes the player makes to the game world are persistent and noticeable&lt;br /&gt;
## The game is consistent and responds to the user’s action in a predictable manner. This includes consistency between the game elements and the overarching settings as well as the story&lt;br /&gt;
# Game Story&lt;br /&gt;
## The meaningful game story supports the game play and is discovered as part of the game play&lt;br /&gt;
## The story suspends disbelief and is perceived as a single vision, i.e. the story is planned through to the end&lt;br /&gt;
## The game emotionally transports the player into a level of personal involvement (e.g. scare, threat, thrill, reward, punishment)&lt;br /&gt;
# Feedback&lt;br /&gt;
## The acoustic and visual effects arouse interest and provide meaningful feedback at the right time&lt;br /&gt;
## Feedback creates a challenging and exciting interaction and involves the player by creating emotions&lt;br /&gt;
## The feedback is given immediately to the player’s action&lt;br /&gt;
## The player is able to identify game elements such as avatars, enemies, obstacles, power ups, threats or opportunities (orthogonal unit differentiation)&lt;br /&gt;
## The player knows where she is on the mini-map if there is one and does not have to memorize the level design&lt;br /&gt;
## The player does not have to memorize resources like bullets, life, score, points and ammunition&lt;br /&gt;
# Visual appearance&lt;br /&gt;
## In-game objects are standing out (contrast, texture, colour, brightness), even for players with bad eyesight or colour blindness and cannot easily be misinterpreted&lt;br /&gt;
## The objects look like what they are for (affordance)&lt;br /&gt;
# Interaction&lt;br /&gt;
## Input methods are easy to manage and have an appropriate level of sensitivity and responsiveness&lt;br /&gt;
## Alternative methods of interaction are available and intuitive. When existing interaction methods are employed, they are adhering to standards&lt;br /&gt;
## The first player action is obvious and results in immediate positive feedback&lt;br /&gt;
# Customization&lt;br /&gt;
## The game allows for an appropriate level of customization concerning different aspects (e.g. audio and video settings, etc.)&lt;br /&gt;
## The input methods allow customization concerning the mappings. The customization is persistent&lt;br /&gt;
# Menu and interface elements (HUD)&lt;br /&gt;
## The interface is consistent in control, colour, typography and dialog design (e.g. large blocks of text are avoided, no abbreviations) and as non-intrusive as possible&lt;br /&gt;
## The menu is intuitive and the meanings are obvious and perceived as a part of the game&lt;br /&gt;
## The visual representation (i.e. the view) allows the user to have a clear, unobstructed view of the area and of all visual information that is tied to the location&lt;br /&gt;
## Relevant information is displayed and the critical information stands out. Irrelevant information is left out. The user is provided enough information to recognize her status and to make proper decisions&lt;br /&gt;
## If standard interface elements are used (buttons, scroll bars, pop-up menus), they are adhering to common game interface design guidelines&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=9777</id>
		<title>Empires Mod FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=9777"/>
		<updated>2019-06-10T17:54:00Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Why does my game keep crashing on Linux? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Empires Mod FAQ}}&lt;br /&gt;
&lt;br /&gt;
== What is the best way to describe Empires Mod? ==&lt;br /&gt;
Empires Mod is a Half-Life 2 [[Total Conversion]] that is best described as an [[RTS]]/[[FPS]] [[hybrid]]; a blending of the two genres. Players may take to the front lines on foot, fighting their opponents directly, or command their faction in an [[RTS]]-like manner, placing structures and assigning orders to the other players.&lt;br /&gt;
&lt;br /&gt;
== What games are similar to Empires Mod? ==&lt;br /&gt;
A similar ancestor mod from Half-Life 1 is [http://www.unknownworlds.com/ns/ Natural Selection]. Like Empires Mod, NS has building and a very strategical play style. However, its theme is very different and it lacks vehicles.&lt;br /&gt;
&lt;br /&gt;
Also similar are basically any sci-fi [[RTS]] games like Red Alert, Total Annihilation, Warzone 2100, etc. Noticable inspirations can be found in Empires Mod, such as the research tech tree and vehicle customization (Warzone 2100). Also very similar is Battlezone 2, with it&#039;s FPS and RTS hybrid.&lt;br /&gt;
&lt;br /&gt;
== How much does the mod cost? ==&lt;br /&gt;
It&#039;s completely free for [http://store.steampowered.com/app/17740/ Download].&lt;br /&gt;
&lt;br /&gt;
== Who is currently developing the mod? ==&lt;br /&gt;
A complete team listing can be found on the [http://empiresmod.com/static-html/team.html Empires Mod Team page].&lt;br /&gt;
&lt;br /&gt;
== Where can I join an Empires Mod Clan? ==&lt;br /&gt;
We have a [[Clan Listing]]. This will grow in the coming months so if you don&#039;t find a clan you like there, check again in a few weeks or why not start your own!&lt;br /&gt;
&lt;br /&gt;
== Why can&#039;t I find any aircraft? ==&lt;br /&gt;
Empires won&#039;t include [[Aircraft|aircraft]].&lt;br /&gt;
&lt;br /&gt;
== Why is the game unstable at times? ==&lt;br /&gt;
We are still actively developing this game. As a result, some issues still exist. The development team is rather small and are doing this all for free, so these things take time. Please be patient and report any issues you may find on the official [http://forums.empiresmod.com/index.php?forums/6/ Forums].&lt;br /&gt;
&lt;br /&gt;
== Where can I download some custom maps? ==&lt;br /&gt;
At the moment there is no specific custom map centre for Empires Mod, keep an eye on the mapping section of the [http://forums.empiresmod.com/index.php?forums/8/ Forums], as well as the [[Maps]] section here on the wiki. There is also [http://forums.empiresmod.com/index.php?threads/18454/ This] user created map pack with most of the common custom maps.&lt;br /&gt;
&lt;br /&gt;
==Why does my game keep crashing on Linux?==&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
Due to issues with Steam, Empires will not run unless there is a 32-bit version of libbsd installed.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
Be sure to have 32bit libc installed.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux / Manjaro ===&lt;br /&gt;
Be sure to have lib32-openal and lib32-libbsd installed.&lt;br /&gt;
&lt;br /&gt;
== Where can I find out even more about Empires Mod? ==&lt;br /&gt;
Have a look at [http://empiresmod.com/docs/ the Manual], or visit the [http://forums.empiresmod.com/ Forums]. You can also ask in the main [https://discord.gg/UH6Sc6B Empires Mod Discord].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=9776</id>
		<title>Empires Mod FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=9776"/>
		<updated>2019-06-10T11:04:25Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Why does my game keep crashing on Linux? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Empires Mod FAQ}}&lt;br /&gt;
&lt;br /&gt;
== What is the best way to describe Empires Mod? ==&lt;br /&gt;
Empires Mod is a Half-Life 2 [[Total Conversion]] that is best described as an [[RTS]]/[[FPS]] [[hybrid]]; a blending of the two genres. Players may take to the front lines on foot, fighting their opponents directly, or command their faction in an [[RTS]]-like manner, placing structures and assigning orders to the other players.&lt;br /&gt;
&lt;br /&gt;
== What games are similar to Empires Mod? ==&lt;br /&gt;
A similar ancestor mod from Half-Life 1 is [http://www.unknownworlds.com/ns/ Natural Selection]. Like Empires Mod, NS has building and a very strategical play style. However, its theme is very different and it lacks vehicles.&lt;br /&gt;
&lt;br /&gt;
Also similar are basically any sci-fi [[RTS]] games like Red Alert, Total Annihilation, Warzone 2100, etc. Noticable inspirations can be found in Empires Mod, such as the research tech tree and vehicle customization (Warzone 2100). Also very similar is Battlezone 2, with it&#039;s FPS and RTS hybrid.&lt;br /&gt;
&lt;br /&gt;
== How much does the mod cost? ==&lt;br /&gt;
It&#039;s completely free for [http://store.steampowered.com/app/17740/ Download].&lt;br /&gt;
&lt;br /&gt;
== Who is currently developing the mod? ==&lt;br /&gt;
A complete team listing can be found on the [http://empiresmod.com/static-html/team.html Empires Mod Team page].&lt;br /&gt;
&lt;br /&gt;
== Where can I join an Empires Mod Clan? ==&lt;br /&gt;
We have a [[Clan Listing]]. This will grow in the coming months so if you don&#039;t find a clan you like there, check again in a few weeks or why not start your own!&lt;br /&gt;
&lt;br /&gt;
== Why can&#039;t I find any aircraft? ==&lt;br /&gt;
Empires won&#039;t include [[Aircraft|aircraft]].&lt;br /&gt;
&lt;br /&gt;
== Why is the game unstable at times? ==&lt;br /&gt;
We are still actively developing this game. As a result, some issues still exist. The development team is rather small and are doing this all for free, so these things take time. Please be patient and report any issues you may find on the official [http://forums.empiresmod.com/index.php?forums/6/ Forums].&lt;br /&gt;
&lt;br /&gt;
== Where can I download some custom maps? ==&lt;br /&gt;
At the moment there is no specific custom map centre for Empires Mod, keep an eye on the mapping section of the [http://forums.empiresmod.com/index.php?forums/8/ Forums], as well as the [[Maps]] section here on the wiki. There is also [http://forums.empiresmod.com/index.php?threads/18454/ This] user created map pack with most of the common custom maps.&lt;br /&gt;
&lt;br /&gt;
==Why does my game keep crashing on Linux?==&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
Due to issues with Steam, Empires will not run unless there is a 32-bit version of libbsd installed.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
Be sure to have 32bit libc installed.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux / Manjaro ===&lt;br /&gt;
Be sure to have lib32-openal installed.&lt;br /&gt;
&lt;br /&gt;
== Where can I find out even more about Empires Mod? ==&lt;br /&gt;
Have a look at [http://empiresmod.com/docs/ the Manual], or visit the [http://forums.empiresmod.com/ Forums]. You can also ask in the main [https://discord.gg/UH6Sc6B Empires Mod Discord].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Brenodi_Empire&amp;diff=9775</id>
		<title>Brenodi Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Brenodi_Empire&amp;diff=9775"/>
		<updated>2019-06-05T17:09:02Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Factions]] &amp;gt; Brenodi Empire}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Imp_logo.jpg|right|thumb|The flag of the Brenodi Empire.]]&lt;br /&gt;
The Brenodi Empire forces are equipped with state-of-the-art weaponry and equipment. All members undergo a strict training regiment to establish their combat effectiveness, and they are supported by the very best mechanized armor and air units. All Brenodian citizens are required to receive an extensive set of nanotechnological devices to function, and their military relies on these nanotech enhancements to further enhance the abilities of their soldiers. The Brenodi Empire wages an ongoing campaign to subdue the [[Northern Faction]] and eliminate their terrorist actions through forces that have become all too common in ex-Jekotian territory.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Northern Faction]], [[Jekotia]], [[Storyline]], [[Weapons of the Brenodi Empire]], [[Falcon Manufacturing]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Story|Brenodi Empire]]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9774</id>
		<title>Reference Material</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9774"/>
		<updated>2019-06-05T17:08:38Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* BE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Story ==&lt;br /&gt;
* [[The Story]]&lt;br /&gt;
* [https://wiki.empiresmod.com/File:Map2.jpg World Map]&lt;br /&gt;
&lt;br /&gt;
== NF ==&lt;br /&gt;
[[Northern Faction]] is slightly behind the [[Brenodi Empire]] in terms of production capacity so tends to use slightly older manufacturing techniques to make their (future tech) products. This results in slightly bulkier (and often sturdier) designs which look slightly less user friendly.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/Brutalist_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Stalinist_architecture&lt;br /&gt;
* https://www.google.com/search?tbm=isch&amp;amp;q=brutalist%20architecture&amp;amp;tbs=imgo:1&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
* #860000: https://duckduckgo.com/?q=%23860000&amp;amp;t=ffsb&amp;amp;atb=v49-7__&amp;amp;ia=answer&lt;br /&gt;
&lt;br /&gt;
== BE ==&lt;br /&gt;
&lt;br /&gt;
[[Brenodi Empire]] has a fully formed industry resulting in more polished, user friendly products. This typically shows in products without sharp edges, compact and futuristic looking designs. This usually results in products being more advanced but more brittle.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/High-tech_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Blobitecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Neo-futurism&lt;br /&gt;
* https://duckduckgo.com/?q=glass+architecture&amp;amp;iar=images&amp;amp;iax=images&amp;amp;ia=images&lt;br /&gt;
* For (old) palaces etc: https://www.google.com/search?q=victorian+architecture&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwiOoZHbvKriAhVFposKHZJNBtoQ_AUIDigB&amp;amp;biw=1920&amp;amp;bih=969#imgrc=kFHc2p5aaO27PM&lt;br /&gt;
&lt;br /&gt;
== Game Design General ==&lt;br /&gt;
* http://www.gamasutra.com/blogs/DanFelder/20150521/243962/Design_101_Complexity_vs_Depth.php&lt;br /&gt;
* http://www.gamasutra.com/blogs/FlavioCreasso/20151014/256145/Reverse_Engineering_Toxic_Behaviour.php&lt;br /&gt;
&lt;br /&gt;
== Command &amp;amp; Control ==&lt;br /&gt;
* How military command works: http://www.au.af.mil/au/awc/awcgate/army/cmd-hdbk.pdf&lt;br /&gt;
&lt;br /&gt;
== Voice ==&lt;br /&gt;
http://mary.dfki.de:59125/&lt;br /&gt;
&lt;br /&gt;
== UX ==&lt;br /&gt;
* https://www.raphkoster.com/2015/06/29/game-design-ux-design/&lt;br /&gt;
&lt;br /&gt;
=== GAP Acessiblity Heuristic ===&lt;br /&gt;
* https://www.researchgate.net/publication/308084122_Heuristic_Evaluation_for_Gameful_Design&lt;br /&gt;
* http://dlx.b-ok.org/genesis/1376000/3a1aa6e5164dd5d49cdc368a13deeb1e/_as/[Regina_Bernhaupt_(eds.)]_Game_User_Experience_Eva(b-ok.org).pdf (page 196), https://www.springer.com/us/book/9783319159843&lt;br /&gt;
&lt;br /&gt;
