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		<id>https://wiki.vega-strike.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Karmann</id>
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		<updated>2026-05-13T17:41:19Z</updated>
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	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Graphic_Applications&amp;diff=19487</id>
		<title>Links:Graphic Applications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Graphic_Applications&amp;diff=19487"/>
				<updated>2013-08-07T00:45:01Z</updated>
		
		<summary type="html">&lt;p&gt;Karmann: /* Image Viewers */ skip Wikipedia redirect; consistent IrfanView CamelCase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=2D Graphic and Animation Applications=&lt;br /&gt;
&lt;br /&gt;
== GNU Image Manipulation Program (GIMP) ==&lt;br /&gt;
&amp;quot;''GIMP is a freely distributed program for such tasks as photo retouching, image composition and image authoring.''&amp;quot;&lt;br /&gt;
*Homepage: http://www.gimp.org&lt;br /&gt;
*License: GNU-GPL&lt;br /&gt;
*Operating systems: &amp;quot;''Available for Windows, Linux, Sun Solaris, FreeBSD or Mac OS X.''&amp;quot;&lt;br /&gt;
* Extras you may need: [http://registry.gimp.org/ Plugin repository] got just about all of them either hosted or linked, use search.&lt;br /&gt;
** [http://registry.gimp.org/node/70 DDS] (see below). [http://registry.gimp.org/node/69 normalmap] - create RGB normalmaps. [http://registry.gimp.org/node/77 Texturize] - create large and natural textures from a small sample. And/or [http://registry.gimp.org/node/27986 Resynthesizer] - produce a larger version of a texture, make an image tilable, remove unwanted features, apply themes to images. Some Linux repositories have these four. [http://registry.gimp.org/node/25653 Seamless texture maker] - a little script making just about any image tileable without too obvious stitches or blur.&lt;br /&gt;
&lt;br /&gt;
== INKSCAPE . Draw Freely ==&lt;br /&gt;
&amp;quot;''INKSCAPE is a Linux &amp;amp; Windows vector graphics editor (SVG format) featuring transparency, gradients, node editing, pattern fills, PNG export, and more. Aiming for capabilities similar to Illustrator, CorelDraw, Visio, etc.''&amp;quot;&lt;br /&gt;
*Homepage: http://www.inkscape.org&lt;br /&gt;
*License: GNU -GPL&lt;br /&gt;
*Operating systems: &amp;quot;''All 32-bit MS Windows (95/98/NT/2000/XP), All POSIX (Linux/BSD/UNIX-like OSes), Linux, OS X''&amp;quot;&lt;br /&gt;
* Extras: If you need any, try [http://plugintop.com/category/design/inkscape/ on Plugin Top].&lt;br /&gt;
&lt;br /&gt;
==LunarCell==&lt;br /&gt;
[http://www.flamingpear.com/lunarcell.html LunarCell] is a Photoshop compatible plugin that allows you to create instant planets. Create fractal, reality-based, or just strange worlds in seconds. It includes real clouds downloaded from weather satellites and comes with dozens of presets, and you can design your own planets too. LunarCell also generates maps for 3D animation, fantasy mapmaking, and QuickTime 5 cubic VR.&lt;br /&gt;
*Homepage: http://www.flamingpear.com/lunarcell.html&lt;br /&gt;
*License: Commercial&lt;br /&gt;
&lt;br /&gt;
==Spacescape==&lt;br /&gt;
Free program for making space skyboxes.&lt;br /&gt;
*Homepage: http://alexcpeterson.com/spacescape&lt;br /&gt;
*License: MIT&lt;br /&gt;
*Operating systems: Windows&lt;br /&gt;
&lt;br /&gt;
== Mandelbulber ==&lt;br /&gt;
&amp;quot;Mandelbulber is an experimental application that helps to make rendering 3D Mandelbrot fractals much more accessible. A few of the supported 3D fractals: ''Mandelbulb, Mandelbox, BulbBox, JuliaBulb, Menger Sponge, Quaternion, Trigonometric, Hypercomplex, and Iterated Function Systems (IFS)''. All of these can be combined into infinite variations with the ability to hybridize different formulas together.&amp;quot;&lt;br /&gt;
*Homepage: http://mandelbulber.com/ (also available via some Linux repositories)&lt;br /&gt;
*License: GNU -GPL&lt;br /&gt;
*Operating systems: &amp;quot;''32-bit and 64-bit for Windows, Linux, and Mac (Intel &amp;amp; PPC)''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=2D Graphic Converters=&lt;br /&gt;
&lt;br /&gt;
==GIMP DDS Plug-In==&lt;br /&gt;
This is a plugin for GIMP version 2.x. It allows you to load and save images in DirectDraw Surface (DDS) format.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://registry.gimp.org/node/70&lt;br /&gt;
*License: GNU GPL&lt;br /&gt;
*Operating systems: Windows, Linux&lt;br /&gt;
&lt;br /&gt;
==nVidia Texture Tools==&lt;br /&gt;
Tools (nvcompress, nvddsinfo, ...) for manipulating graphic files and optimize them for the graphic card.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://developer.nvidia.com/object/texture_tools.html&lt;br /&gt;
*License: MIT License&lt;br /&gt;
*Operating systems: Windows, Linux&lt;br /&gt;
*Binaries and source (version links might be out of date, please check homepage for downloads)&lt;br /&gt;
**Windows: http://developer.download.nvidia.com/tools/texturetools2/NVIDIA_Texture_Tools_2.04.1016.0025.exe&lt;br /&gt;
** Source: http://nvidia-texture-tools.googlecode.com/&lt;br /&gt;
&lt;br /&gt;
==xNormal==&lt;br /&gt;
Application to generate normal, ambient occlusion, parallax displacement, and relief maps.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://www.xnormal.net/&lt;br /&gt;
