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		<id>https://www.sandboxgamemaker.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mike</id>
		<title>Platinum Arts Sandbox Free 3D Game Maker - User contributions [en]</title>
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		<updated>2026-05-02T23:18:14Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1978</id>
		<title>Compiling the source code</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1978"/>
				<updated>2014-06-07T16:24:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page discusses on how to modify and compile the [http://www.sandboxgamemaker.com/wiki/index.php?title=Development source code].&lt;br /&gt;
&lt;br /&gt;
=Windows=&lt;br /&gt;
&lt;br /&gt;
[http://www.codeblocks.org/downloads/26 Click here] to download the version of Codeblocks with the mingw compiler.&lt;br /&gt;
&lt;br /&gt;
Then go into your \src\windows folder. Click on sandbox.cbp and codeblocks should load up. Go to build and then build and it should create the Windows binary :)&lt;br /&gt;
&lt;br /&gt;
If you get &amp;quot;Invalid Compiler&amp;quot; when building, you need to set up the Mingw Compiler location. When you are in Codeblocks go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;. Then click the &amp;quot;&amp;gt;&amp;quot; button until you get to &amp;quot;Toolchain Executables&amp;quot;. Click the &amp;quot;Auto-Detect&amp;quot; button. It should find the Mingw folder, if it is pointing to the wrong location click the &amp;quot;...&amp;quot; button and find the folder yourself.&lt;br /&gt;
&lt;br /&gt;
If you are getting errors while compiling such as having to do with &amp;quot;_UnwindResume&amp;quot; you might have to link the libraries. You could do so like this: Go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;, then click Linker Settings. Under link libraries click &amp;quot;Add&amp;quot; and go to the \src\lib folder then highlight all the &amp;quot;.lib&amp;quot; files and click &amp;quot;Ok&amp;quot;. Now try compiling! :D&lt;br /&gt;
Other Methods: There is a visual C++ project file included that you can use. Load up the proper file and compile :) I&amp;#039;m not sure if you&amp;#039;d need any libraries but you probably shouldn&amp;#039;t need any.&lt;br /&gt;
&lt;br /&gt;
=Linux=&lt;br /&gt;
==Makefile==&lt;br /&gt;
&lt;br /&gt;
First of all, make sure you have the the SDL and SDL_Image and SDL_Mixer development libraries installed on your system.&lt;br /&gt;
Next up, go into src folder. and type &amp;#039;make install&amp;#039;, you can replace &amp;#039;install&amp;#039; any of the following&lt;br /&gt;
&lt;br /&gt;
* all - compiles client and server targets (see below)&lt;br /&gt;
* libenet - compiles the enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and all clients&lt;br /&gt;
* server - builds enet and all servers&lt;br /&gt;
* install - builds the client and server targets (see the two above) and copies the produced binaries into ../bin/&lt;br /&gt;
&lt;br /&gt;
==Debug==&lt;br /&gt;
&lt;br /&gt;
A debug file is already set up. Debug versions can be compiled by invoking...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
   make -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, simply run sandbox as normal with --debug at the end, for example...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
     # this will load up gdb with the rpg&amp;#039;s debug binary in windowed mode&lt;br /&gt;
    ./sandbox_unix -grpg --debug -t0&lt;br /&gt;
  &lt;br /&gt;
     # to stop the program at any time, use ctrl - C&lt;br /&gt;
     # to run the program, type this once gdb has started&lt;br /&gt;
     run&lt;br /&gt;
  &lt;br /&gt;
     # to get a backtrace once sandbox has crashed&lt;br /&gt;
     bt full&lt;br /&gt;
  &lt;br /&gt;
     # print a variable - also note you can type cast&lt;br /&gt;
     print variablename&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We would strongly recommend that you get familiar with gdb and its commands if you intend to do debugging.&lt;br /&gt;
&lt;br /&gt;
==trouble shooting==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;sandbox cannot find &amp;#039;SDL/*.h&amp;#039; files&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the SDL, SDL_mixer and SDL_image libraries are installed&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;enet fails to compile&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you see &amp;quot;./configure: /bin/sh^M: bad interpreter&amp;quot; use dos2unix to convert enet/configure&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise invoke make -C enet distclean&lt;br /&gt;
&lt;br /&gt;
if sandbox fails to compile for any other reason, do let us know&lt;br /&gt;
&lt;br /&gt;
=MAC OSX=&lt;br /&gt;
&lt;br /&gt;
To start, you should have Xcode installed on your computer. Either install the Developer tools from the OS X install disks that came with your computer, or download  Xcode from the apple website: &lt;br /&gt;
http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
Building the app for PPC and Intel macs differs from that point. Once you get Xcode running, do the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For PPC users only:&lt;br /&gt;
&lt;br /&gt;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.9.dmg &lt;br /&gt;
&lt;br /&gt;
Download SDL_Image: http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.9.dmg&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Intel users only:&lt;br /&gt;
&lt;br /&gt;
Download SDL from: http://www.libsdl.org/download-1.2.php&lt;br /&gt;
&lt;br /&gt;
Download SDL_Image from: http://www.libsdl.org/projects/SDL_image/&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer from: http://www.libsdl.org/projects/SDL_mixer/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put each .framework file into /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download the latest Multiplatform.zip of Sandbox. Unzip and double click on PASX.X.Xmultiplatform/src/xcode/sandbox.xcodeproj&lt;br /&gt;
&lt;br /&gt;
Xcode will open the project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Change the &amp;#039;&amp;#039;&amp;#039;Active Build Configuration&amp;#039;&amp;#039;&amp;#039; from &amp;#039;&amp;#039;Debug&amp;#039;&amp;#039; to &amp;#039;&amp;#039;Release&amp;#039;&amp;#039;. Click on build. the Binary should compile without the SDL libraries, so be sure to add them to &amp;#039;&amp;#039;sandbox.app&amp;#039;&amp;#039;. You can do this by following these steps:&lt;br /&gt;
&lt;br /&gt;
1: Go to /Library/Frameworks and copy SDL.framework, SDL_Mixer.framework, and SDL_Image.framework.&lt;br /&gt;
&lt;br /&gt;
2: Right-click(ctrl+click) on &amp;#039;&amp;#039;sandbox.app&amp;#039;&amp;#039; and select &amp;#039;&amp;#039;Show Package Contents&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
3: Create a folder called &amp;#039;&amp;#039;Frameworks&amp;#039;&amp;#039; inside the &amp;#039;&amp;#039;Contents&amp;#039;&amp;#039; folder of &amp;#039;&amp;#039;sandbox.app&amp;#039;&amp;#039;, and paste the SDL libraries inside that folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want the launcher to be specific to your architecture, go to the &amp;quot;Project&amp;quot; menu and click &amp;quot;Edit Project Settings&amp;quot;. Change &amp;#039;&amp;#039;&amp;#039;&amp;#039;Architectures&amp;#039;&amp;#039;&amp;#039;&amp;#039; from &amp;quot;ppc i386&amp;quot; to your architecture (ppc for power pc and i386 for intel).&lt;br /&gt;
&lt;br /&gt;
By default the executables, launcher and sandbox, are created in the folder PASX.X.Xmultiplatform/src/xcode/build/Release/&lt;br /&gt;
&lt;br /&gt;
Move the compiled sandbox.app into the top level of the &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; folder. The launcher.app should be one level above that folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; If for some reason the code did not compile, follow these steps:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- If not already omitted, try leaving out &amp;#039;&amp;#039;&amp;#039;(but not deleting)&amp;#039;&amp;#039;&amp;#039; master.cpp and any .c, .cpp, and .h files reported missing by Xcode in the project file.&lt;br /&gt;
&lt;br /&gt;
- Add any extra .c, .cpp, and .h files, one at a time, from the folders named enid, engine, fpsgame, and shared to the corresponding folders in the Xcode project file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Popinman32|Popinman32]] 22:28, 6 August 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
Maintained by Popinman32 and other MacOSX users.&lt;br /&gt;
&lt;br /&gt;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Development&amp;diff=1977</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Development&amp;diff=1977"/>
				<updated>2014-06-07T16:21:48Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We&amp;#039;ve no intention of releasing development, or testing versions. alas we have a stable development repository available. Using it is not meant for the faint of heart, we (by that I mean Hirato) may occasionally break something.&lt;br /&gt;
&lt;br /&gt;
Obtaining development versions is useful for testing, and it allows users (like yourself) to test out that latest and greatest of the feature set.&lt;br /&gt;
&lt;br /&gt;
On a side note, we use SVN for our development repository needs.&lt;br /&gt;
&lt;br /&gt;
and for those in search of the Eisenstern derived, &amp;quot;Master Chef Ogro&amp;quot; RPG, simply substitute&amp;lt;br&amp;gt;&lt;br /&gt;
https://github.com/PlatinumArts/Platinum-Arts-Sandbox-Free-Game-Maker&amp;lt;br&amp;gt;&lt;br /&gt;
for&amp;lt;br&amp;gt;&lt;br /&gt;
https://github.com/calimer/Master-Chef-Ogro&lt;br /&gt;
&lt;br /&gt;
=Main Windows SVN How To=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Using Tortoise SVN or GIT&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One of the easiest and most popular ways of using SVN on Windows is through the program Tortoise SVN here [http://tortoisesvn.net/downloads]  The top link under Windows 32 is what most people want to get.  After installing Tortoisesvn, create a folder and call it PAS.  Right click on the folder and select SVN Checkout.  Under where it says URL enter:&lt;br /&gt;
&lt;br /&gt;
Main Version https://github.com/PlatinumArts/Platinum-Arts-Sandbox-Free-Game-Maker &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under where it says checkout directory enter where you put the PAS folder.  You can click on those three dots to navigate to it.  After that hit okay and you should start downloading Sandbox to the PAS folder.  Once you&amp;#039;ve finished you&amp;#039;ll need to compile the source code to get fully up to date, please see our [[Compiling_the_source_code]] instructions for that.  To update right click the PAS folder and select update.  If you delete a file by accident you can just select update to restore it :)&lt;br /&gt;
&lt;br /&gt;
=Main POSIX system SVN How To= (NEEDS TO BE UPDATED AND TESTED WITH THE GITHUB, USE LINK IN ABOVE SECTION)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Using the trusty old, Command Line&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The first step would be to obtain an SVN client, in any popular Linux distribution this can be found in the &amp;quot;subversion&amp;quot; package, OS X users should find a copy bundled with the xcode family of tools for their system.&lt;br /&gt;
&lt;br /&gt;
Now simply fire up a terminal window, we recommend executing the following command in your home directory or a dedicated directory.&lt;br /&gt;
feel free to substitute sandbox with an alternative destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn co http://www.sandboxgamemaker.com/sandboxpretessa/trunk sandbox&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;d like to checkout the other branches as well (currently only sandboxlite) execute the following command instead&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn co http://www.sandboxgamemaker.com/sandboxpretessa/ sandbox&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the following are some common and useful commands you should get used to if you&amp;#039;re planning to use the SVN, for all of them you may pass --help for further details&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn update # updates to the latest version available on the repository&lt;br /&gt;
  svn revert --recursive # reverts any changes you&amp;#039;ve made to your checkout&lt;br /&gt;
  svn diff -r BASE &amp;gt; mypatch.diff # generates a patch from your changes to the SVN you can send to us&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gui Interfaces=&lt;br /&gt;
&lt;br /&gt;
A well designed GUI can ease the effort that may other wise be required to commit changes, access the repository, do diff (differences between two versions of a file, also called a patch). GUIs also take a bit of time getting used to, as they often have different and confusing ways of defining a repository and checking it out&lt;br /&gt;
&lt;br /&gt;
==kdesvn==&lt;br /&gt;
[[image:kdesvn.png|left|thumb|200px|A screenshot of the context menus in KDE 3.5]]&lt;br /&gt;
[[image:kdesvn1.png|right|thumb|200px|A screenshot of the checkout dailogue in KDE 3.5]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Konqueror&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A KDE svn client, integrates with konqueror to allow easy manipulation of svn directories via right click context menus and possibly other methods.&lt;br /&gt;
&lt;br /&gt;
to use kdesvn (our way), install it and launch konqueror. type ~ into the location bar.&lt;br /&gt;
&lt;br /&gt;
now, create a new folder named &amp;#039;sandbox&amp;#039; or &amp;#039;pas&amp;#039; or whatever.&lt;br /&gt;
&lt;br /&gt;
enter the directory then right click or right click the directory, and then hover your cursor over &amp;#039;actions&amp;#039;, then &amp;#039;Subversion&amp;#039;, kdesvn should be in suffixing brackets. click &amp;#039;checkout from a repository&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
make sure the destination directory is as you want it. Enter http://www.sandboxgamemaker.com/sandboxpretessa/ into the &amp;#039;Enter URL&amp;#039; field. Make sure that HEAD is selected of the below options, and that is recurses directories. Untick &amp;#039;append source url name to folder&amp;#039; as I already made you create a valid directory&lt;br /&gt;
&lt;br /&gt;
congrats, once it fetches about 80 MB, you have the latest dev of sandbox. just periodically right click the folder, and follow the context menus to update it. you can also do diffs, revert your changes and review logs through the simple to use context menu.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stand alone GUI&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
using the Standalone GUI is simple and easy, simply start it up (ALT-F2, and enter kdesvn into the box that appears), click on &amp;#039;Subversion&amp;#039; at the top bar, hover it over &amp;#039;General&amp;#039;, and then click, &amp;#039;Checkout a Repository&amp;#039;. Alternatively you can click the button 3rd from the right in the bar, it should have the tooltip, &amp;#039;Checkout a Repository&amp;#039;&lt;br /&gt;
&lt;br /&gt;
in the window that appears, click the folder icon and select a directory to check it into, the &amp;#039;append source url name to folder&amp;#039; is optional, depending on where you chose. somewhere in your home folder (~) is recommended. once again, enter http://www.sandboxgamemaker.com/sandboxpretessa/ into the URL field.&lt;br /&gt;
&lt;br /&gt;
and you&amp;#039;re done. note, you may wish to tick the &amp;#039;load last opened url on start&amp;#039; in the &amp;#039;settings&amp;#039; area of the main gui.&lt;br /&gt;
&lt;br /&gt;
==Rapid SVN==&lt;br /&gt;
&lt;br /&gt;
Works on both Linux and Windows.  Not quite as easy to use as the SVN programs that integrate with the browsers but it is another alternative.&lt;br /&gt;
&lt;br /&gt;
==eSvn==&lt;br /&gt;
&lt;br /&gt;
===Checking out the repo===&lt;br /&gt;
&lt;br /&gt;
===What else is there to do===&lt;br /&gt;
&lt;br /&gt;
===File Mapping===&lt;br /&gt;
&lt;br /&gt;
=Important Revisions=&lt;br /&gt;
This is mostly for people who want to get &amp;#039;release&amp;#039; versions from the repos.&lt;br /&gt;
*3359 - Final 2.7.1 package&lt;br /&gt;
*3253 - Final 2.7.0 build&lt;br /&gt;
*2774 - Final 2.6.1 build&lt;br /&gt;
*2655 - Final 2.6.0 build&lt;br /&gt;
*1523 - Final 2.5.0 build&lt;br /&gt;
*1165 - Final 2.4.0rc1 build&lt;br /&gt;
*760 - Final 2.3.0 Release build&lt;br /&gt;
*446 - Final 2.2.0 release&lt;br /&gt;
*441 - 2.2.0 fileplanet release&lt;br /&gt;
*~200 - 2.1.0 release (sorry there were a few problems that make it difficult to be more accurate)&lt;br /&gt;
*89 - 2.0.0 release&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Development&amp;diff=1976</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Development&amp;diff=1976"/>
				<updated>2014-06-07T16:20:43Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Main POSIX system SVN How To */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We&amp;#039;ve no intention of releasing development, or testing versions. alas we have a stable development repository available. Using it is not meant for the faint of heart, we (by that I mean Hirato) may occasionally break something.&lt;br /&gt;
&lt;br /&gt;
Obtaining development versions is useful for testing, and it allows users (like yourself) to test out that latest and greatest of the feature set.&lt;br /&gt;
&lt;br /&gt;
On a side note, we use SVN for our development repository needs.&lt;br /&gt;
&lt;br /&gt;
and for those in search of the Eisenstern derived, &amp;quot;Master Chef Ogro&amp;quot; RPG, simply substitute&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.sandboxgamemaker.com/sandboxpretessa/&amp;lt;br&amp;gt;&lt;br /&gt;
for&amp;lt;br&amp;gt;&lt;br /&gt;
http://svnrpg.kids.platinumarts.net/kidsrpg&lt;br /&gt;
&lt;br /&gt;
=Main Windows SVN How To=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Using Tortoise SVN or GIT&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One of the easiest and most popular ways of using SVN on Windows is through the program Tortoise SVN here [http://tortoisesvn.net/downloads]  The top link under Windows 32 is what most people want to get.  After installing Tortoisesvn, create a folder and call it PAS.  Right click on the folder and select SVN Checkout.  Under where it says URL enter:&lt;br /&gt;
&lt;br /&gt;
Main Version https://github.com/PlatinumArts/Platinum-Arts-Sandbox-Free-Game-Maker &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under where it says checkout directory enter where you put the PAS folder.  You can click on those three dots to navigate to it.  After that hit okay and you should start downloading Sandbox to the PAS folder.  Once you&amp;#039;ve finished you&amp;#039;ll need to compile the source code to get fully up to date, please see our [[Compiling_the_source_code]] instructions for that.  To update right click the PAS folder and select update.  If you delete a file by accident you can just select update to restore it :)&lt;br /&gt;
&lt;br /&gt;
=Main POSIX system SVN How To= (NEEDS TO BE UPDATED AND TESTED WITH THE GITHUB, USE LINK IN ABOVE SECTION)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Using the trusty old, Command Line&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The first step would be to obtain an SVN client, in any popular Linux distribution this can be found in the &amp;quot;subversion&amp;quot; package, OS X users should find a copy bundled with the xcode family of tools for their system.&lt;br /&gt;
&lt;br /&gt;
Now simply fire up a terminal window, we recommend executing the following command in your home directory or a dedicated directory.&lt;br /&gt;
feel free to substitute sandbox with an alternative destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn co http://www.sandboxgamemaker.com/sandboxpretessa/trunk sandbox&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;d like to checkout the other branches as well (currently only sandboxlite) execute the following command instead&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn co http://www.sandboxgamemaker.com/sandboxpretessa/ sandbox&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the following are some common and useful commands you should get used to if you&amp;#039;re planning to use the SVN, for all of them you may pass --help for further details&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn update # updates to the latest version available on the repository&lt;br /&gt;
  svn revert --recursive # reverts any changes you&amp;#039;ve made to your checkout&lt;br /&gt;
  svn diff -r BASE &amp;gt; mypatch.diff # generates a patch from your changes to the SVN you can send to us&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gui Interfaces=&lt;br /&gt;
&lt;br /&gt;
A well designed GUI can ease the effort that may other wise be required to commit changes, access the repository, do diff (differences between two versions of a file, also called a patch). GUIs also take a bit of time getting used to, as they often have different and confusing ways of defining a repository and checking it out&lt;br /&gt;
&lt;br /&gt;
==kdesvn==&lt;br /&gt;
[[image:kdesvn.png|left|thumb|200px|A screenshot of the context menus in KDE 3.5]]&lt;br /&gt;
[[image:kdesvn1.png|right|thumb|200px|A screenshot of the checkout dailogue in KDE 3.5]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Konqueror&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A KDE svn client, integrates with konqueror to allow easy manipulation of svn directories via right click context menus and possibly other methods.&lt;br /&gt;
&lt;br /&gt;
to use kdesvn (our way), install it and launch konqueror. type ~ into the location bar.&lt;br /&gt;
&lt;br /&gt;
now, create a new folder named &amp;#039;sandbox&amp;#039; or &amp;#039;pas&amp;#039; or whatever.&lt;br /&gt;
&lt;br /&gt;
enter the directory then right click or right click the directory, and then hover your cursor over &amp;#039;actions&amp;#039;, then &amp;#039;Subversion&amp;#039;, kdesvn should be in suffixing brackets. click &amp;#039;checkout from a repository&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
make sure the destination directory is as you want it. Enter http://www.sandboxgamemaker.com/sandboxpretessa/ into the &amp;#039;Enter URL&amp;#039; field. Make sure that HEAD is selected of the below options, and that is recurses directories. Untick &amp;#039;append source url name to folder&amp;#039; as I already made you create a valid directory&lt;br /&gt;
&lt;br /&gt;
congrats, once it fetches about 80 MB, you have the latest dev of sandbox. just periodically right click the folder, and follow the context menus to update it. you can also do diffs, revert your changes and review logs through the simple to use context menu.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stand alone GUI&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
using the Standalone GUI is simple and easy, simply start it up (ALT-F2, and enter kdesvn into the box that appears), click on &amp;#039;Subversion&amp;#039; at the top bar, hover it over &amp;#039;General&amp;#039;, and then click, &amp;#039;Checkout a Repository&amp;#039;. Alternatively you can click the button 3rd from the right in the bar, it should have the tooltip, &amp;#039;Checkout a Repository&amp;#039;&lt;br /&gt;
&lt;br /&gt;
in the window that appears, click the folder icon and select a directory to check it into, the &amp;#039;append source url name to folder&amp;#039; is optional, depending on where you chose. somewhere in your home folder (~) is recommended. once again, enter http://www.sandboxgamemaker.com/sandboxpretessa/ into the URL field.&lt;br /&gt;
&lt;br /&gt;
and you&amp;#039;re done. note, you may wish to tick the &amp;#039;load last opened url on start&amp;#039; in the &amp;#039;settings&amp;#039; area of the main gui.&lt;br /&gt;
&lt;br /&gt;
==Rapid SVN==&lt;br /&gt;
&lt;br /&gt;
Works on both Linux and Windows.  Not quite as easy to use as the SVN programs that integrate with the browsers but it is another alternative.&lt;br /&gt;
&lt;br /&gt;
==eSvn==&lt;br /&gt;
&lt;br /&gt;
===Checking out the repo===&lt;br /&gt;
&lt;br /&gt;
===What else is there to do===&lt;br /&gt;
&lt;br /&gt;
===File Mapping===&lt;br /&gt;
&lt;br /&gt;
=Important Revisions=&lt;br /&gt;
This is mostly for people who want to get &amp;#039;release&amp;#039; versions from the repos.&lt;br /&gt;
*3359 - Final 2.7.1 package&lt;br /&gt;
*3253 - Final 2.7.0 build&lt;br /&gt;
*2774 - Final 2.6.1 build&lt;br /&gt;
*2655 - Final 2.6.0 build&lt;br /&gt;
*1523 - Final 2.5.0 build&lt;br /&gt;
*1165 - Final 2.4.0rc1 build&lt;br /&gt;
*760 - Final 2.3.0 Release build&lt;br /&gt;
*446 - Final 2.2.0 release&lt;br /&gt;
*441 - 2.2.0 fileplanet release&lt;br /&gt;
*~200 - 2.1.0 release (sorry there were a few problems that make it difficult to be more accurate)&lt;br /&gt;
*89 - 2.0.0 release&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Development&amp;diff=1975</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Development&amp;diff=1975"/>
				<updated>2014-06-07T16:18:33Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Main Windows SVN How To */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We&amp;#039;ve no intention of releasing development, or testing versions. alas we have a stable development repository available. Using it is not meant for the faint of heart, we (by that I mean Hirato) may occasionally break something.&lt;br /&gt;
&lt;br /&gt;
Obtaining development versions is useful for testing, and it allows users (like yourself) to test out that latest and greatest of the feature set.&lt;br /&gt;
&lt;br /&gt;
On a side note, we use SVN for our development repository needs.&lt;br /&gt;
&lt;br /&gt;
and for those in search of the Eisenstern derived, &amp;quot;Master Chef Ogro&amp;quot; RPG, simply substitute&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.sandboxgamemaker.com/sandboxpretessa/&amp;lt;br&amp;gt;&lt;br /&gt;
for&amp;lt;br&amp;gt;&lt;br /&gt;
http://svnrpg.kids.platinumarts.net/kidsrpg&lt;br /&gt;
&lt;br /&gt;
=Main Windows SVN How To=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Using Tortoise SVN or GIT&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One of the easiest and most popular ways of using SVN on Windows is through the program Tortoise SVN here [http://tortoisesvn.net/downloads]  The top link under Windows 32 is what most people want to get.  After installing Tortoisesvn, create a folder and call it PAS.  Right click on the folder and select SVN Checkout.  Under where it says URL enter:&lt;br /&gt;
&lt;br /&gt;
Main Version https://github.com/PlatinumArts/Platinum-Arts-Sandbox-Free-Game-Maker &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under where it says checkout directory enter where you put the PAS folder.  You can click on those three dots to navigate to it.  After that hit okay and you should start downloading Sandbox to the PAS folder.  Once you&amp;#039;ve finished you&amp;#039;ll need to compile the source code to get fully up to date, please see our [[Compiling_the_source_code]] instructions for that.  To update right click the PAS folder and select update.  If you delete a file by accident you can just select update to restore it :)&lt;br /&gt;
&lt;br /&gt;
=Main POSIX system SVN How To=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Using the trusty old, Command Line&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The first step would be to obtain an SVN client, in any popular Linux distribution this can be found in the &amp;quot;subversion&amp;quot; package, OS X users should find a copy bundled with the xcode family of tools for their system.&lt;br /&gt;
&lt;br /&gt;
Now simply fire up a terminal window, we recommend executing the following command in your home directory or a dedicated directory.&lt;br /&gt;
feel free to substitute sandbox with an alternative destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn co http://www.sandboxgamemaker.com/sandboxpretessa/trunk sandbox&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;d like to checkout the other branches as well (currently only sandboxlite) execute the following command instead&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn co http://www.sandboxgamemaker.com/sandboxpretessa/ sandbox&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the following are some common and useful commands you should get used to if you&amp;#039;re planning to use the SVN, for all of them you may pass --help for further details&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn update # updates to the latest version available on the repository&lt;br /&gt;
  svn revert --recursive # reverts any changes you&amp;#039;ve made to your checkout&lt;br /&gt;
  svn diff -r BASE &amp;gt; mypatch.diff # generates a patch from your changes to the SVN you can send to us&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gui Interfaces=&lt;br /&gt;
&lt;br /&gt;
A well designed GUI can ease the effort that may other wise be required to commit changes, access the repository, do diff (differences between two versions of a file, also called a patch). GUIs also take a bit of time getting used to, as they often have different and confusing ways of defining a repository and checking it out&lt;br /&gt;
&lt;br /&gt;
==kdesvn==&lt;br /&gt;
[[image:kdesvn.png|left|thumb|200px|A screenshot of the context menus in KDE 3.5]]&lt;br /&gt;
[[image:kdesvn1.png|right|thumb|200px|A screenshot of the checkout dailogue in KDE 3.5]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Konqueror&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A KDE svn client, integrates with konqueror to allow easy manipulation of svn directories via right click context menus and possibly other methods.&lt;br /&gt;
&lt;br /&gt;
to use kdesvn (our way), install it and launch konqueror. type ~ into the location bar.&lt;br /&gt;
&lt;br /&gt;
now, create a new folder named &amp;#039;sandbox&amp;#039; or &amp;#039;pas&amp;#039; or whatever.&lt;br /&gt;
&lt;br /&gt;
enter the directory then right click or right click the directory, and then hover your cursor over &amp;#039;actions&amp;#039;, then &amp;#039;Subversion&amp;#039;, kdesvn should be in suffixing brackets. click &amp;#039;checkout from a repository&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
make sure the destination directory is as you want it. Enter http://www.sandboxgamemaker.com/sandboxpretessa/ into the &amp;#039;Enter URL&amp;#039; field. Make sure that HEAD is selected of the below options, and that is recurses directories. Untick &amp;#039;append source url name to folder&amp;#039; as I already made you create a valid directory&lt;br /&gt;
&lt;br /&gt;
congrats, once it fetches about 80 MB, you have the latest dev of sandbox. just periodically right click the folder, and follow the context menus to update it. you can also do diffs, revert your changes and review logs through the simple to use context menu.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stand alone GUI&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
using the Standalone GUI is simple and easy, simply start it up (ALT-F2, and enter kdesvn into the box that appears), click on &amp;#039;Subversion&amp;#039; at the top bar, hover it over &amp;#039;General&amp;#039;, and then click, &amp;#039;Checkout a Repository&amp;#039;. Alternatively you can click the button 3rd from the right in the bar, it should have the tooltip, &amp;#039;Checkout a Repository&amp;#039;&lt;br /&gt;
&lt;br /&gt;
in the window that appears, click the folder icon and select a directory to check it into, the &amp;#039;append source url name to folder&amp;#039; is optional, depending on where you chose. somewhere in your home folder (~) is recommended. once again, enter http://www.sandboxgamemaker.com/sandboxpretessa/ into the URL field.&lt;br /&gt;
&lt;br /&gt;
and you&amp;#039;re done. note, you may wish to tick the &amp;#039;load last opened url on start&amp;#039; in the &amp;#039;settings&amp;#039; area of the main gui.&lt;br /&gt;
&lt;br /&gt;
==Rapid SVN==&lt;br /&gt;
&lt;br /&gt;
Works on both Linux and Windows.  Not quite as easy to use as the SVN programs that integrate with the browsers but it is another alternative.&lt;br /&gt;
&lt;br /&gt;
==eSvn==&lt;br /&gt;
&lt;br /&gt;
===Checking out the repo===&lt;br /&gt;
&lt;br /&gt;
===What else is there to do===&lt;br /&gt;
&lt;br /&gt;
===File Mapping===&lt;br /&gt;
&lt;br /&gt;
=Important Revisions=&lt;br /&gt;
This is mostly for people who want to get &amp;#039;release&amp;#039; versions from the repos.&lt;br /&gt;
*3359 - Final 2.7.1 package&lt;br /&gt;
*3253 - Final 2.7.0 build&lt;br /&gt;
*2774 - Final 2.6.1 build&lt;br /&gt;
*2655 - Final 2.6.0 build&lt;br /&gt;
*1523 - Final 2.5.0 build&lt;br /&gt;
*1165 - Final 2.4.0rc1 build&lt;br /&gt;
*760 - Final 2.3.0 Release build&lt;br /&gt;
*446 - Final 2.2.0 release&lt;br /&gt;
*441 - 2.2.0 fileplanet release&lt;br /&gt;
*~200 - 2.1.0 release (sorry there were a few problems that make it difficult to be more accurate)&lt;br /&gt;
*89 - 2.0.0 release&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Development&amp;diff=1974</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Development&amp;diff=1974"/>
				<updated>2013-12-09T19:04:06Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We&amp;#039;ve no intention of releasing development, or testing versions. alas we have a stable development repository available. Using it is not meant for the faint of heart, we (by that I mean Hirato) may occasionally break something.&lt;br /&gt;
&lt;br /&gt;
Obtaining development versions is useful for testing, and it allows users (like yourself) to test out that latest and greatest of the feature set.&lt;br /&gt;
&lt;br /&gt;
On a side note, we use SVN for our development repository needs.&lt;br /&gt;
&lt;br /&gt;
and for those in search of the Eisenstern derived, &amp;quot;Master Chef Ogro&amp;quot; RPG, simply substitute&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.sandboxgamemaker.com/sandboxpretessa/&amp;lt;br&amp;gt;&lt;br /&gt;
for&amp;lt;br&amp;gt;&lt;br /&gt;
http://svnrpg.kids.platinumarts.net/kidsrpg&lt;br /&gt;
&lt;br /&gt;
=Main Windows SVN How To=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Using Tortoise SVN&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One of the easiest and most popular ways of using SVN on Windows is through the program Tortoise SVN here [http://tortoisesvn.net/downloads]  The top link under Windows 32 is what most people want to get.  After installing Tortoisesvn, create a folder and call it PAS.  Right click on the folder and select SVN Checkout.  Under where it says URL enter:&lt;br /&gt;
&lt;br /&gt;
Main Version http://www.sandboxgamemaker.com/sandboxpretessa/ &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under where it says checkout directory enter where you put the PAS folder.  You can click on those three dots to navigate to it.  After that hit okay and you should start downloading Sandbox to the PAS folder.  Once you&amp;#039;ve finished you&amp;#039;ll need to compile the source code to get fully up to date, please see our [[Compiling_the_source_code]] instructions for that.  To update right click the PAS folder and select update.  If you delete a file by accident you can just select update to restore it :)&lt;br /&gt;
