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	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:In-Flight_Non-Musical_Audio&amp;diff=17028</id>
		<title>Talk:In-Flight Non-Musical Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:In-Flight_Non-Musical_Audio&amp;diff=17028"/>
				<updated>2009-06-28T00:57:02Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* VS Racing possibility */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Created the In-Flight Non-Musical Audio ==&lt;br /&gt;
&lt;br /&gt;
I will be able to use level 1 headers in the new page, so we can have more organization and smaller sections. I further organized the Public announcements section. As always, you can help sorting info, commenting, suggestions, etc in the forums or in this discussion page.&lt;br /&gt;
&lt;br /&gt;
== VS Racing possibility ==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;By the way, it would be really cool if VS could include competition racing as a mission type, like a long patrol mission that you have to finish before other AIs who spawn from the same starting point as soon as you launch. Can the mission engine do that?&amp;quot; -Turbo&lt;br /&gt;
** I think it could be possible up to a extent. For instance, a mission file could definitely be used to set the navpoints for the player, it definitely could spawn ships adjacent to the player. What I don't know is if it could be possible to set the AI ships to follow the navpoints and preprogram the mission to make it so if an AI has gone through all the checkpoints and make it through the last one of the points, the AI is considered the winner. The racing system for the player could easily be almost the same as a patrol mission, except I think it could only be insystem, because of the AI.--[[User:Mc707|Mc707]] 00:57, 28 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17027</id>
		<title>In-Flight Non-Musical Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17027"/>
				<updated>2009-06-28T00:47:44Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* News Item Title */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.'' --[[User:Mc707|Mc707]] 03:35, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
= ''Starter Station'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.  Where appropriate, the &amp;quot;news&amp;quot; music might fade into other background sounds, to imply that the report is coming from the scene.  For example, the graduation story might have &amp;quot;Pomp and Circumstance&amp;quot; in the background.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
The famous Aera architect, GwukkRahrrk, was publicly humilitated today when his design for the new Central Government Archives was unconditionally rejected by the Aeran  Oligarchy. He had recently gained fame for some creative designs for local planetary governments, but Minister of Public Works Khragkoohr described the proposed archive building as, &amp;quot;like the scribblings of a mad human, but then I repeat myself.&amp;quot; The minister then put forth a motion that GwukkRahrrk be sterilized for the good of the species, at which point the Supreme Councilor reminded the others that the architect was, after all, mated to Lady Rglarakk, and thus there was little risk of offspring in any event. The disgraced architect departed the capitol immediately, announcing through an agent that he will retire early, and the Minister of Public Works has been charged to find a new designer.&lt;br /&gt;
* I envision two possible approaches to alien names in a newscast, relating to the nature of the news anchor. Either the newscast is translated by computer, in which case the names would be rendered in the original language only (remember that for the alien languages, the guideline is to make a sound file without translator overlay to use for fixers, so we could use bits of that), or there is a human reading the news in which case the voice actor could either attempt the names in his own voice.  Likewise, when a news source is quoted, we have the option of having the newscaster read the quote, or doing it in a different voice like it was a recorded sound bite -- I prefer the latter.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
* This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
* Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
* I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
* Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
And now for the latest in sports. Buzz Donaldson is returning to the repulser-beam ball field this season to resume playing for the Vega sector franchise, the Fire. Buzz spent the last year recovering from cranial injuries sustained in the first half of last season's championship game against the Centauri Alphas. Buzz is reportedly performing well in preseason practice and his accuracy is said to be as good as ever. Stay tuned for more pre-season repulser-beam ball news and exciting coverage of all your favorite sports.&lt;br /&gt;
* The repulser beam is a ship upgrade, so maybe a smaller version could be used to throw a ball (or an opposing ball player) around a sports field. As I write this, I am reminded of the Half-Life 2 Gravity Gun, one of the coolest video game weapons ever. I have yet to try the repluser beam in ship combat, as I prefer to out-range my targets. But once I get my computer back in late August, I might build a close-range fighter (a Vendetta perhaps) so I can try it.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
In sports today, pilot Edward &amp;quot;Fast Eddie&amp;quot; Wilson won the Regallis 4000 but was immediately disqualified after it was discovered that his customized Schroedinger had been illegally modified for increased fuel capacity. Fuel management is always a concern for pilots in the racing circuit, requiring careful use of the ship's overdrive to prevent premature flame-out in a tight race. Race fans will recall pilot &amp;quot;Turbo Ted&amp;quot; Baker's embarrassment three years ago, when his fuel ran out just after he gained the lead position, leaving him stranded at the final nav point. In addition to being prohibited from racing for the rest of the year, Wilson will be fined 1 million credits, which is approximately half his winnings and sponsorship income from the season. Wilson is expected to issue a public apology later this week, and his sponsors are doubtless deciding whether to terminate their contracts.&lt;br /&gt;
* Here we have embedded some flying advice for the player into a sports scandal story. By the way, it would be really cool if VS could include competition racing as a mission type, like a long patrol mission that you have to finish before other AIs who spawn from the same starting point as soon as you launch. Can the mission engine do that? ''see discussion for more''&lt;br /&gt;
&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= Public Service Announcements =&lt;br /&gt;
These are similar to news, but with music other than the &amp;quot;news&amp;quot; music, or none, playing in the background.  They are also similar to commercials in that every station could play them, except possibly some faction-specific stations if there were any. Therefore, they are semi-generic or fully generic, depending on if they play in every station or more specific ones, as stated above.&lt;br /&gt;
&lt;br /&gt;
== Generic Public Service Announcements ==&lt;br /&gt;
Generic Public Service Announcements will appear in every Radionet station.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== PSA Item Title ===&lt;br /&gt;
And now for a public service annoucement. &amp;quot;Hello, I'm ______. You may remember me from such movies as 'Perilous Frontier' and 'Ernest Goes to the Vega Sector.' But today I want to talk to you about the dangers of biomimetic gel. Except for authorized medical uses, biomimetic gel is dangerous with prolonged use and can develop into a psychological addiction. The entertainment industry, formerly the largest user of this product, is curtailing its use as the medical and psychological dangers become apparent. Even I, _______, was briefly addicted to this dangerous material. So, don't be tempted by illegal offers to improve this or that part of yourself -- just say 'NO' to biomimetic gel. Thank you.&amp;quot;&lt;br /&gt;
* The PSA intro I envision as a soft dry NPR-announcer-type voice, then a different voice for the famous person doing the PSA itself. The product referenced is a type of contraband, and one of the movies mentioned is a VS splash screen, so depending on the gender of the actor who will record this spot we would pick one of the 3 names from the splash screen. In memory of Phil Hartman and his character Troy McClure's public service announcements on 'The Simpsons' TV show, the two movies mentioned contrast greatly -- an action/drama and a comedy, and the person voicing this spot would say the movie names in a tone appropriate to each. The actor admits being a victim of the product, which implies that recording the PSA may be a form of community service awarded by a judge after conviction for possession or use of the contraband.&lt;br /&gt;
&lt;br /&gt;
=== PSA Item Title ===&lt;br /&gt;
And now for a public service annoucement. &amp;quot;This is _____, on behalf of the Confederation Medical Consortium. I want to urge all of you to give the gift of life in these war-torn times. Your organ or tissue donation could save someone else's life -- an innocent child injured in an Aeran attack, or a brave pilot mortally wounded while defending a critical supply convoy from vicious pirates. Last year, thousands of people died in accidents and attacks without leaving their donation consent, depriving hundreds of other victims of a second chance at life. Won't you please help? Just log your donation consent at any public BBS terminal before taking your next trip, and if the worst should happen to you, you can still be a hero and save others. Thank you so much, and stay safe.&amp;quot;&lt;br /&gt;
* My intent for this one is similar to the PSAs that featured actress Sally Struthers crying her eyes out in the early 1990s for the Christian Children's Fund or, later, the Save the Children charity. A female voice actor would be best, since women tend to have a broader vocal and emotional range than men. But, a less emotional approach would also work. The ad implicitly reminds the player that space travel is dangerous.&lt;br /&gt;
&lt;br /&gt;
== --Station Specific Public Service Announcements-- ==&lt;br /&gt;
''For now they are just an idea. If we do have station specific PSA, then they should be located here. Otherwise, when the project is done this section should be deleted''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= Commercials =&lt;br /&gt;
Commercials are more generic items. They will play in every Radionet station, in a random order.&lt;br /&gt;
== Generic/Station Independant Commercials ==&lt;br /&gt;
Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
*Hi. I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
== --''Station Specific Commercials''-- ==&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
= Material =&lt;br /&gt;
This is the 'main hold' of ideas for the Radionet project. Material will be added here, so then it will be 'put in crates' (sorted). You can sort this material to the relevant section, copying and pasting the material from the Material section to the relevant section. This section will probably be temporary, only for organization purposes.&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
= Radio Stations =&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 1'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 2'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 3'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 4'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 5'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17026</id>
		<title>In-Flight Non-Musical Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17026"/>
				<updated>2009-06-27T18:16:32Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* News Item Title */ Minor, deleted bullet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.'' --[[User:Mc707|Mc707]] 03:35, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
= ''Starter Station'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.  Where appropriate, the &amp;quot;news&amp;quot; music might fade into other background sounds, to imply that the report is coming from the scene.  For example, the graduation story might have &amp;quot;Pomp and Circumstance&amp;quot; in the background.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
The famous Aera architect, GwukkRahrrk, was publicly humilitated today when his design for the new Central Government Archives was unconditionally rejected by the Aeran  Oligarchy. He had recently gained fame for some creative designs for local planetary governments, but Minister of Public Works Khragkoohr described the proposed archive building as, &amp;quot;like the scribblings of a mad human, but then I repeat myself.&amp;quot; The minister then put forth a motion that GwukkRahrrk be sterilized for the good of the species, at which point the Supreme Councilor reminded the others that the architect was, after all, mated to Lady Rglarakk, and thus there was little risk of offspring in any event. The disgraced architect departed the capitol immediately, announcing through an agent that he will retire early, and the Minister of Public Works has been charged to find a new designer.&lt;br /&gt;
* I envision two possible approaches to alien names in a newscast, relating to the nature of the news anchor. Either the newscast is translated by computer, in which case the names would be rendered in the original language only (remember that for the alien languages, the guideline is to make a sound file without translator overlay to use for fixers, so we could use bits of that), or there is a human reading the news in which case the voice actor could either attempt the names in his own voice.  Likewise, when a news source is quoted, we have the option of having the newscaster read the quote, or doing it in a different voice like it was a recorded sound bite -- I prefer the latter.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
* This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
* Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
* I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
* Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
And now for the latest in sports. Buzz Donaldson is returning to the repulser-beam ball field this season to resume playing for the Vega sector franchise, the Fire. Buzz spent the last year recovering from cranial injuries sustained in the first half of last season's championship game against the Centauri Alphas. Buzz is reportedly performing well in preseason practice and his accuracy is said to be as good as ever. Stay tuned for more pre-season repulser-beam ball news and exciting coverage of all your favorite sports.&lt;br /&gt;
* The repulser beam is a ship upgrade, so maybe a smaller version could be used to throw a ball (or an opposing ball player) around a sports field. As I write this, I am reminded of the Half-Life 2 Gravity Gun, one of the coolest video game weapons ever. I have yet to try the repluser beam in ship combat, as I prefer to out-range my targets. But once I get my computer back in late August, I might build a close-range fighter (a Vendetta perhaps) so I can try it.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
In sports today, pilot Edward &amp;quot;Fast Eddie&amp;quot; Wilson won the Regallis 4000 but was immediately disqualified after it was discovered that his customized Schroedinger had been illegally modified for increased fuel capacity. Fuel management is always a concern for pilots in the racing circuit, requiring careful use of the ship's overdrive to prevent premature flame-out in a tight race. Race fans will recall pilot &amp;quot;Turbo Ted&amp;quot; Baker's embarrassment three years ago, when his fuel ran out just after he gained the lead position, leaving him stranded at the final nav point. In addition to being prohibited from racing for the rest of the year, Wilson will be fined 1 million credits, which is approximately half his winnings and sponsorship income from the season. Wilson is expected to issue a public apology later this week, and his sponsors are doubtless deciding whether to terminate their contracts.&lt;br /&gt;
* Here we have embedded some flying advice for the player into a sports scandal story. By the way, it would be really cool if VS could include competition racing as a mission type, like a long patrol mission that you have to finish before other AIs who spawn from the same starting point as soon as you launch. Can the mission engine do that?&lt;br /&gt;
&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= Public Service Announcements =&lt;br /&gt;
These are similar to news, but with music other than the &amp;quot;news&amp;quot; music, or none, playing in the background.  They are also similar to commercials in that every station could play them, except possibly some faction-specific stations if there were any. Therefore, they are semi-generic or fully generic, depending on if they play in every station or more specific ones, as stated above.&lt;br /&gt;
&lt;br /&gt;
== Generic Public Service Announcements ==&lt;br /&gt;
Generic Public Service Announcements will appear in every Radionet station.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== PSA Item Title ===&lt;br /&gt;
And now for a public service annoucement. &amp;quot;Hello, I'm ______. You may remember me from such movies as 'Perilous Frontier' and 'Ernest Goes to the Vega Sector.' But today I want to talk to you about the dangers of biomimetic gel. Except for authorized medical uses, biomimetic gel is dangerous with prolonged use and can develop into a psychological addiction. The entertainment industry, formerly the largest user of this product, is curtailing its use as the medical and psychological dangers become apparent. Even I, _______, was briefly addicted to this dangerous material. So, don't be tempted by illegal offers to improve this or that part of yourself -- just say 'NO' to biomimetic gel. Thank you.&amp;quot;&lt;br /&gt;
* The PSA intro I envision as a soft dry NPR-announcer-type voice, then a different voice for the famous person doing the PSA itself. The product referenced is a type of contraband, and one of the movies mentioned is a VS splash screen, so depending on the gender of the actor who will record this spot we would pick one of the 3 names from the splash screen. In memory of Phil Hartman and his character Troy McClure's public service announcements on 'The Simpsons' TV show, the two movies mentioned contrast greatly -- an action/drama and a comedy, and the person voicing this spot would say the movie names in a tone appropriate to each. The actor admits being a victim of the product, which implies that recording the PSA may be a form of community service awarded by a judge after conviction for possession or use of the contraband.&lt;br /&gt;
&lt;br /&gt;
=== PSA Item Title ===&lt;br /&gt;
And now for a public service annoucement. &amp;quot;This is _____, on behalf of the Confederation Medical Consortium. I want to urge all of you to give the gift of life in these war-torn times. Your organ or tissue donation could save someone else's life -- an innocent child injured in an Aeran attack, or a brave pilot mortally wounded while defending a critical supply convoy from vicious pirates. Last year, thousands of people died in accidents and attacks without leaving their donation consent, depriving hundreds of other victims of a second chance at life. Won't you please help? Just log your donation consent at any public BBS terminal before taking your next trip, and if the worst should happen to you, you can still be a hero and save others. Thank you so much, and stay safe.&amp;quot;&lt;br /&gt;
* My intent for this one is similar to the PSAs that featured actress Sally Struthers crying her eyes out in the early 1990s for the Christian Children's Fund or, later, the Save the Children charity. A female voice actor would be best, since women tend to have a broader vocal and emotional range than men. But, a less emotional approach would also work. The ad implicitly reminds the player that space travel is dangerous.&lt;br /&gt;
&lt;br /&gt;
== --Station Specific Public Service Announcements-- ==&lt;br /&gt;
''For now they are just an idea. If we do have station specific PSA, then they should be located here. Otherwise, when the project is done this section should be deleted''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= Commercials =&lt;br /&gt;
Commercials are more generic items. They will play in every Radionet station, in a random order.&lt;br /&gt;
== Generic/Station Independant Commercials ==&lt;br /&gt;
Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
*Hi. I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
== --''Station Specific Commercials''-- ==&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
= Material =&lt;br /&gt;
This is the 'main hold' of ideas for the Radionet project. Material will be added here, so then it will be 'put in crates' (sorted). You can sort this material to the relevant section, copying and pasting the material from the Material section to the relevant section. This section will probably be temporary, only for organization purposes.&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
= Radio Stations =&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 1'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 2'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 3'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 4'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 5'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17025</id>
		<title>In-Flight Non-Musical Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17025"/>
				<updated>2009-06-27T18:15:30Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* --Station Specific Service Announcements-- */ Minor acronym edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.'' --[[User:Mc707|Mc707]] 03:35, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
= ''Starter Station'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.  Where appropriate, the &amp;quot;news&amp;quot; music might fade into other background sounds, to imply that the report is coming from the scene.  For example, the graduation story might have &amp;quot;Pomp and Circumstance&amp;quot; in the background.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
The famous Aera architect, GwukkRahrrk, was publicly humilitated today when his design for the new Central Government Archives was unconditionally rejected by the Aeran  Oligarchy. He had recently gained fame for some creative designs for local planetary governments, but Minister of Public Works Khragkoohr described the proposed archive building as, &amp;quot;like the scribblings of a mad human, but then I repeat myself.&amp;quot; The minister then put forth a motion that GwukkRahrrk be sterilized for the good of the species, at which point the Supreme Councilor reminded the others that the architect was, after all, mated to Lady Rglarakk, and thus there was little risk of offspring in any event. The disgraced architect departed the capitol immediately, announcing through an agent that he will retire early, and the Minister of Public Works has been charged to find a new designer.&lt;br /&gt;
* I envision two possible approaches to alien names in a newscast, relating to the nature of the news anchor. Either the newscast is translated by computer, in which case the names would be rendered in the original language only (remember that for the alien languages, the guideline is to make a sound file without translator overlay to use for fixers, so we could use bits of that), or there is a human reading the news in which case the voice actor could either attempt the names in his own voice.  Likewise, when a news source is quoted, we have the option of having the newscaster read the quote, or doing it in a different voice like it was a recorded sound bite -- I prefer the latter.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
* This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
* Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
* I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
* Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
And now for the latest in sports. Buzz Donaldson is returning to the repulser-beam ball field this season to resume playing for the Vega sector franchise, the Fire. Buzz spent the last year recovering from cranial injuries sustained in the first half of last season's championship game against the Centauri Alphas. Buzz is reportedly performing well in preseason practice and his accuracy is said to be as good as ever. Stay tuned for more pre-season repulser-beam ball news and exciting coverage of all your favorite sports.&lt;br /&gt;
** The repulser beam is a ship upgrade, so maybe a smaller version could be used to throw a ball (or an opposing ball player) around a sports field. As I write this, I am reminded of the Half-Life 2 Gravity Gun, one of the coolest video game weapons ever. I have yet to try the repluser beam in ship combat, as I prefer to out-range my targets. But once I get my computer back in late August, I might build a close-range fighter (a Vendetta perhaps) so I can try it.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
In sports today, pilot Edward &amp;quot;Fast Eddie&amp;quot; Wilson won the Regallis 4000 but was immediately disqualified after it was discovered that his customized Schroedinger had been illegally modified for increased fuel capacity. Fuel management is always a concern for pilots in the racing circuit, requiring careful use of the ship's overdrive to prevent premature flame-out in a tight race. Race fans will recall pilot &amp;quot;Turbo Ted&amp;quot; Baker's embarrassment three years ago, when his fuel ran out just after he gained the lead position, leaving him stranded at the final nav point. In addition to being prohibited from racing for the rest of the year, Wilson will be fined 1 million credits, which is approximately half his winnings and sponsorship income from the season. Wilson is expected to issue a public apology later this week, and his sponsors are doubtless deciding whether to terminate their contracts.&lt;br /&gt;
* Here we have embedded some flying advice for the player into a sports scandal story. By the way, it would be really cool if VS could include competition racing as a mission type, like a long patrol mission that you have to finish before other AIs who spawn from the same starting point as soon as you launch. Can the mission engine do that?&lt;br /&gt;
&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= Public Service Announcements =&lt;br /&gt;
These are similar to news, but with music other than the &amp;quot;news&amp;quot; music, or none, playing in the background.  They are also similar to commercials in that every station could play them, except possibly some faction-specific stations if there were any. Therefore, they are semi-generic or fully generic, depending on if they play in every station or more specific ones, as stated above.&lt;br /&gt;
&lt;br /&gt;
== Generic Public Service Announcements ==&lt;br /&gt;
Generic Public Service Announcements will appear in every Radionet station.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== PSA Item Title ===&lt;br /&gt;
And now for a public service annoucement. &amp;quot;Hello, I'm ______. You may remember me from such movies as 'Perilous Frontier' and 'Ernest Goes to the Vega Sector.' But today I want to talk to you about the dangers of biomimetic gel. Except for authorized medical uses, biomimetic gel is dangerous with prolonged use and can develop into a psychological addiction. The entertainment industry, formerly the largest user of this product, is curtailing its use as the medical and psychological dangers become apparent. Even I, _______, was briefly addicted to this dangerous material. So, don't be tempted by illegal offers to improve this or that part of yourself -- just say 'NO' to biomimetic gel. Thank you.&amp;quot;&lt;br /&gt;
* The PSA intro I envision as a soft dry NPR-announcer-type voice, then a different voice for the famous person doing the PSA itself. The product referenced is a type of contraband, and one of the movies mentioned is a VS splash screen, so depending on the gender of the actor who will record this spot we would pick one of the 3 names from the splash screen. In memory of Phil Hartman and his character Troy McClure's public service announcements on 'The Simpsons' TV show, the two movies mentioned contrast greatly -- an action/drama and a comedy, and the person voicing this spot would say the movie names in a tone appropriate to each. The actor admits being a victim of the product, which implies that recording the PSA may be a form of community service awarded by a judge after conviction for possession or use of the contraband.&lt;br /&gt;
&lt;br /&gt;
=== PSA Item Title ===&lt;br /&gt;
And now for a public service annoucement. &amp;quot;This is _____, on behalf of the Confederation Medical Consortium. I want to urge all of you to give the gift of life in these war-torn times. Your organ or tissue donation could save someone else's life -- an innocent child injured in an Aeran attack, or a brave pilot mortally wounded while defending a critical supply convoy from vicious pirates. Last year, thousands of people died in accidents and attacks without leaving their donation consent, depriving hundreds of other victims of a second chance at life. Won't you please help? Just log your donation consent at any public BBS terminal before taking your next trip, and if the worst should happen to you, you can still be a hero and save others. Thank you so much, and stay safe.&amp;quot;&lt;br /&gt;
* My intent for this one is similar to the PSAs that featured actress Sally Struthers crying her eyes out in the early 1990s for the Christian Children's Fund or, later, the Save the Children charity. A female voice actor would be best, since women tend to have a broader vocal and emotional range than men. But, a less emotional approach would also work. The ad implicitly reminds the player that space travel is dangerous.&lt;br /&gt;
&lt;br /&gt;
== --Station Specific Public Service Announcements-- ==&lt;br /&gt;
''For now they are just an idea. If we do have station specific PSA, then they should be located here. Otherwise, when the project is done this section should be deleted''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= Commercials =&lt;br /&gt;
Commercials are more generic items. They will play in every Radionet station, in a random order.&lt;br /&gt;
== Generic/Station Independant Commercials ==&lt;br /&gt;
Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
*Hi. I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
== --''Station Specific Commercials''-- ==&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
= Material =&lt;br /&gt;
This is the 'main hold' of ideas for the Radionet project. Material will be added here, so then it will be 'put in crates' (sorted). You can sort this material to the relevant section, copying and pasting the material from the Material section to the relevant section. This section will probably be temporary, only for organization purposes.&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
= Radio Stations =&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 1'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 2'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 3'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 4'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 5'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17024</id>
		<title>In-Flight Non-Musical Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17024"/>
				<updated>2009-06-27T18:14:49Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Generic Public Service Announcements */ Same with news items, gave titles templates to PS items and removed unecessary bullets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.'' --[[User:Mc707|Mc707]] 03:35, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
= ''Starter Station'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.  Where appropriate, the &amp;quot;news&amp;quot; music might fade into other background sounds, to imply that the report is coming from the scene.  For example, the graduation story might have &amp;quot;Pomp and Circumstance&amp;quot; in the background.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
The famous Aera architect, GwukkRahrrk, was publicly humilitated today when his design for the new Central Government Archives was unconditionally rejected by the Aeran  Oligarchy. He had recently gained fame for some creative designs for local planetary governments, but Minister of Public Works Khragkoohr described the proposed archive building as, &amp;quot;like the scribblings of a mad human, but then I repeat myself.&amp;quot; The minister then put forth a motion that GwukkRahrrk be sterilized for the good of the species, at which point the Supreme Councilor reminded the others that the architect was, after all, mated to Lady Rglarakk, and thus there was little risk of offspring in any event. The disgraced architect departed the capitol immediately, announcing through an agent that he will retire early, and the Minister of Public Works has been charged to find a new designer.&lt;br /&gt;
* I envision two possible approaches to alien names in a newscast, relating to the nature of the news anchor. Either the newscast is translated by computer, in which case the names would be rendered in the original language only (remember that for the alien languages, the guideline is to make a sound file without translator overlay to use for fixers, so we could use bits of that), or there is a human reading the news in which case the voice actor could either attempt the names in his own voice.  Likewise, when a news source is quoted, we have the option of having the newscaster read the quote, or doing it in a different voice like it was a recorded sound bite -- I prefer the latter.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
* This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
* Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
* I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
* Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
And now for the latest in sports. Buzz Donaldson is returning to the repulser-beam ball field this season to resume playing for the Vega sector franchise, the Fire. Buzz spent the last year recovering from cranial injuries sustained in the first half of last season's championship game against the Centauri Alphas. Buzz is reportedly performing well in preseason practice and his accuracy is said to be as good as ever. Stay tuned for more pre-season repulser-beam ball news and exciting coverage of all your favorite sports.&lt;br /&gt;
** The repulser beam is a ship upgrade, so maybe a smaller version could be used to throw a ball (or an opposing ball player) around a sports field. As I write this, I am reminded of the Half-Life 2 Gravity Gun, one of the coolest video game weapons ever. I have yet to try the repluser beam in ship combat, as I prefer to out-range my targets. But once I get my computer back in late August, I might build a close-range fighter (a Vendetta perhaps) so I can try it.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
In sports today, pilot Edward &amp;quot;Fast Eddie&amp;quot; Wilson won the Regallis 4000 but was immediately disqualified after it was discovered that his customized Schroedinger had been illegally modified for increased fuel capacity. Fuel management is always a concern for pilots in the racing circuit, requiring careful use of the ship's overdrive to prevent premature flame-out in a tight race. Race fans will recall pilot &amp;quot;Turbo Ted&amp;quot; Baker's embarrassment three years ago, when his fuel ran out just after he gained the lead position, leaving him stranded at the final nav point. In addition to being prohibited from racing for the rest of the year, Wilson will be fined 1 million credits, which is approximately half his winnings and sponsorship income from the season. Wilson is expected to issue a public apology later this week, and his sponsors are doubtless deciding whether to terminate their contracts.&lt;br /&gt;
* Here we have embedded some flying advice for the player into a sports scandal story. By the way, it would be really cool if VS could include competition racing as a mission type, like a long patrol mission that you have to finish before other AIs who spawn from the same starting point as soon as you launch. Can the mission engine do that?&lt;br /&gt;
&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= Public Service Announcements =&lt;br /&gt;
These are similar to news, but with music other than the &amp;quot;news&amp;quot; music, or none, playing in the background.  They are also similar to commercials in that every station could play them, except possibly some faction-specific stations if there were any. Therefore, they are semi-generic or fully generic, depending on if they play in every station or more specific ones, as stated above.&lt;br /&gt;
&lt;br /&gt;
== Generic Public Service Announcements ==&lt;br /&gt;
Generic Public Service Announcements will appear in every Radionet station.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== PSA Item Title ===&lt;br /&gt;
And now for a public service annoucement. &amp;quot;Hello, I'm ______. You may remember me from such movies as 'Perilous Frontier' and 'Ernest Goes to the Vega Sector.' But today I want to talk to you about the dangers of biomimetic gel. Except for authorized medical uses, biomimetic gel is dangerous with prolonged use and can develop into a psychological addiction. The entertainment industry, formerly the largest user of this product, is curtailing its use as the medical and psychological dangers become apparent. Even I, _______, was briefly addicted to this dangerous material. So, don't be tempted by illegal offers to improve this or that part of yourself -- just say 'NO' to biomimetic gel. Thank you.&amp;quot;&lt;br /&gt;
* The PSA intro I envision as a soft dry NPR-announcer-type voice, then a different voice for the famous person doing the PSA itself. The product referenced is a type of contraband, and one of the movies mentioned is a VS splash screen, so depending on the gender of the actor who will record this spot we would pick one of the 3 names from the splash screen. In memory of Phil Hartman and his character Troy McClure's public service announcements on 'The Simpsons' TV show, the two movies mentioned contrast greatly -- an action/drama and a comedy, and the person voicing this spot would say the movie names in a tone appropriate to each. The actor admits being a victim of the product, which implies that recording the PSA may be a form of community service awarded by a judge after conviction for possession or use of the contraband.&lt;br /&gt;
&lt;br /&gt;
=== PSA Item Title ===&lt;br /&gt;
And now for a public service annoucement. &amp;quot;This is _____, on behalf of the Confederation Medical Consortium. I want to urge all of you to give the gift of life in these war-torn times. Your organ or tissue donation could save someone else's life -- an innocent child injured in an Aeran attack, or a brave pilot mortally wounded while defending a critical supply convoy from vicious pirates. Last year, thousands of people died in accidents and attacks without leaving their donation consent, depriving hundreds of other victims of a second chance at life. Won't you please help? Just log your donation consent at any public BBS terminal before taking your next trip, and if the worst should happen to you, you can still be a hero and save others. Thank you so much, and stay safe.&amp;quot;&lt;br /&gt;
* My intent for this one is similar to the PSAs that featured actress Sally Struthers crying her eyes out in the early 1990s for the Christian Children's Fund or, later, the Save the Children charity. A female voice actor would be best, since women tend to have a broader vocal and emotional range than men. But, a less emotional approach would also work. The ad implicitly reminds the player that space travel is dangerous.&lt;br /&gt;
&lt;br /&gt;
== --Station Specific Service Announcements-- ==&lt;br /&gt;
''For now they are just an idea. If we do have station specific SSAA, then they should be located here. Otherwise, when the project is done this section should be deleted''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
= Commercials =&lt;br /&gt;
Commercials are more generic items. They will play in every Radionet station, in a random order.&lt;br /&gt;
== Generic/Station Independant Commercials ==&lt;br /&gt;
Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
*Hi. I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
== --''Station Specific Commercials''-- ==&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
= Material =&lt;br /&gt;
This is the 'main hold' of ideas for the Radionet project. Material will be added here, so then it will be 'put in crates' (sorted). You can sort this material to the relevant section, copying and pasting the material from the Material section to the relevant section. This section will probably be temporary, only for organization purposes.&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
= Radio Stations =&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 1'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 2'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 3'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 4'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 5'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17023</id>
		<title>In-Flight Non-Musical Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17023"/>
				<updated>2009-06-27T18:13:15Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* News Items */ Now that we moved one level up in headlines, I added news items title templates to the news items. Please name them (Turbo probably, its his news items). removed unnecessary bullets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.'' --[[User:Mc707|Mc707]] 03:35, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
= ''Starter Station'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.  Where appropriate, the &amp;quot;news&amp;quot; music might fade into other background sounds, to imply that the report is coming from the scene.  For example, the graduation story might have &amp;quot;Pomp and Circumstance&amp;quot; in the background.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
The famous Aera architect, GwukkRahrrk, was publicly humilitated today when his design for the new Central Government Archives was unconditionally rejected by the Aeran  Oligarchy. He had recently gained fame for some creative designs for local planetary governments, but Minister of Public Works Khragkoohr described the proposed archive building as, &amp;quot;like the scribblings of a mad human, but then I repeat myself.&amp;quot; The minister then put forth a motion that GwukkRahrrk be sterilized for the good of the species, at which point the Supreme Councilor reminded the others that the architect was, after all, mated to Lady Rglarakk, and thus there was little risk of offspring in any event. The disgraced architect departed the capitol immediately, announcing through an agent that he will retire early, and the Minister of Public Works has been charged to find a new designer.&lt;br /&gt;
* I envision two possible approaches to alien names in a newscast, relating to the nature of the news anchor. Either the newscast is translated by computer, in which case the names would be rendered in the original language only (remember that for the alien languages, the guideline is to make a sound file without translator overlay to use for fixers, so we could use bits of that), or there is a human reading the news in which case the voice actor could either attempt the names in his own voice.  Likewise, when a news source is quoted, we have the option of having the newscaster read the quote, or doing it in a different voice like it was a recorded sound bite -- I prefer the latter.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
* This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
* Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
* I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
* Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
And now for the latest in sports. Buzz Donaldson is returning to the repulser-beam ball field this season to resume playing for the Vega sector franchise, the Fire. Buzz spent the last year recovering from cranial injuries sustained in the first half of last season's championship game against the Centauri Alphas. Buzz is reportedly performing well in preseason practice and his accuracy is said to be as good as ever. Stay tuned for more pre-season repulser-beam ball news and exciting coverage of all your favorite sports.&lt;br /&gt;
** The repulser beam is a ship upgrade, so maybe a smaller version could be used to throw a ball (or an opposing ball player) around a sports field. As I write this, I am reminded of the Half-Life 2 Gravity Gun, one of the coolest video game weapons ever. I have yet to try the repluser beam in ship combat, as I prefer to out-range my targets. But once I get my computer back in late August, I might build a close-range fighter (a Vendetta perhaps) so I can try it.&lt;br /&gt;
&lt;br /&gt;
=== News Item Title ===&lt;br /&gt;
In sports today, pilot Edward &amp;quot;Fast Eddie&amp;quot; Wilson won the Regallis 4000 but was immediately disqualified after it was discovered that his customized Schroedinger had been illegally modified for increased fuel capacity. Fuel management is always a concern for pilots in the racing circuit, requiring careful use of the ship's overdrive to prevent premature flame-out in a tight race. Race fans will recall pilot &amp;quot;Turbo Ted&amp;quot; Baker's embarrassment three years ago, when his fuel ran out just after he gained the lead position, leaving him stranded at the final nav point. In addition to being prohibited from racing for the rest of the year, Wilson will be fined 1 million credits, which is approximately half his winnings and sponsorship income from the season. Wilson is expected to issue a public apology later this week, and his sponsors are doubtless deciding whether to terminate their contracts.&lt;br /&gt;
* Here we have embedded some flying advice for the player into a sports scandal story. By the way, it would be really cool if VS could include competition racing as a mission type, like a long patrol mission that you have to finish before other AIs who spawn from the same starting point as soon as you launch. Can the mission engine do that?&lt;br /&gt;
&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= Public Service Announcements =&lt;br /&gt;
These are similar to news, but with music other than the &amp;quot;news&amp;quot; music, or none, playing in the background.  They are also similar to commercials in that every station could play them, except possibly some faction-specific stations if there were any. Therefore, they are semi-generic or fully generic, depending on if they play in every station or more specific ones, as stated above.&lt;br /&gt;
&lt;br /&gt;
== Generic Public Service Announcements ==&lt;br /&gt;
Generic Public Service Announcements will appear in every Radionet station.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
* And now for a public service annoucement. &amp;quot;Hello, I'm ______. You may remember me from such movies as 'Perilous Frontier' and 'Ernest Goes to the Vega Sector.' But today I want to talk to you about the dangers of biomimetic gel. Except for authorized medical uses, biomimetic gel is dangerous with prolonged use and can develop into a psychological addiction. The entertainment industry, formerly the largest user of this product, is curtailing its use as the medical and psychological dangers become apparent. Even I, _______, was briefly addicted to this dangerous material. So, don't be tempted by illegal offers to improve this or that part of yourself -- just say 'NO' to biomimetic gel. Thank you.&amp;quot;&lt;br /&gt;
** The PSA intro I envision as a soft dry NPR-announcer-type voice, then a different voice for the famous person doing the PSA itself. The product referenced is a type of contraband, and one of the movies mentioned is a VS splash screen, so depending on the gender of the actor who will record this spot we would pick one of the 3 names from the splash screen. In memory of Phil Hartman and his character Troy McClure's public service announcements on 'The Simpsons' TV show, the two movies mentioned contrast greatly -- an action/drama and a comedy, and the person voicing this spot would say the movie names in a tone appropriate to each. The actor admits being a victim of the product, which implies that recording the PSA may be a form of community service awarded by a judge after conviction for possession or use of the contraband.&lt;br /&gt;
&lt;br /&gt;
* And now for a public service annoucement. &amp;quot;This is _____, on behalf of the Confederation Medical Consortium. I want to urge all of you to give the gift of life in these war-torn times. Your organ or tissue donation could save someone else's life -- an innocent child injured in an Aeran attack, or a brave pilot mortally wounded while defending a critical supply convoy from vicious pirates. Last year, thousands of people died in accidents and attacks without leaving their donation consent, depriving hundreds of other victims of a second chance at life. Won't you please help? Just log your donation consent at any public BBS terminal before taking your next trip, and if the worst should happen to you, you can still be a hero and save others. Thank you so much, and stay safe.&amp;quot;&lt;br /&gt;
** My intent for this one is similar to the PSAs that featured actress Sally Struthers crying her eyes out in the early 1990s for the Christian Children's Fund or, later, the Save the Children charity. A female voice actor would be best, since women tend to have a broader vocal and emotional range than men. But, a less emotional approach would also work. The ad implicitly reminds the player that space travel is dangerous.&lt;br /&gt;
&lt;br /&gt;
== --Station Specific Service Announcements-- ==&lt;br /&gt;
''For now they are just an idea. If we do have station specific SSAA, then they should be located here. Otherwise, when the project is done this section should be deleted''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
= Commercials =&lt;br /&gt;
Commercials are more generic items. They will play in every Radionet station, in a random order.&lt;br /&gt;
== Generic/Station Independant Commercials ==&lt;br /&gt;
Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
*Hi. I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
== --''Station Specific Commercials''-- ==&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
= Material =&lt;br /&gt;
This is the 'main hold' of ideas for the Radionet project. Material will be added here, so then it will be 'put in crates' (sorted). You can sort this material to the relevant section, copying and pasting the material from the Material section to the relevant section. This section will probably be temporary, only for organization purposes.&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
= Radio Stations =&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 1'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 2'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 3'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 4'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 5'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:In-Flight_Non-Musical_Audio&amp;diff=17022</id>
		<title>Talk:In-Flight Non-Musical Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:In-Flight_Non-Musical_Audio&amp;diff=17022"/>
				<updated>2009-06-27T18:09:34Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: Created the In-Flight Non-Musical Audio&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Created the In-Flight Non-Musical Audio ==&lt;br /&gt;
&lt;br /&gt;
I will be able to use level 1 headers in the new page, so we can have more organization and smaller sections. I further organized the Public announcements section. As always, you can help sorting info, commenting, suggestions, etc in the forums or in this discussion page.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=17021</id>
		<title>Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=17021"/>
				<updated>2009-06-27T18:06:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: Splitted the In-Flight Non-Musical Audio page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game.&lt;br /&gt;
This standards are applicable for:&lt;br /&gt;
* music&lt;br /&gt;
* voices for intership radio transmissions, and perhaps campaign fixers&lt;br /&gt;
* other sounds&lt;br /&gt;
&lt;br /&gt;
=Sound Requirements=&lt;br /&gt;
&lt;br /&gt;
The following quality settings apply:&lt;br /&gt;