*License: ?&lt;br /&gt;
*Operating systems: Windows, Linux under development&lt;br /&gt;
*Binaries and source&lt;br /&gt;
**Windows: http://www.xnormal.net/Downloads.aspx&lt;br /&gt;
** Source: http://www.xnormal.net/Developers.aspx&lt;br /&gt;
&lt;br /&gt;
=Image Viewers=&lt;br /&gt;
* [http://en.wikipedia.org/wiki/IrfanView IrfanView] (freeware for Windows) supports the DDS image file format. You may want to add the string &amp;quot;|IMAGE|TEXTURE&amp;quot; at the end of the option &amp;quot;Load custom file types&amp;quot; under &amp;quot;Options/Set file associations&amp;quot; for smooth browsing of VS image and texture files.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/KDE KDE]'s image libraries (version &amp;gt;= 3.3.0) support reading the DDS file format, so e.g. gwenview, kview and konqueror can view texture files.&lt;br /&gt;
* [http://www.xnview.com/ XnView] is a multiplatform - Windows, Linux (also available via GetDeb repository), Mac OS - viewer/browser/convertor. Has a lot of useful side functions: it can bookmarks library, pre-cache, toggle alpha channel in preview and thumbnail with a simple key combo, read DDS files &amp;quot;as is&amp;quot; and batch rename or convert formats with two clicks.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Sound_%26_Music_Applications]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:3D_Applications]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Karmann</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Graphic_Applications&amp;diff=19486</id>
		<title>Links:Graphic Applications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Links:Graphic_Applications&amp;diff=19486"/>
				<updated>2013-08-07T00:42:20Z</updated>
		
		<summary type="html">&lt;p&gt;Karmann: /* INKSCAPE . Draw Freely */ rm extra bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=2D Graphic and Animation Applications=&lt;br /&gt;
&lt;br /&gt;
== GNU Image Manipulation Program (GIMP) ==&lt;br /&gt;
&amp;quot;''GIMP is a freely distributed program for such tasks as photo retouching, image composition and image authoring.''&amp;quot;&lt;br /&gt;
*Homepage: http://www.gimp.org&lt;br /&gt;
*License: GNU-GPL&lt;br /&gt;
*Operating systems: &amp;quot;''Available for Windows, Linux, Sun Solaris, FreeBSD or Mac OS X.''&amp;quot;&lt;br /&gt;
* Extras you may need: [http://registry.gimp.org/ Plugin repository] got just about all of them either hosted or linked, use search.&lt;br /&gt;
** [http://registry.gimp.org/node/70 DDS] (see below). [http://registry.gimp.org/node/69 normalmap] - create RGB normalmaps. [http://registry.gimp.org/node/77 Texturize] - create large and natural textures from a small sample. And/or [http://registry.gimp.org/node/27986 Resynthesizer] - produce a larger version of a texture, make an image tilable, remove unwanted features, apply themes to images. Some Linux repositories have these four. [http://registry.gimp.org/node/25653 Seamless texture maker] - a little script making just about any image tileable without too obvious stitches or blur.&lt;br /&gt;
&lt;br /&gt;
== INKSCAPE . Draw Freely ==&lt;br /&gt;
&amp;quot;''INKSCAPE is a Linux &amp;amp; Windows vector graphics editor (SVG format) featuring transparency, gradients, node editing, pattern fills, PNG export, and more. Aiming for capabilities similar to Illustrator, CorelDraw, Visio, etc.''&amp;quot;&lt;br /&gt;
*Homepage: http://www.inkscape.org&lt;br /&gt;
*License: GNU -GPL&lt;br /&gt;
*Operating systems: &amp;quot;''All 32-bit MS Windows (95/98/NT/2000/XP), All POSIX (Linux/BSD/UNIX-like OSes), Linux, OS X''&amp;quot;&lt;br /&gt;
* Extras: If you need any, try [http://plugintop.com/category/design/inkscape/ on Plugin Top].&lt;br /&gt;
&lt;br /&gt;
==LunarCell==&lt;br /&gt;
[http://www.flamingpear.com/lunarcell.html LunarCell] is a Photoshop compatible plugin that allows you to create instant planets. Create fractal, reality-based, or just strange worlds in seconds. It includes real clouds downloaded from weather satellites and comes with dozens of presets, and you can design your own planets too. LunarCell also generates maps for 3D animation, fantasy mapmaking, and QuickTime 5 cubic VR.&lt;br /&gt;
*Homepage: http://www.flamingpear.com/lunarcell.html&lt;br /&gt;
*License: Commercial&lt;br /&gt;
&lt;br /&gt;
==Spacescape==&lt;br /&gt;
Free program for making space skyboxes.&lt;br /&gt;
*Homepage: http://alexcpeterson.com/spacescape&lt;br /&gt;
*License: MIT&lt;br /&gt;
*Operating systems: Windows&lt;br /&gt;
&lt;br /&gt;
== Mandelbulber ==&lt;br /&gt;
&amp;quot;Mandelbulber is an experimental application that helps to make rendering 3D Mandelbrot fractals much more accessible. A few of the supported 3D fractals: ''Mandelbulb, Mandelbox, BulbBox, JuliaBulb, Menger Sponge, Quaternion, Trigonometric, Hypercomplex, and Iterated Function Systems (IFS)''. All of these can be combined into infinite variations with the ability to hybridize different formulas together.&amp;quot;&lt;br /&gt;
*Homepage: http://mandelbulber.com/ (also available via some Linux repositories)&lt;br /&gt;
*License: GNU -GPL&lt;br /&gt;
*Operating systems: &amp;quot;''32-bit and 64-bit for Windows, Linux, and Mac (Intel &amp;amp; PPC)''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=2D Graphic Converters=&lt;br /&gt;