&lt;br /&gt;
=Main POSIX system SVN How To=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Using the trusty old, Command Line&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The first step would be to obtain an SVN client, in any popular Linux distribution this can be found in the &amp;quot;subversion&amp;quot; package, OS X users should find a copy bundled with the xcode family of tools for their system.&lt;br /&gt;
&lt;br /&gt;
Now simply fire up a terminal window, we recommend executing the following command in your home directory or a dedicated directory.&lt;br /&gt;
feel free to substitute sandbox with an alternative destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn co http://www.sandboxgamemaker.com/sandboxpretessa/trunk sandbox&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;d like to checkout the other branches as well (currently only sandboxlite) execute the following command instead&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn co http://www.sandboxgamemaker.com/sandboxpretessa/ sandbox&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the following are some common and useful commands you should get used to if you&amp;#039;re planning to use the SVN, for all of them you may pass --help for further details&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn update # updates to the latest version available on the repository&lt;br /&gt;
  svn revert --recursive # reverts any changes you&amp;#039;ve made to your checkout&lt;br /&gt;
  svn diff -r BASE &amp;gt; mypatch.diff # generates a patch from your changes to the SVN you can send to us&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gui Interfaces=&lt;br /&gt;
&lt;br /&gt;
A well designed GUI can ease the effort that may other wise be required to commit changes, access the repository, do diff (differences between two versions of a file, also called a patch). GUIs also take a bit of time getting used to, as they often have different and confusing ways of defining a repository and checking it out&lt;br /&gt;
&lt;br /&gt;
==kdesvn==&lt;br /&gt;
[[image:kdesvn.png|left|thumb|200px|A screenshot of the context menus in KDE 3.5]]&lt;br /&gt;
[[image:kdesvn1.png|right|thumb|200px|A screenshot of the checkout dailogue in KDE 3.5]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Konqueror&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A KDE svn client, integrates with konqueror to allow easy manipulation of svn directories via right click context menus and possibly other methods.&lt;br /&gt;
&lt;br /&gt;
to use kdesvn (our way), install it and launch konqueror. type ~ into the location bar.&lt;br /&gt;
&lt;br /&gt;
now, create a new folder named &amp;#039;sandbox&amp;#039; or &amp;#039;pas&amp;#039; or whatever.&lt;br /&gt;
&lt;br /&gt;
enter the directory then right click or right click the directory, and then hover your cursor over &amp;#039;actions&amp;#039;, then &amp;#039;Subversion&amp;#039;, kdesvn should be in suffixing brackets. click &amp;#039;checkout from a repository&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
make sure the destination directory is as you want it. Enter http://www.sandboxgamemaker.com/sandboxpretessa/ into the &amp;#039;Enter URL&amp;#039; field. Make sure that HEAD is selected of the below options, and that is recurses directories. Untick &amp;#039;append source url name to folder&amp;#039; as I already made you create a valid directory&lt;br /&gt;
&lt;br /&gt;
congrats, once it fetches about 80 MB, you have the latest dev of sandbox. just periodically right click the folder, and follow the context menus to update it. you can also do diffs, revert your changes and review logs through the simple to use context menu.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stand alone GUI&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
using the Standalone GUI is simple and easy, simply start it up (ALT-F2, and enter kdesvn into the box that appears), click on &amp;#039;Subversion&amp;#039; at the top bar, hover it over &amp;#039;General&amp;#039;, and then click, &amp;#039;Checkout a Repository&amp;#039;. Alternatively you can click the button 3rd from the right in the bar, it should have the tooltip, &amp;#039;Checkout a Repository&amp;#039;&lt;br /&gt;
&lt;br /&gt;
in the window that appears, click the folder icon and select a directory to check it into, the &amp;#039;append source url name to folder&amp;#039; is optional, depending on where you chose. somewhere in your home folder (~) is recommended. once again, enter http://www.sandboxgamemaker.com/sandboxpretessa/ into the URL field.&lt;br /&gt;
&lt;br /&gt;
and you&amp;#039;re done. note, you may wish to tick the &amp;#039;load last opened url on start&amp;#039; in the &amp;#039;settings&amp;#039; area of the main gui.&lt;br /&gt;
&lt;br /&gt;
==Rapid SVN==&lt;br /&gt;
&lt;br /&gt;
Works on both Linux and Windows.  Not quite as easy to use as the SVN programs that integrate with the browsers but it is another alternative.&lt;br /&gt;
&lt;br /&gt;
==eSvn==&lt;br /&gt;
&lt;br /&gt;
===Checking out the repo===&lt;br /&gt;
&lt;br /&gt;
===What else is there to do===&lt;br /&gt;
&lt;br /&gt;
===File Mapping===&lt;br /&gt;
&lt;br /&gt;
=Important Revisions=&lt;br /&gt;
This is mostly for people who want to get &amp;#039;release&amp;#039; versions from the repos.&lt;br /&gt;
*3359 - Final 2.7.1 package&lt;br /&gt;
*3253 - Final 2.7.0 build&lt;br /&gt;
*2774 - Final 2.6.1 build&lt;br /&gt;
*2655 - Final 2.6.0 build&lt;br /&gt;
*1523 - Final 2.5.0 build&lt;br /&gt;
*1165 - Final 2.4.0rc1 build&lt;br /&gt;
*760 - Final 2.3.0 Release build&lt;br /&gt;
*446 - Final 2.2.0 release&lt;br /&gt;
*441 - 2.2.0 fileplanet release&lt;br /&gt;
*~200 - 2.1.0 release (sorry there were a few problems that make it difficult to be more accurate)&lt;br /&gt;
*89 - 2.0.0 release&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Development&amp;diff=1973</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Development&amp;diff=1973"/>
				<updated>2013-12-09T19:02:51Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We&amp;#039;ve no intention of releasing development, or testing versions. alas we have a stable development repository available. Using it is not meant for the faint of heart, we (by that I mean Hirato) may occasionally break something.&lt;br /&gt;
&lt;br /&gt;
Obtaining development versions is useful for testing, and it allows users (like yourself) to test out that latest and greatest of the feature set.&lt;br /&gt;
&lt;br /&gt;
On a side note, we use SVN for our development repository needs.&lt;br /&gt;
&lt;br /&gt;
and for those in search of the Eisenstern derived, &amp;quot;Master Chef Ogro&amp;quot; RPG, simply substitute&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.sandboxgamemaker.com/sandboxpretessa/&amp;lt;br&amp;gt;&lt;br /&gt;
for&amp;lt;br&amp;gt;&lt;br /&gt;
http://svnrpg.kids.platinumarts.net/kidsrpg&lt;br /&gt;
&lt;br /&gt;
=Main Windows SVN How To=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Using Tortoise SVN&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
One of the easiest and most popular ways of using SVN on Windows is through the program Tortoise SVN here [http://tortoisesvn.net/downloads]  The top link under Windows 32 is what most people want to get.  After installing Tortoisesvn, create a folder and call it PAS.  Right click on the folder and select SVN Checkout.  Under where it says URL enter:&lt;br /&gt;
&lt;br /&gt;
Main Version http://www.svn.kids.platinumarts.net/32pas32/trunk/ &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under where it says checkout directory enter where you put the PAS folder.  You can click on those three dots to navigate to it.  After that hit okay and you should start downloading Sandbox to the PAS folder.  Once you&amp;#039;ve finished you&amp;#039;ll need to compile the source code to get fully up to date, please see our [[Compiling_the_source_code]] instructions for that.  To update right click the PAS folder and select update.  If you delete a file by accident you can just select update to restore it :)&lt;br /&gt;
&lt;br /&gt;
=Main POSIX system SVN How To=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Using the trusty old, Command Line&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The first step would be to obtain an SVN client, in any popular Linux distribution this can be found in the &amp;quot;subversion&amp;quot; package, OS X users should find a copy bundled with the xcode family of tools for their system.&lt;br /&gt;
&lt;br /&gt;
Now simply fire up a terminal window, we recommend executing the following command in your home directory or a dedicated directory.&lt;br /&gt;
feel free to substitute sandbox with an alternative destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn co http://www.svn.kids.platinumarts.net/32pas32/trunk sandbox&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;d like to checkout the other branches as well (currently only sandboxlite) execute the following command instead&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn co http://www.svn.kids.platinumarts.net/32pas32 sandbox&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
the following are some common and useful commands you should get used to if you&amp;#039;re planning to use the SVN, for all of them you may pass --help for further details&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  svn update # updates to the latest version available on the repository&lt;br /&gt;
  svn revert --recursive # reverts any changes you&amp;#039;ve made to your checkout&lt;br /&gt;
  svn diff -r BASE &amp;gt; mypatch.diff # generates a patch from your changes to the SVN you can send to us&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gui Interfaces=&lt;br /&gt;
&lt;br /&gt;
A well designed GUI can ease the effort that may other wise be required to commit changes, access the repository, do diff (differences between two versions of a file, also called a patch). GUIs also take a bit of time getting used to, as they often have different and confusing ways of defining a repository and checking it out&lt;br /&gt;
&lt;br /&gt;
==kdesvn==&lt;br /&gt;
[[image:kdesvn.png|left|thumb|200px|A screenshot of the context menus in KDE 3.5]]&lt;br /&gt;
[[image:kdesvn1.png|right|thumb|200px|A screenshot of the checkout dailogue in KDE 3.5]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Konqueror&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A KDE svn client, integrates with konqueror to allow easy manipulation of svn directories via right click context menus and possibly other methods.&lt;br /&gt;
&lt;br /&gt;
to use kdesvn (our way), install it and launch konqueror. type ~ into the location bar.&lt;br /&gt;
&lt;br /&gt;
now, create a new folder named &amp;#039;sandbox&amp;#039; or &amp;#039;pas&amp;#039; or whatever.&lt;br /&gt;
&lt;br /&gt;
enter the directory then right click or right click the directory, and then hover your cursor over &amp;#039;actions&amp;#039;, then &amp;#039;Subversion&amp;#039;, kdesvn should be in suffixing brackets. click &amp;#039;checkout from a repository&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
make sure the destination directory is as you want it. Enter http://www.svn.kids.platinumarts.net/32pas32/trunk/ into the &amp;#039;Enter URL&amp;#039; field. Make sure that HEAD is selected of the below options, and that is recurses directories. Untick &amp;#039;append source url name to folder&amp;#039; as I already made you create a valid directory&lt;br /&gt;
&lt;br /&gt;
congrats, once it fetches about 80 MB, you have the latest dev of sandbox. just periodically right click the folder, and follow the context menus to update it. you can also do diffs, revert your changes and review logs through the simple to use context menu.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stand alone GUI&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
using the Standalone GUI is simple and easy, simply start it up (ALT-F2, and enter kdesvn into the box that appears), click on &amp;#039;Subversion&amp;#039; at the top bar, hover it over &amp;#039;General&amp;#039;, and then click, &amp;#039;Checkout a Repository&amp;#039;. Alternatively you can click the button 3rd from the right in the bar, it should have the tooltip, &amp;#039;Checkout a Repository&amp;#039;&lt;br /&gt;
&lt;br /&gt;
in the window that appears, click the folder icon and select a directory to check it into, the &amp;#039;append source url name to folder&amp;#039; is optional, depending on where you chose. somewhere in your home folder (~) is recommended. once again, enter http://www.svn.kids.platinumarts.net/32pas32/trunk/ into the URL field.&lt;br /&gt;
&lt;br /&gt;
and you&amp;#039;re done. note, you may wish to tick the &amp;#039;load last opened url on start&amp;#039; in the &amp;#039;settings&amp;#039; area of the main gui.&lt;br /&gt;
&lt;br /&gt;
==Rapid SVN==&lt;br /&gt;
&lt;br /&gt;
Works on both Linux and Windows.  Not quite as easy to use as the SVN programs that integrate with the browsers but it is another alternative.&lt;br /&gt;
&lt;br /&gt;
==eSvn==&lt;br /&gt;
&lt;br /&gt;
===Checking out the repo===&lt;br /&gt;
&lt;br /&gt;
===What else is there to do===&lt;br /&gt;
&lt;br /&gt;
===File Mapping===&lt;br /&gt;
&lt;br /&gt;
=Important Revisions=&lt;br /&gt;
This is mostly for people who want to get &amp;#039;release&amp;#039; versions from the repos.&lt;br /&gt;
*3359 - Final 2.7.1 package&lt;br /&gt;
*3253 - Final 2.7.0 build&lt;br /&gt;
*2774 - Final 2.6.1 build&lt;br /&gt;
*2655 - Final 2.6.0 build&lt;br /&gt;
*1523 - Final 2.5.0 build&lt;br /&gt;
*1165 - Final 2.4.0rc1 build&lt;br /&gt;
*760 - Final 2.3.0 Release build&lt;br /&gt;
*446 - Final 2.2.0 release&lt;br /&gt;
*441 - 2.2.0 fileplanet release&lt;br /&gt;
*~200 - 2.1.0 release (sorry there were a few problems that make it difficult to be more accurate)&lt;br /&gt;
*89 - 2.0.0 release&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Contact_The_Team&amp;diff=1972</id>
		<title>Contact The Team</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Contact_The_Team&amp;diff=1972"/>
				<updated>2013-09-24T10:25:57Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Developer Chatroom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interested in getting into contact with us?  Here are a few quick easy ways to do so :)&lt;br /&gt;
&lt;br /&gt;
== Developer Chatroom ==&lt;br /&gt;
&lt;br /&gt;
The easiest way of finding us is to join our developer chatroom.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NOTE:  KIDS MUST HAVE PARENTAL PERMISSION TO JOIN AND WE CANNOT BE RESPONSIBLE FOR THINGS SAID IN THERE. ALSO WE ARE FREQUENTLY IDLE IN THE CHATROOM WORKING ON SANDBOX, IF YOU EXPECT A RESPONSE PLEASE WAIT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can simply [https://kiwiirc.com/client/irc.oftc.net/sandbox click here] or if you already have an irc client it is [irc://irc.oftc.net/sandbox irc.OFTC.net #Sandbox]&lt;br /&gt;
&lt;br /&gt;
If you don&amp;#039;t want to use your webbrowser to connect to the chatroom, and instead want to use a standalone program, then you can use Xchat at http://silverex.org  This is the free version of xchat, as the main version of xchat has a 30 day trial.&amp;lt;br&amp;gt;&lt;br /&gt;
Instructions: &amp;lt;br&amp;gt;&lt;br /&gt;
1)In the xchat menu to go the network list &amp;lt;br&amp;gt;&lt;br /&gt;
2)Find OFTC or add irc.OFTC.net then select edit &amp;lt;br&amp;gt;&lt;br /&gt;
3) In favorite channels add #sandbox and &lt;br /&gt;
set it to autoconnect &amp;lt;br&amp;gt;&lt;br /&gt;
4) With OFTC still highlighted, hit connect and join us :D &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forums ==&lt;br /&gt;
&lt;br /&gt;
Obviously we check this on a regular basis so feel free to post there. http://forum.sandboxgamemaker.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== E-mail ==&lt;br /&gt;
&lt;br /&gt;
You &lt;br /&gt;
can contact us at PlatinumArts@gmail.com  PLEASE NO TECHNICAL SUPPORT QUESTIONS.  PLACE TECHNICAL SUPPORT QUESTIONS IN THE FORUM OR CHATROOM&lt;br /&gt;
&lt;br /&gt;
== Social Site ==&lt;br /&gt;
&lt;br /&gt;
We currently have a social site in the works, you can visit it here: http://www.sandboxgamemaker.com/game-design-community/&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1925</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1925"/>
				<updated>2012-10-22T12:16:12Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open-source, and easy to use for Kids and Adults.  Sandbox logo by [http://sashazavisha.deviantart.com/art/young-creator-120946941 sashaZavisha].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [http://www.svn.kids.platinumarts.net/32pas32/trunk/LICENSE.txt License]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
* [[server list|List Of Sandbox Servers]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Coding Style]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[Todo|To do list]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Future Projects ==&lt;br /&gt;
=== Kid Friendly RPG ===&lt;br /&gt;
&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
=== Master Chef Ogro 2 ===&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
=== Undercover Kids Game ===&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Water Wars Guide]]&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (General Server set up)&lt;br /&gt;
* [[Cooperative Editing 2]] (Easier way using Hamachi)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Menu Editing]] ([[New menu editing|newui]])&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter ]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*[[Tips on Making a Good Map]]&lt;br /&gt;
*[[Tutorials List | Text Tutorials List]]&lt;br /&gt;
*[[Video Tutorials List]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*[[Soundtrack]]&lt;br /&gt;
*[[PAS related websites]]&lt;br /&gt;
*[[Custom Content Websites]]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1475</id>
		<title>Compiling the source code</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1475"/>
				<updated>2011-10-10T05:06:04Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page discusses on how to modify and compile the source code.&lt;br /&gt;
&lt;br /&gt;
=Windows=&lt;br /&gt;
&lt;br /&gt;
[http://www.codeblocks.org/downloads/26 Click here] to download the version of Codeblocks with the mingw compiler.&lt;br /&gt;
&lt;br /&gt;
Then go into your \src\windows folder. Click on sandbox.cbp and codeblocks should load up. Go to build and then build and it should create the Windows binary :)&lt;br /&gt;
&lt;br /&gt;
If you get &amp;quot;Invalid Compiler&amp;quot; when building, you need to set up the Mingw Compiler location. When you are in Codeblocks go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;. Then click the &amp;quot;&amp;gt;&amp;quot; button until you get to &amp;quot;Toolchain Executables&amp;quot;. Click the &amp;quot;Auto-Detect&amp;quot; button. It should find the Mingw folder, if it is pointing to the wrong location click the &amp;quot;...&amp;quot; button and find the folder yourself.&lt;br /&gt;
&lt;br /&gt;
If you are getting errors while compiling such as having to do with &amp;quot;_UnwindResume&amp;quot; you might have to link the libraries. You could do so like this: Go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;, then click Linker Settings. Under link libraries click &amp;quot;Add&amp;quot; and go to the \src\lib folder then highlight all the &amp;quot;.lib&amp;quot; files and click &amp;quot;Ok&amp;quot;. Now try compiling! :D&lt;br /&gt;
Other Methods: There is a visual C++ project file included that you can use. Load up the proper file and compile :) I&amp;#039;m not sure if you&amp;#039;d need any libraries but you probably shouldn&amp;#039;t need any.&lt;br /&gt;
&lt;br /&gt;
=Linux=&lt;br /&gt;
==Makefile==&lt;br /&gt;
&lt;br /&gt;
First of all, make sure you have the the SDL and SDL_Image and SDL_Mixer development libraries installed on your system.&lt;br /&gt;
Next up, go into src folder. and type &amp;#039;make install&amp;#039;, you can replace &amp;#039;install&amp;#039; any of the following&lt;br /&gt;
&lt;br /&gt;
* all - compiles client and server targets (see below)&lt;br /&gt;
* libenet - compiles the enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and all clients&lt;br /&gt;
* server - builds enet and all servers&lt;br /&gt;
* install - builds the client and server targets (see the two above) and copies the produced binaries into ../bin/&lt;br /&gt;
&lt;br /&gt;
==Debug==&lt;br /&gt;
&lt;br /&gt;
A debug file is already set up. Debug versions can be compiled by invoking...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
   make -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, simply run sandbox as normal with --debug at the end, for example...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
     # this will load up gdb with the rpg&amp;#039;s debug binary in windowed mode&lt;br /&gt;
    ./sandbox_unix -grpg --debug -t0&lt;br /&gt;
  &lt;br /&gt;
     # to stop the program at any time, use ctrl - C&lt;br /&gt;
     # to run the program, type this once gdb has started&lt;br /&gt;
     run&lt;br /&gt;
  &lt;br /&gt;
     # to get a backtrace once sandbox has crashed&lt;br /&gt;
     bt full&lt;br /&gt;
  &lt;br /&gt;
     # print a variable - also note you can type cast&lt;br /&gt;
     print variablename&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We would strongly recommend that you get familiar with gdb and its commands if you intend to do debugging.&lt;br /&gt;
&lt;br /&gt;
==trouble shooting==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;sandbox cannot find &amp;#039;SDL/*.h&amp;#039; files&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the SDL, SDL_mixer and SDL_image libraries are installed&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;enet fails to compile&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you see &amp;quot;./configure: /bin/sh^M: bad interpreter&amp;quot; use dos2unix to convert enet/configure&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise invoke make -C enet distclean&lt;br /&gt;
&lt;br /&gt;
if sandbox fails to compile for any other reason, do let us know&lt;br /&gt;
&lt;br /&gt;
=MAC OSX=&lt;br /&gt;
&lt;br /&gt;
To start, you should have Xcode installed on your computer. Either install the Developer tools from the OS X install disks that came with your computer, or download  Xcode from the apple website: &lt;br /&gt;
http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
Building the app for PPC and Intel macs differs from that point. Once you get Xcode running, stop there.&lt;br /&gt;
&lt;br /&gt;
For PPC users only:&lt;br /&gt;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.9.dmg&lt;br /&gt;
Copy the SDL.framework folder to /Library/Frameworks &lt;br /&gt;
&lt;br /&gt;
Download SDL_Image: http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.9.dmg&lt;br /&gt;
Copy the SDL_image.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg&lt;br /&gt;
Copy the SDL_mixer.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
For Intel users only:&lt;br /&gt;
&lt;br /&gt;
Download SDL from: http://www.libsdl.org/download-1.2.php&lt;br /&gt;
&lt;br /&gt;
Download SDL_Image from: http://www.libsdl.org/projects/SDL_image/&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer from: http://www.libsdl.org/projects/SDL_mixer/&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download the latest Multiplatform.zip of Sandbox. Unzip and double click on PASX.X.Xmultiplatform/src/xcode/sandbox.xcodeproj&lt;br /&gt;
&lt;br /&gt;
Xcode will open the project.&lt;br /&gt;
&lt;br /&gt;
1. First remove the folder &amp;quot;Other Sources&amp;quot;. When asked, only delete references and not the files themselves.&lt;br /&gt;
&lt;br /&gt;
2. Right click(ctrl+click) and select &amp;quot;Add&amp;quot; then &amp;quot;New Group&amp;quot;. This will make a new folder. Rename it to &amp;quot;Other Sources&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3. Now, right click(ctrl+click) on the new &amp;quot;Other Sources&amp;quot; and select &amp;quot;Add&amp;quot; then &amp;quot;Existing Files...&amp;quot;, when asked add the folder &amp;quot;fpsgame&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
4. Repeat that process for the folders &amp;quot;shared&amp;quot;,&amp;quot;enet&amp;quot;,and &amp;quot;engine&amp;quot;. Then go into &amp;quot;engine&amp;quot; and remove the reference to &amp;quot;master.cpp&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
5. Now that we have our source updated, lets change the configuration to something better suited for us. Change &amp;#039;&amp;#039;&amp;#039;&amp;#039;Architectures&amp;#039;&amp;#039;&amp;#039;&amp;#039; from &amp;quot;ppc i386&amp;quot; to your architecture (ppc for power pc and i386 for intel).&lt;br /&gt;
&lt;br /&gt;
6. Go to the &amp;quot;Project&amp;quot; menu and click &amp;quot;Edit Project Settings&amp;quot;. Find &amp;quot;Framework Search Paths&amp;quot; and add &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; (no slash on the end) and remove &amp;#039;&amp;#039;&amp;#039;&amp;#039;$(USER_LIBRARY_DIR)/Frameworks/&amp;#039;&amp;#039;&amp;#039;&amp;#039; as frameworks are not normally installed there. Put &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; first.&lt;br /&gt;
&lt;br /&gt;
7. Exit the settings editor. Change the &amp;#039;&amp;#039;&amp;#039;Active Build Configuration&amp;#039;&amp;#039;&amp;#039; from &amp;#039;&amp;#039;Debug&amp;#039;&amp;#039; to &amp;#039;&amp;#039;Release&amp;#039;&amp;#039;. Click on build - the Binary should compile &amp;#039;&amp;#039;without&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
By default the executables, launcher and sandbox, are created in the folder PASX.X.Xmultiplatform/src/xcode/build/Release/&lt;br /&gt;
&lt;br /&gt;
Rename  the PASX.X.Xmultiplatform folder to &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; and move the compiled sandbox.app into the top level of that folder. The launcher.app should be on the same level, but outside, the renamed &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; folder.&lt;br /&gt;
&lt;br /&gt;
If you still have problems compiling, remove the folder &amp;#039;&amp;#039;includes&amp;#039;&amp;#039; inside &amp;#039;&amp;#039;enet&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Popinman32|Popinman32]] 22:28, 6 August 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
Maintained by Popinman32 and other MacOSX users.&lt;br /&gt;
&lt;br /&gt;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1474</id>
		<title>Compiling the source code</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1474"/>
				<updated>2011-10-10T05:05:38Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page discusses on how to modify and compile the source code.&lt;br /&gt;
&lt;br /&gt;
=Windows=&lt;br /&gt;
&lt;br /&gt;
[http://www.codeblocks.org/downloads/26 Click here] to download the version of Codeblocks with the mingw compiler.&lt;br /&gt;
&lt;br /&gt;
Then go into your \src\windows folder. Click on sandbox.cbp and codeblocks should load up. Go to build and then build and it should create the Windows binary :)&lt;br /&gt;
If you get &amp;quot;Invalid Compiler&amp;quot; when building, you need to set up the Mingw Compiler location. When you are in Codeblocks go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;. Then click the &amp;quot;&amp;gt;&amp;quot; button until you get to &amp;quot;Toolchain Executables&amp;quot;. Click the &amp;quot;Auto-Detect&amp;quot; button. It should find the Mingw folder, if it is pointing to the wrong location click the &amp;quot;...&amp;quot; button and find the folder yourself.&lt;br /&gt;
&lt;br /&gt;
If you are getting errors while compiling such as having to do with &amp;quot;_UnwindResume&amp;quot; you might have to link the libraries. You could do so like this: Go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;, then click Linker Settings. Under link libraries click &amp;quot;Add&amp;quot; and go to the \src\lib folder then highlight all the &amp;quot;.lib&amp;quot; files and click &amp;quot;Ok&amp;quot;. Now try compiling! :D&lt;br /&gt;
Other Methods: There is a visual C++ project file included that you can use. Load up the proper file and compile :) I&amp;#039;m not sure if you&amp;#039;d need any libraries but you probably shouldn&amp;#039;t need any.&lt;br /&gt;
&lt;br /&gt;
=Linux=&lt;br /&gt;
==Makefile==&lt;br /&gt;
&lt;br /&gt;
First of all, make sure you have the the SDL and SDL_Image and SDL_Mixer development libraries installed on your system.&lt;br /&gt;
Next up, go into src folder. and type &amp;#039;make install&amp;#039;, you can replace &amp;#039;install&amp;#039; any of the following&lt;br /&gt;
&lt;br /&gt;
* all - compiles client and server targets (see below)&lt;br /&gt;
* libenet - compiles the enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and all clients&lt;br /&gt;
* server - builds enet and all servers&lt;br /&gt;
* install - builds the client and server targets (see the two above) and copies the produced binaries into ../bin/&lt;br /&gt;
&lt;br /&gt;
==Debug==&lt;br /&gt;
&lt;br /&gt;
A debug file is already set up. Debug versions can be compiled by invoking...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
   make -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, simply run sandbox as normal with --debug at the end, for example...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
     # this will load up gdb with the rpg&amp;#039;s debug binary in windowed mode&lt;br /&gt;
    ./sandbox_unix -grpg --debug -t0&lt;br /&gt;
  &lt;br /&gt;
     # to stop the program at any time, use ctrl - C&lt;br /&gt;
     # to run the program, type this once gdb has started&lt;br /&gt;
     run&lt;br /&gt;
  &lt;br /&gt;
     # to get a backtrace once sandbox has crashed&lt;br /&gt;
     bt full&lt;br /&gt;
  &lt;br /&gt;
     # print a variable - also note you can type cast&lt;br /&gt;
     print variablename&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We would strongly recommend that you get familiar with gdb and its commands if you intend to do debugging.&lt;br /&gt;
&lt;br /&gt;
==trouble shooting==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;sandbox cannot find &amp;#039;SDL/*.h&amp;#039; files&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the SDL, SDL_mixer and SDL_image libraries are installed&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;enet fails to compile&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you see &amp;quot;./configure: /bin/sh^M: bad interpreter&amp;quot; use dos2unix to convert enet/configure&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise invoke make -C enet distclean&lt;br /&gt;
&lt;br /&gt;
if sandbox fails to compile for any other reason, do let us know&lt;br /&gt;
&lt;br /&gt;
=MAC OSX=&lt;br /&gt;
&lt;br /&gt;
To start, you should have Xcode installed on your computer. Either install the Developer tools from the OS X install disks that came with your computer, or download  Xcode from the apple website: &lt;br /&gt;
http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
Building the app for PPC and Intel macs differs from that point. Once you get Xcode running, stop there.&lt;br /&gt;
&lt;br /&gt;
For PPC users only:&lt;br /&gt;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.9.dmg&lt;br /&gt;
Copy the SDL.framework folder to /Library/Frameworks &lt;br /&gt;
&lt;br /&gt;
Download SDL_Image: http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.9.dmg&lt;br /&gt;
Copy the SDL_image.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg&lt;br /&gt;
Copy the SDL_mixer.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
For Intel users only:&lt;br /&gt;
&lt;br /&gt;
Download SDL from: http://www.libsdl.org/download-1.2.php&lt;br /&gt;
&lt;br /&gt;
Download SDL_Image from: http://www.libsdl.org/projects/SDL_image/&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer from: http://www.libsdl.org/projects/SDL_mixer/&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download the latest Multiplatform.zip of Sandbox. Unzip and double click on PASX.X.Xmultiplatform/src/xcode/sandbox.xcodeproj&lt;br /&gt;
&lt;br /&gt;
Xcode will open the project.&lt;br /&gt;
&lt;br /&gt;
1. First remove the folder &amp;quot;Other Sources&amp;quot;. When asked, only delete references and not the files themselves.&lt;br /&gt;
&lt;br /&gt;
2. Right click(ctrl+click) and select &amp;quot;Add&amp;quot; then &amp;quot;New Group&amp;quot;. This will make a new folder. Rename it to &amp;quot;Other Sources&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3. Now, right click(ctrl+click) on the new &amp;quot;Other Sources&amp;quot; and select &amp;quot;Add&amp;quot; then &amp;quot;Existing Files...&amp;quot;, when asked add the folder &amp;quot;fpsgame&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
4. Repeat that process for the folders &amp;quot;shared&amp;quot;,&amp;quot;enet&amp;quot;,and &amp;quot;engine&amp;quot;. Then go into &amp;quot;engine&amp;quot; and remove the reference to &amp;quot;master.cpp&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
5. Now that we have our source updated, lets change the configuration to something better suited for us. Change &amp;#039;&amp;#039;&amp;#039;&amp;#039;Architectures&amp;#039;&amp;#039;&amp;#039;&amp;#039; from &amp;quot;ppc i386&amp;quot; to your architecture (ppc for power pc and i386 for intel).&lt;br /&gt;
&lt;br /&gt;
6. Go to the &amp;quot;Project&amp;quot; menu and click &amp;quot;Edit Project Settings&amp;quot;. Find &amp;quot;Framework Search Paths&amp;quot; and add &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; (no slash on the end) and remove &amp;#039;&amp;#039;&amp;#039;&amp;#039;$(USER_LIBRARY_DIR)/Frameworks/&amp;#039;&amp;#039;&amp;#039;&amp;#039; as frameworks are not normally installed there. Put &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; first.&lt;br /&gt;
&lt;br /&gt;
7. Exit the settings editor. Change the &amp;#039;&amp;#039;&amp;#039;Active Build Configuration&amp;#039;&amp;#039;&amp;#039; from &amp;#039;&amp;#039;Debug&amp;#039;&amp;#039; to &amp;#039;&amp;#039;Release&amp;#039;&amp;#039;. Click on build - the Binary should compile &amp;#039;&amp;#039;without&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
By default the executables, launcher and sandbox, are created in the folder PASX.X.Xmultiplatform/src/xcode/build/Release/&lt;br /&gt;
&lt;br /&gt;
Rename  the PASX.X.Xmultiplatform folder to &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; and move the compiled sandbox.app into the top level of that folder. The launcher.app should be on the same level, but outside, the renamed &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; folder.&lt;br /&gt;
&lt;br /&gt;
If you still have problems compiling, remove the folder &amp;#039;&amp;#039;includes&amp;#039;&amp;#039; inside &amp;#039;&amp;#039;enet&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Popinman32|Popinman32]] 22:28, 6 August 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
Maintained by Popinman32 and other MacOSX users.&lt;br /&gt;
&lt;br /&gt;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1473</id>