* 44kHz sample rate (the best that most microphones under $200 can produce)&lt;br /&gt;
* Mono for voices and sound effects (stereo is acceptable)&lt;br /&gt;
* Stereo for music&lt;br /&gt;
* Vorbis OGG format (which puts everything in stereo) for the final production version&lt;br /&gt;
&lt;br /&gt;
=Music Requirements=&lt;br /&gt;
&lt;br /&gt;
FIXME&lt;br /&gt;
&lt;br /&gt;
= Music Engine =&lt;br /&gt;
The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).&lt;br /&gt;
&lt;br /&gt;
The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).&lt;br /&gt;
&lt;br /&gt;
.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'. &lt;br /&gt;
&lt;br /&gt;
Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists).&lt;br /&gt;
Inside playlists, you may find additional grouping, by situation:&lt;br /&gt;
&lt;br /&gt;
* battle&lt;br /&gt;
* peace&lt;br /&gt;
* threat&lt;br /&gt;
&lt;br /&gt;
Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not.&lt;br /&gt;
That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.&lt;br /&gt;
&lt;br /&gt;
Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.&lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
== Music Engine Future Plans ==&lt;br /&gt;
Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!&amp;lt;command&amp;gt;') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine. &lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
= Voice Acting =&lt;br /&gt;
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Current voice acting projects are as follows:&lt;br /&gt;
&lt;br /&gt;
* Oswald &amp;quot;flight tutorial&amp;quot; mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08&lt;br /&gt;
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.&lt;br /&gt;
&lt;br /&gt;
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].&lt;br /&gt;
&lt;br /&gt;
== Fixer Voice Lines ==&lt;br /&gt;
&lt;br /&gt;
Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.&lt;br /&gt;
&lt;br /&gt;
== Ship to Ship Radio Communication ==&lt;br /&gt;
&lt;br /&gt;
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.  &lt;br /&gt;
&lt;br /&gt;
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names must follow this format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FACTION&amp;gt;_&amp;lt;OPENING-TEXT-OF-LINE&amp;gt;.OGG&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  aera_lesser-being.ogg for the Aera broadcast, &amp;quot;The lesser being is always vanquished.&amp;quot;&lt;br /&gt;
  rlaan_boring-boring.ogg for the Rlaan broacast, &amp;quot;Boring, boring, tiny one!  You bring us no tupperware.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ship-to-ship factional communication voice acting package should include the following:&lt;br /&gt;
&lt;br /&gt;
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.&lt;br /&gt;
* All the faction's speech, one voice line per OGG file, from VS/data/communications/&amp;lt;FACTION&amp;gt;.xml &lt;br /&gt;
* The &amp;quot;bounty text&amp;quot; line from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''&amp;lt;faction_name&amp;gt;_it-appears-we-have.ogg''' in order for the code to call it dynamically.&lt;br /&gt;
* The updated &amp;lt;faction&amp;gt;.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:&lt;br /&gt;
 &amp;lt;node text=&amp;quot;Make room for your betters, friends. Room for your betters.&amp;quot; relationship=&amp;quot;.03125&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- node 4(random good chatter)--&amp;gt;&amp;lt;/nowiki&amp;gt;     &lt;br /&gt;
 &amp;lt;sound file=&amp;quot;communications/sounds/highborn/highborn_make-room-for.ogg&amp;quot; sex=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;5&amp;quot;/&amp;gt;''&lt;br /&gt;
 Note: Currently the game code that assigns gender to ships does not function, but when it does and&lt;br /&gt;
 we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX=&amp;quot;1&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
* If the faction is an alien language, the following additional guidelines apply:&lt;br /&gt;
** the translator's voice should sound flat in dynamics and pitch, while remaining clear and understandable; more on that in the next section&lt;br /&gt;
** The alien voice should speak for 1 second before the translator starts&lt;br /&gt;
** When the translator is speaking, the alien voice should be muted by -7 Db to make the translator easier to understand&lt;br /&gt;
** Also provide one or more alien &amp;quot;fixer&amp;quot; lines, without the translator overlay, that we can use for randomly generated fixer conversations in bars&lt;br /&gt;
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how it was done.&lt;br /&gt;
* For communication lines which end in &amp;quot;[garbled]&amp;quot;, indicating that the ship was destroyed while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.&lt;br /&gt;
&lt;br /&gt;
=== Faction Voice List ===&lt;br /&gt;
&lt;br /&gt;
Here is the list of the production status for each faction's voice.  If a faction's &amp;quot;citizen&amp;quot; variant has the same lines as the base faction, it is not listed:&lt;br /&gt;
&lt;br /&gt;
* [[Faction:Aera|Aera]] '''DONE''' by [[User:Turbo|Turbo]] Dec 08 &lt;br /&gt;
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] &lt;br /&gt;
* [[Faction:Dgn|Dgn]] &lt;br /&gt;
* [[Faction:Forsaken|Forsaken]] &lt;br /&gt;
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice &lt;br /&gt;
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Hunter|Hunter]] '''DONE''' by [[User:Turbo|Turbo]] Feb 09&lt;br /&gt;
* [[Faction:Interstellar_Socialist_Organization|ISO]] in progress by [[User:MC707|MC707]]&lt;br /&gt;
* [[Faction:Klk%27k|Klk'k]] &lt;br /&gt;
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Mechanist|Mechanist Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09&lt;br /&gt;
* Militia '''DONE''' by Lisa Willadsen Feb 09&lt;br /&gt;
* Neutral&lt;br /&gt;
* [[Faction:Pirates|Pirates]] are under discussion, but no one has offered to record them yet&lt;br /&gt;
* Privateer is the player's faction, we are not sure if this needs voices (wingmen perhaps?)&lt;br /&gt;
* [[Faction:Purist|Purist]]&lt;br /&gt;
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Shaper|Shaper]] '''DONE''' by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by cLoneWolf&lt;br /&gt;
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)&lt;br /&gt;
* [[Faction:Shmrn|Shmrm]]&lt;br /&gt;
* [[Faction:Uln|Uln]]&lt;br /&gt;
* [[Faction:Uln|Uln Citizen]]&lt;br /&gt;
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
&lt;br /&gt;
== Creating the Voice for the Ship's Translator ==&lt;br /&gt;
&lt;br /&gt;
For aliens which speak a non-human language, the ship's translator will provice a &amp;quot;voice-over&amp;quot; of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.&lt;br /&gt;
&lt;br /&gt;
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=13311.  What remains to be decided is whether all the translator voices should sound the same.&lt;br /&gt;
&lt;br /&gt;
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's &amp;quot;Michael.&amp;quot;  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a &amp;quot;vocoder&amp;quot; to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:&lt;br /&gt;
&lt;br /&gt;
* record all the translator lines in a flat, emotionless voice&lt;br /&gt;
* edit out unwanted noises like lip smacking, breathing, etc&lt;br /&gt;
* apply noise removal and click removal effects&lt;br /&gt;
* apply a low pass filter for 15K Hz, other values default&lt;br /&gt;
* apply a high pass filter for 1000 Hz, others default&lt;br /&gt;
* apply the leveller (heaviest setting)&lt;br /&gt;
* if desired, adjust pitch&lt;br /&gt;
* if desired, repeat the click removal, filters, and leveller again&lt;br /&gt;
* make other edits as required &lt;br /&gt;
* amplify to full volume&lt;br /&gt;
&lt;br /&gt;
The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical.  You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.&lt;br /&gt;
&lt;br /&gt;
== Creating Alien Voices ==&lt;br /&gt;
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera ship-to-ship communication.&lt;br /&gt;
&lt;br /&gt;
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.  &lt;br /&gt;
&lt;br /&gt;
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:&lt;br /&gt;
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial&lt;br /&gt;
&lt;br /&gt;
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the &amp;quot;Alvin and the Chipmunks&amp;quot; effecct. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose. &lt;br /&gt;
&lt;br /&gt;
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.&lt;br /&gt;
&lt;br /&gt;
Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech.  Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers.  Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time.  There is no reason an alien language would have the same tempo as its translation.  The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.&lt;br /&gt;
&lt;br /&gt;
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.&lt;br /&gt;
&lt;br /&gt;
== Voice Acting Uploads ==&lt;br /&gt;
Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=29| Music and Sound forum] to get everyone's comments.  If you do not have web space of your own, we have an FTP site that you can use.  The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to [[User:Turbo|Turbo]] or [[User:Loki1950|Loki]].&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17020</id>
		<title>In-Flight Non-Musical Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17020"/>
				<updated>2009-06-27T18:03:05Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: Service Announcements are more generic, so they are now level 1 headline. Added a subsections under SSAA, generic and specific station. Moved &amp;quot;segments/talk shows/etc&amp;quot; towards the &amp;quot;starter station&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.'' --[[User:Mc707|Mc707]] 03:35, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
= ''Starter Station'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.  Where appropriate, the &amp;quot;news&amp;quot; music might fade into other background sounds, to imply that the report is coming from the scene.  For example, the graduation story might have &amp;quot;Pomp and Circumstance&amp;quot; in the background.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
* The famous Aera architect, GwukkRahrrk, was publicly humilitated today when his design for the new Central Government Archives was unconditionally rejected by the Aeran  Oligarchy. He had recently gained fame for some creative designs for local planetary governments, but Minister of Public Works Khragkoohr described the proposed archive building as, &amp;quot;like the scribblings of a mad human, but then I repeat myself.&amp;quot; The minister then put forth a motion that GwukkRahrrk be sterilized for the good of the species, at which point the Supreme Councilor reminded the others that the architect was, after all, mated to Lady Rglarakk, and thus there was little risk of offspring in any event. The disgraced architect departed the capitol immediately, announcing through an agent that he will retire early, and the Minister of Public Works has been charged to find a new designer.&lt;br /&gt;
** I envision two possible approaches to alien names in a newscast, relating to the nature of the news anchor. Either the newscast is translated by computer, in which case the names would be rendered in the original language only (remember that for the alien languages, the guideline is to make a sound file without translator overlay to use for fixers, so we could use bits of that), or there is a human reading the news in which case the voice actor could either attempt the names in his own voice.  Likewise, when a news source is quoted, we have the option of having the newscaster read the quote, or doing it in a different voice like it was a recorded sound bite -- I prefer the latter.&lt;br /&gt;
&lt;br /&gt;
* A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
** This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
* The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
** Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
* Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
** I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
* Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
** Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
* And now for the latest in sports. Buzz Donaldson is returning to the repulser-beam ball field this season to resume playing for the Vega sector franchise, the Fire. Buzz spent the last year recovering from cranial injuries sustained in the first half of last season's championship game against the Centauri Alphas. Buzz is reportedly performing well in preseason practice and his accuracy is said to be as good as ever. Stay tuned for more pre-season repulser-beam ball news and exciting coverage of all your favorite sports.&lt;br /&gt;
** The repulser beam is a ship upgrade, so maybe a smaller version could be used to throw a ball (or an opposing ball player) around a sports field. As I write this, I am reminded of the Half-Life 2 Gravity Gun, one of the coolest video game weapons ever. I have yet to try the repluser beam in ship combat, as I prefer to out-range my targets. But once I get my computer back in late August, I might build a close-range fighter (a Vendetta perhaps) so I can try it.&lt;br /&gt;
&lt;br /&gt;
* In sports today, pilot Edward &amp;quot;Fast Eddie&amp;quot; Wilson won the Regallis 4000 but was immediately disqualified after it was discovered that his customized Schroedinger had been illegally modified for increased fuel capacity. Fuel management is always a concern for pilots in the racing circuit, requiring careful use of the ship's overdrive to prevent premature flame-out in a tight race. Race fans will recall pilot &amp;quot;Turbo Ted&amp;quot; Baker's embarrassment three years ago, when his fuel ran out just after he gained the lead position, leaving him stranded at the final nav point. In addition to being prohibited from racing for the rest of the year, Wilson will be fined 1 million credits, which is approximately half his winnings and sponsorship income from the season. Wilson is expected to issue a public apology later this week, and his sponsors are doubtless deciding whether to terminate their contracts.&lt;br /&gt;
** Here we have embedded some flying advice for the player into a sports scandal story. By the way, it would be really cool if VS could include competition racing as a mission type, like a long patrol mission that you have to finish before other AIs who spawn from the same starting point as soon as you launch. Can the mission engine do that?&lt;br /&gt;
&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= Public Service Announcements =&lt;br /&gt;
These are similar to news, but with music other than the &amp;quot;news&amp;quot; music, or none, playing in the background.  They are also similar to commercials in that every station could play them, except possibly some faction-specific stations if there were any. Therefore, they are semi-generic or fully generic, depending on if they play in every station or more specific ones, as stated above.&lt;br /&gt;
&lt;br /&gt;
== Generic Public Service Announcements ==&lt;br /&gt;
Generic Public Service Announcements will appear in every Radionet station.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
* And now for a public service annoucement. &amp;quot;Hello, I'm ______. You may remember me from such movies as 'Perilous Frontier' and 'Ernest Goes to the Vega Sector.' But today I want to talk to you about the dangers of biomimetic gel. Except for authorized medical uses, biomimetic gel is dangerous with prolonged use and can develop into a psychological addiction. The entertainment industry, formerly the largest user of this product, is curtailing its use as the medical and psychological dangers become apparent. Even I, _______, was briefly addicted to this dangerous material. So, don't be tempted by illegal offers to improve this or that part of yourself -- just say 'NO' to biomimetic gel. Thank you.&amp;quot;&lt;br /&gt;
** The PSA intro I envision as a soft dry NPR-announcer-type voice, then a different voice for the famous person doing the PSA itself. The product referenced is a type of contraband, and one of the movies mentioned is a VS splash screen, so depending on the gender of the actor who will record this spot we would pick one of the 3 names from the splash screen. In memory of Phil Hartman and his character Troy McClure's public service announcements on 'The Simpsons' TV show, the two movies mentioned contrast greatly -- an action/drama and a comedy, and the person voicing this spot would say the movie names in a tone appropriate to each. The actor admits being a victim of the product, which implies that recording the PSA may be a form of community service awarded by a judge after conviction for possession or use of the contraband.&lt;br /&gt;
&lt;br /&gt;
* And now for a public service annoucement. &amp;quot;This is _____, on behalf of the Confederation Medical Consortium. I want to urge all of you to give the gift of life in these war-torn times. Your organ or tissue donation could save someone else's life -- an innocent child injured in an Aeran attack, or a brave pilot mortally wounded while defending a critical supply convoy from vicious pirates. Last year, thousands of people died in accidents and attacks without leaving their donation consent, depriving hundreds of other victims of a second chance at life. Won't you please help? Just log your donation consent at any public BBS terminal before taking your next trip, and if the worst should happen to you, you can still be a hero and save others. Thank you so much, and stay safe.&amp;quot;&lt;br /&gt;
** My intent for this one is similar to the PSAs that featured actress Sally Struthers crying her eyes out in the early 1990s for the Christian Children's Fund or, later, the Save the Children charity. A female voice actor would be best, since women tend to have a broader vocal and emotional range than men. But, a less emotional approach would also work. The ad implicitly reminds the player that space travel is dangerous.&lt;br /&gt;
&lt;br /&gt;
== --Station Specific Service Announcements-- ==&lt;br /&gt;
''For now they are just an idea. If we do have station specific SSAA, then they should be located here. Otherwise, when the project is done this section should be deleted''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
= Commercials =&lt;br /&gt;
Commercials are more generic items. They will play in every Radionet station, in a random order.&lt;br /&gt;
== Generic/Station Independant Commercials ==&lt;br /&gt;
Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
*Hi. I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
== --''Station Specific Commercials''-- ==&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
= Material =&lt;br /&gt;
This is the 'main hold' of ideas for the Radionet project. Material will be added here, so then it will be 'put in crates' (sorted). You can sort this material to the relevant section, copying and pasting the material from the Material section to the relevant section. This section will probably be temporary, only for organization purposes.&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
= Radio Stations =&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 1'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 2'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 3'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 4'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= ''Example Station 5'' =&lt;br /&gt;
== Music/Songs ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Phone Calls ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== News Items ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Shows/Segments/Programs/Talk Shows ==&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17019</id>
		<title>In-Flight Non-Musical Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=In-Flight_Non-Musical_Audio&amp;diff=17019"/>
				<updated>2009-06-27T17:47:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: Created the In-Flight Non-Musical Audio page, this is a split of the In-Flight Non-Musical Audio section in the &amp;quot;Development:Audio&amp;quot; page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.'' --[[User:Mc707|Mc707]] 03:35, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ''Starter Station'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.  Where appropriate, the &amp;quot;news&amp;quot; music might fade into other background sounds, to imply that the report is coming from the scene.  For example, the graduation story might have &amp;quot;Pomp and Circumstance&amp;quot; in the background.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
* The famous Aera architect, GwukkRahrrk, was publicly humilitated today when his design for the new Central Government Archives was unconditionally rejected by the Aeran  Oligarchy. He had recently gained fame for some creative designs for local planetary governments, but Minister of Public Works Khragkoohr described the proposed archive building as, &amp;quot;like the scribblings of a mad human, but then I repeat myself.&amp;quot; The minister then put forth a motion that GwukkRahrrk be sterilized for the good of the species, at which point the Supreme Councilor reminded the others that the architect was, after all, mated to Lady Rglarakk, and thus there was little risk of offspring in any event. The disgraced architect departed the capitol immediately, announcing through an agent that he will retire early, and the Minister of Public Works has been charged to find a new designer.&lt;br /&gt;
** I envision two possible approaches to alien names in a newscast, relating to the nature of the news anchor. Either the newscast is translated by computer, in which case the names would be rendered in the original language only (remember that for the alien languages, the guideline is to make a sound file without translator overlay to use for fixers, so we could use bits of that), or there is a human reading the news in which case the voice actor could either attempt the names in his own voice.  Likewise, when a news source is quoted, we have the option of having the newscaster read the quote, or doing it in a different voice like it was a recorded sound bite -- I prefer the latter.&lt;br /&gt;
&lt;br /&gt;
* A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
** This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
* The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
** Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
* Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
** I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
* Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
** Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
* And now for the latest in sports. Buzz Donaldson is returning to the repulser-beam ball field this season to resume playing for the Vega sector franchise, the Fire. Buzz spent the last year recovering from cranial injuries sustained in the first half of last season's championship game against the Centauri Alphas. Buzz is reportedly performing well in preseason practice and his accuracy is said to be as good as ever. Stay tuned for more pre-season repulser-beam ball news and exciting coverage of all your favorite sports.&lt;br /&gt;
** The repulser beam is a ship upgrade, so maybe a smaller version could be used to throw a ball (or an opposing ball player) around a sports field. As I write this, I am reminded of the Half-Life 2 Gravity Gun, one of the coolest video game weapons ever. I have yet to try the repluser beam in ship combat, as I prefer to out-range my targets. But once I get my computer back in late August, I might build a close-range fighter (a Vendetta perhaps) so I can try it.&lt;br /&gt;
&lt;br /&gt;
* In sports today, pilot Edward &amp;quot;Fast Eddie&amp;quot; Wilson won the Regallis 4000 but was immediately disqualified after it was discovered that his customized Schroedinger had been illegally modified for increased fuel capacity. Fuel management is always a concern for pilots in the racing circuit, requiring careful use of the ship's overdrive to prevent premature flame-out in a tight race. Race fans will recall pilot &amp;quot;Turbo Ted&amp;quot; Baker's embarrassment three years ago, when his fuel ran out just after he gained the lead position, leaving him stranded at the final nav point. In addition to being prohibited from racing for the rest of the year, Wilson will be fined 1 million credits, which is approximately half his winnings and sponsorship income from the season. Wilson is expected to issue a public apology later this week, and his sponsors are doubtless deciding whether to terminate their contracts.&lt;br /&gt;
** Here we have embedded some flying advice for the player into a sports scandal story. By the way, it would be really cool if VS could include competition racing as a mission type, like a long patrol mission that you have to finish before other AIs who spawn from the same starting point as soon as you launch. Can the mission engine do that?&lt;br /&gt;
&lt;br /&gt;
=== Public Service Announcements ===&lt;br /&gt;
These are similar to news, but with music other than the &amp;quot;news&amp;quot; music, or none, playing in the background.  They are also similar to commercials in that every station could play them, except possibly some faction-specific stations if there were any. Therefore, they are semi-generic or fully generic, depending on if they play in every station or more specific ones, as stated above.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
* And now for a public service annoucement. &amp;quot;Hello, I'm ______. You may remember me from such movies as 'Perilous Frontier' and 'Ernest Goes to the Vega Sector.' But today I want to talk to you about the dangers of biomimetic gel. Except for authorized medical uses, biomimetic gel is dangerous with prolonged use and can develop into a psychological addiction. The entertainment industry, formerly the largest user of this product, is curtailing its use as the medical and psychological dangers become apparent. Even I, _______, was briefly addicted to this dangerous material. So, don't be tempted by illegal offers to improve this or that part of yourself -- just say 'NO' to biomimetic gel. Thank you.&amp;quot;&lt;br /&gt;
** The PSA intro I envision as a soft dry NPR-announcer-type voice, then a different voice for the famous person doing the PSA itself. The product referenced is a type of contraband, and one of the movies mentioned is a VS splash screen, so depending on the gender of the actor who will record this spot we would pick one of the 3 names from the splash screen. In memory of Phil Hartman and his character Troy McClure's public service announcements on 'The Simpsons' TV show, the two movies mentioned contrast greatly -- an action/drama and a comedy, and the person voicing this spot would say the movie names in a tone appropriate to each. The actor admits being a victim of the product, which implies that recording the PSA may be a form of community service awarded by a judge after conviction for possession or use of the contraband.&lt;br /&gt;
&lt;br /&gt;
* And now for a public service annoucement. &amp;quot;This is _____, on behalf of the Confederation Medical Consortium. I want to urge all of you to give the gift of life in these war-torn times. Your organ or tissue donation could save someone else's life -- an innocent child injured in an Aeran attack, or a brave pilot mortally wounded while defending a critical supply convoy from vicious pirates. Last year, thousands of people died in accidents and attacks without leaving their donation consent, depriving hundreds of other victims of a second chance at life. Won't you please help? Just log your donation consent at any public BBS terminal before taking your next trip, and if the worst should happen to you, you can still be a hero and save others. Thank you so much, and stay safe.&amp;quot;&lt;br /&gt;
** My intent for this one is similar to the PSAs that featured actress Sally Struthers crying her eyes out in the early 1990s for the Christian Children's Fund or, later, the Save the Children charity. A female voice actor would be best, since women tend to have a broader vocal and emotional range than men. But, a less emotional approach would also work. The ad implicitly reminds the player that space travel is dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Commercials ==&lt;br /&gt;
Commercials are more generic items. They will play in every Radionet station, in a random order.&lt;br /&gt;
=== Generic/Station Independant ===&lt;br /&gt;
Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
*Hi. I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
=== --''Station Specific?''-- ===&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Material ==&lt;br /&gt;
This is the 'main hold' of ideas for the Radionet project. Material will be added here, so then it will be 'put in crates' (sorted). You can sort this material to the relevant section, copying and pasting the material from the Material section to the relevant section. This section will probably be temporary, only for organization purposes.&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
== Radio Stations ==&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 1'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 2'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 3'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 4'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 5'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Development:Audio&amp;diff=17018</id>
		<title>Talk:Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Development:Audio&amp;diff=17018"/>
				<updated>2009-06-27T17:45:06Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Splitting In-Flight Non-Musical Audio section */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I should help organize the new section. We ''may'' need to make a new page if it gets biggy :D&lt;br /&gt;
&lt;br /&gt;
--[[User:Mc707|Mc707]] 19:40, 26 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Splitting In-Flight Non-Musical Audio section ==&lt;br /&gt;
&lt;br /&gt;
I will split the In-Flight Non-Musical Audio section for this article, for organizations sake (I will be able to use level 1 headers in the new page, so thats a plus) and because the article is becoming too long, even more so as we get more material. Thanks for your cooperation.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=17017</id>
		<title>Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=17017"/>
				<updated>2009-06-27T17:13:03Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* In-Flight Non-Musical Audio */ Added info on Material section. Removed italics in commercial section's summary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game.&lt;br /&gt;
This standards are applicable for:&lt;br /&gt;
* music&lt;br /&gt;
* voices for intership radio transmissions, and perhaps campaign fixers&lt;br /&gt;
* other sounds&lt;br /&gt;
&lt;br /&gt;
=Sound Requirements=&lt;br /&gt;
&lt;br /&gt;
The following quality settings apply:&lt;br /&gt;
* 44kHz sample rate (the best that most microphones under $200 can produce)&lt;br /&gt;
* Mono for voices and sound effects (stereo is acceptable)&lt;br /&gt;
* Stereo for music&lt;br /&gt;
* Vorbis OGG format (which puts everything in stereo) for the final production version&lt;br /&gt;
&lt;br /&gt;
=Music Requirements=&lt;br /&gt;
&lt;br /&gt;
FIXME&lt;br /&gt;
&lt;br /&gt;
= Music Engine =&lt;br /&gt;
The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).&lt;br /&gt;
&lt;br /&gt;
The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).&lt;br /&gt;
&lt;br /&gt;
.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'. &lt;br /&gt;
&lt;br /&gt;
Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists).&lt;br /&gt;
Inside playlists, you may find additional grouping, by situation:&lt;br /&gt;
&lt;br /&gt;
* battle&lt;br /&gt;
* peace&lt;br /&gt;
* threat&lt;br /&gt;
&lt;br /&gt;
Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not.&lt;br /&gt;
That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.&lt;br /&gt;
&lt;br /&gt;
Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.&lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
== Music Engine Future Plans ==&lt;br /&gt;
Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!&amp;lt;command&amp;gt;') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine. &lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
= Voice Acting =&lt;br /&gt;
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Current voice acting projects are as follows:&lt;br /&gt;
&lt;br /&gt;
* Oswald &amp;quot;flight tutorial&amp;quot; mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08&lt;br /&gt;
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.&lt;br /&gt;
&lt;br /&gt;
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].&lt;br /&gt;
&lt;br /&gt;
== Fixer Voice Lines ==&lt;br /&gt;
&lt;br /&gt;
Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.&lt;br /&gt;
&lt;br /&gt;
== Ship to Ship Radio Communication ==&lt;br /&gt;
&lt;br /&gt;
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.  &lt;br /&gt;
&lt;br /&gt;
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names must follow this format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FACTION&amp;gt;_&amp;lt;OPENING-TEXT-OF-LINE&amp;gt;.OGG&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  aera_lesser-being.ogg for the Aera broadcast, &amp;quot;The lesser being is always vanquished.&amp;quot;&lt;br /&gt;
  rlaan_boring-boring.ogg for the Rlaan broacast, &amp;quot;Boring, boring, tiny one!  You bring us no tupperware.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ship-to-ship factional communication voice acting package should include the following:&lt;br /&gt;
&lt;br /&gt;
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.&lt;br /&gt;
* All the faction's speech, one voice line per OGG file, from VS/data/communications/&amp;lt;FACTION&amp;gt;.xml &lt;br /&gt;
* The &amp;quot;bounty text&amp;quot; line from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''&amp;lt;faction_name&amp;gt;_it-appears-we-have.ogg''' in order for the code to call it dynamically.&lt;br /&gt;
* The updated &amp;lt;faction&amp;gt;.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:&lt;br /&gt;
 &amp;lt;node text=&amp;quot;Make room for your betters, friends. Room for your betters.&amp;quot; relationship=&amp;quot;.03125&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- node 4(random good chatter)--&amp;gt;&amp;lt;/nowiki&amp;gt;     &lt;br /&gt;
 &amp;lt;sound file=&amp;quot;communications/sounds/highborn/highborn_make-room-for.ogg&amp;quot; sex=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;5&amp;quot;/&amp;gt;''&lt;br /&gt;
 Note: Currently the game code that assigns gender to ships does not function, but when it does and&lt;br /&gt;
 we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX=&amp;quot;1&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
* If the faction is an alien language, the following additional guidelines apply:&lt;br /&gt;
** the translator's voice should sound flat in dynamics and pitch, while remaining clear and understandable; more on that in the next section&lt;br /&gt;
** The alien voice should speak for 1 second before the translator starts&lt;br /&gt;
** When the translator is speaking, the alien voice should be muted by -7 Db to make the translator easier to understand&lt;br /&gt;
** Also provide one or more alien &amp;quot;fixer&amp;quot; lines, without the translator overlay, that we can use for randomly generated fixer conversations in bars&lt;br /&gt;
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how it was done.&lt;br /&gt;
* For communication lines which end in &amp;quot;[garbled]&amp;quot;, indicating that the ship was destroyed while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.&lt;br /&gt;
&lt;br /&gt;
=== Faction Voice List ===&lt;br /&gt;
&lt;br /&gt;
Here is the list of the production status for each faction's voice.  If a faction's &amp;quot;citizen&amp;quot; variant has the same lines as the base faction, it is not listed:&lt;br /&gt;
&lt;br /&gt;
* [[Faction:Aera|Aera]] '''DONE''' by [[User:Turbo|Turbo]] Dec 08 &lt;br /&gt;
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] &lt;br /&gt;
* [[Faction:Dgn|Dgn]] &lt;br /&gt;
* [[Faction:Forsaken|Forsaken]] &lt;br /&gt;
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice &lt;br /&gt;
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Hunter|Hunter]] '''DONE''' by [[User:Turbo|Turbo]] Feb 09&lt;br /&gt;
* [[Faction:Interstellar_Socialist_Organization|ISO]] in progress by [[User:MC707|MC707]]&lt;br /&gt;
* [[Faction:Klk%27k|Klk'k]] &lt;br /&gt;
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Mechanist|Mechanist Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09&lt;br /&gt;
* Militia '''DONE''' by Lisa Willadsen Feb 09&lt;br /&gt;
* Neutral&lt;br /&gt;
* [[Faction:Pirates|Pirates]] are under discussion, but no one has offered to record them yet&lt;br /&gt;
* Privateer is the player's faction, we are not sure if this needs voices (wingmen perhaps?)&lt;br /&gt;
* [[Faction:Purist|Purist]]&lt;br /&gt;
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Shaper|Shaper]] '''DONE''' by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by cLoneWolf&lt;br /&gt;
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)&lt;br /&gt;
* [[Faction:Shmrn|Shmrm]]&lt;br /&gt;
* [[Faction:Uln|Uln]]&lt;br /&gt;
* [[Faction:Uln|Uln Citizen]]&lt;br /&gt;
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
&lt;br /&gt;
== Creating the Voice for the Ship's Translator ==&lt;br /&gt;
&lt;br /&gt;
For aliens which speak a non-human language, the ship's translator will provice a &amp;quot;voice-over&amp;quot; of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.&lt;br /&gt;
&lt;br /&gt;
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=13311.  What remains to be decided is whether all the translator voices should sound the same.&lt;br /&gt;
&lt;br /&gt;
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's &amp;quot;Michael.&amp;quot;  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a &amp;quot;vocoder&amp;quot; to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:&lt;br /&gt;
&lt;br /&gt;
* record all the translator lines in a flat, emotionless voice&lt;br /&gt;
* edit out unwanted noises like lip smacking, breathing, etc&lt;br /&gt;
* apply noise removal and click removal effects&lt;br /&gt;
* apply a low pass filter for 15K Hz, other values default&lt;br /&gt;
* apply a high pass filter for 1000 Hz, others default&lt;br /&gt;
* apply the leveller (heaviest setting)&lt;br /&gt;
* if desired, adjust pitch&lt;br /&gt;
* if desired, repeat the click removal, filters, and leveller again&lt;br /&gt;
* make other edits as required &lt;br /&gt;
* amplify to full volume&lt;br /&gt;
&lt;br /&gt;
The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical.  You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.&lt;br /&gt;
&lt;br /&gt;
== Creating Alien Voices ==&lt;br /&gt;
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera ship-to-ship communication.&lt;br /&gt;
&lt;br /&gt;
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.  &lt;br /&gt;
&lt;br /&gt;
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:&lt;br /&gt;
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial&lt;br /&gt;
&lt;br /&gt;
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the &amp;quot;Alvin and the Chipmunks&amp;quot; effecct. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose. &lt;br /&gt;
&lt;br /&gt;
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.&lt;br /&gt;
&lt;br /&gt;
Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech.  Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers.  Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time.  There is no reason an alien language would have the same tempo as its translation.  The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.&lt;br /&gt;
&lt;br /&gt;
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.&lt;br /&gt;
&lt;br /&gt;
== Voice Acting Uploads ==&lt;br /&gt;
Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=29| Music and Sound forum] to get everyone's comments.  If you do not have web space of your own, we have an FTP site that you can use.  The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to [[User:Turbo|Turbo]] or [[User:Loki1950|Loki]].&lt;br /&gt;
&lt;br /&gt;
= In-Flight Non-Musical Audio =&lt;br /&gt;
A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.'' --[[User:Mc707|Mc707]] 03:35, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ''Starter Station'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.  Where appropriate, the &amp;quot;news&amp;quot; music might fade into other background sounds, to imply that the report is coming from the scene.  For example, the graduation story might have &amp;quot;Pomp and Circumstance&amp;quot; in the background.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
* The famous Aera architect, GwukkRahrrk, was publicly humilitated today when his design for the new Central Government Archives was unconditionally rejected by the Aeran  Oligarchy. He had recently gained fame for some creative designs for local planetary governments, but Minister of Public Works Khragkoohr described the proposed archive building as, &amp;quot;like the scribblings of a mad human, but then I repeat myself.&amp;quot; The minister then put forth a motion that GwukkRahrrk be sterilized for the good of the species, at which point the Supreme Councilor reminded the others that the architect was, after all, mated to Lady Rglarakk, and thus there was little risk of offspring in any event. The disgraced architect departed the capitol immediately, announcing through an agent that he will retire early, and the Minister of Public Works has been charged to find a new designer.&lt;br /&gt;
** I envision two possible approaches to alien names in a newscast, relating to the nature of the news anchor. Either the newscast is translated by computer, in which case the names would be rendered in the original language only (remember that for the alien languages, the guideline is to make a sound file without translator overlay to use for fixers, so we could use bits of that), or there is a human reading the news in which case the voice actor could either attempt the names in his own voice.  Likewise, when a news source is quoted, we have the option of having the newscaster read the quote, or doing it in a different voice like it was a recorded sound bite -- I prefer the latter.&lt;br /&gt;
&lt;br /&gt;
* A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
** This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
* The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
** Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
* Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
** I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
* Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
** Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
* And now for the latest in sports. Buzz Donaldson is returning to the repulser-beam ball field this season to resume playing for the Vega sector franchise, the Fire. Buzz spent the last year recovering from cranial injuries sustained in the first half of last season's championship game against the Centauri Alphas. Buzz is reportedly performing well in preseason practice and his accuracy is said to be as good as ever. Stay tuned for more pre-season repulser-beam ball news and exciting coverage of all your favorite sports.&lt;br /&gt;
** The repulser beam is a ship upgrade, so maybe a smaller version could be used to throw a ball (or an opposing ball player) around a sports field. As I write this, I am reminded of the Half-Life 2 Gravity Gun, one of the coolest video game weapons ever. I have yet to try the repluser beam in ship combat, as I prefer to out-range my targets. But once I get my computer back in late August, I might build a close-range fighter (a Vendetta perhaps) so I can try it.&lt;br /&gt;
&lt;br /&gt;
* In sports today, pilot Edward &amp;quot;Fast Eddie&amp;quot; Wilson won the Regallis 4000 but was immediately disqualified after it was discovered that his customized Schroedinger had been illegally modified for increased fuel capacity. Fuel management is always a concern for pilots in the racing circuit, requiring careful use of the ship's overdrive to prevent premature flame-out in a tight race. Race fans will recall pilot &amp;quot;Turbo Ted&amp;quot; Baker's embarrassment three years ago, when his fuel ran out just after he gained the lead position, leaving him stranded at the final nav point. In addition to being prohibited from racing for the rest of the year, Wilson will be fined 1 million credits, which is approximately half his winnings and sponsorship income from the season. Wilson is expected to issue a public apology later this week, and his sponsors are doubtless deciding whether to terminate their contracts.&lt;br /&gt;
** Here we have embedded some flying advice for the player into a sports scandal story. By the way, it would be really cool if VS could include competition racing as a mission type, like a long patrol mission that you have to finish before other AIs who spawn from the same starting point as soon as you launch. Can the mission engine do that?&lt;br /&gt;
&lt;br /&gt;
=== Public Service Announcements ===&lt;br /&gt;
These are similar to news, but with music other than the &amp;quot;news&amp;quot; music, or none, playing in the background.  They are also similar to commercials in that every station could play them, except possibly some faction-specific stations if there were any. Therefore, they are semi-generic or fully generic, depending on if they play in every station or more specific ones, as stated above.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
* And now for a public service annoucement. &amp;quot;Hello, I'm ______. You may remember me from such movies as 'Perilous Frontier' and 'Ernest Goes to the Vega Sector.' But today I want to talk to you about the dangers of biomimetic gel. Except for authorized medical uses, biomimetic gel is dangerous with prolonged use and can develop into a psychological addiction. The entertainment industry, formerly the largest user of this product, is curtailing its use as the medical and psychological dangers become apparent. Even I, _______, was briefly addicted to this dangerous material. So, don't be tempted by illegal offers to improve this or that part of yourself -- just say 'NO' to biomimetic gel. Thank you.&amp;quot;&lt;br /&gt;
** The PSA intro I envision as a soft dry NPR-announcer-type voice, then a different voice for the famous person doing the PSA itself. The product referenced is a type of contraband, and one of the movies mentioned is a VS splash screen, so depending on the gender of the actor who will record this spot we would pick one of the 3 names from the splash screen. In memory of Phil Hartman and his character Troy McClure's public service announcements on 'The Simpsons' TV show, the two movies mentioned contrast greatly -- an action/drama and a comedy, and the person voicing this spot would say the movie names in a tone appropriate to each. The actor admits being a victim of the product, which implies that recording the PSA may be a form of community service awarded by a judge after conviction for possession or use of the contraband.&lt;br /&gt;
&lt;br /&gt;
* And now for a public service annoucement. &amp;quot;This is _____, on behalf of the Confederation Medical Consortium. I want to urge all of you to give the gift of life in these war-torn times. Your organ or tissue donation could save someone else's life -- an innocent child injured in an Aeran attack, or a brave pilot mortally wounded while defending a critical supply convoy from vicious pirates. Last year, thousands of people died in accidents and attacks without leaving their donation consent, depriving hundreds of other victims of a second chance at life. Won't you please help? Just log your donation consent at any public BBS terminal before taking your next trip, and if the worst should happen to you, you can still be a hero and save others. Thank you so much, and stay safe.&amp;quot;&lt;br /&gt;
** My intent for this one is similar to the PSAs that featured actress Sally Struthers crying her eyes out in the early 1990s for the Christian Children's Fund or, later, the Save the Children charity. A female voice actor would be best, since women tend to have a broader vocal and emotional range than men. But, a less emotional approach would also work. The ad implicitly reminds the player that space travel is dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Commercials ==&lt;br /&gt;
Commercials are more generic items. They will play in every Radionet station, in a random order.&lt;br /&gt;
=== Generic/Station Independant ===&lt;br /&gt;
Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
*Hi. I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
=== --''Station Specific?''-- ===&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
== Material ==&lt;br /&gt;
This is the 'main hold' of ideas for the Radionet project. Material will be added here, so then it will be 'put in crates' (sorted). You can sort this material to the relevant section, copying and pasting the material from the Material section to the relevant section. This section will probably be temporary, only for organization purposes.&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
== Radio Stations ==&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 1'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 2'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 3'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 4'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 5'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=17016</id>
		<title>Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=17016"/>
				<updated>2009-06-27T17:01:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* In-Flight Non-Musical Audio */ Fixed fixmes for public service announcements and for news items. Added a little info for public service announcements summary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game.&lt;br /&gt;
This standards are applicable for:&lt;br /&gt;
* music&lt;br /&gt;
* voices for intership radio transmissions, and perhaps campaign fixers&lt;br /&gt;
* other sounds&lt;br /&gt;
&lt;br /&gt;
=Sound Requirements=&lt;br /&gt;
&lt;br /&gt;
The following quality settings apply:&lt;br /&gt;
* 44kHz sample rate (the best that most microphones under $200 can produce)&lt;br /&gt;
* Mono for voices and sound effects (stereo is acceptable)&lt;br /&gt;
* Stereo for music&lt;br /&gt;
* Vorbis OGG format (which puts everything in stereo) for the final production version&lt;br /&gt;
&lt;br /&gt;
=Music Requirements=&lt;br /&gt;
&lt;br /&gt;
FIXME&lt;br /&gt;
&lt;br /&gt;
= Music Engine =&lt;br /&gt;
The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).&lt;br /&gt;
&lt;br /&gt;
The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).&lt;br /&gt;
&lt;br /&gt;
.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'. &lt;br /&gt;
&lt;br /&gt;
Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists).&lt;br /&gt;
Inside playlists, you may find additional grouping, by situation:&lt;br /&gt;
&lt;br /&gt;
* battle&lt;br /&gt;
* peace&lt;br /&gt;
* threat&lt;br /&gt;
&lt;br /&gt;
Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not.&lt;br /&gt;
That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.&lt;br /&gt;
&lt;br /&gt;
Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.&lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
== Music Engine Future Plans ==&lt;br /&gt;
Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!&amp;lt;command&amp;gt;') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine. &lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
= Voice Acting =&lt;br /&gt;
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Current voice acting projects are as follows:&lt;br /&gt;
&lt;br /&gt;
* Oswald &amp;quot;flight tutorial&amp;quot; mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08&lt;br /&gt;
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.&lt;br /&gt;
&lt;br /&gt;
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].&lt;br /&gt;
&lt;br /&gt;
== Fixer Voice Lines ==&lt;br /&gt;
&lt;br /&gt;
Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.&lt;br /&gt;
&lt;br /&gt;
== Ship to Ship Radio Communication ==&lt;br /&gt;
&lt;br /&gt;
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.  &lt;br /&gt;
&lt;br /&gt;
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names must follow this format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FACTION&amp;gt;_&amp;lt;OPENING-TEXT-OF-LINE&amp;gt;.OGG&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  aera_lesser-being.ogg for the Aera broadcast, &amp;quot;The lesser being is always vanquished.&amp;quot;&lt;br /&gt;
  rlaan_boring-boring.ogg for the Rlaan broacast, &amp;quot;Boring, boring, tiny one!  You bring us no tupperware.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ship-to-ship factional communication voice acting package should include the following:&lt;br /&gt;