&lt;br /&gt;
==GIMP DDS Plug-In==&lt;br /&gt;
This is a plugin for GIMP version 2.x. It allows you to load and save images in DirectDraw Surface (DDS) format.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://registry.gimp.org/node/70&lt;br /&gt;
*License: GNU GPL&lt;br /&gt;
*Operating systems: Windows, Linux&lt;br /&gt;
&lt;br /&gt;
==nVidia Texture Tools==&lt;br /&gt;
Tools (nvcompress, nvddsinfo, ...) for manipulating graphic files and optimize them for the graphic card.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://developer.nvidia.com/object/texture_tools.html&lt;br /&gt;
*License: MIT License&lt;br /&gt;
*Operating systems: Windows, Linux&lt;br /&gt;
*Binaries and source (version links might be out of date, please check homepage for downloads)&lt;br /&gt;
**Windows: http://developer.download.nvidia.com/tools/texturetools2/NVIDIA_Texture_Tools_2.04.1016.0025.exe&lt;br /&gt;
** Source: http://nvidia-texture-tools.googlecode.com/&lt;br /&gt;
&lt;br /&gt;
==xNormal==&lt;br /&gt;
Application to generate normal, ambient occlusion, parallax displacement, and relief maps.&lt;br /&gt;
&lt;br /&gt;
*Homepage: http://www.xnormal.net/&lt;br /&gt;
*License: ?&lt;br /&gt;
*Operating systems: Windows, Linux under development&lt;br /&gt;
*Binaries and source&lt;br /&gt;
**Windows: http://www.xnormal.net/Downloads.aspx&lt;br /&gt;
** Source: http://www.xnormal.net/Developers.aspx&lt;br /&gt;
&lt;br /&gt;
=Image Viewers=&lt;br /&gt;
* [http://en.wikipedia.org/wiki/IrfanView Irfanview] (freeware for Windows) supports the DDS image file format. You may want to add the string &amp;quot;|IMAGE|TEXTURE&amp;quot; at the end of the option &amp;quot;Load custom file types&amp;quot; under &amp;quot;Options/Set file associations&amp;quot; for smooth browsing of VS image and texture files.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Kde KDE]'s image libraries (version &amp;gt;= 3.3.0) support reading the DDS file format, so e.g. gwenview, kview and konqueror can view texture files.&lt;br /&gt;
* [http://www.xnview.com/ XnView] is a multiplatform - Windows, Linux (also available via GetDeb repository), Mac OS - viewer/browser/convertor. Has a lot of useful side functions: it can bookmarks library, pre-cache, toggle alpha channel in preview and thumbnail with a simple key combo, read DDS files &amp;quot;as is&amp;quot; and batch rename or convert formats with two clicks.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Database |&lt;br /&gt;
| previous=[[Links:Sound_%26_Music_Applications]]&lt;br /&gt;
| up=[[Links]]&lt;br /&gt;
| next=[[Links:3D_Applications]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Links]]&lt;/div&gt;</summary>
		<author><name>Karmann</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Music&amp;diff=19485</id>
		<title>Manual:Music</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Music&amp;diff=19485"/>
				<updated>2013-08-07T00:39:58Z</updated>
		
		<summary type="html">&lt;p&gt;Karmann: /* Step by Step Process */ add alternative directory path seen in Linux&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Keyboard layout|Keyboard Layout]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[FAQ]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
= Vega Strike Music =&lt;br /&gt;
Vega Strike features a varied and powerful score of music produced specifically for use within the Vega Strike game.  For people who like their own choice of music, Vega Strike has the capability to read various music formats and play them ingame - that is, you can insert your own music score.&lt;br /&gt;
&lt;br /&gt;
For guidance on how to pre-configure sound and music volume please refer to the Manual [[Manual:Config|Configuration]] page.&lt;br /&gt;
&lt;br /&gt;
== Inserting Your Own Music ==&lt;br /&gt;
Vega Strike allows you to use your own music files as background music within the game.&lt;br /&gt;
&lt;br /&gt;
=== Useable File formats ===&lt;br /&gt;
'''.MP3'''&lt;br /&gt;
&lt;br /&gt;
'''.OGG'''&lt;br /&gt;
&lt;br /&gt;
=== Playlist Files ===&lt;br /&gt;
These lists contain all of the playlist files.&lt;br /&gt;
&lt;br /&gt;
==== Planets/Stations ====&lt;br /&gt;
* agricultural.m3u &lt;br /&gt;
* asteroids.m3u &lt;br /&gt;
* carribean.m3u &lt;br /&gt;
* commerce_center.m3u &lt;br /&gt;
* factory.m3u &lt;br /&gt;
* ice.m3u &lt;br /&gt;
* industrial.m3u &lt;br /&gt;
* military.m3u &lt;br /&gt;
* ocean.m3u &lt;br /&gt;
* starfortress.m3u &lt;br /&gt;
&lt;br /&gt;
==== Situations ====&lt;br /&gt;
* aera.m3u &lt;br /&gt;
* aerabattle.m3u &lt;br /&gt;
* battle.m3u &lt;br /&gt;
* galacticbattle.m3u &lt;br /&gt;
* iso.m3u &lt;br /&gt;
* isobattle.m3u &lt;br /&gt;
* launch.m3u &lt;br /&gt;
* loss.m3u &lt;br /&gt;
* panic.m3u &lt;br /&gt;
* peace.m3u &lt;br /&gt;
* terran.m3u &lt;br /&gt;
* terranbattle.m3u &lt;br /&gt;
* unit.m3u &lt;br /&gt;
* unit_pirate.m3u &lt;br /&gt;
* university.m3u &lt;br /&gt;
* victory.m3u &lt;br /&gt;
&lt;br /&gt;
==== Menus ====&lt;br /&gt;
* news.m3u &lt;br /&gt;
&lt;br /&gt;
=== Playlist Format ===&lt;br /&gt;
The Playlist format is simple.  Each playlist filename is in the format ''name''.m3u.  Within each Playlist are lines noting the location of all music files for that playlist:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;path to music file&amp;gt;&lt;br /&gt;