# Goals&lt;br /&gt;
## Overall goal: The player is presented clear goals (e.g. overriding goals) early enough or is able to create her own goals and is able to understand and identify them&lt;br /&gt;
## Short-time goals: There can be multiple goals on each level (short-term and long-term goals), so that there are more strategies to win. Furthermore the player knows how to reach the goal without getting stuck&lt;br /&gt;
# Motivation&lt;br /&gt;
## The player is receiving meaningful rewards. The acquisition of skills (personal and in-game skills) can also be a reward&lt;br /&gt;
## The game does not stagnate and the player feels the progress&lt;br /&gt;
## The game and the outcome are perceived as being fair&lt;br /&gt;
## The game itself is replayable and the player enjoys playing it&lt;br /&gt;
## The game play does not require the player to fulfil boring tasks&lt;br /&gt;
## Challenges are positive game experiences and encourage the user to continue playing&lt;br /&gt;
## The first-time experience is encouraging&lt;br /&gt;
# Challenge&lt;br /&gt;
## The game is paced to apply pressure to but does not frustrate the player&lt;br /&gt;
## Challenge, strategy and pace are in balance&lt;br /&gt;
## The artificial intelligence is reasonable, visible to the player, consistent with the player’s expectations and yet unpredictable&lt;br /&gt;
## There are variable difficulty levels for a greater challenge&lt;br /&gt;
## The challenge of the game is adapted to the acquired skills. The difficulty level varies so the player experiences greater challenges as she develops mastery&lt;br /&gt;
## Challenging tasks are not required to be completed more than once (e.g. when dying after completing a hard task)&lt;br /&gt;
## The game is easy to learn, but hard to master&lt;br /&gt;
# Learning&lt;br /&gt;
## The player is given space to make mistakes, but the failure conditions must be understandable&lt;br /&gt;
## The learning curve is shortened. The user’s expectations are met and the player has enough information to get immediately started (or at least after reading the instruction once)&lt;br /&gt;
## General help displaying the game’s fundamentals exists and is a meaningful addition to the game and provides useful assistance before and during the game&lt;br /&gt;
## Tutorials and adjustable levels are able to involve the player quickly (learning) and provided upon request throughout the entire game&lt;br /&gt;
# Control&lt;br /&gt;
## The player feels that she is in control. That includes the control over the character as well as the impact onto the game world. It is clear what’s happening in the game&lt;br /&gt;
## The player can impact the game world and make changes&lt;br /&gt;
## The player is able to skip non-playable and repeating content if not required by the game play&lt;br /&gt;
## The game mechanics feel natural and have correct weight and momentum. Furthermore they are appropriate for the situation the player is facing&lt;br /&gt;
## The player is able to save the game in different states (applies to non arcade-like games) and is able to easily turn the game off and on&lt;br /&gt;
## The player is able to respond to threats and opportunities&lt;br /&gt;
# Consistency&lt;br /&gt;
## Changes the player makes to the game world are persistent and noticeable&lt;br /&gt;
## The game is consistent and responds to the user’s action in a predictable manner. This includes consistency between the game elements and the overarching settings as well as the story&lt;br /&gt;
# Game Story&lt;br /&gt;
## The meaningful game story supports the game play and is discovered as part of the game play&lt;br /&gt;
## The story suspends disbelief and is perceived as a single vision, i.e. the story is planned through to the end&lt;br /&gt;
## The game emotionally transports the player into a level of personal involvement (e.g. scare, threat, thrill, reward, punishment)&lt;br /&gt;
# Feedback&lt;br /&gt;
## The acoustic and visual effects arouse interest and provide meaningful feedback at the right time&lt;br /&gt;
## Feedback creates a challenging and exciting interaction and involves the player by creating emotions&lt;br /&gt;
## The feedback is given immediately to the player’s action&lt;br /&gt;
## The player is able to identify game elements such as avatars, enemies, obstacles, power ups, threats or opportunities (orthogonal unit differentiation)&lt;br /&gt;
## The player knows where she is on the mini-map if there is one and does not have to memorize the level design&lt;br /&gt;
## The player does not have to memorize resources like bullets, life, score, points and ammunition&lt;br /&gt;
# Visual appearance&lt;br /&gt;
## In-game objects are standing out (contrast, texture, colour, brightness), even for players with bad eyesight or colour blindness and cannot easily be misinterpreted&lt;br /&gt;
## The objects look like what they are for (affordance)&lt;br /&gt;
# Interaction&lt;br /&gt;
## Input methods are easy to manage and have an appropriate level of sensitivity and responsiveness&lt;br /&gt;
## Alternative methods of interaction are available and intuitive. When existing interaction methods are employed, they are adhering to standards&lt;br /&gt;
## The first player action is obvious and results in immediate positive feedback&lt;br /&gt;
# Customization&lt;br /&gt;
## The game allows for an appropriate level of customization concerning different aspects (e.g. audio and video settings, etc.)&lt;br /&gt;
## The input methods allow customization concerning the mappings. The customization is persistent&lt;br /&gt;
# Menu and interface elements (HUD)&lt;br /&gt;
## The interface is consistent in control, colour, typography and dialog design (e.g. large blocks of text are avoided, no abbreviations) and as non-intrusive as possible&lt;br /&gt;
## The menu is intuitive and the meanings are obvious and perceived as a part of the game&lt;br /&gt;
## The visual representation (i.e. the view) allows the user to have a clear, unobstructed view of the area and of all visual information that is tied to the location&lt;br /&gt;
## Relevant information is displayed and the critical information stands out. Irrelevant information is left out. The user is provided enough information to recognize her status and to make proper decisions&lt;br /&gt;
## If standard interface elements are used (buttons, scroll bars, pop-up menus), they are adhering to common game interface design guidelines&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9773</id>
		<title>Reference Material</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9773"/>
		<updated>2019-06-05T17:08:24Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* NF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Story ==&lt;br /&gt;
* [[The Story]]&lt;br /&gt;
* [https://wiki.empiresmod.com/File:Map2.jpg World Map]&lt;br /&gt;
&lt;br /&gt;
== NF ==&lt;br /&gt;
[[Northern Faction]] is slightly behind the [[Brenodi Empire]] in terms of production capacity so tends to use slightly older manufacturing techniques to make their (future tech) products. This results in slightly bulkier (and often sturdier) designs which look slightly less user friendly.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/Brutalist_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Stalinist_architecture&lt;br /&gt;
* https://www.google.com/search?tbm=isch&amp;amp;q=brutalist%20architecture&amp;amp;tbs=imgo:1&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
* #860000: https://duckduckgo.com/?q=%23860000&amp;amp;t=ffsb&amp;amp;atb=v49-7__&amp;amp;ia=answer&lt;br /&gt;
&lt;br /&gt;
== BE ==&lt;br /&gt;
&lt;br /&gt;
Brenodi Empire has a fully formed industry resulting in more polished, user friendly products. This typically shows in products without sharp edges, compact and futuristic looking designs. This usually results in products being more advanced but more brittle.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/High-tech_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Blobitecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Neo-futurism&lt;br /&gt;
* https://duckduckgo.com/?q=glass+architecture&amp;amp;iar=images&amp;amp;iax=images&amp;amp;ia=images&lt;br /&gt;
* For (old) palaces etc: https://www.google.com/search?q=victorian+architecture&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwiOoZHbvKriAhVFposKHZJNBtoQ_AUIDigB&amp;amp;biw=1920&amp;amp;bih=969#imgrc=kFHc2p5aaO27PM&lt;br /&gt;
&lt;br /&gt;
== Game Design General ==&lt;br /&gt;
* http://www.gamasutra.com/blogs/DanFelder/20150521/243962/Design_101_Complexity_vs_Depth.php&lt;br /&gt;
* http://www.gamasutra.com/blogs/FlavioCreasso/20151014/256145/Reverse_Engineering_Toxic_Behaviour.php&lt;br /&gt;
&lt;br /&gt;
== Command &amp;amp; Control ==&lt;br /&gt;
* How military command works: http://www.au.af.mil/au/awc/awcgate/army/cmd-hdbk.pdf&lt;br /&gt;
&lt;br /&gt;
== Voice ==&lt;br /&gt;
http://mary.dfki.de:59125/&lt;br /&gt;
&lt;br /&gt;
== UX ==&lt;br /&gt;
* https://www.raphkoster.com/2015/06/29/game-design-ux-design/&lt;br /&gt;
&lt;br /&gt;
=== GAP Acessiblity Heuristic ===&lt;br /&gt;
* https://www.researchgate.net/publication/308084122_Heuristic_Evaluation_for_Gameful_Design&lt;br /&gt;
* http://dlx.b-ok.org/genesis/1376000/3a1aa6e5164dd5d49cdc368a13deeb1e/_as/[Regina_Bernhaupt_(eds.)]_Game_User_Experience_Eva(b-ok.org).pdf (page 196), https://www.springer.com/us/book/9783319159843&lt;br /&gt;
&lt;br /&gt;
# Goals&lt;br /&gt;
## Overall goal: The player is presented clear goals (e.g. overriding goals) early enough or is able to create her own goals and is able to understand and identify them&lt;br /&gt;
## Short-time goals: There can be multiple goals on each level (short-term and long-term goals), so that there are more strategies to win. Furthermore the player knows how to reach the goal without getting stuck&lt;br /&gt;
# Motivation&lt;br /&gt;
## The player is receiving meaningful rewards. The acquisition of skills (personal and in-game skills) can also be a reward&lt;br /&gt;
## The game does not stagnate and the player feels the progress&lt;br /&gt;
## The game and the outcome are perceived as being fair&lt;br /&gt;
## The game itself is replayable and the player enjoys playing it&lt;br /&gt;
## The game play does not require the player to fulfil boring tasks&lt;br /&gt;
## Challenges are positive game experiences and encourage the user to continue playing&lt;br /&gt;
## The first-time experience is encouraging&lt;br /&gt;
# Challenge&lt;br /&gt;
## The game is paced to apply pressure to but does not frustrate the player&lt;br /&gt;
## Challenge, strategy and pace are in balance&lt;br /&gt;
## The artificial intelligence is reasonable, visible to the player, consistent with the player’s expectations and yet unpredictable&lt;br /&gt;
## There are variable difficulty levels for a greater challenge&lt;br /&gt;
## The challenge of the game is adapted to the acquired skills. The difficulty level varies so the player experiences greater challenges as she develops mastery&lt;br /&gt;
## Challenging tasks are not required to be completed more than once (e.g. when dying after completing a hard task)&lt;br /&gt;
## The game is easy to learn, but hard to master&lt;br /&gt;
# Learning&lt;br /&gt;
## The player is given space to make mistakes, but the failure conditions must be understandable&lt;br /&gt;
## The learning curve is shortened. The user’s expectations are met and the player has enough information to get immediately started (or at least after reading the instruction once)&lt;br /&gt;
## General help displaying the game’s fundamentals exists and is a meaningful addition to the game and provides useful assistance before and during the game&lt;br /&gt;
## Tutorials and adjustable levels are able to involve the player quickly (learning) and provided upon request throughout the entire game&lt;br /&gt;
# Control&lt;br /&gt;
## The player feels that she is in control. That includes the control over the character as well as the impact onto the game world. It is clear what’s happening in the game&lt;br /&gt;
## The player can impact the game world and make changes&lt;br /&gt;
## The player is able to skip non-playable and repeating content if not required by the game play&lt;br /&gt;
## The game mechanics feel natural and have correct weight and momentum. Furthermore they are appropriate for the situation the player is facing&lt;br /&gt;
## The player is able to save the game in different states (applies to non arcade-like games) and is able to easily turn the game off and on&lt;br /&gt;
## The player is able to respond to threats and opportunities&lt;br /&gt;
# Consistency&lt;br /&gt;
## Changes the player makes to the game world are persistent and noticeable&lt;br /&gt;
## The game is consistent and responds to the user’s action in a predictable manner. This includes consistency between the game elements and the overarching settings as well as the story&lt;br /&gt;
# Game Story&lt;br /&gt;
## The meaningful game story supports the game play and is discovered as part of the game play&lt;br /&gt;
## The story suspends disbelief and is perceived as a single vision, i.e. the story is planned through to the end&lt;br /&gt;
## The game emotionally transports the player into a level of personal involvement (e.g. scare, threat, thrill, reward, punishment)&lt;br /&gt;
# Feedback&lt;br /&gt;
## The acoustic and visual effects arouse interest and provide meaningful feedback at the right time&lt;br /&gt;
## Feedback creates a challenging and exciting interaction and involves the player by creating emotions&lt;br /&gt;
## The feedback is given immediately to the player’s action&lt;br /&gt;
## The player is able to identify game elements such as avatars, enemies, obstacles, power ups, threats or opportunities (orthogonal unit differentiation)&lt;br /&gt;
## The player knows where she is on the mini-map if there is one and does not have to memorize the level design&lt;br /&gt;
## The player does not have to memorize resources like bullets, life, score, points and ammunition&lt;br /&gt;
# Visual appearance&lt;br /&gt;
## In-game objects are standing out (contrast, texture, colour, brightness), even for players with bad eyesight or colour blindness and cannot easily be misinterpreted&lt;br /&gt;
## The objects look like what they are for (affordance)&lt;br /&gt;
# Interaction&lt;br /&gt;
## Input methods are easy to manage and have an appropriate level of sensitivity and responsiveness&lt;br /&gt;
## Alternative methods of interaction are available and intuitive. When existing interaction methods are employed, they are adhering to standards&lt;br /&gt;
## The first player action is obvious and results in immediate positive feedback&lt;br /&gt;
# Customization&lt;br /&gt;
## The game allows for an appropriate level of customization concerning different aspects (e.g. audio and video settings, etc.)&lt;br /&gt;
## The input methods allow customization concerning the mappings. The customization is persistent&lt;br /&gt;
# Menu and interface elements (HUD)&lt;br /&gt;
## The interface is consistent in control, colour, typography and dialog design (e.g. large blocks of text are avoided, no abbreviations) and as non-intrusive as possible&lt;br /&gt;
## The menu is intuitive and the meanings are obvious and perceived as a part of the game&lt;br /&gt;
## The visual representation (i.e. the view) allows the user to have a clear, unobstructed view of the area and of all visual information that is tied to the location&lt;br /&gt;
## Relevant information is displayed and the critical information stands out. Irrelevant information is left out. The user is provided enough information to recognize her status and to make proper decisions&lt;br /&gt;
## If standard interface elements are used (buttons, scroll bars, pop-up menus), they are adhering to common game interface design guidelines&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Skyboxes&amp;diff=9760</id>
		<title>Skyboxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Skyboxes&amp;diff=9760"/>
