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docs/Install-Guide.md

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If this is the first time running the app, the operating system complains that it can't run an unsigned package, simply right (or cmd) click and select Open. In future you will be able to run the app as normal, this will override the warning for all future attempts. You can also do this from the command line.
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## If you get stuck
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Don't panic! If you have trouble working out how to install and run the game, you can get assistance on our [Discord](/discord) or [Discussions](/discuss). Please be ready to provide as much information as possible, especially what operating system you're on and specifically which package you're trying to install!
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Don't panic! If you have trouble working out how to install and run the game, you can get assistance on our [Discord](/discord) or [Discussions](/discuss). Please be ready to provide as much information as possible, especially what operating system you're on and specifically which package you're trying to install!

docs/editing/Blendmap.md

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`/vlayer 123`
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![Blendmap](images/editing/blendmap02.jpg "The texture browser")
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![Blendmap](images/editing/blendmap02.jpg "The texture browser")
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If done correctly, the texture preview should show the layered texture at the upper right corner of the thumbnail.
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### Painting
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Now that we have a layered texture, we are ready to start painting. Enable the blendbrush by pressing **[P]**. You can press **[P]** several times for different methods of applying the brush, such as erasing the blendmap or merging the blendmap.
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Now that we have a layered texture, we are ready to start painting. Enable the blendbrush by pressing **[P]**. You can press **[P]** several times for different methods of applying the brush, such as erasing the blendmap or merging the blendmap.
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- Scrolling the mouse wheel will enable you to change the brush shape and density, such as a square, circle or gradient.
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- Right clicking will allow you to rotate the blendbrush.
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**Brush modes:**
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- **1:** Blends both textures, but will overwrite existing blendmapping around the brush area (a square).
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- **2:** Blends textures, adding to the existing blendmap in place.
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- **2:** Blends textures, adding to the existing blendmap in place.
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- **3:** Erases the blendmap around the brush area (full erase).
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- **4:** Similar to \#1, except inverted: defaults to vlayer texture and paints base texture over it.
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- **5:** Similar to \#2, except removes the vlayer according to the brush, functioning as an eraser.

docs/editing/Entities.md

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`/newent envmap`
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Creates an environment map reflecting the geometry around the entity. The optional radius overrides the maximum distance within which glass or geometry using the "bumpenv*" shaders will reflect from this environment map. If none is specified, the default is taken from the variable `envmapradius` (which defaults to 128 units), which may also be set in map cfgs. Environment maps are generated on a map load, or can be regenerated whilst editing using the `recalc` command.
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Creates an environment map reflecting the geometry around the entity. The optional radius overrides the maximum distance within which glass or geometry using the "bumpenv*" shaders will reflect from this environment map. If none is specified, the default is taken from the variable `envmapradius` (which defaults to 128 units), which may also be set in map cfgs. Environment maps are generated on a map load, or can be regenerated whilst editing using the `recalc` command.
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## Light
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`/newent route`
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The `route` entities are used to add possible paths that the player can follow to complete a lap in ~~[Race](Race)~~ mode.
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The `route` entities are used to add possible paths that the player can follow to complete a lap in ~~[Race](Race)~~ mode.
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These are easier to place by using `/droproute 1` similar as to how ~~[waypoints](Editing-Waypoints)~~ are placed.
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`/newent weapon`
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The `weapon` entity is used to place ~~[weapon](Weapons-Guide)~~ spawns within a map.
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The `weapon` entity is used to place ~~[weapon](Weapons-Guide)~~ spawns within a map.
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## Wind
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docs/editing/Fxlevels.md

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---
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* TOC
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{:toc}
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Fxlevels are used to optimise performance within a map, dependent on the users graphical settings. These attributes are set by the mapper to control level of detail, with maximum performance in mind for lower end hardware.
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Fxlevels are used to optimise performance within a map, dependent on the users graphical settings. These attributes are set by the mapper to control level of detail, with maximum performance in mind for lower end hardware.
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## Mapeffects
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docs/editing/Models.md

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* OBJ (object wavefront)
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* IQM (inter-quake model format)
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Models that require a bone for positioning, or contain animations will need to be exported as IQM. We reccomend using Blender for 3D modelling, due to the IQM exporter.
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Models that require a bone for positioning, or contain animations will need to be exported as IQM. We reccomend using Blender for 3D modelling, due to the IQM exporter.
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An IQM exporter can be obtained here: [https://github.com/lsalzman/iqm](https://github.com/lsalzman/iqm)
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Pick the lastest version of the plugin if using blender 3.0+.
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### Examples
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#### obj
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This example uses a mesh exported for use as an obj model.
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This example uses a mesh exported for use as an obj model.
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Within blender:
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* Add a new mesh to the scene
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#### iqm
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This example uses a mesh exported for use as an iqm model.
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An IQM model requires at least one bone present.
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An IQM model requires at least one bone present.
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Within blender:
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* Add a new mesh to the scene

docs/editing/Waypoints.md

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Waypoints are used to allow bots to navigate through a map. They are hidden by default, but can be viewed by setting `/showwaypoints 1`.
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Waypoints are used to allow bots to navigate through a map. They are hidden by default, but can be viewed by setting `/showwaypoints 1`.
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Creating waypoints for a map is as simple as using the console command `/dropwaypoints 1` and then traversing the map. The waypoints are represented by purple nodes which are linked together, your character will drop these as you move around.
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docs/gameplay/Weapon-Sword.md

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### Counterplay
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A Sword user that cannot get within your range has their damage output castrated, but there are many ways they can get close to you that are the real problem. If the player is smart, they will take cover behind objects while you're firing at them, so force them out into open spaces - something that's rather easy to do if they are chasing you down relentlessly, but gives them a big disadvantage. Try to read their movements and time your impulses to dodge their attacks instead of plainly running away. Remember, they have the superior agility, but anyone can impulse, and a single move that throws them off can cost them their life.
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A Sword user that cannot get within your range has their damage output castrated, but there are many ways they can get close to you that are the real problem. If the player is smart, they will take cover behind objects while you're firing at them, so force them out into open spaces - something that's rather easy to do if they are chasing you down relentlessly, but gives them a big disadvantage. Try to read their movements and time your impulses to dodge their attacks instead of plainly running away. Remember, they have the superior agility, but anyone can impulse, and a single move that throws them off can cost them their life.
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### Strengths & Weaknesses
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docs/server-how-to/Server-Setup.md

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```
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serverip 127.0.0.1
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Remember these settings for later, in case you will need to do [port forwarding](#forwarding-ports).
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Remember these settings for later, in case you will need to do [port forwarding](#forwarding-ports).
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### Server Visibility and Access
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You can control the visibility and/or accessibility of your server to the public.

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