 &amp;lt;path to music file&amp;gt;&lt;br /&gt;
 &amp;lt;path to music file&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: peace.m3u:&lt;br /&gt;
&lt;br /&gt;
 ../music/peace1.ogg&lt;br /&gt;
 ../music/peace2.ogg&lt;br /&gt;
 ../music/peace4.ogg&lt;br /&gt;
 ../music/peace5.ogg&lt;br /&gt;
 ../music/peace6.ogg&lt;br /&gt;
 ../music/peace5_p.ogg&lt;br /&gt;
 ../music/peace6_p.ogg&lt;br /&gt;
&lt;br /&gt;
== Step by Step Process ==&lt;br /&gt;
# Obtain your audio files and ensure they are in a usable format; &lt;br /&gt;
# Copy them to the music directory of Vega Strike (''i.e .../vegastrike/music/''). If you place them elsewhere you just need more detail in the entries of the playlist;&lt;br /&gt;
# Edit the playlists to point to your files. The playlists may be located in the .vegastrike directory in your home directory, or in the .vegastrike subdirectory within your vegastrike data directory (e.g. /usr/share/vegastrike/.vegastrike).&lt;br /&gt;
&lt;br /&gt;
When the music of that playlist is called for, it will then choose from your new music selection!.&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Keyboard layout|Keyboard Layout]]&lt;br /&gt;
| up=[[Manual]]&lt;br /&gt;
| next=[[FAQ]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Music]]&lt;/div&gt;</summary>
		<author><name>Karmann</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN&amp;diff=19484</id>
		<title>HowTo:Checkout SVN</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN&amp;diff=19484"/>
				<updated>2013-08-06T01:30:54Z</updated>
		
		<summary type="html">&lt;p&gt;Karmann: /* Determining when compiling is required */ change external-type links to internal pages to regular wikilinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|HowTo:Checkout SVN}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit News|Edit News]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
NOTE:Recently the SVN location of the data directory has changed.  Use svn -switch to fix this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you're interested in an experimental version of Vega Strike, then SVN is what you'll be looking at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Executive summary'''&lt;br /&gt;
&lt;br /&gt;
Subversion, or SVN, is a mechanism by which developers can keep track of changes to their code and distribute these changes to the public in real time. This allows people to take advantage of software as it is being developed, between official releases.&lt;br /&gt;
&lt;br /&gt;
[[HowTo:Checkout_SVN#Windows_Clients|Windows users]] can use an [[HowTo:Checkout_SVN#Tortoise_SVN|SVN client]] to check out the &amp;quot;win32&amp;quot; module, which contains game data and windows binaries.&lt;br /&gt;
&lt;br /&gt;
[[HowTo:Checkout_SVN#Linux_Clients|Linux]] and [[HowTo:Checkout_SVN#Mac_OS_X_Clients|Mac OS X]] users must use an SVN client to check out the vegastrike module as well, which contains source code for them to compile. (Note that compiling Vega Strike on Mac OS X is considered very difficult.)&lt;br /&gt;
&lt;br /&gt;
=What is SVN?=&lt;br /&gt;
SVN stands for '''S'''ub'''v'''ersio'''n''', a system similar to CVS. It allows developers to simultaneously work on a centralised project - in this case, that's Vega Strike.&lt;br /&gt;
&lt;br /&gt;
Downloading (&amp;quot;checking out&amp;quot;) and compiling the SVN-version often gives you access to features not included in the latest stable release of the program. SVN-based versions can be unstable and may not even work at all, but may hold advantages compared to stable versions.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
Unlike a CVS repository, the top level of an SVN repository contains more than just the trunk. Vega Strike's SVN repository follows the standard layout, so the SVN root looks like this:&lt;br /&gt;
* '''branches''' - Independent copies of some or all of the trunk code. A developer making major changes, such as the ogre branch or major code cleanup will usually make a branch so they can keep track of their progress without breaking the trunk code for everyone else. These changes eventually are merged back into the trunk.&lt;br /&gt;
* '''tags''' - Revisions which have been marked. For instance, a tag might be made for a stable release so that svn users can update to it via the ''svn sw'' command. The VS developers like to use tags to mark milestones in the code, such as before or after a major change, so you'll see a lot of tags.&lt;br /&gt;
* '''trunk''' - The main trunk code, as would be seen in the root of a CVS repository. This contains a number of modules filled with code and data.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Vega Strike's SVN repository holds several subdirectories, which can either be checked out separately or altogether. The most notable ones are included below.&lt;br /&gt;
&lt;br /&gt;
* '''data''' - data files of the game. This consists mainly of models, textures and backgrounds. Required to play the game.&lt;br /&gt;
* '''hqtextures''' - Optional High Quality Texture pack &lt;br /&gt;
* '''win32''' - Windows Binaries as well as includes an &amp;quot;external&amp;quot; to the data directory.&lt;br /&gt;
* '''mac''' - Macintosh Package, as well as an &amp;quot;external&amp;quot; to the data directory.&lt;br /&gt;