		<updated>2019-06-03T22:08:00Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* HL2 Skies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This is a list of skyboxes in Empires with their corresponding recommended light settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;skybox/sky92&amp;lt;/big&amp;gt; ===&lt;br /&gt;
*&#039;&#039;&#039;light_environment:&#039;&#039;&#039;&lt;br /&gt;
**Pitch:                 -20&lt;br /&gt;
**BrightnessHDR:         255 193 141 300&lt;br /&gt;
**AmbientHDR:         107 113 55 85&lt;br /&gt;
**SunSpreadAngle:     2&lt;br /&gt;
*&#039;&#039;&#039;shadow_control:&#039;&#039;&#039;&lt;br /&gt;
**Y Z X:                20 180 0&lt;br /&gt;
**Shadow Color:         140 138 100&lt;br /&gt;
**Maximum Distance:     800&lt;br /&gt;
*&#039;&#039;&#039;env_tonemap_controller:&#039;&#039;&#039;&lt;br /&gt;
**ExposureMin 0&lt;br /&gt;
**ExposureMax 1.3&lt;br /&gt;
**BloomScale .6&lt;br /&gt;
*&#039;&#039;&#039;env_sun:&#039;&#039;&#039;&lt;br /&gt;
**Pitch: -5&lt;br /&gt;
**Sun color: 249 216 147&lt;br /&gt;
*&#039;&#039;&#039;env_fog_controller:&#039;&#039;&#039;&lt;br /&gt;
**Primary Fog Color: 180 85 1&lt;br /&gt;
**Secondary Fog Color: 80 50 20&lt;br /&gt;
**Fog Start: 8000&lt;br /&gt;
**Fog End: 20000&lt;br /&gt;
**Interpolate time: 10&lt;br /&gt;
**Far Z Clip Plane: 20000&lt;br /&gt;
&lt;br /&gt;
=== HL2 Skies ===&lt;br /&gt;
See: https://developer.valvesoftware.com/wiki/Sky_List#Half-Life_2&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Skyboxes&amp;diff=9759</id>
		<title>Skyboxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Skyboxes&amp;diff=9759"/>
		<updated>2019-06-03T19:45:24Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This is a list of skyboxes in Empires with their corresponding recommended light settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;skybox/sky92&amp;lt;/big&amp;gt; ===&lt;br /&gt;
*&#039;&#039;&#039;light_environment:&#039;&#039;&#039;&lt;br /&gt;
**Pitch:                 -20&lt;br /&gt;
**BrightnessHDR:         255 193 141 300&lt;br /&gt;
**AmbientHDR:         107 113 55 85&lt;br /&gt;
**SunSpreadAngle:     2&lt;br /&gt;
*&#039;&#039;&#039;shadow_control:&#039;&#039;&#039;&lt;br /&gt;
**Y Z X:                20 180 0&lt;br /&gt;
**Shadow Color:         140 138 100&lt;br /&gt;
**Maximum Distance:     800&lt;br /&gt;
*&#039;&#039;&#039;env_tonemap_controller:&#039;&#039;&#039;&lt;br /&gt;
**ExposureMin 0&lt;br /&gt;
**ExposureMax 1.3&lt;br /&gt;
**BloomScale .6&lt;br /&gt;
*&#039;&#039;&#039;env_sun:&#039;&#039;&#039;&lt;br /&gt;
**Pitch: -5&lt;br /&gt;
**Sun color: 249 216 147&lt;br /&gt;
*&#039;&#039;&#039;env_fog_controller:&#039;&#039;&#039;&lt;br /&gt;
**Primary Fog Color: 180 85 1&lt;br /&gt;
**Secondary Fog Color: 80 50 20&lt;br /&gt;
**Fog Start: 8000&lt;br /&gt;
**Fog End: 20000&lt;br /&gt;
**Interpolate time: 10&lt;br /&gt;
**Far Z Clip Plane: 20000&lt;br /&gt;
&lt;br /&gt;
=== HL2 Skies ===&lt;br /&gt;
See: https://developer.valvesoftware.com/wiki/Sky_List&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Skyboxes&amp;diff=9758</id>
		<title>Skyboxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Skyboxes&amp;diff=9758"/>
		<updated>2019-06-03T19:44:36Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Sky92 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;skybox/sky92&amp;lt;/big&amp;gt; ===&lt;br /&gt;
*&#039;&#039;&#039;light_environment:&#039;&#039;&#039;&lt;br /&gt;
**Pitch:                 -20&lt;br /&gt;
**BrightnessHDR:         255 193 141 300&lt;br /&gt;
**AmbientHDR:         107 113 55 85&lt;br /&gt;
**SunSpreadAngle:     2&lt;br /&gt;
*&#039;&#039;&#039;shadow_control:&#039;&#039;&#039;&lt;br /&gt;
**Y Z X:                20 180 0&lt;br /&gt;
**Shadow Color:         140 138 100&lt;br /&gt;
**Maximum Distance:     800&lt;br /&gt;
*&#039;&#039;&#039;env_tonemap_controller:&#039;&#039;&#039;&lt;br /&gt;
**ExposureMin 0&lt;br /&gt;
**ExposureMax 1.3&lt;br /&gt;
**BloomScale .6&lt;br /&gt;
*&#039;&#039;&#039;env_sun:&#039;&#039;&#039;&lt;br /&gt;
**Pitch: -5&lt;br /&gt;
**Sun color: 249 216 147&lt;br /&gt;
*&#039;&#039;&#039;env_fog_controller:&#039;&#039;&#039;&lt;br /&gt;
**Primary Fog Color: 180 85 1&lt;br /&gt;
**Secondary Fog Color: 80 50 20&lt;br /&gt;
**Fog Start: 8000&lt;br /&gt;
**Fog End: 20000&lt;br /&gt;
**Interpolate time: 10&lt;br /&gt;
**Far Z Clip Plane: 20000&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Skyboxes&amp;diff=9756</id>
		<title>Skyboxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Skyboxes&amp;diff=9756"/>
		<updated>2019-06-03T19:38:06Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: Created page with &amp;quot;{{MappingDocumentation}} __NOTOC__&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Template:MappingDocumentation&amp;diff=9755</id>
		<title>Template:MappingDocumentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Template:MappingDocumentation&amp;diff=9755"/>
		<updated>2019-06-03T19:37:40Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;float: left; border: 0px solid #c6c9ff; background-color: #f0f0ff;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size: 1.0em; font-weight: bold; color: #4268a1;&amp;quot;&amp;gt;Empires Mapping Documentation&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Mapping|Mapping Overiew]] | [[Configuring Hammer for Empires|Hammer Configuration]] | [[Entity Index]] | [[Basic Mapping]] | [[Setting Up Map Resources|Setup Resources]] | [[Mapping Tutorials|Tutorials]] | [[Useful FGD Modifications]] | [[Bots and NPCs]] | [[Dimensions]] | [[Skyboxes]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=9754</id>
		<title>Empires Mod FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=9754"/>
		<updated>2019-06-03T09:48:47Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Why does my game keep crashing on Linux? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Empires Mod FAQ}}&lt;br /&gt;
&lt;br /&gt;
== What is the best way to describe Empires Mod? ==&lt;br /&gt;
Empires Mod is a Half-Life 2 [[Total Conversion]] that is best described as an [[RTS]]/[[FPS]] [[hybrid]]; a blending of the two genres. Players may take to the front lines on foot, fighting their opponents directly, or command their faction in an [[RTS]]-like manner, placing structures and assigning orders to the other players.&lt;br /&gt;
&lt;br /&gt;
== What games are similar to Empires Mod? ==&lt;br /&gt;
A similar ancestor mod from Half-Life 1 is [http://www.unknownworlds.com/ns/ Natural Selection]. Like Empires Mod, NS has building and a very strategical play style. However, its theme is very different and it lacks vehicles.&lt;br /&gt;
&lt;br /&gt;
Also similar are basically any sci-fi [[RTS]] games like Red Alert, Total Annihilation, Warzone 2100, etc. Noticable inspirations can be found in Empires Mod, such as the research tech tree and vehicle customization (Warzone 2100). Also very similar is Battlezone 2, with it&#039;s FPS and RTS hybrid.&lt;br /&gt;
&lt;br /&gt;
== How much does the mod cost? ==&lt;br /&gt;
It&#039;s completely free for [http://store.steampowered.com/app/17740/ Download].&lt;br /&gt;
&lt;br /&gt;
== Who is currently developing the mod? ==&lt;br /&gt;
A complete team listing can be found on the [http://empiresmod.com/static-html/team.html Empires Mod Team page].&lt;br /&gt;
&lt;br /&gt;
== Where can I join an Empires Mod Clan? ==&lt;br /&gt;
We have a [[Clan Listing]]. This will grow in the coming months so if you don&#039;t find a clan you like there, check again in a few weeks or why not start your own!&lt;br /&gt;
&lt;br /&gt;
== Why can&#039;t I find any aircraft? ==&lt;br /&gt;
Empires won&#039;t include [[Aircraft|aircraft]].&lt;br /&gt;
&lt;br /&gt;
== Why is the game unstable at times? ==&lt;br /&gt;
We are still actively developing this game. As a result, some issues still exist. The development team is rather small and are doing this all for free, so these things take time. Please be patient and report any issues you may find on the official [http://forums.empiresmod.com/index.php?forums/6/ Forums].&lt;br /&gt;
&lt;br /&gt;
== Where can I download some custom maps? ==&lt;br /&gt;
At the moment there is no specific custom map centre for Empires Mod, keep an eye on the mapping section of the [http://forums.empiresmod.com/index.php?forums/8/ Forums], as well as the [[Maps]] section here on the wiki. There is also [http://forums.empiresmod.com/index.php?threads/18454/ This] user created map pack with most of the common custom maps.&lt;br /&gt;
&lt;br /&gt;
==Why does my game keep crashing on Linux?==&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
Due to issues with Steam, Empires will not run unless there is a 32-bit version of libbsd installed.&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
Be sure to have 32bit libc installed.&lt;br /&gt;
&lt;br /&gt;
== Where can I find out even more about Empires Mod? ==&lt;br /&gt;
Have a look at [http://empiresmod.com/docs/ the Manual], or visit the [http://forums.empiresmod.com/ Forums]. You can also ask in the main [https://discord.gg/UH6Sc6B Empires Mod Discord].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=9753</id>
		<title>Empires Mod FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Empires_Mod_FAQ&amp;diff=9753"/>
		<updated>2019-06-03T09:39:40Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Why does my game keep crashing on Linux? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Empires Mod FAQ}}&lt;br /&gt;
&lt;br /&gt;
== What is the best way to describe Empires Mod? ==&lt;br /&gt;
Empires Mod is a Half-Life 2 [[Total Conversion]] that is best described as an [[RTS]]/[[FPS]] [[hybrid]]; a blending of the two genres. Players may take to the front lines on foot, fighting their opponents directly, or command their faction in an [[RTS]]-like manner, placing structures and assigning orders to the other players.&lt;br /&gt;
&lt;br /&gt;
== What games are similar to Empires Mod? ==&lt;br /&gt;
A similar ancestor mod from Half-Life 1 is [http://www.unknownworlds.com/ns/ Natural Selection]. Like Empires Mod, NS has building and a very strategical play style. However, its theme is very different and it lacks vehicles.&lt;br /&gt;
&lt;br /&gt;
Also similar are basically any sci-fi [[RTS]] games like Red Alert, Total Annihilation, Warzone 2100, etc. Noticable inspirations can be found in Empires Mod, such as the research tech tree and vehicle customization (Warzone 2100). Also very similar is Battlezone 2, with it&#039;s FPS and RTS hybrid.&lt;br /&gt;
&lt;br /&gt;
== How much does the mod cost? ==&lt;br /&gt;
It&#039;s completely free for [http://store.steampowered.com/app/17740/ Download].&lt;br /&gt;
&lt;br /&gt;
== Who is currently developing the mod? ==&lt;br /&gt;
A complete team listing can be found on the [http://empiresmod.com/static-html/team.html Empires Mod Team page].&lt;br /&gt;
&lt;br /&gt;
== Where can I join an Empires Mod Clan? ==&lt;br /&gt;
We have a [[Clan Listing]]. This will grow in the coming months so if you don&#039;t find a clan you like there, check again in a few weeks or why not start your own!&lt;br /&gt;
&lt;br /&gt;
== Why can&#039;t I find any aircraft? ==&lt;br /&gt;
Empires won&#039;t include [[Aircraft|aircraft]].&lt;br /&gt;
&lt;br /&gt;
== Why is the game unstable at times? ==&lt;br /&gt;
We are still actively developing this game. As a result, some issues still exist. The development team is rather small and are doing this all for free, so these things take time. Please be patient and report any issues you may find on the official [http://forums.empiresmod.com/index.php?forums/6/ Forums].&lt;br /&gt;
&lt;br /&gt;
== Where can I download some custom maps? ==&lt;br /&gt;
At the moment there is no specific custom map centre for Empires Mod, keep an eye on the mapping section of the [http://forums.empiresmod.com/index.php?forums/8/ Forums], as well as the [[Maps]] section here on the wiki. There is also [http://forums.empiresmod.com/index.php?threads/18454/ This] user created map pack with most of the common custom maps.&lt;br /&gt;
&lt;br /&gt;
==Why does my game keep crashing on Linux?==&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
Due to issues with Steam, Empires will not run unless there is a 32-bit version of libbsd installed.&lt;br /&gt;
&lt;br /&gt;
== Where can I find out even more about Empires Mod? ==&lt;br /&gt;
Have a look at [http://empiresmod.com/docs/ the Manual], or visit the [http://forums.empiresmod.com/ Forums]. You can also ask in the main [https://discord.gg/UH6Sc6B Empires Mod Discord].&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9750</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9750"/>
		<updated>2019-06-02T14:57:24Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.8 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* &amp;quot;Damage to Heat&amp;quot;(Armor) will no longer overheat vehicle.      (After this change, only the heat induced directly by enemy weaponry can overheat your vehicle, like Plasma weaponry.)&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed crash in vehicle hud.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**Damage to Heat Absorbed -0.2 -&amp;gt; -0.13 (Will reduce less heat when taking damage)&lt;br /&gt;
*Imperial APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;150&lt;br /&gt;
*NF APC&lt;br /&gt;
**Seats 8-&amp;gt;7&lt;br /&gt;
**Cost 80-&amp;gt;140&lt;br /&gt;
**Base Weight 579-&amp;gt;569&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6000-&amp;gt;5500&lt;br /&gt;
*Salvo ML&lt;br /&gt;
**Damage 36-&amp;gt;46&lt;br /&gt;
**Clip Size 5-&amp;gt;4 (Missiles per salvo)&lt;br /&gt;
**Explosion Radius 100-&amp;gt;125&lt;br /&gt;
*Advanced Salvo ML&lt;br /&gt;
**Damage 35-&amp;gt;42&lt;br /&gt;
**Clip Size 6-&amp;gt;5&lt;br /&gt;
**Explosion Radius 100-&amp;gt;150&lt;br /&gt;
*Scout&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35  (180mm/203mm/HE arty)&lt;br /&gt;
*Rifleman&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
*Grenadier&lt;br /&gt;
**ExplosiveArtResist 0.4-&amp;gt;0.6&lt;br /&gt;
*Engineer&lt;br /&gt;
**ExplosiveArtResist 0.15-&amp;gt;0.35&lt;br /&gt;
&lt;br /&gt;
*NF Shotgun&lt;br /&gt;
**FalloffEnd 3000-&amp;gt;3250 (Same as BE Shotgun)&lt;br /&gt;
*NF &amp;amp; BE Shotgun&lt;br /&gt;
**CycleTime 0.9-&amp;gt;0.85&lt;br /&gt;
**JumpingSpread 0.3-&amp;gt;0.06&lt;br /&gt;
**JumpingSpreadModifier 0.15-&amp;gt;0.07&lt;br /&gt;
**&#039;&#039;&#039;Below shotgun changes can be ignored. They don&#039;t really affect gameplay but are changed to remove the potential of unwanted behaviors. They are written for logging purpose.&#039;&#039;&#039;&lt;br /&gt;
**JumpingSpreadMax 0.151-&amp;gt;0.08&lt;br /&gt;
**StandingSpreadMax 0.061-&amp;gt;0.06&lt;br /&gt;
**DuckingSpreadMax 0.041-&amp;gt;0.06&lt;br /&gt;
**ProneSpreadMax 0.0351-&amp;gt;0.06&lt;br /&gt;
**StandingSpreadIncrement 0.0022-&amp;gt;0.001&lt;br /&gt;
&lt;br /&gt;