		<title>Compiling the source code</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1473"/>
				<updated>2011-10-10T05:05:21Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page discusses on how to modify and compile the source code.&lt;br /&gt;
&lt;br /&gt;
=Windows=&lt;br /&gt;
&lt;br /&gt;
[http://www.codeblocks.org/downloads/26 Click here] to download the version of Codeblocks with the mingw compiler: [1]&lt;br /&gt;
&lt;br /&gt;
Then go into your \src\windows folder. Click on sandbox.cbp and codeblocks should load up. Go to build and then build and it should create the Windows binary :)&lt;br /&gt;
If you get &amp;quot;Invalid Compiler&amp;quot; when building, you need to set up the Mingw Compiler location. When you are in Codeblocks go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;. Then click the &amp;quot;&amp;gt;&amp;quot; button until you get to &amp;quot;Toolchain Executables&amp;quot;. Click the &amp;quot;Auto-Detect&amp;quot; button. It should find the Mingw folder, if it is pointing to the wrong location click the &amp;quot;...&amp;quot; button and find the folder yourself.&lt;br /&gt;
&lt;br /&gt;
If you are getting errors while compiling such as having to do with &amp;quot;_UnwindResume&amp;quot; you might have to link the libraries. You could do so like this: Go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;, then click Linker Settings. Under link libraries click &amp;quot;Add&amp;quot; and go to the \src\lib folder then highlight all the &amp;quot;.lib&amp;quot; files and click &amp;quot;Ok&amp;quot;. Now try compiling! :D&lt;br /&gt;
Other Methods: There is a visual C++ project file included that you can use. Load up the proper file and compile :) I&amp;#039;m not sure if you&amp;#039;d need any libraries but you probably shouldn&amp;#039;t need any.&lt;br /&gt;
&lt;br /&gt;
=Linux=&lt;br /&gt;
==Makefile==&lt;br /&gt;
&lt;br /&gt;
First of all, make sure you have the the SDL and SDL_Image and SDL_Mixer development libraries installed on your system.&lt;br /&gt;
Next up, go into src folder. and type &amp;#039;make install&amp;#039;, you can replace &amp;#039;install&amp;#039; any of the following&lt;br /&gt;
&lt;br /&gt;
* all - compiles client and server targets (see below)&lt;br /&gt;
* libenet - compiles the enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and all clients&lt;br /&gt;
* server - builds enet and all servers&lt;br /&gt;
* install - builds the client and server targets (see the two above) and copies the produced binaries into ../bin/&lt;br /&gt;
&lt;br /&gt;
==Debug==&lt;br /&gt;
&lt;br /&gt;
A debug file is already set up. Debug versions can be compiled by invoking...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
   make -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, simply run sandbox as normal with --debug at the end, for example...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
     # this will load up gdb with the rpg&amp;#039;s debug binary in windowed mode&lt;br /&gt;
    ./sandbox_unix -grpg --debug -t0&lt;br /&gt;
  &lt;br /&gt;
     # to stop the program at any time, use ctrl - C&lt;br /&gt;
     # to run the program, type this once gdb has started&lt;br /&gt;
     run&lt;br /&gt;
  &lt;br /&gt;
     # to get a backtrace once sandbox has crashed&lt;br /&gt;
     bt full&lt;br /&gt;
  &lt;br /&gt;
     # print a variable - also note you can type cast&lt;br /&gt;
     print variablename&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We would strongly recommend that you get familiar with gdb and its commands if you intend to do debugging.&lt;br /&gt;
&lt;br /&gt;
==trouble shooting==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;sandbox cannot find &amp;#039;SDL/*.h&amp;#039; files&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the SDL, SDL_mixer and SDL_image libraries are installed&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;enet fails to compile&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you see &amp;quot;./configure: /bin/sh^M: bad interpreter&amp;quot; use dos2unix to convert enet/configure&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise invoke make -C enet distclean&lt;br /&gt;
&lt;br /&gt;
if sandbox fails to compile for any other reason, do let us know&lt;br /&gt;
&lt;br /&gt;
=MAC OSX=&lt;br /&gt;
&lt;br /&gt;
To start, you should have Xcode installed on your computer. Either install the Developer tools from the OS X install disks that came with your computer, or download  Xcode from the apple website: &lt;br /&gt;
http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
Building the app for PPC and Intel macs differs from that point. Once you get Xcode running, stop there.&lt;br /&gt;
&lt;br /&gt;
For PPC users only:&lt;br /&gt;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.9.dmg&lt;br /&gt;
Copy the SDL.framework folder to /Library/Frameworks &lt;br /&gt;
&lt;br /&gt;
Download SDL_Image: http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.9.dmg&lt;br /&gt;
Copy the SDL_image.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg&lt;br /&gt;
Copy the SDL_mixer.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
For Intel users only:&lt;br /&gt;
&lt;br /&gt;
Download SDL from: http://www.libsdl.org/download-1.2.php&lt;br /&gt;
&lt;br /&gt;
Download SDL_Image from: http://www.libsdl.org/projects/SDL_image/&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer from: http://www.libsdl.org/projects/SDL_mixer/&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download the latest Multiplatform.zip of Sandbox. Unzip and double click on PASX.X.Xmultiplatform/src/xcode/sandbox.xcodeproj&lt;br /&gt;
&lt;br /&gt;
Xcode will open the project.&lt;br /&gt;
&lt;br /&gt;
1. First remove the folder &amp;quot;Other Sources&amp;quot;. When asked, only delete references and not the files themselves.&lt;br /&gt;
&lt;br /&gt;
2. Right click(ctrl+click) and select &amp;quot;Add&amp;quot; then &amp;quot;New Group&amp;quot;. This will make a new folder. Rename it to &amp;quot;Other Sources&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3. Now, right click(ctrl+click) on the new &amp;quot;Other Sources&amp;quot; and select &amp;quot;Add&amp;quot; then &amp;quot;Existing Files...&amp;quot;, when asked add the folder &amp;quot;fpsgame&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
4. Repeat that process for the folders &amp;quot;shared&amp;quot;,&amp;quot;enet&amp;quot;,and &amp;quot;engine&amp;quot;. Then go into &amp;quot;engine&amp;quot; and remove the reference to &amp;quot;master.cpp&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
5. Now that we have our source updated, lets change the configuration to something better suited for us. Change &amp;#039;&amp;#039;&amp;#039;&amp;#039;Architectures&amp;#039;&amp;#039;&amp;#039;&amp;#039; from &amp;quot;ppc i386&amp;quot; to your architecture (ppc for power pc and i386 for intel).&lt;br /&gt;
&lt;br /&gt;
6. Go to the &amp;quot;Project&amp;quot; menu and click &amp;quot;Edit Project Settings&amp;quot;. Find &amp;quot;Framework Search Paths&amp;quot; and add &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; (no slash on the end) and remove &amp;#039;&amp;#039;&amp;#039;&amp;#039;$(USER_LIBRARY_DIR)/Frameworks/&amp;#039;&amp;#039;&amp;#039;&amp;#039; as frameworks are not normally installed there. Put &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; first.&lt;br /&gt;
&lt;br /&gt;
7. Exit the settings editor. Change the &amp;#039;&amp;#039;&amp;#039;Active Build Configuration&amp;#039;&amp;#039;&amp;#039; from &amp;#039;&amp;#039;Debug&amp;#039;&amp;#039; to &amp;#039;&amp;#039;Release&amp;#039;&amp;#039;. Click on build - the Binary should compile &amp;#039;&amp;#039;without&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
By default the executables, launcher and sandbox, are created in the folder PASX.X.Xmultiplatform/src/xcode/build/Release/&lt;br /&gt;
&lt;br /&gt;
Rename  the PASX.X.Xmultiplatform folder to &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; and move the compiled sandbox.app into the top level of that folder. The launcher.app should be on the same level, but outside, the renamed &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; folder.&lt;br /&gt;
&lt;br /&gt;
If you still have problems compiling, remove the folder &amp;#039;&amp;#039;includes&amp;#039;&amp;#039; inside &amp;#039;&amp;#039;enet&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Popinman32|Popinman32]] 22:28, 6 August 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
Maintained by Popinman32 and other MacOSX users.&lt;br /&gt;
&lt;br /&gt;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Brainstorming&amp;diff=1389</id>
		<title>Brainstorming</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Brainstorming&amp;diff=1389"/>
				<updated>2011-08-19T21:03:27Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: Protected &amp;quot;Brainstorming&amp;quot; ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Concept ==&lt;br /&gt;
After the defeat of the Evil King, Shadow Ogro went into hiding. Three years have passed and the Cabbage Golems returned to their peaceful state. Master Chef Ogro returned to his little bakery in Cider City to exhibit his master skills from the recipes learned on his last adventure. Far beyond Cider City and Cabbage Patch Fort, even farther than the Dough Bread Mountains lurks a great evil. Inside Sugar Crystal Cave a twisted plot is stirring. Reports of new creatures have been traveling across the kingdom of Ograria where they reach Master Chef Ogro&amp;#039;s ears. Master Chef Ogro picks up his wooden spoon and says &amp;quot;Let&amp;#039;s bake this cake.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Title Concepts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*The Exciting Adventures Of Master Chef Ogro 2 - The Shadow Returns&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Main Game Goals&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Keep the game grade school friendly as much as possible.&lt;br /&gt;
* Keep it open, where you don&amp;#039;t have to follow a single path.&lt;br /&gt;
* Make it as easy and informative to read for younger audiences.&lt;br /&gt;
* Give the game life, and personality.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Gameplay Concepts&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Finding New Recipes to make stronger produce items such as golden apples.&lt;br /&gt;
* Tempering ability to upgrade weapons/armors with the right materials, such as Ironware for stronger pot armor.&lt;br /&gt;
* Special Produce collection to &amp;#039; tame &amp;#039; certain creatures to help you on your quest such as Candy Apples.&lt;br /&gt;
* New currency maybe seeds. Regular Seeds, Silver Seeds, Golden Seeds. Nice idea.&lt;br /&gt;
* A sling to launch produce such as apples. Maybe upgradable.&lt;br /&gt;
* Maybe have stage ranks, and whichever rank you score in win special items.&lt;br /&gt;
* Life Fruit to give you more health&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Puzzle Concepts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Use of &amp;#039; Produce Side-Effects &amp;#039; to get past certain parts. Like shrinking to fit in smaller areas.&lt;br /&gt;
* Mini-Games to win certain prizes. Maybe to get past certain areas.&lt;br /&gt;
* Perhaps timed puzzle areas.&lt;br /&gt;
* Mazes and enemy waves.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Strategy Concepts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Upgradable weapons.&lt;br /&gt;
* Augmented weapons for effects against certain enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Creature Concepts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The Evil Sugar Army is full of many old and new creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;New Creature Concepts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Taffy Golem - Replacing the Cabbage Golem.&lt;br /&gt;
* Malicious Chocolate Bar - No idea what to make these fellas do.&lt;br /&gt;
* Gumdrop Monsters - Small little buggers hard to hit.&lt;br /&gt;
* Sugar Imps - These guys can throw unhealthy foods at you.&lt;br /&gt;
* Evil Candy Chefs - They can conjure up other enemies, like summoners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recipe Concepts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Have hidden recipes throughout the game to upgrade stuff.&lt;br /&gt;
* Maybe hide some temepring materials around.&lt;br /&gt;
* Hidden stronger Side-Effect items.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Side-Effect (Spell) Concepts&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Starfruit - Shoot Starfruit Energy.&lt;br /&gt;
* Mini Pear - Turns you small.&lt;br /&gt;
* Mega Pumpkin - Turns you giant.&lt;br /&gt;
&lt;br /&gt;
Pitch in some more ideas please.&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Content_request&amp;diff=1388</id>
		<title>Content request</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Content_request&amp;diff=1388"/>
				<updated>2011-08-19T21:02:50Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: Protected &amp;quot;Content request&amp;quot; ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Models Wanted List==&lt;br /&gt;
&lt;br /&gt;
NEED &amp;lt;br&amp;gt;&lt;br /&gt;
* Vegetable extractor (a vegetable type pump) - serves as the kid friendly rpg melee attack&lt;br /&gt;
* A frog with animations to be The Master Chef&amp;#039;s companion&lt;br /&gt;
* (DONE) Treasure chest with open and close animation. (Captain Ahab made one.)&lt;br /&gt;
* Cabbage - Assigned to Mike/calimer &amp;lt;br&amp;gt;&lt;br /&gt;
* Monsters for the sidescroller - Mike/calimer working on one &amp;lt;br&amp;gt;&lt;br /&gt;
* doors with opening, and mapmodel animations. kinda sci-fi ish. see door1.jpg for a messy concept drawing. Also one to fit in an rpg and one for modern times&lt;br /&gt;
* Elevator/Platform models, something like out of jak and daxter (a round thing that hovers or has some fire or something underneath it) would be quite cool. (Captain Ahab made one.)&lt;br /&gt;
* More Varieties of trees, from small ferns to huge overgrown oaks and willows.&lt;br /&gt;
* (DONE) A waterwheel, like those medieval kind that spins around as a stream pushes it. (Captain Ahab made one.) &lt;br /&gt;
* A player character for sandbox lite (it needs to meet debian free, so CC3 BY SA at the most)&lt;br /&gt;
* Map Models for weapons. vegetable pump, Carrot Launcher, snow ball projectiles, and other weapons.&lt;br /&gt;
&lt;br /&gt;
WOULD BE NICE &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* master chef ogro model with chef hat and potentially pots and pans that can be used for armor &lt;br /&gt;
* Squirt gun models for the water wars mode &amp;lt;br&amp;gt;&lt;br /&gt;
* Kid player models for water wars mode &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* vegetable related creatures &amp;lt;br&amp;gt;&lt;br /&gt;
* evil king for the RPG &amp;lt;br&amp;gt;&lt;br /&gt;
* Animals - Deer (eats grass, drinks water), &lt;br /&gt;
* bunnies hopping around&lt;br /&gt;
* Npcs - miner, fishing dude&lt;br /&gt;
* bird(s)&lt;br /&gt;
* frogs&lt;br /&gt;
* more fish? whales? dolphins?&lt;br /&gt;
&lt;br /&gt;
==Levels==&lt;br /&gt;
* an eye candy map to show off the graphics&lt;br /&gt;
&lt;br /&gt;
Would be nice &amp;lt;br&amp;gt;&lt;br /&gt;
* levels for the sidescroller, though it is getting a lot of updates.&lt;br /&gt;
* any levels with fun and unique gameplay/quests&lt;br /&gt;
* levels for the RPG&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Contributing&amp;diff=1386</id>
		<title>Contributing</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Contributing&amp;diff=1386"/>
				<updated>2011-08-19T21:02:12Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: Protected &amp;quot;Contributing&amp;quot; ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Code=&lt;br /&gt;
&lt;br /&gt;
examples of code contributions&lt;br /&gt;
* bug fixes&lt;br /&gt;
* additional features&lt;br /&gt;
* cleanups&lt;br /&gt;
&lt;br /&gt;
if you&amp;#039;ve any of the above, send them to Hirato, the code will be included if he approves. He can be contacted through the [http://forum.sandboxgamemaker.com forums] (the PM system) or via [irc://irc.oftc.net/sandbox IRC] (the latter is recommended).&amp;lt;br&amp;gt;&lt;br /&gt;
If you desire any feedback on your code, post it in the &amp;quot;Show of Your Work in Progress&amp;quot; forum, and tag it with [patch] - eg &amp;quot;[patch]continuous jumping&amp;quot;, for a patch that makes you jump nonstop.&lt;br /&gt;
&lt;br /&gt;
If you lack any ideas of what to implement, should you wish to contribute in this way, there are various todo lists that should help you out&lt;br /&gt;
* http://www.svn.kids.platinumarts.net/32pas32/trunk/sandboxtodo.txt&lt;br /&gt;
* http://www.svn.kids.platinumarts.net/32pas32/trunk/src/rpggame/rpgtodo.txt&lt;br /&gt;
* http://www.svn.kids.platinumarts.net/32pas32/trunk/src/sspgame/ssptodo.txt&lt;br /&gt;
&lt;br /&gt;
Making several good patches, which are accepted, is a good way of convincing us you have what it takes to be on the development team.&lt;br /&gt;
&lt;br /&gt;
==Style==&lt;br /&gt;
The files in the engine and the respective game modules use slightly differing styles... The easiest way is simply to remain consistent with the style present in the file.&lt;br /&gt;
&lt;br /&gt;
===Braces===&lt;br /&gt;
&lt;br /&gt;
Braces are not indented and are to be placed on a new line (unless the statement in question is a one liner). Braces are not required inside switch statements. They are not required after if&amp;#039;s or else&amp;#039;s either, PROVIDED there&amp;#039;s only 1 statement following their invocation.&lt;br /&gt;
&lt;br /&gt;
===Indents===&lt;br /&gt;
&lt;br /&gt;
Indents are done either via Tabulators or 4 spaces. Make sure you know which style the files use, and that your text editor currently uses that style before modifying them. Hirato uses a size of 8 spaces for the Tabulators, mimicking him might help you identify the style in the files.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;things to indent&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The body within braces&lt;br /&gt;
* cases within a switch&lt;br /&gt;
* any lines beyond the first of a macro&lt;br /&gt;
* items after their respective if and else statements&lt;br /&gt;
&lt;br /&gt;
===One-liners===&lt;br /&gt;
&lt;br /&gt;
One liners are permitted, but only if they are short small and simple. If the length is in excess of 30 characters, you should consider just expanding it out instead.&lt;br /&gt;
&lt;br /&gt;
===Pointers===&lt;br /&gt;
&lt;br /&gt;
To help ease confusion, pointers are written C style. That is next to the variable name (char *string) instead of next to the type (char* string).&lt;br /&gt;
To those not in the know, char* string1, string2; does not declare two pointers, but a pointer and a character.&lt;br /&gt;
&lt;br /&gt;
===Whitespace===&lt;br /&gt;
&lt;br /&gt;
when declaring functions, there must be 1 empty line of whitespace between the end of the prior definition and the beginning of the new one. Variables and prototype definitions may be declared without any whitespace between each declaration. Provided they are grouped sensibly. It&amp;#039;s recommended that the code also be grouped into 2-10 line blocks which concentrate on a certain aspect to help with readability. A series of one liners may also be grouped without spaces between.&lt;br /&gt;
&lt;br /&gt;
==licensing==&lt;br /&gt;
&lt;br /&gt;
By sending in your code, YOU give US permission to relicense the code under the zlib/libpng license and include it as part of our source distribution(s), irregardless of the code&amp;#039;s original license. By extension, this means you&amp;#039;re NOT PERMITTED to REVOKE permission for us to use the code, should you decide you no longer wish for your code to be inside sandbox&lt;br /&gt;
&lt;br /&gt;
=Art=&lt;br /&gt;
&lt;br /&gt;
This category includes custom maps, models and textures. Just send them in, if they&amp;#039;re of acceptable quality, and of an acceptable license, we&amp;#039;ll add them right in.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also post them on the forums, we tend to look there occasionally, and the community would doubtlessly be excited to see what people are making/working on for sandbox&lt;br /&gt;
&lt;br /&gt;
==licenses==&lt;br /&gt;
&lt;br /&gt;
These are a listing of licenses we recommend for art assets included in sandbox.&lt;br /&gt;
&lt;br /&gt;
* Creative Commons - Attribution&lt;br /&gt;
* Creative Commons - Attribution + Share-Alike&lt;br /&gt;
* MIT/X11&lt;br /&gt;
* Public Domain&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, there are &amp;#039;&amp;#039;&amp;#039;ALWAYS&amp;#039;&amp;#039;&amp;#039; bugs, if you&amp;#039;re up to it, just use sandbox as you normally would, and keep an eye out for any oddities, and put extra effort into trying to break things. Should something go wrong, give us the exact steps you took, and we&amp;#039;ll do out best to fix it. We recommend using the [[Development|SVN version]].&lt;br /&gt;
&lt;br /&gt;
See Also&lt;br /&gt;
* [[Development]]&lt;br /&gt;
* [[Bug reports]]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Package_managers&amp;diff=1385</id>
		<title>Package managers</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Package_managers&amp;diff=1385"/>
				<updated>2011-08-19T21:01:23Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: Protected &amp;quot;Package managers&amp;quot; ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Work in Progress&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
if you don&amp;#039;t know what the .deb and .rpm file containers are used for, or what yast, or apt, or yum, or whatever is, please go back now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=What to modify=&lt;br /&gt;
&lt;br /&gt;
Sandbox by default is set up to install inside /usr/local/sandbox, the scripts which controls this is sandbox_unix_usr, and for the source parts, src/install.sh&lt;br /&gt;
&lt;br /&gt;
you should see a variable near the top named SANDBOX_DIR or similar, change it&amp;#039;s value to point to your preferred path for installation&lt;br /&gt;
&lt;br /&gt;
for /usr/bin/sandbox, link it to ${SANDBOX_DIR}/sandbox_unix_usr&lt;br /&gt;
&lt;br /&gt;
The files automatically store the user&amp;#039;s personal data inside ~/.platinumarts&lt;br /&gt;
&lt;br /&gt;
=Security freaks=&lt;br /&gt;
&lt;br /&gt;
Sandbox statically compiles against enet, a UDP networking library.&lt;br /&gt;
&lt;br /&gt;
For those who are most likely going to be attacked by the security team for including sandbox with a statically compiled version of Enet, Compile it with dynamic links, but make sure to include the latest version of enet. The maintainer for Enet works on the cube 2 engine, and hence the most up to date version of the library can be found from the sauerbraten repository.&lt;br /&gt;
&lt;br /&gt;
svn co https://sauerbraten.svn.sourceforge.net/svnroot/sauerbraten/src/enet enet&lt;br /&gt;
&lt;br /&gt;
=Dependencies=&lt;br /&gt;
&lt;br /&gt;
==required==&lt;br /&gt;
* libSDL&lt;br /&gt;
* libSDL_mixer&lt;br /&gt;
* libSDL_image&lt;br /&gt;
* libGL (provided by either mesa or the proprietary OpenGL drivers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==optional==&lt;br /&gt;
* smpeg - for mpeg3 playback&lt;br /&gt;
* mikmod - for mod playback&lt;br /&gt;
* timidity - for mid playback&lt;br /&gt;
&lt;br /&gt;
==launcher==&lt;br /&gt;
* wxwidgets 2.8 (unicode)&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Server_list&amp;diff=1384</id>
		<title>Server list</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Server_list&amp;diff=1384"/>
				<updated>2011-08-19T21:00:37Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: Protected &amp;quot;Server list&amp;quot; ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===PAS Multiplayer Servers===&lt;br /&gt;
&lt;br /&gt;
There is 1 24/7 server list.&lt;br /&gt;
/connect 98.196.225.18&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have a server you want to share then edit this page to add it.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Main Server&amp;quot; will most likely be up soon.&amp;lt;BR&amp;gt;&lt;br /&gt;
My server&lt;br /&gt;
Description: Hello&lt;br /&gt;
Password:hiplzjoin&lt;br /&gt;
Max clients:18&lt;br /&gt;
&lt;br /&gt;
===24/7 PAS Servers===&lt;br /&gt;
/connect 98.196.225.18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===KG SERVERS===&lt;br /&gt;
&lt;br /&gt;
KG SERVER OFFER FREE SERVERS BETWEEN 5 TO 8 PM GMT+0 BUT PLEASE NOTE WE CAN NOT ALWAYS HAVE A  SERVER DUE TO MOST OF THE KGSERVERS PC&amp;#039;S ARE FULL UP OR A ADMIN MAY NOT BE ONLINE IF YOU NEED A SERVER PLEASE TELL US 4 DAYS BEFORE YOU NEED IT PLEASE CONTACT US AT mail@host3kg.cz.cc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Current server.&lt;br /&gt;
&lt;br /&gt;
SVN server: I.P 81.97.168.157&lt;br /&gt;
&lt;br /&gt;
To join open up sandbox and type /connect 81.97.168.157 &lt;br /&gt;
&lt;br /&gt;
This server is up between 5 to 8 pm GMT+0 (Times depend on if i have a spare server at that time.&lt;br /&gt;
&lt;br /&gt;
===Public Servers(Setup and Working only)===&lt;br /&gt;
SandBlox PAS Gaming(RPG)   | Version: Current SVN | Host: sandblox.no-ip.org:22382&amp;lt;BR&amp;gt;&lt;br /&gt;
SandBlox PAS Gaming(Co-Op) | Version: Current SVN | Host: sandblox.no-ip.org:22383&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In development===&lt;br /&gt;
SandBlox PAS Gaming(Co-Op)for 2.6&amp;lt;BR&amp;gt;&lt;br /&gt;
GMansLand OMG comming Soon&amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Packaging_guide&amp;diff=1383</id>
		<title>Packaging guide</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Packaging_guide&amp;diff=1383"/>
				<updated>2011-08-19T21:00:18Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: Protected &amp;quot;Packaging guide&amp;quot; ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is mostly a set of guidelines for people packaging up their maps for redistribution among peers in the sandbox community&lt;br /&gt;
&lt;br /&gt;
it&amp;#039;s important to note that if you intend to distribute more than the ogz itself, that you&amp;#039;re to use zip archives, or tar archives with either bzip or gzip compression. (non-windows platforms support this natively, for windows, use 7zip or winrar)&lt;br /&gt;
&lt;br /&gt;
rar is not to be used, simply for cross platform concerns (linux supports it poorly, and OSX I believe doesn&amp;#039;t support it at all)&lt;br /&gt;
&lt;br /&gt;
=What to include in the zip=&lt;br /&gt;
&lt;br /&gt;
==the basic zip structure==&lt;br /&gt;
[] indicates a folder, - the level.&lt;br /&gt;
&lt;br /&gt;
* [packages]&lt;br /&gt;
*  - [base]&lt;br /&gt;
*  -  - map.ogz&lt;br /&gt;
*  -  - map.cfg&lt;br /&gt;
*  -  - map-art.cfg&lt;br /&gt;
*  -  - map.jpg&lt;br /&gt;
*  -  - map_big.jpg&lt;br /&gt;
&lt;br /&gt;
if it&amp;#039;s just a map, feel free to omit the base and package directories form the hierarchy.&lt;br /&gt;
&lt;br /&gt;
note that other users do NOT want to pick through you archive to extract everything, so the first folder should always be packages, not the second!&amp;lt;br&amp;gt;&lt;br /&gt;
it&amp;#039;s less painful that way, and allows some operating systems to add the files, instead of overwriting the whole packages directory.&lt;br /&gt;
&lt;br /&gt;
==invalid substitutes for &amp;quot;map&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
When one names his map, there&amp;#039;s a few things you can&amp;#039;t do, you&amp;#039;re not allowed to name the map as to...&lt;br /&gt;
&lt;br /&gt;
* contains any brackets (this is includes braces and square brackets)&lt;br /&gt;
* contain any punctuation (the only exception is the fullstop signaling the file extension)&lt;br /&gt;
* contain greater than or less than signs, the engine WILL ignore them&lt;br /&gt;
* contain forward or back slashes&lt;br /&gt;
&lt;br /&gt;
just for social standards, mapnames aren&amp;#039;t allowed to&lt;br /&gt;
* contain any form of prejudice against a group of people&lt;br /&gt;
* contain any &amp;quot;swear&amp;quot; words&lt;br /&gt;
&lt;br /&gt;
==taking the map.jpg screenshots==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note: png, bmp and tga are also allowed, but not recommended (the engine will identify the extension automatically)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
map.jpg&lt;br /&gt;
# go into windowed mode and resize the window to 512x512 or 1024x1024&lt;br /&gt;
# press Ctrl-F12 to take the screenshot&lt;br /&gt;
# open the screenshot in the gimp or photoshop and resize it to either 512x512 or 256x256 and save it into packages/base, whilst substituting map for the map&amp;#039;s name (note that resolutions that are not 2^n (where n is an integer) display oddly, and mapshots above 512^512 won&amp;#039;t be accepted)&lt;br /&gt;
## you might like to play with /fov to try a different/better view for the screenshot&lt;br /&gt;
&lt;br /&gt;
map_big.jpg&lt;br /&gt;
# use your standard resolution in sandbox, such as 1024x768 (1280x960 or above is suggested, note that if the map&amp;#039;s included in sandbox, it won&amp;#039;t be allowed past 1280x960)&lt;br /&gt;
## NOTE: 2.3.3 and later (development versions), scale the images based on size, so feel free to use 16:9, anything older requires you to use 4:3.&lt;br /&gt;
# ctrl-F12 to take a screenshot&lt;br /&gt;
# open the screenshot in the gimp or photoshop and save it to packages/base as map_big.jpg, whilst substituting map for the map&amp;#039;s name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Custom art==&lt;br /&gt;
&lt;br /&gt;
custom art created by you is to be placed in either 1 or more of the following 3 directories&lt;br /&gt;
&lt;br /&gt;
* [packages]&lt;br /&gt;
* - [my_name]&lt;br /&gt;
* - [models]&lt;br /&gt;
* - - [my_name] &lt;br /&gt;
* - [sounds]&lt;br /&gt;
* - - [my_name]&lt;br /&gt;
&lt;br /&gt;
packages/my_name is to be used for textures, music, and other graphical data&amp;lt;br&amp;gt;&lt;br /&gt;
packages/models/my_name is to be used for hosting models, and any relevant skins, which aren&amp;#039;t going to be used as regular textures&amp;lt;br&amp;gt;&lt;br /&gt;
packages/sounds/my_name is to be used for any custom SFX you wish to add&lt;br /&gt;
&lt;br /&gt;
the above assumes of course, you&amp;#039;re including your art, while including the art of another, you can either but them in a sub directory with THEIR alias, or keep them with your files.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;just don&amp;#039;t forget to give proper attribution within the readmes&amp;lt;/big&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Cmdline_arguments&amp;diff=1382</id>
		<title>Cmdline arguments</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Cmdline_arguments&amp;diff=1382"/>
				<updated>2011-08-19T21:00:01Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: Protected &amp;quot;Cmdline arguments&amp;quot; ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;in sandbox (and in fact, pretty much all cube 2 related projects), there are universal, server and client command line options, this is just a list of them, and their accepted values, note all arguments must be prefixed with a &amp;#039;-&amp;#039;, also one big difference compared to other programs, there can be no spaces between the argument and the given value, eg -gssp&lt;br /&gt;
&lt;br /&gt;
to change which arguments are used on launch by default, edit...&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Windows&amp;#039;&amp;#039;&amp;#039;: edit the clickhere to start bat or use the launcher&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;Linux&amp;#039;&amp;#039;&amp;#039;: edit the sandbox_unix script, or use the launcher&lt;br /&gt;
&lt;br /&gt;
=Linux/FreeBSD=&lt;br /&gt;
&lt;br /&gt;
This section applies exclusively to the sandbox_unix script, note that all but -g use two dashes. run the script with -h, --help or -? for more information.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;g&amp;#039;&amp;#039;&amp;#039; - sets which game module to use, valid arguments are &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;fps, movie&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;ssp&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:: -gfps&lt;br /&gt;
: &amp;#039;&amp;#039;&amp;#039;--help&amp;#039;&amp;#039;&amp;#039; - displays the help&lt;br /&gt;
: &amp;#039;&amp;#039;&amp;#039;--debug&amp;#039;&amp;#039;&amp;#039; - opens debug variants of binaries inside gdb using provided arguments; the user will need to launch ti manually&lt;br /&gt;
: &amp;#039;&amp;#039;&amp;#039;--server&amp;#039;&amp;#039;&amp;#039; - launches a server as opposed to a normal client (only for supported modules)&lt;br /&gt;
: &amp;#039;&amp;#039;&amp;#039;--master&amp;#039;&amp;#039;&amp;#039; - starts up a masterserver as opposed to a normal client (not included by default)&lt;br /&gt;
&lt;br /&gt;
=Universal=&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;m&amp;#039;&amp;#039;&amp;#039; - sets which webserver to use as it&amp;#039;s masterserver to retrieve server listings and register your server on&lt;br /&gt;
: -mkids.platinumarts.net&lt;br /&gt;
&lt;br /&gt;
=client=&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;q&amp;#039;&amp;#039;&amp;#039; - sets which directory to use as home, it saves all files here&lt;br /&gt;
:: -qprofiles/anonymous&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;k&amp;#039;&amp;#039;&amp;#039; - adds a directory as if it&amp;#039;s in the main branch, perfect for loading mods without overwriting existing files&lt;br /&gt;
:: -kmod&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;r&amp;#039;&amp;#039;&amp;#039; - executes a configuration file before any real loading begins, executes init.cfg if no arguments are given&lt;br /&gt;
: -rinit.cfg&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;d&amp;#039;&amp;#039;&amp;#039; - run the client as a dedicated server, this is already true for the server executable&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;w&amp;#039;&amp;#039;&amp;#039; - sets the window&amp;#039;s width, note if  it can&amp;#039;t find -h, it&amp;#039;ll multiple this value by 3 and divide by 4 and use that as -h&lt;br /&gt;
:: -w1600&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;h&amp;#039;&amp;#039;&amp;#039; - sets the window&amp;#039;s height, will multiply by 4 and divide by 3 and use the new value as -w if -w can&amp;#039;t be found&lt;br /&gt;
:: -h1200&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;z&amp;#039;&amp;#039;&amp;#039; - sets the value for depthbits, max at 32&lt;br /&gt;
:: -z24&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;b&amp;#039;&amp;#039;&amp;#039; - sets the colour depth, the desktop depth is used when at 0&lt;br /&gt;
:: -b32&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;a&amp;#039;&amp;#039;&amp;#039; - sets the value for antialiasing, should be a power of two, max at 16&lt;br /&gt;
:: -a4&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;v&amp;#039;&amp;#039;&amp;#039; - sets vsync, vsync prevents frame tearing but also caps fps at your monitor&amp;#039;s refresh rate&lt;br /&gt;
:: -v1&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;t&amp;#039;&amp;#039;&amp;#039; - t0 or t by itself will made the game windowed, t1 will run fullscreen&lt;br /&gt;