* '''masters''' - The original master files that created the game data (original meshes and uncompressed textures).&lt;br /&gt;
* '''history''' - Old descriptions of factions and species.&lt;br /&gt;
* '''modtools''' - Tools to aid creation and modification of game files (campaigns and units)&lt;br /&gt;
* '''translations''' - Translations of Vega Strike data files into other languages.&lt;br /&gt;
* '''vega-proj''' - Deprecated Visual C++ 6 projects. (See [[HowTo:VCPP_Compiling#Visual_C.2B.2B_6.0_.28deprecated.29 here]])&lt;br /&gt;
* '''vega-vc7''' - Visual Studio 7 projects. (See [[HowTo:VCPP_Compiling#Visual_Studio_7.x here]]&lt;br /&gt;
* '''vega-vc8''' - Visual Studio Express 2005 projects. (See [[HowTo:VCPP_Compiling#Visual_C.2B.2B_8.0_.282005_Express.29 here]])&lt;br /&gt;
* '''vegastrike''' - the game base code.&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
Ogre Branch&lt;br /&gt;
&lt;br /&gt;
* '''data6.x''' - Data for the old OGRE branch - included in the old OGRE branch.&lt;br /&gt;
* '''ogre_branch''' - the old OGRE branch.&lt;br /&gt;
&lt;br /&gt;
You may download the old OGRE branch including the data6.x dir using this URL: http://svn.code.sf.net/p/vegastrike/code/branches/ogre_branch/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Development:Ogre|new OGRE branch - vegaogre]] resides on a new repository.&lt;br /&gt;
Plz visit it here: https://sourceforge.net/projects/vegaogre/&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
The Subversion tree can be browsed via a web interface: http://sourceforge.net/p/vegastrike/code/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;#8594;''' ''See also: [[Development:CVS Tree]]''&lt;br /&gt;
&lt;br /&gt;
=Linux Clients=&lt;br /&gt;
&lt;br /&gt;
==Distribution Specific Instructions==&lt;br /&gt;
&lt;br /&gt;
===Ubuntu Specific===&lt;br /&gt;
''Ubuntu users and maybe Debian as well go [[HowTo:Checkout SVN (Ubuntu Linux)|here]] for a copy-paste, step by step, newb friendly tutorial to both checkout SVN and compile a build afterwards.''&lt;br /&gt;
&lt;br /&gt;
==Command-line svn==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://subversion.tigris.org/&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
The linux-command `svn' is the most basic Subversion client.&lt;br /&gt;
&lt;br /&gt;
===General usage===&lt;br /&gt;
Checking out to download the various Vega Strike svn-module folders is fairly easy. The general syntax is&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 svn co [repo]/trunk/[module] [target-directory]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The following syntax...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 svn checkout http://svn.code.sf.net/p/vegastrike/code/trunk vegastrike-code&lt;br /&gt;
or&lt;br /&gt;
 svn checkout svn://svn.code.sf.net/p/vegastrike/code/trunk vegastrike-code&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...will download the entire tree (all modules) into directory `vegastrike-code'. But '''don't do this'''! Such a command would download data for both the normal (4 copies of it - in /data, /win-32, /win-64 and /mac) and ogre branches, plus Visual Studio projects for ALL supported versions and goodness knows what else.&lt;br /&gt;
&lt;br /&gt;
You should really only download individual modules, and a similar syntax can be used. For example, to download the data module...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 svn co http://svn.code.sf.net/p/vegastrike/code/trunk/data data&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...will suffice. (Leaving off the target directory will make svn try check out into the ''working directory''.)&lt;br /&gt;
In order to get all the files required to compile the game, checkout the following modules:&lt;br /&gt;
* '''data'''&lt;br /&gt;
* '''vegastrike'''&lt;br /&gt;
For content development, you may also want to checkout '''masters'''.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
This is a short tutorial to download the development version on a Linux operating system. (More experienced MacOSX users can this, or they can read [[HowTo:Checkout_SVNMac]]. In order to run the development version of Vega Strike, the executables expect to find the data to be in certain places relative to them.&lt;br /&gt;
&lt;br /&gt;
So, let's start.&lt;br /&gt;
&lt;br /&gt;
====Creating Directories====&lt;br /&gt;
* Create a directory where you would like your copy of the Vega Strike development version to live in. For tutorial purposes, we will create a directory called ''VegaStrike'' in our user's home-directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~$ mkdir VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Change into this newly created directory. In our case:&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~$ cd VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note for newbs: The directory ''is case sensitive''. If you type: cd vegastrike or Vegastrike, it won't find the directory.&lt;br /&gt;
&lt;br /&gt;
====Check-out====&lt;br /&gt;
Now we can start downloading the packages from the SVN repository. If you download them directly into your Vega Strike directory they will be just in the right place.&lt;br /&gt;
&lt;br /&gt;