&lt;br /&gt;
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.&lt;br /&gt;
* All the faction's speech, one voice line per OGG file, from VS/data/communications/&amp;lt;FACTION&amp;gt;.xml &lt;br /&gt;
* The &amp;quot;bounty text&amp;quot; line from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''&amp;lt;faction_name&amp;gt;_it-appears-we-have.ogg''' in order for the code to call it dynamically.&lt;br /&gt;
* The updated &amp;lt;faction&amp;gt;.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:&lt;br /&gt;
 &amp;lt;node text=&amp;quot;Make room for your betters, friends. Room for your betters.&amp;quot; relationship=&amp;quot;.03125&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- node 4(random good chatter)--&amp;gt;&amp;lt;/nowiki&amp;gt;     &lt;br /&gt;
 &amp;lt;sound file=&amp;quot;communications/sounds/highborn/highborn_make-room-for.ogg&amp;quot; sex=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;5&amp;quot;/&amp;gt;''&lt;br /&gt;
 Note: Currently the game code that assigns gender to ships does not function, but when it does and&lt;br /&gt;
 we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX=&amp;quot;1&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
* If the faction is an alien language, the following additional guidelines apply:&lt;br /&gt;
** the translator's voice should sound flat in dynamics and pitch, while remaining clear and understandable; more on that in the next section&lt;br /&gt;
** The alien voice should speak for 1 second before the translator starts&lt;br /&gt;
** When the translator is speaking, the alien voice should be muted by -7 Db to make the translator easier to understand&lt;br /&gt;
** Also provide one or more alien &amp;quot;fixer&amp;quot; lines, without the translator overlay, that we can use for randomly generated fixer conversations in bars&lt;br /&gt;
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how it was done.&lt;br /&gt;
* For communication lines which end in &amp;quot;[garbled]&amp;quot;, indicating that the ship was destroyed while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.&lt;br /&gt;
&lt;br /&gt;
=== Faction Voice List ===&lt;br /&gt;
&lt;br /&gt;
Here is the list of the production status for each faction's voice.  If a faction's &amp;quot;citizen&amp;quot; variant has the same lines as the base faction, it is not listed:&lt;br /&gt;
&lt;br /&gt;
* [[Faction:Aera|Aera]] '''DONE''' by [[User:Turbo|Turbo]] Dec 08 &lt;br /&gt;
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] &lt;br /&gt;
* [[Faction:Dgn|Dgn]] &lt;br /&gt;
* [[Faction:Forsaken|Forsaken]] &lt;br /&gt;
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice &lt;br /&gt;
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Hunter|Hunter]] '''DONE''' by [[User:Turbo|Turbo]] Feb 09&lt;br /&gt;
* [[Faction:Interstellar_Socialist_Organization|ISO]] in progress by [[User:MC707|MC707]]&lt;br /&gt;
* [[Faction:Klk%27k|Klk'k]] &lt;br /&gt;
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Mechanist|Mechanist Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09&lt;br /&gt;
* Militia '''DONE''' by Lisa Willadsen Feb 09&lt;br /&gt;
* Neutral&lt;br /&gt;
* [[Faction:Pirates|Pirates]] are under discussion, but no one has offered to record them yet&lt;br /&gt;
* Privateer is the player's faction, we are not sure if this needs voices (wingmen perhaps?)&lt;br /&gt;
* [[Faction:Purist|Purist]]&lt;br /&gt;
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Shaper|Shaper]] '''DONE''' by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by cLoneWolf&lt;br /&gt;
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)&lt;br /&gt;
* [[Faction:Shmrn|Shmrm]]&lt;br /&gt;
* [[Faction:Uln|Uln]]&lt;br /&gt;
* [[Faction:Uln|Uln Citizen]]&lt;br /&gt;
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
&lt;br /&gt;
== Creating the Voice for the Ship's Translator ==&lt;br /&gt;
&lt;br /&gt;
For aliens which speak a non-human language, the ship's translator will provice a &amp;quot;voice-over&amp;quot; of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.&lt;br /&gt;
&lt;br /&gt;
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=13311.  What remains to be decided is whether all the translator voices should sound the same.&lt;br /&gt;
&lt;br /&gt;
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's &amp;quot;Michael.&amp;quot;  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a &amp;quot;vocoder&amp;quot; to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:&lt;br /&gt;
&lt;br /&gt;
* record all the translator lines in a flat, emotionless voice&lt;br /&gt;
* edit out unwanted noises like lip smacking, breathing, etc&lt;br /&gt;
* apply noise removal and click removal effects&lt;br /&gt;
* apply a low pass filter for 15K Hz, other values default&lt;br /&gt;
* apply a high pass filter for 1000 Hz, others default&lt;br /&gt;
* apply the leveller (heaviest setting)&lt;br /&gt;
* if desired, adjust pitch&lt;br /&gt;
* if desired, repeat the click removal, filters, and leveller again&lt;br /&gt;
* make other edits as required &lt;br /&gt;
* amplify to full volume&lt;br /&gt;
&lt;br /&gt;
The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical.  You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.&lt;br /&gt;
&lt;br /&gt;
== Creating Alien Voices ==&lt;br /&gt;
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera ship-to-ship communication.&lt;br /&gt;
&lt;br /&gt;
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.  &lt;br /&gt;
&lt;br /&gt;
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:&lt;br /&gt;
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial&lt;br /&gt;
&lt;br /&gt;
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the &amp;quot;Alvin and the Chipmunks&amp;quot; effecct. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose. &lt;br /&gt;
&lt;br /&gt;
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.&lt;br /&gt;
&lt;br /&gt;
Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech.  Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers.  Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time.  There is no reason an alien language would have the same tempo as its translation.  The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.&lt;br /&gt;
&lt;br /&gt;
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.&lt;br /&gt;
&lt;br /&gt;
== Voice Acting Uploads ==&lt;br /&gt;
Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=29| Music and Sound forum] to get everyone's comments.  If you do not have web space of your own, we have an FTP site that you can use.  The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to [[User:Turbo|Turbo]] or [[User:Loki1950|Loki]].&lt;br /&gt;
&lt;br /&gt;
= In-Flight Non-Musical Audio =&lt;br /&gt;
A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.'' --[[User:Mc707|Mc707]] 03:35, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ''Starter Station'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.  Where appropriate, the &amp;quot;news&amp;quot; music might fade into other background sounds, to imply that the report is coming from the scene.  For example, the graduation story might have &amp;quot;Pomp and Circumstance&amp;quot; in the background.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
* The famous Aera architect, GwukkRahrrk, was publicly humilitated today when his design for the new Central Government Archives was unconditionally rejected by the Aeran  Oligarchy. He had recently gained fame for some creative designs for local planetary governments, but Minister of Public Works Khragkoohr described the proposed archive building as, &amp;quot;like the scribblings of a mad human, but then I repeat myself.&amp;quot; The minister then put forth a motion that GwukkRahrrk be sterilized for the good of the species, at which point the Supreme Councilor reminded the others that the architect was, after all, mated to Lady Rglarakk, and thus there was little risk of offspring in any event. The disgraced architect departed the capitol immediately, announcing through an agent that he will retire early, and the Minister of Public Works has been charged to find a new designer.&lt;br /&gt;
** I envision two possible approaches to alien names in a newscast, relating to the nature of the news anchor. Either the newscast is translated by computer, in which case the names would be rendered in the original language only (remember that for the alien languages, the guideline is to make a sound file without translator overlay to use for fixers, so we could use bits of that), or there is a human reading the news in which case the voice actor could either attempt the names in his own voice.  Likewise, when a news source is quoted, we have the option of having the newscaster read the quote, or doing it in a different voice like it was a recorded sound bite -- I prefer the latter.&lt;br /&gt;
&lt;br /&gt;
* A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
** This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
* The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
** Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
* Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
** I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
* Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
** Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
* And now for the latest in sports. Buzz Donaldson is returning to the repulser-beam ball field this season to resume playing for the Vega sector franchise, the Fire. Buzz spent the last year recovering from cranial injuries sustained in the first half of last season's championship game against the Centauri Alphas. Buzz is reportedly performing well in preseason practice and his accuracy is said to be as good as ever. Stay tuned for more pre-season repulser-beam ball news and exciting coverage of all your favorite sports.&lt;br /&gt;
** The repulser beam is a ship upgrade, so maybe a smaller version could be used to throw a ball (or an opposing ball player) around a sports field. As I write this, I am reminded of the Half-Life 2 Gravity Gun, one of the coolest video game weapons ever. I have yet to try the repluser beam in ship combat, as I prefer to out-range my targets. But once I get my computer back in late August, I might build a close-range fighter (a Vendetta perhaps) so I can try it.&lt;br /&gt;
&lt;br /&gt;
* In sports today, pilot Edward &amp;quot;Fast Eddie&amp;quot; Wilson won the Regallis 4000 but was immediately disqualified after it was discovered that his customized Schroedinger had been illegally modified for increased fuel capacity. Fuel management is always a concern for pilots in the racing circuit, requiring careful use of the ship's overdrive to prevent premature flame-out in a tight race. Race fans will recall pilot &amp;quot;Turbo Ted&amp;quot; Baker's embarrassment three years ago, when his fuel ran out just after he gained the lead position, leaving him stranded at the final nav point. In addition to being prohibited from racing for the rest of the year, Wilson will be fined 1 million credits, which is approximately half his winnings and sponsorship income from the season. Wilson is expected to issue a public apology later this week, and his sponsors are doubtless deciding whether to terminate their contracts.&lt;br /&gt;
** Here we have embedded some flying advice for the player into a sports scandal story. By the way, it would be really cool if VS could include competition racing as a mission type, like a long patrol mission that you have to finish before other AIs who spawn from the same starting point as soon as you launch. Can the mission engine do that?&lt;br /&gt;
&lt;br /&gt;
=== Public Service Announcements ===&lt;br /&gt;
These are similar to news, but with music other than the &amp;quot;news&amp;quot; music, or none, playing in the background.  They are also similar to commercials in that every station could play them, except possibly some faction-specific stations if there were any. Therefore, they are semi-generic or fully generic, depending on if they play in every station or more specific ones, as stated above.&lt;br /&gt;
&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
* And now for a public service annoucement. &amp;quot;Hello, I'm ______. You may remember me from such movies as 'Perilous Frontier' and 'Ernest Goes to the Vega Sector.' But today I want to talk to you about the dangers of biomimetic gel. Except for authorized medical uses, biomimetic gel is dangerous with prolonged use and can develop into a psychological addiction. The entertainment industry, formerly the largest user of this product, is curtailing its use as the medical and psychological dangers become apparent. Even I, _______, was briefly addicted to this dangerous material. So, don't be tempted by illegal offers to improve this or that part of yourself -- just say 'NO' to biomimetic gel. Thank you.&amp;quot;&lt;br /&gt;
** The PSA intro I envision as a soft dry NPR-announcer-type voice, then a different voice for the famous person doing the PSA itself. The product referenced is a type of contraband, and one of the movies mentioned is a VS splash screen, so depending on the gender of the actor who will record this spot we would pick one of the 3 names from the splash screen. In memory of Phil Hartman and his character Troy McClure's public service announcements on 'The Simpsons' TV show, the two movies mentioned contrast greatly -- an action/drama and a comedy, and the person voicing this spot would say the movie names in a tone appropriate to each. The actor admits being a victim of the product, which implies that recording the PSA may be a form of community service awarded by a judge after conviction for possession or use of the contraband.&lt;br /&gt;
&lt;br /&gt;
* And now for a public service annoucement. &amp;quot;This is _____, on behalf of the Confederation Medical Consortium. I want to urge all of you to give the gift of life in these war-torn times. Your organ or tissue donation could save someone else's life -- an innocent child injured in an Aeran attack, or a brave pilot mortally wounded while defending a critical supply convoy from vicious pirates. Last year, thousands of people died in accidents and attacks without leaving their donation consent, depriving hundreds of other victims of a second chance at life. Won't you please help? Just log your donation consent at any public BBS terminal before taking your next trip, and if the worst should happen to you, you can still be a hero and save others. Thank you so much, and stay safe.&amp;quot;&lt;br /&gt;
** My intent for this one is similar to the PSAs that featured actress Sally Struthers crying her eyes out in the early 1990s for the Christian Children's Fund or, later, the Save the Children charity. A female voice actor would be best, since women tend to have a broader vocal and emotional range than men. But, a less emotional approach would also work. The ad implicitly reminds the player that space travel is dangerous.&lt;br /&gt;
&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Commercials ==&lt;br /&gt;
''Commercials are more generic items, they will play in every Radionet station, in a random order.''&lt;br /&gt;
=== Generic/Station Independant ===&lt;br /&gt;
''Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.''&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
*Hi. I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
=== --''Station Specific?''-- ===&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
== Radio Stations ==&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 1'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 2'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 3'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 4'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 5'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=17012</id>
		<title>User:Mc707</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=17012"/>
				<updated>2009-06-27T04:30:42Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Forums */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Contributions =&lt;br /&gt;
* Going to start ISO ship-to-ship Communications EDIT: done, just have to find time to upload it :x&lt;br /&gt;
* Plan on doing Forsaken ship-to-ship Communications&lt;br /&gt;
* Starting a new sub-project, the In-Flight Non-Musical Audio AKA Galactic Radionet. Many people including [[User:Clonewolf|CLone Wolf]], [[User:Turbo|Turbo]], [[User:Jnfstnet565|jnfstnet565]] and me are contributing/going to contribute in this project. The idea sparked when [[User:Www2|www2]] posted &amp;quot;With vew dozen of this type of songs and some DJ's we can made some in game radio stations with some gta style of humor&amp;quot; in the forums, then CLone and I simply went on with the wave. Turbo joined at a little later, contributing with ideas and possibilities. Here we go mates... the journey has just begun!&lt;br /&gt;
** Created alongside [[User:Turbo|Turbo]] and heavily modified the '''In-Flight Non-Musical Audio''' section in the [http://vegastrike.sourceforge.net/mediawiki/index.php?title=Development:Audio#In-Flight_Non-Musical_Audio Development:Audio] page.&lt;br /&gt;
&lt;br /&gt;
== Wiki ==&lt;br /&gt;
* Created page [[HowTo:Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
* Created alongside [[User:Turbo|Turbo]] and heavily modified the '''In-Flight Non-Musical Audio''' section in the [http://vegastrike.sourceforge.net/mediawiki/index.php?title=Development:Audio#In-Flight_Non-Musical_Audio Development:Audio] page.&lt;br /&gt;
&lt;br /&gt;
== Forums ==&lt;br /&gt;
* Helped some people&lt;br /&gt;
* Helped myself.&lt;br /&gt;
* Became a Global Moderator, helping in the spanish section when possible, and helping any people in general all around the forum, and against spambots when and if they appear.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=User_talk:Mc707&amp;diff=17011</id>
		<title>User talk:Mc707</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=User_talk:Mc707&amp;diff=17011"/>
				<updated>2009-06-27T04:27:15Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments? Suggestions? Congratulations? Post 'em here. ==&lt;br /&gt;
&lt;br /&gt;
I've done some things already. Hope I've helped somebody and I am hoping to help in the future too, to VS and its players and devs/contributors. Comment on whatever regarding to me, though I doubt anybody will do that anytime soon. :-(. Thanks in advance for any suggestion, constructive criticism and congratulations you give me.&lt;br /&gt;
--[[User:Mc707|Mc707]] 04:27, 27 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=User_talk:Mc707&amp;diff=17009</id>
		<title>User talk:Mc707</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=User_talk:Mc707&amp;diff=17009"/>
				<updated>2009-06-27T04:26:17Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Comments? Suggestions? Congratulations? Post 'em here. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Comments? Suggestions? Congratulations? Post 'em here. ==&lt;br /&gt;
&lt;br /&gt;
I've done some things already. Hope I've helped somebody and I am hoping to help in the future too, to VS and its players and devs/contributors. Comment on whatever regarding to me, though I doubt anybody will do that anytime soon. :(&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=User_talk:Mc707&amp;diff=17008</id>
		<title>User talk:Mc707</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=User_talk:Mc707&amp;diff=17008"/>
				<updated>2009-06-27T04:24:15Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=17005</id>
		<title>User:Mc707</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=17005"/>
				<updated>2009-06-27T03:57:23Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Contributions */ Added radionet project line. Fixed wiki formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Contributions =&lt;br /&gt;
* Going to start ISO ship-to-ship Communications EDIT: done, just have to find time to upload it :x&lt;br /&gt;
* Plan on doing Forsaken ship-to-ship Communications&lt;br /&gt;
* Starting a new sub-project, the In-Flight Non-Musical Audio AKA Galactic Radionet. Many people including [[User:Clonewolf|CLone Wolf]], [[User:Turbo|Turbo]], [[User:Jnfstnet565|jnfstnet565]] and me are contributing/going to contribute in this project. The idea sparked when [[User:Www2|www2]] posted &amp;quot;With vew dozen of this type of songs and some DJ's we can made some in game radio stations with some gta style of humor&amp;quot; in the forums, then CLone and I simply went on with the wave. Turbo joined at a little later, contributing with ideas and possibilities. Here we go mates... the journey has just begun!&lt;br /&gt;
** Created alongside [[User:Turbo|Turbo]] and heavily modified the '''In-Flight Non-Musical Audio''' section in the [http://vegastrike.sourceforge.net/mediawiki/index.php?title=Development:Audio#In-Flight_Non-Musical_Audio Development:Audio] page.&lt;br /&gt;
&lt;br /&gt;
== Wiki ==&lt;br /&gt;
* Created page [[HowTo:Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
* Created alongside [[User:Turbo|Turbo]] and heavily modified the '''In-Flight Non-Musical Audio''' section in the [http://vegastrike.sourceforge.net/mediawiki/index.php?title=Development:Audio#In-Flight_Non-Musical_Audio Development:Audio] page.&lt;br /&gt;
&lt;br /&gt;
== Forums ==&lt;br /&gt;
* Helped some people&lt;br /&gt;
* Helped myself.&lt;br /&gt;
* Became a Global Moderator, helping in the spanish section when possible, and helping all around the forum against spambots.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=17004</id>
		<title>User:Mc707</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=17004"/>
				<updated>2009-06-27T03:55:44Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: Fixed little grammar. Minor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Contributions ==&lt;br /&gt;
* Going to start ISO ship-to-ship Communications EDIT: done, just have to find time to upload it :x&lt;br /&gt;
* Plan on doing Forsaken ship-to-ship Communications&lt;br /&gt;
* Starting a new sub-project, the In-Flight Non-Musical Audio AKA Galactic Radionet. Many people including [[User:Clonewolf|CLone Wolf]], [[User:Turbo|Turbo]], [[User:Jnfstnet565|jnfstnet565]] and me are contributing/going to contribute in this project. The idea sparked when [[User:Www2|www2]] posted &amp;quot;With vew dozen of this type of songs and some DJ's we can made some in game radio stations with some gta style of humor&amp;quot; in the forums, then CLone and I simply went on with the wave. Turbo joined at a little later, contributing with ideas and possibilities. Here we go mates... the journey has just begun!&lt;br /&gt;
&lt;br /&gt;
=== Wiki ===&lt;br /&gt;
* Created page [[HowTo:Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
* Created alongside [[User:Turbo|Turbo]] and heavily modified the '''In-Flight Non-Musical Audio''' section in the [http://vegastrike.sourceforge.net/mediawiki/index.php?title=Development:Audio#In-Flight_Non-Musical_Audio Development:Audio] page.&lt;br /&gt;
&lt;br /&gt;
=== Forums ===&lt;br /&gt;
* Helped some people&lt;br /&gt;
* Helped myself.&lt;br /&gt;
* Became a Global Moderator, helping in the spanish section when possible, and helping all around the forum against spambots.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=17003</id>
		<title>User:Mc707</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=17003"/>
				<updated>2009-06-27T03:55:00Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Contributions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Contributions ==&lt;br /&gt;
* Going to start ISO ship-to-ship Communications EDIT: done, just have to find time to upload it :x&lt;br /&gt;
* Plan on doing Forsaken ship-to-ship Communications&lt;br /&gt;
* Starting a new sub-project, the In-Flight Non-Musical Audio AKA Galactic Radionet. Many people including [[User:Clonewolf|CLone Wolf]], [[User:Turbo|Turbo]], [[User:Jnfstnet565|jnfstnet565]] and me are contributing/going to contribute in this project. The idea sparked when [[User:Www2|www2]] posted &amp;quot;With vew dozen of this type of songs and some DJ's we can made some in game radio stations with some gta style of humor&amp;quot; in the forums, then CLone and I simply went on with the wave. Turbo joined at a little later moment, contributing with ideas and possibilities. Here we go mates... the journey has just begun!&lt;br /&gt;
&lt;br /&gt;
=== Wiki ===&lt;br /&gt;
* Created page [[HowTo:Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
* Created alongside [[User:Turbo|Turbo]] and heavily modified the '''In-Flight Non-Musical Audio''' section in the [http://vegastrike.sourceforge.net/mediawiki/index.php?title=Development:Audio#In-Flight_Non-Musical_Audio Development:Audio] page.&lt;br /&gt;
&lt;br /&gt;
=== Forums ===&lt;br /&gt;
* Helped some people&lt;br /&gt;
* Helped myself.&lt;br /&gt;
* Became a Global Moderator, helping in the spanish section when possible, and helping all around the forum against spambots.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=17002</id>
		<title>User:Mc707</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=17002"/>
				<updated>2009-06-27T03:41:51Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Contributions ==&lt;br /&gt;
* Going to start ISO ship-to-ship Communications EDIT: done, just have to find time to upload it :x&lt;br /&gt;
* Plan on doing Forsaken ship-to-ship Communications&lt;br /&gt;
&lt;br /&gt;
=== Wiki ===&lt;br /&gt;
* Created page [[HowTo:Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
* Created alongside [[User:Turbo|Turbo]] and heavily modified the '''In-Flight Non-Musical Audio''' section in the [http://vegastrike.sourceforge.net/mediawiki/index.php?title=Development:Audio#In-Flight_Non-Musical_Audio Development:Audio] page.&lt;br /&gt;
&lt;br /&gt;
=== Forums ===&lt;br /&gt;
* Helped some people&lt;br /&gt;
* Helped myself.&lt;br /&gt;
* Became a Global Moderator, helping in the spanish section when possible, and helping all around the forum against spambots.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=17001</id>
		<title>Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=17001"/>
				<updated>2009-06-27T03:35:56Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* In-Flight Non-Musical Audio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game.&lt;br /&gt;
This standards are applicable for:&lt;br /&gt;
* music&lt;br /&gt;
* voices for intership radio transmissions, and perhaps campaign fixers&lt;br /&gt;
* other sounds&lt;br /&gt;
&lt;br /&gt;
=Sound Requirements=&lt;br /&gt;
&lt;br /&gt;
The following quality settings apply:&lt;br /&gt;
* 44kHz sample rate (the best that most microphones under $200 can produce)&lt;br /&gt;
* Mono for voices and sound effects (stereo is acceptable)&lt;br /&gt;
* Stereo for music&lt;br /&gt;
* Vorbis OGG format (which puts everything in stereo) for the final production version&lt;br /&gt;
&lt;br /&gt;
=Music Requirements=&lt;br /&gt;
&lt;br /&gt;
FIXME&lt;br /&gt;
&lt;br /&gt;
= Music Engine =&lt;br /&gt;
The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).&lt;br /&gt;
&lt;br /&gt;
The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).&lt;br /&gt;
&lt;br /&gt;
.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'. &lt;br /&gt;
&lt;br /&gt;
Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists).&lt;br /&gt;
Inside playlists, you may find additional grouping, by situation:&lt;br /&gt;
&lt;br /&gt;
* battle&lt;br /&gt;
* peace&lt;br /&gt;
* threat&lt;br /&gt;
&lt;br /&gt;
Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not.&lt;br /&gt;
That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.&lt;br /&gt;
&lt;br /&gt;
Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.&lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
== Music Engine Future Plans ==&lt;br /&gt;
Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!&amp;lt;command&amp;gt;') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine. &lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
= Voice Acting =&lt;br /&gt;
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Current voice acting projects are as follows:&lt;br /&gt;
&lt;br /&gt;
* Oswald &amp;quot;flight tutorial&amp;quot; mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08&lt;br /&gt;
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.&lt;br /&gt;
&lt;br /&gt;
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].&lt;br /&gt;
&lt;br /&gt;
== Fixer Voice Lines ==&lt;br /&gt;
&lt;br /&gt;
Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.&lt;br /&gt;
&lt;br /&gt;
== Ship to Ship Radio Communication ==&lt;br /&gt;
&lt;br /&gt;
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.  &lt;br /&gt;
&lt;br /&gt;
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names must follow this format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FACTION&amp;gt;_&amp;lt;OPENING-TEXT-OF-LINE&amp;gt;.OGG&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  aera_lesser-being.ogg for the Aera broadcast, &amp;quot;The lesser being is always vanquished.&amp;quot;&lt;br /&gt;
  rlaan_boring-boring.ogg for the Rlaan broacast, &amp;quot;Boring, boring, tiny one!  You bring us no tupperware.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ship-to-ship factional communication voice acting package should include the following:&lt;br /&gt;
&lt;br /&gt;
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.&lt;br /&gt;
* All the faction's speech, one voice line per OGG file, from VS/data/communications/&amp;lt;FACTION&amp;gt;.xml &lt;br /&gt;
* The &amp;quot;bounty text&amp;quot; line from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''&amp;lt;faction_name&amp;gt;_it-appears-we-have.ogg''' in order for the code to call it dynamically.&lt;br /&gt;
* The updated &amp;lt;faction&amp;gt;.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:&lt;br /&gt;
 &amp;lt;node text=&amp;quot;Make room for your betters, friends. Room for your betters.&amp;quot; relationship=&amp;quot;.03125&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- node 4(random good chatter)--&amp;gt;&amp;lt;/nowiki&amp;gt;     &lt;br /&gt;
 &amp;lt;sound file=&amp;quot;communications/sounds/highborn/highborn_make-room-for.ogg&amp;quot; sex=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;5&amp;quot;/&amp;gt;''&lt;br /&gt;
 Note: Currently the game code that assigns gender to ships does not function, but when it does and&lt;br /&gt;
 we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX=&amp;quot;1&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
* If the faction is an alien language, the following additional guidelines apply:&lt;br /&gt;
** the translator's voice should sound flat in dynamics and pitch, while remaining clear and understandable; more on that in the next section&lt;br /&gt;
** The alien voice should speak for 1 second before the translator starts&lt;br /&gt;
** When the translator is speaking, the alien voice should be muted by -7 Db to make the translator easier to understand&lt;br /&gt;
** Also provide one or more alien &amp;quot;fixer&amp;quot; lines, without the translator overlay, that we can use for randomly generated fixer conversations in bars&lt;br /&gt;
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how it was done.&lt;br /&gt;
* For communication lines which end in &amp;quot;[garbled]&amp;quot;, indicating that the ship was destroyed while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.&lt;br /&gt;
&lt;br /&gt;
=== Faction Voice List ===&lt;br /&gt;
&lt;br /&gt;
Here is the list of the production status for each faction's voice.  If a faction's &amp;quot;citizen&amp;quot; variant has the same lines as the base faction, it is not listed:&lt;br /&gt;
&lt;br /&gt;
* [[Faction:Aera|Aera]] '''DONE''' by [[User:Turbo|Turbo]] Dec 08 &lt;br /&gt;
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] &lt;br /&gt;
* [[Faction:Dgn|Dgn]] &lt;br /&gt;
* [[Faction:Forsaken|Forsaken]] &lt;br /&gt;
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice &lt;br /&gt;
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Hunter|Hunter]] '''DONE''' by [[User:Turbo|Turbo]] Feb 09&lt;br /&gt;
* [[Faction:Interstellar_Socialist_Organization|ISO]] in progress by [[User:MC707|MC707]]&lt;br /&gt;
* [[Faction:Klk%27k|Klk'k]] &lt;br /&gt;
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Mechanist|Mechanist Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09&lt;br /&gt;
* Militia '''DONE''' by Lisa Willadsen Feb 09&lt;br /&gt;
* Neutral&lt;br /&gt;
* [[Faction:Pirates|Pirates]] are under discussion, but no one has offered to record them yet&lt;br /&gt;
* Privateer is the player's faction, we are not sure if this needs voices (wingmen perhaps?)&lt;br /&gt;
* [[Faction:Purist|Purist]]&lt;br /&gt;
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Shaper|Shaper]] '''DONE''' by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by cLoneWolf&lt;br /&gt;
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)&lt;br /&gt;
* [[Faction:Shmrn|Shmrm]]&lt;br /&gt;
* [[Faction:Uln|Uln]]&lt;br /&gt;
* [[Faction:Uln|Uln Citizen]]&lt;br /&gt;
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
&lt;br /&gt;
== Creating the Voice for the Ship's Translator ==&lt;br /&gt;
&lt;br /&gt;
For aliens which speak a non-human language, the ship's translator will provice a &amp;quot;voice-over&amp;quot; of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.&lt;br /&gt;
&lt;br /&gt;
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=13311.  What remains to be decided is whether all the translator voices should sound the same.&lt;br /&gt;
&lt;br /&gt;
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's &amp;quot;Michael.&amp;quot;  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a &amp;quot;vocoder&amp;quot; to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:&lt;br /&gt;
&lt;br /&gt;
* record all the translator lines in a flat, emotionless voice&lt;br /&gt;
* edit out unwanted noises like lip smacking, breathing, etc&lt;br /&gt;
* apply noise removal and click removal effects&lt;br /&gt;
* apply a low pass filter for 15K Hz, other values default&lt;br /&gt;
* apply a high pass filter for 1000 Hz, others default&lt;br /&gt;
* apply the leveller (heaviest setting)&lt;br /&gt;
* if desired, adjust pitch&lt;br /&gt;
* if desired, repeat the click removal, filters, and leveller again&lt;br /&gt;
* make other edits as required &lt;br /&gt;
* amplify to full volume&lt;br /&gt;
&lt;br /&gt;
The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical.  You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.&lt;br /&gt;
&lt;br /&gt;
== Creating Alien Voices ==&lt;br /&gt;
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera ship-to-ship communication.&lt;br /&gt;
&lt;br /&gt;
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.  &lt;br /&gt;
&lt;br /&gt;
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:&lt;br /&gt;
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial&lt;br /&gt;
&lt;br /&gt;
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the &amp;quot;Alvin and the Chipmunks&amp;quot; effecct. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose. &lt;br /&gt;
&lt;br /&gt;
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.&lt;br /&gt;
&lt;br /&gt;
Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech.  Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers.  Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time.  There is no reason an alien language would have the same tempo as its translation.  The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.&lt;br /&gt;
&lt;br /&gt;
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.&lt;br /&gt;
&lt;br /&gt;
== Voice Acting Uploads ==&lt;br /&gt;
Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=29| Music and Sound forum] to get everyone's comments.  If you do not have web space of your own, we have an FTP site that you can use.  The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to [[User:Turbo|Turbo]] or [[User:Loki1950|Loki]].&lt;br /&gt;
&lt;br /&gt;
= In-Flight Non-Musical Audio =&lt;br /&gt;
A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.'' --[[User:Mc707|Mc707]] 03:35, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ''Starter Station'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.&lt;br /&gt;
&lt;br /&gt;
* A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
** This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
* The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
** Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
* Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
** I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
* Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
** Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Commercials ==&lt;br /&gt;
''Commercials are more generic items, they will play in every Radionet station, in a random order.''&lt;br /&gt;
=== Generic/Station Independant ===&lt;br /&gt;
''Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.''&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
*Hi. I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
=== --''Station Specific?''-- ===&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
== Radio Stations ==&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 1'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 2'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 3'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 4'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 5'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=17000</id>
		<title>Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=17000"/>
				<updated>2009-06-27T03:28:56Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* In-Flight Non-Musical Audio */ Sorted BJ's Used Ships to appropiate section. Replaced all FIXMEs with {{FIXME}}s (sorry for that :P). Sorted News items to starter station.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game.&lt;br /&gt;
This standards are applicable for:&lt;br /&gt;
* music&lt;br /&gt;
* voices for intership radio transmissions, and perhaps campaign fixers&lt;br /&gt;
* other sounds&lt;br /&gt;
&lt;br /&gt;
=Sound Requirements=&lt;br /&gt;
&lt;br /&gt;
The following quality settings apply:&lt;br /&gt;
* 44kHz sample rate (the best that most microphones under $200 can produce)&lt;br /&gt;
* Mono for voices and sound effects (stereo is acceptable)&lt;br /&gt;
* Stereo for music&lt;br /&gt;
* Vorbis OGG format (which puts everything in stereo) for the final production version&lt;br /&gt;
&lt;br /&gt;
=Music Requirements=&lt;br /&gt;
&lt;br /&gt;
FIXME&lt;br /&gt;
&lt;br /&gt;
= Music Engine =&lt;br /&gt;
The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).&lt;br /&gt;
&lt;br /&gt;
The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).&lt;br /&gt;
&lt;br /&gt;
.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'. &lt;br /&gt;
&lt;br /&gt;
Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists).&lt;br /&gt;
Inside playlists, you may find additional grouping, by situation:&lt;br /&gt;
&lt;br /&gt;
* battle&lt;br /&gt;
* peace&lt;br /&gt;
* threat&lt;br /&gt;
&lt;br /&gt;
Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not.&lt;br /&gt;
That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.&lt;br /&gt;
&lt;br /&gt;
Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.&lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
== Music Engine Future Plans ==&lt;br /&gt;
Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!&amp;lt;command&amp;gt;') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine. &lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
= Voice Acting =&lt;br /&gt;
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Current voice acting projects are as follows:&lt;br /&gt;
&lt;br /&gt;
* Oswald &amp;quot;flight tutorial&amp;quot; mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08&lt;br /&gt;
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.&lt;br /&gt;
&lt;br /&gt;
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].&lt;br /&gt;
&lt;br /&gt;
== Fixer Voice Lines ==&lt;br /&gt;
&lt;br /&gt;
Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.&lt;br /&gt;
&lt;br /&gt;
== Ship to Ship Radio Communication ==&lt;br /&gt;
&lt;br /&gt;
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.  &lt;br /&gt;
&lt;br /&gt;
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names must follow this format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FACTION&amp;gt;_&amp;lt;OPENING-TEXT-OF-LINE&amp;gt;.OGG&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  aera_lesser-being.ogg for the Aera broadcast, &amp;quot;The lesser being is always vanquished.&amp;quot;&lt;br /&gt;
  rlaan_boring-boring.ogg for the Rlaan broacast, &amp;quot;Boring, boring, tiny one!  You bring us no tupperware.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ship-to-ship factional communication voice acting package should include the following:&lt;br /&gt;
&lt;br /&gt;
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.&lt;br /&gt;
* All the faction's speech, one voice line per OGG file, from VS/data/communications/&amp;lt;FACTION&amp;gt;.xml &lt;br /&gt;
* The &amp;quot;bounty text&amp;quot; line from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''&amp;lt;faction_name&amp;gt;_it-appears-we-have.ogg''' in order for the code to call it dynamically.&lt;br /&gt;
* The updated &amp;lt;faction&amp;gt;.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:&lt;br /&gt;
 &amp;lt;node text=&amp;quot;Make room for your betters, friends. Room for your betters.&amp;quot; relationship=&amp;quot;.03125&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- node 4(random good chatter)--&amp;gt;&amp;lt;/nowiki&amp;gt;     &lt;br /&gt;
 &amp;lt;sound file=&amp;quot;communications/sounds/highborn/highborn_make-room-for.ogg&amp;quot; sex=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;5&amp;quot;/&amp;gt;''&lt;br /&gt;
 Note: Currently the game code that assigns gender to ships does not function, but when it does and&lt;br /&gt;
 we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX=&amp;quot;1&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
* If the faction is an alien language, the following additional guidelines apply:&lt;br /&gt;
** the translator's voice should sound flat in dynamics and pitch, while remaining clear and understandable; more on that in the next section&lt;br /&gt;
** The alien voice should speak for 1 second before the translator starts&lt;br /&gt;
** When the translator is speaking, the alien voice should be muted by -7 Db to make the translator easier to understand&lt;br /&gt;
** Also provide one or more alien &amp;quot;fixer&amp;quot; lines, without the translator overlay, that we can use for randomly generated fixer conversations in bars&lt;br /&gt;
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how it was done.&lt;br /&gt;
* For communication lines which end in &amp;quot;[garbled]&amp;quot;, indicating that the ship was destroyed while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.&lt;br /&gt;
&lt;br /&gt;
=== Faction Voice List ===&lt;br /&gt;
&lt;br /&gt;
Here is the list of the production status for each faction's voice.  If a faction's &amp;quot;citizen&amp;quot; variant has the same lines as the base faction, it is not listed:&lt;br /&gt;
&lt;br /&gt;
* [[Faction:Aera|Aera]] '''DONE''' by [[User:Turbo|Turbo]] Dec 08 &lt;br /&gt;
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] &lt;br /&gt;
* [[Faction:Dgn|Dgn]] &lt;br /&gt;
* [[Faction:Forsaken|Forsaken]] &lt;br /&gt;
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice &lt;br /&gt;
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Hunter|Hunter]] '''DONE''' by [[User:Turbo|Turbo]] Feb 09&lt;br /&gt;
* [[Faction:Interstellar_Socialist_Organization|ISO]] in progress by [[User:MC707|MC707]]&lt;br /&gt;
* [[Faction:Klk%27k|Klk'k]] &lt;br /&gt;
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Mechanist|Mechanist Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09&lt;br /&gt;
* Militia '''DONE''' by Lisa Willadsen Feb 09&lt;br /&gt;
* Neutral&lt;br /&gt;
* [[Faction:Pirates|Pirates]] are under discussion, but no one has offered to record them yet&lt;br /&gt;
* Privateer is the player's faction, we are not sure if this needs voices (wingmen perhaps?)&lt;br /&gt;
* [[Faction:Purist|Purist]]&lt;br /&gt;
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Shaper|Shaper]] '''DONE''' by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by cLoneWolf&lt;br /&gt;
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)&lt;br /&gt;
* [[Faction:Shmrn|Shmrm]]&lt;br /&gt;
* [[Faction:Uln|Uln]]&lt;br /&gt;
* [[Faction:Uln|Uln Citizen]]&lt;br /&gt;
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
&lt;br /&gt;
== Creating the Voice for the Ship's Translator ==&lt;br /&gt;
&lt;br /&gt;
For aliens which speak a non-human language, the ship's translator will provice a &amp;quot;voice-over&amp;quot; of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.&lt;br /&gt;
&lt;br /&gt;
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=13311.  What remains to be decided is whether all the translator voices should sound the same.&lt;br /&gt;
&lt;br /&gt;
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's &amp;quot;Michael.&amp;quot;  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a &amp;quot;vocoder&amp;quot; to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:&lt;br /&gt;
&lt;br /&gt;
* record all the translator lines in a flat, emotionless voice&lt;br /&gt;
* edit out unwanted noises like lip smacking, breathing, etc&lt;br /&gt;
* apply noise removal and click removal effects&lt;br /&gt;
* apply a low pass filter for 15K Hz, other values default&lt;br /&gt;
* apply a high pass filter for 1000 Hz, others default&lt;br /&gt;
* apply the leveller (heaviest setting)&lt;br /&gt;
* if desired, adjust pitch&lt;br /&gt;
* if desired, repeat the click removal, filters, and leveller again&lt;br /&gt;
* make other edits as required &lt;br /&gt;
* amplify to full volume&lt;br /&gt;
&lt;br /&gt;
The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical.  You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.&lt;br /&gt;
&lt;br /&gt;
== Creating Alien Voices ==&lt;br /&gt;
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera ship-to-ship communication.&lt;br /&gt;
&lt;br /&gt;
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.  &lt;br /&gt;
&lt;br /&gt;
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:&lt;br /&gt;
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial&lt;br /&gt;
&lt;br /&gt;
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the &amp;quot;Alvin and the Chipmunks&amp;quot; effecct. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose. &lt;br /&gt;
&lt;br /&gt;
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.&lt;br /&gt;
&lt;br /&gt;
Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech.  Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers.  Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time.  There is no reason an alien language would have the same tempo as its translation.  The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.&lt;br /&gt;
&lt;br /&gt;
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.&lt;br /&gt;
&lt;br /&gt;
== Voice Acting Uploads ==&lt;br /&gt;
Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=29| Music and Sound forum] to get everyone's comments.  If you do not have web space of your own, we have an FTP site that you can use.  The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to [[User:Turbo|Turbo]] or [[User:Loki1950|Loki]].&lt;br /&gt;
&lt;br /&gt;
= In-Flight Non-Musical Audio =&lt;br /&gt;
A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.''&lt;br /&gt;
&lt;br /&gt;
== ''Starter Station'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.&lt;br /&gt;
&lt;br /&gt;
* A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
** This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
* The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
** Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
* Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
** I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
* Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
** Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Commercials ==&lt;br /&gt;
''Commercials are more generic items, they will play in every Radionet station, in a random order.''&lt;br /&gt;
=== Generic/Station Independant ===&lt;br /&gt;
''Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.''&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
*Hi. I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
=== --''Station Specific?''-- ===&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
== Radio Stations ==&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 1'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 2'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 3'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 4'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 5'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
{{FIXME}}''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=16999</id>
		<title>Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=16999"/>
				<updated>2009-06-27T03:22:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Commercials */ Removed unnecessary line (mine BTW)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game.&lt;br /&gt;
This standards are applicable for:&lt;br /&gt;
* music&lt;br /&gt;
* voices for intership radio transmissions, and perhaps campaign fixers&lt;br /&gt;
* other sounds&lt;br /&gt;
&lt;br /&gt;
=Sound Requirements=&lt;br /&gt;
&lt;br /&gt;
The following quality settings apply:&lt;br /&gt;
* 44kHz sample rate (the best that most microphones under $200 can produce)&lt;br /&gt;
* Mono for voices and sound effects (stereo is acceptable)&lt;br /&gt;
* Stereo for music&lt;br /&gt;
* Vorbis OGG format (which puts everything in stereo) for the final production version&lt;br /&gt;
&lt;br /&gt;
=Music Requirements=&lt;br /&gt;
&lt;br /&gt;
FIXME&lt;br /&gt;
&lt;br /&gt;
= Music Engine =&lt;br /&gt;
The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).&lt;br /&gt;
&lt;br /&gt;
The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).&lt;br /&gt;
&lt;br /&gt;
.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'. &lt;br /&gt;
&lt;br /&gt;
Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists).&lt;br /&gt;
Inside playlists, you may find additional grouping, by situation:&lt;br /&gt;
&lt;br /&gt;
* battle&lt;br /&gt;
* peace&lt;br /&gt;
* threat&lt;br /&gt;
&lt;br /&gt;
Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not.&lt;br /&gt;
That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.&lt;br /&gt;
&lt;br /&gt;
Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.&lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
== Music Engine Future Plans ==&lt;br /&gt;
Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!&amp;lt;command&amp;gt;') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine. &lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
= Voice Acting =&lt;br /&gt;
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Current voice acting projects are as follows:&lt;br /&gt;
&lt;br /&gt;
* Oswald &amp;quot;flight tutorial&amp;quot; mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08&lt;br /&gt;
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.&lt;br /&gt;
&lt;br /&gt;
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].&lt;br /&gt;
&lt;br /&gt;
== Fixer Voice Lines ==&lt;br /&gt;
&lt;br /&gt;
Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.&lt;br /&gt;
&lt;br /&gt;
== Ship to Ship Radio Communication ==&lt;br /&gt;
&lt;br /&gt;
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.  &lt;br /&gt;
&lt;br /&gt;
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names must follow this format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FACTION&amp;gt;_&amp;lt;OPENING-TEXT-OF-LINE&amp;gt;.OGG&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  aera_lesser-being.ogg for the Aera broadcast, &amp;quot;The lesser being is always vanquished.&amp;quot;&lt;br /&gt;
  rlaan_boring-boring.ogg for the Rlaan broacast, &amp;quot;Boring, boring, tiny one!  You bring us no tupperware.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ship-to-ship factional communication voice acting package should include the following:&lt;br /&gt;
&lt;br /&gt;
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.&lt;br /&gt;
* All the faction's speech, one voice line per OGG file, from VS/data/communications/&amp;lt;FACTION&amp;gt;.xml &lt;br /&gt;
* The &amp;quot;bounty text&amp;quot; line from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''&amp;lt;faction_name&amp;gt;_it-appears-we-have.ogg''' in order for the code to call it dynamically.&lt;br /&gt;
* The updated &amp;lt;faction&amp;gt;.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:&lt;br /&gt;
 &amp;lt;node text=&amp;quot;Make room for your betters, friends. Room for your betters.&amp;quot; relationship=&amp;quot;.03125&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- node 4(random good chatter)--&amp;gt;&amp;lt;/nowiki&amp;gt;     &lt;br /&gt;
 &amp;lt;sound file=&amp;quot;communications/sounds/highborn/highborn_make-room-for.ogg&amp;quot; sex=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;5&amp;quot;/&amp;gt;''&lt;br /&gt;