::-t1&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039; - sets the stencil bits, a power of two, above 0 and below 32, 1 is the default&lt;br /&gt;
:: -s1&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;f&amp;#039;&amp;#039;&amp;#039; - f0 or f by itself will run sandbox in fixed-function mode (shaders are off), if given a number (1 or 2), it&amp;#039;ll set the shader quality to that value (with shader on of course)&lt;br /&gt;
:: -f2&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;l&amp;#039;&amp;#039;&amp;#039; - use as the start up map instead of the game module&amp;#039;s default&lt;br /&gt;
:: -lvillage&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; - execute the cubescript string at startup&lt;br /&gt;
:: -x&amp;quot;musicvol 0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=server=&lt;br /&gt;
note the servers have additional options available for each game module&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039; - sets the maximum upload rate, best if left at 0&lt;br /&gt;
:: -u6000&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;c&amp;#039;&amp;#039;&amp;#039; - sets the maximum amountof clients that can connect to the server&lt;br /&gt;
:: -c12&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;i&amp;#039;&amp;#039;&amp;#039; - sets the ip to host the server on, if you possess multiple ips, best if left alone&lt;br /&gt;
:: -i123.45.67.89&lt;br /&gt;
&lt;br /&gt;
==fps server==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;n&amp;#039;&amp;#039;&amp;#039; - sets a name for the server for when it shows in someone&amp;#039;s server list&lt;br /&gt;
:: -n&amp;quot;This server is awesome&amp;quot;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;p&amp;#039;&amp;#039;&amp;#039; - sets the password needed to grab admin&lt;br /&gt;
:: -p123abc&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;o&amp;#039;&amp;#039;&amp;#039; - sets whether people can grab master with or without the need for auth&lt;br /&gt;
:: -o1&lt;br /&gt;
&lt;br /&gt;
==movie server==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;n&amp;#039;&amp;#039;&amp;#039; - sets a name for the server for when it shows in someone&amp;#039;s server list&lt;br /&gt;
:: -n&amp;quot;This server is awesome&amp;quot;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;p&amp;#039;&amp;#039;&amp;#039; - sets the password needed to grab admin&lt;br /&gt;
:: -pabc123&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;o&amp;#039;&amp;#039;&amp;#039; - sets whether people can grab master with or without the need for approval&lt;br /&gt;
:: -o1&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Platinum_Arts_Sandbox&amp;diff=1381</id>
		<title>Platinum Arts Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Platinum_Arts_Sandbox&amp;diff=1381"/>
				<updated>2011-08-19T20:58:12Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: Protected &amp;quot;Platinum Arts Sandbox&amp;quot; ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About Platinum Arts Sandbox Free 3D Game Maker:&lt;br /&gt;
&lt;br /&gt;
Platinum Arts Sandbox Free 3D Game Maker is an open source game design program for kids and adults.  Through the ingame and cooperative editing and focus on ease of use the program is easy enough for kids to use but powerful enough for full game projects.  Sandbox includes Save The Princess Gameplay, an RPG Maker, a Sidescoller maker, a Movie Maker aka Machinima, Save The Banana Base Capture, and more!  Sandbox is already being used in many schools and colleges throughout the world and included in game design contests.&lt;br /&gt;
&lt;br /&gt;
Platinum Arts Sandbox will be easy enough for kids to use but also powerful enough for full game projects.&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Contact_The_Team&amp;diff=1246</id>
		<title>Contact The Team</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Contact_The_Team&amp;diff=1246"/>
				<updated>2011-06-05T19:03:33Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: Undo revision 966 by Daltonds1 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interested in getting into contact with us?  Here are a few quick easy ways to do so :)&lt;br /&gt;
&lt;br /&gt;
== Developer Chatroom ==&lt;br /&gt;
&lt;br /&gt;
The easiest way of finding us is to join our developer chatroom.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NOTE:  KIDS MUST HAVE PARENTAL PERMISSION TO JOIN AND WE CANNOT BE RESPONSIBLE FOR THINGS SAID IN THERE. ALSO WE ARE FREQUENTLY IDLE IN THE CHATROOM WORKING ON SANDBOX, IF YOU EXPECT A RESPONSE PLEASE WAIT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can simply [http://sandboxgamemaker.com/irc/irc.html click here] or if you already have an irc client it is [irc://irc.oftc.net/sandbox irc.OFTC.net #Sandbox]  In addition you can try our new [http://widget.mibbit.com/?settings=ca48890d9db5ad90e8d98c1d1d3ce14b&amp;amp;server=irc.oftc.net&amp;amp;channel=%23sandbox&amp;amp;noServerTab=false&amp;amp;autoConnect=true mibbit link].&lt;br /&gt;
&lt;br /&gt;
If you don&amp;#039;t want to use your webbrowser to connect to the chatroom, and instead want to use a standalone program, then you can use Xchat at http://silverex.org  This is the free version of xchat, as the main version of xchat has a 30 day trial.&amp;lt;br&amp;gt;&lt;br /&gt;
Instructions: &amp;lt;br&amp;gt;&lt;br /&gt;
1)In the xchat menu to go the network list &amp;lt;br&amp;gt;&lt;br /&gt;
2)Find OFTC or add irc.OFTC.net then select edit &amp;lt;br&amp;gt;&lt;br /&gt;
3) In favorite channels add #sandbox and set it to autoconnect &amp;lt;br&amp;gt;&lt;br /&gt;
4) With OFTC still highlighted, hit connect and join us :D &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forums ==&lt;br /&gt;
&lt;br /&gt;
Obviously we check this on a regular basis so feel free to post there. http://forum.sandboxgamemaker.com&lt;br /&gt;
&lt;br /&gt;
== E-mail ==&lt;br /&gt;
&lt;br /&gt;
You can contact us at PlatinumArts@gmail.com  PLEASE NO TECHNICAL SUPPORT QUESTIONS.  PLACE TECHNICAL SUPPORT QUESTIONS IN THE FORUM OR CHATROOM&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1245</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1245"/>
				<updated>2011-06-05T19:02:14Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: Reverted edits by Bentley (Talk) to last revision by Kid Matthew&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults.  Sandbox logo by [http://sashazavisha.deviantart.com/art/young-creator-120946941 sashaZavisha].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
* [[server list|List Of Sandbox Servers]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[Todo|To do list]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Kid Friendly RPG ==&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
== Master Chef Ogro 2 ==&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Undercover Kids Game ==&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (Server set up)&lt;br /&gt;
* [[Cooperative Editing 2]] (Without Port forwarding)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Menu Editing]] ([[New menu editing|newui]])&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Example Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter (default)]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
*[[Tutorials List | Text Tutorials List]]&lt;br /&gt;
*[[Video Tutorials List]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1080</id>
		<title>Compiling the source code</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1080"/>
				<updated>2010-12-11T20:35:18Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page discusses on how to modify and compile the source code.&lt;br /&gt;
&lt;br /&gt;
=Windows=&lt;br /&gt;
&lt;br /&gt;
Click here to download the version of Codeblocks &amp;#039;&amp;#039;&amp;#039;with the mingw compiler&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
[http://www.codeblocks.org/downloads/26]&lt;br /&gt;
&lt;br /&gt;
Then go into your \src\windows folder.  Click on sandbox.cbp and codeblocks should load up.  Go to build and then build and it should create the Windows binary :) &lt;br /&gt;
&lt;br /&gt;
If you get &amp;quot;Invalid Compiler&amp;quot; when building, you need to set up the Mingw Compiler location. When you are in Codeblocks go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;. Then click the &amp;quot;&amp;gt;&amp;quot; button until you get to &amp;quot;Toolchain Executables&amp;quot;. Click the &amp;quot;Auto-Detect&amp;quot; button. It should find the Mingw folder, if it is pointing to the wrong location click the &amp;quot;...&amp;quot; button and find the folder yourself.&lt;br /&gt;
&lt;br /&gt;
If you are getting errors while compiling such as having to do with &amp;quot;_UnwindResume&amp;quot; you might have to link the libraries. You could do so like this: Go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;, then click Linker Settings. Under link libraries click &amp;quot;Add&amp;quot; and go to the \src\lib folder then highlight all the &amp;quot;.lib&amp;quot; files and click &amp;quot;Ok&amp;quot;. Now try compiling! :D&lt;br /&gt;
&lt;br /&gt;
Other Methods: There is a visual C++ project file included that you can use.  Load up the proper file and compile :)  I&amp;#039;m not sure if you&amp;#039;d need any libraries but you probably shouldn&amp;#039;t need any.&lt;br /&gt;
&lt;br /&gt;
=Linux=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&lt;br /&gt;
==Makefile==&lt;br /&gt;
&lt;br /&gt;
First of all, make sure you have the the SDL and SDL_Image and SDL_Mixer development libraries installed on your system.&lt;br /&gt;
Next up, go into src folder. and type &amp;#039;make&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use a dos to unix converted (such as tofrodos) to convert them to a unix friendly format.&lt;br /&gt;
&lt;br /&gt;
==Debug==&lt;br /&gt;
&lt;br /&gt;
A debug file is already set up. Debug versions can be compiled by invoking...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
   make -C src -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, you&amp;#039;d start up gdb with the game mode of your choice, for example....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
    # this will load up gdb using the 32 bit FPS client&lt;br /&gt;
    gdb bin/debug_client_32_fps&lt;br /&gt;
    &lt;br /&gt;
    # this will execute sandbox, provide any additional arguments which were used&lt;br /&gt;
    run -q${HOME}/.platinumarts -r&lt;br /&gt;
           &lt;br /&gt;
    # when sandbox crashes, this will produce a back which will be very useful to us&lt;br /&gt;
    bt full&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are plenty of additional features available through gdb, but they are beyond the scope of this synopsis.&lt;br /&gt;
&lt;br /&gt;
=MAC OSX=&lt;br /&gt;
&lt;br /&gt;
To start, you should have Xcode installed on your computer. Either install the Developer tools from the OS X install disks that came with your computer, or download  Xcode from the apple website: &lt;br /&gt;
http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
Building the app for PPC and Intel macs differs from that point. Once you get Xcode running, stop there.&lt;br /&gt;
&lt;br /&gt;
For PPC users only:&lt;br /&gt;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.9.dmg&lt;br /&gt;
Copy the SDL.framework folder to /Library/Frameworks &lt;br /&gt;
&lt;br /&gt;
Download SDL_Image: http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.9.dmg&lt;br /&gt;
Copy the SDL_image.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg&lt;br /&gt;
Copy the SDL_mixer.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
There is no SDL for Intel users so you have to compile that by yourself:&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.tar.gz]&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.zip]&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into &amp;quot;&amp;quot;/System/Library/Frameworks/&amp;quot;&amp;quot; or where-ever you keep your frameworks.&lt;br /&gt;
&lt;br /&gt;
Download the latest Multiplatform.zip of Sandbox. Unzip and double click on PASX.X.Xmultiplatform/src/xcode/sandbox.xcodeproj&lt;br /&gt;
&lt;br /&gt;
Xcode will open the project.&lt;br /&gt;
&lt;br /&gt;
1. First remove the folder &amp;quot;Other Sources&amp;quot;. When asked, only delete references and not the files themselves.&lt;br /&gt;
&lt;br /&gt;
2. Right click(ctrl+click) and select &amp;quot;Add&amp;quot; then &amp;quot;New Group&amp;quot;. This will make a new folder. Rename it to &amp;quot;Other Sources&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3. Now, right click(ctrl+click) on the new &amp;quot;Other Sources&amp;quot; and select &amp;quot;Add&amp;quot; then &amp;quot;Existing Files...&amp;quot;, when asked add the folder &amp;quot;fpsgame&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
4. Repeat that process for the folders &amp;quot;shared&amp;quot;,&amp;quot;enet&amp;quot;,and &amp;quot;engine&amp;quot;. Then go into &amp;quot;engine&amp;quot; and remove the reference to &amp;quot;master.cpp&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
5. Now that we have our source updated, lets change the configuration to something better suited for us. Change &amp;#039;&amp;#039;&amp;#039;&amp;#039;Architectures&amp;#039;&amp;#039;&amp;#039;&amp;#039; from &amp;quot;ppc i386&amp;quot; to your architecture (ppc for power pc and i386 for intel).&lt;br /&gt;
&lt;br /&gt;
6. Go to the &amp;quot;Project&amp;quot; menu and click &amp;quot;Edit Project Settings&amp;quot;. Find &amp;quot;Framework Search Paths&amp;quot; and add &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; (no slash on the end) and remove &amp;#039;&amp;#039;&amp;#039;&amp;#039;$(USER_LIBRARY_DIR)/Frameworks/&amp;#039;&amp;#039;&amp;#039;&amp;#039; as frameworks are not normally installed there. Put &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; first.&lt;br /&gt;
&lt;br /&gt;
7. Exit the settings editor. Change the &amp;#039;&amp;#039;&amp;#039;Active Build Configuration&amp;#039;&amp;#039;&amp;#039; from &amp;#039;&amp;#039;Debug&amp;#039;&amp;#039; to &amp;#039;&amp;#039;Release&amp;#039;&amp;#039;. Click on build - the Binary should compile &amp;#039;&amp;#039;without&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
By default the executables, launcher and sandbox, are created in the folder PASX.X.Xmultiplatform/src/xcode/build/Release/&lt;br /&gt;
&lt;br /&gt;
Rename  the PASX.X.Xmultiplatform folder to &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; and move the compiled sandbox.app into the top level of that folder. The launcher.app should be on the same level, but outside, the renamed &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; folder.&lt;br /&gt;
&lt;br /&gt;
If you still have problems compiling, remove the folder &amp;#039;&amp;#039;includes&amp;#039;&amp;#039; inside &amp;#039;&amp;#039;enet&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Popinman32|Popinman32]] 22:28, 6 August 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
Maintained by Popinman32 and other MacOSX users.&lt;br /&gt;
&lt;br /&gt;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1079</id>
		<title>Compiling the source code</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1079"/>
				<updated>2010-12-11T20:34:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page discusses on how to modify and compile the source code.&lt;br /&gt;
&lt;br /&gt;
=Windows=&lt;br /&gt;
&lt;br /&gt;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://www.codeblocks.org/downloads/26]&lt;br /&gt;
&lt;br /&gt;
Then go into your \src\windows folder.  Click on sandbox.cbp and codeblocks should load up.  Go to build and then build and it should create the Windows binary :) &lt;br /&gt;
&lt;br /&gt;
If you get &amp;quot;Invalid Compiler&amp;quot; when building, you need to set up the Mingw Compiler location. When you are in Codeblocks go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;. Then click the &amp;quot;&amp;gt;&amp;quot; button until you get to &amp;quot;Toolchain Executables&amp;quot;. Click the &amp;quot;Auto-Detect&amp;quot; button. It should find the Mingw folder, if it is pointing to the wrong location click the &amp;quot;...&amp;quot; button and find the folder yourself.&lt;br /&gt;
&lt;br /&gt;
If you are getting errors while compiling such as having to do with &amp;quot;_UnwindResume&amp;quot; you might have to link the libraries. You could do so like this: Go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;, then click Linker Settings. Under link libraries click &amp;quot;Add&amp;quot; and go to the \src\lib folder then highlight all the &amp;quot;.lib&amp;quot; files and click &amp;quot;Ok&amp;quot;. Now try compiling! :D&lt;br /&gt;
&lt;br /&gt;
Other Methods: There is a visual C++ project file included that you can use.  Load up the proper file and compile :)  I&amp;#039;m not sure if you&amp;#039;d need any libraries but you probably shouldn&amp;#039;t need any.&lt;br /&gt;
&lt;br /&gt;
=Linux=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&lt;br /&gt;
==Makefile==&lt;br /&gt;
&lt;br /&gt;
First of all, make sure you have the the SDL and SDL_Image and SDL_Mixer development libraries installed on your system.&lt;br /&gt;
Next up, go into src folder. and type &amp;#039;make&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use a dos to unix converted (such as tofrodos) to convert them to a unix friendly format.&lt;br /&gt;
&lt;br /&gt;
==Debug==&lt;br /&gt;
&lt;br /&gt;
A debug file is already set up. Debug versions can be compiled by invoking...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
   make -C src -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, you&amp;#039;d start up gdb with the game mode of your choice, for example....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
    # this will load up gdb using the 32 bit FPS client&lt;br /&gt;
    gdb bin/debug_client_32_fps&lt;br /&gt;
    &lt;br /&gt;
    # this will execute sandbox, provide any additional arguments which were used&lt;br /&gt;
    run -q${HOME}/.platinumarts -r&lt;br /&gt;
           &lt;br /&gt;
    # when sandbox crashes, this will produce a back which will be very useful to us&lt;br /&gt;
    bt full&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are plenty of additional features available through gdb, but they are beyond the scope of this synopsis.&lt;br /&gt;
&lt;br /&gt;
=MAC OSX=&lt;br /&gt;
&lt;br /&gt;
To start, you should have Xcode installed on your computer. Either install the Developer tools from the OS X install disks that came with your computer, or download  Xcode from the apple website: &lt;br /&gt;
http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
Building the app for PPC and Intel macs differs from that point. Once you get Xcode running, stop there.&lt;br /&gt;
&lt;br /&gt;
For PPC users only:&lt;br /&gt;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.9.dmg&lt;br /&gt;
Copy the SDL.framework folder to /Library/Frameworks &lt;br /&gt;
&lt;br /&gt;
Download SDL_Image: http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.9.dmg&lt;br /&gt;
Copy the SDL_image.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg&lt;br /&gt;
Copy the SDL_mixer.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
There is no SDL for Intel users so you have to compile that by yourself:&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.tar.gz]&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.zip]&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into &amp;quot;&amp;quot;/System/Library/Frameworks/&amp;quot;&amp;quot; or where-ever you keep your frameworks.&lt;br /&gt;
&lt;br /&gt;
Download the latest Multiplatform.zip of Sandbox. Unzip and double click on PASX.X.Xmultiplatform/src/xcode/sandbox.xcodeproj&lt;br /&gt;
&lt;br /&gt;
Xcode will open the project.&lt;br /&gt;
&lt;br /&gt;
1. First remove the folder &amp;quot;Other Sources&amp;quot;. When asked, only delete references and not the files themselves.&lt;br /&gt;
&lt;br /&gt;
2. Right click(ctrl+click) and select &amp;quot;Add&amp;quot; then &amp;quot;New Group&amp;quot;. This will make a new folder. Rename it to &amp;quot;Other Sources&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3. Now, right click(ctrl+click) on the new &amp;quot;Other Sources&amp;quot; and select &amp;quot;Add&amp;quot; then &amp;quot;Existing Files...&amp;quot;, when asked add the folder &amp;quot;fpsgame&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
4. Repeat that process for the folders &amp;quot;shared&amp;quot;,&amp;quot;enet&amp;quot;,and &amp;quot;engine&amp;quot;. Then go into &amp;quot;engine&amp;quot; and remove the reference to &amp;quot;master.cpp&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
5. Now that we have our source updated, lets change the configuration to something better suited for us. Change &amp;#039;&amp;#039;&amp;#039;&amp;#039;Architectures&amp;#039;&amp;#039;&amp;#039;&amp;#039; from &amp;quot;ppc i386&amp;quot; to your architecture (ppc for power pc and i386 for intel).&lt;br /&gt;
&lt;br /&gt;
6. Go to the &amp;quot;Project&amp;quot; menu and click &amp;quot;Edit Project Settings&amp;quot;. Find &amp;quot;Framework Search Paths&amp;quot; and add &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; (no slash on the end) and remove &amp;#039;&amp;#039;&amp;#039;&amp;#039;$(USER_LIBRARY_DIR)/Frameworks/&amp;#039;&amp;#039;&amp;#039;&amp;#039; as frameworks are not normally installed there. Put &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; first.&lt;br /&gt;
&lt;br /&gt;
7. Exit the settings editor. Change the &amp;#039;&amp;#039;&amp;#039;Active Build Configuration&amp;#039;&amp;#039;&amp;#039; from &amp;#039;&amp;#039;Debug&amp;#039;&amp;#039; to &amp;#039;&amp;#039;Release&amp;#039;&amp;#039;. Click on build - the Binary should compile &amp;#039;&amp;#039;without&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
By default the executables, launcher and sandbox, are created in the folder PASX.X.Xmultiplatform/src/xcode/build/Release/&lt;br /&gt;
&lt;br /&gt;
Rename  the PASX.X.Xmultiplatform folder to &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; and move the compiled sandbox.app into the top level of that folder. The launcher.app should be on the same level, but outside, the renamed &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; folder.&lt;br /&gt;
&lt;br /&gt;
If you still have problems compiling, remove the folder &amp;#039;&amp;#039;includes&amp;#039;&amp;#039; inside &amp;#039;&amp;#039;enet&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Popinman32|Popinman32]] 22:28, 6 August 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
Maintained by Popinman32 and other MacOSX users.&lt;br /&gt;
&lt;br /&gt;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1078</id>
		<title>Compiling the source code</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=1078"/>
				<updated>2010-12-11T20:33:18Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page discusses on how to modify and compile the source code.&lt;br /&gt;
&lt;br /&gt;
=Windows=&lt;br /&gt;
&lt;br /&gt;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://prdownload.berlios.de/codeblocks/codeblocks-10.05mingw-setup.exe]&lt;br /&gt;
&lt;br /&gt;
Then go into your \src\windows folder.  Click on sandbox.cbp and codeblocks should load up.  Go to build and then build and it should create the Windows binary :) &lt;br /&gt;
&lt;br /&gt;
If you get &amp;quot;Invalid Compiler&amp;quot; when building, you need to set up the Mingw Compiler location. When you are in Codeblocks go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;. Then click the &amp;quot;&amp;gt;&amp;quot; button until you get to &amp;quot;Toolchain Executables&amp;quot;. Click the &amp;quot;Auto-Detect&amp;quot; button. It should find the Mingw folder, if it is pointing to the wrong location click the &amp;quot;...&amp;quot; button and find the folder yourself.&lt;br /&gt;
&lt;br /&gt;
If you are getting errors while compiling such as having to do with &amp;quot;_UnwindResume&amp;quot; you might have to link the libraries. You could do so like this: Go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;, then click Linker Settings. Under link libraries click &amp;quot;Add&amp;quot; and go to the \src\lib folder then highlight all the &amp;quot;.lib&amp;quot; files and click &amp;quot;Ok&amp;quot;. Now try compiling! :D&lt;br /&gt;
&lt;br /&gt;
Other Methods: There is a visual C++ project file included that you can use.  Load up the proper file and compile :)  I&amp;#039;m not sure if you&amp;#039;d need any libraries but you probably shouldn&amp;#039;t need any.&lt;br /&gt;
&lt;br /&gt;
=Linux=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&lt;br /&gt;
==Makefile==&lt;br /&gt;
&lt;br /&gt;
First of all, make sure you have the the SDL and SDL_Image and SDL_Mixer development libraries installed on your system.&lt;br /&gt;
Next up, go into src folder. and type &amp;#039;make&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use a dos to unix converted (such as tofrodos) to convert them to a unix friendly format.&lt;br /&gt;
&lt;br /&gt;
==Debug==&lt;br /&gt;
&lt;br /&gt;
A debug file is already set up. Debug versions can be compiled by invoking...&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
   make -C src -f Makefile.debug install&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After this, you&amp;#039;d start up gdb with the game mode of your choice, for example....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
    # this will load up gdb using the 32 bit FPS client&lt;br /&gt;
    gdb bin/debug_client_32_fps&lt;br /&gt;
    &lt;br /&gt;
    # this will execute sandbox, provide any additional arguments which were used&lt;br /&gt;
    run -q${HOME}/.platinumarts -r&lt;br /&gt;
           &lt;br /&gt;
    # when sandbox crashes, this will produce a back which will be very useful to us&lt;br /&gt;
    bt full&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are plenty of additional features available through gdb, but they are beyond the scope of this synopsis.&lt;br /&gt;
&lt;br /&gt;
=MAC OSX=&lt;br /&gt;
&lt;br /&gt;
To start, you should have Xcode installed on your computer. Either install the Developer tools from the OS X install disks that came with your computer, or download  Xcode from the apple website: &lt;br /&gt;
http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
Building the app for PPC and Intel macs differs from that point. Once you get Xcode running, stop there.&lt;br /&gt;
&lt;br /&gt;
For PPC users only:&lt;br /&gt;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.9.dmg&lt;br /&gt;
Copy the SDL.framework folder to /Library/Frameworks &lt;br /&gt;
&lt;br /&gt;
Download SDL_Image: http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.9.dmg&lt;br /&gt;
Copy the SDL_image.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg&lt;br /&gt;
Copy the SDL_mixer.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
There is no SDL for Intel users so you have to compile that by yourself:&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.tar.gz]&lt;br /&gt;
[http://www.libsdl.org/release/SDL-1.2.14.zip]&lt;br /&gt;
&lt;br /&gt;
Put the .framework file for each into &amp;quot;&amp;quot;/System/Library/Frameworks/&amp;quot;&amp;quot; or where-ever you keep your frameworks.&lt;br /&gt;
&lt;br /&gt;
Download the latest Multiplatform.zip of Sandbox. Unzip and double click on PASX.X.Xmultiplatform/src/xcode/sandbox.xcodeproj&lt;br /&gt;
&lt;br /&gt;
Xcode will open the project.&lt;br /&gt;
&lt;br /&gt;
1. First remove the folder &amp;quot;Other Sources&amp;quot;. When asked, only delete references and not the files themselves.&lt;br /&gt;
&lt;br /&gt;
2. Right click(ctrl+click) and select &amp;quot;Add&amp;quot; then &amp;quot;New Group&amp;quot;. This will make a new folder. Rename it to &amp;quot;Other Sources&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3. Now, right click(ctrl+click) on the new &amp;quot;Other Sources&amp;quot; and select &amp;quot;Add&amp;quot; then &amp;quot;Existing Files...&amp;quot;, when asked add the folder &amp;quot;fpsgame&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
4. Repeat that process for the folders &amp;quot;shared&amp;quot;,&amp;quot;enet&amp;quot;,and &amp;quot;engine&amp;quot;. Then go into &amp;quot;engine&amp;quot; and remove the reference to &amp;quot;master.cpp&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
5. Now that we have our source updated, lets change the configuration to something better suited for us. Change &amp;#039;&amp;#039;&amp;#039;&amp;#039;Architectures&amp;#039;&amp;#039;&amp;#039;&amp;#039; from &amp;quot;ppc i386&amp;quot; to your architecture (ppc for power pc and i386 for intel).&lt;br /&gt;
&lt;br /&gt;
6. Go to the &amp;quot;Project&amp;quot; menu and click &amp;quot;Edit Project Settings&amp;quot;. Find &amp;quot;Framework Search Paths&amp;quot; and add &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; (no slash on the end) and remove &amp;#039;&amp;#039;&amp;#039;&amp;#039;$(USER_LIBRARY_DIR)/Frameworks/&amp;#039;&amp;#039;&amp;#039;&amp;#039; as frameworks are not normally installed there. Put &amp;#039;&amp;#039;&amp;#039;&amp;#039;/System/Library/Frameworks&amp;#039;&amp;#039;&amp;#039;&amp;#039; first.&lt;br /&gt;
&lt;br /&gt;
7. Exit the settings editor. Change the &amp;#039;&amp;#039;&amp;#039;Active Build Configuration&amp;#039;&amp;#039;&amp;#039; from &amp;#039;&amp;#039;Debug&amp;#039;&amp;#039; to &amp;#039;&amp;#039;Release&amp;#039;&amp;#039;. Click on build - the Binary should compile &amp;#039;&amp;#039;without&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
By default the executables, launcher and sandbox, are created in the folder PASX.X.Xmultiplatform/src/xcode/build/Release/&lt;br /&gt;
&lt;br /&gt;
Rename  the PASX.X.Xmultiplatform folder to &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; and move the compiled sandbox.app into the top level of that folder. The launcher.app should be on the same level, but outside, the renamed &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; folder.&lt;br /&gt;
&lt;br /&gt;
If you still have problems compiling, remove the folder &amp;#039;&amp;#039;includes&amp;#039;&amp;#039; inside &amp;#039;&amp;#039;enet&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Popinman32|Popinman32]] 22:28, 6 August 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
Maintained by Popinman32 and other MacOSX users.&lt;br /&gt;
&lt;br /&gt;
=FreeBSD=&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=764</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=764"/>
				<updated>2010-06-27T12:16:50Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* How do I add an NPC to the game? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of questions we&amp;#039;ve been asked and the answers too them&amp;lt;br&amp;gt;&lt;br /&gt;
This is still an FAQ as the order of the questions and answers will be rearranged periodically based on the frequency they&amp;#039;ve been asked&lt;br /&gt;
&lt;br /&gt;
You may wish to use Ctrl-F with a few keywords (eg model) to find your query with a common solution faster&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;The game starts up, and closes shortly afterwards&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
This is sort of an ambiguous situation, read carefully&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; If you saw a message similar to, could not load core textures, you&amp;#039;re trying to run the bin directly, or in the wrong directory. please use the sandbox_unix bash script, or the click_me_to_start batch, or the Launcher.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; You might have broken/corrupt drivers. Please install the newest ones provided by your GPU (aka, video card) manufacturer, especially if you use windows, since Microsoft&amp;#039;s default OGL (WGL) implementation is horrible and is hardly capable of running sandbox.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Your graphics card might not have shader support, though sandbox should automatically turn it off, if it doesn&amp;#039;t, use the launcher turn shaders off. Otherwise in linux enter -f in the launch command. On windows, open CLICK_ME_TO_START.bat with notepad (or you can right click the file and select edit) and add -f after the sandbox.exe  Note:  If given a number (f1 or f2), it&amp;#039;ll set the shader quality to that value.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A4:&amp;#039;&amp;#039;&amp;#039; If you have an &amp;#039;&amp;#039;&amp;#039;ATI card&amp;#039;&amp;#039;&amp;#039; you might need to do this &amp;quot;I found that it wont run unless you disable the Catalyst A.I. After i did that it loaded right up! Hope this helps anyone that has problems running sandbox.&amp;quot; Thanks Fudwumper!!&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;I have really low FPS and/or bad performance, what do I do?&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Make sure you update your graphics card drivers.  Also just because you have a new computer doesn&amp;#039;t mean you have the latest graphic cards drivers.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Lower the resolution&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Try turning shaders off&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;Are there weapons in Sandbox?&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
Sandbox is intended to be kid friendly.  In the RPG there is &amp;quot;action&amp;quot; with a melee vegetable extractor and spells.  Also we will be doing a child friendly squirt gun battle mode.  However if someone wanted to make adult violence from the rpg and water gun mode they certainly could though that is not our current focus.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I edit/play MULTIPLAYER with my friends/other people?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Our next release will include a master server so people can see all the servers available, but currently you need to directly connect to the server.  For instructions on how to do this and how to set up a server [http://sandboxgamemaker.com/wiki/index.php?title=Cooperative_Editing please see this link].&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;How do I add my own models and characters to Sandbox?&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Adding_Models_to_Sandbox]] page for tutorials on model creation and bringing your creations into Sandbox.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;My Mouse only has 1 button&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
:This means you don&amp;#039;t have access to a scroll wheel, which is mostly referred to as universal delta in the documentation.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; go into options and click the &amp;quot;&amp;#039;&amp;#039;PG UP and PG DN as universal delta&amp;#039;&amp;#039;&amp;quot;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; delete config*.cfg and open data/defaults.cfg and modify the mouse4 and mouse 5 binds, mouse 2 and 3 (right and wheel clicks respectively) are mostly for convenience and not nearly as important as the wheel.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Obtain a mouse with a scroll wheel :P&lt;br /&gt;
&lt;br /&gt;