== 2.26.7 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Renamed Imperial Tank to Imperial Medium Tank.&lt;br /&gt;
* Added key prompts to spawning related messages.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading navmeshes from VPK files.&lt;br /&gt;
* Script consistency check disabled itself on second map load.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* &#039;&#039;&#039; &amp;lt;big&amp;gt;Most CN/ML damage increased by 2% (rounded)&amp;lt;/big&amp;gt; &#039;&#039;&#039;&lt;br /&gt;
** 1~2 more damage.&lt;br /&gt;
**Exceptions:&lt;br /&gt;
***Artillery Cannons&lt;br /&gt;
***Nuke&lt;br /&gt;
***Standard weapons&lt;br /&gt;
&lt;br /&gt;
*Imperial AFV&lt;br /&gt;
** Gains 2 more degrees of front-side turret depression (can aim lower)&lt;br /&gt;
*Reactive Armor&lt;br /&gt;
**Health  120 -&amp;gt; 125&lt;br /&gt;
*Deflective Armor&lt;br /&gt;
**BioArtResist 0 -&amp;gt; 0.1 (Bio Cannon) (This is to fix an inconsistency)&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**APBulletResist  0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**BulletExplosive 0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**Damage to Heat Absorbed -0.3 -&amp;gt; -0.2 (Will reduce less heat when taking damage)&lt;br /&gt;
*Capacitive Armor&lt;br /&gt;
**Health 160 -&amp;gt; 170&lt;br /&gt;
*Guided ML&lt;br /&gt;
**Guiding Range 5500-&amp;gt;5000&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6500-&amp;gt;6000&lt;br /&gt;
*Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0003 -&amp;gt; 0.0005 (At 5000 range, it would take 1 more second than now to lock-on)&lt;br /&gt;
*Improved Homing ML&lt;br /&gt;
**Lock Range Modifier  0.00029 -&amp;gt; 0.00045(At 5000 range, it would take 0.8 more second than now to lock-on)&lt;br /&gt;
*Salvo Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0004 -&amp;gt; 0.0005(At 5000 range, it would take 0.5 more second than now to lock-on)&lt;br /&gt;
*Upgraded ML&lt;br /&gt;
**Heat 8.5-&amp;gt;9.5&lt;br /&gt;
**Reload Time 4-&amp;gt;5&lt;br /&gt;
*Heavy-duty ML&lt;br /&gt;
**Reload Time 4.5-&amp;gt;5.5&lt;br /&gt;
&lt;br /&gt;
== 2.26.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Updated main menu layout.&lt;br /&gt;
* Fix crash when executing npc_create on server console.&lt;br /&gt;
* Attempt to reduce water rendering issues.&lt;br /&gt;
* More autobalance fixes.&lt;br /&gt;
&lt;br /&gt;
== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9743</id>
		<title>Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9743"/>
		<updated>2019-05-30T22:31:48Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Merging Requests Into Alpha */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the workflow from a concept until release. Try to follow this when developing a new feature or releasing a new Empires version.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re working on something that impacts user experience or gamedesign, please look at the [[Guiding Principles]]&lt;br /&gt;
&lt;br /&gt;
== Creating an Issue ==&lt;br /&gt;
&lt;br /&gt;
To ensure we don&#039;t duplicate effort and to allow team members to see what we&#039;re working on we add a short description of the thing we&#039;re trying to fix / achieve to an issue on the internal [https://git.empiresmod.com/empires_assets/empires_build/issues issue tracker].&lt;br /&gt;
&lt;br /&gt;
An issue is a new feature, known bug, known exploit or anything that requires developer work/discussion.&lt;br /&gt;
&lt;br /&gt;
When adding an issue, try to stick to formulating it as a [https://www.mountaingoatsoftware.com/agile/user-stories user story]. This makes it easier to evaluate whether a proposed change actually fixes the issue. To help discoverability you can add relevant tags.&lt;br /&gt;
&lt;br /&gt;
If you plan on working on the issue yourself, be sure to assign yourself to it. For more information on how you can effectively use issues you can refer to the [https://docs.gitlab.com/ce/user/project/issues/index.html official issue documentation].&lt;br /&gt;
&lt;br /&gt;
== Cloning the Relevant Repository ==&lt;br /&gt;
&#039;&#039;If you&#039;ve already performed this step in the past you can ignore this section&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Make sure you have an account on the internal [https://git.empiresmod.com gitlab] and have received the appropriate permissions.&lt;br /&gt;
# Make sure you have [[Adding Public Key to Gitlab | added your public key]] to your acccount.&lt;br /&gt;
# Clone &amp;lt;code&amp;gt;git@git.empiresmod.com:empires_assets/empires_build.git&amp;lt;/code&amp;gt; in a location of your choosing. Make sure you have at least 30gb free space.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;setup.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;setup&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;preview.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;preview&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# You should now have a development version of Empires you can run in your preview folder.&lt;br /&gt;
&lt;br /&gt;
== C++ development setup ==&lt;br /&gt;
&lt;br /&gt;
To get started with C++ development you just need to checkout [https://git.empiresmod.com/empires_code/empires_main empires_main] and copy the file from steam (Steam\steamapps\common\Empires\empires) to empires_main/mp/game/empires. For more details on Visual Studio setup check the README in the repo. &lt;br /&gt;
&lt;br /&gt;
If you also want to make changes to [https://git.empiresmod.com/empires_assets/assets_base assets_base] and [https://git.empiresmod.com/empires_public/empires_scripts empires_scripts] and test them with your C++ changes, you can best checkout those repos next to the empires_main repo and then edit empires_main/mp/game/empires/gameinfo.txt&lt;br /&gt;
&lt;br /&gt;
    SearchPaths {&lt;br /&gt;
      game+mod				|gameinfo_path|../../../../assets_base   // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|../../../../empires_scripts // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|custom/*&lt;br /&gt;
&lt;br /&gt;
== Creating a New Branch ==&lt;br /&gt;
# Figure out which repository you should be editing. The &amp;lt;code&amp;gt;repos&amp;lt;/code&amp;gt; folder contains a list of all the repositories you have access to.&lt;br /&gt;
# Figure out if the issue you&#039;re working on should be categorized as a bugfix or as a feature. Bugfixes are changes which don&#039;t change the intended behavior of the game but purely fix a previous mistake. The rest are features.&lt;br /&gt;
# [https://git-scm.com/book/en/v2/Git-Branching-Basic-Branching-and-Merging Create a new branch] named &amp;lt;code&amp;gt;bugfix/your-description&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;feature/your-description&amp;lt;/code&amp;gt; based on the master or develop branch. (Not all repositories have a develop branch, use master in that case)&lt;br /&gt;
# Start working on this branch and regularly commit your changes. You can create a new preview for testing by clicking the preview script again. This will include the changes you just made.&lt;br /&gt;
&lt;br /&gt;
== Creating a Merge Request ==&lt;br /&gt;
# Push your changes to the remote server. In the console output you&#039;ll see a link you can visit to create a new merge request. If there is no link you can also manually go to the project in [https://git.empiresmod.com gitlab] and click on the New Merge Request button under the Merge Request tab.&lt;br /&gt;
# Give the merge request a descriptive title and mention the issue number in the description as follows: &amp;lt;code&amp;gt;#123&amp;lt;/code&amp;gt;&lt;br /&gt;
# If your changes are not yet done or they don&#039;t yet pass all the build tests it&#039;s recommended to prefix the name of your merge request with &amp;lt;code&amp;gt;WIP: &amp;lt;/code&amp;gt;. This is a signal to reviewers that they should wait a bit until they spend time reviewing the change.&lt;br /&gt;
# Try to describe in the description field what you had to change and why.&lt;br /&gt;
# Configure the merge request to delete the source branch when it is merged. If you don&#039;t know how to do this you can skip this step.&lt;br /&gt;
&lt;br /&gt;
== Reviewing a Merge Request ==&lt;br /&gt;
# Start with a code review. A code review is meant to improve code quality and distributes knowledge about the codebase between team members. Code review is not meant to catch errors / bugs although it&#039;s not a problem if it does. Try to review the code on the following areas:&lt;br /&gt;
#* Feature Completion (Does this change actually address the issue referenced)&lt;br /&gt;
#* Side Effects (Does this change only impact the issue or does it negatively influence other features)&lt;br /&gt;
#* Readability and Maintenance (The codebase is now 10+ years old and will probably have to be used for a long time, make sure we don&#039;t reduce our [https://en.wikipedia.org/wiki/Velocity_%28software_development%29 velocity])&lt;br /&gt;
#* Consistency (Does the code look the same as the surrounding code and does it solve problems in the same way as we do elsewhere)&lt;br /&gt;
#* Performance (If we can improve performance without impacting Readability and Maintenance or other side effects we should probably do so. When in doubt, measure the performance using [https://msdn.microsoft.com/en-us/library/ms182372.aspx profiling]).&lt;br /&gt;
#* Simplicity (Simpler code is usually better, even when it reduces performance)&lt;br /&gt;
#* [https://en.wikipedia.org/wiki/Code_reuse Reuse] of Existing Code (A lot of our code looks copy pasted, we can reuse a lot more than we currently do. Try to review whether there is code that can be reused)&lt;br /&gt;
#* Source Files (Make sure we have source files for all compiled assets that are in the merge request)&lt;br /&gt;
# Test the code. Check out the code and create a preview to test with on a local listen server.&lt;br /&gt;
# If everything works as intended add a thumbs up smiley as a response.&lt;br /&gt;
&lt;br /&gt;
== Merging Requests Into Alpha ==&lt;br /&gt;
You generally want to merge bugfixes as fast as possible. If you plan on releasing another point release (2.14.3 -&amp;gt; 2.14.4) you should probably wait with merging new features. Merging new features usually results in more bugs so queuing them for the next minor release (2.14.3 -&amp;gt; 2.15.1) is advised.&lt;br /&gt;
&lt;br /&gt;
Once the Continuous Integration has been run after the merge you can press the play button on the empires_build [https://git.empiresmod.com/empires_assets/empires_build/pipelines Pipelines] tab for the newly created version. After that has finished the alpha branch on Steam should have the latest development build. If you don&#039;t have the alpha branch on steam, please ask for the password on the dev chat.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Beta Release ==&lt;br /&gt;
# Update the version in the alpha branch. Never release the game twice with the same version number, it&#039;ll cause weird issues if people try to connect to servers with the wrong version.&lt;br /&gt;
# Add the changes in this release to the [[Changelog]].&lt;br /&gt;
# Push the new release to alpha.&lt;br /&gt;
# Create a new merge request from alpha to beta. Make sure to uncheck the box that removes the source branch.&lt;br /&gt;
# Test the alpha with some developers. If you encounter issues, fix them before releasing to beta.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Full Release ==&lt;br /&gt;
# Merge the pull request from alpha to beta&lt;br /&gt;
# Schedule a beta test and a beta server.&lt;br /&gt;
## Post the beta test on [https://forums.empiresmod.com the forum]&lt;br /&gt;
## Post the beta test on [https://reddit.com/r/Empires reddit]&lt;br /&gt;
# If you encounter issues, prepare a new Beta Release with a new version number until you&#039;re ready to release it.&lt;br /&gt;
&lt;br /&gt;
== Releasing a New Version ==&lt;br /&gt;
# On the Steam Partner page:&lt;br /&gt;
## Publish the latest beta to the default channel for the server&lt;br /&gt;
## Publish the latest beta to the default channel for the client&lt;br /&gt;
## Update the dedicated server version for the client&lt;br /&gt;
## Publish the store changes for the server&lt;br /&gt;
## Publish the store changes for the client&lt;br /&gt;
# Restart the Lobby.&lt;br /&gt;
# Publish the changelog as a [http://steamcommunity.com/games/empires/announcements/create steam announcement]&lt;br /&gt;
# Publish the changelog to [https://reddit.com/r/Empires Reddit]&lt;br /&gt;
# Publish the changelog to [https://forums.empiresmod.com the forum]&lt;br /&gt;
# Publish the changelog to [http://www.moddb.com/mods/empires Moddb]&lt;br /&gt;
# Publish the changelog to [https://discord.gg/UH6Sc6B Discord]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9742</id>
		<title>Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9742"/>
		<updated>2019-05-30T22:16:15Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Releasing a New Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the workflow from a concept until release. Try to follow this when developing a new feature or releasing a new Empires version.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re working on something that impacts user experience or gamedesign, please look at the [[Guiding Principles]]&lt;br /&gt;
&lt;br /&gt;
== Creating an Issue ==&lt;br /&gt;
&lt;br /&gt;
To ensure we don&#039;t duplicate effort and to allow team members to see what we&#039;re working on we add a short description of the thing we&#039;re trying to fix / achieve to an issue on the internal [https://git.empiresmod.com/empires_assets/empires_build/issues issue tracker].&lt;br /&gt;
&lt;br /&gt;
An issue is a new feature, known bug, known exploit or anything that requires developer work/discussion.&lt;br /&gt;
&lt;br /&gt;
When adding an issue, try to stick to formulating it as a [https://www.mountaingoatsoftware.com/agile/user-stories user story]. This makes it easier to evaluate whether a proposed change actually fixes the issue. To help discoverability you can add relevant tags.&lt;br /&gt;
&lt;br /&gt;
If you plan on working on the issue yourself, be sure to assign yourself to it. For more information on how you can effectively use issues you can refer to the [https://docs.gitlab.com/ce/user/project/issues/index.html official issue documentation].&lt;br /&gt;
&lt;br /&gt;
== Cloning the Relevant Repository ==&lt;br /&gt;
&#039;&#039;If you&#039;ve already performed this step in the past you can ignore this section&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Make sure you have an account on the internal [https://git.empiresmod.com gitlab] and have received the appropriate permissions.&lt;br /&gt;