 Note: Currently the game code that assigns gender to ships does not function, but when it does and&lt;br /&gt;
 we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX=&amp;quot;1&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
* If the faction is an alien language, the following additional guidelines apply:&lt;br /&gt;
** the translator's voice should sound flat in dynamics and pitch, while remaining clear and understandable; more on that in the next section&lt;br /&gt;
** The alien voice should speak for 1 second before the translator starts&lt;br /&gt;
** When the translator is speaking, the alien voice should be muted by -7 Db to make the translator easier to understand&lt;br /&gt;
** Also provide one or more alien &amp;quot;fixer&amp;quot; lines, without the translator overlay, that we can use for randomly generated fixer conversations in bars&lt;br /&gt;
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how it was done.&lt;br /&gt;
* For communication lines which end in &amp;quot;[garbled]&amp;quot;, indicating that the ship was destroyed while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.&lt;br /&gt;
&lt;br /&gt;
=== Faction Voice List ===&lt;br /&gt;
&lt;br /&gt;
Here is the list of the production status for each faction's voice.  If a faction's &amp;quot;citizen&amp;quot; variant has the same lines as the base faction, it is not listed:&lt;br /&gt;
&lt;br /&gt;
* [[Faction:Aera|Aera]] '''DONE''' by [[User:Turbo|Turbo]] Dec 08 &lt;br /&gt;
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] &lt;br /&gt;
* [[Faction:Dgn|Dgn]] &lt;br /&gt;
* [[Faction:Forsaken|Forsaken]] &lt;br /&gt;
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice &lt;br /&gt;
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Hunter|Hunter]] '''DONE''' by [[User:Turbo|Turbo]] Feb 09&lt;br /&gt;
* [[Faction:Interstellar_Socialist_Organization|ISO]] in progress by [[User:MC707|MC707]]&lt;br /&gt;
* [[Faction:Klk%27k|Klk'k]] &lt;br /&gt;
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Mechanist|Mechanist Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09&lt;br /&gt;
* Militia '''DONE''' by Lisa Willadsen Feb 09&lt;br /&gt;
* Neutral&lt;br /&gt;
* [[Faction:Pirates|Pirates]] are under discussion, but no one has offered to record them yet&lt;br /&gt;
* Privateer is the player's faction, we are not sure if this needs voices (wingmen perhaps?)&lt;br /&gt;
* [[Faction:Purist|Purist]]&lt;br /&gt;
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Shaper|Shaper]] '''DONE''' by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by cLoneWolf&lt;br /&gt;
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)&lt;br /&gt;
* [[Faction:Shmrn|Shmrm]]&lt;br /&gt;
* [[Faction:Uln|Uln]]&lt;br /&gt;
* [[Faction:Uln|Uln Citizen]]&lt;br /&gt;
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
&lt;br /&gt;
== Creating the Voice for the Ship's Translator ==&lt;br /&gt;
&lt;br /&gt;
For aliens which speak a non-human language, the ship's translator will provice a &amp;quot;voice-over&amp;quot; of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.&lt;br /&gt;
&lt;br /&gt;
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=13311.  What remains to be decided is whether all the translator voices should sound the same.&lt;br /&gt;
&lt;br /&gt;
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's &amp;quot;Michael.&amp;quot;  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a &amp;quot;vocoder&amp;quot; to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:&lt;br /&gt;
&lt;br /&gt;
* record all the translator lines in a flat, emotionless voice&lt;br /&gt;
* edit out unwanted noises like lip smacking, breathing, etc&lt;br /&gt;
* apply noise removal and click removal effects&lt;br /&gt;
* apply a low pass filter for 15K Hz, other values default&lt;br /&gt;
* apply a high pass filter for 1000 Hz, others default&lt;br /&gt;
* apply the leveller (heaviest setting)&lt;br /&gt;
* if desired, adjust pitch&lt;br /&gt;
* if desired, repeat the click removal, filters, and leveller again&lt;br /&gt;
* make other edits as required &lt;br /&gt;
* amplify to full volume&lt;br /&gt;
&lt;br /&gt;
The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical.  You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.&lt;br /&gt;
&lt;br /&gt;
== Creating Alien Voices ==&lt;br /&gt;
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera ship-to-ship communication.&lt;br /&gt;
&lt;br /&gt;
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.  &lt;br /&gt;
&lt;br /&gt;
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:&lt;br /&gt;
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial&lt;br /&gt;
&lt;br /&gt;
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the &amp;quot;Alvin and the Chipmunks&amp;quot; effecct. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose. &lt;br /&gt;
&lt;br /&gt;
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.&lt;br /&gt;
&lt;br /&gt;
Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech.  Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers.  Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time.  There is no reason an alien language would have the same tempo as its translation.  The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.&lt;br /&gt;
&lt;br /&gt;
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.&lt;br /&gt;
&lt;br /&gt;
== Voice Acting Uploads ==&lt;br /&gt;
Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=29| Music and Sound forum] to get everyone's comments.  If you do not have web space of your own, we have an FTP site that you can use.  The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to [[User:Turbo|Turbo]] or [[User:Loki1950|Loki]].&lt;br /&gt;
&lt;br /&gt;
= In-Flight Non-Musical Audio =&lt;br /&gt;
A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.''&lt;br /&gt;
&lt;br /&gt;
== ''Starter Station'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Commercials ==&lt;br /&gt;
''Commercials are more generic items, they will play in every Radionet station, in a random order.''&lt;br /&gt;
=== Generic/Station Independant ===&lt;br /&gt;
''Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.''&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== --''Station Specific?''-- ===&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
**Hi, I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.&lt;br /&gt;
&lt;br /&gt;
* A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
** This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
* The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
** Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
* Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
** I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
* Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
** Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
== Radio Stations ==&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 1'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 2'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 3'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 4'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 5'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=16998</id>
		<title>Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=16998"/>
				<updated>2009-06-27T03:20:46Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: Added more seriousness to a phrase of mine, Added new section to radio station templates, added Loki as FTP upload access dude.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game.&lt;br /&gt;
This standards are applicable for:&lt;br /&gt;
* music&lt;br /&gt;
* voices for intership radio transmissions, and perhaps campaign fixers&lt;br /&gt;
* other sounds&lt;br /&gt;
&lt;br /&gt;
=Sound Requirements=&lt;br /&gt;
&lt;br /&gt;
The following quality settings apply:&lt;br /&gt;
* 44kHz sample rate (the best that most microphones under $200 can produce)&lt;br /&gt;
* Mono for voices and sound effects (stereo is acceptable)&lt;br /&gt;
* Stereo for music&lt;br /&gt;
* Vorbis OGG format (which puts everything in stereo) for the final production version&lt;br /&gt;
&lt;br /&gt;
=Music Requirements=&lt;br /&gt;
&lt;br /&gt;
FIXME&lt;br /&gt;
&lt;br /&gt;
= Music Engine =&lt;br /&gt;
The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).&lt;br /&gt;
&lt;br /&gt;
The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).&lt;br /&gt;
&lt;br /&gt;
.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'. &lt;br /&gt;
&lt;br /&gt;
Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists).&lt;br /&gt;
Inside playlists, you may find additional grouping, by situation:&lt;br /&gt;
&lt;br /&gt;
* battle&lt;br /&gt;
* peace&lt;br /&gt;
* threat&lt;br /&gt;
&lt;br /&gt;
Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not.&lt;br /&gt;
That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.&lt;br /&gt;
&lt;br /&gt;
Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.&lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
== Music Engine Future Plans ==&lt;br /&gt;
Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!&amp;lt;command&amp;gt;') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine. &lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
= Voice Acting =&lt;br /&gt;
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Current voice acting projects are as follows:&lt;br /&gt;
&lt;br /&gt;
* Oswald &amp;quot;flight tutorial&amp;quot; mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08&lt;br /&gt;
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.&lt;br /&gt;
&lt;br /&gt;
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].&lt;br /&gt;
&lt;br /&gt;
== Fixer Voice Lines ==&lt;br /&gt;
&lt;br /&gt;
Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.&lt;br /&gt;
&lt;br /&gt;
== Ship to Ship Radio Communication ==&lt;br /&gt;
&lt;br /&gt;
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.  &lt;br /&gt;
&lt;br /&gt;
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names must follow this format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FACTION&amp;gt;_&amp;lt;OPENING-TEXT-OF-LINE&amp;gt;.OGG&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  aera_lesser-being.ogg for the Aera broadcast, &amp;quot;The lesser being is always vanquished.&amp;quot;&lt;br /&gt;
  rlaan_boring-boring.ogg for the Rlaan broacast, &amp;quot;Boring, boring, tiny one!  You bring us no tupperware.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ship-to-ship factional communication voice acting package should include the following:&lt;br /&gt;
&lt;br /&gt;
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.&lt;br /&gt;
* All the faction's speech, one voice line per OGG file, from VS/data/communications/&amp;lt;FACTION&amp;gt;.xml &lt;br /&gt;
* The &amp;quot;bounty text&amp;quot; line from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''&amp;lt;faction_name&amp;gt;_it-appears-we-have.ogg''' in order for the code to call it dynamically.&lt;br /&gt;
* The updated &amp;lt;faction&amp;gt;.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:&lt;br /&gt;
 &amp;lt;node text=&amp;quot;Make room for your betters, friends. Room for your betters.&amp;quot; relationship=&amp;quot;.03125&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- node 4(random good chatter)--&amp;gt;&amp;lt;/nowiki&amp;gt;     &lt;br /&gt;
 &amp;lt;sound file=&amp;quot;communications/sounds/highborn/highborn_make-room-for.ogg&amp;quot; sex=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;5&amp;quot;/&amp;gt;''&lt;br /&gt;
 Note: Currently the game code that assigns gender to ships does not function, but when it does and&lt;br /&gt;
 we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX=&amp;quot;1&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
* If the faction is an alien language, the following additional guidelines apply:&lt;br /&gt;
** the translator's voice should sound flat in dynamics and pitch, while remaining clear and understandable; more on that in the next section&lt;br /&gt;
** The alien voice should speak for 1 second before the translator starts&lt;br /&gt;
** When the translator is speaking, the alien voice should be muted by -7 Db to make the translator easier to understand&lt;br /&gt;
** Also provide one or more alien &amp;quot;fixer&amp;quot; lines, without the translator overlay, that we can use for randomly generated fixer conversations in bars&lt;br /&gt;
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how it was done.&lt;br /&gt;
* For communication lines which end in &amp;quot;[garbled]&amp;quot;, indicating that the ship was destroyed while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.&lt;br /&gt;
&lt;br /&gt;
=== Faction Voice List ===&lt;br /&gt;
&lt;br /&gt;
Here is the list of the production status for each faction's voice.  If a faction's &amp;quot;citizen&amp;quot; variant has the same lines as the base faction, it is not listed:&lt;br /&gt;
&lt;br /&gt;
* [[Faction:Aera|Aera]] '''DONE''' by [[User:Turbo|Turbo]] Dec 08 &lt;br /&gt;
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] &lt;br /&gt;
* [[Faction:Dgn|Dgn]] &lt;br /&gt;
* [[Faction:Forsaken|Forsaken]] &lt;br /&gt;
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice &lt;br /&gt;
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Hunter|Hunter]] '''DONE''' by [[User:Turbo|Turbo]] Feb 09&lt;br /&gt;
* [[Faction:Interstellar_Socialist_Organization|ISO]] in progress by [[User:MC707|MC707]]&lt;br /&gt;
* [[Faction:Klk%27k|Klk'k]] &lt;br /&gt;
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Mechanist|Mechanist Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09&lt;br /&gt;
* Militia '''DONE''' by Lisa Willadsen Feb 09&lt;br /&gt;
* Neutral&lt;br /&gt;
* [[Faction:Pirates|Pirates]] are under discussion, but no one has offered to record them yet&lt;br /&gt;
* Privateer is the player's faction, we are not sure if this needs voices (wingmen perhaps?)&lt;br /&gt;
* [[Faction:Purist|Purist]]&lt;br /&gt;
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Shaper|Shaper]] '''DONE''' by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by cLoneWolf&lt;br /&gt;
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)&lt;br /&gt;
* [[Faction:Shmrn|Shmrm]]&lt;br /&gt;
* [[Faction:Uln|Uln]]&lt;br /&gt;
* [[Faction:Uln|Uln Citizen]]&lt;br /&gt;
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
&lt;br /&gt;
== Creating the Voice for the Ship's Translator ==&lt;br /&gt;
&lt;br /&gt;
For aliens which speak a non-human language, the ship's translator will provice a &amp;quot;voice-over&amp;quot; of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.&lt;br /&gt;
&lt;br /&gt;
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=13311.  What remains to be decided is whether all the translator voices should sound the same.&lt;br /&gt;
&lt;br /&gt;
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's &amp;quot;Michael.&amp;quot;  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a &amp;quot;vocoder&amp;quot; to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:&lt;br /&gt;
&lt;br /&gt;
* record all the translator lines in a flat, emotionless voice&lt;br /&gt;
* edit out unwanted noises like lip smacking, breathing, etc&lt;br /&gt;
* apply noise removal and click removal effects&lt;br /&gt;
* apply a low pass filter for 15K Hz, other values default&lt;br /&gt;
* apply a high pass filter for 1000 Hz, others default&lt;br /&gt;
* apply the leveller (heaviest setting)&lt;br /&gt;
* if desired, adjust pitch&lt;br /&gt;
* if desired, repeat the click removal, filters, and leveller again&lt;br /&gt;
* make other edits as required &lt;br /&gt;
* amplify to full volume&lt;br /&gt;
&lt;br /&gt;
The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical.  You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.&lt;br /&gt;
&lt;br /&gt;
== Creating Alien Voices ==&lt;br /&gt;
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera ship-to-ship communication.&lt;br /&gt;
&lt;br /&gt;
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.  &lt;br /&gt;
&lt;br /&gt;
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:&lt;br /&gt;
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial&lt;br /&gt;
&lt;br /&gt;
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the &amp;quot;Alvin and the Chipmunks&amp;quot; effecct. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose. &lt;br /&gt;
&lt;br /&gt;
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.&lt;br /&gt;
&lt;br /&gt;
Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech.  Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers.  Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time.  There is no reason an alien language would have the same tempo as its translation.  The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.&lt;br /&gt;
&lt;br /&gt;
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.&lt;br /&gt;
&lt;br /&gt;
== Voice Acting Uploads ==&lt;br /&gt;
Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=29| Music and Sound forum] to get everyone's comments.  If you do not have web space of your own, we have an FTP site that you can use.  The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to [[User:Turbo|Turbo]] or [[User:Loki1950|Loki]].&lt;br /&gt;
&lt;br /&gt;
= In-Flight Non-Musical Audio =&lt;br /&gt;
A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.''&lt;br /&gt;
&lt;br /&gt;
== ''Starter Station'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Commercials ==&lt;br /&gt;
''Commercials are more generic items, they will play in every Radionet station, in a random order.''&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Generic/Station Independant ===&lt;br /&gt;
''Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.''&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== --''Station Specific?''-- ===&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
**Hi, I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.&lt;br /&gt;
&lt;br /&gt;
* A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
** This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
* The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
** Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
* Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
** I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
* Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
** Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
== Radio Stations ==&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 1'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 2'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 3'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 4'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 5'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs/Talk Shows ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=16997</id>
		<title>Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=16997"/>
				<updated>2009-06-27T03:13:53Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Radio Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game.&lt;br /&gt;
This standards are applicable for:&lt;br /&gt;
* music&lt;br /&gt;
* voices for intership radio transmissions, and perhaps campaign fixers&lt;br /&gt;
* other sounds&lt;br /&gt;
&lt;br /&gt;
=Sound Requirements=&lt;br /&gt;
&lt;br /&gt;
The following quality settings apply:&lt;br /&gt;
* 44kHz sample rate (the best that most microphones under $200 can produce)&lt;br /&gt;
* Mono for voices and sound effects (stereo is acceptable)&lt;br /&gt;
* Stereo for music&lt;br /&gt;
* Vorbis OGG format (which puts everything in stereo) for the final production version&lt;br /&gt;
&lt;br /&gt;
=Music Requirements=&lt;br /&gt;
&lt;br /&gt;
FIXME&lt;br /&gt;
&lt;br /&gt;
= Music Engine =&lt;br /&gt;
The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).&lt;br /&gt;
&lt;br /&gt;
The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).&lt;br /&gt;
&lt;br /&gt;
.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'. &lt;br /&gt;
&lt;br /&gt;
Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists).&lt;br /&gt;
Inside playlists, you may find additional grouping, by situation:&lt;br /&gt;
&lt;br /&gt;
* battle&lt;br /&gt;
* peace&lt;br /&gt;
* threat&lt;br /&gt;
&lt;br /&gt;
Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not.&lt;br /&gt;
That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.&lt;br /&gt;
&lt;br /&gt;
Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.&lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
== Music Engine Future Plans ==&lt;br /&gt;
Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!&amp;lt;command&amp;gt;') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine. &lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
= Voice Acting =&lt;br /&gt;
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Current voice acting projects are as follows:&lt;br /&gt;
&lt;br /&gt;
* Oswald &amp;quot;flight tutorial&amp;quot; mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08&lt;br /&gt;
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.&lt;br /&gt;
&lt;br /&gt;
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].&lt;br /&gt;
&lt;br /&gt;
== Fixer Voice Lines ==&lt;br /&gt;
&lt;br /&gt;
Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.&lt;br /&gt;
&lt;br /&gt;
== Ship to Ship Radio Communication ==&lt;br /&gt;
&lt;br /&gt;
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.  &lt;br /&gt;
&lt;br /&gt;
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names must follow this format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FACTION&amp;gt;_&amp;lt;OPENING-TEXT-OF-LINE&amp;gt;.OGG&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  aera_lesser-being.ogg for the Aera broadcast, &amp;quot;The lesser being is always vanquished.&amp;quot;&lt;br /&gt;
  rlaan_boring-boring.ogg for the Rlaan broacast, &amp;quot;Boring, boring, tiny one!  You bring us no tupperware.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ship-to-ship factional communication voice acting package should include the following:&lt;br /&gt;
&lt;br /&gt;
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.&lt;br /&gt;
* All the faction's speech, one voice line per OGG file, from VS/data/communications/&amp;lt;FACTION&amp;gt;.xml &lt;br /&gt;
* The &amp;quot;bounty text&amp;quot; line from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''&amp;lt;faction_name&amp;gt;_it-appears-we-have.ogg''' in order for the code to call it dynamically.&lt;br /&gt;
* The updated &amp;lt;faction&amp;gt;.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:&lt;br /&gt;
 &amp;lt;node text=&amp;quot;Make room for your betters, friends. Room for your betters.&amp;quot; relationship=&amp;quot;.03125&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- node 4(random good chatter)--&amp;gt;&amp;lt;/nowiki&amp;gt;     &lt;br /&gt;
 &amp;lt;sound file=&amp;quot;communications/sounds/highborn/highborn_make-room-for.ogg&amp;quot; sex=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;5&amp;quot;/&amp;gt;''&lt;br /&gt;
 Note: Currently the game code that assigns gender to ships does not function, but when it does and&lt;br /&gt;
 we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX=&amp;quot;1&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
* If the faction is an alien language, the following additional guidelines apply:&lt;br /&gt;
** the translator's voice should sound flat in dynamics and pitch, while remaining clear and understandable; more on that in the next section&lt;br /&gt;
** The alien voice should speak for 1 second before the translator starts&lt;br /&gt;
** When the translator is speaking, the alien voice should be muted by -7 Db to make the translator easier to understand&lt;br /&gt;
** Also provide one or more alien &amp;quot;fixer&amp;quot; lines, without the translator overlay, that we can use for randomly generated fixer conversations in bars&lt;br /&gt;
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how it was done.&lt;br /&gt;
* For communication lines which end in &amp;quot;[garbled]&amp;quot;, indicating that the ship was destroyed while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.&lt;br /&gt;
&lt;br /&gt;
=== Faction Voice List ===&lt;br /&gt;
&lt;br /&gt;
Here is the list of the production status for each faction's voice.  If a faction's &amp;quot;citizen&amp;quot; variant has the same lines as the base faction, it is not listed:&lt;br /&gt;
&lt;br /&gt;
* [[Faction:Aera|Aera]] '''DONE''' by [[User:Turbo|Turbo]] Dec 08 &lt;br /&gt;
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] &lt;br /&gt;
* [[Faction:Dgn|Dgn]] &lt;br /&gt;
* [[Faction:Forsaken|Forsaken]] &lt;br /&gt;
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice &lt;br /&gt;
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Hunter|Hunter]] '''DONE''' by [[User:Turbo|Turbo]] Feb 09&lt;br /&gt;
* [[Faction:Interstellar_Socialist_Organization|ISO]] in progress by [[User:MC707|MC707]]&lt;br /&gt;
* [[Faction:Klk%27k|Klk'k]] &lt;br /&gt;
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Mechanist|Mechanist Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09&lt;br /&gt;
* Militia '''DONE''' by Lisa Willadsen Feb 09&lt;br /&gt;
* Neutral&lt;br /&gt;
* [[Faction:Pirates|Pirates]] are under discussion, but no one has offered to record them yet&lt;br /&gt;
* Privateer is the player's faction, we are not sure if this needs voices (wingmen perhaps?)&lt;br /&gt;
* [[Faction:Purist|Purist]]&lt;br /&gt;
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Shaper|Shaper]] '''DONE''' by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by cLoneWolf&lt;br /&gt;
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)&lt;br /&gt;
* [[Faction:Shmrn|Shmrm]]&lt;br /&gt;
* [[Faction:Uln|Uln]]&lt;br /&gt;
* [[Faction:Uln|Uln Citizen]]&lt;br /&gt;
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
&lt;br /&gt;
== Creating the Voice for the Ship's Translator ==&lt;br /&gt;
&lt;br /&gt;
For aliens which speak a non-human language, the ship's translator will provice a &amp;quot;voice-over&amp;quot; of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.&lt;br /&gt;
&lt;br /&gt;
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=13311.  What remains to be decided is whether all the translator voices should sound the same.&lt;br /&gt;
&lt;br /&gt;
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's &amp;quot;Michael.&amp;quot;  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a &amp;quot;vocoder&amp;quot; to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:&lt;br /&gt;
&lt;br /&gt;
* record all the translator lines in a flat, emotionless voice&lt;br /&gt;
* edit out unwanted noises like lip smacking, breathing, etc&lt;br /&gt;
* apply noise removal and click removal effects&lt;br /&gt;
* apply a low pass filter for 15K Hz, other values default&lt;br /&gt;
* apply a high pass filter for 1000 Hz, others default&lt;br /&gt;
* apply the leveller (heaviest setting)&lt;br /&gt;
* if desired, adjust pitch&lt;br /&gt;
* if desired, repeat the click removal, filters, and leveller again&lt;br /&gt;
* make other edits as required &lt;br /&gt;
* amplify to full volume&lt;br /&gt;
&lt;br /&gt;
The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical.  You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.&lt;br /&gt;
&lt;br /&gt;
== Creating Alien Voices ==&lt;br /&gt;
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera ship-to-ship communication.&lt;br /&gt;
&lt;br /&gt;
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.  &lt;br /&gt;
&lt;br /&gt;
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:&lt;br /&gt;
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial&lt;br /&gt;
&lt;br /&gt;
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the &amp;quot;Alvin and the Chipmunks&amp;quot; effecct. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose. &lt;br /&gt;
&lt;br /&gt;
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.&lt;br /&gt;
&lt;br /&gt;
Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech.  Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers.  Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time.  There is no reason an alien language would have the same tempo as its translation.  The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.&lt;br /&gt;
&lt;br /&gt;
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.&lt;br /&gt;
&lt;br /&gt;
== Voice Acting Uploads ==&lt;br /&gt;
Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=29| Music and Sound forum] to get everyone's comments.  If you do not have web space of your own, we have an FTP site that you can use.  The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to [[User:Turbo|Turbo]].&lt;br /&gt;
&lt;br /&gt;
= In-Flight Non-Musical Audio =&lt;br /&gt;
A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.''&lt;br /&gt;
&lt;br /&gt;
== ''Starter Station'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs (you call it :P) ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Commercials ==&lt;br /&gt;
''Commercials are more generic items, they will play in every Radionet station, in a random order.''&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Generic/Station Independant ===&lt;br /&gt;
''Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.''&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== --''Station Specific?''-- ===&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
**Hi, I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.&lt;br /&gt;
&lt;br /&gt;
* A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
** This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
* The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
** Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
* Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
** I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
* Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
** Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
== Radio Stations ==&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 1'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 2'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 3'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 4'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 5'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=16996</id>
		<title>Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=16996"/>
				<updated>2009-06-27T03:12:45Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* In-Flight Non-Musical Audio */ Sorted a lot of stuff, added a lot of relevant information for potential/current contributors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game.&lt;br /&gt;
This standards are applicable for:&lt;br /&gt;
* music&lt;br /&gt;
* voices for intership radio transmissions, and perhaps campaign fixers&lt;br /&gt;
* other sounds&lt;br /&gt;
&lt;br /&gt;
=Sound Requirements=&lt;br /&gt;
&lt;br /&gt;
The following quality settings apply:&lt;br /&gt;
* 44kHz sample rate (the best that most microphones under $200 can produce)&lt;br /&gt;
* Mono for voices and sound effects (stereo is acceptable)&lt;br /&gt;
* Stereo for music&lt;br /&gt;
* Vorbis OGG format (which puts everything in stereo) for the final production version&lt;br /&gt;
&lt;br /&gt;
=Music Requirements=&lt;br /&gt;
&lt;br /&gt;
FIXME&lt;br /&gt;
&lt;br /&gt;
= Music Engine =&lt;br /&gt;
The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).&lt;br /&gt;
&lt;br /&gt;
The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).&lt;br /&gt;
&lt;br /&gt;
.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'. &lt;br /&gt;
&lt;br /&gt;
Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists).&lt;br /&gt;
Inside playlists, you may find additional grouping, by situation:&lt;br /&gt;
&lt;br /&gt;
* battle&lt;br /&gt;
* peace&lt;br /&gt;
* threat&lt;br /&gt;
&lt;br /&gt;
Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not.&lt;br /&gt;
That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.&lt;br /&gt;
&lt;br /&gt;
Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.&lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
== Music Engine Future Plans ==&lt;br /&gt;
Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!&amp;lt;command&amp;gt;') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine. &lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
= Voice Acting =&lt;br /&gt;
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Current voice acting projects are as follows:&lt;br /&gt;
&lt;br /&gt;
* Oswald &amp;quot;flight tutorial&amp;quot; mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08&lt;br /&gt;
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.&lt;br /&gt;
&lt;br /&gt;
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].&lt;br /&gt;
&lt;br /&gt;
== Fixer Voice Lines ==&lt;br /&gt;
&lt;br /&gt;
Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.&lt;br /&gt;
&lt;br /&gt;
== Ship to Ship Radio Communication ==&lt;br /&gt;
&lt;br /&gt;
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.  &lt;br /&gt;
&lt;br /&gt;
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names must follow this format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FACTION&amp;gt;_&amp;lt;OPENING-TEXT-OF-LINE&amp;gt;.OGG&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  aera_lesser-being.ogg for the Aera broadcast, &amp;quot;The lesser being is always vanquished.&amp;quot;&lt;br /&gt;
  rlaan_boring-boring.ogg for the Rlaan broacast, &amp;quot;Boring, boring, tiny one!  You bring us no tupperware.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ship-to-ship factional communication voice acting package should include the following:&lt;br /&gt;
&lt;br /&gt;
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.&lt;br /&gt;
* All the faction's speech, one voice line per OGG file, from VS/data/communications/&amp;lt;FACTION&amp;gt;.xml &lt;br /&gt;
* The &amp;quot;bounty text&amp;quot; line from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''&amp;lt;faction_name&amp;gt;_it-appears-we-have.ogg''' in order for the code to call it dynamically.&lt;br /&gt;
* The updated &amp;lt;faction&amp;gt;.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:&lt;br /&gt;
 &amp;lt;node text=&amp;quot;Make room for your betters, friends. Room for your betters.&amp;quot; relationship=&amp;quot;.03125&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- node 4(random good chatter)--&amp;gt;&amp;lt;/nowiki&amp;gt;     &lt;br /&gt;
 &amp;lt;sound file=&amp;quot;communications/sounds/highborn/highborn_make-room-for.ogg&amp;quot; sex=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;5&amp;quot;/&amp;gt;''&lt;br /&gt;
 Note: Currently the game code that assigns gender to ships does not function, but when it does and&lt;br /&gt;
 we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX=&amp;quot;1&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
* If the faction is an alien language, the following additional guidelines apply:&lt;br /&gt;
** the translator's voice should sound flat in dynamics and pitch, while remaining clear and understandable; more on that in the next section&lt;br /&gt;
** The alien voice should speak for 1 second before the translator starts&lt;br /&gt;
** When the translator is speaking, the alien voice should be muted by -7 Db to make the translator easier to understand&lt;br /&gt;
** Also provide one or more alien &amp;quot;fixer&amp;quot; lines, without the translator overlay, that we can use for randomly generated fixer conversations in bars&lt;br /&gt;
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how it was done.&lt;br /&gt;
* For communication lines which end in &amp;quot;[garbled]&amp;quot;, indicating that the ship was destroyed while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.&lt;br /&gt;
&lt;br /&gt;
=== Faction Voice List ===&lt;br /&gt;
&lt;br /&gt;
Here is the list of the production status for each faction's voice.  If a faction's &amp;quot;citizen&amp;quot; variant has the same lines as the base faction, it is not listed:&lt;br /&gt;
&lt;br /&gt;
* [[Faction:Aera|Aera]] '''DONE''' by [[User:Turbo|Turbo]] Dec 08 &lt;br /&gt;
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] &lt;br /&gt;
* [[Faction:Dgn|Dgn]] &lt;br /&gt;
* [[Faction:Forsaken|Forsaken]] &lt;br /&gt;
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice &lt;br /&gt;
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Hunter|Hunter]] '''DONE''' by [[User:Turbo|Turbo]] Feb 09&lt;br /&gt;
* [[Faction:Interstellar_Socialist_Organization|ISO]] in progress by [[User:MC707|MC707]]&lt;br /&gt;
* [[Faction:Klk%27k|Klk'k]] &lt;br /&gt;
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Mechanist|Mechanist Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09&lt;br /&gt;
* Militia '''DONE''' by Lisa Willadsen Feb 09&lt;br /&gt;
* Neutral&lt;br /&gt;
* [[Faction:Pirates|Pirates]] are under discussion, but no one has offered to record them yet&lt;br /&gt;
* Privateer is the player's faction, we are not sure if this needs voices (wingmen perhaps?)&lt;br /&gt;
* [[Faction:Purist|Purist]]&lt;br /&gt;
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Shaper|Shaper]] '''DONE''' by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by cLoneWolf&lt;br /&gt;
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)&lt;br /&gt;
* [[Faction:Shmrn|Shmrm]]&lt;br /&gt;
* [[Faction:Uln|Uln]]&lt;br /&gt;
* [[Faction:Uln|Uln Citizen]]&lt;br /&gt;
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
&lt;br /&gt;
== Creating the Voice for the Ship's Translator ==&lt;br /&gt;
&lt;br /&gt;
For aliens which speak a non-human language, the ship's translator will provice a &amp;quot;voice-over&amp;quot; of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.&lt;br /&gt;
&lt;br /&gt;
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=13311.  What remains to be decided is whether all the translator voices should sound the same.&lt;br /&gt;
&lt;br /&gt;
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's &amp;quot;Michael.&amp;quot;  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a &amp;quot;vocoder&amp;quot; to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:&lt;br /&gt;
&lt;br /&gt;
* record all the translator lines in a flat, emotionless voice&lt;br /&gt;
* edit out unwanted noises like lip smacking, breathing, etc&lt;br /&gt;
* apply noise removal and click removal effects&lt;br /&gt;
* apply a low pass filter for 15K Hz, other values default&lt;br /&gt;
* apply a high pass filter for 1000 Hz, others default&lt;br /&gt;
* apply the leveller (heaviest setting)&lt;br /&gt;
* if desired, adjust pitch&lt;br /&gt;
* if desired, repeat the click removal, filters, and leveller again&lt;br /&gt;
* make other edits as required &lt;br /&gt;
* amplify to full volume&lt;br /&gt;
&lt;br /&gt;
The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical.  You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.&lt;br /&gt;
&lt;br /&gt;
== Creating Alien Voices ==&lt;br /&gt;
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera ship-to-ship communication.&lt;br /&gt;
&lt;br /&gt;
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.  &lt;br /&gt;
&lt;br /&gt;
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:&lt;br /&gt;
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial&lt;br /&gt;
&lt;br /&gt;
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the &amp;quot;Alvin and the Chipmunks&amp;quot; effecct. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose. &lt;br /&gt;
&lt;br /&gt;
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.&lt;br /&gt;
&lt;br /&gt;
Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech.  Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers.  Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time.  There is no reason an alien language would have the same tempo as its translation.  The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.&lt;br /&gt;
&lt;br /&gt;
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.&lt;br /&gt;
&lt;br /&gt;
== Voice Acting Uploads ==&lt;br /&gt;
Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=29| Music and Sound forum] to get everyone's comments.  If you do not have web space of your own, we have an FTP site that you can use.  The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to [[User:Turbo|Turbo]].&lt;br /&gt;
&lt;br /&gt;
= In-Flight Non-Musical Audio =&lt;br /&gt;
A new item being discussed [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 here] is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radionet project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
''As suggested by Turbo, we will begin with one station, then progressively start adding radionet stations. For starters, this will be the section for just that. Then, we will use the template I posted lower in this page. The template will also allocate music/songs, which are a little bit apart from the main idea of this project (In-Flight Non-Musical Audio duh :P), but will be there for organization's sake. Music will be &amp;quot;dumped&amp;quot; into the first sole station, where after that music will be &amp;quot;sorted&amp;quot; to the decided station (probably 50% artist decition, 50% community opinion decition). If you have any ideas/recommendations/constructive criticisms, post it in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815 appropiate forum thread] or in the discussion page of this wiki page.''&lt;br /&gt;
&lt;br /&gt;
== ''Starter Station'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Shows/Segments/Programs (you call it :P) ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Commercials ==&lt;br /&gt;
''Commercials are more generic items, they will play in every Radionet station, in a random order.''&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Generic/Station Independant ===&lt;br /&gt;
''Generic commercials which appear in every station available. These help a LOT for bandwidth, as having ONLY station specific commercials would take a lot more disk space.''&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== --''Station Specific?''-- ===&lt;br /&gt;
''Maybe some members can suggest station specific commercials, I don't personally condone this but this is an open project, open for suggestions.''&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
**Hi, I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.&lt;br /&gt;
&lt;br /&gt;
* A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
** This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
* The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
** Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
* Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
** I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
* Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
** Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
= Radio Stations =&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 1'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 2'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 3'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 4'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 5'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=16995</id>
		<title>Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=16995"/>
				<updated>2009-06-26T19:54:20Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* In-Flight Non-Musical Audio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game.&lt;br /&gt;
This standards are applicable for:&lt;br /&gt;
* music&lt;br /&gt;
* voices for intership radio transmissions, and perhaps campaign fixers&lt;br /&gt;
* other sounds&lt;br /&gt;
&lt;br /&gt;
=Sound Requirements=&lt;br /&gt;
&lt;br /&gt;
The following quality settings apply:&lt;br /&gt;
* 44kHz sample rate (the best that most microphones under $200 can produce)&lt;br /&gt;
* Mono for voices and sound effects (stereo is acceptable)&lt;br /&gt;
* Stereo for music&lt;br /&gt;
* Vorbis OGG format (which puts everything in stereo) for the final production version&lt;br /&gt;
&lt;br /&gt;
=Music Requirements=&lt;br /&gt;
&lt;br /&gt;
FIXME&lt;br /&gt;
&lt;br /&gt;
= Music Engine =&lt;br /&gt;
The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).&lt;br /&gt;
&lt;br /&gt;
The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).&lt;br /&gt;
&lt;br /&gt;
.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'. &lt;br /&gt;
&lt;br /&gt;
Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists).&lt;br /&gt;
Inside playlists, you may find additional grouping, by situation:&lt;br /&gt;
&lt;br /&gt;
* battle&lt;br /&gt;
* peace&lt;br /&gt;
* threat&lt;br /&gt;
&lt;br /&gt;
Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not.&lt;br /&gt;
That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.&lt;br /&gt;
&lt;br /&gt;
Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.&lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
== Music Engine Future Plans ==&lt;br /&gt;
Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!&amp;lt;command&amp;gt;') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine. &lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
= Voice Acting =&lt;br /&gt;
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Current voice acting projects are as follows:&lt;br /&gt;
&lt;br /&gt;
* Oswald &amp;quot;flight tutorial&amp;quot; mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08&lt;br /&gt;
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.&lt;br /&gt;
&lt;br /&gt;
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].&lt;br /&gt;
&lt;br /&gt;
== Fixer Voice Lines ==&lt;br /&gt;
&lt;br /&gt;
Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.&lt;br /&gt;
&lt;br /&gt;
== Ship to Ship Radio Communication ==&lt;br /&gt;
&lt;br /&gt;
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.  &lt;br /&gt;
&lt;br /&gt;
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names must follow this format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FACTION&amp;gt;_&amp;lt;OPENING-TEXT-OF-LINE&amp;gt;.OGG&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  aera_lesser-being.ogg for the Aera broadcast, &amp;quot;The lesser being is always vanquished.&amp;quot;&lt;br /&gt;
  rlaan_boring-boring.ogg for the Rlaan broacast, &amp;quot;Boring, boring, tiny one!  You bring us no tupperware.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ship-to-ship factional communication voice acting package should include the following:&lt;br /&gt;
&lt;br /&gt;
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.&lt;br /&gt;
* All the faction's speech, one voice line per OGG file, from VS/data/communications/&amp;lt;FACTION&amp;gt;.xml &lt;br /&gt;
* The &amp;quot;bounty text&amp;quot; line from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''&amp;lt;faction_name&amp;gt;_it-appears-we-have.ogg''' in order for the code to call it dynamically.&lt;br /&gt;
* The updated &amp;lt;faction&amp;gt;.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:&lt;br /&gt;
 &amp;lt;node text=&amp;quot;Make room for your betters, friends. Room for your betters.&amp;quot; relationship=&amp;quot;.03125&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- node 4(random good chatter)--&amp;gt;&amp;lt;/nowiki&amp;gt;     &lt;br /&gt;
 &amp;lt;sound file=&amp;quot;communications/sounds/highborn/highborn_make-room-for.ogg&amp;quot; sex=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;5&amp;quot;/&amp;gt;''&lt;br /&gt;
 Note: Currently the game code that assigns gender to ships does not function, but when it does and&lt;br /&gt;
 we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX=&amp;quot;1&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
* If the faction is an alien language, the following additional guidelines apply:&lt;br /&gt;
** the translator's voice should sound flat in dynamics and pitch, while remaining clear and understandable; more on that in the next section&lt;br /&gt;
** The alien voice should speak for 1 second before the translator starts&lt;br /&gt;
** When the translator is speaking, the alien voice should be muted by -7 Db to make the translator easier to understand&lt;br /&gt;
** Also provide one or more alien &amp;quot;fixer&amp;quot; lines, without the translator overlay, that we can use for randomly generated fixer conversations in bars&lt;br /&gt;
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how it was done.&lt;br /&gt;
* For communication lines which end in &amp;quot;[garbled]&amp;quot;, indicating that the ship was destroyed while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.&lt;br /&gt;
&lt;br /&gt;
=== Faction Voice List ===&lt;br /&gt;
&lt;br /&gt;
Here is the list of the production status for each faction's voice.  If a faction's &amp;quot;citizen&amp;quot; variant has the same lines as the base faction, it is not listed:&lt;br /&gt;
&lt;br /&gt;
* [[Faction:Aera|Aera]] '''DONE''' by [[User:Turbo|Turbo]] Dec 08 &lt;br /&gt;
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] &lt;br /&gt;
* [[Faction:Dgn|Dgn]] &lt;br /&gt;
* [[Faction:Forsaken|Forsaken]] &lt;br /&gt;
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice &lt;br /&gt;
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Hunter|Hunter]] '''DONE''' by [[User:Turbo|Turbo]] Feb 09&lt;br /&gt;
* [[Faction:Interstellar_Socialist_Organization|ISO]] in progress by [[User:MC707|MC707]]&lt;br /&gt;
* [[Faction:Klk%27k|Klk'k]] &lt;br /&gt;
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Mechanist|Mechanist Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09&lt;br /&gt;
* Militia '''DONE''' by Lisa Willadsen Feb 09&lt;br /&gt;
* Neutral&lt;br /&gt;
* [[Faction:Pirates|Pirates]] are under discussion, but no one has offered to record them yet&lt;br /&gt;
* Privateer is the player's faction, we are not sure if this needs voices (wingmen perhaps?)&lt;br /&gt;
* [[Faction:Purist|Purist]]&lt;br /&gt;
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Shaper|Shaper]] '''DONE''' by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by cLoneWolf&lt;br /&gt;
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)&lt;br /&gt;
* [[Faction:Shmrn|Shmrm]]&lt;br /&gt;
* [[Faction:Uln|Uln]]&lt;br /&gt;
* [[Faction:Uln|Uln Citizen]]&lt;br /&gt;
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
&lt;br /&gt;
== Creating the Voice for the Ship's Translator ==&lt;br /&gt;
&lt;br /&gt;
For aliens which speak a non-human language, the ship's translator will provice a &amp;quot;voice-over&amp;quot; of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.&lt;br /&gt;
&lt;br /&gt;
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=13311.  What remains to be decided is whether all the translator voices should sound the same.&lt;br /&gt;
&lt;br /&gt;
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's &amp;quot;Michael.&amp;quot;  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a &amp;quot;vocoder&amp;quot; to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:&lt;br /&gt;
&lt;br /&gt;
* record all the translator lines in a flat, emotionless voice&lt;br /&gt;
* edit out unwanted noises like lip smacking, breathing, etc&lt;br /&gt;
* apply noise removal and click removal effects&lt;br /&gt;
* apply a low pass filter for 15K Hz, other values default&lt;br /&gt;
* apply a high pass filter for 1000 Hz, others default&lt;br /&gt;
* apply the leveller (heaviest setting)&lt;br /&gt;
* if desired, adjust pitch&lt;br /&gt;
* if desired, repeat the click removal, filters, and leveller again&lt;br /&gt;
* make other edits as required &lt;br /&gt;
* amplify to full volume&lt;br /&gt;
&lt;br /&gt;
The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical.  You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.&lt;br /&gt;
&lt;br /&gt;
== Creating Alien Voices ==&lt;br /&gt;
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera ship-to-ship communication.&lt;br /&gt;
&lt;br /&gt;
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.  &lt;br /&gt;
&lt;br /&gt;
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:&lt;br /&gt;
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial&lt;br /&gt;
&lt;br /&gt;
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the &amp;quot;Alvin and the Chipmunks&amp;quot; effecct. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose. &lt;br /&gt;
&lt;br /&gt;
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.&lt;br /&gt;
&lt;br /&gt;
Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech.  Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers.  Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time.  There is no reason an alien language would have the same tempo as its translation.  The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.&lt;br /&gt;
&lt;br /&gt;
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.&lt;br /&gt;
&lt;br /&gt;
== Voice Acting Uploads ==&lt;br /&gt;
Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=29| Music and Sound forum] to get everyone's comments.  If you do not have web space of your own, we have an FTP site that you can use.  The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to [[User:Turbo|Turbo]].&lt;br /&gt;
&lt;br /&gt;
= In-Flight Non-Musical Audio =&lt;br /&gt;
A new item being discussed here&lt;br /&gt;
http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=14815&lt;br /&gt;
is non-music in-flight audio.  The ideas being kicked around involve making voice recordings of non-music items, to play during flight (perhaps between songs) like the pilot was listening to the radio.  The key to such content would be to have it explain, amplify, or describe some aspect of the VS universe.  The storm of ideas has still not settled but, while we talk through our ideas and work on details, we decided to collect the items here for later editing and recording.  &lt;br /&gt;