= Editing =&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I add an NPC to the game?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Take a look at village.cfg and savetheprincess.cfg which are located in the packages/base folder.  You can open them with a text editor such as notepad or wordpad.  If you check out where the models are listed you&amp;#039;ll notice near the end of the savetheprincess.cfg that there is mmodel rc/pink  This is the princess.  To add this to your own map you can either copy this config and rename it to exactly what your map is named, or you can create your own config and add it at the bottom of the list.  To create your own config all you have to do is create a new text document, name it exactly how your map is spelled and change the .txt at the end to .cfg  [http://www.svn.kids.platinumarts.net/32pas32/trunk/packages/base/fps/savetheprincess.cfg Savetheprincess.cfg for reference]&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I make an NPC talk and/or give quests?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Review the previous question on how to add the npc.  If you look at the savetheprincess.cfg you&amp;#039;ll notice this&lt;br /&gt;
   level_trigger_1 = [showgui Princess-Robochimp]&lt;br /&gt;
   newgui Princess-Robochimp [&lt;br /&gt;
   guitext &amp;quot;Thank you for saving me!&amp;quot; chat&lt;br /&gt;
   guitext &amp;quot;You&amp;#039;re my hero!&amp;quot; chat&lt;br /&gt;
   ]&lt;br /&gt;
&lt;br /&gt;
That is the format for making a character talk.  You can copy and modify that code according to what you&amp;#039;d like your character to say.  Now you need to into the map and fly over to Princess robochimp.  In edit mode click on her and then press .  Make sure to press enter after you&amp;#039;ve made your modifications to save the entity. If you set the 3rd attribute to 1 she&amp;#039;ll talk once, if set at 11 she&amp;#039;ll talk each time she is approached.   For the 4th attribute it needs to be set to 1 to correspond to the code in the config.  If it was level_trigger_2 in the config then that 4th attribute would need to be 2.  If notice in Savetheprincess the 1 1 values to make her talk are actually in an invisible model close to her.  This is so that it shows her idle animation (jumping with the arms up).  To make a model invisible set the 2nd attribute to 0.  Setting up quests works in a similar fashion, check out village.cfg and take a look at the quest code.  Try changing it to what you are looking to do.  For a version that isn&amp;#039;t so complicated [http://sandboxgamemaker.com/villageold.cfg check out the old version of village.cfg] that I modified to be a quest to find five keys.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I make items that can be picked up?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Please review the previous question.  The third attribute needs to be 12 and then it will be picked up.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I add creatures such as butterflies to my map&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
:Type /newent creature 0-6  Note: 0 is the butterfly, 1 the dragon, etc&lt;br /&gt;
:note if you&amp;#039;re using 2.2.0 or older, it&amp;#039;s /newent monster&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I light my map?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
A basic way to do it is first select an area on the map where you want to place it.  Then go to the new light menu.  Make sure you select a color and a radius and then select create light.  You can either enter /calclight in the console or you can go to editing gui and then lighting and select what options you want when creating your lights.  Finish the process and your map will be lit according to the light you created :)  [http://www.kids.platinumarts.net/wiki/index.php?title=Lighting Check here for more detailed information]&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;The lights aren&amp;#039;t working&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Check if you placed any lights inside mapmodels or geometry&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Did you calculate lightmaps? ie, the /calclight and /patchlight commands&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Does the light have a very small radius, or RGB values of 0? ie light 256 0 0 0 won&amp;#039;t make any light, light 256 200 100 50 should emit a relatively bright orange.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I make sloped &amp;quot;roofs&amp;quot; like those in house?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Note, this refers to sloped geometry in general&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Hold the middle mouse button, and selected the vertices (point were 2 or more edges meet) you wish to edit, and scroll up/down to deform the cube&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Select 1 or more cubes, and hold in Q. Scroll while hovering over a vertice to deform that specific vertice in the whole selection&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; select 1 or more cubes, and hold F. Scroll the wheel to deform the whole face (collection of 3 or 4 vertices, note computers are limited to triangles and quadrilaterals, a circle for example is a series of triangles). &lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I create grass?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
First make sure grass is turned on! (/grass 1)&lt;br /&gt;
&lt;br /&gt;
Hold the Y button down and scroll with the mouse wheel until you come to the texture that includes the 3D grass.  To change what texture the grass is linked with check /data/default_map_settings.cfg&lt;br /&gt;
&lt;br /&gt;
To add grass, add a autograss &amp;quot;texture&amp;quot; to a texture&amp;#039;s loading statement&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I create rain or snow?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
To add a water particle entity to the map:&lt;br /&gt;
&lt;br /&gt;
:Type /newent particles 10 300 256 868 1000 in the console&lt;br /&gt;
&lt;br /&gt;
10 is the type, 300 the shape, 256 the radius, 868, a 12 bit colour, 1000 the fading time&lt;br /&gt;
&lt;br /&gt;
To add snow particles entity to the map:&lt;br /&gt;
&lt;br /&gt;
:Type /newent particles 12 300 256 0xFFFFFA 10000 0 0 0&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;I can&amp;#039;t see my custom mapmodels&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Check that the mmodel command of the model you&amp;#039;re trying to load points to a valid object, relevant to packages/models, if you use windows, just invert the slash (note that the model listings are generated automatically on mapsave from 2.3 onwards)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; is there a tris.* present? or a md*.cfg or an obj.cfg loading the current model if it isn&amp;#039;t named tris.*?&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3&amp;#039;&amp;#039;&amp;#039; note that mmodel is directed to a directory, not to the model file&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I edit my map&amp;#039;s configuration&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; use an external file editor like notepad or kate to open the respective map configuration&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; enter editmode, and press F6, then the load button in the GUI that appears&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Is there any program to make editing easier?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Yes, It&amp;#039;s called Notepad++. You can download it here http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Are there any sandbox user groups?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
:In short no, if there are any, we&amp;#039;re not aware of them&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Can I use sandbox maps in (insert fave game here)&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
:In most cases this can&amp;#039;t be done, unless the engine you&amp;#039;re using happens to be cube 2, or has support for the cube 2 octree map format. However you can export the map geometry to .obj format using the command /writeobj&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Platinum_Arts_Sandbox&amp;diff=763</id>
		<title>Platinum Arts Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Platinum_Arts_Sandbox&amp;diff=763"/>
				<updated>2010-06-27T11:31:41Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About Platinum Arts Sandbox Free 3D Game Maker:&lt;br /&gt;
&lt;br /&gt;
Platinum Arts Sandbox Free 3D Game Maker is an open source game design program for kids and adults.  Through the ingame and cooperative editing and focus on ease of use the program is easy enough for kids to use but powerful enough for full game projects.  Sandbox includes Save The Princess Gameplay, an RPG Maker, a Sidescoller maker, a Movie Maker aka Machinima, Save The Banana Base Capture, and more!  Sandbox is already being used in many schools and colleges throughout the world and included in game design contests.&lt;br /&gt;
&lt;br /&gt;
Platinum Arts Sandbox will be easy enough for kids to use but also powerful enough for full game projects.&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=663</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=663"/>
				<updated>2010-02-11T20:47:28Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: Undo revision 662 by Fallen47 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults.  Sandbox logo by [http://sashazavisha.deviantart.com/art/young-creator-120946941 sashaZavisha].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
* [[server list|List Of Sandbox Servers]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (Server set up)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Translations|Engine/menu translations]]&lt;br /&gt;
* [[Cubescript|Programming in Cubescript]]&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
* [[musicpacks|Music Pack Documentation]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Importing .OBJ files]]&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [[MovieCube]]&lt;br /&gt;
&lt;br /&gt;
== Kid Friendly RPG ==&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
== Master Chef Ogro 2 ==&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Undercover Kids Game ==&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=645</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=645"/>
				<updated>2010-01-22T04:16:04Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults.  Sandbox logo by [http://sashazavisha.deviantart.com/art/young-creator-120946941 sashaZavisha].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (Server set up)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Translations|Engine/menu translations]]&lt;br /&gt;
* [[Cubescript|Programming in Cubescript]]&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
* [[musicpacks|Music Pack Documentation]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Importing .OBJ files]]&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [[MovieCube]]&lt;br /&gt;
&lt;br /&gt;
== Kid Friendly RPG ==&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
== Master Chef Ogro 2 ==&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Undercover Kids Game ==&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=644</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=644"/>
				<updated>2010-01-22T03:17:15Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults.  Sandbox logo by sashaZavisha.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (Server set up)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Translations|Engine/menu translations]]&lt;br /&gt;
* [[Cubescript|Programming in Cubescript]]&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
* [[musicpacks|Music Pack Documentation]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Importing .OBJ files]]&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [[MovieCube]]&lt;br /&gt;
&lt;br /&gt;
== Kid Friendly RPG ==&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
== Master Chef Ogro 2 ==&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Undercover Kids Game ==&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=641</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=641"/>
				<updated>2010-01-20T12:41:27Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* I have really low FPS and/or bad performance, what do I do? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of questions we&amp;#039;ve been asked and the answers too them&amp;lt;br&amp;gt;&lt;br /&gt;
This is still an FAQ as the order of the questions and answers will be rearranged periodically based on the frequency they&amp;#039;ve been asked&lt;br /&gt;
&lt;br /&gt;
You may wish to use Ctrl-F with a few keywords (eg model) to find your query with a common solution faster&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;The game starts up, and closes shortly afterwards&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
This is sort of an ambiguous situation, read carefully&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; If you saw a message similar to, could not load core textures, you&amp;#039;re trying to run the bin directly, or in the wrong directory. please use the sandbox_unix bash script, or the click_me_to_start batch, or the Launcher.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; You might have broken/corrupt drivers. Please install the newest ones provided by your GPU (aka, video card) manufacturer, especially if you use windows, since Microsoft&amp;#039;s default OGL (WGL) implementation is horrible and is hardly capable of running sandbox.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Your graphics card might not have shader support, though sandbox should automatically turn it off, if it doesn&amp;#039;t, use the launcher turn shaders off. Otherwise in linux enter -f in the launch command. On windows, open CLICK_ME_TO_START.bat with notepad (or you can right click the file and select edit) and add -f after the sandbox.exe  Note:  If given a number (f1 or f2), it&amp;#039;ll set the shader quality to that value.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A4:&amp;#039;&amp;#039;&amp;#039; If you have an &amp;#039;&amp;#039;&amp;#039;ATI card&amp;#039;&amp;#039;&amp;#039; you might need to do this &amp;quot;I found that it wont run unless you disable the Catalyst A.I. After i did that it loaded right up! Hope this helps anyone that has problems running sandbox.&amp;quot; Thanks Fudwumper!!&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;I have really low FPS and/or bad performance, what do I do?&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Make sure you update your graphics card drivers.  Also just because you have a new computer doesn&amp;#039;t mean you have the latest graphic cards drivers.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Lower the resolution&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Try turning shaders off&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;Are there weapons in Sandbox?&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
Sandbox is intended to be kid friendly.  In the RPG there is &amp;quot;action&amp;quot; with a melee vegetable extractor and spells.  Also we will be doing a child friendly squirt gun battle mode.  However if someone wanted to make adult violence from the rpg and water gun mode they certainly could though that is not our current focus.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I edit/play MULTIPLAYER with my friends/other people?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Our next release will include a master server so people can see all the servers available, but currently you need to directly connect to the server.  For instructions on how to do this and how to set up a server [http://sandboxgamemaker.com/wiki/index.php?title=Cooperative_Editing please see this link].&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;How do I add my own models and characters to Sandbox?&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Adding_Models_to_Sandbox]] page for tutorials on model creation and bringing your creations into Sandbox.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;My Mouse only has 1 button&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
:This means you don&amp;#039;t have access to a scroll wheel, which is mostly referred to as universal delta in the documentation.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; go into options and click the &amp;quot;&amp;#039;&amp;#039;PG UP and PG DN as universal delta&amp;#039;&amp;#039;&amp;quot;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; delete config*.cfg and open data/defaults.cfg and modify the mouse4 and mouse 5 binds, mouse 2 and 3 (right and wheel clicks respectively) are mostly for convenience and not nearly as important as the wheel.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Obtain a mouse with a scroll wheel :P&lt;br /&gt;
&lt;br /&gt;
= Editing =&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I add an NPC to the game?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Take a look at village.cfg and savetheprincess.cfg which are located in the packages/base folder.  You can open them with a text editor such as notepad or wordpad.  If you check out where the models are listed you&amp;#039;ll notice near the end of the savetheprincess.cfg that there is mmodel rc/pink  This is the princess.  To add this to your own map you can either copy this config and rename it to exactly what your map is named, or you can create your own config and add it at the bottom of the list.  To create your own config all you have to do is create a new text document, name it exactly how your map is spelled and change the .txt at the end to .cfg  [http://www.svn.kids.platinumarts.net/32pas32/trunk/packages/base/savetheprincess.cfg Savetheprincess.cfg for reference] &lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I make an NPC talk and/or give quests?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Review the previous question on how to add the npc.  If you look at the savetheprincess.cfg you&amp;#039;ll notice this&lt;br /&gt;
   level_trigger_1 = [showgui Princess-Robochimp]&lt;br /&gt;
   newgui Princess-Robochimp [&lt;br /&gt;
   guitext &amp;quot;Thank you for saving me!&amp;quot; chat&lt;br /&gt;
   guitext &amp;quot;You&amp;#039;re my hero!&amp;quot; chat&lt;br /&gt;
   ]&lt;br /&gt;
&lt;br /&gt;
That is the format for making a character talk.  You can copy and modify that code according to what you&amp;#039;d like your character to say.  Now you need to into the map and fly over to Princess robochimp.  In edit mode click on her and then press .  Make sure to press enter after you&amp;#039;ve made your modifications to save the entity. If you set the 3rd attribute to 1 she&amp;#039;ll talk once, if set at 11 she&amp;#039;ll talk each time she is approached.   For the 4th attribute it needs to be set to 1 to correspond to the code in the config.  If it was level_trigger_2 in the config then that 4th attribute would need to be 2.  If notice in Savetheprincess the 1 1 values to make her talk are actually in an invisible model close to her.  This is so that it shows her idle animation (jumping with the arms up).  To make a model invisible set the 2nd attribute to 0.  Setting up quests works in a similar fashion, check out village.cfg and take a look at the quest code.  Try changing it to what you are looking to do.  For a version that isn&amp;#039;t so complicated [http://sandboxgamemaker.com/villageold.cfg check out the old version of village.cfg] that I modified to be a quest to find five keys.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I make items that can be picked up?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Please review the previous question.  The third attribute needs to be 12 and then it will be picked up.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I add creatures such as butterflies to my map&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
:Type /newent creature 0-6  Note: 0 is the butterfly, 1 the dragon, etc&lt;br /&gt;
:note if you&amp;#039;re using 2.2.0 or older, it&amp;#039;s /newent monster&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I light my map?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
A basic way to do it is first select an area on the map where you want to place it.  Then go to the new light menu.  Make sure you select a color and a radius and then select create light.  You can either enter /calclight in the console or you can go to editing gui and then lighting and select what options you want when creating your lights.  Finish the process and your map will be lit according to the light you created :)  [http://www.kids.platinumarts.net/wiki/index.php?title=Lighting Check here for more detailed information]&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;The lights aren&amp;#039;t working&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Check if you placed any lights inside mapmodels or geometry&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Did you calculate lightmaps? ie, the /calclight and /patchlight commands&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Does the light have a very small radius, or RGB values of 0? ie light 256 0 0 0 won&amp;#039;t make any light, light 256 200 100 50 should emit a relatively bright orange.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I make sloped &amp;quot;roofs&amp;quot; like those in house?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Note, this refers to sloped geometry in general&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Hold the middle mouse button, and selected the vertices (point were 2 or more edges meet) you wish to edit, and scroll up/down to deform the cube&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Select 1 or more cubes, and hold in Q. Scroll while hovering over a vertice to deform that specific vertice in the whole selection&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; select 1 or more cubes, and hold F. Scroll the wheel to deform the whole face (collection of 3 or 4 vertices, note computers are limited to triangles and quadrilaterals, a circle for example is a series of triangles). &lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I create grass?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
First make sure grass is turned on! (/grass 1)&lt;br /&gt;
&lt;br /&gt;
Hold the Y button down and scroll with the mouse wheel until you come to the texture that includes the 3D grass.  To change what texture the grass is linked with check /data/default_map_settings.cfg&lt;br /&gt;
&lt;br /&gt;
To add grass, add a autograss &amp;quot;texture&amp;quot; to a texture&amp;#039;s loading statement&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I create rain?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
To add a water particle entity to the map:&lt;br /&gt;
&lt;br /&gt;
:Type /newent particles 10 300 256 868 1000 in the console&lt;br /&gt;
&lt;br /&gt;
10 is the type, 300 the shape, 256 the radius, 868, a 12 bit colour, 1000 the fading time&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;I can&amp;#039;t see my custom mapmodels&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Check that the mmodel command of the model you&amp;#039;re trying to load points to a valid object, relevant to packages/models, if you use windows, just invert the slash (note that the model listings are generated automatically on mapsave from 2.3 onwards)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; is there a tris.* present? or a md*.cfg or an obj.cfg loading the current model if it isn&amp;#039;t named tris.*?&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3&amp;#039;&amp;#039;&amp;#039; note that mmodel is directed to a directory, not to the model file&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I edit my map&amp;#039;s configuration&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; use an external file editor like notepad or kate to open the respective map configuration&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; enter editmode, and press F6, then the load button in the GUI that appears&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Is there any program to make editing easier?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Yes, It&amp;#039;s called Notepad++. You can download it here http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Are there any sandbox user groups?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
:in short no, if there are any, we&amp;#039;re not aware of them&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Can I use sandbox maps in (insert fave game here)&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
:in most cases this can&amp;#039;t be done, unless the engine you&amp;#039;re using happens to be cube 2, or has support for the cube 2 octree map format. However you can export the map geometry to .obj format using the command /writeobj&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=640</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=640"/>
				<updated>2010-01-20T12:39:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of questions we&amp;#039;ve been asked and the answers too them&amp;lt;br&amp;gt;&lt;br /&gt;
This is still an FAQ as the order of the questions and answers will be rearranged periodically based on the frequency they&amp;#039;ve been asked&lt;br /&gt;
&lt;br /&gt;
You may wish to use Ctrl-F with a few keywords (eg model) to find your query with a common solution faster&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;The game starts up, and closes shortly afterwards&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
This is sort of an ambiguous situation, read carefully&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; If you saw a message similar to, could not load core textures, you&amp;#039;re trying to run the bin directly, or in the wrong directory. please use the sandbox_unix bash script, or the click_me_to_start batch, or the Launcher.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; You might have broken/corrupt drivers. Please install the newest ones provided by your GPU (aka, video card) manufacturer, especially if you use windows, since Microsoft&amp;#039;s default OGL (WGL) implementation is horrible and is hardly capable of running sandbox.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Your graphics card might not have shader support, though sandbox should automatically turn it off, if it doesn&amp;#039;t, use the launcher turn shaders off. Otherwise in linux enter -f in the launch command. On windows, open CLICK_ME_TO_START.bat with notepad (or you can right click the file and select edit) and add -f after the sandbox.exe  Note:  If given a number (f1 or f2), it&amp;#039;ll set the shader quality to that value.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A4:&amp;#039;&amp;#039;&amp;#039; If you have an &amp;#039;&amp;#039;&amp;#039;ATI card&amp;#039;&amp;#039;&amp;#039; you might need to do this &amp;quot;I found that it wont run unless you disable the Catalyst A.I. After i did that it loaded right up! Hope this helps anyone that has problems running sandbox.&amp;quot; Thanks Fudwumper!!&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;I have really low FPS and/or bad performance, what do I do?&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Make sure you update your graphics card drivers&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Lower the resolution&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Try turning shaders off&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;Are there weapons in Sandbox?&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
Sandbox is intended to be kid friendly.  In the RPG there is &amp;quot;action&amp;quot; with a melee vegetable extractor and spells.  Also we will be doing a child friendly squirt gun battle mode.  However if someone wanted to make adult violence from the rpg and water gun mode they certainly could though that is not our current focus.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I edit/play MULTIPLAYER with my friends/other people?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Our next release will include a master server so people can see all the servers available, but currently you need to directly connect to the server.  For instructions on how to do this and how to set up a server [http://sandboxgamemaker.com/wiki/index.php?title=Cooperative_Editing please see this link].&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;How do I add my own models and characters to Sandbox?&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Adding_Models_to_Sandbox]] page for tutorials on model creation and bringing your creations into Sandbox.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;My Mouse only has 1 button&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
:This means you don&amp;#039;t have access to a scroll wheel, which is mostly referred to as universal delta in the documentation.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; go into options and click the &amp;quot;&amp;#039;&amp;#039;PG UP and PG DN as universal delta&amp;#039;&amp;#039;&amp;quot;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; delete config*.cfg and open data/defaults.cfg and modify the mouse4 and mouse 5 binds, mouse 2 and 3 (right and wheel clicks respectively) are mostly for convenience and not nearly as important as the wheel.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Obtain a mouse with a scroll wheel :P&lt;br /&gt;
&lt;br /&gt;
= Editing =&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I add an NPC to the game?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Take a look at village.cfg and savetheprincess.cfg which are located in the packages/base folder.  You can open them with a text editor such as notepad or wordpad.  If you check out where the models are listed you&amp;#039;ll notice near the end of the savetheprincess.cfg that there is mmodel rc/pink  This is the princess.  To add this to your own map you can either copy this config and rename it to exactly what your map is named, or you can create your own config and add it at the bottom of the list.  To create your own config all you have to do is create a new text document, name it exactly how your map is spelled and change the .txt at the end to .cfg  [http://www.svn.kids.platinumarts.net/32pas32/trunk/packages/base/savetheprincess.cfg Savetheprincess.cfg for reference] &lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I make an NPC talk and/or give quests?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Review the previous question on how to add the npc.  If you look at the savetheprincess.cfg you&amp;#039;ll notice this&lt;br /&gt;
   level_trigger_1 = [showgui Princess-Robochimp]&lt;br /&gt;
   newgui Princess-Robochimp [&lt;br /&gt;
   guitext &amp;quot;Thank you for saving me!&amp;quot; chat&lt;br /&gt;
   guitext &amp;quot;You&amp;#039;re my hero!&amp;quot; chat&lt;br /&gt;
   ]&lt;br /&gt;
&lt;br /&gt;
That is the format for making a character talk.  You can copy and modify that code according to what you&amp;#039;d like your character to say.  Now you need to into the map and fly over to Princess robochimp.  In edit mode click on her and then press .  Make sure to press enter after you&amp;#039;ve made your modifications to save the entity. If you set the 3rd attribute to 1 she&amp;#039;ll talk once, if set at 11 she&amp;#039;ll talk each time she is approached.   For the 4th attribute it needs to be set to 1 to correspond to the code in the config.  If it was level_trigger_2 in the config then that 4th attribute would need to be 2.  If notice in Savetheprincess the 1 1 values to make her talk are actually in an invisible model close to her.  This is so that it shows her idle animation (jumping with the arms up).  To make a model invisible set the 2nd attribute to 0.  Setting up quests works in a similar fashion, check out village.cfg and take a look at the quest code.  Try changing it to what you are looking to do.  For a version that isn&amp;#039;t so complicated [http://sandboxgamemaker.com/villageold.cfg check out the old version of village.cfg] that I modified to be a quest to find five keys.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I make items that can be picked up?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Please review the previous question.  The third attribute needs to be 12 and then it will be picked up.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I add creatures such as butterflies to my map&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
:Type /newent creature 0-6  Note: 0 is the butterfly, 1 the dragon, etc&lt;br /&gt;
:note if you&amp;#039;re using 2.2.0 or older, it&amp;#039;s /newent monster&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I light my map?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
A basic way to do it is first select an area on the map where you want to place it.  Then go to the new light menu.  Make sure you select a color and a radius and then select create light.  You can either enter /calclight in the console or you can go to editing gui and then lighting and select what options you want when creating your lights.  Finish the process and your map will be lit according to the light you created :)  [http://www.kids.platinumarts.net/wiki/index.php?title=Lighting Check here for more detailed information]&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;The lights aren&amp;#039;t working&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Check if you placed any lights inside mapmodels or geometry&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Did you calculate lightmaps? ie, the /calclight and /patchlight commands&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Does the light have a very small radius, or RGB values of 0? ie light 256 0 0 0 won&amp;#039;t make any light, light 256 200 100 50 should emit a relatively bright orange.&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I make sloped &amp;quot;roofs&amp;quot; like those in house?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
Note, this refers to sloped geometry in general&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Hold the middle mouse button, and selected the vertices (point were 2 or more edges meet) you wish to edit, and scroll up/down to deform the cube&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Select 1 or more cubes, and hold in Q. Scroll while hovering over a vertice to deform that specific vertice in the whole selection&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; select 1 or more cubes, and hold F. Scroll the wheel to deform the whole face (collection of 3 or 4 vertices, note computers are limited to triangles and quadrilaterals, a circle for example is a series of triangles). &lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I create grass?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&lt;br /&gt;
First make sure grass is turned on! (/grass 1)&lt;br /&gt;
&lt;br /&gt;
Hold the Y button down and scroll with the mouse wheel until you come to the texture that includes the 3D grass.  To change what texture the grass is linked with check /data/default_map_settings.cfg&lt;br /&gt;