Optionally to save on download bandwidth and to possibly download faster, you can download a compressed snapshot of the SVN module, and then just update that to the current revision. Otherwise SVN will get each file individually. To avoid any complication, it will work fine to follow the instruction below, using svn to do the whole checkout.&lt;br /&gt;
&lt;br /&gt;
Snapshots available here: http://forums.vega-strike.org/viewtopic.php?t=6749.&amp;lt;br&amp;gt;&lt;br /&gt;
Also here: http://sourceforge.net/project/showfiles.php?group_id=181552&amp;amp;package_id=211092&amp;amp;release_id=463105.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Fixme}}(Not sure if this second one includes the hidden .svn directories needed to update it with svn) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Download (check-out) the source code package ''vegastrike'', and the content package ''data'' package. Copy and paste, ''in order''.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
then&lt;br /&gt;
User@UserMachine:~/VegaStrike$ svn co https://svn.code.sf.net/p/vegastrike/code/trunk/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
This leaves you with two new directories inside your Vega Strike directory called as the packages are.&lt;br /&gt;
&lt;br /&gt;
''Note:'' If you are having problems with SVN due to connecting via a proxy, try to solve them using the method described here: http://subversion.apache.org/faq.html#proxy&lt;br /&gt;
&lt;br /&gt;
=====Boost Specific Check-out=====&lt;br /&gt;
As of 0.5.1 you will be able to choose not to download the boost revisions included in the vegastrike module.  The Boost revisions are external definitions, so including the --ignore-externals argument when checking out vegastrike will result in none of the boost revisions from downloading.   This greatly reduces your download time. If you dont have a system installed boost setup with boost-python, you can pull the specific version of boost you want (1.28 or 1.35) by updating that directory specifically.&lt;br /&gt;
&lt;br /&gt;
* For no Boost:&lt;br /&gt;
&amp;lt;pre&amp;gt;svn co --ignore-externals https://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* If you want 1.35:&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now, you have to supply ./configure with a specific boost rev when you are choosing anything other than 1.28.   Also, choosing a boost rev that you haven't downloaded yet would be problematic.   If none are to be downloaded, use --with-boost=system, when using system boost, you have to make sure the python version ./configure uses matches the one boost-python was linked with. Some distros will supply multiple boost revs, python revs, but only one rev combo for boost-python.&lt;br /&gt;
&lt;br /&gt;
=====Optional high quality textures=====&lt;br /&gt;
As of 0.5.1 there is a module in svn called ''hqtextures''. hqtextures, is an optional high quality texture pack that will override the textures in data that exist in hqtextures.  These are jpegs that wont be compressed in-game. Prior to 0.5.1, you have to edit the config file by hand to uncomment the line that enables the hqtextures module. At 0.5.1, it should be a setting in vssetup.   Enabling it while not having it downloaded wont hurt anything. &lt;br /&gt;
&lt;br /&gt;
You have to check it out of svn and put it next to data.   So if data is in /usr/local/games/vegastrike You would:&lt;br /&gt;
&amp;lt;pre&amp;gt;svn co https://svn.code.sf.net/p/vegastrike/code/trunk/hqtextures /usr/local/games/vegastrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
To be sure that hq textures is being used, check for the message about finding HQ Texture Pack at the start of the console output when running vegastrike.&lt;br /&gt;
&lt;br /&gt;
====Staying updated with development version====&lt;br /&gt;
As development progresses the repository changes. In order to update your working copy you need to do the following.&lt;br /&gt;
* Change into the package's directory you want to update. In our example all the packages were stored in a directory called ''VegaStrike''. Let's assume we want to update the ''data'' package.&lt;br /&gt;
&amp;lt;pre&amp;gt;~&amp;gt; cd VegaStrike&lt;br /&gt;
~/VegaStrike&amp;gt; cd data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Update from the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;~/VegaStrike/data&amp;gt; svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Do this for every package you want to update. Exchange ''data'' with ''vegastrike''.&lt;br /&gt;
&lt;br /&gt;
====Determining when compiling is required ====&lt;br /&gt;
After downloading all of the files and folders you need in the vegastrike, data, and other directories for the first time the program must be compiled, because some of the source code is in a compiled only language. If you only updated the modules, in some situations compiling again is not required:&lt;br /&gt;
* If something only changed in the ''data'' package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package ''vegastrike'' you must compile.&lt;br /&gt;
From here on either follow the common compiling instructions from this link [[HowTo:Compile from SVN on Linux]], or follow the specific compiling instructions for your specific Linux distribution to build, setup, and run the game listed under [[HowTo:Checkout SVN#Distribution Specific Instructions]].&lt;br /&gt;