# Make sure you have [[Adding Public Key to Gitlab | added your public key]] to your acccount.&lt;br /&gt;
# Clone &amp;lt;code&amp;gt;git@git.empiresmod.com:empires_assets/empires_build.git&amp;lt;/code&amp;gt; in a location of your choosing. Make sure you have at least 30gb free space.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;setup.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;setup&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;preview.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;preview&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# You should now have a development version of Empires you can run in your preview folder.&lt;br /&gt;
&lt;br /&gt;
== C++ development setup ==&lt;br /&gt;
&lt;br /&gt;
To get started with C++ development you just need to checkout [https://git.empiresmod.com/empires_code/empires_main empires_main] and copy the file from steam (Steam\steamapps\common\Empires\empires) to empires_main/mp/game/empires. For more details on Visual Studio setup check the README in the repo. &lt;br /&gt;
&lt;br /&gt;
If you also want to make changes to [https://git.empiresmod.com/empires_assets/assets_base assets_base] and [https://git.empiresmod.com/empires_public/empires_scripts empires_scripts] and test them with your C++ changes, you can best checkout those repos next to the empires_main repo and then edit empires_main/mp/game/empires/gameinfo.txt&lt;br /&gt;
&lt;br /&gt;
    SearchPaths {&lt;br /&gt;
      game+mod				|gameinfo_path|../../../../assets_base   // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|../../../../empires_scripts // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|custom/*&lt;br /&gt;
&lt;br /&gt;
== Creating a New Branch ==&lt;br /&gt;
# Figure out which repository you should be editing. The &amp;lt;code&amp;gt;repos&amp;lt;/code&amp;gt; folder contains a list of all the repositories you have access to.&lt;br /&gt;
# Figure out if the issue you&#039;re working on should be categorized as a bugfix or as a feature. Bugfixes are changes which don&#039;t change the intended behavior of the game but purely fix a previous mistake. The rest are features.&lt;br /&gt;
# [https://git-scm.com/book/en/v2/Git-Branching-Basic-Branching-and-Merging Create a new branch] named &amp;lt;code&amp;gt;bugfix/your-description&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;feature/your-description&amp;lt;/code&amp;gt; based on the master or develop branch. (Not all repositories have a develop branch, use master in that case)&lt;br /&gt;
# Start working on this branch and regularly commit your changes. You can create a new preview for testing by clicking the preview script again. This will include the changes you just made.&lt;br /&gt;
&lt;br /&gt;
== Creating a Merge Request ==&lt;br /&gt;
# Push your changes to the remote server. In the console output you&#039;ll see a link you can visit to create a new merge request. If there is no link you can also manually go to the project in [https://git.empiresmod.com gitlab] and click on the New Merge Request button under the Merge Request tab.&lt;br /&gt;
# Give the merge request a descriptive title and mention the issue number in the description as follows: &amp;lt;code&amp;gt;#123&amp;lt;/code&amp;gt;&lt;br /&gt;
# If your changes are not yet done or they don&#039;t yet pass all the build tests it&#039;s recommended to prefix the name of your merge request with &amp;lt;code&amp;gt;WIP: &amp;lt;/code&amp;gt;. This is a signal to reviewers that they should wait a bit until they spend time reviewing the change.&lt;br /&gt;
# Try to describe in the description field what you had to change and why.&lt;br /&gt;
# Configure the merge request to delete the source branch when it is merged. If you don&#039;t know how to do this you can skip this step.&lt;br /&gt;
&lt;br /&gt;
== Reviewing a Merge Request ==&lt;br /&gt;
# Start with a code review. A code review is meant to improve code quality and distributes knowledge about the codebase between team members. Code review is not meant to catch errors / bugs although it&#039;s not a problem if it does. Try to review the code on the following areas:&lt;br /&gt;
#* Feature Completion (Does this change actually address the issue referenced)&lt;br /&gt;
#* Side Effects (Does this change only impact the issue or does it negatively influence other features)&lt;br /&gt;
#* Readability and Maintenance (The codebase is now 10+ years old and will probably have to be used for a long time, make sure we don&#039;t reduce our [https://en.wikipedia.org/wiki/Velocity_%28software_development%29 velocity])&lt;br /&gt;
#* Consistency (Does the code look the same as the surrounding code and does it solve problems in the same way as we do elsewhere)&lt;br /&gt;
#* Performance (If we can improve performance without impacting Readability and Maintenance or other side effects we should probably do so. When in doubt, measure the performance using [https://msdn.microsoft.com/en-us/library/ms182372.aspx profiling]).&lt;br /&gt;
#* Simplicity (Simpler code is usually better, even when it reduces performance)&lt;br /&gt;
#* [https://en.wikipedia.org/wiki/Code_reuse Reuse] of Existing Code (A lot of our code looks copy pasted, we can reuse a lot more than we currently do. Try to review whether there is code that can be reused)&lt;br /&gt;
#* Source Files (Make sure we have source files for all compiled assets that are in the merge request)&lt;br /&gt;
# Test the code. Check out the code and create a preview to test with on a local listen server.&lt;br /&gt;
# If everything works as intended add a thumbs up smiley as a response.&lt;br /&gt;
&lt;br /&gt;
== Merging Requests Into Alpha ==&lt;br /&gt;
You generally want to merge bugfixes as fast as possible. If you plan on releasing another point release (2.14.3 -&amp;gt; 2.14.4) you should probably wait with merging new features. Merging new features usually results in more bugs so queuing them for the next minor release (2.14.3 -&amp;gt; 2.15.1) is advised.&lt;br /&gt;
&lt;br /&gt;
Once the Continuous Integration has been run after the merge you can press the play button on the empires_build [https://git.empiresmod.com/empires_assets/empires_build/pipelines Pipelines] tab for the newly created version. After that has finished the alpha branch on Steam should have the latest development build. If you don&#039;t have the alpha branch on steam, please ask for the password on Hipchat.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Beta Release ==&lt;br /&gt;
# Update the version in the alpha branch. Never release the game twice with the same version number, it&#039;ll cause weird issues if people try to connect to servers with the wrong version.&lt;br /&gt;
# Add the changes in this release to the [[Changelog]].&lt;br /&gt;
# Push the new release to alpha.&lt;br /&gt;
# Create a new merge request from alpha to beta. Make sure to uncheck the box that removes the source branch.&lt;br /&gt;
# Test the alpha with some developers. If you encounter issues, fix them before releasing to beta.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Full Release ==&lt;br /&gt;
# Merge the pull request from alpha to beta&lt;br /&gt;
# Schedule a beta test and a beta server.&lt;br /&gt;
## Post the beta test on [https://forums.empiresmod.com the forum]&lt;br /&gt;
## Post the beta test on [https://reddit.com/r/Empires reddit]&lt;br /&gt;
# If you encounter issues, prepare a new Beta Release with a new version number until you&#039;re ready to release it.&lt;br /&gt;
&lt;br /&gt;
== Releasing a New Version ==&lt;br /&gt;
# On the Steam Partner page:&lt;br /&gt;
## Publish the latest beta to the default channel for the server&lt;br /&gt;
## Publish the latest beta to the default channel for the client&lt;br /&gt;
## Update the dedicated server version for the client&lt;br /&gt;
## Publish the store changes for the server&lt;br /&gt;
## Publish the store changes for the client&lt;br /&gt;
# Restart the Lobby.&lt;br /&gt;
# Publish the changelog as a [http://steamcommunity.com/games/empires/announcements/create steam announcement]&lt;br /&gt;
# Publish the changelog to [https://reddit.com/r/Empires Reddit]&lt;br /&gt;
# Publish the changelog to [https://forums.empiresmod.com the forum]&lt;br /&gt;
# Publish the changelog to [http://www.moddb.com/mods/empires Moddb]&lt;br /&gt;
# Publish the changelog to [https://discord.gg/UH6Sc6B Discord]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9741</id>
		<title>Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9741"/>
		<updated>2019-05-30T21:47:57Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Releasing a New Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the workflow from a concept until release. Try to follow this when developing a new feature or releasing a new Empires version.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re working on something that impacts user experience or gamedesign, please look at the [[Guiding Principles]]&lt;br /&gt;
&lt;br /&gt;
== Creating an Issue ==&lt;br /&gt;
&lt;br /&gt;
To ensure we don&#039;t duplicate effort and to allow team members to see what we&#039;re working on we add a short description of the thing we&#039;re trying to fix / achieve to an issue on the internal [https://git.empiresmod.com/empires_assets/empires_build/issues issue tracker].&lt;br /&gt;
&lt;br /&gt;
An issue is a new feature, known bug, known exploit or anything that requires developer work/discussion.&lt;br /&gt;
&lt;br /&gt;
When adding an issue, try to stick to formulating it as a [https://www.mountaingoatsoftware.com/agile/user-stories user story]. This makes it easier to evaluate whether a proposed change actually fixes the issue. To help discoverability you can add relevant tags.&lt;br /&gt;
&lt;br /&gt;
If you plan on working on the issue yourself, be sure to assign yourself to it. For more information on how you can effectively use issues you can refer to the [https://docs.gitlab.com/ce/user/project/issues/index.html official issue documentation].&lt;br /&gt;
&lt;br /&gt;
== Cloning the Relevant Repository ==&lt;br /&gt;
&#039;&#039;If you&#039;ve already performed this step in the past you can ignore this section&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Make sure you have an account on the internal [https://git.empiresmod.com gitlab] and have received the appropriate permissions.&lt;br /&gt;
# Make sure you have [[Adding Public Key to Gitlab | added your public key]] to your acccount.&lt;br /&gt;
# Clone &amp;lt;code&amp;gt;git@git.empiresmod.com:empires_assets/empires_build.git&amp;lt;/code&amp;gt; in a location of your choosing. Make sure you have at least 30gb free space.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;setup.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;setup&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;preview.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;preview&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# You should now have a development version of Empires you can run in your preview folder.&lt;br /&gt;
&lt;br /&gt;
== C++ development setup ==&lt;br /&gt;
&lt;br /&gt;
To get started with C++ development you just need to checkout [https://git.empiresmod.com/empires_code/empires_main empires_main] and copy the file from steam (Steam\steamapps\common\Empires\empires) to empires_main/mp/game/empires. For more details on Visual Studio setup check the README in the repo. &lt;br /&gt;
&lt;br /&gt;
If you also want to make changes to [https://git.empiresmod.com/empires_assets/assets_base assets_base] and [https://git.empiresmod.com/empires_public/empires_scripts empires_scripts] and test them with your C++ changes, you can best checkout those repos next to the empires_main repo and then edit empires_main/mp/game/empires/gameinfo.txt&lt;br /&gt;
&lt;br /&gt;
    SearchPaths {&lt;br /&gt;
      game+mod				|gameinfo_path|../../../../assets_base   // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|../../../../empires_scripts // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|custom/*&lt;br /&gt;
&lt;br /&gt;
== Creating a New Branch ==&lt;br /&gt;
# Figure out which repository you should be editing. The &amp;lt;code&amp;gt;repos&amp;lt;/code&amp;gt; folder contains a list of all the repositories you have access to.&lt;br /&gt;
# Figure out if the issue you&#039;re working on should be categorized as a bugfix or as a feature. Bugfixes are changes which don&#039;t change the intended behavior of the game but purely fix a previous mistake. The rest are features.&lt;br /&gt;
# [https://git-scm.com/book/en/v2/Git-Branching-Basic-Branching-and-Merging Create a new branch] named &amp;lt;code&amp;gt;bugfix/your-description&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;feature/your-description&amp;lt;/code&amp;gt; based on the master or develop branch. (Not all repositories have a develop branch, use master in that case)&lt;br /&gt;
# Start working on this branch and regularly commit your changes. You can create a new preview for testing by clicking the preview script again. This will include the changes you just made.&lt;br /&gt;
&lt;br /&gt;
== Creating a Merge Request ==&lt;br /&gt;
# Push your changes to the remote server. In the console output you&#039;ll see a link you can visit to create a new merge request. If there is no link you can also manually go to the project in [https://git.empiresmod.com gitlab] and click on the New Merge Request button under the Merge Request tab.&lt;br /&gt;
# Give the merge request a descriptive title and mention the issue number in the description as follows: &amp;lt;code&amp;gt;#123&amp;lt;/code&amp;gt;&lt;br /&gt;
# If your changes are not yet done or they don&#039;t yet pass all the build tests it&#039;s recommended to prefix the name of your merge request with &amp;lt;code&amp;gt;WIP: &amp;lt;/code&amp;gt;. This is a signal to reviewers that they should wait a bit until they spend time reviewing the change.&lt;br /&gt;
# Try to describe in the description field what you had to change and why.&lt;br /&gt;
# Configure the merge request to delete the source branch when it is merged. If you don&#039;t know how to do this you can skip this step.&lt;br /&gt;
&lt;br /&gt;
== Reviewing a Merge Request ==&lt;br /&gt;
# Start with a code review. A code review is meant to improve code quality and distributes knowledge about the codebase between team members. Code review is not meant to catch errors / bugs although it&#039;s not a problem if it does. Try to review the code on the following areas:&lt;br /&gt;
#* Feature Completion (Does this change actually address the issue referenced)&lt;br /&gt;
#* Side Effects (Does this change only impact the issue or does it negatively influence other features)&lt;br /&gt;
#* Readability and Maintenance (The codebase is now 10+ years old and will probably have to be used for a long time, make sure we don&#039;t reduce our [https://en.wikipedia.org/wiki/Velocity_%28software_development%29 velocity])&lt;br /&gt;
#* Consistency (Does the code look the same as the surrounding code and does it solve problems in the same way as we do elsewhere)&lt;br /&gt;