&lt;br /&gt;
what's needed for the radio project:&lt;br /&gt;
* writers (commercials, DJ talk, calls, song lyrics)&lt;br /&gt;
* music composers (songs, jingles) not necessarily owning all that's needed to make the final ogg. In that case...&lt;br /&gt;
* ...music makers to make the unequipped composers' works come to life&lt;br /&gt;
* voice actors (everything! :D )&lt;br /&gt;
* post producers&lt;br /&gt;
&lt;br /&gt;
Some possible types of programming mentioned include:&lt;br /&gt;
&lt;br /&gt;
**A inter gelatic ISP that support RFC 1149, RFC 1313, RFC 1437, RFC 2322, RFC 2549, RFC 2795, RFC 3251, RFC 3514, RFC 4042, RFC 4824.&lt;br /&gt;
**open space map(a parody on openstreetmap.org)&lt;br /&gt;
**Reprap (a 3d printer)&lt;br /&gt;
**Blender 3D&lt;br /&gt;
**Hi, I'm BJ loki, tight end for the Cephid Mammas and proud proprietor of BJ's Used Ships. Ships from all over the milky way come to find a new home in Cephid 17, just like you. I moved here after I left the Forsaken, to join the pirate…brr I mean the Confed. Even though they do have a lot in common, I noticed there was one thing missing from this great system: a celebrity endorsed used ship shop. That's why I founded BJ's Used Ships. Every one of these beauties is freshly painted, they look brand new. We have new models coming in every morning, usually around 2 AM. We can get you anything! And if you see a ship of your dreams, tell us, we can acquire it for ya! I've taken the skills I've learned as a pro interstellar football player to the used ship business: snatch, grab, and run like hell. BJ's Used Ships. I'm takin low prices, with hot ships!&lt;br /&gt;
*Pimp my spaceship (A holo tv show that pimp a space ship like in the &amp;quot;pimp my ride&amp;quot; but in stet the show pimp up a car the show pimp up a space ship.)&lt;br /&gt;
*Space busters (a Mythbusters like show that test myths like &amp;quot;can a human do a space walk with out a space shut&amp;quot; or &amp;quot;can your survive a Aera spasm&amp;quot;)&lt;br /&gt;
*Pop Culture references:&lt;br /&gt;
*injokes:&lt;br /&gt;
**SPAM&lt;br /&gt;
**stunk-cow (a hybrid of a stunk and a cow that use for milk and very hi qalty leader. and come from a chat log Pimp my space ship)&lt;br /&gt;
*propaganda: agents iso, pirates, Aera and Rlaan&lt;br /&gt;
* Luddites and ISO breaking into the normal channels with some propaganda, followed by &amp;quot;we apologize for this interruption in broadcasting, we now return you to our regular program&amp;quot;&lt;br /&gt;
*radio talk show or call-in show&lt;br /&gt;
**How about a call from an ISO supporter, advocating the cause, the DJ makes &amp;quot;casual&amp;quot; questions with the goal to locate him as he speaks, keyboard noises (DJ notifying security) then at some point we hear intruders, the ISO man going like wtf, brawl sounds, &amp;quot;help! help! I'm being oppressed!&amp;quot; more noise, end of call&lt;br /&gt;
** talk radio (&amp;quot;'''This is Burch Lumber, of the EIB Network (that's 'Excellence in Interstellar Broadcasting'). We have Turbo from the Crucible Sector on the line; Turbo, what's on your mind?''' ''Well Burch, these Uln defy all logic. No matter what I do they attack me...are they insane, or just stupid?'' '''Well Turbo, I think it's a bit of both...'''&amp;quot;) We have plenty of material for the talk radio bits right here in the forums.&lt;br /&gt;
* emergency broadcasts keyed to scripted events (&amp;quot;WARNING: &amp;lt;faction&amp;gt; ships have been sighted in this system, use extreme caution&amp;quot;)&lt;br /&gt;
* generic news broadcasts on the war efforts (not tied to any specific locations)&lt;br /&gt;
* public service announcements&lt;br /&gt;
&lt;br /&gt;
Here we list each news item, with comments to explain it.  We expect that we would have the &amp;quot;news&amp;quot; music playing in the background for the news items.&lt;br /&gt;
&lt;br /&gt;
* A labor dispute at the Jacobs docks in Bernard's Star erupted in violence yesterday, leading authorities to discover a large smuggling operation. The local dockworkers saw a Mule cargo ship unloading without the use of union labor, and when they confronted the ship's crew were fired upon by the ship's private guards. The union members returned fire and called homeland security forces, who arrived to restore order. The subsequent investigation discovered the Mule to be carrying over 100 tons of nerve stimulators, black market organs, and other medical contraband, and homeland security impounded the ship and imprisoned its crew. The dockworkers were determined to have acted in self-defense and were released at the scene. Local union leader Joey Piccolo had this to say, &amp;quot;Ya don't mess wit da union.&amp;quot;&lt;br /&gt;
** This concept, while borrowed from a 1996 movie, is a fun story. I made it fit the VS campaign by placing the smuggling activity at the same planet to which a certain merchant, pawn of sinister forces, asks the player to make a delivery.&lt;br /&gt;
&lt;br /&gt;
* The secretary of education for Mummu in the Regallis system, Ann Bates, was arrested today on suspicion of spying for an unknown alien government. Authorities started watching her after a coworker reported her frequent trips to outlying systems, strangely worded netcasts in educational forums, and a change in her financial habits. When further investigation revealed that she had gained access to information above her clearance level, the local counterintelligence branch put Bates under surveillance and observed her leaving a data chip containing some of the information at a suspected drop site on one of her trips. Bates' attorney has stated that the evidence against her is circumstantial, and that she is the victim of a witch hunt fueled by a war-worried public. Her netcast postings, if they are coded messages, remain thus far unbroken.&lt;br /&gt;
** Historically, Ann Bates was a school teacher who spied for the British in the American Revolution. At the time, women were not considered intelligent enough to understand military matters, so she was able to gather extensive data on American troop strength, equipment, and movements in her disguise as a peddler. The methods mentioned in this news story are all real &amp;quot;spy&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
* Famed hunter Gregor Griez was killed in action today, after a bounty on a wing of Nicanders turned out to be a vicious trap laid by the Aeran Merchant Marine. Apparently, Griez had amassed enough kills to gain the attention of the Aeran guild, who set up the bounty to lure his Vendetta fighter into the Heaven's Gate system, where a fleet of dozens of Aerus waited in ambush in a nearby asteroid belt. The Hunter's Guild Memorial Fund then posted an unprecedented 1-million-credit bounty on the Aeran fleet, to be split among guild members according to kill count. A large force of Hunters Guild members responded, destroyed the Aeran fleet, and retreated to friendly space. The Rlaan Hunters' guild has protested, saying that keeping a bounty internal to one's own guild is unprofessional and disrespectful to the principles of hunters everywhere.&lt;br /&gt;
** I can't guarantee that any particular iteration of VS will make Heaven's Gate a system in or near Aera space, but it sounds good as the site for a Hunter's last battle. If anyone who understands how VS sectors and systems are generated can suggest a better system, please do.&lt;br /&gt;
&lt;br /&gt;
* Graduation ceremonies at EUGENIC, the Enigma University of Genetics In Creiddylad, were marked by increased security today after University officials received a bomb threat from suspected to have come from the Interstallar Church of Man's True Form. After receiving the threat, University Chancellor Ramon Lafayette announced plans to continue with the ceremonies, saying, &amp;quot;Zeese terrorists, zey take ze concept of 'art critic' entirely too far, and we will not be held hostage by zer criminal threats.&amp;quot; Authorities conduced extensive sweeps of the campus, but have declined to comment whether any explosives, Luddite or otherwise, were discovered. Aside from the heightened security, the graduation ceremonies concluded without incident.&lt;br /&gt;
** Don't think it was easy to find a system/sector/planet whose names allowed me to use EUGENIC as an acronym (which was how my idea for this story started) for the name for a university of genetics. Creiddylad [I think it sounds like &amp;quot;Crie-thi-lad&amp;quot; but will check with some friends who know a little Gaelic] is not specificall a university planet, it just has a university there in this news story. Even if the system in question does not end up being in Shaper space, the chancellor could still be a Shaper with appropriate (French) accent.&lt;br /&gt;
&lt;br /&gt;
== Commercials ==&lt;br /&gt;
''Commercials are more generic items, they will play in every Radionet station, in a random order.''&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
= Radio Stations =&lt;br /&gt;
''Will probably start adding these once we get a good ammount of audio material.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 1'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 2'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 3'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 4'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
&lt;br /&gt;
== ''Example Station 5'' ==&lt;br /&gt;
=== Music/Songs ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== Phone Calls ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;br /&gt;
=== News Items ===&lt;br /&gt;
[[FIXME]]''Please help sorting material here.''&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Development:Audio&amp;diff=16994</id>
		<title>Talk:Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Development:Audio&amp;diff=16994"/>
				<updated>2009-06-26T19:40:09Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: New page: I should help organize the new section. We ''may'' need to make a new page if it gets biggy :D  --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I should help organize the new section. We ''may'' need to make a new page if it gets biggy :D&lt;br /&gt;
&lt;br /&gt;
--[[User:Mc707|Mc707]] 19:40, 26 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=16985</id>
		<title>User:Mc707</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=16985"/>
				<updated>2009-06-21T05:46:42Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Contributions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Contributions ==&lt;br /&gt;
* Going to start ISO ship-to-ship Communications EDIT: done, just have to find time to upload it :x&lt;br /&gt;
* Plan on doing Forsaken ship-to-ship Communications&lt;br /&gt;
&lt;br /&gt;
=== Wiki ===&lt;br /&gt;
* Created page [[HowTo:Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
&lt;br /&gt;
=== Forums ===&lt;br /&gt;
* Helped some people&lt;br /&gt;
* Helped myself.&lt;br /&gt;
* Became a Global Moderator, helping in the spanish section when possible, and helping all around the forum against spambots.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Keyboard_layout:US&amp;diff=16984</id>
		<title>Manual:Keyboard layout:US</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Keyboard_layout:US&amp;diff=16984"/>
				<updated>2009-06-14T02:50:56Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: added strafe right/left/up/down keys description. Cleared a word in overdrive. Added attacking targets buttons/commands, though it needs the actual XML command (oops)&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:Keyboard layout|Keyboard layout]]&lt;br /&gt;
| next=[[Manual:Keyboard layout:DE|Keyboard layout:DE]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
=US keyboard layout=&lt;br /&gt;
Below you will find the ''US keyboard layout'' for [[Vegastrike]].&lt;br /&gt;
The keys and their functions and descriptions are arranged in a list with the following headers:&lt;br /&gt;
* '''Name'''&amp;lt;BR/&amp;gt;A short (significant) name for the key-function.&lt;br /&gt;
* '''Key(s)'''&amp;lt;BR/&amp;gt;The key(s) you need to press to activate the function is(are) listed here.&lt;br /&gt;
* '''Command'''&amp;lt;BR/&amp;gt;This is the command (intern -&amp;gt; vegastrike-engine) as used in the bindings section in the vegastrike.config file. See [[Manual:Config:Advanced:Bindings]] for more info on the config file.&lt;br /&gt;
* '''Description'''&amp;lt;BR/&amp;gt;A short description of the function.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
===Navigation direction===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Up&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Up}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_8}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;UpKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Turn the nose of your ship up.&lt;br /&gt;
|-&lt;br /&gt;
|Down&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Down}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_2}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_5}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;DownKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Turn the nose of your ship down.&lt;br /&gt;
|-&lt;br /&gt;
|Rotate right&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Right}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_6}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;RightKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Rotates your ship to the right.&lt;br /&gt;
|-&lt;br /&gt;
|Rotate left&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Left}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_4}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;LeftKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Rotates your ship to the left.&lt;br /&gt;
|-&lt;br /&gt;
|Roll right&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Del}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:Shift_left}} + {{Key:EN:8}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:KP_Asterisk}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;RollRightKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Roll your ship to the right.&lt;br /&gt;
|-&lt;br /&gt;
|Roll left&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Ins}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:Question_mark}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:KP_Slash}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;RollLeftKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Roll your ship to the left&lt;br /&gt;
|-&lt;br /&gt;
|Strafe left&lt;br /&gt;
|{{Key:EN:Shift_left}} +{{Key:EN:Comma}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ThrustLeft&amp;lt;/pre&amp;gt;   &lt;br /&gt;
|Move the entire ship to the left, without changing your X '''or''' Z vector.&lt;br /&gt;
|-&lt;br /&gt;
|Strafe right  &lt;br /&gt;
|{{Key:EN:Shift_left}} +{{Key:EN:Dot}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ThrustRight&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Move the entire ship to the right, without changing your X '''or''' Z vector.&lt;br /&gt;
|-&lt;br /&gt;
|Strafe up&lt;br /&gt;
|{{Key:EN:Comma}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ThrustUp&amp;lt;/pre&amp;gt;     &lt;br /&gt;
|Move the entire ship up, changing only your Y vector.&lt;br /&gt;
|-&lt;br /&gt;
|Strafe down&lt;br /&gt;
|{{Key:EN:Dot}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ThrustDown&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Move the entire ship down, changing only your Y vector.&lt;br /&gt;
|-&lt;br /&gt;
|Activate [[Terminology:Jump_Drive|jump drive]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:J}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;JumpKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press this to [[Terminology:Jump|jump]] to another system. You must be in range of a jump point and have a jumpdrive equipped. &amp;lt;BR/&amp;gt;See [[Manual:Interstellar travel]] for usage.&lt;br /&gt;
|-&lt;br /&gt;
|Activate autopilot [[Terminology:SPEC (-drive)|SPEC drive]]&lt;br /&gt;
|align=right|{{Key:EN:Shift_left}} +{{Key:EN:A}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:A}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ToggleWarpDrive&amp;lt;/pre&amp;gt;    &lt;br /&gt;
|Toggle the computer-controlled autopilot.&amp;lt;BR/&amp;gt;This command will automatically steer your ship towards your target while using all of the thrust (including afterburners) available.&lt;br /&gt;
|-&lt;br /&gt;
|Toggle SPEC&lt;br /&gt;
|{{Key:EN:Shift_left}} +{{Key:EN:A}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ToggleWarpDrive&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Toggles the FTL travel SPEC drive. Just direct your ship where you want to go, accelerate and activate the [[Terminology:SPEC (-drive)|SPEC drive]] to get there REALLY fast. Gravitation (near planets/other objects) will be a problem though.&amp;lt;BR/&amp;gt;See [[Manual:Advanced flight#SPEC drive]] for usage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Navigation speed===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate    &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Hyphen}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:KP_Hyphen}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;DecelKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Decrease set velocity of your ship.&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate    &lt;br /&gt;
|align=right|{{Key:EN:Shift_left}} +{{Key:EN:Equal}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:Equal}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:KP_Plus}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;AccelKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Increase set velocity of your ship.&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Tab}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ABKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Will accelerate your ship past maximum velocity. Overdrive velocity is not changing the set velocity, and must be maintained by holding down the TAB button. Velocity will decrease to maximum velocity when released.&lt;br /&gt;
|-&lt;br /&gt;
|Match velocity&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Home}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_7}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SetVelocityRefKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Set your velocity to same as your target.&amp;lt;BR/&amp;gt;See [[Manual:Match velocity]] and [[Manual:Advanced flight#Matching velocity]] for usage.&lt;br /&gt;
|-&lt;br /&gt;
|Zero velocity &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:End}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_1}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SetVelocityNullKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Set velocity equal to local star&lt;br /&gt;
|-&lt;br /&gt;
|Stop          &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Backspace}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;StopKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Set your velocity to zero relative to your target.&lt;br /&gt;
|-&lt;br /&gt;
|Full throttle &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Backslash}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;StartKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Set your velocity to maximum ship capable velocity.&lt;br /&gt;
|-&lt;br /&gt;
|Shelton slide &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Tilde}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SheltonKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Perform a shelton slide. You can change your heading without changing your direction of travel, but it's not real &amp;quot;six degrees of freedom&amp;quot; movement.&amp;lt;BR/&amp;gt;See [[Manual:Advanced flight#Shelton slide]] for usage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sound and music ==&lt;br /&gt;
See also [[Manual:Gameplay functions#Music|Manual:Gameplay functions -&amp;gt; Music]].&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Skip music track &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:S}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;Cockpit::SkipMusicTrack&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Skip Music Track&lt;br /&gt;
|-&lt;br /&gt;
|Sound volume up  &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:F9}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;VolumeInc&amp;lt;/pre&amp;gt;              &lt;br /&gt;
|Sound volume up&lt;br /&gt;
|-&lt;br /&gt;
|Sound volume down&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:F10}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;VolumeDec&amp;lt;/pre&amp;gt;              &lt;br /&gt;
|Sound volume down&lt;br /&gt;
|-&lt;br /&gt;
|Music volume up  &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:F11}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;MusicVolumeInc&amp;lt;/pre&amp;gt;         &lt;br /&gt;
|Music volume up&lt;br /&gt;
|-&lt;br /&gt;
|Music volume down&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:F12}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;MusicVolumeDec&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Music volume down&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Communication (general/wingmen)==&lt;br /&gt;
See also [[Manual:Combat:Wingmen]]&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Wingmen form up&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:F}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;CommFormUp&amp;lt;/pre&amp;gt;           &lt;br /&gt;
|Tell your wingmen to form up.&lt;br /&gt;
|-&lt;br /&gt;
|Break wingmen formation&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:B}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;CommBreakForm&amp;lt;/pre&amp;gt;        &lt;br /&gt;
|Tell your wingmen to stop forming up.&lt;br /&gt;
|-&lt;br /&gt;
|Help me&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:H}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;CommHelpMeOut&amp;lt;/pre&amp;gt;        &lt;br /&gt;
|Tell your wingmen to help you. They will attack the ship(s) attacking you.&lt;br /&gt;
|-&lt;br /&gt;
|Wingman attack target&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:D}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;CommAttackTarget&amp;lt;/pre&amp;gt;     &lt;br /&gt;
|Tell your wingmen to attack your selected target.&lt;br /&gt;
|-&lt;br /&gt;
|Talking to target (other ships/station/etc...)&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:F1}}&amp;lt;BR/&amp;gt;-&amp;gt;&amp;lt;BR/&amp;gt;{{Key:F8}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;Comm1Key&lt;br /&gt;
-&amp;gt;&lt;br /&gt;
Comm8Key&amp;lt;/pre&amp;gt;&lt;br /&gt;
|You can talk to other ships/stations/whatever by pressing one of this buttons where the number means the aggressiveness in your voice ;-).&amp;lt;BR/&amp;gt;1=friendly 8=insulting&lt;br /&gt;
|-&lt;br /&gt;
|Request docking clearance&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:0}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;RequestClearenceKey&amp;lt;/pre&amp;gt;  &lt;br /&gt;
|[[Manual:Targeting|Select a target]] (station/capship) you want to [[Manual:Docking|dock]] with and press this key. You will get an audio feedback about your permission to dock. Additionally there will pop up green/red squares at the dock positions (only if you are near enough).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Target selection==&lt;br /&gt;
See also [[Manual:Targeting]].&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|All targets&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Forward&amp;lt;BR/&amp;gt;{{Key:EN:T}}&lt;br /&gt;
----&lt;br /&gt;
Backward&amp;lt;BR/&amp;gt;{{Key:EN:Shift_left}} +{{Key:EN:T}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;TargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;pre&amp;gt;ReverseTargetKey&amp;lt;/pre&amp;gt;            &lt;br /&gt;
|Switches through all targets in current system.&lt;br /&gt;
|-&lt;br /&gt;
|Significant/neutral target&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Forward&amp;lt;BR/&amp;gt;{{Key:EN:N}}&lt;br /&gt;
----&lt;br /&gt;
Backward&amp;lt;BR/&amp;gt;{{Key:EN:Shift_left}} +{{Key:EN:N}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SigTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;pre&amp;gt;ReverseSigTargetKey&amp;lt;/pre&amp;gt;        &lt;br /&gt;
|Switches through all significant/neutral targets in current system.&lt;br /&gt;
|-&lt;br /&gt;
|Non-planetary/non-natural targets&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Forward&amp;lt;BR/&amp;gt;{{Key:EN:U}}&lt;br /&gt;
----&lt;br /&gt;
Backward&amp;lt;BR/&amp;gt;{{Key:EN:Shift_left}} +{{Key:EN:U}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;UnitTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;pre&amp;gt;ReverseUnitTargetKey&amp;lt;/pre&amp;gt;      &lt;br /&gt;
|Switches through all non-planetary/non-natural targets (such as capships and fighters) in current system.&lt;br /&gt;
|-&lt;br /&gt;
|Hostile targets            &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Forward&amp;lt;BR/&amp;gt;{{Key:EN:H}}&lt;br /&gt;
----&lt;br /&gt;
Backward&amp;lt;BR/&amp;gt;{{Key:EN:Shift_left}} +{{Key:EN:H}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;NearestTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;pre&amp;gt;ReverseNearestTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Switches through all hostile (to you) targets in current system.&lt;br /&gt;
|-&lt;br /&gt;
|Attacking Hostile targets            &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Forward&amp;lt;BR/&amp;gt;{{Key:EN:R}}&lt;br /&gt;
----&lt;br /&gt;
Backward&amp;lt;BR/&amp;gt;{{Key:EN:Shift_left}} +{{Key:EN:R}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;{{FIXME}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;pre&amp;gt;{{FIXME}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Switches through all hostile targets that are currently attacking you, in the current system.&lt;br /&gt;
|-&lt;br /&gt;
|Cycle mission target                   &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:N}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;MissionTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Switches through the mission targets.&lt;br /&gt;
|-&lt;br /&gt;
|Reverse cycle mission target                   &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Shift_left}} +{{Key:EN:Alt}} +{{Key:EN:N}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ReverseMissionTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Switches through the mission targets in reverse direction.&lt;br /&gt;
|-&lt;br /&gt;
|Subunit select                   &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:B}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SubUnitTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Switches through the subunits of the ship you have currently selected.&lt;br /&gt;
|-&lt;br /&gt;
|Lock target                 &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:L}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;LockTargetKey&amp;lt;/pre&amp;gt;   &lt;br /&gt;
|By pressing this key you can 'lock' your selection on the selected target.&lt;br /&gt;
|-&lt;br /&gt;
|Select front targets                    &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:P}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;PickTargetKey&amp;lt;/pre&amp;gt;   &lt;br /&gt;
|Pressing this key will pick targets in front of you (near the cross hair). Tends to be used to get planets in front of you, because the often are the bigger target of the two.&lt;br /&gt;
|-&lt;br /&gt;
|Store selected target&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:1}}...{{Key:EN:9}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SaveTarget1&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
SaveTarget9&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Pressing this key will store the selected target for keys from 1 to 9&lt;br /&gt;
|-&lt;br /&gt;
|Restore selected target&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Ctrl}} +{{Key:EN:1}}...{{Key:EN:9}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;RestoreTarget1&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
RestoreTarget9&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Pressing this key will restore the selected target for keys from 1 to 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Fire weapons/guns&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Space_half}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;FireKey&amp;lt;/pre&amp;gt;         &lt;br /&gt;
|Fires your main weapons/guns (beams/bolts/chainguns/whatever).&lt;br /&gt;
|-&lt;br /&gt;
|Select weapons/guns&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:G}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;WeapSelKey&amp;lt;/pre&amp;gt;      &lt;br /&gt;
|Switches trough your main weapons.&lt;br /&gt;
|-&lt;br /&gt;
|Fire missiles/torpedos&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Enter}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_Enter}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;MissileKey&amp;lt;/pre&amp;gt;      &lt;br /&gt;
|Fires your missiles/torpedos if your ship have some og 'em equipped.&lt;br /&gt;
|-&lt;br /&gt;
|Switch missiles/torpedo&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:W}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;MisSelKey&amp;lt;/pre&amp;gt;       &lt;br /&gt;
|Switches trough your main missiles/torps.&lt;br /&gt;
|-&lt;br /&gt;
|Combat mode&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Y}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SwitchCombatMode&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Toggles combat/non-combat mode:&lt;br /&gt;
&amp;lt;BR/&amp;gt; In '''non-combat mode''' (or '''flight mode''') you are able to fly at (theoretically) unlimited speed, but after passing a maximum combat speed you shield will reduce due to particles in space hitting it too fast to allow regeneration. Another backdraw is you need nearly the same time to slow down again as you needed to speed up.&lt;br /&gt;
&amp;lt;BR/&amp;gt; In '''combat mode''' your max speed is limited to ensure your shields remain stable.&amp;lt;BR/&amp;gt;See [[Manual:Advanced flight]] for usage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Manual:Combat:Cloaking|Cloaking device]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:C}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;CloakKey&amp;lt;/pre&amp;gt;        &lt;br /&gt;
|By pressing this key you enable/disable your [[Manual:Combat:Cloaking|cloaking device]] (if you own one).&lt;br /&gt;
|-&lt;br /&gt;
|[[Terminology:Electronic Counter Measures|ECM device]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:E}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ECMKey&amp;lt;/pre&amp;gt;           &lt;br /&gt;
|By pressing this key you enable/disable your [[Terminology:Electronic Counter Measures|ECM device]] (if you own one). It will cause incoming missiles to be confused. The ECM device will constantly draw energy from your reactor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Turret(s)===&lt;br /&gt;
See also [[Manual:Combat:Turrets]]&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Switch turret control&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Square_bracket_right}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;TurretControl&amp;lt;/pre&amp;gt;  &lt;br /&gt;
|By pressing this button you can switch to the manual control of your turret(s) (if you have one/some equipped) and switch back to cockpit control.&lt;br /&gt;
|-&lt;br /&gt;
|Target for turret    &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Shift_left}} +{{Key:EN:P}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;TurretTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Select a target your turret(s) should attack. The target your turrets are attacking is surrounded by a plus sign.&lt;br /&gt;
|-&lt;br /&gt;
|Toggle turret AI on/off     &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:O}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;TurretAIKey&amp;lt;/pre&amp;gt;     &lt;br /&gt;
|Switch the AI of your turret(s) on/off. Without an AI the turret can still be controled manually. {{Fixme}} ''I'm not quite sure about this''&amp;lt;BR/&amp;gt; Want to know more about AIs? Look at [[Terminology:Artificial Intelligence]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game commands==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Toggle &amp;quot;quit mode&amp;quot;&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Esc}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;Cockpit::Quit&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press {{Key:Esc}} then {{Key:EN:Q}} to quit the game or {{Key:Esc}} again to return to game.&lt;br /&gt;
|-&lt;br /&gt;
|Pause             &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Shift_left}} +{{Key:EN:Backslash}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:Pause}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;PauseKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Pause the game (does anybody know how to display a pipe in a table?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera control ==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Toggle cockpit       &lt;br /&gt;
|{{Key:EN:1}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::Inside&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Switch back to normal cockpit. Press it again to switch between 3d-cockpit view and plain view.&lt;br /&gt;
|-&lt;br /&gt;
|Look left            &lt;br /&gt;
|{{Key:EN:2}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::InsideLeft&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press this to look to your left.&lt;br /&gt;
|-&lt;br /&gt;
|Look right           &lt;br /&gt;
|{{Key:EN:3}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::InsideRight&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press this to look to your right.&lt;br /&gt;
|-&lt;br /&gt;
|Look back            &lt;br /&gt;
|{{Key:EN:4}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::InsideBack&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press this to look back.&lt;br /&gt;
|-&lt;br /&gt;
|Chasecam             &lt;br /&gt;
|{{Key:EN:5}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::Behind&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press this to look through an imaginary camera behind your ship&lt;br /&gt;
|-&lt;br /&gt;
|Panning camera       &lt;br /&gt;
|{{Key:EN:6}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::Pan&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Provides a panning (ghost) camera view of your ship. Move the camera by pressing (q,z,s,f)&lt;br /&gt;
|-&lt;br /&gt;
|Target camera        &lt;br /&gt;
|{{Key:EN:7}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::OutsideTarget&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press this to see a 3rd-person view of your selected target.&lt;br /&gt;
|-&lt;br /&gt;
|Target panning camera&lt;br /&gt;
|{{Key:EN:8}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::PanTarget&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Provides a panning camera view of your target. Move the camera by pressing (q,z,s,f)&lt;br /&gt;
|-&lt;br /&gt;
|Zoom view in         &lt;br /&gt;
|{{Key:EN:9}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::ZoomIn&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Zoom in on target&lt;br /&gt;
|-&lt;br /&gt;
|Zoom view out        &lt;br /&gt;
|{{Key:EN:0}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::ZoomOut&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Zoom out on target&lt;br /&gt;
|-&lt;br /&gt;
|Spin panning cam down                               &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Q}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::PitchDown&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Spin the panning camera down.&lt;br /&gt;
|-&lt;br /&gt;
|Spin panning cam up                               &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Z}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::PitchUp&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Spin the panning camera up.&lt;br /&gt;
|-&lt;br /&gt;
|Spin panning cam left                                 &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:S}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::YawLeft&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Spin the panning camera left.&lt;br /&gt;
|-&lt;br /&gt;
|Spin panning cam right                                &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:F}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::YawRight&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Spin the panning camera right.&lt;br /&gt;
|-&lt;br /&gt;
|Take screenshot&lt;br /&gt;
|{{Key:EN:I}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Screenshot&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Take an 'in-flight' screenshot. This means it will not work in the Docking/Base-screen. The crosshair and docking boxes will not be saved. Users will find it in the directory &amp;lt;pre&amp;gt;~/.vegastrike/textures/&amp;lt;/pre&amp;gt; {{Fixme}}See also [VsFaqPlaying#Q8]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Info screen (better name for this header needed)==&lt;br /&gt;
Info/Mission/Cargo/etc.. screen {{Fixme}} header name&lt;br /&gt;
|#Info]&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:100px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Map/info screen &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Shift_left}} +{{Key:EN:M}}&lt;br /&gt;
&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::NavScreen&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Activate/Deactivate Map screen during flight.&amp;lt;BR/&amp;gt;See also [[Manual:Map]].&lt;br /&gt;
|-&lt;br /&gt;
|Left VDU        &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:M}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::SwitchLVDU&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Cycles through all the possible displays in your left VDU&lt;br /&gt;
|-&lt;br /&gt;
|Right VDU       &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:V}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::SwitchRVDU&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Cycles through all the possible displays in your left VDU&lt;br /&gt;
|-&lt;br /&gt;
|Scroll text up  &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:PageUp}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_9}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::ScrollUp&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Scroll selected mission-description/communication-log/cargo-list up&lt;br /&gt;
|-&lt;br /&gt;
|Scroll text down&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:PageDown}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_3}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::ScrollDown&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Scroll selected mission-description/communication-log/cargo-list down&lt;br /&gt;
|-&lt;br /&gt;
|Eject cargo     &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Shift_left}} +{{Key:EN:Z}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;EjectCargoKey&amp;lt;/pre&amp;gt;      &lt;br /&gt;
|Ejects the selected (topmost) cargo in your cargo bay into space.  Use the scroll text keys to move the appropriate cargo to the top. Useful to get rid of pirates by leaving cargo behind, hiding contraband from security ships, eject unwanted cargo, and launching fighters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unclassified (yet) ==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Ejection                            &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} + {{Key:EN:Shift left}} + {{Key:EN:E}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;EjectKey&amp;lt;/pre&amp;gt;          &lt;br /&gt;
|Press this key to eject yourself out of your ship sitting in an ejectpod. It has weak guns/shields and will not help you against enemy ships, but it will bring you to the next save and friendly station/ship.&lt;br /&gt;
|-&lt;br /&gt;
|Respawn after death &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Semicolon}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Respawn&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Restores play to last save game.&lt;br /&gt;
|-&lt;br /&gt;
|Self Destruct                      &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Shift_left}} +{{Key:EN:1}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;SuicideKey&amp;lt;/pre&amp;gt;        &lt;br /&gt;
|Press this button to destroy your ship and kill yourself. &amp;lt;BR/&amp;gt;See [[Manual:Combat:Death]] for more.&lt;br /&gt;
|-&lt;br /&gt;
|Switch ships                                 &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Square_bracket_left}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;TurretControl&amp;lt;/pre&amp;gt;     &lt;br /&gt;
|This button allows you to take control of a friendly ship; this is similar to taking control of a turret. &amp;lt;BR/&amp;gt;This works for hired wingmen as well as wingmen 'from cargo', so be careful when you try to switch to turret view if you have wingmen. If you hit the wrong key, you're flying your wingman's ship instead of your own.&lt;br /&gt;
|-&lt;br /&gt;
|Activate docking procedure         &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:D}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;DockKey&amp;lt;/pre&amp;gt;           &lt;br /&gt;
|When sufficiently close to green docking markers, this key will activate docking procedures.&amp;lt;BR/&amp;gt; See [[Manual:Docking]] for usage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= XML config code =&lt;br /&gt;
{{fixme}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WRITEME&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
See also [http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/vegastrike/data4.x/vegastrike.config?rev=HEAD the vegastrike.config] from CVS. The keys are stored between the &amp;lt;code&amp;gt;&amp;lt;bindings&amp;gt;&amp;lt;/code&amp;gt; and  the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Keyboard layout|Keyboard layout]]&lt;br /&gt;
| up=[[Manual:Keyboard layout|Keyboard layout]]&lt;br /&gt;
| next=[[Manual:Keyboard layout:DE|Keyboard layout:DE]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Keyboard layout:US]]&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Vessel:Entourage&amp;diff=16983</id>
		<title>Vessel:Entourage</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Vessel:Entourage&amp;diff=16983"/>
				<updated>2009-06-13T02:33:21Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Description:Vessel|&lt;br /&gt;
|IMAGE=../textures/cargo/cargo_hud.png&lt;br /&gt;
|CAPTION=http://vegastrike.sourceforge.net/albums/wiki_manual/Ship-Profiles/Entourage_profile.jpg&lt;br /&gt;
|NAME=Entourage&lt;br /&gt;
|PRODUCER=Luxury Travel Conglomerate&lt;br /&gt;
|MORE PRODUCERS=&lt;br /&gt;
|ROLE_SUMMARY=Luxury Personal Conveyance&lt;br /&gt;
|COMBAT BEHAVIOR=A ship born for speed, will often circle around enemies and ram them, though in rare cases it will be found shooting light to medium weapons.&lt;br /&gt;
|VARIANTS=None&lt;br /&gt;
|TENURE=&lt;br /&gt;
|USERS=High-Born, Uln(Ranks of Lords)&lt;br /&gt;
|ROLE_VERBOSE=&lt;br /&gt;
|COMMENTS=&lt;br /&gt;
|MASS=&lt;br /&gt;
|LENGTH=&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Vessels:Civilian|Entourage]][[Category:Vessels:Personal Transport|Entourage]] [[Category:Used By:High-Born|Entourage]] [[Category:Used By:Uln(Ranks of Lords)|Entourage]]&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16980</id>
		<title>HowTo:Checkout SVN (Ubuntu Linux)</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16980"/>
				<updated>2009-06-01T20:28:33Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Extra Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:VCPP Compiling|Compiling with VCPP]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[category:fixme]]&lt;br /&gt;
This is a newb friendly guide to help people who do not want to learn ''deep'' specifics and terms. Most of this guide will show you copy-paste lines to paste in Terminal, omitting most technical issues. However, you might want to take a look at what SVN is to have a general understanding of this version. If you follow steps correctly, VS should be able to run. ''If you have problems compiling in Ubuntu, post a new thread in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5|VS Forums]. Someone will be able to help you.''&lt;br /&gt;
Note: This process was done in Ubuntu 8.10 (Intrepid), though it might work in Debian as well. Should be able to work in the Ubuntu derivatives, too.&lt;br /&gt;
&lt;br /&gt;
= Tutorial to Download, Compile, Setup and Run Vega Strike =&lt;br /&gt;
== Downloading Vega Strike ==&lt;br /&gt;
=== Installing SVN ===&lt;br /&gt;
The first step is to install '''S'''ub'''V'''ersio'''N'''. In Ubuntu (and Debian, I guess) it is easy to install Subversion just by using the Synaptic Package Manager (''Adept'' for Kubuntu). Goto System&amp;gt;Administration&amp;gt;Synaptic Package Manager. In the quick search box, type &amp;quot;subversion&amp;quot; without quotation marks. Select the first option and mark for installation. A window will appear that will show &amp;quot;Mark additional required changes?&amp;quot;. Click on &amp;quot;Mark&amp;quot;. After that, click on &amp;quot;Apply&amp;quot;. Every step involving the command &amp;quot;svn&amp;quot;, will be using subversion.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Vega Strike ===&lt;br /&gt;
First of all, you must understand some basic knowledge. The first thing to do is to download the most important modules, which are the basic structure of VS. Basically, this is the game. You must download these in order to play VS. The modules are the ''data'' and ''vegastrike'' modules.&lt;br /&gt;
&lt;br /&gt;
* First 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. Also, do not copy and paste &amp;quot;User@UserMachine:~$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/vegastrike$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/data$&amp;quot;, or anything between &amp;quot;User@UserMachine:~&amp;quot; and the &amp;quot;$&amp;quot; letter. You know what I mean.&lt;br /&gt;
&lt;br /&gt;
=== Downloading Vega Strike ===&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;
* Download (check-out) the source code package vegastrike, and the content package data package.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
* After the first one finishes downloading (User@UserMachine:~/VegaStrike$ will reappear), insert the next. Be warned, you need a descent download speed to download the next package with this method.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/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;
==== Boost Revisions ====&lt;br /&gt;
I must confess not even I understand this, but it ''must'' be done. &lt;br /&gt;
* Just paste this code to update to revision 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
Configuring this boost revision is easy, but it will be explained in the configure section, so don't worry for now.&lt;br /&gt;
&lt;br /&gt;
== Building/Compiling ==&lt;br /&gt;
You might not understand what compiling is, but it is not that important. What ''is'' important is that you do it. Its really not that complicated, so here it goes.&lt;br /&gt;
* First of all, we have to make sure we have certain minimun requirements. I could list you a dozen ''1337'' terms, but you don't certainly need to know them. We'll just make sure to have them all by inserting this into Terminal (copy and paste entire code into Terminal).&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libpng12-0 libpng12-dev python2.5-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compiling ===&lt;br /&gt;
The compile procedure should look like the following listing. Remember, the configure part depends on above requirements. However, autoconf may not work. If so, just skip it.&lt;br /&gt;
&lt;br /&gt;
* Change directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Pre-Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;./bootstrap-sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some configuration to be made.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities.&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;make&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Install.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install # [AS ROOT]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Configuring Installation ====&lt;br /&gt;
We need to make sure the data directory is *recognized*. For tutorial purposes, we will use the directory where we downloaded first in this tutorial.&lt;br /&gt;
* Open text editor (Applications&amp;gt;Accesories&amp;gt;Text Editor), copy and paste the following code in text editor, change the USER in caps to the name of your user, and then paste in Terminal.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-data-dir=/home/USER/VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We need to configure Boost revision. Simply copy and paste code. This time, we will configure version 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-boost=1.35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make ===&lt;br /&gt;
The final step compiling is the command make.&lt;br /&gt;
* For ''example'', to compile the mesher.&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
*You ''probably'' want to compile everything, so simply paste:&lt;br /&gt;
&amp;lt;pre&amp;gt;make all&amp;lt;/pre&amp;gt;&lt;br /&gt;
*To use less memory usage while compiling use the following command. It is the same as the above command, except it will run only one instance instead of two in order to use less memory.&lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The next step is optional, but recommended.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might receive errors while doing any of the previous steps (make). If so, give priviledges (sudo) before any of the commands.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The next step is to setup the game. This is quite easy to do, so you are almost done.&lt;br /&gt;
&lt;br /&gt;
=== vegastrike and vssetup ===&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vegastrike&lt;br /&gt;
User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
*Optionally, you can right-click the vegastrike link and make yet another link. This link can be moved over to the desktop or menu.&lt;br /&gt;
&lt;br /&gt;
==== Optional High Quality Texture Files ====&lt;br /&gt;
*You can optionally install high quality texture files. You would place this folder next to the data folder (not ''inside''). So if data is in /home/USER/VegaStrike You would: &lt;br /&gt;
&amp;lt;pre&amp;gt;sudo svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /home/USER/VegaStrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
As always, replace USER with your user name. (Open text editor, paste above code, change USER for your user name, copy that code and paste in Terminal).&lt;br /&gt;
&lt;br /&gt;
*After downloading these high quality texture files, go to your home folder (using GUI, not terminal), then to VegaStrike, then to data, and open ''vegastrike.config''. Then, using the ''find'' button, type &amp;quot;'''hq'''&amp;quot; (without quotations). Text editor will automatically find the string containing the configuration to enable HQ Textures. Just replace the following string&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;!-- var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot; --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
for this one&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot;&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After this, close Terminal.&lt;br /&gt;
&lt;br /&gt;
=== Staying updated with the 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;
* Open Terminal and change into the package's directory you want to update. In our tutorial 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;User@UserMachine:~$ cd VegaStrike/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After changing into the package's directory, update the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To update the ''vegastrike'' package, simply return to the ''VegaStrike'' directory, then change to the ''vegastrike'' directory and update.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ cd ..&amp;lt;/pre&amp;gt;&lt;br /&gt;
then&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ cd vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
finally&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Do this for every package you want to update.&lt;br /&gt;
* If something changed in the data package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package vegastrike, you only need to repeat the building part of this tutorial. You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
== Running Vega Strike ==&lt;br /&gt;