&lt;br /&gt;
To add grass, add a autograss &amp;quot;texture&amp;quot; to a texture&amp;#039;s loading statement&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I create rain?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
To add a water particle entity to the map:&lt;br /&gt;
&lt;br /&gt;
:Type /newent particles 10 300 256 868 1000 in the console&lt;br /&gt;
&lt;br /&gt;
10 is the type, 300 the shape, 256 the radius, 868, a 12 bit colour, 1000 the fading time&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;I can&amp;#039;t see my custom mapmodels&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Check that the mmodel command of the model you&amp;#039;re trying to load points to a valid object, relevant to packages/models, if you use windows, just invert the slash (note that the model listings are generated automatically on mapsave from 2.3 onwards)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; is there a tris.* present? or a md*.cfg or an obj.cfg loading the current model if it isn&amp;#039;t named tris.*?&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3&amp;#039;&amp;#039;&amp;#039; note that mmodel is directed to a directory, not to the model file&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;How do I edit my map&amp;#039;s configuration&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; use an external file editor like notepad or kate to open the respective map configuration&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; enter editmode, and press F6, then the load button in the GUI that appears&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Is there any program to make editing easier?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Yes, It&amp;#039;s called Notepad++. You can download it here http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Are there any sandbox user groups?&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
:in short no, if there are any, we&amp;#039;re not aware of them&lt;br /&gt;
&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Can I use sandbox maps in (insert fave game here)&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
:in most cases this can&amp;#039;t be done, unless the engine you&amp;#039;re using happens to be cube 2, or has support for the cube 2 octree map format. However you can export the map geometry to .obj format using the command /writeobj&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=639</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=639"/>
				<updated>2010-01-20T12:28:52Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of questions we&amp;#039;ve been asked and the answers too them&amp;lt;br&amp;gt;&lt;br /&gt;
This is still an FAQ as the order of the questions and answers will be rearranged periodically based on the frequency they&amp;#039;ve been asked&lt;br /&gt;
&lt;br /&gt;
you may wish to use Ctrl-F with a few keywords (eg model) to find your query with a common solution faster&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The game starts up, and closes shortly afterwards&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is sort of an ambiguous situation, read carefully&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; If you saw a message similar to, could not load core textures, you&amp;#039;re trying to run the bin directly, or in the wrong directory. please use the sandbox_unix bash script, or the click_me_to_start batch, or the Launcher.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; You might have broken/corrupt drivers. Please install the newest ones provided by your GPU (aka, video card) manufacturer, especially if you use windows, since Microsoft&amp;#039;s default OGL (WGL) implementation is horrible and is hardly capable of running sandbox.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Your graphics card might not have shader support, though sandbox should automatically turn it off, if it doesn&amp;#039;t, use the launcher turn shaders off. Otherwise in linux enter -f in the launch command. On windows, open CLICK_ME_TO_START.bat with notepad (or you can right click the file and select edit) and add -f after the sandbox.exe  Note:  If given a number (f1 or f2), it&amp;#039;ll set the shader quality to that value.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A4:&amp;#039;&amp;#039;&amp;#039; If you have an &amp;#039;&amp;#039;&amp;#039;ATI card&amp;#039;&amp;#039;&amp;#039; you might need to do this &amp;quot;I found that it wont run unless you disable the Catalyst A.I. After i did that it loaded right up! Hope this helps anyone that has problems running sandbox.&amp;quot; Thanks Fudwumper!!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;I have really low FPS and/or bad performance, what do I do?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Make sure you update your graphics card drivers&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Lower the resolution&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Try turning shaders off&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Are there weapons in Sandbox?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sandbox is intended to be kid friendly.  In the RPG there is &amp;quot;action&amp;quot; with a melee vegetable extractor and spells.  Also we will be doing a child friendly squirt gun battle mode.  However if someone wanted to make adult violence from the rpg and water gun mode they certainly could though that is not our current focus.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I edit/play MULTIPLAYER with my friends/other people?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our next release will include a master server so people can see all the servers available, but currently you need to directly connect to the server.  For instructions on how to do this and how to set up a server [http://sandboxgamemaker.com/wiki/index.php?title=Cooperative_Editing please see this link].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I add my own models and characters to Sandbox?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please see the [[Adding_Models_to_Sandbox]] page for tutorials on model creation and bringing your creations into Sandbox.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;My Mouse only has 1 button&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:this means you don&amp;#039;t have access to a scroll wheel, which is mostly referred to as universal delta in the documentation.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; go into options and click the &amp;quot;&amp;#039;&amp;#039;PG UP and PG DN as universal delta&amp;#039;&amp;#039;&amp;quot;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; delete config*.cfg and open data/defaults.cfg and modify the mouse4 and mouse 5 binds, mouse 2 and 3 (right and wheel clicks respectively) are mostly for convenience and not nearly as important as the wheel.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Obtain a mouse with a scroll wheel :P&lt;br /&gt;
&lt;br /&gt;
= Editing =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I add an NPC to the game?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Take a look at village.cfg and savetheprincess.cfg which are located in the packages/base folder.  You can open them with a text editor such as notepad or wordpad.  If you check out where the models are listed you&amp;#039;ll notice near the end of the savetheprincess.cfg that there is mmodel rc/pink  This is the princess.  To add this to your own map you can either copy this config and rename it to exactly what your map is named, or you can create your own config and add it at the bottom of the list.  To create your own config all you have to do is create a new text document, name it exactly how your map is spelled and change the .txt at the end to .cfg  [http://www.svn.kids.platinumarts.net/32pas32/trunk/packages/base/savetheprincess.cfg Savetheprincess.cfg for reference] &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I make an NPC talk and/or give quests?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Review the previous question on how to add the npc.  If you look at the savetheprincess.cfg you&amp;#039;ll notice this&lt;br /&gt;
   level_trigger_1 = [showgui Princess-Robochimp]&lt;br /&gt;
   newgui Princess-Robochimp [&lt;br /&gt;
   guitext &amp;quot;Thank you for saving me!&amp;quot; chat&lt;br /&gt;
   guitext &amp;quot;You&amp;#039;re my hero!&amp;quot; chat&lt;br /&gt;
   ]&lt;br /&gt;
&lt;br /&gt;
That is the format for making a character talk.  You can copy and modify that code according to what you&amp;#039;d like your character to say.  Now you need to into the map and fly over to Princess robochimp.  In edit mode click on her and then press .  Make sure to press enter after you&amp;#039;ve made your modifications to save the entity. If you set the 3rd attribute to 1 she&amp;#039;ll talk once, if set at 11 she&amp;#039;ll talk each time she is approached.   For the 4th attribute it needs to be set to 1 to correspond to the code in the config.  If it was level_trigger_2 in the config then that 4th attribute would need to be 2.  If notice in Savetheprincess the 1 1 values to make her talk are actually in an invisible model close to her.  This is so that it shows her idle animation (jumping with the arms up).  To make a model invisible set the 2nd attribute to 0.  Setting up quests works in a similar fashion, check out village.cfg and take a look at the quest code.  Try changing it to what you are looking to do.  For a version that isn&amp;#039;t so complicated [http://sandboxgamemaker.com/villageold.cfg check out the old version of village.cfg] that I modified to be a quest to find five keys.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I make items that can be picked up?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please review the previous question.  The third attribute needs to be 12 and then it will be picked up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I add creatures such as butterflies to my map&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:Type /newent creature 0-6  Note: 0 is the butterfly, 1 the dragon, etc&lt;br /&gt;
:note if you&amp;#039;re using 2.2.0 or older, it&amp;#039;s /newent monster&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I light my map?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A basic way to do it is first select an area on the map where you want to place it.  Then go to the new light menu.  Make sure you select a color and a radius and then select create light.  You can either enter /calclight in the console or you can go to editing gui and then lighting and select what options you want when creating your lights.  Finish the process and your map will be lit according to the light you created :)  [http://www.kids.platinumarts.net/wiki/index.php?title=Lighting Check here for more detailed information]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The lights aren&amp;#039;t working&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Check if you placed any lights inside mapmodels or geometry&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Did you calculate lightmaps? ie, the /calclight and /patchlight commands&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Does the light have a very small radius, or RGB values of 0? ie light 256 0 0 0 won&amp;#039;t make any light, light 256 200 100 50 should emit a relatively bright orange.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I make sloped &amp;quot;roofs&amp;quot; like those in house?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Note, this refers to sloped geometry in general&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Hold the middle mouse button, and selected the vertices (point were 2 or more edges meet) you wish to edit, and scroll up/down to deform the cube&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Select 1 or more cubes, and hold in Q. Scroll while hovering over a vertice to deform that specific vertice in the whole selection&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; select 1 or more cubes, and hold F. Scroll the wheel to deform the whole face (collection of 3 or 4 vertices, note computers are limited to triangles and quadrilaterals, a circle for example is a series of triangles). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I create grass?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
first make sure grass is turned on! (/grass 1)&lt;br /&gt;
&lt;br /&gt;
Hold the Y button down and scroll with the mouse wheel until you come to the texture that includes the 3D grass.  To change what texture the grass is linked with check /data/default_map_settings.cfg&lt;br /&gt;
&lt;br /&gt;
to add grass, add a autograss &amp;quot;texture&amp;quot; to a texture&amp;#039;s loading statement&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I create rain?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
To add a water particle entity to the map:&lt;br /&gt;
&lt;br /&gt;
:Type /newent particles 10 300 256 868 1000 in the console&lt;br /&gt;
&lt;br /&gt;
10 is the type, 300 the shape, 256 the radius, 868, a 12 bit colour, 1000 the fading time&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;I can&amp;#039;t see my custom mapmodels&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Check that the mmodel command of the model you&amp;#039;re trying to load points to a valid object, relevant to packages/models, if you use windows, just invert the slash (note that the model listings are generated automatically on mapsave from 2.3 onwards)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; is there a tris.* present? or a md*.cfg or an obj.cfg loading the current model if it isn&amp;#039;t named tris.*?&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3&amp;#039;&amp;#039;&amp;#039; note that mmodel is directed to a directory, not to the model file&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I edit my map&amp;#039;s configuration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; use an external file editor like notepad or kate to open the respective map configuration&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; enter editmode, and press F6, then the load button in the GUI that appears&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Is there any program to make editing easier?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Yes, It&amp;#039;s called Notepad++. You can download it here http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Are there any sandbox user groups?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:in short no, if there are any, we&amp;#039;re not aware of them&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Can I use sandbox maps in (insert fave game here)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:in most cases this can&amp;#039;t be done, unless the engine you&amp;#039;re using happens to be cube 2, or has support for the cube 2 octree map format.&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=638</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=638"/>
				<updated>2010-01-20T12:28:05Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of questions we&amp;#039;ve been asked and the answers too them&amp;lt;br&amp;gt;&lt;br /&gt;
This is still an FAQ as the order of the questions and answers will be rearranged periodically based on the frequency they&amp;#039;ve been asked&lt;br /&gt;
&lt;br /&gt;
you may wish to use Ctrl-F with a few keywords (eg model) to find your query with a common solution faster&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The game starts up, and closes shortly afterwards&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is sort of an ambiguous situation, read carefully&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; If you saw a message similar to, could not load core textures, you&amp;#039;re trying to run the bin directly, or in the wrong directory. please use the sandbox_unix bash script, or the click_me_to_start batch, or the Launcher.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; You might have broken/corrupt drivers. Please install the newest ones provided by your GPU (aka, video card) manufacturer, especially if you use windows, since Microsoft&amp;#039;s default OGL (WGL) implementation is horrible and is hardly capable of running sandbox.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Your graphics card might not have shader support, though sandbox should automatically turn it off, if it doesn&amp;#039;t, use the launcher turn shaders off. Otherwise in linux enter -f in the launch command. On windows, open CLICK_ME_TO_START.bat with notepad (or you can right click the file and select edit) and add -f after the sandbox.exe  Note:  If given a number (f1 or f2), it&amp;#039;ll set the shader quality to that value.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A4:&amp;#039;&amp;#039;&amp;#039; If you have an &amp;#039;&amp;#039;&amp;#039;ATI card&amp;#039;&amp;#039;&amp;#039; you might need to do this &amp;quot;I found that it wont run unless you disable the Catalyst A.I. After i did that it loaded right up! Hope this helps anyone that has problems running sandbox.&amp;quot; Thanks Fudwumper!!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;I have really low FPS and/or bad performance, what do I do?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Make sure you update your graphics card drivers&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Lower the resolution&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Try turning shaders off&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Are there weapons in Sandbox?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sandbox is intended to be kid friendly.  In the RPG there is &amp;quot;action&amp;quot; with a melee vegetable extractor and spells.  Also we will be doing a child friendly squirt gun battle mode.  However if someone wanted to make adult violence from the rpg and water gun mode they certainly could though that is not our current focus.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I edit/play MULTIPLAYER with my friends/other people?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our next release will include a master server so people can see all the servers available, but currently you need to directly connect to the server.  For instructions on how to do this and how to set up a server [http://sandboxgamemaker.com/wiki/index.php?title=Cooperative_Editing please see this link].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I add my own models and characters to Sandbox?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please see the [Adding_Models_to_Sandbox]page for tutorials on model creation and bringing your creations into Sandbox.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;My Mouse only has 1 button&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:this means you don&amp;#039;t have access to a scroll wheel, which is mostly referred to as universal delta in the documentation.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; go into options and click the &amp;quot;&amp;#039;&amp;#039;PG UP and PG DN as universal delta&amp;#039;&amp;#039;&amp;quot;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; delete config*.cfg and open data/defaults.cfg and modify the mouse4 and mouse 5 binds, mouse 2 and 3 (right and wheel clicks respectively) are mostly for convenience and not nearly as important as the wheel.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Obtain a mouse with a scroll wheel :P&lt;br /&gt;
&lt;br /&gt;
= Editing =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I add an NPC to the game?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Take a look at village.cfg and savetheprincess.cfg which are located in the packages/base folder.  You can open them with a text editor such as notepad or wordpad.  If you check out where the models are listed you&amp;#039;ll notice near the end of the savetheprincess.cfg that there is mmodel rc/pink  This is the princess.  To add this to your own map you can either copy this config and rename it to exactly what your map is named, or you can create your own config and add it at the bottom of the list.  To create your own config all you have to do is create a new text document, name it exactly how your map is spelled and change the .txt at the end to .cfg  [http://www.svn.kids.platinumarts.net/32pas32/trunk/packages/base/savetheprincess.cfg Savetheprincess.cfg for reference] &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I make an NPC talk and/or give quests?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Review the previous question on how to add the npc.  If you look at the savetheprincess.cfg you&amp;#039;ll notice this&lt;br /&gt;
   level_trigger_1 = [showgui Princess-Robochimp]&lt;br /&gt;
   newgui Princess-Robochimp [&lt;br /&gt;
   guitext &amp;quot;Thank you for saving me!&amp;quot; chat&lt;br /&gt;
   guitext &amp;quot;You&amp;#039;re my hero!&amp;quot; chat&lt;br /&gt;
   ]&lt;br /&gt;
&lt;br /&gt;
That is the format for making a character talk.  You can copy and modify that code according to what you&amp;#039;d like your character to say.  Now you need to into the map and fly over to Princess robochimp.  In edit mode click on her and then press .  Make sure to press enter after you&amp;#039;ve made your modifications to save the entity. If you set the 3rd attribute to 1 she&amp;#039;ll talk once, if set at 11 she&amp;#039;ll talk each time she is approached.   For the 4th attribute it needs to be set to 1 to correspond to the code in the config.  If it was level_trigger_2 in the config then that 4th attribute would need to be 2.  If notice in Savetheprincess the 1 1 values to make her talk are actually in an invisible model close to her.  This is so that it shows her idle animation (jumping with the arms up).  To make a model invisible set the 2nd attribute to 0.  Setting up quests works in a similar fashion, check out village.cfg and take a look at the quest code.  Try changing it to what you are looking to do.  For a version that isn&amp;#039;t so complicated [http://sandboxgamemaker.com/villageold.cfg check out the old version of village.cfg] that I modified to be a quest to find five keys.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I make items that can be picked up?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please review the previous question.  The third attribute needs to be 12 and then it will be picked up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I add creatures such as butterflies to my map&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:Type /newent creature 0-6  Note: 0 is the butterfly, 1 the dragon, etc&lt;br /&gt;
:note if you&amp;#039;re using 2.2.0 or older, it&amp;#039;s /newent monster&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I light my map?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A basic way to do it is first select an area on the map where you want to place it.  Then go to the new light menu.  Make sure you select a color and a radius and then select create light.  You can either enter /calclight in the console or you can go to editing gui and then lighting and select what options you want when creating your lights.  Finish the process and your map will be lit according to the light you created :)  [http://www.kids.platinumarts.net/wiki/index.php?title=Lighting Check here for more detailed information]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The lights aren&amp;#039;t working&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Check if you placed any lights inside mapmodels or geometry&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Did you calculate lightmaps? ie, the /calclight and /patchlight commands&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Does the light have a very small radius, or RGB values of 0? ie light 256 0 0 0 won&amp;#039;t make any light, light 256 200 100 50 should emit a relatively bright orange.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I make sloped &amp;quot;roofs&amp;quot; like those in house?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Note, this refers to sloped geometry in general&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Hold the middle mouse button, and selected the vertices (point were 2 or more edges meet) you wish to edit, and scroll up/down to deform the cube&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Select 1 or more cubes, and hold in Q. Scroll while hovering over a vertice to deform that specific vertice in the whole selection&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; select 1 or more cubes, and hold F. Scroll the wheel to deform the whole face (collection of 3 or 4 vertices, note computers are limited to triangles and quadrilaterals, a circle for example is a series of triangles). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I create grass?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
first make sure grass is turned on! (/grass 1)&lt;br /&gt;
&lt;br /&gt;
Hold the Y button down and scroll with the mouse wheel until you come to the texture that includes the 3D grass.  To change what texture the grass is linked with check /data/default_map_settings.cfg&lt;br /&gt;
&lt;br /&gt;
to add grass, add a autograss &amp;quot;texture&amp;quot; to a texture&amp;#039;s loading statement&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I create rain?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
To add a water particle entity to the map:&lt;br /&gt;
&lt;br /&gt;
:Type /newent particles 10 300 256 868 1000 in the console&lt;br /&gt;
&lt;br /&gt;
10 is the type, 300 the shape, 256 the radius, 868, a 12 bit colour, 1000 the fading time&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;I can&amp;#039;t see my custom mapmodels&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Check that the mmodel command of the model you&amp;#039;re trying to load points to a valid object, relevant to packages/models, if you use windows, just invert the slash (note that the model listings are generated automatically on mapsave from 2.3 onwards)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; is there a tris.* present? or a md*.cfg or an obj.cfg loading the current model if it isn&amp;#039;t named tris.*?&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3&amp;#039;&amp;#039;&amp;#039; note that mmodel is directed to a directory, not to the model file&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I edit my map&amp;#039;s configuration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; use an external file editor like notepad or kate to open the respective map configuration&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; enter editmode, and press F6, then the load button in the GUI that appears&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Is there any program to make editing easier?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Yes, It&amp;#039;s called Notepad++. You can download it here http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Are there any sandbox user groups?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:in short no, if there are any, we&amp;#039;re not aware of them&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Can I use sandbox maps in (insert fave game here)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:in most cases this can&amp;#039;t be done, unless the engine you&amp;#039;re using happens to be cube 2, or has support for the cube 2 octree map format.&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=634</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=634"/>
				<updated>2010-01-17T23:32:14Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (Server set up)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Translations|Engine/menu translations]]&lt;br /&gt;
* [[Cubescript|Programming in Cubescript]]&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
* [[musicpacks|Music Pack Documentation]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Importing .OBJ files]]&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [[MovieCube]]&lt;br /&gt;
&lt;br /&gt;
== Kid Friendly RPG ==&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
== Master Chef Ogro 2 ==&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Undercover Kids Game ==&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=633</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=633"/>
				<updated>2010-01-17T23:30:47Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. MovieCube is part of the Platinum Arts Sandbox Free 3D Game Maker project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc opengl capture]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc: ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback: ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding: ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=632</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=632"/>
				<updated>2010-01-17T23:30:12Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a Open Source Machinima production tool, based on the Cube 2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox Free 3D Game Maker project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc opengl capture]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc: ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback: ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding: ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=631</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=631"/>
				<updated>2010-01-17T23:24:58Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Start MovieCube */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows:&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc opengl capture]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc: ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback: ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding: ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=630</id>
		<title>MovieCube</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=MovieCube&amp;diff=630"/>
				<updated>2010-01-17T23:24:37Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Start MovieCube */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MovieCube is a OpenSource Machinima production tool, based on the Cube2 Engine, known from the game Sauerbraten. It is part of the Platinum Arts Sandbox project.&lt;br /&gt;
&lt;br /&gt;
== What is Machinima ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;Machinima (pronounced /məˈʃiːnɨmə/ or /məˈʃɪnɨmə/) is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
[http://en.wikipedia.org/wiki/Machinima Machinima on Wikipedia]&lt;br /&gt;
== Start MovieCube ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Windows&amp;#039;&amp;#039;&amp;#039; Use the Launcher and select the MovieCube tab or click on MovieCube.bat &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Linux:&amp;#039;&amp;#039;&amp;#039; change into your PAS folder, &amp;lt;code&amp;gt;./bin/sandbox_client_32_movie&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
As MovieCube is under heavy development, things are in change. So before you post support requests, consult this wiki. All recent changes will be announced here.&lt;br /&gt;
&lt;br /&gt;
In MovieCube you can produce Live Machinima in multiplayer mode as well as working on scripted Machinima projects. You can import various model formats as md2, md3, md5 and obj. As modeling software we recommend blender, which provides exporters for these formats.&lt;br /&gt;
&lt;br /&gt;
As MovieCube is based on the Cube2 Engine, known from the game Sauerbraten, you can create your own movie sets and maps with an powerfull and easy to use ingame editor also in cooperation over the net.&lt;br /&gt;
  &lt;br /&gt;
=== Tutorial on scripting commands ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;editmode&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;E&amp;quot; to get into the editmode, type:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*used as waypoints and spawnpoints for characters&lt;br /&gt;
*attr1: character yaw when used as spawnpoint&lt;br /&gt;
*attr2: radius/area&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/newcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*adds a new character definition, you can now add commands to the characters command queue&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionspawn [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*add the spawn command to character definition referenced by param name, param state should be always 0 at the moment, param map uid is the unique identifier of the waypoint you want to spawn your character&lt;br /&gt;
(every map entity mapmodels, waypoints ... has a unique id, they cannot changed by users)&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionwait [name] [state] [milliseconds]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets a characters wait for certain milliseconds&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/appendactionmove [name] [state] [waypoint map uid]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*lets the character walk to a given wayoint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;normal mode&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;code&amp;gt;/addcharacter [name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*spawns a new character based on character definition given by name, you can repeat this several times&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to use this ===&lt;br /&gt;
&lt;br /&gt;
*go into editmode and add some waypoints:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newent waypoint&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add a new character definiton, a temporary character will spawn in fron of you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*add some actions:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionspawn mychar 0 0&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 1&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionwait mychar 0 5000&amp;lt;br&amp;gt;&lt;br /&gt;
/appendactionmove mychar 0 2&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*leave editmode, your temp character will disapear&amp;lt;br&amp;gt;&lt;br /&gt;
*spawn a real character&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*and another one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/addcharacter mychar&amp;lt;/code&amp;gt;&lt;br /&gt;
*let a character action run as loop&lt;br /&gt;
&amp;lt;code&amp;gt;/loopchar = (addcharacter mychar); loopcharacter $loopchar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;appendaction...&amp;quot; commands starts with the name of the character, the state (we have only state 0 at the moment) and the parameter of the command itself, e.g. waypoint id in spawn or move or the time in milliseconds in the wait command.&lt;br /&gt;
*All map entities including waypoints have an unique id, use this id as last parameter in &amp;lt;code&amp;gt;appendactionspawn&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;appendactionmode&amp;lt;/code&amp;gt; to choose the waypoints. You will find these id&amp;#039;s in editmode shown on top of the waypoint entities.&lt;br /&gt;