#* Performance (If we can improve performance without impacting Readability and Maintenance or other side effects we should probably do so. When in doubt, measure the performance using [https://msdn.microsoft.com/en-us/library/ms182372.aspx profiling]).&lt;br /&gt;
#* Simplicity (Simpler code is usually better, even when it reduces performance)&lt;br /&gt;
#* [https://en.wikipedia.org/wiki/Code_reuse Reuse] of Existing Code (A lot of our code looks copy pasted, we can reuse a lot more than we currently do. Try to review whether there is code that can be reused)&lt;br /&gt;
#* Source Files (Make sure we have source files for all compiled assets that are in the merge request)&lt;br /&gt;
# Test the code. Check out the code and create a preview to test with on a local listen server.&lt;br /&gt;
# If everything works as intended add a thumbs up smiley as a response.&lt;br /&gt;
&lt;br /&gt;
== Merging Requests Into Alpha ==&lt;br /&gt;
You generally want to merge bugfixes as fast as possible. If you plan on releasing another point release (2.14.3 -&amp;gt; 2.14.4) you should probably wait with merging new features. Merging new features usually results in more bugs so queuing them for the next minor release (2.14.3 -&amp;gt; 2.15.1) is advised.&lt;br /&gt;
&lt;br /&gt;
Once the Continuous Integration has been run after the merge you can press the play button on the empires_build [https://git.empiresmod.com/empires_assets/empires_build/pipelines Pipelines] tab for the newly created version. After that has finished the alpha branch on Steam should have the latest development build. If you don&#039;t have the alpha branch on steam, please ask for the password on Hipchat.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Beta Release ==&lt;br /&gt;
# Update the version in the alpha branch. Never release the game twice with the same version number, it&#039;ll cause weird issues if people try to connect to servers with the wrong version.&lt;br /&gt;
# Add the changes in this release to the [[Changelog]].&lt;br /&gt;
# Push the new release to alpha.&lt;br /&gt;
# Create a new merge request from alpha to beta. Make sure to uncheck the box that removes the source branch.&lt;br /&gt;
# Test the alpha with some developers. If you encounter issues, fix them before releasing to beta.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Full Release ==&lt;br /&gt;
# Merge the pull request from alpha to beta&lt;br /&gt;
# Schedule a beta test and a beta server.&lt;br /&gt;
## Post the beta test on [https://forums.empiresmod.com the forum]&lt;br /&gt;
## Post the beta test on [https://reddit.com/r/Empires reddit]&lt;br /&gt;
# If you encounter issues, prepare a new Beta Release with a new version number until you&#039;re ready to release it.&lt;br /&gt;
&lt;br /&gt;
== Releasing a New Version ==&lt;br /&gt;
# On the Steam Partner page:&lt;br /&gt;
## Publish the latest beta to the default channel for the server&lt;br /&gt;
## Publish the latest beta to the default channel for the client&lt;br /&gt;
## Update the dedicated server version for the client&lt;br /&gt;
## Publish the store changes for the server&lt;br /&gt;
## Publish the store changes for the client&lt;br /&gt;
# Publish the changelog as a [http://steamcommunity.com/games/empires/announcements/create steam announcement]&lt;br /&gt;
# Publish the changelog to [https://reddit.com/r/Empires Reddit]&lt;br /&gt;
# Publish the changelog to [https://forums.empiresmod.com the forum]&lt;br /&gt;
# Publish the changelog to [http://www.moddb.com/mods/empires Moddb]&lt;br /&gt;
# Publish the changelog to [https://discord.gg/UH6Sc6B Discord]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9740</id>
		<title>Workflow</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Workflow&amp;diff=9740"/>
		<updated>2019-05-30T21:47:34Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Releasing a New Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the workflow from a concept until release. Try to follow this when developing a new feature or releasing a new Empires version.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re working on something that impacts user experience or gamedesign, please look at the [[Guiding Principles]]&lt;br /&gt;
&lt;br /&gt;
== Creating an Issue ==&lt;br /&gt;
&lt;br /&gt;
To ensure we don&#039;t duplicate effort and to allow team members to see what we&#039;re working on we add a short description of the thing we&#039;re trying to fix / achieve to an issue on the internal [https://git.empiresmod.com/empires_assets/empires_build/issues issue tracker].&lt;br /&gt;
&lt;br /&gt;
An issue is a new feature, known bug, known exploit or anything that requires developer work/discussion.&lt;br /&gt;
&lt;br /&gt;
When adding an issue, try to stick to formulating it as a [https://www.mountaingoatsoftware.com/agile/user-stories user story]. This makes it easier to evaluate whether a proposed change actually fixes the issue. To help discoverability you can add relevant tags.&lt;br /&gt;
&lt;br /&gt;
If you plan on working on the issue yourself, be sure to assign yourself to it. For more information on how you can effectively use issues you can refer to the [https://docs.gitlab.com/ce/user/project/issues/index.html official issue documentation].&lt;br /&gt;
&lt;br /&gt;
== Cloning the Relevant Repository ==&lt;br /&gt;
&#039;&#039;If you&#039;ve already performed this step in the past you can ignore this section&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Make sure you have an account on the internal [https://git.empiresmod.com gitlab] and have received the appropriate permissions.&lt;br /&gt;
# Make sure you have [[Adding Public Key to Gitlab | added your public key]] to your acccount.&lt;br /&gt;
# Clone &amp;lt;code&amp;gt;git@git.empiresmod.com:empires_assets/empires_build.git&amp;lt;/code&amp;gt; in a location of your choosing. Make sure you have at least 30gb free space.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;setup.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;setup&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# Double click the &amp;lt;code&amp;gt;preview.bat&amp;lt;/code&amp;gt; file on Windows or the &amp;lt;code&amp;gt;preview&amp;lt;/code&amp;gt; file on Linux and wait for the process to finish.&lt;br /&gt;
# You should now have a development version of Empires you can run in your preview folder.&lt;br /&gt;
&lt;br /&gt;
== C++ development setup ==&lt;br /&gt;
&lt;br /&gt;
To get started with C++ development you just need to checkout [https://git.empiresmod.com/empires_code/empires_main empires_main] and copy the file from steam (Steam\steamapps\common\Empires\empires) to empires_main/mp/game/empires. For more details on Visual Studio setup check the README in the repo. &lt;br /&gt;
&lt;br /&gt;
If you also want to make changes to [https://git.empiresmod.com/empires_assets/assets_base assets_base] and [https://git.empiresmod.com/empires_public/empires_scripts empires_scripts] and test them with your C++ changes, you can best checkout those repos next to the empires_main repo and then edit empires_main/mp/game/empires/gameinfo.txt&lt;br /&gt;
&lt;br /&gt;
    SearchPaths {&lt;br /&gt;
      game+mod				|gameinfo_path|../../../../assets_base   // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|../../../../empires_scripts // &amp;lt;&amp;lt;--- Add this &lt;br /&gt;
      game+mod				|gameinfo_path|custom/*&lt;br /&gt;
&lt;br /&gt;
== Creating a New Branch ==&lt;br /&gt;
# Figure out which repository you should be editing. The &amp;lt;code&amp;gt;repos&amp;lt;/code&amp;gt; folder contains a list of all the repositories you have access to.&lt;br /&gt;
# Figure out if the issue you&#039;re working on should be categorized as a bugfix or as a feature. Bugfixes are changes which don&#039;t change the intended behavior of the game but purely fix a previous mistake. The rest are features.&lt;br /&gt;
# [https://git-scm.com/book/en/v2/Git-Branching-Basic-Branching-and-Merging Create a new branch] named &amp;lt;code&amp;gt;bugfix/your-description&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;feature/your-description&amp;lt;/code&amp;gt; based on the master or develop branch. (Not all repositories have a develop branch, use master in that case)&lt;br /&gt;
# Start working on this branch and regularly commit your changes. You can create a new preview for testing by clicking the preview script again. This will include the changes you just made.&lt;br /&gt;
&lt;br /&gt;
== Creating a Merge Request ==&lt;br /&gt;
# Push your changes to the remote server. In the console output you&#039;ll see a link you can visit to create a new merge request. If there is no link you can also manually go to the project in [https://git.empiresmod.com gitlab] and click on the New Merge Request button under the Merge Request tab.&lt;br /&gt;
# Give the merge request a descriptive title and mention the issue number in the description as follows: &amp;lt;code&amp;gt;#123&amp;lt;/code&amp;gt;&lt;br /&gt;
# If your changes are not yet done or they don&#039;t yet pass all the build tests it&#039;s recommended to prefix the name of your merge request with &amp;lt;code&amp;gt;WIP: &amp;lt;/code&amp;gt;. This is a signal to reviewers that they should wait a bit until they spend time reviewing the change.&lt;br /&gt;
# Try to describe in the description field what you had to change and why.&lt;br /&gt;
# Configure the merge request to delete the source branch when it is merged. If you don&#039;t know how to do this you can skip this step.&lt;br /&gt;
&lt;br /&gt;
== Reviewing a Merge Request ==&lt;br /&gt;
# Start with a code review. A code review is meant to improve code quality and distributes knowledge about the codebase between team members. Code review is not meant to catch errors / bugs although it&#039;s not a problem if it does. Try to review the code on the following areas:&lt;br /&gt;
#* Feature Completion (Does this change actually address the issue referenced)&lt;br /&gt;
#* Side Effects (Does this change only impact the issue or does it negatively influence other features)&lt;br /&gt;
#* Readability and Maintenance (The codebase is now 10+ years old and will probably have to be used for a long time, make sure we don&#039;t reduce our [https://en.wikipedia.org/wiki/Velocity_%28software_development%29 velocity])&lt;br /&gt;
#* Consistency (Does the code look the same as the surrounding code and does it solve problems in the same way as we do elsewhere)&lt;br /&gt;
#* Performance (If we can improve performance without impacting Readability and Maintenance or other side effects we should probably do so. When in doubt, measure the performance using [https://msdn.microsoft.com/en-us/library/ms182372.aspx profiling]).&lt;br /&gt;
#* Simplicity (Simpler code is usually better, even when it reduces performance)&lt;br /&gt;
#* [https://en.wikipedia.org/wiki/Code_reuse Reuse] of Existing Code (A lot of our code looks copy pasted, we can reuse a lot more than we currently do. Try to review whether there is code that can be reused)&lt;br /&gt;
#* Source Files (Make sure we have source files for all compiled assets that are in the merge request)&lt;br /&gt;
# Test the code. Check out the code and create a preview to test with on a local listen server.&lt;br /&gt;
# If everything works as intended add a thumbs up smiley as a response.&lt;br /&gt;
&lt;br /&gt;
== Merging Requests Into Alpha ==&lt;br /&gt;
You generally want to merge bugfixes as fast as possible. If you plan on releasing another point release (2.14.3 -&amp;gt; 2.14.4) you should probably wait with merging new features. Merging new features usually results in more bugs so queuing them for the next minor release (2.14.3 -&amp;gt; 2.15.1) is advised.&lt;br /&gt;
&lt;br /&gt;
Once the Continuous Integration has been run after the merge you can press the play button on the empires_build [https://git.empiresmod.com/empires_assets/empires_build/pipelines Pipelines] tab for the newly created version. After that has finished the alpha branch on Steam should have the latest development build. If you don&#039;t have the alpha branch on steam, please ask for the password on Hipchat.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Beta Release ==&lt;br /&gt;
# Update the version in the alpha branch. Never release the game twice with the same version number, it&#039;ll cause weird issues if people try to connect to servers with the wrong version.&lt;br /&gt;
# Add the changes in this release to the [[Changelog]].&lt;br /&gt;
# Push the new release to alpha.&lt;br /&gt;
# Create a new merge request from alpha to beta. Make sure to uncheck the box that removes the source branch.&lt;br /&gt;
# Test the alpha with some developers. If you encounter issues, fix them before releasing to beta.&lt;br /&gt;
&lt;br /&gt;
== Preparing a Full Release ==&lt;br /&gt;
# Merge the pull request from alpha to beta&lt;br /&gt;
# Schedule a beta test and a beta server.&lt;br /&gt;
## Post the beta test on [https://forums.empiresmod.com the forum]&lt;br /&gt;
## Post the beta test on [https://reddit.com/r/Empires reddit]&lt;br /&gt;
# If you encounter issues, prepare a new Beta Release with a new version number until you&#039;re ready to release it.&lt;br /&gt;
&lt;br /&gt;
== Releasing a New Version ==&lt;br /&gt;
# On the Steam Partner page:&lt;br /&gt;
## Publish the latest beta to the default channel for the server&lt;br /&gt;
## Publish the latest beta to the default channel for the client&lt;br /&gt;
## Update the dedicated server version for the client&lt;br /&gt;
## Publish the store changes for the server&lt;br /&gt;
## Publish the store changes for the client&lt;br /&gt;
# Publish the changelog as a [http://steamcommunity.com/games/empires/announcements/create steam announcement]&lt;br /&gt;
# Publish the changelog to [https://reddit.com/r/Empires Reddit]&lt;br /&gt;
# Publish the changelog to [https://forums.empiresmod.com the forum]&lt;br /&gt;
# Publish the changelog to [http://www.moddb.com/mods/empires Moddb]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9727</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9727"/>
		<updated>2019-05-25T00:10:01Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Bugfixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.7 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Renamed Imperial Tank to Imperial Medium Tank.&lt;br /&gt;
* Added key prompts to spawning related messages.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading navmeshes from VPK files.&lt;br /&gt;
* Script consistency check disabled itself on second map load.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance===&lt;br /&gt;
* &#039;&#039;&#039; &amp;lt;big&amp;gt;Most CN/ML damage increased by 2% (rounded)&amp;lt;/big&amp;gt; &#039;&#039;&#039;&lt;br /&gt;
** 1~2 more damage.&lt;br /&gt;
**Exceptions:&lt;br /&gt;
***Artillery Cannons&lt;br /&gt;
***Nuke&lt;br /&gt;
***Standard weapons&lt;br /&gt;
&lt;br /&gt;
*Imperial AFV&lt;br /&gt;
** Gains 2 more degrees of front-side turret depression (can aim lower)&lt;br /&gt;
*Reactive Armor&lt;br /&gt;
**Health  120 -&amp;gt; 125&lt;br /&gt;
*Deflective Armor&lt;br /&gt;