Very simple. Just goto the directory ''data'' and type ./vegastrike or simply double click the symbolic link. Same for ./vssetup.&lt;br /&gt;
&lt;br /&gt;
== Extra Info ==&lt;br /&gt;
If you have trouble with compiz, try [http://forlong.blogage.de/entries/pages/Compiz-Switch this application] to temporarily disable compiz. Then, launch the game normally. The game will be much faster with compiz disabled, too.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16979</id>
		<title>HowTo:Checkout SVN (Ubuntu Linux)</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16979"/>
				<updated>2009-06-01T20:23:30Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:VCPP Compiling|Compiling with VCPP]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[category:fixme]]&lt;br /&gt;
This is a newb friendly guide to help people who do not want to learn ''deep'' specifics and terms. Most of this guide will show you copy-paste lines to paste in Terminal, omitting most technical issues. However, you might want to take a look at what SVN is to have a general understanding of this version. If you follow steps correctly, VS should be able to run. ''If you have problems compiling in Ubuntu, post a new thread in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5|VS Forums]. Someone will be able to help you.''&lt;br /&gt;
Note: This process was done in Ubuntu 8.10 (Intrepid), though it might work in Debian as well. Should be able to work in the Ubuntu derivatives, too.&lt;br /&gt;
&lt;br /&gt;
= Tutorial to Download, Compile, Setup and Run Vega Strike =&lt;br /&gt;
== Downloading Vega Strike ==&lt;br /&gt;
=== Installing SVN ===&lt;br /&gt;
The first step is to install '''S'''ub'''V'''ersio'''N'''. In Ubuntu (and Debian, I guess) it is easy to install Subversion just by using the Synaptic Package Manager (''Adept'' for Kubuntu). Goto System&amp;gt;Administration&amp;gt;Synaptic Package Manager. In the quick search box, type &amp;quot;subversion&amp;quot; without quotation marks. Select the first option and mark for installation. A window will appear that will show &amp;quot;Mark additional required changes?&amp;quot;. Click on &amp;quot;Mark&amp;quot;. After that, click on &amp;quot;Apply&amp;quot;. Every step involving the command &amp;quot;svn&amp;quot;, will be using subversion.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Vega Strike ===&lt;br /&gt;
First of all, you must understand some basic knowledge. The first thing to do is to download the most important modules, which are the basic structure of VS. Basically, this is the game. You must download these in order to play VS. The modules are the ''data'' and ''vegastrike'' modules.&lt;br /&gt;
&lt;br /&gt;
* First 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. Also, do not copy and paste &amp;quot;User@UserMachine:~$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/vegastrike$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/data$&amp;quot;, or anything between &amp;quot;User@UserMachine:~&amp;quot; and the &amp;quot;$&amp;quot; letter. You know what I mean.&lt;br /&gt;
&lt;br /&gt;
=== Downloading Vega Strike ===&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;
* Download (check-out) the source code package vegastrike, and the content package data package.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
* After the first one finishes downloading (User@UserMachine:~/VegaStrike$ will reappear), insert the next. Be warned, you need a descent download speed to download the next package with this method.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/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;
==== Boost Revisions ====&lt;br /&gt;
I must confess not even I understand this, but it ''must'' be done. &lt;br /&gt;
* Just paste this code to update to revision 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
Configuring this boost revision is easy, but it will be explained in the configure section, so don't worry for now.&lt;br /&gt;
&lt;br /&gt;
== Building/Compiling ==&lt;br /&gt;
You might not understand what compiling is, but it is not that important. What ''is'' important is that you do it. Its really not that complicated, so here it goes.&lt;br /&gt;
* First of all, we have to make sure we have certain minimun requirements. I could list you a dozen ''1337'' terms, but you don't certainly need to know them. We'll just make sure to have them all by inserting this into Terminal (copy and paste entire code into Terminal).&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libpng12-0 libpng12-dev python2.5-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compiling ===&lt;br /&gt;
The compile procedure should look like the following listing. Remember, the configure part depends on above requirements. However, autoconf may not work. If so, just skip it.&lt;br /&gt;
&lt;br /&gt;
* Change directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Pre-Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;./bootstrap-sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some configuration to be made.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities.&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;make&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Install.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install # [AS ROOT]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Configuring Installation ====&lt;br /&gt;
We need to make sure the data directory is *recognized*. For tutorial purposes, we will use the directory where we downloaded first in this tutorial.&lt;br /&gt;
* Open text editor (Applications&amp;gt;Accesories&amp;gt;Text Editor), copy and paste the following code in text editor, change the USER in caps to the name of your user, and then paste in Terminal.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-data-dir=/home/USER/VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We need to configure Boost revision. Simply copy and paste code. This time, we will configure version 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-boost=1.35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make ===&lt;br /&gt;
The final step compiling is the command make.&lt;br /&gt;
* For ''example'', to compile the mesher.&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
*You ''probably'' want to compile everything, so simply paste:&lt;br /&gt;
&amp;lt;pre&amp;gt;make all&amp;lt;/pre&amp;gt;&lt;br /&gt;
*To use less memory usage while compiling use the following command. It is the same as the above command, except it will run only one instance instead of two in order to use less memory.&lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The next step is optional, but recommended.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might receive errors while doing any of the previous steps (make). If so, give priviledges (sudo) before any of the commands.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The next step is to setup the game. This is quite easy to do, so you are almost done.&lt;br /&gt;
&lt;br /&gt;
=== vegastrike and vssetup ===&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vegastrike&lt;br /&gt;
User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
*Optionally, you can right-click the vegastrike link and make yet another link. This link can be moved over to the desktop or menu.&lt;br /&gt;
&lt;br /&gt;
==== Optional High Quality Texture Files ====&lt;br /&gt;
*You can optionally install high quality texture files. You would place this folder next to the data folder (not ''inside''). So if data is in /home/USER/VegaStrike You would: &lt;br /&gt;
&amp;lt;pre&amp;gt;sudo svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /home/USER/VegaStrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
As always, replace USER with your user name. (Open text editor, paste above code, change USER for your user name, copy that code and paste in Terminal).&lt;br /&gt;
&lt;br /&gt;
*After downloading these high quality texture files, go to your home folder (using GUI, not terminal), then to VegaStrike, then to data, and open ''vegastrike.config''. Then, using the ''find'' button, type &amp;quot;'''hq'''&amp;quot; (without quotations). Text editor will automatically find the string containing the configuration to enable HQ Textures. Just replace the following string&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;!-- var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot; --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
for this one&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot;&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After this, close Terminal.&lt;br /&gt;
&lt;br /&gt;
=== Staying updated with the 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;
* Open Terminal and change into the package's directory you want to update. In our tutorial 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;User@UserMachine:~$ cd VegaStrike/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After changing into the package's directory, update the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To update the ''vegastrike'' package, simply return to the ''VegaStrike'' directory, then change to the ''vegastrike'' directory and update.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ cd ..&amp;lt;/pre&amp;gt;&lt;br /&gt;
then&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ cd vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
finally&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Do this for every package you want to update.&lt;br /&gt;
* If something changed in the data package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package vegastrike, you only need to repeat the building part of this tutorial. You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
== Running Vega Strike ==&lt;br /&gt;
Very simple. Just goto the directory ''data'' and type ./vegastrike or simply double click the symbolic link. Same for ./vssetup.&lt;br /&gt;
&lt;br /&gt;
== Extra Info ==&lt;br /&gt;
If you have trouble with compiz, try [http://forlong.blogage.de/entries/pages/Compiz-Switch this] application to temporarily disable compiz. Then, launch the game normally. The game will be much faster with compiz disabled, too.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16978</id>
		<title>HowTo:Checkout SVN (Ubuntu Linux)</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16978"/>
				<updated>2009-06-01T20:22:50Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Make */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:VCPP Compiling|Compiling with VCPP]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[category:fixme]]&lt;br /&gt;
This is a newb friendly guide to help people who do not want to learn ''deep'' specifics and terms. Most of this guide will show you copy-paste lines to paste in Terminal, omitting most technical issues. However, you might want to take a look at what SVN is to have a general understanding of this version. If you follow steps correctly, VS should be able to run. ''If you have problems compiling in Ubuntu, post a new thread in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5|VS Forums]. Someone will be able to help you.''&lt;br /&gt;
Note: This process was done in Ubuntu 8.10 (Intrepid), though it might work in Debian as well. Should be able to work in the Ubuntu derivatives, too.&lt;br /&gt;
&lt;br /&gt;
= Tutorial to Download, Compile, Setup and Run Vega Strike =&lt;br /&gt;
== Downloading Vega Strike ==&lt;br /&gt;
=== Installing SVN ===&lt;br /&gt;
The first step is to install '''S'''ub'''V'''ersio'''N'''. In Ubuntu (and Debian, I guess) it is easy to install Subversion just by using the Synaptic Package Manager (''Adept'' for Kubuntu). Goto System&amp;gt;Administration&amp;gt;Synaptic Package Manager. In the quick search box, type &amp;quot;subversion&amp;quot; without quotation marks. Select the first option and mark for installation. A window will appear that will show &amp;quot;Mark additional required changes?&amp;quot;. Click on &amp;quot;Mark&amp;quot;. After that, click on &amp;quot;Apply&amp;quot;. Every step involving the command &amp;quot;svn&amp;quot;, will be using subversion.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Vega Strike ===&lt;br /&gt;
First of all, you must understand some basic knowledge. The first thing to do is to download the most important modules, which are the basic structure of VS. Basically, this is the game. You must download these in order to play VS. The modules are the ''data'' and ''vegastrike'' modules.&lt;br /&gt;
&lt;br /&gt;
* First 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. Also, do not copy and paste &amp;quot;User@UserMachine:~$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/vegastrike$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/data$&amp;quot;, or anything between &amp;quot;User@UserMachine:~&amp;quot; and the &amp;quot;$&amp;quot; letter. You know what I mean.&lt;br /&gt;
&lt;br /&gt;
=== Downloading Vega Strike ===&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;
* Download (check-out) the source code package vegastrike, and the content package data package.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
* After the first one finishes downloading (User@UserMachine:~/VegaStrike$ will reappear), insert the next. Be warned, you need a descent download speed to download the next package with this method.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/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;
==== Boost Revisions ====&lt;br /&gt;
I must confess not even I understand this, but it ''must'' be done. &lt;br /&gt;
* Just paste this code to update to revision 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
Configuring this boost revision is easy, but it will be explained in the configure section, so don't worry for now.&lt;br /&gt;
&lt;br /&gt;
== Building/Compiling ==&lt;br /&gt;
You might not understand what compiling is, but it is not that important. What ''is'' important is that you do it. Its really not that complicated, so here it goes.&lt;br /&gt;
* First of all, we have to make sure we have certain minimun requirements. I could list you a dozen ''1337'' terms, but you don't certainly need to know them. We'll just make sure to have them all by inserting this into Terminal (copy and paste entire code into Terminal).&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libpng12-0 libpng12-dev python2.5-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compiling ===&lt;br /&gt;
The compile procedure should look like the following listing. Remember, the configure part depends on above requirements. However, autoconf may not work. If so, just skip it.&lt;br /&gt;
&lt;br /&gt;
* Change directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Pre-Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;./bootstrap-sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some configuration to be made.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities.&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;make&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Install.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install # [AS ROOT]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Configuring Installation ====&lt;br /&gt;
We need to make sure the data directory is *recognized*. For tutorial purposes, we will use the directory where we downloaded first in this tutorial.&lt;br /&gt;
* Open text editor (Applications&amp;gt;Accesories&amp;gt;Text Editor), copy and paste the following code in text editor, change the USER in caps to the name of your user, and then paste in Terminal.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-data-dir=/home/USER/VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We need to configure Boost revision. Simply copy and paste code. This time, we will configure version 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-boost=1.35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make ===&lt;br /&gt;
The final step compiling is the command make.&lt;br /&gt;
* For ''example'', to compile the mesher.&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
*You ''probably'' want to compile everything, so simply paste:&lt;br /&gt;
&amp;lt;pre&amp;gt;make all&amp;lt;/pre&amp;gt;&lt;br /&gt;
*To use less memory usage while compiling use the following command. It is the same as the above command, except it will run only one instance instead of two in order to use less memory.&lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The next step is optional, but recommended.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might receive errors while doing any of the previous steps (make). If so, give priviledges (sudo) before any of the commands.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The next step is to setup the game. This is quite easy to do, thus you are almost done.&lt;br /&gt;
&lt;br /&gt;
=== vegastrike and vssetup ===&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vegastrike&lt;br /&gt;
User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
*Optionally, you can right-click the vegastrike link and make yet another link. This link can be moved over to the desktop or menu.&lt;br /&gt;
&lt;br /&gt;
==== Optional High Quality Texture Files ====&lt;br /&gt;
*You can optionally install high quality texture files. You would place this folder next to the data folder (not ''inside''). So if data is in /home/USER/VegaStrike You would: &lt;br /&gt;
&amp;lt;pre&amp;gt;sudo svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /home/USER/VegaStrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
As always, replace USER with your user name. (Open text editor, paste above code, change USER for your user name, copy that code and paste in Terminal).&lt;br /&gt;
&lt;br /&gt;
*After downloading these high quality texture files, go to your home folder (using GUI, not terminal), then to VegaStrike, then to data, and open ''vegastrike.config''. Then, using the ''find'' button, type &amp;quot;'''hq'''&amp;quot; (without quotations). Text editor will automatically find the string containing the configuration to enable HQ Textures. Just replace the following string&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;!-- var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot; --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
for this one&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot;&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After this, close Terminal.&lt;br /&gt;
&lt;br /&gt;
=== Staying updated with the 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;
* Open Terminal and change into the package's directory you want to update. In our tutorial 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;User@UserMachine:~$ cd VegaStrike/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After changing into the package's directory, update the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To update the ''vegastrike'' package, simply return to the ''VegaStrike'' directory, then change to the ''vegastrike'' directory and update.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ cd ..&amp;lt;/pre&amp;gt;&lt;br /&gt;
then&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ cd vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
finally&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Do this for every package you want to update.&lt;br /&gt;
* If something changed in the data package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package vegastrike, you only need to repeat the building part of this tutorial. You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
== Running Vega Strike ==&lt;br /&gt;
Very simple. Just goto the directory ''data'' and type ./vegastrike or simply double click the symbolic link. Same for ./vssetup.&lt;br /&gt;
&lt;br /&gt;
== Extra Info ==&lt;br /&gt;
If you have trouble with compiz, try [http://forlong.blogage.de/entries/pages/Compiz-Switch this] application to temporarily disable compiz. Then, launch the game normally. The game will be much faster with compiz disabled, too.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16977</id>
		<title>HowTo:Checkout SVN (Ubuntu Linux)</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16977"/>
				<updated>2009-06-01T20:04:16Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Building/Compiling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:VCPP Compiling|Compiling with VCPP]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[category:fixme]]&lt;br /&gt;
This is a newb friendly guide to help people who do not want to learn ''deep'' specifics and terms. Most of this guide will show you copy-paste lines to paste in Terminal, omitting most technical issues. However, you might want to take a look at what SVN is to have a general understanding of this version. If you follow steps correctly, VS should be able to run. ''If you have problems compiling in Ubuntu, post a new thread in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5|VS Forums]. Someone will be able to help you.''&lt;br /&gt;
Note: This process was done in Ubuntu 8.10 (Intrepid), though it might work in Debian as well. Should be able to work in the Ubuntu derivatives, too.&lt;br /&gt;
&lt;br /&gt;
= Tutorial to Download, Compile, Setup and Run Vega Strike =&lt;br /&gt;
== Downloading Vega Strike ==&lt;br /&gt;
=== Installing SVN ===&lt;br /&gt;
The first step is to install '''S'''ub'''V'''ersio'''N'''. In Ubuntu (and Debian, I guess) it is easy to install Subversion just by using the Synaptic Package Manager (''Adept'' for Kubuntu). Goto System&amp;gt;Administration&amp;gt;Synaptic Package Manager. In the quick search box, type &amp;quot;subversion&amp;quot; without quotation marks. Select the first option and mark for installation. A window will appear that will show &amp;quot;Mark additional required changes?&amp;quot;. Click on &amp;quot;Mark&amp;quot;. After that, click on &amp;quot;Apply&amp;quot;. Every step involving the command &amp;quot;svn&amp;quot;, will be using subversion.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Vega Strike ===&lt;br /&gt;
First of all, you must understand some basic knowledge. The first thing to do is to download the most important modules, which are the basic structure of VS. Basically, this is the game. You must download these in order to play VS. The modules are the ''data'' and ''vegastrike'' modules.&lt;br /&gt;
&lt;br /&gt;
* First 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. Also, do not copy and paste &amp;quot;User@UserMachine:~$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/vegastrike$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/data$&amp;quot;, or anything between &amp;quot;User@UserMachine:~&amp;quot; and the &amp;quot;$&amp;quot; letter. You know what I mean.&lt;br /&gt;
&lt;br /&gt;
=== Downloading Vega Strike ===&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;
* Download (check-out) the source code package vegastrike, and the content package data package.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
* After the first one finishes downloading (User@UserMachine:~/VegaStrike$ will reappear), insert the next. Be warned, you need a descent download speed to download the next package with this method.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/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;
==== Boost Revisions ====&lt;br /&gt;
I must confess not even I understand this, but it ''must'' be done. &lt;br /&gt;
* Just paste this code to update to revision 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
Configuring this boost revision is easy, but it will be explained in the configure section, so don't worry for now.&lt;br /&gt;
&lt;br /&gt;
== Building/Compiling ==&lt;br /&gt;
You might not understand what compiling is, but it is not that important. What ''is'' important is that you do it. Its really not that complicated, so here it goes.&lt;br /&gt;
* First of all, we have to make sure we have certain minimun requirements. I could list you a dozen ''1337'' terms, but you don't certainly need to know them. We'll just make sure to have them all by inserting this into Terminal (copy and paste entire code into Terminal).&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libpng12-0 libpng12-dev python2.5-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compiling ===&lt;br /&gt;
The compile procedure should look like the following listing. Remember, the configure part depends on above requirements. However, autoconf may not work. If so, just skip it.&lt;br /&gt;
&lt;br /&gt;
* Change directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Pre-Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;./bootstrap-sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some configuration to be made.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities.&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;make&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Install.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install # [AS ROOT]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Configuring Installation ====&lt;br /&gt;
We need to make sure the data directory is *recognized*. For tutorial purposes, we will use the directory where we downloaded first in this tutorial.&lt;br /&gt;
* Open text editor (Applications&amp;gt;Accesories&amp;gt;Text Editor), copy and paste the following code in text editor, change the USER in caps to the name of your user, and then paste in Terminal.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-data-dir=/home/USER/VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We need to configure Boost revision. Simply copy and paste code. This time, we will configure version 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-boost=1.35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make ===&lt;br /&gt;
The final step compiling is the command make.&lt;br /&gt;
* For example, to compile the mesher.&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
*You might want to compile everything, so simply paste...&lt;br /&gt;
&amp;lt;pre&amp;gt;make all&amp;lt;/pre&amp;gt;&lt;br /&gt;
*To use less memory usage while compiling use the following command. It will run only one instance instead of two.&lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The next step is optional, but recommended.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might recieve errors when doing any of the previous steps (make). If so, give priviledges (sudo) before any of the commands.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The next step is to setup the game. This is quite easy to do, thus you are almost done.&lt;br /&gt;
&lt;br /&gt;
=== vegastrike and vssetup ===&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vegastrike&lt;br /&gt;
User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
*Optionally, you can right-click the vegastrike link and make yet another link. This link can be moved over to the desktop or menu.&lt;br /&gt;
&lt;br /&gt;
==== Optional High Quality Texture Files ====&lt;br /&gt;
*You can optionally install high quality texture files. You would place this folder next to the data folder (not ''inside''). So if data is in /home/USER/VegaStrike You would: &lt;br /&gt;
&amp;lt;pre&amp;gt;sudo svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /home/USER/VegaStrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
As always, replace USER with your user name. (Open text editor, paste above code, change USER for your user name, copy that code and paste in Terminal).&lt;br /&gt;
&lt;br /&gt;
*After downloading these high quality texture files, go to your home folder (using GUI, not terminal), then to VegaStrike, then to data, and open ''vegastrike.config''. Then, using the ''find'' button, type &amp;quot;'''hq'''&amp;quot; (without quotations). Text editor will automatically find the string containing the configuration to enable HQ Textures. Just replace the following string&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;!-- var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot; --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
for this one&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot;&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After this, close Terminal.&lt;br /&gt;
&lt;br /&gt;
=== Staying updated with the 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;
* Open Terminal and change into the package's directory you want to update. In our tutorial 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;User@UserMachine:~$ cd VegaStrike/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After changing into the package's directory, update the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To update the ''vegastrike'' package, simply return to the ''VegaStrike'' directory, then change to the ''vegastrike'' directory and update.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ cd ..&amp;lt;/pre&amp;gt;&lt;br /&gt;
then&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ cd vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
finally&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Do this for every package you want to update.&lt;br /&gt;
* If something changed in the data package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package vegastrike, you only need to repeat the building part of this tutorial. You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
== Running Vega Strike ==&lt;br /&gt;
Very simple. Just goto the directory ''data'' and type ./vegastrike or simply double click the symbolic link. Same for ./vssetup.&lt;br /&gt;
&lt;br /&gt;
== Extra Info ==&lt;br /&gt;
If you have trouble with compiz, try [http://forlong.blogage.de/entries/pages/Compiz-Switch this] application to temporarily disable compiz. Then, launch the game normally. The game will be much faster with compiz disabled, too.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16976</id>
		<title>HowTo:Checkout SVN (Ubuntu Linux)</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16976"/>
				<updated>2009-06-01T20:01:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Preparing Vega Strike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:VCPP Compiling|Compiling with VCPP]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[category:fixme]]&lt;br /&gt;
This is a newb friendly guide to help people who do not want to learn ''deep'' specifics and terms. Most of this guide will show you copy-paste lines to paste in Terminal, omitting most technical issues. However, you might want to take a look at what SVN is to have a general understanding of this version. If you follow steps correctly, VS should be able to run. ''If you have problems compiling in Ubuntu, post a new thread in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5|VS Forums]. Someone will be able to help you.''&lt;br /&gt;
Note: This process was done in Ubuntu 8.10 (Intrepid), though it might work in Debian as well. Should be able to work in the Ubuntu derivatives, too.&lt;br /&gt;
&lt;br /&gt;
= Tutorial to Download, Compile, Setup and Run Vega Strike =&lt;br /&gt;
== Downloading Vega Strike ==&lt;br /&gt;
=== Installing SVN ===&lt;br /&gt;
The first step is to install '''S'''ub'''V'''ersio'''N'''. In Ubuntu (and Debian, I guess) it is easy to install Subversion just by using the Synaptic Package Manager (''Adept'' for Kubuntu). Goto System&amp;gt;Administration&amp;gt;Synaptic Package Manager. In the quick search box, type &amp;quot;subversion&amp;quot; without quotation marks. Select the first option and mark for installation. A window will appear that will show &amp;quot;Mark additional required changes?&amp;quot;. Click on &amp;quot;Mark&amp;quot;. After that, click on &amp;quot;Apply&amp;quot;. Every step involving the command &amp;quot;svn&amp;quot;, will be using subversion.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Vega Strike ===&lt;br /&gt;
First of all, you must understand some basic knowledge. The first thing to do is to download the most important modules, which are the basic structure of VS. Basically, this is the game. You must download these in order to play VS. The modules are the ''data'' and ''vegastrike'' modules.&lt;br /&gt;
&lt;br /&gt;
* First 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. Also, do not copy and paste &amp;quot;User@UserMachine:~$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/vegastrike$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/data$&amp;quot;, or anything between &amp;quot;User@UserMachine:~&amp;quot; and the &amp;quot;$&amp;quot; letter. You know what I mean.&lt;br /&gt;
&lt;br /&gt;
=== Downloading Vega Strike ===&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;
* Download (check-out) the source code package vegastrike, and the content package data package.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
* After the first one finishes downloading (User@UserMachine:~/VegaStrike$ will reappear), insert the next. Be warned, you need a descent download speed to download the next package with this method.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/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;
==== Boost Revisions ====&lt;br /&gt;
I must confess not even I understand this, but it ''must'' be done. &lt;br /&gt;
* Just paste this code to update to revision 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
Configuring this boost revision is easy, but it will be explained in the configure section, so don't worry for now.&lt;br /&gt;
&lt;br /&gt;
== Building/Compiling ==&lt;br /&gt;
You might not understand what compiling is, but it is not that important. What ''is'' important is that you do it. Its really not that complicated, so here it goes.&lt;br /&gt;
* First of all, we have to make sure we have certain minimun requirements. I could list you a dozen ''l33t'' terms, but you don't certainly need to know them. We'll just make sure to have them all by inserting this into Terminal (copy and paste entire code into Terminal).&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libpng12-0 libpng12-dev python2.5-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compiling ===&lt;br /&gt;
The compile procedure should look like the following listing. Remember, the configure part depends on above requirements. However, autoconf may not work. If so, just skip it.&lt;br /&gt;
&lt;br /&gt;
* Change directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Pre-Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;./bootstrap-sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some configuration to be made.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities.&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;make&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Install.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install # [AS ROOT]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Configuring Installation ====&lt;br /&gt;
We need to make sure the data directory is *recognized*. For tutorial purposes, we will use the directory where we downloaded first in this tutorial.&lt;br /&gt;
* Open text editor (Applications&amp;gt;Accesories&amp;gt;Text Editor), copy and paste the following code in text editor, change the USER in caps to the name of your user, and then paste in Terminal.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-data-dir=/home/USER/VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We need to configure Boost revision. Simply copy and paste code. This time, we will configure version 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-boost=1.35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make ===&lt;br /&gt;
The final step compiling is the command make.&lt;br /&gt;
* For example, to compile the mesher.&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
*You might want to compile everything, so simply paste...&lt;br /&gt;
&amp;lt;pre&amp;gt;make all&amp;lt;/pre&amp;gt;&lt;br /&gt;
*To use less memory usage while compiling use the following command. It will run only one instance instead of two.&lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The next step is optional, but recommended.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might recieve errors when doing any of the previous steps (make). If so, give priviledges (sudo) before any of the commands.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The next step is to setup the game. This is quite easy to do, thus you are almost done.&lt;br /&gt;
&lt;br /&gt;
=== vegastrike and vssetup ===&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vegastrike&lt;br /&gt;
User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
*Optionally, you can right-click the vegastrike link and make yet another link. This link can be moved over to the desktop or menu.&lt;br /&gt;
&lt;br /&gt;
==== Optional High Quality Texture Files ====&lt;br /&gt;
*You can optionally install high quality texture files. You would place this folder next to the data folder (not ''inside''). So if data is in /home/USER/VegaStrike You would: &lt;br /&gt;
&amp;lt;pre&amp;gt;sudo svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /home/USER/VegaStrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
As always, replace USER with your user name. (Open text editor, paste above code, change USER for your user name, copy that code and paste in Terminal).&lt;br /&gt;
&lt;br /&gt;
*After downloading these high quality texture files, go to your home folder (using GUI, not terminal), then to VegaStrike, then to data, and open ''vegastrike.config''. Then, using the ''find'' button, type &amp;quot;'''hq'''&amp;quot; (without quotations). Text editor will automatically find the string containing the configuration to enable HQ Textures. Just replace the following string&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;!-- var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot; --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
for this one&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot;&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After this, close Terminal.&lt;br /&gt;
&lt;br /&gt;
=== Staying updated with the 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;
* Open Terminal and change into the package's directory you want to update. In our tutorial 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;User@UserMachine:~$ cd VegaStrike/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After changing into the package's directory, update the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To update the ''vegastrike'' package, simply return to the ''VegaStrike'' directory, then change to the ''vegastrike'' directory and update.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ cd ..&amp;lt;/pre&amp;gt;&lt;br /&gt;
then&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ cd vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
finally&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Do this for every package you want to update.&lt;br /&gt;
* If something changed in the data package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package vegastrike, you only need to repeat the building part of this tutorial. You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
== Running Vega Strike ==&lt;br /&gt;
Very simple. Just goto the directory ''data'' and type ./vegastrike or simply double click the symbolic link. Same for ./vssetup.&lt;br /&gt;
&lt;br /&gt;
== Extra Info ==&lt;br /&gt;
If you have trouble with compiz, try [http://forlong.blogage.de/entries/pages/Compiz-Switch this] application to temporarily disable compiz. Then, launch the game normally. The game will be much faster with compiz disabled, too.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Development:Network:LAN_Game&amp;diff=16975</id>
		<title>Talk:Development:Network:LAN Game</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Talk:Development:Network:LAN_Game&amp;diff=16975"/>
				<updated>2009-05-28T02:24:04Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: New page: This was written by ace123.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This was written by [[ace123]].&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network:LAN_Game&amp;diff=16974</id>
		<title>Development:Network:LAN Game</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network:LAN_Game&amp;diff=16974"/>
				<updated>2009-05-28T02:23:47Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Running a LAN game=&lt;br /&gt;
==Starting up server and joining it==&lt;br /&gt;
===Windows===&lt;br /&gt;
* First of all, to start a server, run &amp;quot;vegaserver&amp;quot;.&lt;br /&gt;
* When it starts up, it will give you an IP address and port number.  If you don't already have it memorized, make sure you know what it is.&lt;br /&gt;
** If you have a firewall enabled, you will see an image like the one here.  Be ready to deal with it for vegastrike as well.&lt;br /&gt;
* Start Vega Strike (double-click vegastrike.exe)&lt;br /&gt;
===Linux===&lt;br /&gt;
* Run ./vegaserver in one terminal window&lt;br /&gt;
** You will need to run &amp;quot;/sbin/ifconfig&amp;quot; to determine your IP address if it does not tell you.&lt;br /&gt;
* Run ./vegastrike in another terminal window and enjoy.&lt;br /&gt;
==Joining a running server==&lt;br /&gt;
* On each computer, select &amp;quot;Multiplayer&amp;quot; and then &amp;quot;Independent Server&amp;quot;.&lt;br /&gt;
** Type in the proper IP address, and put in a Callsign.  Each player needs a different callsign.&lt;br /&gt;
** The password only matters if you set up a server password in vegaserver.config.&lt;br /&gt;
* You can run a copy of vegastrike on the computer with a server too (in fact, you should.).&lt;br /&gt;
** If you do that, it works fine to leave the default of &amp;quot;localhost&amp;quot;.&lt;br /&gt;
* Click Join Game&lt;br /&gt;
** If all goes well, you will be brought to a ship selection dialog.  It contains every ship available for purchase.  I recommend a light/medium fighter of the &amp;quot;.stock&amp;quot; classification.  There are a few that come with (really good) weapons equipped. Most will be empty.  Really, I don't understand why some have weapons, but most including the milspec don't.&lt;br /&gt;
** NOTE: You may see &amp;quot;No ships available&amp;quot; or something of the like.  That could be a result of having a duplicate callsign or a lot of things.  Check the vegaserver console window for details.&lt;br /&gt;
* Once you are in the game, hit &amp;quot;d&amp;quot; to dock to the planet (named &amp;quot;Market&amp;quot;).&lt;br /&gt;
==Buying upgrades==&lt;br /&gt;
** Go to the weapons room to buy upgrades since your ship will start out with nothing.  The 13500 starting credits will not cover much, but some armor, shields and basic weapons is a good idea.&lt;br /&gt;
*** NOTE: There is a bug where whenever someone buys something everyone's screen will close off the categories again.&lt;br /&gt;
*** NOTE: If you find something that fails to upgrade or that leaves you with 0 credits, this is a bug.  Report your starting ship, the number of credits, and approximately other upgrade types you have also gotten before.  If you have anything else, sell it if you can, and your credits should be refunded.&lt;br /&gt;
** As to changing starting credits, this involves editing the mission file.  More about this later.&lt;br /&gt;
* Launch from the planet.  Don't attack people while they are docked at a planet, since it's mean and makes the other person have to rejoin.&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Keep in mind that there are a lot of bugs if you engage in some of the weirder situations (ejecting, accepting missions or buying other ships).  Such actions might end up in the client getting dropped from the game.&lt;br /&gt;
* Turrets usually will not work.  I have some ideas on how to fix these, but this is not high priority.  This also means don't get a capship that only has turrets and no gun mounts.&lt;br /&gt;
* You may end up at a main menu-ish screen with a message &amp;quot;Connection closed&amp;quot;.  TThis either means that the server was closed or else is due to a bug.  It's generally easier to hit &amp;quot;Exit Game&amp;quot; and restart if you see that.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Keyboard_layout:US&amp;diff=16872</id>
		<title>Manual:Keyboard layout:US</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Manual:Keyboard_layout:US&amp;diff=16872"/>
				<updated>2009-03-20T18:48:16Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Unclassified (yet) */ changed name &amp;quot;commit suicide&amp;quot; to &amp;quot;self destruct&amp;quot;&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:Keyboard layout|Keyboard layout]]&lt;br /&gt;
| next=[[Manual:Keyboard layout:DE|Keyboard layout:DE]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
=US keyboard layout=&lt;br /&gt;
Below you will find the ''US keyboard layout'' for [[Vegastrike]].&lt;br /&gt;
The keys and their functions and descriptions are arranged in a list with the following headers:&lt;br /&gt;
* '''Name'''&amp;lt;BR/&amp;gt;A short (significant) name for the key-function.&lt;br /&gt;
* '''Key(s)'''&amp;lt;BR/&amp;gt;The key(s) you need to press to activate the function is(are) listed here.&lt;br /&gt;
* '''Command'''&amp;lt;BR/&amp;gt;This is the command (intern -&amp;gt; vegastrike-engine) as used in the bindings section in the vegastrike.config file. See [[Manual:Config:Advanced:Bindings]] for more info on the config file.&lt;br /&gt;
* '''Description'''&amp;lt;BR/&amp;gt;A short description of the function.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
===Navigation direction===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Up&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Up}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_8}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;UpKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Turn the nose of your ship up.&lt;br /&gt;
|-&lt;br /&gt;
|Down&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Down}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_2}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_5}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;DownKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Turn the nose of your ship down.&lt;br /&gt;
|-&lt;br /&gt;
|Rotate right&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Right}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_6}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;RightKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Rotates your ship to the right.&lt;br /&gt;
|-&lt;br /&gt;
|Rotate left&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Left}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_4}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;LeftKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Rotates your ship to the left.&lt;br /&gt;
|-&lt;br /&gt;
|Roll right&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Del}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:Shift_left}} + {{Key:EN:8}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:KP_Asterisk}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;RollRightKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Roll your ship to the right.&lt;br /&gt;
|-&lt;br /&gt;
|Roll left&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Ins}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:Question_mark}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:KP_Slash}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;RollLeftKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Roll your ship to the left&lt;br /&gt;
|-&lt;br /&gt;
|Strafe left&lt;br /&gt;
|{{Key:EN:Shift_left}} +{{Key:EN:Comma}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ThrustLeft&amp;lt;/pre&amp;gt;   &lt;br /&gt;
|{{Fixme}}&lt;br /&gt;
|-&lt;br /&gt;
|Strafe right  &lt;br /&gt;
|{{Key:EN:Shift_left}} +{{Key:EN:Dot}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ThrustRight&amp;lt;/pre&amp;gt;&lt;br /&gt;
|{{Fixme}}&lt;br /&gt;
|-&lt;br /&gt;
|Strafe up&lt;br /&gt;
|{{Key:EN:Comma}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ThrustUp&amp;lt;/pre&amp;gt;     &lt;br /&gt;
|{{Fixme}}&lt;br /&gt;
|-&lt;br /&gt;
|Strafe down&lt;br /&gt;
|{{Key:EN:Dot}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ThrustDown&amp;lt;/pre&amp;gt;&lt;br /&gt;
|{{Fixme}}&lt;br /&gt;
|-&lt;br /&gt;
|Activate [[Terminology:Jump_Drive|jump drive]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:J}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;JumpKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press this to [[Terminology:Jump|jump]] to another system. You must be in range of a jump point. &amp;lt;BR/&amp;gt;See [[Manual:Interstellar travel]] for usage.&lt;br /&gt;
|-&lt;br /&gt;
|Activate autopilot [[Terminology:SPEC (-drive)|SPEC drive]]&lt;br /&gt;
|align=right|{{Key:EN:Shift_left}} +{{Key:EN:A}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:A}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ToggleWarpDrive&amp;lt;/pre&amp;gt;    &lt;br /&gt;
|Toggle the computer-controlled autopilot.&amp;lt;BR/&amp;gt;This command will automatically steer your ship towards your target while using all of the thrust (including afterburners) available.&lt;br /&gt;
|-&lt;br /&gt;
|Toggle SPEC&lt;br /&gt;
|{{Key:EN:Shift_left}} +{{Key:EN:A}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ToggleWarpDrive&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Toggles the FTL travel SPEC drive. Just direct your ship where you want to go, accelerate and activate the [[Terminology:SPEC (-drive)|SPEC drive]] to get there REALLY fast. Gravitation (near planets/other objects) will be a problem though.&amp;lt;BR/&amp;gt;See [[Manual:Advanced flight#SPEC drive]] for usage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Navigation speed===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Decelerate    &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Hyphen}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:KP_Hyphen}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;DecelKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Decrease set velocity of your ship.&lt;br /&gt;
|-&lt;br /&gt;
|Accelerate    &lt;br /&gt;
|align=right|{{Key:EN:Shift_left}} +{{Key:EN:Equal}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:Equal}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:KP_Plus}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;AccelKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Increase set velocity of your ship.&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Tab}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ABKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Will accelerate your ship past maximum velocity. Overdrive velocity is not changing the set velocity, and must be maintained by holding down the TAB button. Velocity will decrease to set velocity when released.&lt;br /&gt;
|-&lt;br /&gt;
|Match velocity&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Home}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_7}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SetVelocityRefKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Set your velocity to same as your target.&amp;lt;BR/&amp;gt;See [[Manual:Match velocity]] and [[Manual:Advanced flight#Matching velocity]] for usage.&lt;br /&gt;
|-&lt;br /&gt;
|Zero velocity &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:End}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_1}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SetVelocityNullKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Set velocity equal to local star&lt;br /&gt;
|-&lt;br /&gt;
|Stop          &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Backspace}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;StopKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Set your velocity to zero relative to your target.&lt;br /&gt;
|-&lt;br /&gt;
|Full throttle &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Backslash}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;StartKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Set your velocity to maximum ship capable velocity.&lt;br /&gt;
|-&lt;br /&gt;
|Shelton slide &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Tilde}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SheltonKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Perform a shelton slide. You can change your heading without changing your direction of travel, but it's not real &amp;quot;six degrees of freedom&amp;quot; movement.&amp;lt;BR/&amp;gt;See [[Manual:Advanced flight#Shelton slide]] for usage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sound and music ==&lt;br /&gt;
See also [[Manual:Gameplay functions#Music|Manual:Gameplay functions -&amp;gt; Music]].&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Skip music track &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:S}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;Cockpit::SkipMusicTrack&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Skip Music Track&lt;br /&gt;
|-&lt;br /&gt;
|Sound volume up  &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:F9}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;VolumeInc&amp;lt;/pre&amp;gt;              &lt;br /&gt;
|Sound volume up&lt;br /&gt;
|-&lt;br /&gt;
|Sound volume down&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:F10}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;VolumeDec&amp;lt;/pre&amp;gt;              &lt;br /&gt;
