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docs/Debug.md

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<a href="images/debug/win_dbg2.png" target="_blank"><img src="images/debug/win_dbg2.png" width="512px"/></a>
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Inside GDB, to start Red Eclipse, type:
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```
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run
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```
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This will produce a backtrace, copy and paste this to an accessible place such as a crash report on the Red Eclipse [Github Issues page](https://github.com/redeclipse/base/issues) or paste to the Red Eclipse [Discord](https://discord.com/invite/RPDmG5Z).
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## Linux
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On Linux-based systems, you can use GDB to get a backtrace:

docs/Trademark-Policy.md

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4. Personal information and contact details for Mr Quinton Reeves is available
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to eligible organisations on request. Please email: [email protected]
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## Permitted Use
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You may use the marks without prior written permission (subject to the following
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general presentation of the product does not imply any official association
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or identity with the Red Eclipse project.
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## Non Permitted Use
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You may not use the marks in the following ways:
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Thus uses of the marks in a domain name or company name without explicit written
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permission from the Red Eclipse project are prohibited.
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## Other Legal Notes
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The Red Eclipse project reserves the sole right to:
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that don't follow this policy, don't panic. Let us know, and we'll work it out,
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as described above.
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## Attribution
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This text is Copyright (C) 2011-2019, the Red Eclipse Team

docs/editing/Blendmap.md

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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.
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| **Using the brush** | |
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|-|-|
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Now that we have a layered texture, we can draw with our brush onto the blendmap. Simply click on the texture with the brush painting mode activated. Choosing "*blend mode: merge*" will allow you to paint the layered texture on top of the base texture. | [![Blendmap](images/editing/blendmap03.jpg "Painting with a blend brush")](images/editing/blendmap03.jpg) |

docs/editing/Fx-Other.md

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Following pre-defined stains are available for use:
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| Stain | Value |
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|--------------------------|-------|
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| $STAIN_SMOKE | 0 |

docs/editing/Fxlevels.md

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The same as above, mapmodels will cast shadows which can be problematic for performance if there are many on lower end hardware. Duplicating the mapmodel entity (in the same location), but setting one of them to use the *no-shadow* flag can be useful.
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Below shows a comparison of how fxlevel / mapeffects can be used to remove shadows from map models and lights, depending on the users `mapeffects` setting.
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* `mapeffects 3`

docs/editing/Models.md

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A correctly configured example of a model can be found here; Download this [map](https://github.com/redeclipse/docs/raw/master/editing/monkey-map.rar) and [model](https://github.com/redeclipse/docs/raw/master/editing/monkey-model.rar). Extract the two folders to the root directory of your [local data folder](https://www.redeclipse.net/docs/FAQ#where-do-i-find-screenshots-logs-and-other-user-data). Load the example map in game with by running `map monkey` at the console. You should see Blender's default monkey mesh present within the map.
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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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docs/gameplay/Gameplay-Guide.md

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Some maps will have a layout that is not perfectly symmetrical where one team may have a slight advantage. To counteract this for balance, the server may automatically swap the teams spawn points when the time limit reaches halftime.
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### Game Modes
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|Icon |Mode |Description|
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The above example will be abbreviated as **FF-In-Me-Ha-Deathmatch** for the active game mode being played.
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#### Game mode specific mutators
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Additional mutators which can only be enabled in specific game modes.
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docs/gameplay/Parkour-Guide.md

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| **Dash** (\*) | Dashing can be used to quickly move out of the way, or to help gain speed whilst moving about the map. Pressing **[F]** will perform a dash, but you can also double tap the **[W]**,**[A]**,**[S]**,**[D]** keys to dash in a specific direction |
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| **Impulse Pound** (\*) | After jumping, pressing **[SHIFT]** + **[SPACE]** will make you boost vertically downwards. This can be used to quickly change direction of free-fall movement. This ability can also be used to deal melee damage to a player from above. |
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*(\*): Currently only available in the development branch.*

docs/maps/Ennui.md

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Simple, but relatively large, layout capable of duel, survivor, or medium FFAs. Bridges cross the exposed center of the map, making long range combat viable.
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## Notes & Strategies
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- There is just one mine on this level, but it is quite useful in light of the map's teleporter.

docs/maps/Octavus.md

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## Overview
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One of the only two main maps included in 1.6 to make it to 2.0.0, Octavus is a large, open symmetrical team map suitable for large matches.
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## Notes & Strategies
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- Despite its size, this is a fairly simple layout. The bases are located at either end of the large outdoor courtyard in the center of the map.

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