**BioArtResist 0 -&amp;gt; 0.1 (Bio Cannon) (This is to fix an inconsistency)&lt;br /&gt;
*Absorbent Armor&lt;br /&gt;
**APBulletResist  0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**BulletExplosive 0.15 -&amp;gt; 0.1 (5% less resist against vehicle MG)&lt;br /&gt;
**Damage to Heat Absorbed -0.3 -&amp;gt; -0.2 (Will reduce less heat when taking damage)&lt;br /&gt;
*Capacitive Armor&lt;br /&gt;
**Health 160 -&amp;gt; 170&lt;br /&gt;
*Guided ML&lt;br /&gt;
**Guiding Range 5500-&amp;gt;5000&lt;br /&gt;
*TOW Guided ML&lt;br /&gt;
**Guiding Range 6500-&amp;gt;6000&lt;br /&gt;
*Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0003 -&amp;gt; 0.0005 (At 5000 range, it would take 1 more second than now to lock-on)&lt;br /&gt;
*Improved Homing ML&lt;br /&gt;
**Lock Range Modifier  0.00029 -&amp;gt; 0.00045(At 5000 range, it would take 0.8 more second than now to lock-on)&lt;br /&gt;
*Salvo Homing ML&lt;br /&gt;
**Lock Range Modifier  0.0004 -&amp;gt; 0.0005(At 5000 range, it would take 0.5 more second than now to lock-on)&lt;br /&gt;
*Upgraded ML&lt;br /&gt;
**Heat 8.5-&amp;gt;9.5&lt;br /&gt;
**Reload Time 4-&amp;gt;5&lt;br /&gt;
*Heavy-duty ML&lt;br /&gt;
**Reload Time 4.5-&amp;gt;5.5&lt;br /&gt;
&lt;br /&gt;
== 2.26.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Updated main menu layout.&lt;br /&gt;
* Fix crash when executing npc_create on server console.&lt;br /&gt;
* Attempt to reduce water rendering issues.&lt;br /&gt;
* More autobalance fixes.&lt;br /&gt;
&lt;br /&gt;
== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Maps&amp;diff=9714</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Maps&amp;diff=9714"/>
		<updated>2019-05-22T18:17:52Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Community */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Maps}}&lt;br /&gt;
&lt;br /&gt;
A few different maps are currently in existence, each offering different terrain, objectives, and play styles. If you know of any more maps, please add them. If you are interested in creating maps, see the [[Mapping]] page.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Types ==&lt;br /&gt;
Different [[Gameplay Types]] are available to offer a different set of challenges and are dependent on the map in question. &lt;br /&gt;
&lt;br /&gt;
== Official Maps ==&lt;br /&gt;
The following maps are officially included in the current distribution of Empires. They are listed under headings according to the group who created them.&lt;br /&gt;
&lt;br /&gt;
=== Development Team ===&lt;br /&gt;
* [[Map:emp_canyon|emp_canyon]]&lt;br /&gt;
* [[Map:emp_crossroads|emp_crossroads]]&lt;br /&gt;
* [[Map:emp_duststorm|emp_duststorm]]&lt;br /&gt;
* [[Map:emp_escort|emp_escort]]&lt;br /&gt;
* [[Map:emp_glycencity|emp_glycencity]]&lt;br /&gt;
* [[Map:emp_isle|emp_isle]]&lt;br /&gt;
* [[Map:emp_money|emp_money]]&lt;br /&gt;
* [[Map:emp_streetsoffire|emp_streetsoffire]]&lt;br /&gt;
* [[Map:emp_urbanchaos|emp_urbanchaos]]&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
* [[Map:emp_arid|emp_arid]] by Silk&lt;br /&gt;
* [[Map:emp_bush|emp_bush]] by Silk&lt;br /&gt;
* [[Map:emp_chain|emp_chain]] by Silk&lt;br /&gt;
* [[Map:emp_coast|emp_coast]] by [[User:Tysn|Tysn]]&lt;br /&gt;
* [[Map:emp_cyclopean|emp_cyclopean]] by halbalbador&lt;br /&gt;
* [[Map:emp_district402|con_district402]]&lt;br /&gt;
* [[Map:emp_eastborough|con_eastborough]] by complete_lamer&lt;br /&gt;
* [[Map:emp_midbridge|emp_midbridge]] by Pastori&lt;br /&gt;
* [[Map:emp_mvalley|emp_mvalley]] by R_yell&lt;br /&gt;
* [[Map:emp_palmbay|emp_palmbay]] by Keef&lt;br /&gt;
* [[Map:emp_Slaughtered|emp_Slaughtered]] by =HELLION=&lt;br /&gt;
&lt;br /&gt;
== Custom Maps ==&lt;br /&gt;
&lt;br /&gt;
These maps are created by the Empires community. Some will be of a high enough standard to become official maps.&lt;br /&gt;
&lt;br /&gt;
* [[Map:emp_atoll|emp_atoll_b2]] by John Shandy`&lt;br /&gt;
* [[Map:emp_badland|emp_badland]] by Gobanzo Mon&lt;br /&gt;
* [[Map:emp_beachfront|emp_beachfront_b2]] by Thomasfn&lt;br /&gt;
* [[Map:emp_blackmountain|emp_blackmountain]] by Omneh&lt;br /&gt;
* [[Map:emp_blah|emp_blah4]] by Mayama&lt;br /&gt;
* [[Map:emp_break|emp_break_poc]] by Blizzerd&lt;br /&gt;
* [[Map:emp_cdr_canyon|emp_cdr_canyon]]&lt;br /&gt;
* [[Map:emp_delta|emp_delta_rc3a]] by Metal Smith&lt;br /&gt;
* [[Map:emp_downfall|emp_downfall]] by Silk&lt;br /&gt;
* [[Map:emp_drygulch|emp_drygulch_a6]] by flasche&lt;br /&gt;
* [[Map:emp_dune|emp_dune_ob1]] by &#039;&#039;unknown&#039;&#039;&lt;br /&gt;
* [[Map:emp_flat|emp_flat]] by Silk&lt;br /&gt;
* [[Map:emp_forest|emp_forest_ob]] by Simon - &#039;&#039;Recompiled and updated by Omneh&#039;&#039;&lt;br /&gt;
* [[Map:emp_frozensummit|emp_frozensummit_b2]] by John Shandy`&lt;br /&gt;
* [[Map:emp_fuel|emp_fuel_a3_2013]] by &#039;&#039;unknown&#039;&#039;&lt;br /&gt;
* [[Map:emp_gauntlet|emp_gauntlet]]&lt;br /&gt;
* [[Map:emp_glacial|emp_glacial_b2]] by &#039;&#039;unknown&#039;&#039;&lt;br /&gt;
* [[Map:emp_hazard|emp_hazard_rc6]] by Blight&lt;br /&gt;
* [[Map:emp_homeland|emp_homeland_b9]] by Flounder&lt;br /&gt;
* [[Map:emp_iceberg|emp_iceberg]] by D.D.D. Destroyer&lt;br /&gt;
* [[Map:emp_insurrection|emp_insurrection_rc4]] by Omneh&lt;br /&gt;
* [[Map:emp_king|emp_king_r5]] by Chris0132&#039;&lt;br /&gt;
* [[Map:emp_massacred|emp_massacred_rc1]] by Varbles&lt;br /&gt;
* [[Map:emp_megahill_jam|emp_megahill_jam_b5]] by [LoDw]Keef &amp;amp; DrummerX&lt;br /&gt;
* [[Map:emp_mesa|emp_mesa_d6]] by Mayama &lt;br /&gt;
* [[Map:emp_moors|emp_moors_b1]] by [LoDw]Keef&lt;br /&gt;
* [[Map:emp_plunge|emp_plunge_ob2_2013]] by &#039;&#039;unknown&#039;&#039;&lt;br /&gt;
* [[Map:emp_provinggrounds|emp_provinggrounds_b2]] by flasche, John Shandy` &amp;amp; [LoDw]Keef&lt;br /&gt;
* [[Map:emp_raiders|emp_raiders_b1]] by &#039;&#039;unknown&#039;&#039;&lt;br /&gt;
* [[Map:emp_rainbowroad|emp_rainbowroad_b2]] by John Shandy`&lt;br /&gt;
* [[Map:emp_research|emp_research_1_2]] by Jimather&lt;br /&gt;
* [[Map:emp_shadows|emp_shadows_rc10a]] by Cyber-Kun and Stu&lt;br /&gt;
* [[Map:emp_silo|emp_silo_rc3]] by Omneh&lt;br /&gt;
* [[Map:emp_smokies|emp_smokies_rc2]] by Cyber-Kun&lt;br /&gt;
* [[Map:emp_snowbound|emp_snowbound_cl6]] by Jimather - &#039;&#039;recompiled and updated by TheCreeper and D.D.D. Destroyer&#039;&#039;&lt;br /&gt;
* [[Map:emp_snowstorm|emp_snowstorm_rc6]] by &#039;&#039;unknown&#039;&#039;&lt;br /&gt;
* [[Map:emp_temple|emp_temple_b3a]] by Mayama&lt;br /&gt;
* [[Map:emp_theinternetisforporn|emp_theinternetisforporn4]] by LordDz&lt;br /&gt;
* [[Map:emp_traders|emp_traders_a8]] by Coffeeburrito&lt;br /&gt;
* [[Map:emp_tropicvendetta|emp_tropicvendetta]] by [[User:John Shandy`|John Shandy`]] and [LoDw]Keef&lt;br /&gt;
* [[Map:emp_vehicletraining|emp_vehicletraining_ob2]] by Silk&lt;br /&gt;
* [[Map:emp_ward|emp_ward_rc2]] by Silk&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|Maps]]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9713</id>
		<title>Version/2.26.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.26.x&amp;diff=9713"/>
		<updated>2019-05-20T23:52:30Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* 2.26.7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 2.26.7 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Renamed Imperial Tank to Imperial Medium Tank.&lt;br /&gt;
* Added key prompts to spawning related messages.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed loading navmeshes from VPK files.&lt;br /&gt;
&lt;br /&gt;
== 2.26.6 ==&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Updated main menu layout.&lt;br /&gt;
* Fix crash when executing npc_create on server console.&lt;br /&gt;
* Attempt to reduce water rendering issues.&lt;br /&gt;
* More autobalance fixes.&lt;br /&gt;
&lt;br /&gt;
== 2.26.5 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added Patreon button to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Scripts/Game Balance ===&lt;br /&gt;
*Building Carcass Removal Time&lt;br /&gt;
**Barrack 25-&amp;gt;15 &lt;br /&gt;
**Radar 20-&amp;gt;10&lt;br /&gt;
**Repair Pad 25-&amp;gt;20&lt;br /&gt;
**Vehicle Factory 25-&amp;gt;20&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Discord button now becomes gray when hovered over.&lt;br /&gt;
* Autobalance fixes.&lt;br /&gt;
* Fixed a bug that could crash the commander.&lt;br /&gt;
* Fixed a bug that would crash the game when quitting.&lt;br /&gt;
* Fixed a bug that could crash the server when making an engineer buildable.&lt;br /&gt;
&lt;br /&gt;
== 2.26.4 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added discord link to main menu.&lt;br /&gt;
&lt;br /&gt;
=== Game Balance ===&lt;br /&gt;
* Rifleman dig-in skill&lt;br /&gt;
** Stamina consumption doubled : 25% of damage -&amp;gt; 50% of damage  &#039;&#039;&#039;(damage reduction remains at 25%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Added emp_sv_official_portoverride &amp;lt;port&amp;gt; configuration variable to allow fix official gameserver status detection.&lt;br /&gt;
&lt;br /&gt;
== 2.26.3 == &lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix that recycling &amp;lt; 1 res per tick does not display message.&lt;br /&gt;
* Fixed coordinate calculation.&lt;br /&gt;
* Fixed a big performance issue for players playing from a hard disk instead of an SSD.&lt;br /&gt;
* Fixed a problem where the client could crash due to turret gibs.&lt;br /&gt;
&lt;br /&gt;
== 2.26.2 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Recycling unbuilt building now gives 85% refund instead of 33%*(building hp percentage), recycle time is also reduced to half.&lt;br /&gt;
* Recycling built building now gives 50% refund instead of 50%*(building hp percentage)&lt;br /&gt;
* You can now recycle a building regardless of its current hp. (previously you couldn&#039;t recycle a building if it has less than 20 hp)&lt;br /&gt;
* Recycling unbuilt building now takes 1/2 time.&lt;br /&gt;
* Unbuilt building carcass time halved.&lt;br /&gt;
* Unbuilt building takes 25% more damage.&lt;br /&gt;
* Grenadier bots are now more accurate and have less pitch spread.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* New models now have collision meshes.&lt;br /&gt;
* Game no longer crashes when you exit the game.&lt;br /&gt;
* Fixed crash bug when changing resolution while playing.&lt;br /&gt;
* Should now gain XP if the server you&#039;re playing on becomes official while playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2.26.1 ==&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Going out of stamina no longer makes you exhausted.&lt;br /&gt;
* Sprinting can only be started if you have at least one bar of stamina left.&lt;br /&gt;
* Jumping is only possible if you have at least 3 bars of stamina left.&lt;br /&gt;
* Sprinting stops if you have zero stamina and automatically resumes once you have one bar.&lt;br /&gt;
* Grenadier [[NPC]]s are less likely to clump together.&lt;br /&gt;
* Riflemen [[NPC]]s will ignore hits that are made at a very long distance.&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* Walls cost increased from 18 to 20.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Faster official gameserver detection.&lt;br /&gt;
* New grenadiers are now available in Hammer as well.&lt;br /&gt;
* sv_emp_vehicle_fadeout is now limited to 500 seconds.&lt;br /&gt;
* emp_sv_vehicle_fadeout_time_partial is now limited to 100 seconds.&lt;br /&gt;
* More lake trees now have collisions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch_Notes]]&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9712</id>
		<title>Reference Material</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9712"/>
		<updated>2019-05-20T22:49:32Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Story ==&lt;br /&gt;
* [[The Story]]&lt;br /&gt;
* [https://wiki.empiresmod.com/File:Map2.jpg World Map]&lt;br /&gt;
&lt;br /&gt;
== NF ==&lt;br /&gt;
Northern Faction is slightly behind the Brenodi Empire in terms of production capacity so tends to use slightly older manufacturing techniques to make their (future tech) products. This results in slightly bulkier (and often surdier) designs which look slightly less user friendly.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/Brutalist_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Stalinist_architecture&lt;br /&gt;
* https://www.google.com/search?tbm=isch&amp;amp;q=brutalist%20architecture&amp;amp;tbs=imgo:1&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
* #860000: https://duckduckgo.com/?q=%23860000&amp;amp;t=ffsb&amp;amp;atb=v49-7__&amp;amp;ia=answer&lt;br /&gt;
&lt;br /&gt;
== BE ==&lt;br /&gt;
&lt;br /&gt;
Brenodi Empire has a fully formed industry resulting in more polished, user friendly products. This typically shows in products without sharp edges, compact and futuristic looking designs. This usually results in products being more advanced but more brittle.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/High-tech_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Blobitecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Neo-futurism&lt;br /&gt;
* https://duckduckgo.com/?q=glass+architecture&amp;amp;iar=images&amp;amp;iax=images&amp;amp;ia=images&lt;br /&gt;
* For (old) palaces etc: https://www.google.com/search?q=victorian+architecture&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwiOoZHbvKriAhVFposKHZJNBtoQ_AUIDigB&amp;amp;biw=1920&amp;amp;bih=969#imgrc=kFHc2p5aaO27PM&lt;br /&gt;
&lt;br /&gt;
== Game Design General ==&lt;br /&gt;
* http://www.gamasutra.com/blogs/DanFelder/20150521/243962/Design_101_Complexity_vs_Depth.php&lt;br /&gt;
* http://www.gamasutra.com/blogs/FlavioCreasso/20151014/256145/Reverse_Engineering_Toxic_Behaviour.php&lt;br /&gt;
&lt;br /&gt;
== Command &amp;amp; Control ==&lt;br /&gt;
* How military command works: http://www.au.af.mil/au/awc/awcgate/army/cmd-hdbk.pdf&lt;br /&gt;
&lt;br /&gt;
== Voice ==&lt;br /&gt;
http://mary.dfki.de:59125/&lt;br /&gt;
&lt;br /&gt;
== UX ==&lt;br /&gt;
* https://www.raphkoster.com/2015/06/29/game-design-ux-design/&lt;br /&gt;
&lt;br /&gt;
=== GAP Acessiblity Heuristic ===&lt;br /&gt;
* https://www.researchgate.net/publication/308084122_Heuristic_Evaluation_for_Gameful_Design&lt;br /&gt;
* http://dlx.b-ok.org/genesis/1376000/3a1aa6e5164dd5d49cdc368a13deeb1e/_as/[Regina_Bernhaupt_(eds.)]_Game_User_Experience_Eva(b-ok.org).pdf (page 196), https://www.springer.com/us/book/9783319159843&lt;br /&gt;
&lt;br /&gt;