|Sound volume down&lt;br /&gt;
|-&lt;br /&gt;
|Music volume up  &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:F11}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;MusicVolumeInc&amp;lt;/pre&amp;gt;         &lt;br /&gt;
|Music volume up&lt;br /&gt;
|-&lt;br /&gt;
|Music volume down&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:F12}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;MusicVolumeDec&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Music volume down&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Communication (general/wingmen)==&lt;br /&gt;
See also [[Manual:Combat:Wingmen]]&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Wingmen form up&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:F}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;CommFormUp&amp;lt;/pre&amp;gt;           &lt;br /&gt;
|Tell your wingmen to form up.&lt;br /&gt;
|-&lt;br /&gt;
|Break wingmen formation&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:B}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;CommBreakForm&amp;lt;/pre&amp;gt;        &lt;br /&gt;
|Tell your wingmen to stop forming up.&lt;br /&gt;
|-&lt;br /&gt;
|Help me&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:H}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;CommHelpMeOut&amp;lt;/pre&amp;gt;        &lt;br /&gt;
|Tell your wingmen to help you. They will attack the ship(s) attacking you.&lt;br /&gt;
|-&lt;br /&gt;
|Wingman attack target&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:D}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;CommAttackTarget&amp;lt;/pre&amp;gt;     &lt;br /&gt;
|Tell your wingmen to attack your selected target.&lt;br /&gt;
|-&lt;br /&gt;
|Talking to target (other ships/station/etc...)&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:F1}}&amp;lt;BR/&amp;gt;-&amp;gt;&amp;lt;BR/&amp;gt;{{Key:F8}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;Comm1Key&lt;br /&gt;
-&amp;gt;&lt;br /&gt;
Comm8Key&amp;lt;/pre&amp;gt;&lt;br /&gt;
|You can talk to other ships/stations/whatever by pressing one of this buttons where the number means the aggressiveness in your voice ;-).&amp;lt;BR/&amp;gt;1=friendly 8=insulting&lt;br /&gt;
|-&lt;br /&gt;
|Request docking clearance&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:0}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;RequestClearenceKey&amp;lt;/pre&amp;gt;  &lt;br /&gt;
|[[Manual:Targeting|Select a target]] (station/capship) you want to [[Manual:Docking|dock]] with and press this key. You will get an audio feedback about your permission to dock. Additionally there will pop up green/red squares at the dock positions (only if you are near enough).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Target selection==&lt;br /&gt;
See also [[Manual:Targeting]].&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|All targets&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Forward&amp;lt;BR/&amp;gt;{{Key:EN:T}}&lt;br /&gt;
----&lt;br /&gt;
Backward&amp;lt;BR/&amp;gt;{{Key:EN:Shift_left}} +{{Key:EN:T}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;TargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;pre&amp;gt;ReverseTargetKey&amp;lt;/pre&amp;gt;            &lt;br /&gt;
|Switches through all targets in current system.&lt;br /&gt;
|-&lt;br /&gt;
|Significant/neutral target&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Forward&amp;lt;BR/&amp;gt;{{Key:EN:N}}&lt;br /&gt;
----&lt;br /&gt;
Backward&amp;lt;BR/&amp;gt;{{Key:EN:Shift_left}} +{{Key:EN:N}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SigTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;pre&amp;gt;ReverseSigTargetKey&amp;lt;/pre&amp;gt;        &lt;br /&gt;
|Switches through all significant/neutral targets in current system.&lt;br /&gt;
|-&lt;br /&gt;
|Non-planetary/non-natural targets&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Forward&amp;lt;BR/&amp;gt;{{Key:EN:U}}&lt;br /&gt;
----&lt;br /&gt;
Backward&amp;lt;BR/&amp;gt;{{Key:EN:Shift_left}} +{{Key:EN:U}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;UnitTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;pre&amp;gt;ReverseUnitTargetKey&amp;lt;/pre&amp;gt;      &lt;br /&gt;
|Switches through all non-planetary/non-natural targets (such as capships and fighters) in current system.&lt;br /&gt;
|-&lt;br /&gt;
|Hostile targets            &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Forward&amp;lt;BR/&amp;gt;{{Key:EN:H}}&lt;br /&gt;
----&lt;br /&gt;
Backward&amp;lt;BR/&amp;gt;{{Key:EN:Shift_left}} +{{Key:EN:H}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;NearestTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;pre&amp;gt;ReverseNearestTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Switches through all hostile (to you) targets in current system.&lt;br /&gt;
|-&lt;br /&gt;
|Cycle mission target                   &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:N}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;MissionTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Switches through the mission targets.&lt;br /&gt;
|-&lt;br /&gt;
|Reverse cycle mission target                   &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Shift_left}} +{{Key:EN:Alt}} +{{Key:EN:N}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ReverseMissionTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Switches through the mission targets in reverse direction.&lt;br /&gt;
|-&lt;br /&gt;
|Subunit select                   &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:B}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SubUnitTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Switches through the subunits of the ship you have currently selected.&lt;br /&gt;
|-&lt;br /&gt;
|Lock target                 &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:L}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;LockTargetKey&amp;lt;/pre&amp;gt;   &lt;br /&gt;
|By pressing this key you can 'lock' your selection on the selected target.&lt;br /&gt;
|-&lt;br /&gt;
|Select front targets                    &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:P}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;PickTargetKey&amp;lt;/pre&amp;gt;   &lt;br /&gt;
|Pressing this key will pick targets in front of you (near the cross hair). Tends to be used to get planets in front of you, because the often are the bigger target of the two.&lt;br /&gt;
|-&lt;br /&gt;
|Store selected target&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} +{{Key:EN:1}}...{{Key:EN:9}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SaveTarget1&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
SaveTarget9&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Pressing this key will store the selected target for keys from 1 to 9&lt;br /&gt;
|-&lt;br /&gt;
|Restore selected target&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Ctrl}} +{{Key:EN:1}}...{{Key:EN:9}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;RestoreTarget1&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
RestoreTarget9&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Pressing this key will restore the selected target for keys from 1 to 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
===General===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Fire weapons/guns&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Space_half}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;FireKey&amp;lt;/pre&amp;gt;         &lt;br /&gt;
|Fires your main weapons/guns (beams/bolts/chainguns/whatever).&lt;br /&gt;
|-&lt;br /&gt;
|Select weapons/guns&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:G}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;WeapSelKey&amp;lt;/pre&amp;gt;      &lt;br /&gt;
|Switches trough your main weapons.&lt;br /&gt;
|-&lt;br /&gt;
|Fire missiles/torpedos&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Enter}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_Enter}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;MissileKey&amp;lt;/pre&amp;gt;      &lt;br /&gt;
|Fires your missiles/torpedos if your ship have some og 'em equipped.&lt;br /&gt;
|-&lt;br /&gt;
|Switch missiles/torpedo&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:W}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;MisSelKey&amp;lt;/pre&amp;gt;       &lt;br /&gt;
|Switches trough your main missiles/torps.&lt;br /&gt;
|-&lt;br /&gt;
|Combat mode&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Y}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;SwitchCombatMode&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Toggles combat/non-combat mode:&lt;br /&gt;
&amp;lt;BR/&amp;gt; In '''non-combat mode''' (or '''flight mode''') you are able to fly at (theoretically) unlimited speed, but after passing a maximum combat speed you shield will reduce due to particles in space hitting it too fast to allow regeneration. Another backdraw is you need nearly the same time to slow down again as you needed to speed up.&lt;br /&gt;
&amp;lt;BR/&amp;gt; In '''combat mode''' your max speed is limited to ensure your shields remain stable.&amp;lt;BR/&amp;gt;See [[Manual:Advanced flight]] for usage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Manual:Combat:Cloaking|Cloaking device]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:C}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;CloakKey&amp;lt;/pre&amp;gt;        &lt;br /&gt;
|By pressing this key you enable/disable your [[Manual:Combat:Cloaking|cloaking device]] (if you own one).&lt;br /&gt;
|-&lt;br /&gt;
|[[Terminology:Electronic Counter Measures|ECM device]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:E}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;ECMKey&amp;lt;/pre&amp;gt;           &lt;br /&gt;
|By pressing this key you enable/disable your [[Terminology:Electronic Counter Measures|ECM device]] (if you own one). It will cause incoming missiles to be confused. The ECM device will constantly draw energy from your reactor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Turret(s)===&lt;br /&gt;
See also [[Manual:Combat:Turrets]]&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Switch turret control&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Square_bracket_right}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;TurretControl&amp;lt;/pre&amp;gt;  &lt;br /&gt;
|By pressing this button you can switch to the manual control of your turret(s) (if you have one/some equipped) and switch back to cockpit control.&lt;br /&gt;
|-&lt;br /&gt;
|Target for turret    &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Shift_left}} +{{Key:EN:P}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;TurretTargetKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Select a target your turret(s) should attack. The target your turrets are attacking is surrounded by a plus sign.&lt;br /&gt;
|-&lt;br /&gt;
|Toggle turret AI on/off     &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:O}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;TurretAIKey&amp;lt;/pre&amp;gt;     &lt;br /&gt;
|Switch the AI of your turret(s) on/off. Without an AI the turret can still be controled manually. {{Fixme}} ''I'm not quite sure about this''&amp;lt;BR/&amp;gt; Want to know more about AIs? Look at [[Terminology:Artificial Intelligence]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game commands==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Toggle &amp;quot;quit mode&amp;quot;&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:Esc}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;Cockpit::Quit&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press {{Key:Esc}} then {{Key:EN:Q}} to quit the game or {{Key:Esc}} again to return to game.&lt;br /&gt;
|-&lt;br /&gt;
|Pause             &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Shift_left}} +{{Key:EN:Backslash}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:Pause}}&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&amp;lt;pre&amp;gt;PauseKey&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Pause the game (does anybody know how to display a pipe in a table?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera control ==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Toggle cockpit       &lt;br /&gt;
|{{Key:EN:1}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::Inside&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Switch back to normal cockpit. Press it again to switch between 3d-cockpit view and plain view.&lt;br /&gt;
|-&lt;br /&gt;
|Look left            &lt;br /&gt;
|{{Key:EN:2}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::InsideLeft&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press this to look to your left.&lt;br /&gt;
|-&lt;br /&gt;
|Look right           &lt;br /&gt;
|{{Key:EN:3}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::InsideRight&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press this to look to your right.&lt;br /&gt;
|-&lt;br /&gt;
|Look back            &lt;br /&gt;
|{{Key:EN:4}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::InsideBack&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press this to look back.&lt;br /&gt;
|-&lt;br /&gt;
|Chasecam             &lt;br /&gt;
|{{Key:EN:5}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::Behind&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press this to look through an imaginary camera behind your ship&lt;br /&gt;
|-&lt;br /&gt;
|Panning camera       &lt;br /&gt;
|{{Key:EN:6}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::Pan&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Provides a panning (ghost) camera view of your ship. Move the camera by pressing (q,z,s,f)&lt;br /&gt;
|-&lt;br /&gt;
|Target camera        &lt;br /&gt;
|{{Key:EN:7}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::OutsideTarget&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Press this to see a 3rd-person view of your selected target.&lt;br /&gt;
|-&lt;br /&gt;
|Target panning camera&lt;br /&gt;
|{{Key:EN:8}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::PanTarget&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Provides a panning camera view of your target. Move the camera by pressing (q,z,s,f)&lt;br /&gt;
|-&lt;br /&gt;
|Zoom view in         &lt;br /&gt;
|{{Key:EN:9}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::ZoomIn&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Zoom in on target&lt;br /&gt;
|-&lt;br /&gt;
|Zoom view out        &lt;br /&gt;
|{{Key:EN:0}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::ZoomOut&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Zoom out on target&lt;br /&gt;
|-&lt;br /&gt;
|Spin panning cam down                               &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Q}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::PitchDown&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Spin the panning camera down.&lt;br /&gt;
|-&lt;br /&gt;
|Spin panning cam up                               &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Z}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::PitchUp&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Spin the panning camera up.&lt;br /&gt;
|-&lt;br /&gt;
|Spin panning cam left                                 &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:S}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::YawLeft&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Spin the panning camera left.&lt;br /&gt;
|-&lt;br /&gt;
|Spin panning cam right                                &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:F}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::YawRight&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Spin the panning camera right.&lt;br /&gt;
|-&lt;br /&gt;
|Take screenshot&lt;br /&gt;
|{{Key:EN:I}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Screenshot&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Take an 'in-flight' screenshot. This means it will not work in the Docking/Base-screen. The crosshair and docking boxes will not be saved. Users will find it in the directory &amp;lt;pre&amp;gt;~/.vegastrike/textures/&amp;lt;/pre&amp;gt; {{Fixme}}See also [VsFaqPlaying#Q8]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Info screen (better name for this header needed)==&lt;br /&gt;
Info/Mission/Cargo/etc.. screen {{Fixme}} header name&lt;br /&gt;
|#Info]&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:100px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Map/info screen &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Shift_left}} +{{Key:EN:M}}&lt;br /&gt;
&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::NavScreen&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Activate/Deactivate Map screen during flight.&amp;lt;BR/&amp;gt;See also [[Manual:Map]].&lt;br /&gt;
|-&lt;br /&gt;
|Left VDU        &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:M}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::SwitchLVDU&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Cycles through all the possible displays in your left VDU&lt;br /&gt;
|-&lt;br /&gt;
|Right VDU       &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:V}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::SwitchRVDU&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Cycles through all the possible displays in your left VDU&lt;br /&gt;
|-&lt;br /&gt;
|Scroll text up  &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:PageUp}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_9}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::ScrollUp&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Scroll selected mission-description/communication-log/cargo-list up&lt;br /&gt;
|-&lt;br /&gt;
|Scroll text down&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:PageDown}}&lt;br /&gt;
----&lt;br /&gt;
{{Key:EN:KP_3}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Cockpit::ScrollDown&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Scroll selected mission-description/communication-log/cargo-list down&lt;br /&gt;
|-&lt;br /&gt;
|Eject cargo     &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Shift_left}} +{{Key:EN:Z}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;EjectCargoKey&amp;lt;/pre&amp;gt;      &lt;br /&gt;
|Ejects the selected (topmost) cargo in your cargo bay into space.  Use the scroll text keys to move the appropriate cargo to the top. Useful to get rid of pirates by leaving cargo behind, hiding contraband from security ships, eject unwanted cargo, and launching fighters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unclassified (yet) ==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; rules=&amp;quot;rows&amp;quot;|&lt;br /&gt;
|'''Name'''&lt;br /&gt;
|style=&amp;quot;width:90px&amp;quot;|'''Key(s)'''&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
|Ejection                            &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Alt}} + {{Key:EN:Shift left}} + {{Key:EN:E}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;EjectKey&amp;lt;/pre&amp;gt;          &lt;br /&gt;
|Press this key to eject yourself out of your ship sitting in an ejectpod. It has weak guns/shields and will not help you against enemy ships, but it will bring you to the next save and friendly station/ship.&lt;br /&gt;
|-&lt;br /&gt;
|Respawn after death &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Semicolon}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;Respawn&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Restores play to last save game.&lt;br /&gt;
|-&lt;br /&gt;
|Self Destruct                      &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Shift_left}} +{{Key:EN:1}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;SuicideKey&amp;lt;/pre&amp;gt;        &lt;br /&gt;
|Press this button to destroy your ship and kill yourself. &amp;lt;BR/&amp;gt;See [[Manual:Combat:Death]] for more.&lt;br /&gt;
|-&lt;br /&gt;
|Switch ships                                 &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:Square_bracket_left}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;TurretControl&amp;lt;/pre&amp;gt;     &lt;br /&gt;
|This button allows you to take control of a friendly ship; this is similar to taking control of a turret. &amp;lt;BR/&amp;gt;This works for hired wingmen as well as wingmen 'from cargo', so be careful when you try to switch to turret view if you have wingmen. If you hit the wrong key, you're flying your wingman's ship instead of your own.&lt;br /&gt;
|-&lt;br /&gt;
|Activate docking procedure         &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|{{Key:EN:D}}&lt;br /&gt;
|&amp;lt;pre&amp;gt;DockKey&amp;lt;/pre&amp;gt;           &lt;br /&gt;
|When sufficiently close to green docking markers, this key will activate docking procedures.&amp;lt;BR/&amp;gt; See [[Manual:Docking]] for usage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= XML config code =&lt;br /&gt;
{{fixme}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WRITEME&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
See also [http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/*checkout*/vegastrike/data4.x/vegastrike.config?rev=HEAD the vegastrike.config] from CVS. The keys are stored between the &amp;lt;code&amp;gt;&amp;lt;bindings&amp;gt;&amp;lt;/code&amp;gt; and  the &amp;lt;code&amp;gt;&amp;lt;/bindings&amp;gt;&amp;lt;/code&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[Manual:Keyboard layout|Keyboard layout]]&lt;br /&gt;
| up=[[Manual:Keyboard layout|Keyboard layout]]&lt;br /&gt;
| next=[[Manual:Keyboard layout:DE|Keyboard layout:DE]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Manual|Keyboard layout:US]]&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16833</id>
		<title>HowTo:Checkout SVN (Ubuntu Linux)</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16833"/>
				<updated>2009-03-17T01:16:45Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:VCPP Compiling|Compiling with VCPP]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
This is a newb friendly guide to help people who do not want to learn ''deep'' specifics and terms. Most of this guide will show you copy-paste lines to paste in Terminal, omitting most technical issues. However, you might want to take a look at what SVN is to have a general understanding of this version. If you follow steps correctly, VS should be able to run. ''If you have problems compiling in Ubuntu, post a new thread in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5|VS Forums]. Someone will be able to help you.''&lt;br /&gt;
Note: This process was done in Ubuntu 8.10 (Intrepid), though it might work in Debian as well. Should be able to work in the Ubuntu derivatives, too.&lt;br /&gt;
&lt;br /&gt;
= Tutorial to Download, Compile, Setup and Run Vega Strike =&lt;br /&gt;
== Downloading Vega Strike ==&lt;br /&gt;
=== Installing SVN ===&lt;br /&gt;
The first step is to install '''S'''ub'''V'''ersio'''N'''. In Ubuntu (and Debian, I guess) it is easy to install Subversion just by using the Synaptic Package Manager (''Adept'' for Kubuntu). Goto System&amp;gt;Administration&amp;gt;Synaptic Package Manager. In the quick search box, type &amp;quot;subversion&amp;quot; without quotation marks. Select the first option and mark for installation. A window will appear that will show &amp;quot;Mark additional required changes?&amp;quot;. Click on &amp;quot;Mark&amp;quot;. After that, click on &amp;quot;Apply&amp;quot;. Every step involving the command &amp;quot;svn&amp;quot;, will be using subversion.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Vega Strike ===&lt;br /&gt;
First of all, you must understand some basic knowledge. The first thing to do is to download the most important modules, which are the basic structure of VS. Basically, this is the game. You must download these in order to play VS. The modules are the ''data'' and ''vegastrike'' modules.&lt;br /&gt;
&lt;br /&gt;
* First 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. Also, do not copy and paste &amp;quot;User@UserMachine:~$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/vegastrike$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/data$&amp;quot;, or anything between &amp;quot;User@UserMachine:~&amp;quot; and the &amp;quot;$&amp;quot; letter. You know what I mean.&lt;br /&gt;
&lt;br /&gt;
=== Downloading Vega Strike ===&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;
* Download (check-out) the source code package vegastrike, and the content package data package.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
* After the first one finishes downloading (User@UserMachine:~/VegaStrike$ will reappear), insert the next. Be warned, you need a descent download speed to download the next package with this method.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/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;
==== Boost Revisions ====&lt;br /&gt;
I must confess not even I understand this, but it ''must'' be done. &lt;br /&gt;
* Just paste this code to update to revision 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
Configuring this boost revision is easy, but it will be explained in the configure section, so don't worry for now.&lt;br /&gt;
&lt;br /&gt;
== Building/Compiling ==&lt;br /&gt;
You might not understand what compiling is, but it is not that important. What ''is'' important is that you do it. Its really not that complicated, so here it goes.&lt;br /&gt;
* First of all, we have to make sure we have certain minimun requirements. I could list you a dozen ''l33t'' terms, but you don't certainly need to know them. We'll just make sure to have them all by inserting this into Terminal (copy and paste entire code into Terminal).&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libpng12-0 libpng12-dev python2.5-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compiling ===&lt;br /&gt;
The compile procedure should look like the following listing. Remember, the configure part depends on above requirements. However, autoconf may not work. If so, just skip it.&lt;br /&gt;
&lt;br /&gt;
* Change directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Pre-Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;./bootstrap-sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some configuration to be made.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities.&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;make&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Install.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install # [AS ROOT]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Configuring Installation ====&lt;br /&gt;
We need to make sure the data directory is *recognized*. For tutorial purposes, we will use the directory where we downloaded first in this tutorial.&lt;br /&gt;
* Open text editor (Applications&amp;gt;Accesories&amp;gt;Text Editor), copy and paste the following code in text editor, change the USER in caps to the name of your user, and then paste in Terminal.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-data-dir=/home/USER/VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We need to configure Boost revision. Simply copy and paste code. This time, we will configure version 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-boost=1.35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make ===&lt;br /&gt;
The final step compiling is the command make.&lt;br /&gt;
* For example, to compile the mesher.&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
*You might want to compile everything, so simply paste...&lt;br /&gt;
&amp;lt;pre&amp;gt;make all&amp;lt;/pre&amp;gt;&lt;br /&gt;
*To use less memory usage while compiling use the following command. It will run only one instance instead of two.&lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The next step is optional, but recommended.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might recieve errors when doing any of the previous steps (make). If so, give priviledges (sudo) before any of the commands.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The next step is to setup the game. This is quite easy to do, thus you are almost done.&lt;br /&gt;
&lt;br /&gt;
=== vegastrike and vssetup ===&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vegastrike&lt;br /&gt;
User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
*Optionally, you can right-click the vegastrike link and make yet another link. This link can be moved over to the desktop or menu.&lt;br /&gt;
&lt;br /&gt;
==== Optional High Quality Texture Files ====&lt;br /&gt;
*You can optionally install high quality texture files. You would place this folder next to the data folder (not ''inside''). So if data is in /home/USER/VegaStrike You would: &lt;br /&gt;
&amp;lt;pre&amp;gt;sudo svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /home/USER/VegaStrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
As always, replace USER with your user name. (Open text editor, paste above code, change USER for your user name, copy that code and paste in Terminal).&lt;br /&gt;
&lt;br /&gt;
*After downloading these high quality texture files, go to your home folder (using GUI, not terminal), then to VegaStrike, then to data, and open ''vegastrike.config''. Then, using the ''find'' button, type &amp;quot;'''hq'''&amp;quot; (without quotations). Text editor will automatically find the string containing the configuration to enable HQ Textures. Just replace the following string&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;!-- var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot; --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
for this one&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot;&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After this, close Terminal.&lt;br /&gt;
&lt;br /&gt;
=== Staying updated with the 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;
* Open Terminal and change into the package's directory you want to update. In our tutorial 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;User@UserMachine:~$ cd VegaStrike/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After changing into the package's directory, update the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To update the ''vegastrike'' package, simply return to the ''VegaStrike'' directory, then change to the ''vegastrike'' directory and update.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ cd ..&amp;lt;/pre&amp;gt;&lt;br /&gt;
then&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ cd vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
finally&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Do this for every package you want to update.&lt;br /&gt;
* If something changed in the data package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package vegastrike, you only need to repeat the building part of this tutorial. You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
== Running Vega Strike ==&lt;br /&gt;
Very simple. Just goto the directory ''data'' and type ./vegastrike or simply double click the symbolic link. Same for ./vssetup.&lt;br /&gt;
&lt;br /&gt;
== Extra Info ==&lt;br /&gt;
If you have trouble with compiz, try [http://forlong.blogage.de/entries/pages/Compiz-Switch this] application to temporarily disable compiz. Then, launch the game normally. The game will be much faster with compiz disabled, too.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16832</id>
		<title>HowTo:Checkout SVN (Ubuntu Linux)</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16832"/>
				<updated>2009-03-16T23:59:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Installing SVN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:VCPP Compiling|Compiling with VCPP]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
This is a newb friendly guide to help people who do not want to learn ''deep'' specifics and terms. Most of this guide will show you copy-paste lines to paste in Terminal, omitting most technical issues. However, you might want to take a look at what SVN is to have a general understanding of this version. If you follow steps correctly, VS should be able to run. ''If you have problems compiling in Ubuntu, post a new thread in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5|VS Forums]. Someone will be able to help you.''&lt;br /&gt;
Note: This process was done in Ubuntu 8.10 (Intrepid), though it might work in Debian as well. Should be able to work in the Ubuntu derivatives, too.&lt;br /&gt;
&lt;br /&gt;
= Tutorial to Download, Compile, Setup and Run Vega Strike =&lt;br /&gt;
== Downloading Vega Strike ==&lt;br /&gt;
=== Installing SVN ===&lt;br /&gt;
The first step is to install '''S'''ub'''V'''ersio'''N'''. In Ubuntu (and Debian, I guess) it is easy to install Subversion just by using the Synaptic Package Manager. Goto System&amp;gt;Administration&amp;gt;Synaptic Package Manager. In the quick search box, type &amp;quot;subversion&amp;quot; without quotation marks. Select the first option and mark for installation. A window will appear that will show &amp;quot;Mark additional required changes?&amp;quot;. Click on &amp;quot;Mark&amp;quot;. After that, click on &amp;quot;Apply&amp;quot;. Every step involving the command &amp;quot;svn&amp;quot;, will be using subversion.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Vega Strike ===&lt;br /&gt;
First of all, you must understand some basic knowledge. The first thing to do is to download the most important modules, which are the basic structure of VS. Basically, this is the game. You must download these in order to play VS. The modules are the ''data'' and ''vegastrike'' modules.&lt;br /&gt;
&lt;br /&gt;
* First 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. Also, do not copy and paste &amp;quot;User@UserMachine:~$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/vegastrike$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/data$&amp;quot;, or anything between &amp;quot;User@UserMachine:~&amp;quot; and the &amp;quot;$&amp;quot; letter. You know what I mean.&lt;br /&gt;
&lt;br /&gt;
=== Downloading Vega Strike ===&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;
* Download (check-out) the source code package vegastrike, and the content package data package.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
* After the first one finishes downloading (User@UserMachine:~/VegaStrike$ will reappear), insert the next. Be warned, you need a descent download speed to download the next package with this method.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/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;
==== Boost Revisions ====&lt;br /&gt;
I must confess not even I understand this, but it ''must'' be done. &lt;br /&gt;
* Just paste this code to update to revision 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
Configuring this boost revision is easy, but it will be explained in the configure section, so don't worry for now.&lt;br /&gt;
&lt;br /&gt;
== Building/Compiling ==&lt;br /&gt;
You might not understand what compiling is, but it is not that important. What ''is'' important is that you do it. Its really not that complicated, so here it goes.&lt;br /&gt;
* First of all, we have to make sure we have certain minimun requirements. I could list you a dozen ''l33t'' terms, but you don't certainly need to know them. We'll just make sure to have them all by inserting this into Terminal (copy and paste entire code into Terminal).&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libpng12-0 libpng12-dev python2.5-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compiling ===&lt;br /&gt;
The compile procedure should look like the following listing. Remember, the configure part depends on above requirements. However, autoconf may not work. If so, just skip it.&lt;br /&gt;
&lt;br /&gt;
* Change directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Pre-Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;./bootstrap-sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some configuration to be made.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities.&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;make&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Install.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install # [AS ROOT]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Configuring Installation ====&lt;br /&gt;
We need to make sure the data directory is *recognized*. For tutorial purposes, we will use the directory where we downloaded first in this tutorial.&lt;br /&gt;
* Open text editor (Applications&amp;gt;Accesories&amp;gt;Text Editor), copy and paste the following code in text editor, change the USER in caps to the name of your user, and then paste in Terminal.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-data-dir=/home/USER/VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We need to configure Boost revision. Simply copy and paste code. This time, we will configure version 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-boost=1.35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make ===&lt;br /&gt;
The final step compiling is the command make.&lt;br /&gt;
* For example, to compile the mesher.&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
*You might want to compile everything, so simply paste...&lt;br /&gt;
&amp;lt;pre&amp;gt;make all&amp;lt;/pre&amp;gt;&lt;br /&gt;
*To use less memory usage while compiling use the following command. It will run only one instance instead of two.&lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The next step is optional, but recommended.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might recieve errors when doing any of the previous steps (make). If so, give priviledges (sudo) before any of the commands.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The next step is to setup the game. This is quite easy to do, thus you are almost done.&lt;br /&gt;
&lt;br /&gt;
=== vegastrike and vssetup ===&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vegastrike&lt;br /&gt;
User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
*Optionally, you can right-click the vegastrike link and make yet another link. This link can be moved over to the desktop or menu.&lt;br /&gt;
&lt;br /&gt;
==== Optional High Quality Texture Files ====&lt;br /&gt;
*You can optionally install high quality texture files. You would place this folder next to the data folder (not ''inside''). So if data is in /home/USER/VegaStrike You would: &lt;br /&gt;
&amp;lt;pre&amp;gt;sudo svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /home/USER/VegaStrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
As always, replace USER with your user name. (Open text editor, paste above code, change USER for your user name, copy that code and paste in Terminal).&lt;br /&gt;
&lt;br /&gt;
*After downloading these high quality texture files, go to your home folder (using GUI, not terminal), then to VegaStrike, then to data, and open ''vegastrike.config''. Then, using the ''find'' button, type &amp;quot;'''hq'''&amp;quot; (without quotations). Text editor will automatically find the string containing the configuration to enable HQ Textures. Just replace the following string&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;!-- var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot; --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
for this one&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot;&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After this, close Terminal.&lt;br /&gt;
&lt;br /&gt;
=== Staying updated with the 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;
* Open Terminal and change into the package's directory you want to update. In our tutorial 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;User@UserMachine:~$ cd VegaStrike/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After changing into the package's directory, update the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To update the ''vegastrike'' package, simply return to the ''VegaStrike'' directory, then change to the ''vegastrike'' directory and update.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ cd ..&amp;lt;/pre&amp;gt;&lt;br /&gt;
then&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ cd vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
finally&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Do this for every package you want to update.&lt;br /&gt;
* If something changed in the data package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package vegastrike, you only need to repeat the building part of this tutorial. You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
== Running Vega Strike ==&lt;br /&gt;
Very simple. Just goto the directory ''data'' and type ./vegastrike or simply double click the symbolic link. Same for ./vssetup.&lt;br /&gt;
&lt;br /&gt;
== Extra Info ==&lt;br /&gt;
If you have trouble with compiz, try [http://forlong.blogage.de/entries/pages/Compiz-Switch this] application to temporarily disable compiz. Then, launch the game normally. The game will be much faster with compiz disabled, too.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16831</id>
		<title>HowTo:Checkout SVN (Ubuntu Linux)</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16831"/>
				<updated>2009-03-16T23:57:49Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:VCPP Compiling|Compiling with VCPP]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
This is a newb friendly guide to help people who do not want to learn ''deep'' specifics and terms. Most of this guide will show you copy-paste lines to paste in Terminal, omitting most technical issues. However, you might want to take a look at what SVN is to have a general understanding of this version. If you follow steps correctly, VS should be able to run. ''If you have problems compiling in Ubuntu, post a new thread in the [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5|VS Forums]. Someone will be able to help you.''&lt;br /&gt;
Note: This process was done in Ubuntu 8.10 (Intrepid), though it might work in Debian as well. Should be able to work in the Ubuntu derivatives, too.&lt;br /&gt;
&lt;br /&gt;
= Tutorial to Download, Compile, Setup and Run Vega Strike =&lt;br /&gt;
== Downloading Vega Strike ==&lt;br /&gt;
=== Installing SVN ===&lt;br /&gt;
The first step is to install Subversion. In Ubuntu (and Debian, I guess) it is easy to install Subversion just by using the Synaptic Package Manager. Goto System&amp;gt;Administration&amp;gt;Synaptic Package Manager. In the quick search box, type &amp;quot;subversion&amp;quot; without quotation marks. Select the first option and mark for installation. A window will appear that will show &amp;quot;Mark additional required changes?&amp;quot;. Click on &amp;quot;Mark&amp;quot;. After that, click on &amp;quot;Apply&amp;quot;. Every step involving the command &amp;quot;svn&amp;quot;, will be using subversion.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Vega Strike ===&lt;br /&gt;
First of all, you must understand some basic knowledge. The first thing to do is to download the most important modules, which are the basic structure of VS. Basically, this is the game. You must download these in order to play VS. The modules are the ''data'' and ''vegastrike'' modules.&lt;br /&gt;
&lt;br /&gt;
* First 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. Also, do not copy and paste &amp;quot;User@UserMachine:~$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/vegastrike$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/data$&amp;quot;, or anything between &amp;quot;User@UserMachine:~&amp;quot; and the &amp;quot;$&amp;quot; letter. You know what I mean.&lt;br /&gt;
&lt;br /&gt;
=== Downloading Vega Strike ===&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;
* Download (check-out) the source code package vegastrike, and the content package data package.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
* After the first one finishes downloading (User@UserMachine:~/VegaStrike$ will reappear), insert the next. Be warned, you need a descent download speed to download the next package with this method.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/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;
==== Boost Revisions ====&lt;br /&gt;
I must confess not even I understand this, but it ''must'' be done. &lt;br /&gt;
* Just paste this code to update to revision 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
Configuring this boost revision is easy, but it will be explained in the configure section, so don't worry for now.&lt;br /&gt;
&lt;br /&gt;
== Building/Compiling ==&lt;br /&gt;
You might not understand what compiling is, but it is not that important. What ''is'' important is that you do it. Its really not that complicated, so here it goes.&lt;br /&gt;
* First of all, we have to make sure we have certain minimun requirements. I could list you a dozen ''l33t'' terms, but you don't certainly need to know them. We'll just make sure to have them all by inserting this into Terminal (copy and paste entire code into Terminal).&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libpng12-0 libpng12-dev python2.5-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compiling ===&lt;br /&gt;
The compile procedure should look like the following listing. Remember, the configure part depends on above requirements. However, autoconf may not work. If so, just skip it.&lt;br /&gt;
&lt;br /&gt;
* Change directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Pre-Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;./bootstrap-sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some configuration to be made.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities.&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;make&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Install.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install # [AS ROOT]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Configuring Installation ====&lt;br /&gt;
We need to make sure the data directory is *recognized*. For tutorial purposes, we will use the directory where we downloaded first in this tutorial.&lt;br /&gt;
* Open text editor (Applications&amp;gt;Accesories&amp;gt;Text Editor), copy and paste the following code in text editor, change the USER in caps to the name of your user, and then paste in Terminal.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-data-dir=/home/USER/VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We need to configure Boost revision. Simply copy and paste code. This time, we will configure version 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-boost=1.35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make ===&lt;br /&gt;
The final step compiling is the command make.&lt;br /&gt;
* For example, to compile the mesher.&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
*You might want to compile everything, so simply paste...&lt;br /&gt;
&amp;lt;pre&amp;gt;make all&amp;lt;/pre&amp;gt;&lt;br /&gt;
*To use less memory usage while compiling use the following command. It will run only one instance instead of two.&lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The next step is optional, but recommended.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might recieve errors when doing any of the previous steps (make). If so, give priviledges (sudo) before any of the commands.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The next step is to setup the game. This is quite easy to do, thus you are almost done.&lt;br /&gt;
&lt;br /&gt;
=== vegastrike and vssetup ===&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vegastrike&lt;br /&gt;
User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
*Optionally, you can right-click the vegastrike link and make yet another link. This link can be moved over to the desktop or menu.&lt;br /&gt;
&lt;br /&gt;
==== Optional High Quality Texture Files ====&lt;br /&gt;
*You can optionally install high quality texture files. You would place this folder next to the data folder (not ''inside''). So if data is in /home/USER/VegaStrike You would: &lt;br /&gt;
&amp;lt;pre&amp;gt;sudo svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /home/USER/VegaStrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
As always, replace USER with your user name. (Open text editor, paste above code, change USER for your user name, copy that code and paste in Terminal).&lt;br /&gt;
&lt;br /&gt;
*After downloading these high quality texture files, go to your home folder (using GUI, not terminal), then to VegaStrike, then to data, and open ''vegastrike.config''. Then, using the ''find'' button, type &amp;quot;'''hq'''&amp;quot; (without quotations). Text editor will automatically find the string containing the configuration to enable HQ Textures. Just replace the following string&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;!-- var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot; --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
for this one&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot;&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After this, close Terminal.&lt;br /&gt;
&lt;br /&gt;
=== Staying updated with the 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;
* Open Terminal and change into the package's directory you want to update. In our tutorial 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;User@UserMachine:~$ cd VegaStrike/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After changing into the package's directory, update the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To update the ''vegastrike'' package, simply return to the ''VegaStrike'' directory, then change to the ''vegastrike'' directory and update.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ cd ..&amp;lt;/pre&amp;gt;&lt;br /&gt;
then&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ cd vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
finally&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Do this for every package you want to update.&lt;br /&gt;
* If something changed in the data package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package vegastrike, you only need to repeat the building part of this tutorial. You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
== Running Vega Strike ==&lt;br /&gt;
Very simple. Just goto the directory ''data'' and type ./vegastrike or simply double click the symbolic link. Same for ./vssetup.&lt;br /&gt;
&lt;br /&gt;
== Extra Info ==&lt;br /&gt;
If you have trouble with compiz, try [http://forlong.blogage.de/entries/pages/Compiz-Switch this] application to temporarily disable compiz. Then, launch the game normally. The game will be much faster with compiz disabled, too.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=16830</id>
		<title>User:Mc707</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=User:Mc707&amp;diff=16830"/>
				<updated>2009-03-14T17:38:06Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Contributions ==&lt;br /&gt;
* Going to start ISO ship-to-ship Communications&lt;br /&gt;
* Plan on doing Forsaken ship-to-ship Communications&lt;br /&gt;
&lt;br /&gt;
=== Wiki ===&lt;br /&gt;
* Created page [[HowTo:Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
&lt;br /&gt;
=== Forums ===&lt;br /&gt;
* Helped some people&lt;br /&gt;
* Helped myself.&lt;br /&gt;
* Became a Global Moderator, helping in the spanish section when possible, and helping all around the forum against spambots.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=16829</id>
		<title>Development:Audio</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Audio&amp;diff=16829"/>
				<updated>2009-03-14T17:34:55Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game.&lt;br /&gt;
This standards are applicable for:&lt;br /&gt;
* music&lt;br /&gt;
* voices for intership radio transmissions, and perhaps campaign fixers&lt;br /&gt;
* other sounds&lt;br /&gt;
&lt;br /&gt;
=Sound Requirements=&lt;br /&gt;
&lt;br /&gt;
The following quality settings apply:&lt;br /&gt;
* 44kHz sample rate (the best that most microphones under $200 can produce)&lt;br /&gt;
* Mono for voices and sound effects (stereo is acceptable)&lt;br /&gt;
* Stereo for music&lt;br /&gt;
* Vorbis OGG format (which puts everything in stereo) for the final production version&lt;br /&gt;
&lt;br /&gt;
=Music Requirements=&lt;br /&gt;
&lt;br /&gt;
FIXME&lt;br /&gt;
&lt;br /&gt;
= Music Engine =&lt;br /&gt;
The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).&lt;br /&gt;
&lt;br /&gt;
The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).&lt;br /&gt;
&lt;br /&gt;
.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'. &lt;br /&gt;
&lt;br /&gt;
Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists).&lt;br /&gt;
Inside playlists, you may find additional grouping, by situation:&lt;br /&gt;
&lt;br /&gt;
* battle&lt;br /&gt;
* peace&lt;br /&gt;
* threat&lt;br /&gt;
&lt;br /&gt;
Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not.&lt;br /&gt;
That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.&lt;br /&gt;
&lt;br /&gt;
Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.&lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
== Music Engine Future Plans ==&lt;br /&gt;
Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!&amp;lt;command&amp;gt;') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine. &lt;br /&gt;
&lt;br /&gt;
(information provided by klauss)&lt;br /&gt;
&lt;br /&gt;
= Voice Acting =&lt;br /&gt;