&lt;br /&gt;
== Character System ==&lt;br /&gt;
=== Manage Characters ===&lt;br /&gt;
In MovieCube you can define characters, their appearance and the actions they will do. To make a movie or animation you can spawn different instances of an character.&lt;br /&gt;
&amp;lt;code&amp;gt;newcharacter name&amp;lt;/code&amp;gt; - adds a new character to your map. In editmode the new character will spawn in front of you.&lt;br /&gt;
=== Character Commands ===&lt;br /&gt;
After you created a new character you can add commands the character will execute like change model or let the character move to a waypoint.&lt;br /&gt;
=== Character States ===&lt;br /&gt;
&amp;#039;&amp;#039;(not implemented)&amp;#039;&amp;#039;&lt;br /&gt;
All commands you add to an charater where stored in command queue. Every character can hold different commands queues (aka states) and switch between them. The first state is created automatically when you create a new character. In States you can define different types of actions, e.g. use state 0 for configuring the character, state 1 for walk actions, state 2 for talk or interact with others. Spawned characters can receive signals forces them to change their actual state. (this does not work at the moment.)&lt;br /&gt;
=== adding and changing Charactermodels ===&lt;br /&gt;
If MovieCube starts only the default charactermodel is avabiable. To add more character models load them with the preloadplayermodel command.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;preloadplayermodel [path]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;thirdperson 2; preloadplayermodel ogre; setplayermodel 1&amp;lt;/code&amp;gt;&lt;br /&gt;
This will load a new playermodel and registers the animations. You can test this by changing your playermodel:&lt;br /&gt;
&lt;br /&gt;
=== Overwrite Animation (AO) ===&lt;br /&gt;
&amp;#039;&amp;#039;(not fully implemented)&amp;#039;&amp;#039;&lt;br /&gt;
In MovieCube you can overwrite the exisiting standard animations of an player or charactermodel.&lt;br /&gt;
You can test this on your playermodel. If your model has an animation 50 (depends on the model you use), you can use this animation to overwrite the standard animation for e.g. swimming by using the following animation overwrite id&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
Animation Overwrites ID&amp;#039;s:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;code&amp;gt;AO_DEAD = 0, AO_DYING = 1, AO_IDLE = 2, AO_FORWARD, = 3, AO_BACKWARD = 4, &lt;br /&gt;
 AO_LEFT =5, AO_RIGHT = 6, AO_HOLD = 7, AO_ACTION = 8, AO_GESTURE = 9, AO_PAIN = 10, &lt;br /&gt;
 AO_JUMP = 11, AO_SINK = 12, AO_SWIM = 13, AO_EDIT = 14, AO_LAG = 15&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;setao 13 50&amp;lt;/code&amp;gt; - now animation 50 is used as swimming animation&lt;br /&gt;
 &lt;br /&gt;
Future versions of MovieCube will provide a GUI for that.&lt;br /&gt;
&lt;br /&gt;
=== adding Attachments ===&lt;br /&gt;
MovieCube supports adding various attachments to the player or characters. Keep in mind that the model you use has to support this. The model needs special tags to attach stuff to it. For md5 models you have to define these tags with the &amp;lt;code&amp;gt;md5tag&amp;lt;/code&amp;gt; command  in the md5.cfg config file of your model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;md5tag [armature bone] [tag name]&amp;lt;/code&amp;gt; - the armature bone are the existing bones of your model, the tag names are names hardcoded in MovieCube and refers to body parts.&lt;br /&gt;
&lt;br /&gt;
Sample tag configuration of an model:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
md5tag Head tag_head&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.L tag_rarm&amp;lt;br&amp;gt;&lt;br /&gt;
md5tag Arm.R tag_larm&amp;lt;br&amp;gt;&lt;br /&gt;
...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
complete list of body parts and their corresponding tag names:&lt;br /&gt;
&lt;br /&gt;
0 &amp;quot;Head&amp;quot; - &amp;quot;tag_head&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1 &amp;quot;Neck&amp;quot; - &amp;quot;tag_neck&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
2 &amp;quot;LeftShoulder&amp;quot; - &amp;quot;tag_lshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
3 &amp;quot;RightShoulder&amp;quot;, &amp;quot;tag_rshoulder&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
4 &amp;quot;LeftArm&amp;quot;, &amp;quot;tag_larm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
5 &amp;quot;RightArm&amp;quot;, &amp;quot;tag_rarm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
6 &amp;quot;LeftForearm&amp;quot;, &amp;quot;tag_lforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
7 &amp;quot;RightForearm&amp;quot;, &amp;quot;tag_rforearm&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
8 &amp;quot;LeftHand&amp;quot;, &amp;quot;tag_lhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
9 &amp;quot;RightHand&amp;quot;, &amp;quot;tag_rhand&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
10 &amp;quot;Belly&amp;quot;, &amp;quot;tag_belly&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
11 &amp;quot;Hip&amp;quot;, &amp;quot;tag_hip&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
12 &amp;quot;LeftThigh&amp;quot;, &amp;quot;tag_lthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
13 &amp;quot;RightThigh&amp;quot;, &amp;quot;tag_rthigh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
14 &amp;quot;LeftShin&amp;quot;, &amp;quot;tag_lshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
15 &amp;quot;RightShin&amp;quot;, &amp;quot;tag_rshin&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
16 &amp;quot;LeftFoot&amp;quot;, &amp;quot;tag_lfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
17 &amp;quot;RightFoot&amp;quot;, &amp;quot;tag_rfoot&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attach an other model to playermodel use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach 8 &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;playerattach (getattachnum LeftHand) &amp;quot;items/flag&amp;quot; 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this will attach the model stored in packages/models/items/flags onto your players left Hand. the last parameter controls the animation of the attached model. just leave it blank, if it dont have any animation.&lt;br /&gt;
&lt;br /&gt;
== Record Movies ==&lt;br /&gt;
&lt;br /&gt;
=== using the engine ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;moview 320&amp;lt;/code&amp;gt; - set the width of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movieh 240&amp;lt;/code&amp;gt; - set the height of your video clip&lt;br /&gt;
*&amp;lt;code&amp;gt;movie myclip&amp;lt;/code&amp;gt; - record movie into file myclip.avi&lt;br /&gt;
&lt;br /&gt;
=== high resolution capture with glc (linux) ===&lt;br /&gt;
&lt;br /&gt;
[http://nullkey.ath.cx/projects/glc/ glc opengl capture]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== capture a sandbox movie with glc: ====&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-capture --start --out=/path/out.glc --fps=25 bin/sandbox_client_32_movie -t -w1024 -h768&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== playback: ====&lt;br /&gt;
&lt;br /&gt;
you can use glc-play or mplayer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
glc-play /path/out.glc&lt;br /&gt;
glc-play /path/out.glc -y 1 -o - | mplayer -demuxer y4m -&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== encoding: ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;glc-play /path/out.glc -o - -y 1| mencoder -demuxer y4m - -nosound -ovc x264 -x264encopts qp=18:pass=1 -of avi -o /path/video.avi&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
you can find more examples at the glc website.&lt;br /&gt;
&lt;br /&gt;
== Record Demos ==&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=629</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=629"/>
				<updated>2010-01-17T23:22:32Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Advanced topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (Server set up)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Translations|Engine/menu translations]]&lt;br /&gt;
* [[Cubescript|Programming in Cubescript]]&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
* [[musicpacks|Music Pack Documentation]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Importing .OBJ files]]&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [[MovieCube]]&lt;br /&gt;
&lt;br /&gt;
== Kid Friendly RPG ==&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
== Master Chef Ogro 2 ==&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Undercover Kids Game ==&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Adding_Models_to_Sandbox&amp;diff=628</id>
		<title>Adding Models to Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Adding_Models_to_Sandbox&amp;diff=628"/>
				<updated>2010-01-17T23:21:33Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Creating Your Own Models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adding Models to Sandbox ==&lt;br /&gt;
&lt;br /&gt;
===Creating Your Own Models===&lt;br /&gt;
Interested in creating your own models and characters?  We recommend using the free modeling tool [http://www.blender.org/ Blender]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blender Tutorials&amp;#039;&amp;#039;&amp;#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
[http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D Noob To Pro] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wings3D Tutorials&amp;#039;&amp;#039;&amp;#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
[[Wings3D_to_Sandbox_flash_tutorials]]&lt;br /&gt;
&lt;br /&gt;
===Adding Your Model To Sandbox===&lt;br /&gt;
Sandbox supports .md2, .md3, .obj and .md5  For characters you should export as an md5.  For static models .md3 and md5 are fine.  For additional information on the models and commands that can be used with them, please see the [http://sauerbraten.org/docs/models.html Model Reference Guide]  &lt;br /&gt;
&lt;br /&gt;
===Exporting md3 models from Blender to Sandbox===&lt;br /&gt;
=====[http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=807 Daniel_San&amp;#039;s Tutorial (Recommended) - Forum Link With Pictures]=====&lt;br /&gt;
&lt;br /&gt;
=====Alternative Tutorial (OLDER)=====&lt;br /&gt;
&lt;br /&gt;
[http://cube.wikispaces.com/MD3+Export+From+Blender+Tutorial Old Tutorial]&lt;br /&gt;
&lt;br /&gt;
Blender 2.47 (and 2.48?) guide (more up to date steps for 1 &amp;amp; 2)&lt;br /&gt;
&lt;br /&gt;
1. First you need to download this zip file:&lt;br /&gt;
[http://johnny3d.promail.ca/wikitut/blendermd3_updated.zip]&lt;br /&gt;
&lt;br /&gt;
You need to extract that zip into your Blender scripts folder.  For me the pathname is:&lt;br /&gt;
Program Files\Blender Foundation\Blender\.blender\scripts&lt;br /&gt;
&lt;br /&gt;
Notice the .blender, that means it is a hidden folder, so you need to make sure you can see hidden folders (or even just try to paste that path in the file browser).&lt;br /&gt;
&lt;br /&gt;
Now load up blender and make sure you see .md3 as an export format.  If you see it in there then you are all set to follow the next steps and eventually export the model. &lt;br /&gt;
&lt;br /&gt;
2.  Next we and UV map it.  Hit tab for Edit Mode.  In the &amp;quot;Mesh&amp;quot; menu click new next to UV Texture.  Make the name skin.jpg  Click A to make sure the cube is selected.  Then click U and select Unwrap Smart Projections&lt;br /&gt;
&lt;br /&gt;
3.  Now we convert to triangles.  Make sure you have everything selected still with A and that you are still in edit mode. Press SPACEBAR and go to EDIT -&amp;gt; FACES -&amp;gt; CONVERT TO TRIANGLES&lt;br /&gt;
&lt;br /&gt;
4.  Models must face east (Roate -90 degrees)&lt;br /&gt;
&lt;br /&gt;
5.  Follow the rest of the old tutorial linked at the top.  Mainly, you need to export it now as an md3 and make a md3.cfg for it.  You can look at the md3.cfg of other models to get an idea of what goes in there.&lt;br /&gt;
&lt;br /&gt;
Exporting animated md3 models from Blender [http://cube.wikispaces.com/Blender+Animated+Md3+Export]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Adding_Models_to_Sandbox&amp;diff=627</id>
		<title>Adding Models to Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Adding_Models_to_Sandbox&amp;diff=627"/>
				<updated>2010-01-17T23:20:42Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adding Models to Sandbox ==&lt;br /&gt;
&lt;br /&gt;
===Creating Your Own Models===&lt;br /&gt;
Interested in creating your own models and characters?  We recommend using the free modeling tool Blender. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blender Tutorials&amp;#039;&amp;#039;&amp;#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
[http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro Blender 3D Noob To Pro] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wings3D Tutorials&amp;#039;&amp;#039;&amp;#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
[[Wings3D_to_Sandbox_flash_tutorials]]&lt;br /&gt;
&lt;br /&gt;
===Adding Your Model To Sandbox===&lt;br /&gt;
Sandbox supports .md2, .md3, .obj and .md5  For characters you should export as an md5.  For static models .md3 and md5 are fine.  For additional information on the models and commands that can be used with them, please see the [http://sauerbraten.org/docs/models.html Model Reference Guide]  &lt;br /&gt;
&lt;br /&gt;
===Exporting md3 models from Blender to Sandbox===&lt;br /&gt;
=====[http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=807 Daniel_San&amp;#039;s Tutorial (Recommended) - Forum Link With Pictures]=====&lt;br /&gt;
&lt;br /&gt;
=====Alternative Tutorial (OLDER)=====&lt;br /&gt;
&lt;br /&gt;
[http://cube.wikispaces.com/MD3+Export+From+Blender+Tutorial Old Tutorial]&lt;br /&gt;
&lt;br /&gt;
Blender 2.47 (and 2.48?) guide (more up to date steps for 1 &amp;amp; 2)&lt;br /&gt;
&lt;br /&gt;
1. First you need to download this zip file:&lt;br /&gt;
[http://johnny3d.promail.ca/wikitut/blendermd3_updated.zip]&lt;br /&gt;
&lt;br /&gt;
You need to extract that zip into your Blender scripts folder.  For me the pathname is:&lt;br /&gt;
Program Files\Blender Foundation\Blender\.blender\scripts&lt;br /&gt;
&lt;br /&gt;
Notice the .blender, that means it is a hidden folder, so you need to make sure you can see hidden folders (or even just try to paste that path in the file browser).&lt;br /&gt;
&lt;br /&gt;
Now load up blender and make sure you see .md3 as an export format.  If you see it in there then you are all set to follow the next steps and eventually export the model. &lt;br /&gt;
&lt;br /&gt;
2.  Next we and UV map it.  Hit tab for Edit Mode.  In the &amp;quot;Mesh&amp;quot; menu click new next to UV Texture.  Make the name skin.jpg  Click A to make sure the cube is selected.  Then click U and select Unwrap Smart Projections&lt;br /&gt;
&lt;br /&gt;
3.  Now we convert to triangles.  Make sure you have everything selected still with A and that you are still in edit mode. Press SPACEBAR and go to EDIT -&amp;gt; FACES -&amp;gt; CONVERT TO TRIANGLES&lt;br /&gt;
&lt;br /&gt;
4.  Models must face east (Roate -90 degrees)&lt;br /&gt;
&lt;br /&gt;
5.  Follow the rest of the old tutorial linked at the top.  Mainly, you need to export it now as an md3 and make a md3.cfg for it.  You can look at the md3.cfg of other models to get an idea of what goes in there.&lt;br /&gt;
&lt;br /&gt;
Exporting animated md3 models from Blender [http://cube.wikispaces.com/Blender+Animated+Md3+Export]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Adding_Models_to_Sandbox&amp;diff=626</id>
		<title>Adding Models to Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Adding_Models_to_Sandbox&amp;diff=626"/>
				<updated>2010-01-17T23:10:07Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adding Models to Sandbox ==&lt;br /&gt;
&lt;br /&gt;
===Exporting md3 models from Blender to Sandbox===&lt;br /&gt;
=====[http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=807 Daniel_San&amp;#039;s Tutorial (Recommended) - Forum Link With Pictures]=====&lt;br /&gt;
&lt;br /&gt;
=====Alternative Tutorial (OLDER)=====&lt;br /&gt;
&lt;br /&gt;
[http://cube.wikispaces.com/MD3+Export+From+Blender+Tutorial Old Tutorial]&lt;br /&gt;
&lt;br /&gt;
Blender 2.47 (and 2.48?) guide (more up to date steps for 1 &amp;amp; 2)&lt;br /&gt;
&lt;br /&gt;
1. First you need to download this zip file:&lt;br /&gt;
[http://johnny3d.promail.ca/wikitut/blendermd3_updated.zip]&lt;br /&gt;
&lt;br /&gt;
You need to extract that zip into your Blender scripts folder.  For me the pathname is:&lt;br /&gt;
Program Files\Blender Foundation\Blender\.blender\scripts&lt;br /&gt;
&lt;br /&gt;
Notice the .blender, that means it is a hidden folder, so you need to make sure you can see hidden folders (or even just try to paste that path in the file browser).&lt;br /&gt;
&lt;br /&gt;
Now load up blender and make sure you see .md3 as an export format.  If you see it in there then you are all set to follow the next steps and eventually export the model. &lt;br /&gt;
&lt;br /&gt;
2.  Next we and UV map it.  Hit tab for Edit Mode.  In the &amp;quot;Mesh&amp;quot; menu click new next to UV Texture.  Make the name skin.jpg  Click A to make sure the cube is selected.  Then click U and select Unwrap Smart Projections&lt;br /&gt;
&lt;br /&gt;
3.  Now we convert to triangles.  Make sure you have everything selected still with A and that you are still in edit mode. Press SPACEBAR and go to EDIT -&amp;gt; FACES -&amp;gt; CONVERT TO TRIANGLES&lt;br /&gt;
&lt;br /&gt;
4.  Models must face east (Roate -90 degrees)&lt;br /&gt;
&lt;br /&gt;
5.  Follow the rest of the old tutorial linked at the top.  Mainly, you need to export it now as an md3 and make a md3.cfg for it.  You can look at the md3.cfg of other models to get an idea of what goes in there.&lt;br /&gt;
&lt;br /&gt;
Exporting animated md3 models from Blender [http://cube.wikispaces.com/Blender+Animated+Md3+Export]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Adding_Models_to_Sandbox&amp;diff=625</id>
		<title>Adding Models to Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Adding_Models_to_Sandbox&amp;diff=625"/>
				<updated>2010-01-17T23:08:32Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adding Models to Sandbox ==&lt;br /&gt;
&lt;br /&gt;
===Exporting md3 models from Blender to Sandbox===&lt;br /&gt;
=====[http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=807 Daniel_San&amp;#039;s Tutorial - Forum Link With Pictures]=====&lt;br /&gt;
&lt;br /&gt;
=====Alternative Tutorial (OLDER)=====&lt;br /&gt;
&lt;br /&gt;
[http://cube.wikispaces.com/MD3+Export+From+Blender+Tutorial Old Tutorial]&lt;br /&gt;
&lt;br /&gt;
Blender 2.47 (and 2.48?) guide (more up to date steps for 1 &amp;amp; 2)&lt;br /&gt;
&lt;br /&gt;
1. First you need to download this zip file:&lt;br /&gt;
[http://johnny3d.promail.ca/wikitut/blendermd3_updated.zip]&lt;br /&gt;
&lt;br /&gt;
You need to extract that zip into your Blender scripts folder.  For me the pathname is:&lt;br /&gt;
Program Files\Blender Foundation\Blender\.blender\scripts&lt;br /&gt;
&lt;br /&gt;
Notice the .blender, that means it is a hidden folder, so you need to make sure you can see hidden folders (or even just try to paste that path in the file browser).&lt;br /&gt;
&lt;br /&gt;
Now load up blender and make sure you see .md3 as an export format.  If you see it in there then you are all set to follow the next steps and eventually export the model. &lt;br /&gt;
&lt;br /&gt;
2.  Next we and UV map it.  Hit tab for Edit Mode.  In the &amp;quot;Mesh&amp;quot; menu click new next to UV Texture.  Make the name skin.jpg  Click A to make sure the cube is selected.  Then click U and select Unwrap Smart Projections&lt;br /&gt;
&lt;br /&gt;
3.  Now we convert to triangles.  Make sure you have everything selected still with A and that you are still in edit mode. Press SPACEBAR and go to EDIT -&amp;gt; FACES -&amp;gt; CONVERT TO TRIANGLES&lt;br /&gt;
&lt;br /&gt;
4.  Models must face east (Roate -90 degrees)&lt;br /&gt;
&lt;br /&gt;
5.  Follow the rest of the old tutorial linked at the top.  Mainly, you need to export it now as an md3 and make a md3.cfg for it.  You can look at the md3.cfg of other models to get an idea of what goes in there.&lt;br /&gt;
&lt;br /&gt;
Exporting animated md3 models from Blender [http://cube.wikispaces.com/Blender+Animated+Md3+Export]&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=619</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=619"/>
				<updated>2010-01-14T01:02:40Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Advanced topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (Server set up)&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Translations|Engine/menu translations]]&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [[Cubescript|Programming in Cubescript]]&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
* [[musicpacks|Music Pack Documentation]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Importing .OBJ files]]&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [[MovieCube]]&lt;br /&gt;
&lt;br /&gt;
== Kid Friendly RPG ==&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
== Master Chef Ogro 2 ==&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Undercover Kids Game ==&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=599</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=599"/>
				<updated>2010-01-03T00:27:14Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of questions we&amp;#039;ve been asked and the answers too them&amp;lt;br&amp;gt;&lt;br /&gt;
This is still an FAQ as the order of the questions and answers will be rearranged periodically based on the frequency they&amp;#039;ve been asked&lt;br /&gt;
&lt;br /&gt;
you may wish to use Ctrl-F with a few keywords (eg model) to find your query with a common solution faster&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The game starts up, and closes shortly afterwards&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is sort of an ambiguous situation, read carefully&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; If you saw a message similar to, could not load core textures, you&amp;#039;re trying to run the bin directly, or in the wrong directory. please use the sandbox_unix bash script, or the click_me_to_start batch, or the Launcher.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; You might have broken/corrupt drivers. Please install the newest ones provided by your GPU (aka, video card) manufacturer, especially if you use windows, since Microsoft&amp;#039;s default OGL (WGL) implementation is horrible and is hardly capable of running sandbox.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Your graphics card might not have shader support, though sandbox should automatically turn it off, if it doesn&amp;#039;t, use the launcher turn shaders off. Otherwise in linux enter -f in the launch command. On windows, open CLICK_ME_TO_START.bat with notepad (or you can right click the file and select edit) and add -f after the sandbox.exe  Note:  If given a number (f1 or f2), it&amp;#039;ll set the shader quality to that value.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A4:&amp;#039;&amp;#039;&amp;#039; If you have an &amp;#039;&amp;#039;&amp;#039;ATI card&amp;#039;&amp;#039;&amp;#039; you might need to do this &amp;quot;I found that it wont run unless you disable the Catalyst A.I. After i did that it loaded right up! Hope this helps anyone that has problems running sandbox.&amp;quot; Thanks Fudwumper!!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;I have really low FPS and/or bad performance, what do I do?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Make sure you update your graphics card drivers&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Lower the resolution&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Try turning shaders off&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Are there weapons in Sandbox?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sandbox is intended to be kid friendly.  In the RPG there is &amp;quot;action&amp;quot; with a melee vegetable extractor and spells.  Also we will be doing a child friendly squirt gun battle mode.  However if someone wanted to make adult violence from the rpg and water gun mode they certainly could though that is not our current focus.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I edit/play MULTIPLAYER with my friends/other people?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our next release will include a master server so people can see all the servers available, but currently you need to directly connect to the server.  For instructions on how to do this and how to set up a server [http://sandboxgamemaker.com/wiki/index.php?title=Cooperative_Editing please see this link].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;My Mouse only has 1 button&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:this means you don&amp;#039;t have access to a scroll wheel, which is mostly referred to as universal delta in the documentation.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; go into options and click the &amp;quot;&amp;#039;&amp;#039;PG UP and PG DN as universal delta&amp;#039;&amp;#039;&amp;quot;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; delete config*.cfg and open data/defaults.cfg and modify the mouse4 and mouse 5 binds, mouse 2 and 3 (right and wheel clicks respectively) are mostly for convenience and not nearly as important as the wheel.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Obtain a mouse with a scroll wheel :P&lt;br /&gt;
&lt;br /&gt;
= Editing =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I add an NPC to the game?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Take a look at village.cfg and savetheprincess.cfg which are located in the packages/base folder.  You can open them with a text editor such as notepad or wordpad.  If you check out where the models are listed you&amp;#039;ll notice near the end of the savetheprincess.cfg that there is mmodel rc/pink  This is the princess.  To add this to your own map you can either copy this config and rename it to exactly what your map is named, or you can create your own config and add it at the bottom of the list.  To create your own config all you have to do is create a new text document, name it exactly how your map is spelled and change the .txt at the end to .cfg  [http://www.svn.kids.platinumarts.net/32pas32/trunk/packages/base/savetheprincess.cfg Savetheprincess.cfg for reference] &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I make an NPC talk and/or give quests?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Review the previous question on how to add the npc.  If you look at the savetheprincess.cfg you&amp;#039;ll notice this&lt;br /&gt;
   level_trigger_1 = [showgui Princess-Robochimp]&lt;br /&gt;
   newgui Princess-Robochimp [&lt;br /&gt;
   guitext &amp;quot;Thank you for saving me!&amp;quot; chat&lt;br /&gt;
   guitext &amp;quot;You&amp;#039;re my hero!&amp;quot; chat&lt;br /&gt;
   ]&lt;br /&gt;
&lt;br /&gt;
That is the format for making a character talk.  You can copy and modify that code according to what you&amp;#039;d like your character to say.  Now you need to into the map and fly over to Princess robochimp.  In edit mode click on her and then press .  Make sure to press enter after you&amp;#039;ve made your modifications to save the entity. If you set the 3rd attribute to 1 she&amp;#039;ll talk once, if set at 11 she&amp;#039;ll talk each time she is approached.   For the 4th attribute it needs to be set to 1 to correspond to the code in the config.  If it was level_trigger_2 in the config then that 4th attribute would need to be 2.  If notice in Savetheprincess the 1 1 values to make her talk are actually in an invisible model close to her.  This is so that it shows her idle animation (jumping with the arms up).  To make a model invisible set the 2nd attribute to 0.  Setting up quests works in a similar fashion, check out village.cfg and take a look at the quest code.  Try changing it to what you are looking to do.  For a version that isn&amp;#039;t so complicated [http://sandboxgamemaker.com/villageold.cfg check out the old version of village.cfg] that I modified to be a quest to find five keys.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I make items that can be picked up?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please review the previous question.  The third attribute needs to be 12 and then it will be picked up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I add creatures such as butterflies to my map&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:Type /newent creature 0-6  Note: 0 is the butterfly, 1 the dragon, etc&lt;br /&gt;
:note if you&amp;#039;re using 2.2.0 or older, it&amp;#039;s /newent monster&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I light my map?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A basic way to do it is first select an area on the map where you want to place it.  Then go to the new light menu.  Make sure you select a color and a radius and then select create light.  You can either enter /calclight in the console or you can go to editing gui and then lighting and select what options you want when creating your lights.  Finish the process and your map will be lit according to the light you created :)  [http://www.kids.platinumarts.net/wiki/index.php?title=Lighting Check here for more detailed information]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The lights aren&amp;#039;t working&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Check if you placed any lights inside mapmodels or geometry&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Did you calculate lightmaps? ie, the /calclight and /patchlight commands&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Does the light have a very small radius, or RGB values of 0? ie light 256 0 0 0 won&amp;#039;t make any light, light 256 200 100 50 should emit a relatively bright orange.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I make sloped &amp;quot;roofs&amp;quot; like those in house?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Note, this refers to sloped geometry in general&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Hold the middle mouse button, and selected the vertices (point were 2 or more edges meet) you wish to edit, and scroll up/down to deform the cube&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Select 1 or more cubes, and hold in Q. Scroll while hovering over a vertice to deform that specific vertice in the whole selection&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; select 1 or more cubes, and hold F. Scroll the wheel to deform the whole face (collection of 3 or 4 vertices, note computers are limited to triangles and quadrilaterals, a circle for example is a series of triangles). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I create grass?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
first make sure grass is turned on! (/grass 1)&lt;br /&gt;
&lt;br /&gt;
Hold the Y button down and scroll with the mouse wheel until you come to the texture that includes the 3D grass.  To change what texture the grass is linked with check /data/default_map_settings.cfg&lt;br /&gt;
&lt;br /&gt;
to add grass, add a autograss &amp;quot;texture&amp;quot; to a texture&amp;#039;s loading statement&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I create rain?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
To add a water particle entity to the map:&lt;br /&gt;
&lt;br /&gt;
:Type /newent particles 10 300 256 868 1000 in the console&lt;br /&gt;
&lt;br /&gt;
10 is the type, 300 the shape, 256 the radius, 868, a 12 bit colour, 1000 the fading time&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;I can&amp;#039;t see my custom mapmodels&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Check that the mmodel command of the model you&amp;#039;re trying to load points to a valid object, relevant to packages/models, if you use windows, just invert the slash (note that the model listings are generated automatically on mapsave from 2.3 onwards)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; is there a tris.* present? or a md*.cfg or an obj.cfg loading the current model if it isn&amp;#039;t named tris.*?&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3&amp;#039;&amp;#039;&amp;#039; note that mmodel is directed to a directory, not to the model file&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I edit my map&amp;#039;s configuration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; use an external file editor like notepad or kate to open the respective map configuration&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; enter editmode, and press F6, then the load button in the GUI that appears&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Is there any program to make editing easier?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Yes, It&amp;#039;s called Notepad++. You can download it here http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Are there any sandbox user groups?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:in short no, if there are any, we&amp;#039;re not aware of them&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Can I use sandbox maps in (insert fave game here)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:in most cases this can&amp;#039;t be done, unless the engine you&amp;#039;re using happens to be cube 2, or has support for the cube 2 octree map format.&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=598</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=FAQ&amp;diff=598"/>
				<updated>2010-01-03T00:26:41Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of questions we&amp;#039;ve been asked and the answers too them&amp;lt;br&amp;gt;&lt;br /&gt;
This is still an FAQ as the order of the questions and answers will be rearranged periodically based on the frequency they&amp;#039;ve been asked&lt;br /&gt;
&lt;br /&gt;