&lt;br /&gt;
==RabbitVCS==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://rabbitvcs.org/&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
RabbitVCS is a set of graphical tools for Linux that lets you work with files under version control directly from Nautilus or Thunar file managers and Gedit. It's freely available under the GPL. You can directly check out modules, update, commit and see differences by right clicking on files and folders within Nautilus or Thunar. You can see the state of a file with overlays on top of the normal icons within Nautilus or Thunar. &lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
* Follow the instructions for your specific Linux flavor from http://wiki.rabbitvcs.org/wiki/download to install RabbitVCS&lt;br /&gt;
* Create a new folder in the supported file manager where you will download your modules (called Sandbox, SVN or similar working location name);&lt;br /&gt;
* Within that folder, create another folder (for example, VS);&lt;br /&gt;
* Right click on the folder created and select RabbitVCS_SVN -&amp;gt; Checkout... .  This brings up the checkout configuration screen;&lt;br /&gt;
* Input the URL of the repository into the dialogue box:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
https://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Click OK to begin checkout of the module.&lt;br /&gt;
[Note: The download of these modules are large, around 1GB+ and will take some time!]&lt;br /&gt;
*Again right click on that same folder created and select RabbitVCS SVN -&amp;gt; Checkout... .&lt;br /&gt;
* Input the URL of the second repository into the dialogue box:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
https://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike/data&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[You may also alternatively use the built-in repository browser to select a different module you wish to check out.]&lt;br /&gt;
&lt;br /&gt;
Because SVN is the active development repository, sometimes the latest copy will have problems and won't work. Luckily SVN has a revision system that allows you to choose a point in time from before the problem was introduced. If HEAD is in a broken state on your system and another revision works, report it on the forums or in the bug tracker so that the problem may be resolved.&lt;br /&gt;
&lt;br /&gt;
If you need to specify a revision, note that each module can have their own revision number, including dependent modules. To do this you would:&lt;br /&gt;
* Right mouse click your version controlled directory, and choose &amp;quot;RabbitVCS -&amp;gt; Update to revision...&amp;quot;&lt;br /&gt;
* Type in the revision number, and hit OK to update everything in the dependent module, which is normally everything in the folder.&lt;br /&gt;
&lt;br /&gt;
After downloading both vegastrike and data directories, the program must be compiled because some of the source code is in a compiled only language. From here follow the general or specific compiling instructions for your Linux distribution to build, setup, and run the game. [[http://wiki.vega-strike.org/HowTo:Compile_from_SVN HowTo:Compile_from_SVN_on_Linux]]   &lt;br /&gt;
&lt;br /&gt;
=Windows Clients=&lt;br /&gt;
&lt;br /&gt;
Note: For windows, only the '''win32''' module is necessary to ''play'' the game.  Checking out &amp;quot;win32&amp;quot; will download the &amp;quot;bin&amp;quot; and &amp;quot;data&amp;quot; directories.  You will find the executable program inside the &amp;quot;bin&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
As of 2010-11-20, the win32 module is working on the HEAD.  However, there are times that the win32 module is out of date and incompatible with the data directory in svn.  Revision 12933 is a known revision where things work if you find HEAD broken for some reason.  Please update this wiki entry if HEAD breaks and you have a later revision number that has no problems preventing gameplay.&lt;br /&gt;
&lt;br /&gt;
If you are interested in compiling the code, you will need the '''vegastrike''' module, as well as the appropriate vega-project module for your Visual C++ version.  See [[HowTo:VCPP_Compiling]] for compiling info.&lt;br /&gt;
&lt;br /&gt;
Some people have problems with the latest executable relating to Visual C++ 8.  If you want an older version of the executable compiled with VC7, you can browse the repository here:&lt;br /&gt;
https://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike/win32/bin/vegastrike.exe?view=log&lt;br /&gt;
&lt;br /&gt;
==Tortoise SVN==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://tortoisesvn.tigris.org/&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
Tortoise SVN lets you work with files under SVN version control directly from Windows Explorer (just like TortoiseCVS). It's freely available under the GPL. &lt;br /&gt;
&lt;br /&gt;
With TortoiseSVN you can directly check out modules, update, commit and see differences by right clicking on files and folders within Explorer. You can see the state of a file with overlays on top of the normal icons within Explorer. It even works from within the file open dialog. &lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