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29&lt;br /&gt;
&lt;br /&gt;
Current voice acting projects are as follows:&lt;br /&gt;
&lt;br /&gt;
* Oswald &amp;quot;flight tutorial&amp;quot; mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08&lt;br /&gt;
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.&lt;br /&gt;
&lt;br /&gt;
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].&lt;br /&gt;
&lt;br /&gt;
== Fixer Voice Lines ==&lt;br /&gt;
&lt;br /&gt;
Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.&lt;br /&gt;
&lt;br /&gt;
== Ship to Ship Radio Communication ==&lt;br /&gt;
&lt;br /&gt;
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.  &lt;br /&gt;
&lt;br /&gt;
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names must follow this format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FACTION&amp;gt;_&amp;lt;OPENING-TEXT-OF-LINE&amp;gt;.OGG&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  aera_lesser-being.ogg for the Aera broadcast, &amp;quot;The lesser being is always vanquished.&amp;quot;&lt;br /&gt;
  rlaan_boring-boring.ogg for the Rlaan broacast, &amp;quot;Boring, boring, tiny one!  You bring us no tupperware.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ship-to-ship factional communication voice acting package should include the following:&lt;br /&gt;
&lt;br /&gt;
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.&lt;br /&gt;
* All the faction's speech, one voice line per OGG file, from VS/data/communications/&amp;lt;FACTION&amp;gt;.xml &lt;br /&gt;
* The &amp;quot;bounty text&amp;quot; line from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''&amp;lt;faction_name&amp;gt;_it-appears-we-have.ogg''' in order for the code to call it dynamically.&lt;br /&gt;
* The updated &amp;lt;faction&amp;gt;.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:&lt;br /&gt;
 &amp;lt;node text=&amp;quot;Make room for your betters, friends. Room for your betters.&amp;quot; relationship=&amp;quot;.03125&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;!-- node 4(random good chatter)--&amp;gt;&amp;lt;/nowiki&amp;gt;     &lt;br /&gt;
 &amp;lt;sound file=&amp;quot;communications/sounds/highborn/highborn_make-room-for.ogg&amp;quot; sex=&amp;quot;0&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;4&amp;quot;/&amp;gt;&lt;br /&gt;
 	&amp;lt;edge index=&amp;quot;5&amp;quot;/&amp;gt;''&lt;br /&gt;
 Note: Currently the game code that assigns gender to ships does not function, but when it does and&lt;br /&gt;
 we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX=&amp;quot;1&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
* If the faction is an alien language, the following additional guidelines apply:&lt;br /&gt;
** the translator's voice should sound flat in dynamics and pitch, while remaining clear and understandable; more on that in the next section&lt;br /&gt;
** The alien voice should speak for 1 second before the translator starts&lt;br /&gt;
** When the translator is speaking, the alien voice should be muted by -7 Db to make the translator easier to understand&lt;br /&gt;
** Also provide one or more alien &amp;quot;fixer&amp;quot; lines, without the translator overlay, that we can use for randomly generated fixer conversations in bars&lt;br /&gt;
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how it was done.&lt;br /&gt;
* For communication lines which end in &amp;quot;[garbled]&amp;quot;, indicating that the ship was destroyed while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.&lt;br /&gt;
&lt;br /&gt;
=== Faction Voice List ===&lt;br /&gt;
&lt;br /&gt;
Here is the list of the production status for each faction's voice.  If a faction's &amp;quot;citizen&amp;quot; variant has the same lines as the base faction, it is not listed:&lt;br /&gt;
&lt;br /&gt;
* [[Faction:Aera|Aera]] '''DONE''' by [[User:Turbo|Turbo]] Dec 08 &lt;br /&gt;
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] &lt;br /&gt;
* [[Faction:Dgn|Dgn]] &lt;br /&gt;
* [[Faction:Forsaken|Forsaken]] &lt;br /&gt;
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice &lt;br /&gt;
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Hunter|Hunter]] '''DRAFT''' posted in forums Feb 09 by [[User:Turbo|Turbo]] &lt;br /&gt;
* [[Faction:Interstellar_Socialist_Organization|ISO]] &lt;br /&gt;
* [[Faction:Klk%27k|Klk'k]] &lt;br /&gt;
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08&lt;br /&gt;
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Mechanist|Mechanist Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09&lt;br /&gt;
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09&lt;br /&gt;
* Militia '''DONE''' by Lisa Willadsen Feb 09&lt;br /&gt;
* Neutral&lt;br /&gt;
* [[Faction:Pirates|Pirates]] are under discussion&lt;br /&gt;
* Privateer is the player's faction, we are not sure if this needs voices (wingmen perhaps?)&lt;br /&gt;
* [[Faction:Purist|Purist]]&lt;br /&gt;
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
* [[Faction:Shaper|Shaper]] '''DONE''' by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by cLoneWolf&lt;br /&gt;
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)&lt;br /&gt;
* [[Faction:Shmrn|Shmrm]]&lt;br /&gt;
* [[Faction:Uln|Uln]]&lt;br /&gt;
* [[Faction:Uln|Uln Citizen]]&lt;br /&gt;
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09&lt;br /&gt;
&lt;br /&gt;
== Creating the Voice for the Ship's Translator ==&lt;br /&gt;
&lt;br /&gt;
For aliens which speak a non-human language, the ship's translator will provice a &amp;quot;voice-over&amp;quot; of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.&lt;br /&gt;
&lt;br /&gt;
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&amp;amp;t=13311.  What remains to be decided is whether all the translator voices should sound the same.&lt;br /&gt;
&lt;br /&gt;
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's &amp;quot;Michael.&amp;quot;  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a &amp;quot;vocoder&amp;quot; to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:&lt;br /&gt;
&lt;br /&gt;
* record all the translator lines in a flat, emotionless voice&lt;br /&gt;
* edit out unwanted noises like lip smacking, breathing, etc&lt;br /&gt;
* apply noise removal and click removal effects&lt;br /&gt;
* apply a low pass filter for 15K Hz, other values default&lt;br /&gt;
* apply a high pass filter for 1000 Hz, others default&lt;br /&gt;
* apple the leveller (heaviest setting)&lt;br /&gt;
* if desired, adjust pitch&lt;br /&gt;
* if desired, repeat the click removal, filters, and leveller again&lt;br /&gt;
* make other edits as required &lt;br /&gt;
* amplify to full volume&lt;br /&gt;
&lt;br /&gt;
The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical.  You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.&lt;br /&gt;
&lt;br /&gt;
== Creating Alien Voices ==&lt;br /&gt;
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera ship-to-ship communication.&lt;br /&gt;
&lt;br /&gt;
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.  &lt;br /&gt;
&lt;br /&gt;
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:&lt;br /&gt;
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial&lt;br /&gt;
&lt;br /&gt;
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the &amp;quot;Alvin and the Chipmunks&amp;quot; effecct. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose. &lt;br /&gt;
&lt;br /&gt;
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.&lt;br /&gt;
&lt;br /&gt;
Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech.  Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers.  Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time.  There is no reason an alien language would have the same tempo as its translation.  The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.&lt;br /&gt;
&lt;br /&gt;
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Translations&amp;diff=16818</id>
		<title>Development:Translations</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Translations&amp;diff=16818"/>
				<updated>2009-02-24T17:51:35Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{attention}}&lt;br /&gt;
There are several ongoing projects to translate Vega Strike's in-game text and external documentation. The current known projects are listed here (please list your project if it is not already here.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(General {{Fixme}} notice: I don't have intimate knowledge of any of these projects... this information was mostly gleaned from forum posts, and I have made assumptions about who is and is not on a team. Please verify this information, and add project status where applicable.)&lt;br /&gt;
&lt;br /&gt;
= Spanish Translation =&lt;br /&gt;
[http://vegastrike.sourceforge.net/forums/viewforum.php?f=33 Forum]&lt;br /&gt;
*Mantainer: [[User:Mc707|MC707]]&lt;br /&gt;
*Team Members:&lt;br /&gt;
**Currently None.&lt;br /&gt;
*Status: In progress.&lt;br /&gt;
&lt;br /&gt;
= French Translation =&lt;br /&gt;
[http://vegastrike.sourceforge.net/forums/viewforum.php?f=17 Forum]&lt;br /&gt;
*Maintainer: Gorrünwe ([http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=798 Profile])&lt;br /&gt;
*Team Members:&lt;br /&gt;
**[[User:Etheral Walker|Etheral Walker]] ([http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=244 Profile])&lt;br /&gt;
**[[User:shushi_master|shushi_master]] ([http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=881 Profile])&lt;br /&gt;
*Status: ?&lt;br /&gt;
&lt;br /&gt;
= Italian Translation =&lt;br /&gt;
== In-Game Translation ==&lt;br /&gt;
[http://www.mikispag.net/vegastrike/ Website] | [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3885 Forums Thread]&lt;br /&gt;
*Team Members:&lt;br /&gt;
**ThN1saHead&lt;br /&gt;
**Mikispag&lt;br /&gt;
*Status: Approx. 45% done&lt;br /&gt;
&lt;br /&gt;
=German Translation=&lt;br /&gt;
==Documentation Translation==&lt;br /&gt;
[[De:Vegastrike]] | [http://vegastrike.sourceforge.net/forums/viewforum.php?f=18 Forums Thread]&lt;br /&gt;
*Team Members:&lt;br /&gt;
**[[User:Dreamweb|Dreamweb]] ([http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=1000728 Profile])&lt;br /&gt;
**[[User:Thomas|Thomas]] ([http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=1000791 Profile])&lt;br /&gt;
&lt;br /&gt;
*Status: Actively translating VSWiki Manual. See [[De:Handbuch]].&lt;br /&gt;
&lt;br /&gt;
*Finished: &lt;br /&gt;
**Dedication, Introduction, Aims of the Developers, &lt;br /&gt;
**Installation: Installing VS, Save and Load, Launcher, Configuring VS&lt;br /&gt;
**Tutorial, New Users Guide&lt;br /&gt;
&lt;br /&gt;
==In-Game Translation==&lt;br /&gt;
[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2651 Forums Thread]&lt;br /&gt;
*Team Members:&lt;br /&gt;
**Thomas Plonka ([http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=1001408 plueschinger])&lt;br /&gt;
**Andreas Lis ([http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=1000920 rockstar])&lt;br /&gt;
** To Megatherion ([http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=1000485&amp;amp;sid=226dfb3b5d1e860495b56fb500d9189 To Megatherion])&lt;br /&gt;
*Special thanks to:&lt;br /&gt;
**energyman76b ([http://vegastrike.sourceforge.net/forums/profile.php?mode=viewprofile&amp;amp;u=129 energyman76b])&lt;br /&gt;
*Status: &lt;br /&gt;
&lt;br /&gt;
# Plueschinger is translated the master parts list and the missions.&lt;br /&gt;
# rockstar (and his mama) translated the bartender conversations. He started to translate the communications between the pilots.&lt;br /&gt;
# To Megatherion finished the conversation of the pilots.&lt;br /&gt;
# So just the news are not translated.&lt;br /&gt;
# We wrote an installation script for Linux-users.&lt;br /&gt;
# You can download all the german files here, man kann alle Dateien, um Vegastrike in deutsch zu spielen hier downloaden: &lt;br /&gt;
 &lt;br /&gt;
     http://sourceforge.net/project/showfiles.php?group_id=177193&lt;br /&gt;
# We are planning to write an installation script for windows users and a script, which can change the languages, where you can choose your preferred language. &lt;br /&gt;
# Everyone else is waiting for better translation infrastructure (hoping to benefit from the experience of the other transl. teams)&lt;br /&gt;
# Some people think that the manual should be finished first (at least the &amp;quot;essentials&amp;quot;)&lt;br /&gt;
# Team is way too small, more participants needed&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[http://vegastrike.sourceforge.net/forums/viewforum.php?f=18 Translation Support Infrastructure Forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16807</id>
		<title>HowTo:Checkout SVN (Ubuntu Linux)</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16807"/>
				<updated>2009-02-21T03:57:58Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: added instructions on how to enable High Quality texture files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:VCPP Compiling|Compiling with VCPP]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
This is a newb friendly guide to help people who do not want to learn ''deep'' specifics and terms. Most of this guide will show you copy-paste lines to paste in Terminal, omitting most technical issues. However, you might want to take a look at what SVN is to have a general understanding of this version. If you follow steps correctly, VS should be able to run. ''If you have problems compiling in Ubuntu, post a new thread in the VS Forums (click here [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5]). Someone will be able to help you.''&lt;br /&gt;
Note: This process was done in Ubuntu 8.10 (Intrepid), though it might work in Debian as well.&lt;br /&gt;
&lt;br /&gt;
= Tutorial to Download, Compile, Setup and Run Vega Strike =&lt;br /&gt;
== Downloading Vega Strike ==&lt;br /&gt;
=== Installing SVN ===&lt;br /&gt;
The first step is to install Subversion. In Ubuntu (and Debian, I guess) it is easy to install Subversion just by using the Synaptic Package Manager. Goto System&amp;gt;Administration&amp;gt;Synaptic Package Manager. In the quick search box, type &amp;quot;subversion&amp;quot; without quotation marks. Select the first option and mark for installation. A window will appear that will show &amp;quot;Mark additional required changes?&amp;quot;. Click on &amp;quot;Mark&amp;quot;. After that, click on &amp;quot;Apply&amp;quot;. Every step involving the command &amp;quot;svn&amp;quot;, will be using subversion.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Vega Strike ===&lt;br /&gt;
First of all, you must understand some basic knowledge. The first thing to do is to download the most important modules, which are the basic structure of VS. Basically, this is the game. You must download these in order to play VS. The modules are the ''data'' and ''vegastrike'' modules.&lt;br /&gt;
&lt;br /&gt;
* First 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. Also, do not copy and paste &amp;quot;User@UserMachine:~$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/vegastrike$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/data$&amp;quot;, or anything between &amp;quot;User@UserMachine:~&amp;quot; and the &amp;quot;$&amp;quot; letter. You know what I mean.&lt;br /&gt;
&lt;br /&gt;
=== Downloading Vega Strike ===&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;
* Download (check-out) the source code package vegastrike, and the content package data package.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
* After the first one finishes downloading (User@UserMachine:~/VegaStrike$ will reappear), insert the next. Be warned, you need a descent download speed to download the next package with this method.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/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;
==== Boost Revisions ====&lt;br /&gt;
I must confess not even I understand this, but it ''must'' be done. &lt;br /&gt;
* Just paste this code to update to revision 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
Configuring this boost revision is easy, but it will be explained in the configure section, so don't worry for now.&lt;br /&gt;
&lt;br /&gt;
== Building/Compiling ==&lt;br /&gt;
You might not understand what compiling is, but it is not that important. What ''is'' important is that you do it. Its really not that complicated, so here it goes.&lt;br /&gt;
* First of all, we have to make sure we have certain minimun requirements. I could list you a dozen ''l33t'' terms, but you don't certainly need to know them. We'll just make sure to have them all by inserting this into Terminal (copy and paste entire code into Terminal).&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libpng12-0 libpng12-dev python2.5-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compiling ===&lt;br /&gt;
The compile procedure should look like the following listing. Remember, the configure part depends on above requirements. However, autoconf may not work. If so, just skip it.&lt;br /&gt;
&lt;br /&gt;
* Change directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Pre-Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;./bootstrap-sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some configuration to be made.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities.&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;make&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Install.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install # [AS ROOT]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Configuring Installation ====&lt;br /&gt;
We need to make sure the data directory is *recognized*. For tutorial purposes, we will use the directory where we downloaded first in this tutorial.&lt;br /&gt;
* Open text editor (Applications&amp;gt;Accesories&amp;gt;Text Editor), copy and paste the following code in text editor, change the USER in caps to the name of your user, and then paste in Terminal.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-data-dir=/home/USER/VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We need to configure Boost revision. Simply copy and paste code. This time, we will configure version 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-boost=1.35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make ===&lt;br /&gt;
The final step compiling is the command make.&lt;br /&gt;
* For example, to compile the mesher.&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
*You might want to compile everything, so simply paste...&lt;br /&gt;
&amp;lt;pre&amp;gt;make all&amp;lt;/pre&amp;gt;&lt;br /&gt;
*To use less memory usage while compiling use the following command. It will run only one instance instead of two.&lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The next step is optional, but recommended.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might recieve errors when doing any of the previous steps (make). If so, give priviledges (sudo) before any of the commands.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The next step is to setup the game. This is quite easy to do, thus you are almost done.&lt;br /&gt;
&lt;br /&gt;
=== vegastrike and vssetup ===&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vegastrike&lt;br /&gt;
User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
*Optionally, you can right-click the vegastrike link and make yet another link. This link can be moved over to the desktop or menu.&lt;br /&gt;
&lt;br /&gt;
==== Optional High Quality Texture Files ====&lt;br /&gt;
*You can optionally install high quality texture files. You would place this folder next to the data folder (not ''inside''). So if data is in /home/USER/VegaStrike You would: &lt;br /&gt;
&amp;lt;pre&amp;gt;sudo svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /home/USER/VegaStrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
As always, replace USER with your user name. (Open text editor, paste above code, change USER for your user name, copy that code and paste in Terminal).&lt;br /&gt;
&lt;br /&gt;
*After downloading these high quality texture files, go to your home folder (using GUI, not terminal), then to VegaStrike, then to data, and open ''vegastrike.config''. Then, using the ''find'' button, type &amp;quot;'''hq'''&amp;quot; (without quotations). Text editor will automatically find the string containing the configuration to enable HQ Textures. Just replace the following string&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;!-- var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot; --&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
for this one&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;var name=&amp;quot;hqtextures&amp;quot; value=&amp;quot;hqtextures&amp;quot;&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After this, close Terminal.&lt;br /&gt;
&lt;br /&gt;
=== Staying updated with the 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;
* Open Terminal and change into the package's directory you want to update. In our tutorial 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;User@UserMachine:~$ cd VegaStrike/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After changing into the package's directory, update the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To update the ''vegastrike'' package, simply return to the ''VegaStrike'' directory, then change to the ''vegastrike'' directory and update.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ cd ..&amp;lt;/pre&amp;gt;&lt;br /&gt;
then&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ cd vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
finally&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Do this for every package you want to update.&lt;br /&gt;
* If something changed in the data package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package vegastrike, you only need to repeat the building part of this tutorial. You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
== Running Vega Strike ==&lt;br /&gt;
Very simple. Just goto the directory ''data'' and type ./vegastrike or simply double click the symbolic link. Same for ./vssetup.&lt;br /&gt;
&lt;br /&gt;
== Extra Info ==&lt;br /&gt;
If you have trouble with compiz, try [http://forlong.blogage.de/entries/pages/Compiz-Switch this] application to temporarily disable compiz. Then, launch the game normally. The game will be much faster with compiz disabled, too.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16803</id>
		<title>HowTo:Checkout SVN (Ubuntu Linux)</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Checkout_SVN_(Ubuntu_Linux)&amp;diff=16803"/>
				<updated>2009-02-16T04:52:09Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:VCPP Compiling|Compiling with VCPP]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
This is a newb friendly guide to help people who do not want to learn ''deep'' specifics and terms. Most of this guide will show you copy-paste lines to paste in Terminal, omitting most technical issues. However, you might want to take a look at what SVN is to have a general understanding of this version. If you follow steps correctly, VS should be able to run. ''If you have problems compiling in Ubuntu, post a new thread in the VS Forums (click here [http://vegastrike.sourceforge.net/forums/viewforum.php?f=5]). Someone will be able to help you.''&lt;br /&gt;
Note: This process was done in Ubuntu 8.10 (Intrepid), though it might work in Debian as well.&lt;br /&gt;
&lt;br /&gt;
= Tutorial to Download, Compile, Setup and Run Vega Strike =&lt;br /&gt;
== Downloading Vega Strike ==&lt;br /&gt;
=== Installing SVN ===&lt;br /&gt;
The first step is to install Subversion. In Ubuntu (and Debian, I guess) it is easy to install Subversion just by using the Synaptic Package Manager. Goto System&amp;gt;Administration&amp;gt;Synaptic Package Manager. In the quick search box, type &amp;quot;subversion&amp;quot; without quotation marks. Select the first option and mark for installation. A window will appear that will show &amp;quot;Mark additional required changes?&amp;quot;. Click on &amp;quot;Mark&amp;quot;. After that, click on &amp;quot;Apply&amp;quot;. Every step involving the command &amp;quot;svn&amp;quot;, will be using subversion.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Vega Strike ===&lt;br /&gt;
First of all, you must understand some basic knowledge. The first thing to do is to download the most important modules, which are the basic structure of VS. Basically, this is the game. You must download these in order to play VS. The modules are the ''data'' and ''vegastrike'' modules.&lt;br /&gt;
&lt;br /&gt;
* First 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. Also, do not copy and paste &amp;quot;User@UserMachine:~$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/vegastrike$&amp;quot;, or &amp;quot;User@UserMachine:~/VegaStrike/data$&amp;quot;, or anything between &amp;quot;User@UserMachine:~&amp;quot; and the &amp;quot;$&amp;quot; letter. You know what I mean.&lt;br /&gt;
&lt;br /&gt;
=== Downloading Vega Strike ===&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;
* Download (check-out) the source code package vegastrike, and the content package data package.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
* After the first one finishes downloading (User@UserMachine:~/VegaStrike$ will reappear), insert the next. Be warned, you need a descent download speed to download the next package with this method.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/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;
==== Boost Revisions ====&lt;br /&gt;
I must confess not even I understand this, but it ''must'' be done. &lt;br /&gt;
* Just paste this code to update to revision 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;svn update vegastrike/boost/1_35&amp;lt;/pre&amp;gt;&lt;br /&gt;
Configuring this boost revision is easy, but it will be explained in the configure section, so don't worry for now.&lt;br /&gt;
&lt;br /&gt;
== Building/Compiling ==&lt;br /&gt;
You might not understand what compiling is, but it is not that important. What ''is'' important is that you do it. Its really not that complicated, so here it goes.&lt;br /&gt;
* First of all, we have to make sure we have certain minimun requirements. I could list you a dozen ''l33t'' terms, but you don't certainly need to know them. We'll just make sure to have them all by inserting this into Terminal (copy and paste entire code into Terminal).&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo apt-get install libpng12-0 libpng12-dev python2.5-dev libexpat1-dev     \&lt;br /&gt;
        libjpeg62-dev glutg3-dev libopenal-dev libgtk2.0-dev libogg-dev libvorbis-dev \&lt;br /&gt;
        build-essential libgl1-mesa-dev automake autoconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Compiling ===&lt;br /&gt;
The compile procedure should look like the following listing. Remember, the configure part depends on above requirements. However, autoconf may not work. If so, just skip it.&lt;br /&gt;
&lt;br /&gt;
* Change directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;cd ./vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Pre-Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;./bootstrap-sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some configuration to be made.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --enable-flags='-O3 -g'  # or --enable-debug to disable optimization.  -ffast-math will cause problems in code that checks for infinities.&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Compile.&lt;br /&gt;
&amp;lt;pre&amp;gt;make&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Install.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install # [AS ROOT]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Configuring Installation ====&lt;br /&gt;
We need to make sure the data directory is *recognized*. For tutorial purposes, we will use the directory where we downloaded first in this tutorial.&lt;br /&gt;
* Open text editor (Applications&amp;gt;Accesories&amp;gt;Text Editor), copy and paste the following code in text editor, change the USER in caps to the name of your user, and then paste in Terminal.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-data-dir=/home/USER/VegaStrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* We need to configure Boost revision. Simply copy and paste code. This time, we will configure version 1.35.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --with-boost=1.35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make ===&lt;br /&gt;
The final step compiling is the command make.&lt;br /&gt;
* For example, to compile the mesher.&lt;br /&gt;
&amp;lt;pre&amp;gt;make mesher&amp;lt;/pre&amp;gt;&lt;br /&gt;
*You might want to compile everything, so simply paste...&lt;br /&gt;
&amp;lt;pre&amp;gt;make all&amp;lt;/pre&amp;gt;&lt;br /&gt;
*To use less memory usage while compiling use the following command. It will run only one instance instead of two.&lt;br /&gt;
&amp;lt;pre&amp;gt;make all-am&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The next step is optional, but recommended.&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You might recieve errors when doing any of the previous steps (make). If so, give priviledges (sudo) before any of the commands.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The next step is to setup the game. This is quite easy to do, thus you are almost done.&lt;br /&gt;
&lt;br /&gt;
=== vegastrike and vssetup ===&lt;br /&gt;
To run Vega Strike, the built executables need all the configuration and data files to be in the right place relative to them. Currently, the executables (''vegastrike'' and ''vssetup'') reside in the source code directory. But they can be run out of the ''data'' directory. Therefore, we will create a link.&lt;br /&gt;
* Change in to the ''data'' directory. (We are still in the source code directory ''vegastrike''.)&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ cd ../data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Create symbolic links to the executables in the source code directory.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vegastrike&lt;br /&gt;
User@UserMachine:~/VegaStrike/data$ ln -s ../vegastrike/vssetup&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, you must run &amp;quot;'''./vssetup'''&amp;quot; inside the '''data''' folder, or any folder which has the correct '''setup.config''' and '''vegastrike.config'''.&lt;br /&gt;
If we had made copies or moved the files instead of symbolic linking, we would have to do the procedure of copying or moving every time we build the executables from source.&lt;br /&gt;
&lt;br /&gt;
*Optionally, you can right-click the vegastrike link and make yet another link. This link can be moved over to the desktop or menu.&lt;br /&gt;
&lt;br /&gt;
==== Optional High Quality Texture Files ====&lt;br /&gt;
You can optionally install high quality texture files. You would place this folder next to the data folder (not ''inside''). So if data is in /home/USER/VegaStrike You would: &lt;br /&gt;
&amp;lt;pre&amp;gt;sudo svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/hqtextures /home/USER/VegaStrike/hqtextures&amp;lt;/pre&amp;gt;&lt;br /&gt;
As always, replace USER with your user name. (Open text editor, paste above code, change USER for your user name, copy that code and paste in Terminal).&lt;br /&gt;
&lt;br /&gt;
* After this, close Terminal.&lt;br /&gt;
&lt;br /&gt;
=== Staying updated with the 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;
* Open Terminal and change into the package's directory you want to update. In our tutorial 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;User@UserMachine:~$ cd VegaStrike/data&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After changing into the package's directory, update the SVN repository.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To update the ''vegastrike'' package, simply return to the ''VegaStrike'' directory, then change to the ''vegastrike'' directory and update.&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/data$ cd ..&amp;lt;/pre&amp;gt;&lt;br /&gt;
then&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike$ cd vegastrike&amp;lt;/pre&amp;gt;&lt;br /&gt;
finally&lt;br /&gt;
&amp;lt;pre&amp;gt;User@UserMachine:~/VegaStrike/vegastrike$ svn update&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Do this for every package you want to update.&lt;br /&gt;
* If something changed in the data package, you don't need to recompile.&lt;br /&gt;
* If something changed in the source code package vegastrike, you only need to repeat the building part of this tutorial. You should not need to type &amp;quot;make clean&amp;quot;, however if you experience errors like &amp;quot;unresolved external symbol&amp;quot; it may remedy that error.&lt;br /&gt;
&lt;br /&gt;
== Running Vega Strike ==&lt;br /&gt;
Very simple. Just goto the directory ''data'' and type ./vegastrike or simply double click the symbolic link. Same for ./vssetup.&lt;br /&gt;
&lt;br /&gt;
== Extra Info ==&lt;br /&gt;
If you have trouble with compiz, try [http://forlong.blogage.de/entries/pages/Compiz-Switch this] application to temporarily disable compiz. Then, launch the game normally. The game will be much faster with compiz disabled, too.&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=FAQ:Installing&amp;diff=16802</id>
		<title>FAQ:Installing</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=FAQ:Installing&amp;diff=16802"/>
				<updated>2009-02-16T04:49:00Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: /* Working */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages|En|FAQ:Installing}}&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[FAQ:Playing]]&lt;br /&gt;
| up=[[FAQ]]&lt;br /&gt;
| next=[[FAQ:Bugs]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
Installing and Compiling Vegastrike.&amp;lt;BR/&amp;gt;See also [[HowTos#Installing]]&lt;br /&gt;
&lt;br /&gt;
== What are the minimum system requirements for Vegastrike? ==&lt;br /&gt;
&lt;br /&gt;
A:Your computer needs to have OpenGL support (which most do nowadays).&lt;br /&gt;
* Minimum Requirement&lt;br /&gt;
** Processor: Pentium I 200Mhz or Apple G3 400Mhz&lt;br /&gt;
** Video card: 3d card with 16Mb of memory (although it will work without a 3d card too)&lt;br /&gt;
** Screen color depth: 16bit&lt;br /&gt;
** RAM: 512 Mb ''(I use 256 Mb in WinXP without any troubles - smbarbour / same to me in Linux Ubuntu - federoy)''&lt;br /&gt;
** Swap space: ???&lt;br /&gt;
** HD: ???&lt;br /&gt;
* Recommended Requirement&lt;br /&gt;
** Processor: ???&lt;br /&gt;
** Video card: ???&lt;br /&gt;
** Screen color depth: ???&lt;br /&gt;
** RAM: ???&lt;br /&gt;
** Swap space: ???&lt;br /&gt;
** HD: ???&lt;br /&gt;
&lt;br /&gt;
If your graphics card is poor, put it on low/retro detail and low resolution/16bit color, fullscreen. &amp;lt;BR/&amp;gt;&lt;br /&gt;
More info about video cards is here: [[#Which_video_cards_are_known_to_work_.28or_not_to.29_with_Vegastrike.3F|Q7]]&lt;br /&gt;
&lt;br /&gt;
== I get a message &amp;quot;The application failed to run because of an incorrect configuration, reinstalling may fix this problem&amp;quot; ==&lt;br /&gt;
http://vegastrike.sourceforge.net/forums/download.php?id=1546&amp;amp;ext=.gif&lt;br /&gt;
&lt;br /&gt;
This means you have not installed the VC8 re-distributable package.&lt;br /&gt;
&lt;br /&gt;
Look for an executable called &amp;quot;vcredist_x86.exe&amp;quot; in the bin folder and install it as Administrator.&lt;br /&gt;
&lt;br /&gt;
If you do not have that program, download and install it from Microsoft [http://www.microsoft.com/downloads/details.aspx?familyid=32bc1bee-a3f9-4c13-9c99-220b62a191ee&amp;amp;displaylang=en here].&lt;br /&gt;
&lt;br /&gt;
== Does the source code work with VC++ 6.0 or 7.0? ==&lt;br /&gt;
&lt;br /&gt;
A: Most certainly.&lt;br /&gt;
VC++ 6.0/7.0 is unfortunately the only way I know how to compile it in windows.&amp;lt;BR/&amp;gt;&lt;br /&gt;
''Not completly true, it works with cygwin too. See [[HowTo:Cygwin Compiling]].''&lt;br /&gt;
&lt;br /&gt;
Download '''vega-proj''' (vc++ 6) or '''vega-vc7''' (vc++ 7), '''''not''''' the outdated ''vega-new-proj'' and have at it (from CVS).&lt;br /&gt;
&lt;br /&gt;
See [[HowTo:VCPP Compiling]] for more information.&lt;br /&gt;
&lt;br /&gt;
Note for people with an old project (such as ''vega-new-proj''):&lt;br /&gt;
&lt;br /&gt;
It's a bit of a trick to get all the .lib files into the project because a lot of the people who are in charge of maintaining the project somehow got rid if the library include directories from the project since I committed it. However, it's pretty easy to add those paths.&lt;br /&gt;
&lt;br /&gt;
You have to add a few simple .cpp files to the project so give it a shot if you will.&lt;br /&gt;
&lt;br /&gt;
The simplest way is to checkout '''vega-proj''' as it says in [[HowTo:Checkout CVS]].&lt;br /&gt;
&lt;br /&gt;
== How do I turn fullscreen on or off in Vegastrike? ==&lt;br /&gt;
A: Edit vegastrike.config or &amp;lt;code&amp;gt;/.vegastrike/vegastrike.config&amp;lt;/code&amp;gt;&lt;br /&gt;
and change fullscreen to false/true wherever it occurs.&lt;br /&gt;
&lt;br /&gt;
A: Run Launcher.exe program, select OPTIONS, and adjust color.&lt;br /&gt;
&lt;br /&gt;
Section of the vegastrike.config file that sets the screen mode:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;#cat Color full_32 full_16 win_32 win_16&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To set windowed mode use:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;#set Color win_32&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
or&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;#set Color win_16&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To set fullscreen mode use:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;#set Color full_32&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
or&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;#set Color full_16&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== While compiling VS from CVS i got lots of error like seen in [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=848 this] thread in the forum. (e.g ''pasting &amp;quot;operator&amp;quot; and &amp;quot;+&amp;quot; does not give a valid preprocessing token'') and they are all in somewhere like the &amp;lt;code&amp;gt;../src/boost129/&amp;lt;/code&amp;gt; directory. What should i do? ==&lt;br /&gt;
A: Try to run &amp;lt;code&amp;gt;./configure&amp;lt;/code&amp;gt; with the &amp;lt;code&amp;gt;--enable-boost-128&amp;lt;/code&amp;gt; parameter. &amp;lt;BR/&amp;gt;&lt;br /&gt;
See also:&lt;br /&gt;
* [[HowTo:Compile From CVS]]&lt;br /&gt;
* [[HowTo:Cygwin Compiling]].&lt;br /&gt;
&lt;br /&gt;
== When compiling VS I get a &amp;lt;code&amp;gt;glXGetProcAddress&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;glXGetProcAddressARB&amp;lt;/code&amp;gt; error. ==&lt;br /&gt;
&lt;br /&gt;
A:&lt;br /&gt;
* Preferred way: Inserting the following lines into the file &amp;lt;code&amp;gt;gl_init.cpp&amp;lt;/code&amp;gt; (Forum [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=14032#14032 Link])&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define GLX_GLXEXT_PROTOTYPES&lt;br /&gt;
#include &amp;lt;GL/glx.h&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A second way is to replace &amp;lt;code&amp;gt;glXGetProcAddress&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;glXGetProcAddressARB&amp;lt;/code&amp;gt; or the other way around.&lt;br /&gt;
* If none of the other ways worked, include the line&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define glXGetProcAddress glXGetProcAddressARB&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
or&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define glXGetProcAddressARB glXGetProcAddress&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
at the top of the file &amp;lt;code&amp;gt;gl_init.cpp&amp;lt;/code&amp;gt; (the very first line)&lt;br /&gt;
&lt;br /&gt;
* See also the forum entries below:&lt;br /&gt;
** http://vegastrike.sourceforge.net/forums/viewtopic.php?t=966&lt;br /&gt;
** http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1085&lt;br /&gt;
** http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1153&lt;br /&gt;
** http://vegastrike.sourceforge.net/forums/viewtopic.php?p=14032#14032&lt;br /&gt;
&lt;br /&gt;
== When compiling VS I get a &amp;lt;code&amp;gt;./depcomp: No such file or directory&amp;lt;/code&amp;gt; error. ==&lt;br /&gt;
&lt;br /&gt;
A: You need to start &amp;lt;code&amp;gt;automake&amp;lt;/code&amp;gt; with the parameter &amp;lt;code&amp;gt;--add-missing&amp;lt;/code&amp;gt; like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
automake --add-missing&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Which video cards are known to work (or not to) with Vegastrike? ==&lt;br /&gt;
A: Any ATI Radeon or NVidia GeForce GPU should be fine. Other cards with OpenGL drivers and at least 16MB VRAM may also work. If your card is old, slow, or low on VRAM you will probably need to turn down the level of detail, resolution, and color depth.&lt;br /&gt;
&lt;br /&gt;
This question is also discussed in the following thread in the forum: http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1399&lt;br /&gt;
&lt;br /&gt;
=== Working ===&lt;br /&gt;
{|&lt;br /&gt;
|'''Vendor'''&lt;br /&gt;
|'''Card Info'''&lt;br /&gt;
|'''Operating System'''&lt;br /&gt;
|'''Additional Info'''&lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Rage 128 Pro&lt;br /&gt;
| &lt;br /&gt;
|not 8MB version&lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 7000 Mobility&lt;br /&gt;
|OSX&lt;br /&gt;
|(iBook G3)&lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 7200&lt;br /&gt;
|Linux&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 7500&lt;br /&gt;
|Linux&lt;br /&gt;
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=28072#28072 Forum-Link]&lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 7500&lt;br /&gt;
|WinXP&lt;br /&gt;
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=28072#28072 Forum-Link]&lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 8500&lt;br /&gt;
|Linux&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 9000 Pro&lt;br /&gt;
|Win98SE&lt;br /&gt;
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=16354#16354 Forum-Link]&lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 9200&lt;br /&gt;
|Linux DRI XF4.3&lt;br /&gt;
|Use the 16bit depth, not 24!!&lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 9200&lt;br /&gt;
|Linux Kubutu &amp;quot;Breezy Badger&amp;quot;&lt;br /&gt;
|XOrg driver, 1024x768 24bit, run &amp;quot;xhost +local:&amp;quot; before launching VS from console&lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 9500 Pro&lt;br /&gt;
|Linux&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 9600 Mobility&lt;br /&gt;
|OSX&lt;br /&gt;
|(PowerBook G4)&lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 9600 Pro&lt;br /&gt;
|Win2k&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 9700 Pro&lt;br /&gt;
|Linux/Win2k&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon 9800 Pro&lt;br /&gt;
|OSX&lt;br /&gt;
|(G4 867Mhz OSX 10.2.8)&lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon IGP 345M&lt;br /&gt;
|WinXP&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Radeon X1600 Mobility&lt;br /&gt;
|Linux/OS X&lt;br /&gt;
|(MacBook Pro, using proprietary video drivers in Linux)&lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce 2 GTS 32MB&lt;br /&gt;
|Linux/Windows&lt;br /&gt;
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=16374#16374 Forum-Link]&lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce 2 MX&lt;br /&gt;
|Linux/Windows&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce 2 MX&lt;br /&gt;
|OSX&lt;br /&gt;
|(PowerMac G4 800)&lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce 3 (standard)&lt;br /&gt;
|Linux/Windows&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce 3 Ti200 128MB&lt;br /&gt;
|WinXP&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce 3 Ti500 64MB&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce 4 MX440 64MB&lt;br /&gt;
|WinME&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce 4 MX460 64MB&lt;br /&gt;
|Win2k/WinXP&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce 4 MX (integrated)&lt;br /&gt;
|WinXP&lt;br /&gt;
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=28907#28907 Forum-Link]&lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce 4 Ti series&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce 4 Ti 4600 128MB&lt;br /&gt;
|Linux&lt;br /&gt;
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=29718#29718 Forum-Link]&lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce FX 5600&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce FX 5900&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|TNT2 M64 32MB&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|NVidia&lt;br /&gt;
|GeForce 9 9400GT 1GB&lt;br /&gt;
|Linux Ubuntu&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|3DFX&lt;br /&gt;
|Voodoo3 16MB&lt;br /&gt;
|Linux/Win2k&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|3DFX&lt;br /&gt;
|Voodoo5000 64MB&lt;br /&gt;
|Linux&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|3DLabs&lt;br /&gt;
|Permedia 2 FireGL 1000 Pro&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Elsa&lt;br /&gt;
|Erazor III Pro&lt;br /&gt;
|Linux(Debian)/Win2k&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Matrox&lt;br /&gt;
|Millenium G400&lt;br /&gt;
|Win2k&lt;br /&gt;
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=15059#15059 Forum-Link]&lt;br /&gt;
|-&lt;br /&gt;
|Matrox&lt;br /&gt;
|G440 DualHead MAX 32MB&lt;br /&gt;
|Linux Mandrake 10.1 Community&lt;br /&gt;
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=29041#29041 Forum-Link]&lt;br /&gt;
|-&lt;br /&gt;
|Matrox&lt;br /&gt;
|Millenium G550&lt;br /&gt;
|Linux(Debian)&lt;br /&gt;
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=59892#59892 Forum-Link]&lt;br /&gt;
|-&lt;br /&gt;
|S3 &lt;br /&gt;
|Savage/IX-MV&lt;br /&gt;
|Linux (Gentoo)&lt;br /&gt;
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=33531#33531 Forum-Link]&lt;br /&gt;
|-&lt;br /&gt;
|SiS&lt;br /&gt;
|630 16MB shared memory&lt;br /&gt;
|WinXP&lt;br /&gt;
|(But no cursor at the bases and some minor graphical issues)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Not Working ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Vendor'''&lt;br /&gt;
|'''Card Info'''&lt;br /&gt;
|'''Operation System'''&lt;br /&gt;
|'''Additional Info'''&lt;br /&gt;
|-&lt;br /&gt;
|ATI&lt;br /&gt;
|Rage 128 8MB&lt;br /&gt;
|OSX&lt;br /&gt;
|(iMac G3 et al)&lt;br /&gt;
|-&lt;br /&gt;
|3DFX&lt;br /&gt;
|Voodoo 4500&lt;br /&gt;
|Win98SE&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Hercules&lt;br /&gt;
|Kyro II 64MB&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Matrox&lt;br /&gt;
|G400&lt;br /&gt;
|Win98&lt;br /&gt;
|[http://vegastrike.sourceforge.net/forums/viewtopic.php?p=13183#13183 Forum-Link]&lt;br /&gt;
|-&lt;br /&gt;
|Matrox&lt;br /&gt;
|G450 32MB&lt;br /&gt;
|Linux&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== I'm getting similar errors as shown below when trying to compile today's cvs version, What about that? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
if g++ -DHAVE_CONFIG_H -I. -I. -I../..   -DHAVE_SDL=1 -DSDL_WINDOWING=1      -DHAVE_AL=1  -DUSE_STENCIL_BUFFER=1&lt;br /&gt;
-DDATA_DIR=\&amp;quot;/usr/share/games/vegastrike/data\&amp;quot;  -I/usr/include/python2.3 -DHAVE_PYTHON=1 -DUSE_BOOST_128=1&lt;br /&gt;
 -I../../src/boost  -I../../src   -pipe  -falign-loops=2 -falign-jumps=2 -falign-functions=2 -I/usr/include/SDL&lt;br /&gt;
 -D_REENTRANT -pthread -pipe -MT gl_globals.o -MD -MP -MF &amp;quot;.deps/gl_globals.Tpo&amp;quot; -c -o gl_globals.o gl_globals.cpp; \&lt;br /&gt;
then mv -f &amp;quot;.deps/gl_globals.Tpo&amp;quot; &amp;quot;.deps/gl_globals.Po&amp;quot;; else rm -f &amp;quot;.deps/gl_globals.Tpo&amp;quot;; exit 1; fi&lt;br /&gt;
In file included from gl_globals.cpp:22:&lt;br /&gt;
gl_globals.h:123: error: syntax error before `;' token&lt;br /&gt;
gl_globals.h:124: error: syntax error before `;' token&lt;br /&gt;
gl_globals.h:125: error: syntax error before `;' token&lt;br /&gt;
gl_globals.h:126: error: syntax error before `;' token&lt;br /&gt;
gl_globals.h:127: error: syntax error before `;' token&lt;br /&gt;
gl_globals.h:128: error: syntax error before `;' token&lt;br /&gt;
make[4]: *** [gl_globals.o] Error 1&lt;br /&gt;
make[4]: Leaving directory `/usr/src/vegastrike-20040724/vegastrike/src/gldrv'&lt;br /&gt;
make[3]: *** [all-recursive] Error 1&lt;br /&gt;
make[3]: Leaving directory `/usr/src/vegastrike-20040724/vegastrike/src'&lt;br /&gt;
make[2]: *** [all-recursive] Error 1&lt;br /&gt;
make[2]: Leaving directory `/usr/src/vegastrike-20040724/vegastrike'&lt;br /&gt;
make[1]: *** [all] Error 2&lt;br /&gt;
make[1]: Leaving directory `/usr/src/vegastrike-20040724/vegastrike'&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
A:&lt;br /&gt;
* You need the latest version of glext.h to fix the error.&lt;br /&gt;
* Get it at http://oss.sgi.com/projects/ogl-sample/ABI/glext.h&lt;br /&gt;
* Then you probably need to save it in &amp;lt;code&amp;gt;/usr/include/GL/glext.h&amp;lt;/code&amp;gt; as root (Make a backup first).&lt;br /&gt;
* If there is no &amp;lt;code&amp;gt;glext.h&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;/usr/include/GL&amp;lt;/code&amp;gt; then do a search for it...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
find /usr -name glext.h&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* After that, gcc will probably have to rebuild most of the vega strike files again because that file changed.&lt;br /&gt;
* See also [http://vegastrike.sourceforge.net/forums/viewtopic.php?p=22473#22473 this] post in the forum.&lt;br /&gt;
&lt;br /&gt;
== After installing with the Linux Binary installer, I get an error about libstdc++-libc6.2-2.so.3 ==&lt;br /&gt;
A: This library is a 'compatibility' library used by many precompiled applications, including Vegastrike.  It is available, for Fedora Core 3, from the package compat-libstdc++. Other distributions may be similar.&lt;br /&gt;
&lt;br /&gt;
Debian: See if you have /usr/lib/libstdc++.so.6. If not, install package called &amp;quot;libstdc++6&amp;quot; which should give you that lib. Then you need to do a symlink for it to work: &lt;br /&gt;
&amp;quot;ln -s /usr/lib/libstdc++.so.6 /usr/lib/libstdc++-libc6.2-2.so.3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once this is installed, both Vegastrike and the setup application should work.&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[FAQ:Playing]]&lt;br /&gt;
| up=[[FAQ]]&lt;br /&gt;
| next=[[FAQ:Bugs]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:FAQ]]&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Operating_System_Compatibility&amp;diff=16801</id>
		<title>Development:Operating System Compatibility</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Operating_System_Compatibility&amp;diff=16801"/>
				<updated>2009-02-16T04:43:55Z</updated>
		
		<summary type="html">&lt;p&gt;Mc707: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Operating System List ===&lt;br /&gt;
{|&lt;br /&gt;
|'''Platform'''&lt;br /&gt;
|'''Operating System Version (Build)'''&lt;br /&gt;
|'''Download Method'''&lt;br /&gt;
|'''Functional'''&lt;br /&gt;
|'''Ram+Swap'''&lt;br /&gt;
|'''Vegastrike Version'''&lt;br /&gt;
|'''Username+caveats'''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=blue&amp;gt;Windows&amp;lt;/font&amp;gt;&lt;br /&gt;
|Windows Vista SP1 (6.0.6001.16659)&lt;br /&gt;
|SVN Download via TortoiseSVN&lt;br /&gt;
|&amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|1G+1G&lt;br /&gt;
|SVN Rev. 12496&lt;br /&gt;
|programmerandrew&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=blue&amp;gt;Windows&amp;lt;/font&amp;gt;&lt;br /&gt;
|Windows 7 M3 (6.1.6801)&lt;br /&gt;
|SVN Download via TortoiseSVN&lt;br /&gt;
|&amp;lt;font color=orange&amp;gt;Yes- with caveats&amp;lt;/font&amp;gt;&lt;br /&gt;
|1G+1G&lt;br /&gt;
|0.5 &amp;amp; SVN Rev. 12496&lt;br /&gt;
|programmerandrew + Extremely slow load and framerate on SVN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=red&amp;gt;Linux&amp;lt;/font&amp;gt;&lt;br /&gt;
|Linux Ubuntu (8.10 Intrepid, 64-bit)&lt;br /&gt;
|.RAR Version, through VS homepage&lt;br /&gt;
|&amp;lt;font color=orange&amp;gt;Yes - with caveats&amp;lt;/font&amp;gt;&lt;br /&gt;
|1G+1G&lt;br /&gt;
|0.5.0&lt;br /&gt;
|MC707 + Minimal system requirements (except for graphics card). Only the vegastrike-64 binary works. vssetup, mesher and vegaserver do not seem to work. To change settings, modify vegastrike.config.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=red&amp;gt;Linux&amp;lt;/font&amp;gt;&lt;br /&gt;
|Linux Ubuntu (8.10 Intrepid, 64-bit)&lt;br /&gt;
|SVN Download via Terminal&lt;br /&gt;
|&amp;lt;font color=orange&amp;gt;Yes - with caveats&amp;lt;/font&amp;gt;&lt;br /&gt;
|1G+1G&lt;br /&gt;
|SVN Rev. 12536&lt;br /&gt;
|MC707 + Problems with Compiz. If you don't have compiz, don't worry. Otherwise, use an external application (like [http://forlong.blogage.de/entries/pages/Compiz-Switch this]) to temporarly disable compiz, then run normally.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=green&amp;gt;Macintosh&amp;lt;/font&amp;gt;&lt;br /&gt;
|Mac OS X ({{FIXME}})&lt;br /&gt;
|{{FIXME}}&lt;br /&gt;
|&amp;lt;font color=orange&amp;gt;{{FIXME}}&amp;lt;/font&amp;gt;&lt;br /&gt;
|{{FIXME}}&lt;br /&gt;
|{{FIXME}}&lt;br /&gt;
|{{FIXME}}&lt;/div&gt;</summary>
		<author><name>Mc707</name></author>	</entry>

	</feed>