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	<id>https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Superkoop</id>
	<title>The Mana World - User contributions [en]</title>
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	<updated>2026-05-06T04:45:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop&amp;diff=12395</id>
		<title>User:Superkoop</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop&amp;diff=12395"/>
		<updated>2009-06-12T20:43:07Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: Added Contribs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Who Am I? ==&lt;br /&gt;
In some places I am known as John, those places tend to be IRL.&amp;lt;br&amp;gt;&lt;br /&gt;
In some places I am knows as Superkoop, those places tend to be online.&amp;lt;br&amp;gt;&lt;br /&gt;
In some other places yet, I am known as Xaru, those places tend to be in games.&lt;br /&gt;
&lt;br /&gt;
== Presently Working On ==&lt;br /&gt;
&lt;br /&gt;
*Making maps.&lt;br /&gt;
&lt;br /&gt;
*Being obnoxious.&lt;br /&gt;
&lt;br /&gt;
==Contributions ==&lt;br /&gt;
*014-1.tmx&lt;br /&gt;
&lt;br /&gt;
*014-3.tmx&lt;br /&gt;
&lt;br /&gt;
*015-1.tmx&lt;br /&gt;
&lt;br /&gt;
*026-1.tmx&lt;br /&gt;
&lt;br /&gt;
*The western border of 010-1.tmx&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
[[User:Superkoop/IngameMap]]&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Contributors&amp;diff=12391</id>
		<title>Development:Contributors</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Contributors&amp;diff=12391"/>
		<updated>2009-06-12T19:51:45Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: Added myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;People that have contributed to the game, small and large. See also the page listing the [[developers|current main developers]]. The definitive source of contributors should be found in the respective [[Git]] repositoriesâ€™ &amp;lt;code&amp;gt;AUTHORS&amp;lt;/code&amp;gt; files: [http://gitorious.org/projects/tmwart/repos/mainline/blobs/master/AUTHORS art], [http://gitorious.org/projects/tmw/repos/mainline/blobs/master/AUTHORS client] and [http://gitorious.org/projects/tmwserv/repos/mainline/blobs/master/AUTHORS server].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; style=&amp;quot;width:100%; padding:5px; border-bottom:2px solid #efdead;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#efdead; align:left;&amp;quot;&lt;br /&gt;
! Name (nick) !! Main contributions&lt;br /&gt;
|-&lt;br /&gt;
| Aaron Marks || Programming (server)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Axltrozz|Alex Argumedo (Axltrozz)]] || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| Alexander Baldeck (kth5/Shura) || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Exceptionfault|Andreas Habel (Exceptionfault)]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Gagaofdeath|Andrej Sinicyn]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Av3nger|Av3nger]] || Pixel art, mapping, translation&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Bear|Bear]] || Scripting&lt;br /&gt;
|-&lt;br /&gt;
| [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]] || Project Leader; programming, translation (Dutch)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Doener|BjÃ¶rn Steinbrink (Doener)]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Catfish_Man|Catfish_Man]] || Porting (Mac)&lt;br /&gt;
|-&lt;br /&gt;
| Cedric Borgese (moi1392) || Programming (client)&lt;br /&gt;
|-&lt;br /&gt;
| Chetic || Mapping&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Kage|Chuck Miller (Kage)]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Clef|Clef]] || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Trapdoor|David Athay (trapdoor)]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Dabe|David Del Re (Dabe)]] || Writing&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Demon|Demon]] || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Peavey|Dennis Friis (peavey)]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:deviexx|deviexx]] || Content management&lt;br /&gt;
|-&lt;br /&gt;
| doorsman || Game master&lt;br /&gt;
|-&lt;br /&gt;
| Douglas Boffey || Programming (client)&lt;br /&gt;
|-&lt;br /&gt;
| Duane Bailey || Programming (client)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:ElvenProgrammer|Eugenio Favalli (ElvenProgrammer)]] || Project Leader; programming, translation (Italian)&lt;br /&gt;
|-&lt;br /&gt;
| Eric Scrivner || Programming (client)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Fate|Fate]] || Content management, eAthena developing&lt;br /&gt;
|-&lt;br /&gt;
| Fredrik Reveny || Programming (client)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Freeyorp|Freeyorp]] || Programming (client), Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Modanung|Frode Lindeijer (Modanung)]] || Pixel art, concept art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Golgo|Golgo]] || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| Gnulia || Concept art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Silene|Guillaume Melquiond (Silene)]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:kindjal|Huynh Ngoc Chau Tran (kindjal)]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| Igor Morgado (imorgado) || Testing&lt;br /&gt;
|-&lt;br /&gt;
| Ira Rice || Programming (client)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Mra|Jan-Fabian Humann (Mra)]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Fother|Jarrett Thomas-Huxley (Fother_J)]] || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Jaxad0127|Jared Adams (Jaxad0127)]] || Content management, mapping, programming&lt;br /&gt;
|-&lt;br /&gt;