you may wish to use Ctrl-F with a few keywords (eg model) to find your query with a common solution faster&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The game starts up, and closes shortly afterwards&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is sort of an ambiguous situation, read carefully&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; If you saw a message similar to, could not load core textures, you&amp;#039;re trying to run the bin directly, or in the wrong directory. please use the sandbox_unix bash script, or the click_me_to_start batch, or the Launcher.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; You might have broken/corrupt drivers. Please install the newest ones provided by your GPU (aka, video card) manufacturer, especially if you use windows, since Microsoft&amp;#039;s default OGL (WGL) implementation is horrible and is hardly capable of running sandbox.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Your graphics card might not have shader support, though sandbox should automatically turn it off, if it doesn&amp;#039;t, use the launcher turn shaders off. Otherwise in linux enter -f in the launch command. On windows, open CLICK_ME_TO_START.bat with notepad (or you can right click the file and select edit) and add -f after the sandbox.exe  Note:  If given a number (f1 or f2), it&amp;#039;ll set the shader quality to that value.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A4&amp;#039;&amp;#039;&amp;#039; If you have an &amp;#039;&amp;#039;&amp;#039;ATI card&amp;#039;&amp;#039;&amp;#039; you might need to do this &amp;quot;I found that it wont run unless you disable the Catalyst A.I. After i did that it loaded right up! Hope this helps anyone that has problems running sandbox.&amp;quot; Thanks Fudwumper!!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;I have really low FPS and/or bad performance, what do I do?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Make sure you update your graphics card drivers&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; Lower the resolution&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3&amp;#039;&amp;#039;&amp;#039; Try turning shaders off&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Are there weapons in Sandbox?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sandbox is intended to be kid friendly.  In the RPG there is &amp;quot;action&amp;quot; with a melee vegetable extractor and spells.  Also we will be doing a child friendly squirt gun battle mode.  However if someone wanted to make adult violence from the rpg and water gun mode they certainly could though that is not our current focus.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I edit/play MULTIPLAYER with my friends/other people?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our next release will include a master server so people can see all the servers available, but currently you need to directly connect to the server.  For instructions on how to do this and how to set up a server [http://sandboxgamemaker.com/wiki/index.php?title=Cooperative_Editing please see this link].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;My Mouse only has 1 button&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:this means you don&amp;#039;t have access to a scroll wheel, which is mostly referred to as universal delta in the documentation.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; go into options and click the &amp;quot;&amp;#039;&amp;#039;PG UP and PG DN as universal delta&amp;#039;&amp;#039;&amp;quot;&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; delete config*.cfg and open data/defaults.cfg and modify the mouse4 and mouse 5 binds, mouse 2 and 3 (right and wheel clicks respectively) are mostly for convenience and not nearly as important as the wheel.&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Obtain a mouse with a scroll wheel :P&lt;br /&gt;
&lt;br /&gt;
= Editing =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I add an NPC to the game?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Take a look at village.cfg and savetheprincess.cfg which are located in the packages/base folder.  You can open them with a text editor such as notepad or wordpad.  If you check out where the models are listed you&amp;#039;ll notice near the end of the savetheprincess.cfg that there is mmodel rc/pink  This is the princess.  To add this to your own map you can either copy this config and rename it to exactly what your map is named, or you can create your own config and add it at the bottom of the list.  To create your own config all you have to do is create a new text document, name it exactly how your map is spelled and change the .txt at the end to .cfg  [http://www.svn.kids.platinumarts.net/32pas32/trunk/packages/base/savetheprincess.cfg Savetheprincess.cfg for reference] &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I make an NPC talk and/or give quests?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Review the previous question on how to add the npc.  If you look at the savetheprincess.cfg you&amp;#039;ll notice this&lt;br /&gt;
   level_trigger_1 = [showgui Princess-Robochimp]&lt;br /&gt;
   newgui Princess-Robochimp [&lt;br /&gt;
   guitext &amp;quot;Thank you for saving me!&amp;quot; chat&lt;br /&gt;
   guitext &amp;quot;You&amp;#039;re my hero!&amp;quot; chat&lt;br /&gt;
   ]&lt;br /&gt;
&lt;br /&gt;
That is the format for making a character talk.  You can copy and modify that code according to what you&amp;#039;d like your character to say.  Now you need to into the map and fly over to Princess robochimp.  In edit mode click on her and then press .  Make sure to press enter after you&amp;#039;ve made your modifications to save the entity. If you set the 3rd attribute to 1 she&amp;#039;ll talk once, if set at 11 she&amp;#039;ll talk each time she is approached.   For the 4th attribute it needs to be set to 1 to correspond to the code in the config.  If it was level_trigger_2 in the config then that 4th attribute would need to be 2.  If notice in Savetheprincess the 1 1 values to make her talk are actually in an invisible model close to her.  This is so that it shows her idle animation (jumping with the arms up).  To make a model invisible set the 2nd attribute to 0.  Setting up quests works in a similar fashion, check out village.cfg and take a look at the quest code.  Try changing it to what you are looking to do.  For a version that isn&amp;#039;t so complicated [http://sandboxgamemaker.com/villageold.cfg check out the old version of village.cfg] that I modified to be a quest to find five keys.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I make items that can be picked up?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please review the previous question.  The third attribute needs to be 12 and then it will be picked up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I add creatures such as butterflies to my map&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:Type /newent creature 0-6  Note: 0 is the butterfly, 1 the dragon, etc&lt;br /&gt;
:note if you&amp;#039;re using 2.2.0 or older, it&amp;#039;s /newent monster&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I light my map?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A basic way to do it is first select an area on the map where you want to place it.  Then go to the new light menu.  Make sure you select a color and a radius and then select create light.  You can either enter /calclight in the console or you can go to editing gui and then lighting and select what options you want when creating your lights.  Finish the process and your map will be lit according to the light you created :)  [http://www.kids.platinumarts.net/wiki/index.php?title=Lighting Check here for more detailed information]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The lights aren&amp;#039;t working&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Check if you placed any lights inside mapmodels or geometry&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Did you calculate lightmaps? ie, the /calclight and /patchlight commands&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; Does the light have a very small radius, or RGB values of 0? ie light 256 0 0 0 won&amp;#039;t make any light, light 256 200 100 50 should emit a relatively bright orange.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I make sloped &amp;quot;roofs&amp;quot; like those in house?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Note, this refers to sloped geometry in general&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1:&amp;#039;&amp;#039;&amp;#039; Hold the middle mouse button, and selected the vertices (point were 2 or more edges meet) you wish to edit, and scroll up/down to deform the cube&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2:&amp;#039;&amp;#039;&amp;#039; Select 1 or more cubes, and hold in Q. Scroll while hovering over a vertice to deform that specific vertice in the whole selection&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3:&amp;#039;&amp;#039;&amp;#039; select 1 or more cubes, and hold F. Scroll the wheel to deform the whole face (collection of 3 or 4 vertices, note computers are limited to triangles and quadrilaterals, a circle for example is a series of triangles). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I create grass?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
first make sure grass is turned on! (/grass 1)&lt;br /&gt;
&lt;br /&gt;
Hold the Y button down and scroll with the mouse wheel until you come to the texture that includes the 3D grass.  To change what texture the grass is linked with check /data/default_map_settings.cfg&lt;br /&gt;
&lt;br /&gt;
to add grass, add a autograss &amp;quot;texture&amp;quot; to a texture&amp;#039;s loading statement&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I create rain?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
To add a water particle entity to the map:&lt;br /&gt;
&lt;br /&gt;
:Type /newent particles 10 300 256 868 1000 in the console&lt;br /&gt;
&lt;br /&gt;
10 is the type, 300 the shape, 256 the radius, 868, a 12 bit colour, 1000 the fading time&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;I can&amp;#039;t see my custom mapmodels&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Check that the mmodel command of the model you&amp;#039;re trying to load points to a valid object, relevant to packages/models, if you use windows, just invert the slash (note that the model listings are generated automatically on mapsave from 2.3 onwards)&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; is there a tris.* present? or a md*.cfg or an obj.cfg loading the current model if it isn&amp;#039;t named tris.*?&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A3&amp;#039;&amp;#039;&amp;#039; note that mmodel is directed to a directory, not to the model file&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How do I edit my map&amp;#039;s configuration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; use an external file editor like notepad or kate to open the respective map configuration&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A2&amp;#039;&amp;#039;&amp;#039; enter editmode, and press F6, then the load button in the GUI that appears&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Is there any program to make editing easier?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;&amp;#039;A1&amp;#039;&amp;#039;&amp;#039; Yes, It&amp;#039;s called Notepad++. You can download it here http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Are there any sandbox user groups?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:in short no, if there are any, we&amp;#039;re not aware of them&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Can I use sandbox maps in (insert fave game here)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
:in most cases this can&amp;#039;t be done, unless the engine you&amp;#039;re using happens to be cube 2, or has support for the cube 2 octree map format.&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Brainstorming_area&amp;diff=574</id>
		<title>Brainstorming area</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Brainstorming_area&amp;diff=574"/>
				<updated>2009-10-21T18:30:49Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SVN Information&lt;br /&gt;
http://svnrpg.kids.platinumarts.net/kidsrpg&lt;br /&gt;
&lt;br /&gt;
== Ideas For The Kid Friendly RPG ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;WORKING TITLE:&amp;#039;&amp;#039;&amp;#039;  &lt;br /&gt;
The Exciting Adventures Of Master Chef Ogro - Fruits and Vegetables Extraordinaire&lt;br /&gt;
  &lt;br /&gt;
(Previous - Master Chef Ogro The Vegetable Crusader) (Produce Extraordinaire?)&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;Main Goals&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
* Try to keep it E for Engorged with cake&lt;br /&gt;
* Use a cel shader for a cartoony look&lt;br /&gt;
* Keep it grade school friendly if possible&lt;br /&gt;
&lt;br /&gt;
Main Objective - Stop evil village (Evil Chef/monster) from destroying all produce and filling the world with his unhealthy cakes&lt;br /&gt;
&lt;br /&gt;
Secondary Objective - Find and save the rare produce.&lt;br /&gt;
&lt;br /&gt;
Tertiary Objective - Increase your culinary skills by using and upgrading various kitchen utensils and foods&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;Gameplay concepts&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Finding rare Super Squash gives adds to your health bar (like a heart container)&lt;br /&gt;
* Certain produce grants certain abilities such as running fast, flying, taming creatures such as a dragon, super jump, super health? etc&lt;br /&gt;
* &amp;quot;bad&amp;quot; produce when thrown at an enemy will have a certain effect, freeze, slow, sleep, run away, stop time?&lt;br /&gt;
*  Magic bag of replication - serves kind of like mana for the fruit &amp;quot;spells&amp;quot;.  &lt;br /&gt;
*  Food sling that can be upgraded? Enhances the effects of the fruit? or how about it holds a certain amount of fruit&lt;br /&gt;
*  Melee produce?&lt;br /&gt;
* Getting back part of recipes (completing the level)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Puzzles&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
*  Use the thrill of being chased, jumping.&lt;br /&gt;
*  Idea of various mini games to proceed to the next room &lt;br /&gt;
*  Timers for certain puzzles&lt;br /&gt;
*  Simple running with obstacles - http://www.albinoblacksheep.com/games/run   is a great example&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Strategy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*  Having different weapons, such as a long carrot, spatula, 2 pots connected by string cheese (nun chucks, cheese chucks? HEHEHE) &lt;br /&gt;
*  The more you use a weapon the better you get at it and the stronger it is. and more combos?&lt;br /&gt;
*  Not all weapons work on every bad guy, some are better than others&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Creatures&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
* They are attracted to the super squash and try to eat it.  If they eat it all you are sent back to your last &amp;quot;regrow center&amp;quot; to regrow the squash.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Monster types&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* butterfly&lt;br /&gt;
* bear&lt;br /&gt;
* dragon&lt;br /&gt;
* cabbage golem&lt;br /&gt;
* wolf&lt;br /&gt;
* elf dude&lt;br /&gt;
* snake dragon&lt;br /&gt;
* goblin&lt;br /&gt;
* horse?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Prototype level&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
- Farm where there is a nearby cave and you need to find a special fruit.  &lt;br /&gt;
- Save it from a rock golem boss and his minions that want to squish all the produce and destroy the special fruit.&lt;br /&gt;
- Instead of &amp;quot;coins&amp;quot; or &amp;quot;currency&amp;quot; you barter with a special fruit called funny fruit.  &lt;br /&gt;
- You can collect them all over the world and trade them in for other fruit and items.&lt;br /&gt;
- You can tame animals and use them to run you to places faster.&lt;br /&gt;
&lt;br /&gt;
== Storyline ==&lt;br /&gt;
&lt;br /&gt;
IN THE LAND OF ORGRAREA(org rare re a)&lt;br /&gt;
&lt;br /&gt;
UPDATE: There is an evil king who is trying to get the people of the land of Ograria fat by feeding them cake (launching it with catapults?).  He wants to get them fat so that they will be unable to resist his attempts to take over Ograria so that he can have all the delicious vegetables for himself.  He has created a master chef of his own called Shadow Ogro.  Shadow Ogro can harness the power of rotten produce to create produce monsters which are going around trying to terrorize the populace and take their super squash and valuable produce.  The Evil King and Shadow Ogro want to make people scared to eat vegetables so that they will eat his cake. Ogro, Master Chef for the King of Ograria is not about to let this happen and wants to restore the joys of eating produce for everyone and stop this unhealthy take over.  Also he might have a &amp;quot;Chefress&amp;quot; who gets kidnapped.&lt;br /&gt;
&lt;br /&gt;
(olderconcept)&amp;lt;br&amp;gt;&lt;br /&gt;
On his way to a cooking contest. Master chef ogro has his major ingredients for the contest stolen by some wild animals. He has to find his taken ingredients from the animals while keeping his own ingredients he still has safe. The bad chef stole a secret recipe to the best tasting food in the world. Even worse he turned the recipe against Chef Ogro and is using cake instead of vegetables to help make monsters and continue to take over the world. Ogro has to get the pieces of the recipe back while still stopping the bad chef from taking over the world with his cake.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brainstorming area&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Adding Jokes (joke npc?) and Joke magic, jokes that are so corny they do damage to the produce creations.  Here is an example of corny jokes:&lt;br /&gt;
http://www.geocities.com/meshki123/vjokes.htm &amp;lt;br&amp;gt;&lt;br /&gt;
Ideas for it: &amp;lt;br&amp;gt;&lt;br /&gt;
Jokes about certain produce do more &amp;quot;damage&amp;quot; to it?&lt;br /&gt;
Find different jokes to combine them to make one super joke that is a spell?&lt;br /&gt;
&lt;br /&gt;
melee - Vegetable extractor - different lvls, upgrades, new ones found &amp;lt;br&amp;gt;&lt;br /&gt;
strong pump: slow to pump but massive extracting &amp;lt;br&amp;gt;&lt;br /&gt;
fast pump: not much extracting but quick extraction action &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells - vegetable &amp;lt;br&amp;gt;&lt;br /&gt;
starfruit - shoots starfruit energy&lt;br /&gt;
&lt;br /&gt;
Map Ideas:&lt;br /&gt;
Spiral going either up or down with monsters attacking you on the way down. Having to not get hit by the flying monkeys trying to get your squash. If hit you need to chase it down and get your super squash. &lt;br /&gt;
&lt;br /&gt;
Sleeping Animals that you have to get past them to get super squash.&lt;br /&gt;
&lt;br /&gt;
Dragon Riding&lt;br /&gt;
&lt;br /&gt;
Glitch World!!! A weird messed up world where you sometimes get teleported to the object is to get the super squash/recipe bit and return to the regular world.&lt;br /&gt;
&lt;br /&gt;
*******CONCEPT OF CHARACTERS**********&lt;br /&gt;
&lt;br /&gt;
******OGRO******&lt;br /&gt;
*Has a white shirt(chef coat)&lt;br /&gt;
*Has a pot on his head&lt;br /&gt;
*various cooking instruments used as armor such as (pots, pans, bowls,Table cloth cape,&lt;br /&gt;
&lt;br /&gt;
******Evil Chef ****&lt;br /&gt;
&lt;br /&gt;
*Black apron&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
*********Shadow Ogro******&lt;br /&gt;
&lt;br /&gt;
* Same as Ogro except black colored like a shadow.&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=573</id>
		<title>Compiling the source code</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Compiling_the_source_code&amp;diff=573"/>
				<updated>2009-10-21T18:28:17Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Main Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page discusses on how to modify and compile the source code.&lt;br /&gt;
&lt;br /&gt;
==Windows:==&lt;br /&gt;
&lt;br /&gt;
===Main Method===&lt;br /&gt;
Click here to download the version of Codeblocks with the mingw compiler:&lt;br /&gt;
[http://kids.platinumarts.net/codeblocks.exe]&lt;br /&gt;
&lt;br /&gt;
Then go into your \src\windows folder.  Click on sandbox.cbp and codeblocks should load up.  Go to build and then build and it should create the Windows binary :) &lt;br /&gt;
&lt;br /&gt;
If you get &amp;quot;Invalid Compiler&amp;quot; when building, you need to set up the Mingw Compiler location. When you are in Codeblocks go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;. Then click the &amp;quot;&amp;gt;&amp;quot; button until you get to &amp;quot;Toolchain Executables&amp;quot;. Click the &amp;quot;Auto-Detect&amp;quot; button. It should find the Mingw folder, if it is pointing to the wrong location click the &amp;quot;...&amp;quot; button and find the folder yourself.&lt;br /&gt;
&lt;br /&gt;
If you are getting errors while compiling such as having to do with &amp;quot;_UnwindResume&amp;quot; you might have to link the libraries. You could do so like this: Go to &amp;quot;Settings&amp;quot; &amp;gt; &amp;quot;Compiler and Debugger&amp;quot;, then click Linker Settings. Under link libraries click &amp;quot;Add&amp;quot; and go to the \src\lib folder then highlight all the &amp;quot;.lib&amp;quot; files and click &amp;quot;Ok&amp;quot;. Now try compiling! :D&lt;br /&gt;
&lt;br /&gt;
Other Methods: There is a visual C++ project file included that you can use.  Load up the proper file and compile :)  I&amp;#039;m not sure if you&amp;#039;d need any libraries but you probably shouldn&amp;#039;t need any.&lt;br /&gt;
&lt;br /&gt;
==POSIX systems==&lt;br /&gt;
&lt;br /&gt;
You may need to convert some of the text file from dos format. There&amp;#039;s a handy program to do it with so you may need to install and use tofrodos&lt;br /&gt;
&lt;br /&gt;
===Linux===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE&amp;lt;/big&amp;gt; The Binaries are compiled for 32 bit systems, so if you&amp;#039;re on a 64 bit system, you&amp;#039;ll have to 1) compile your own, by using modified versions of the below instructions, or 2) install and use 32 bit libraries.&lt;br /&gt;
&lt;br /&gt;
====Makefile====&lt;br /&gt;
&lt;br /&gt;
First of all, make sure you have the the SDL and SDL_Image and SDL_Mixer development libraries installed on your system.&lt;br /&gt;
Next up, go into src folder. and type &amp;#039;make&amp;#039;, you can add one of the following at the end of the line&lt;br /&gt;
&lt;br /&gt;
* all - compiles the client&lt;br /&gt;
* libenet - compiles enet library&lt;br /&gt;
* clean - cleans up temporary files&lt;br /&gt;
* client - builds enet and integrates it into a client &lt;br /&gt;
* install - compiles enet and the client, and compies the client in /bin_unix/&lt;br /&gt;
* distinstall - creates a directory names /usr/local/sandbox/, and copies everything in there. it then sets permissions and some symlinks, so you can play the game by typing &amp;#039;sandbox&amp;#039; into a console.&lt;br /&gt;
* distclean - deletes /usr/local/sandbox/&lt;br /&gt;
&lt;br /&gt;
The compile automatically defaults to &amp;#039;all&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Chances are, you won&amp;#039;t have everything you needed installed, so if you receive any errors from missing devel libraries and frameworks, just installed them too.&lt;br /&gt;
if you receive errors similar  &amp;quot;bash: ./configure: /bin/sh^M: bad interpreter&amp;quot; you&amp;#039;ll need to use &amp;#039;fromdos&amp;#039; to convert them to unix friendly files.&lt;br /&gt;
&lt;br /&gt;
====Debug====&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in compiling a version with debugging symbols, just follow the instructions.&lt;br /&gt;
&lt;br /&gt;
# first, open the Makefile with a text editor,&lt;br /&gt;
# next, you&amp;#039;ll need to add &amp;#039;-ggdb3&amp;#039; somewhere in the &amp;#039;CXXOPTFLAGS&amp;#039; list. It&amp;#039;s normally recommended to clear everything else out of there. you&amp;#039;re not meant to optimise and debug simultaneously.&lt;br /&gt;
# thirdly, scroll down to near the end, and remove all the lines with &amp;#039;strip&amp;#039; in them&lt;br /&gt;
# finally, you may wish to change the PLATFROM_PREFIX to something else, like debug for example.&lt;br /&gt;
&lt;br /&gt;
====Debug under Linux====&lt;br /&gt;
&lt;br /&gt;
Compile the debug version with: make install -f Makefile.debug&lt;br /&gt;
Than start gdb and type this:&lt;br /&gt;
&lt;br /&gt;
file bin/debug_client&lt;br /&gt;
run -r -t&lt;br /&gt;
&lt;br /&gt;
when it crash than type bt&lt;br /&gt;
&lt;br /&gt;
===MAC OSX===&lt;br /&gt;
&lt;br /&gt;
To start, you should have Xcode installed on your computer. Either install the Developer tools from the OS X install disks that came with your computer, or download  Xcode from the apple website: &lt;br /&gt;
http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
Download SDL:  http://www.libsdl.org/release/SDL-1.2.13.dmg&lt;br /&gt;
Copy the SDL.framework folder to /Library/Frameworks &lt;br /&gt;
&lt;br /&gt;
Download SDL_Image: http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.6.dmg&lt;br /&gt;
Copy the SDL_image.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
Download SDL_Mixer: http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.8.dmg&lt;br /&gt;
Copy the SDL_mixer.framework folder to /Library/Frameworks &lt;br /&gt;
&lt;br /&gt;
Download the latest Multiplatform.zip of Sandbox. Unzip and double click on PASX.X.Xmultiplatform/src/xcode/sandbox.xcodeproj&lt;br /&gt;
&lt;br /&gt;
Xcode will open the project. Change the &amp;#039;&amp;#039;&amp;#039;Active Build Configuration&amp;#039;&amp;#039;&amp;#039; from &amp;#039;&amp;#039;Debug&amp;#039;&amp;#039; to &amp;#039;&amp;#039;Release&amp;#039;&amp;#039;. Click on build - the Binary should compile without any errors.&lt;br /&gt;
&lt;br /&gt;
By default the executables, launcher and sandbox, are created in the folder PASX.X.Xmultiplatform/src/xcode/build/Release/&lt;br /&gt;
&lt;br /&gt;
Rename  the PASX.X.Xmultiplatform folder to &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; and move the compiled sandbox.app into the top level of that folder. The launcher.app should be on the same level, but outside, the renamed &amp;#039;&amp;#039;sandbox&amp;#039;&amp;#039; folder.&lt;br /&gt;
&lt;br /&gt;
===FreeBSD===&lt;br /&gt;
&lt;br /&gt;
Unwritten&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=To_Do_List&amp;diff=555</id>
		<title>To Do List</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=To_Do_List&amp;diff=555"/>
				<updated>2009-09-11T00:42:40Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* Public Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TO DO LIST for the Undercover Kids Game geared for 3rd - 5th Graders&lt;br /&gt;
[http://www.theundercoverkids.com/ Undercover Kids Homepage]&lt;br /&gt;
&lt;br /&gt;
MOST IMPORTANT THING TO DO - MAKE SURE THE GAME IS FUN! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concept Art==&lt;br /&gt;
[http://www.theundercoverkids.com/PhotoAlbum.aspx?id=68595 Official Photo Gallery]&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
===Farm===&lt;br /&gt;
Attic [http://photos-a.ak.fbcdn.net/hphotos-ak-snc1/hs029.snc1/2372_52991966445_52990406445_1585552_384_n.jpg Concept Art] &amp;lt;br&amp;gt;&lt;br /&gt;
Barn And Hole with Man Hole [http://photos-b.ak.fbcdn.net/hphotos-ak-snc1/hs029.snc1/2372_52992001445_52990406445_1585553_4499_n.jpg Concept Art] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Holland===&lt;br /&gt;
[http://photos-d.ak.fbcdn.net/hphotos-ak-snc1/hs029.snc1/2372_52991796445_52990406445_1585547_8188_n.jpg Concept Art] &amp;lt;br&amp;gt; &lt;br /&gt;
Find more pictures for references :) &amp;lt;br&amp;gt;&lt;br /&gt;
Area with a manhole (house?) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==3D Art and Animation==&lt;br /&gt;
[http://www.theundercoverkids.com/BookCharacters.aspx?id=1 Character Concept] &amp;lt;br&amp;gt;&lt;br /&gt;
Katie (with fake cel shading?) &amp;lt;br&amp;gt;&lt;br /&gt;
Jake  (with fake cel shading?) &amp;lt;br&amp;gt;&lt;br /&gt;
Cooper (dog) &amp;lt;br&amp;gt;&lt;br /&gt;
Aunt Jean &amp;lt;br&amp;gt;&lt;br /&gt;
Dirk &amp;lt;br&amp;gt;&lt;br /&gt;
Chest (use Ahabs?) &amp;lt;br&amp;gt;&lt;br /&gt;
Farm Animals? &amp;lt;br&amp;gt;&lt;br /&gt;
Holland People &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==2D Art==&lt;br /&gt;
Flowers [http://womenwhoride.typepad.com/photos/uncategorized/2008/03/29/2008_holland.jpg Example] &amp;lt;br&amp;gt;&lt;br /&gt;
Wheat (already in Master Chef but could be improved) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Writing==&lt;br /&gt;
===Quests===&lt;br /&gt;
====Farm====&lt;br /&gt;
Perhaps Traveling to Neighboring Farms?&lt;br /&gt;
Jumping Puzzles?&lt;br /&gt;
====Holland====&lt;br /&gt;
Finding Cooper (quests needed to be completed before characters will give information?)&amp;lt;br&amp;gt;&lt;br /&gt;
Helping other residents of Holland find missing items, or people, or running errands, gathering supplies/resources (apples for pie like in village), etc&lt;br /&gt;
Jumping Puzzles? Hard to get to locations?&lt;br /&gt;
===Game Summary===&lt;br /&gt;
Ganked from the book summary, let&amp;#039;s revise it to make sense for the game :) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Meet The Undercover Kids... Katie, Jake, and their dog, Cooper. As they explore their aunt’s farm, they find a SECRET HOLE in the back of the barn. They travel across the ocean to Holland. Cooper gets lost. They meet an EVIL WAITER. And they realize getting home is harder than they thought. For the kids in your life order a copy of The Undercover Kids Holland Adventure to find the missing pieces.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rough conversation summarizing: &amp;lt;br&amp;gt;&lt;br /&gt;
We have a farm map and in the back there is a manhole where this random dude Dirk from holland is and he tells them that if you have this wristband you can use the manhole, in the hole that he&amp;#039;s in, you can travel to other places.&lt;br /&gt;
So the kids play in the attic and find this talking chest that has all these goodies in it, including the band&lt;br /&gt;
and so then they can travel to Holland.  The ideas for Holland are in the works but an idea is that their dog gets lost and they have to find it.&amp;lt;br&amp;gt;&lt;br /&gt;
I was thinking it would be neat to have to unravel clues to try to find the dog, like work as a detective to put together stuff found that clues you in and also since hirato has his NPCs in the new RPG where they have different levels of friendliness, maybe you know someone knows something but since they don&amp;#039;t know you they won&amp;#039;t give you the info.  Help them out though and they are more willing to talk.&lt;br /&gt;
&lt;br /&gt;
==Music And Sound==&lt;br /&gt;
Farm Theme Music? &amp;lt;br&amp;gt;&lt;br /&gt;
Holland Theme Music? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Coding==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Public Relations==&lt;br /&gt;
What schools is it going to be pitched to? &amp;lt;br&amp;gt;&lt;br /&gt;
How will it be advertised? &amp;lt;br&amp;gt;&lt;br /&gt;
Is the audience schools, or kids outside of school, or both? &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=To_Do_List&amp;diff=554</id>
		<title>To Do List</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=To_Do_List&amp;diff=554"/>
				<updated>2009-09-11T00:40:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mike: /* 3D Art and Animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TO DO LIST for the Undercover Kids Game geared for 3rd - 5th Graders&lt;br /&gt;
[http://www.theundercoverkids.com/ Undercover Kids Homepage]&lt;br /&gt;
&lt;br /&gt;
MOST IMPORTANT THING TO DO - MAKE SURE THE GAME IS FUN! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concept Art==&lt;br /&gt;
[http://www.theundercoverkids.com/PhotoAlbum.aspx?id=68595 Official Photo Gallery]&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
===Farm===&lt;br /&gt;
Attic [http://photos-a.ak.fbcdn.net/hphotos-ak-snc1/hs029.snc1/2372_52991966445_52990406445_1585552_384_n.jpg Concept Art] &amp;lt;br&amp;gt;&lt;br /&gt;
Barn And Hole with Man Hole [http://photos-b.ak.fbcdn.net/hphotos-ak-snc1/hs029.snc1/2372_52992001445_52990406445_1585553_4499_n.jpg Concept Art] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Holland===&lt;br /&gt;
[http://photos-d.ak.fbcdn.net/hphotos-ak-snc1/hs029.snc1/2372_52991796445_52990406445_1585547_8188_n.jpg Concept Art] &amp;lt;br&amp;gt; &lt;br /&gt;
Find more pictures for references :) &amp;lt;br&amp;gt;&lt;br /&gt;
Area with a manhole (house?) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==3D Art and Animation==&lt;br /&gt;
[http://www.theundercoverkids.com/BookCharacters.aspx?id=1 Character Concept] &amp;lt;br&amp;gt;&lt;br /&gt;
Katie (with fake cel shading?) &amp;lt;br&amp;gt;&lt;br /&gt;
Jake  (with fake cel shading?) &amp;lt;br&amp;gt;&lt;br /&gt;
Cooper (dog) &amp;lt;br&amp;gt;&lt;br /&gt;
Aunt Jean &amp;lt;br&amp;gt;&lt;br /&gt;
Dirk &amp;lt;br&amp;gt;&lt;br /&gt;
Chest (use Ahabs?) &amp;lt;br&amp;gt;&lt;br /&gt;
Farm Animals? &amp;lt;br&amp;gt;&lt;br /&gt;
Holland People &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==2D Art==&lt;br /&gt;
Flowers [http://womenwhoride.typepad.com/photos/uncategorized/2008/03/29/2008_holland.jpg Example] &amp;lt;br&amp;gt;&lt;br /&gt;
Wheat (already in Master Chef but could be improved) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Writing==&lt;br /&gt;
===Quests===&lt;br /&gt;
====Farm====&lt;br /&gt;
Perhaps Traveling to Neighboring Farms?&lt;br /&gt;
Jumping Puzzles?&lt;br /&gt;
====Holland====&lt;br /&gt;
Finding Cooper (quests needed to be completed before characters will give information?)&amp;lt;br&amp;gt;&lt;br /&gt;
Helping other residents of Holland find missing items, or people, or running errands, gathering supplies/resources (apples for pie like in village), etc&lt;br /&gt;
Jumping Puzzles? Hard to get to locations?&lt;br /&gt;
===Game Summary===&lt;br /&gt;
Ganked from the book summary, let&amp;#039;s revise it to make sense for the game :) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Meet The Undercover Kids... Katie, Jake, and their dog, Cooper. As they explore their aunt’s farm, they find a SECRET HOLE in the back of the barn. They travel across the ocean to Holland. Cooper gets lost. They meet an EVIL WAITER. And they realize getting home is harder than they thought. For the kids in your life order a copy of The Undercover Kids Holland Adventure to find the missing pieces.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rough conversation summarizing: &amp;lt;br&amp;gt;&lt;br /&gt;
We have a farm map and in the back there is a manhole where this random dude Dirk from holland is and he tells them that if you have this wristband you can use the manhole, in the hole that he&amp;#039;s in, you can travel to other places.&lt;br /&gt;
So the kids play in the attic and find this talking chest that has all these goodies in it, including the band&lt;br /&gt;
and so then they can travel to Holland.  The ideas for Holland are in the works but an idea is that their dog gets lost and they have to find it.&amp;lt;br&amp;gt;&lt;br /&gt;
I was thinking it would be neat to have to unravel clues to try to find the dog, like work as a detective to put together stuff found that clues you in and also since hirato has his NPCs in the new RPG where they have different levels of friendliness, maybe you know someone knows something but since they don&amp;#039;t know you they won&amp;#039;t give you the info.  Help them out though and they are more willing to talk.&lt;br /&gt;
&lt;br /&gt;
==Music And Sound==&lt;br /&gt;
Farm Theme Music? &amp;lt;br&amp;gt;&lt;br /&gt;
Holland Theme Music? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Coding==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Public Relations==&lt;br /&gt;
What schools is it going to be pitched to? &amp;lt;br&amp;gt;&lt;br /&gt;
How will it be advertised? &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mike</name></author>	</entry>

	</feed>