* Download and Install Tortoise SVN from http://tortoisesvn.tigris.org&lt;br /&gt;
* Create a new folder in Windows Explorer where you will download your modules (called Sandbox, SVN or similar working location name);&lt;br /&gt;
* Within that folder, create another folder (for example, VS or win32);&lt;br /&gt;
* Right click on the folder created and select SVN Checkout.  This brings up the checkout configuration screen;&lt;br /&gt;
* Input the URL of the repository into the dialog box:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  https://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[You may also use the built-in repository browser to select the module you wish to check out.]&lt;br /&gt;
* Click OK to begin checkout of the module.&lt;br /&gt;
[Note: The download is 800+ MB and will take some time.]&lt;br /&gt;
* After downloading, run the Setup program in the &amp;quot;bin&amp;quot; folder to set your screen size, etc. More importantly, this will tell Vegastrike where to find the &amp;quot;data&amp;quot; directory.  You only have to do this once.&lt;br /&gt;
* Then you can run VEGASTRIKE.EXE in the &amp;quot;bin&amp;quot; directory to play.&lt;br /&gt;
&lt;br /&gt;
===Specifying a Revision===&lt;br /&gt;
Because SVN is the active development repository, sometimes the latest copy will have problems and won't work.  At the time of this writing this section (2010-09-18) the units.csv file has a problem and the game won't load.  This has been resolved in a later version, but we may run into the problem again so these instructions might be helpful if HEAD breaks again.  Luckily SVN has a revision system that allows you to choose a point in time from before the problem was introduced.  See the above section &amp;quot;Windows Clients&amp;quot; for the latest known revision that works with win32.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}: We need a way for people to determine the best revision number to use when the HEAD is broken.  Perhaps a section at the top of this document?  In the mean time, check out the help section of the forums.&lt;br /&gt;
&lt;br /&gt;
If you need to specify a revision when using TortoiseSVN , you need to do so for each module, including dependent modules.  So assuming you used the directory name &amp;quot;VS&amp;quot; on the above usage directions, you would:&lt;br /&gt;
&lt;br /&gt;
* Right mouse click on your &amp;quot;VS&amp;quot; directory, and choose &amp;quot;TourtoiseSVN-&amp;gt;Update to revision...&amp;quot;&lt;br /&gt;
* Type in the revision number, and hit OK.  This will update everything under VS/bin, but VS/data will not be updated because it is a separate, dependent module.&lt;br /&gt;
* Right mouse click on your &amp;quot;data&amp;quot; directory, under the top level (&amp;quot;VS&amp;quot; in this example) directory.  Again choose &amp;quot;TourtoiseSVN-&amp;gt;Update to revision...&amp;quot;&lt;br /&gt;
* Again type in the revision number, and hit OK.  This will update everything under VS/data directory.&lt;br /&gt;
&lt;br /&gt;
=Mac OS X Clients=&lt;br /&gt;
&lt;br /&gt;
NOTE: Leopard (10.5) comes with a SVN client.&lt;br /&gt;
&lt;br /&gt;
==Command Line Client==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://metissian.com/projects/macosx/subversion/&lt;br /&gt;
&lt;br /&gt;
(or http://pdb.finkproject.org/pdb/search.php?summary=svn for Fink packages.)&lt;br /&gt;
&lt;br /&gt;
Footnote:&lt;br /&gt;
metissian.com does not maintain current binaries.  A better source would be (ordered from most current to most convenient):&lt;br /&gt;
&lt;br /&gt;
(a) http://subversion.tigris.org/ for current source code.&lt;br /&gt;
&lt;br /&gt;
(b) use Fink or MacPorts to get (usually) current source code.&lt;br /&gt;
&lt;br /&gt;
(c) http://www.codingmonkeys.de/mbo/ for a (usually) current install package.&lt;br /&gt;
&lt;br /&gt;
(d) XCode3 includes svn as part of the default installation (But not XCode2).&lt;br /&gt;
&lt;br /&gt;
==SCPlugin==&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
http://scplugin.tigris.org/&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
&amp;quot;The goal of the SCPlugin project is to integrate Subversion into the Mac OS X Finder. The inspiration for this project came from the TortoiseSVN project.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Usage====&lt;br /&gt;
Must have command line client installed.&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}-WRITEME&lt;br /&gt;
&lt;br /&gt;
*[http://www.joshbuhler.com/2005/07/05/setting-up-the-subversion-client-on-mac-os-x/ A good tutorial on setting up SVN for OSX]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*[http://www.lachoseinteractive.net/en/community/subversion/svnx/features/ svnX]&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
Note, if you are not interested in compiling your own version, see [[HowTo:Checkout_SVNMac]] to get the whole package.&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp;#8594;''' ''See [[HowTo:Compile on OSX]]''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Edit News|Edit News]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Checkout CVS|Checkout CVS]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|Checkout SVN]]&lt;/div&gt;</summary>
		<author><name>Karmann</name></author>	</entry>

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