# Goals&lt;br /&gt;
## Overall goal: The player is presented clear goals (e.g. overriding goals) early enough or is able to create her own goals and is able to understand and identify them&lt;br /&gt;
## Short-time goals: There can be multiple goals on each level (short-term and long-term goals), so that there are more strategies to win. Furthermore the player knows how to reach the goal without getting stuck&lt;br /&gt;
# Motivation&lt;br /&gt;
## The player is receiving meaningful rewards. The acquisition of skills (personal and in-game skills) can also be a reward&lt;br /&gt;
## The game does not stagnate and the player feels the progress&lt;br /&gt;
## The game and the outcome are perceived as being fair&lt;br /&gt;
## The game itself is replayable and the player enjoys playing it&lt;br /&gt;
## The game play does not require the player to fulfil boring tasks&lt;br /&gt;
## Challenges are positive game experiences and encourage the user to continue playing&lt;br /&gt;
## The first-time experience is encouraging&lt;br /&gt;
# Challenge&lt;br /&gt;
## The game is paced to apply pressure to but does not frustrate the player&lt;br /&gt;
## Challenge, strategy and pace are in balance&lt;br /&gt;
## The artificial intelligence is reasonable, visible to the player, consistent with the player’s expectations and yet unpredictable&lt;br /&gt;
## There are variable difficulty levels for a greater challenge&lt;br /&gt;
## The challenge of the game is adapted to the acquired skills. The difficulty level varies so the player experiences greater challenges as she develops mastery&lt;br /&gt;
## Challenging tasks are not required to be completed more than once (e.g. when dying after completing a hard task)&lt;br /&gt;
## The game is easy to learn, but hard to master&lt;br /&gt;
# Learning&lt;br /&gt;
## The player is given space to make mistakes, but the failure conditions must be understandable&lt;br /&gt;
## The learning curve is shortened. The user’s expectations are met and the player has enough information to get immediately started (or at least after reading the instruction once)&lt;br /&gt;
## General help displaying the game’s fundamentals exists and is a meaningful addition to the game and provides useful assistance before and during the game&lt;br /&gt;
## Tutorials and adjustable levels are able to involve the player quickly (learning) and provided upon request throughout the entire game&lt;br /&gt;
# Control&lt;br /&gt;
## The player feels that she is in control. That includes the control over the character as well as the impact onto the game world. It is clear what’s happening in the game&lt;br /&gt;
## The player can impact the game world and make changes&lt;br /&gt;
## The player is able to skip non-playable and repeating content if not required by the game play&lt;br /&gt;
## The game mechanics feel natural and have correct weight and momentum. Furthermore they are appropriate for the situation the player is facing&lt;br /&gt;
## The player is able to save the game in different states (applies to non arcade-like games) and is able to easily turn the game off and on&lt;br /&gt;
## The player is able to respond to threats and opportunities&lt;br /&gt;
# Consistency&lt;br /&gt;
## Changes the player makes to the game world are persistent and noticeable&lt;br /&gt;
## The game is consistent and responds to the user’s action in a predictable manner. This includes consistency between the game elements and the overarching settings as well as the story&lt;br /&gt;
# Game Story&lt;br /&gt;
## The meaningful game story supports the game play and is discovered as part of the game play&lt;br /&gt;
## The story suspends disbelief and is perceived as a single vision, i.e. the story is planned through to the end&lt;br /&gt;
## The game emotionally transports the player into a level of personal involvement (e.g. scare, threat, thrill, reward, punishment)&lt;br /&gt;
# Feedback&lt;br /&gt;
## The acoustic and visual effects arouse interest and provide meaningful feedback at the right time&lt;br /&gt;
## Feedback creates a challenging and exciting interaction and involves the player by creating emotions&lt;br /&gt;
## The feedback is given immediately to the player’s action&lt;br /&gt;
## The player is able to identify game elements such as avatars, enemies, obstacles, power ups, threats or opportunities (orthogonal unit differentiation)&lt;br /&gt;
## The player knows where she is on the mini-map if there is one and does not have to memorize the level design&lt;br /&gt;
## The player does not have to memorize resources like bullets, life, score, points and ammunition&lt;br /&gt;
# Visual appearance&lt;br /&gt;
## In-game objects are standing out (contrast, texture, colour, brightness), even for players with bad eyesight or colour blindness and cannot easily be misinterpreted&lt;br /&gt;
## The objects look like what they are for (affordance)&lt;br /&gt;
# Interaction&lt;br /&gt;
## Input methods are easy to manage and have an appropriate level of sensitivity and responsiveness&lt;br /&gt;
## Alternative methods of interaction are available and intuitive. When existing interaction methods are employed, they are adhering to standards&lt;br /&gt;
## The first player action is obvious and results in immediate positive feedback&lt;br /&gt;
# Customization&lt;br /&gt;
## The game allows for an appropriate level of customization concerning different aspects (e.g. audio and video settings, etc.)&lt;br /&gt;
## The input methods allow customization concerning the mappings. The customization is persistent&lt;br /&gt;
# Menu and interface elements (HUD)&lt;br /&gt;
## The interface is consistent in control, colour, typography and dialog design (e.g. large blocks of text are avoided, no abbreviations) and as non-intrusive as possible&lt;br /&gt;
## The menu is intuitive and the meanings are obvious and perceived as a part of the game&lt;br /&gt;
## The visual representation (i.e. the view) allows the user to have a clear, unobstructed view of the area and of all visual information that is tied to the location&lt;br /&gt;
## Relevant information is displayed and the critical information stands out. Irrelevant information is left out. The user is provided enough information to recognize her status and to make proper decisions&lt;br /&gt;
## If standard interface elements are used (buttons, scroll bars, pop-up menus), they are adhering to common game interface design guidelines&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9710</id>
		<title>Reference Material</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Reference_Material&amp;diff=9710"/>
		<updated>2019-05-20T16:16:33Z</updated>

		<summary type="html">&lt;p&gt;Thexa4: /* Architecture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Story ==&lt;br /&gt;
* [[The Story]]&lt;br /&gt;
&lt;br /&gt;
== NF ==&lt;br /&gt;
Northern Faction is slightly behind the Brenodi Empire in terms of production capacity so tends to use slightly older manufacturing techniques to make their (future tech) products. This results in slightly bulkier (and often surdier) designs which look slightly less user friendly.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/Brutalist_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Stalinist_architecture&lt;br /&gt;
* https://www.google.com/search?tbm=isch&amp;amp;q=brutalist%20architecture&amp;amp;tbs=imgo:1&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
* #860000: https://duckduckgo.com/?q=%23860000&amp;amp;t=ffsb&amp;amp;atb=v49-7__&amp;amp;ia=answer&lt;br /&gt;
&lt;br /&gt;
== BE ==&lt;br /&gt;
&lt;br /&gt;
Brenodi Empire has a fully formed industry resulting in more polished, user friendly products. This typically shows in products without sharp edges, compact and futuristic looking designs. This usually results in products being more advanced but more brittle.&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
* https://en.wikipedia.org/wiki/High-tech_architecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Blobitecture&lt;br /&gt;
* https://en.wikipedia.org/wiki/Neo-futurism&lt;br /&gt;
* https://duckduckgo.com/?q=glass+architecture&amp;amp;iar=images&amp;amp;iax=images&amp;amp;ia=images&lt;br /&gt;
* For (old) palaces etc: https://www.google.com/search?q=victorian+architecture&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ved=0ahUKEwiOoZHbvKriAhVFposKHZJNBtoQ_AUIDigB&amp;amp;biw=1920&amp;amp;bih=969#imgrc=kFHc2p5aaO27PM&lt;br /&gt;
&lt;br /&gt;
== Game Design General ==&lt;br /&gt;
* http://www.gamasutra.com/blogs/DanFelder/20150521/243962/Design_101_Complexity_vs_Depth.php&lt;br /&gt;
* http://www.gamasutra.com/blogs/FlavioCreasso/20151014/256145/Reverse_Engineering_Toxic_Behaviour.php&lt;br /&gt;
&lt;br /&gt;
== Command &amp;amp; Control ==&lt;br /&gt;
* How military command works: http://www.au.af.mil/au/awc/awcgate/army/cmd-hdbk.pdf&lt;br /&gt;
&lt;br /&gt;
== Voice ==&lt;br /&gt;
http://mary.dfki.de:59125/&lt;br /&gt;
&lt;br /&gt;
== UX ==&lt;br /&gt;
* https://www.raphkoster.com/2015/06/29/game-design-ux-design/&lt;br /&gt;
&lt;br /&gt;
=== GAP Acessiblity Heuristic ===&lt;br /&gt;
* https://www.researchgate.net/publication/308084122_Heuristic_Evaluation_for_Gameful_Design&lt;br /&gt;
* http://dlx.b-ok.org/genesis/1376000/3a1aa6e5164dd5d49cdc368a13deeb1e/_as/[Regina_Bernhaupt_(eds.)]_Game_User_Experience_Eva(b-ok.org).pdf (page 196), https://www.springer.com/us/book/9783319159843&lt;br /&gt;
&lt;br /&gt;
# Goals&lt;br /&gt;
## Overall goal: The player is presented clear goals (e.g. overriding goals) early enough or is able to create her own goals and is able to understand and identify them&lt;br /&gt;
## Short-time goals: There can be multiple goals on each level (short-term and long-term goals), so that there are more strategies to win. Furthermore the player knows how to reach the goal without getting stuck&lt;br /&gt;
# Motivation&lt;br /&gt;
## The player is receiving meaningful rewards. The acquisition of skills (personal and in-game skills) can also be a reward&lt;br /&gt;
## The game does not stagnate and the player feels the progress&lt;br /&gt;
## The game and the outcome are perceived as being fair&lt;br /&gt;
## The game itself is replayable and the player enjoys playing it&lt;br /&gt;
## The game play does not require the player to fulfil boring tasks&lt;br /&gt;
## Challenges are positive game experiences and encourage the user to continue playing&lt;br /&gt;
## The first-time experience is encouraging&lt;br /&gt;
# Challenge&lt;br /&gt;
## The game is paced to apply pressure to but does not frustrate the player&lt;br /&gt;
## Challenge, strategy and pace are in balance&lt;br /&gt;
## The artificial intelligence is reasonable, visible to the player, consistent with the player’s expectations and yet unpredictable&lt;br /&gt;
## There are variable difficulty levels for a greater challenge&lt;br /&gt;
## The challenge of the game is adapted to the acquired skills. The difficulty level varies so the player experiences greater challenges as she develops mastery&lt;br /&gt;
## Challenging tasks are not required to be completed more than once (e.g. when dying after completing a hard task)&lt;br /&gt;
## The game is easy to learn, but hard to master&lt;br /&gt;
# Learning&lt;br /&gt;
## The player is given space to make mistakes, but the failure conditions must be understandable&lt;br /&gt;
## The learning curve is shortened. The user’s expectations are met and the player has enough information to get immediately started (or at least after reading the instruction once)&lt;br /&gt;
## General help displaying the game’s fundamentals exists and is a meaningful addition to the game and provides useful assistance before and during the game&lt;br /&gt;
## Tutorials and adjustable levels are able to involve the player quickly (learning) and provided upon request throughout the entire game&lt;br /&gt;
# Control&lt;br /&gt;
## The player feels that she is in control. That includes the control over the character as well as the impact onto the game world. It is clear what’s happening in the game&lt;br /&gt;
## The player can impact the game world and make changes&lt;br /&gt;
## The player is able to skip non-playable and repeating content if not required by the game play&lt;br /&gt;
## The game mechanics feel natural and have correct weight and momentum. Furthermore they are appropriate for the situation the player is facing&lt;br /&gt;
## The player is able to save the game in different states (applies to non arcade-like games) and is able to easily turn the game off and on&lt;br /&gt;
## The player is able to respond to threats and opportunities&lt;br /&gt;
# Consistency&lt;br /&gt;
## Changes the player makes to the game world are persistent and noticeable&lt;br /&gt;
## The game is consistent and responds to the user’s action in a predictable manner. This includes consistency between the game elements and the overarching settings as well as the story&lt;br /&gt;
# Game Story&lt;br /&gt;
## The meaningful game story supports the game play and is discovered as part of the game play&lt;br /&gt;
## The story suspends disbelief and is perceived as a single vision, i.e. the story is planned through to the end&lt;br /&gt;
## The game emotionally transports the player into a level of personal involvement (e.g. scare, threat, thrill, reward, punishment)&lt;br /&gt;
# Feedback&lt;br /&gt;
## The acoustic and visual effects arouse interest and provide meaningful feedback at the right time&lt;br /&gt;
## Feedback creates a challenging and exciting interaction and involves the player by creating emotions&lt;br /&gt;
## The feedback is given immediately to the player’s action&lt;br /&gt;
## The player is able to identify game elements such as avatars, enemies, obstacles, power ups, threats or opportunities (orthogonal unit differentiation)&lt;br /&gt;
## The player knows where she is on the mini-map if there is one and does not have to memorize the level design&lt;br /&gt;
## The player does not have to memorize resources like bullets, life, score, points and ammunition&lt;br /&gt;
# Visual appearance&lt;br /&gt;
## In-game objects are standing out (contrast, texture, colour, brightness), even for players with bad eyesight or colour blindness and cannot easily be misinterpreted&lt;br /&gt;
## The objects look like what they are for (affordance)&lt;br /&gt;
# Interaction&lt;br /&gt;
## Input methods are easy to manage and have an appropriate level of sensitivity and responsiveness&lt;br /&gt;
## Alternative methods of interaction are available and intuitive. When existing interaction methods are employed, they are adhering to standards&lt;br /&gt;
## The first player action is obvious and results in immediate positive feedback&lt;br /&gt;
# Customization&lt;br /&gt;
## The game allows for an appropriate level of customization concerning different aspects (e.g. audio and video settings, etc.)&lt;br /&gt;
## The input methods allow customization concerning the mappings. The customization is persistent&lt;br /&gt;
# Menu and interface elements (HUD)&lt;br /&gt;
## The interface is consistent in control, colour, typography and dialog design (e.g. large blocks of text are avoided, no abbreviations) and as non-intrusive as possible&lt;br /&gt;
## The menu is intuitive and the meanings are obvious and perceived as a part of the game&lt;br /&gt;
## The visual representation (i.e. the view) allows the user to have a clear, unobstructed view of the area and of all visual information that is tied to the location&lt;br /&gt;
## Relevant information is displayed and the critical information stands out. Irrelevant information is left out. The user is provided enough information to recognize her status and to make proper decisions&lt;br /&gt;
## If standard interface elements are used (buttons, scroll bars, pop-up menus), they are adhering to common game interface design guidelines&lt;/div&gt;</summary>
		<author><name>Thexa4</name></author>
	</entry>
</feed>