| Jean-Francois Lampron ||&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Superkoop|John Koopman (Superkoop)]] || Mapping&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Rotonen|Joni Orponen (Rotonen)]] || Head of Art, Story and Music&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Javila|JosÃ© Ãvila (Javila)]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:JoshLangley|Joshua Langley (JoshLangley)]] || Programming (client)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Katze|Katze]] || Game master&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Kess|Kess Vargavind]] || Translation (Swedish)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Kinetic|Kinetic]] || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Kyokai|Kiyoshi Kyokai (Kyokai)]] || Game design&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Irukard|Krzysztof Daszuta (Irukard)]] || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| Leif Kildelund (GonzoDark) || Translation (Danish)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Len|Leonard Pabin III (Len)]] || Head of Pixellation; pixel art, concept art, mapping&lt;br /&gt;
|-&lt;br /&gt;
| Lloyd Bryant || Programming (client)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Maester Pixel|Maester Pixel]] || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Magick|Magick]] || Music&lt;br /&gt;
|-&lt;br /&gt;
| [[User:maci|Marcel W. Wysocki (maci)]] || User support&lt;br /&gt;
|-&lt;br /&gt;
| MasterKenobi || Game master&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Usiu|Mateusz Kaduk (Usiu)]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:hackgrid|Matt]] || Blabbering idiocy&lt;br /&gt;
|-&lt;br /&gt;
| Matthias Hartmann || Programming (client), translation (German)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Mkael|Mkael]] || Concept art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Neko-mon|Neko-mon]] || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| Neorice || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Nym|nym]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:EJlol|Oscar Klein Heerenbrink (EJlol)]] || Pixelart&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Pajarico|Pajarico Guaje (Pajarico)]] || Art, writing&lt;br /&gt;
|-&lt;br /&gt;
| [[User:the-me|Patrick MatthÃ¤i]] || Packaging (Debian)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Pauan|Pauan]] || Concept art, pixel art, interface design&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Crush|Philipp Sehmisch (Crush)]] || Pixel art, mapping, programming&lt;br /&gt;
|-&lt;br /&gt;
| Rodney Dawes (dobey) || Packaging&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Avaniel|Rogier Polak (Avaniel)]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| Romulo Fernandes (razor85) || Art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Talaroc|Ryan Voss (Talaroc)]] || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:QOAL|Scott Ellis (Quiche_on_a_leash, QOAL)]] || Content management&lt;br /&gt;
|-&lt;br /&gt;
| Simon Edwardsson (simonedw/simedw) || Packaging (Mac)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Sora|Sora]] || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Sull|Sull]] || Pixel art, hosting&lt;br /&gt;
|-&lt;br /&gt;
| Tatjana ||&lt;br /&gt;
|-&lt;br /&gt;
| Ti Sing Hao || Music&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Tuxtgz|Tuxtgz]] || Programming (web interface)&lt;br /&gt;
|-&lt;br /&gt;
| Ultramichy || Hosting&lt;br /&gt;
|-&lt;br /&gt;
| [[User:VictorSan|VictorSan]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Vink|Vink]] || Game master&lt;br /&gt;
|-&lt;br /&gt;
| Vlady || Art&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Bertram|Yohann Ferreira (Bertram)]] || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Yosuhara|Yosuhara]] || Pixel art&lt;br /&gt;
|-&lt;br /&gt;
| zenogais (bitshift2002) || Programming&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Zipon|Zipon]] || Mapping&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Platyna|Zuzanna K. Filutowska (Platyna)]] || Packaging (Slackware)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=12390</id>
		<title>Development:Mapping Tutorial</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=12390"/>
		<updated>2009-06-12T19:35:43Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: Fixed/updated links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Making maps for The Mana World is not a task that requires a lot of knowledge but is a very good way to become creative and help the game to become more attractive. But getting started can be a little frustrating. Here is a guide that will help you to learn how to make maps.&lt;br /&gt;
&lt;br /&gt;
=== Folders ===&lt;br /&gt;
You need to use a certain folder structure when mapping for TMW:&lt;br /&gt;
*(some folder)&lt;br /&gt;
**graphics&lt;br /&gt;
***tiles&lt;br /&gt;
****(the tilesets you want)&lt;br /&gt;
**maps&lt;br /&gt;
***(your map goes here)&lt;br /&gt;
&lt;br /&gt;
=== How to get Tiled ===&lt;br /&gt;
The map editor we are using is called Tiled. You can find it at http://mapeditor.org/.&lt;br /&gt;
&lt;br /&gt;
Tiled is a java application. That means it runs on every system that got a Java Runtime Environment. But you need the latest Java Runtime Environment installed on your system. You can get it at http://www.java.com/getjava/.&lt;br /&gt;
&lt;br /&gt;
To start Tiled just click the &#039;&#039;Start Now!&#039;&#039; link on mapeditor.org or download Tiled and open &#039;&#039;tiled.jar&#039;&#039; with the &#039;&#039;java&#039;&#039; binary in your java folder with the additional parameter &#039;&#039;-jar&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Setting up Tiled for making TMW Maps ===&lt;br /&gt;
&lt;br /&gt;
Tiled is a map editor that isn&#039;t made especially for TMW. That means it got a lot of options and settings we don&#039;t need. &lt;br /&gt;
[[Image:Maptutorial_Newmap.png|right|Settings for a new tmw map]]&lt;br /&gt;
To create a new map, press File-&amp;gt;New. Use the following settings:&lt;br /&gt;
&lt;br /&gt;
* Map Type: Orthogonal&lt;br /&gt;
* Tile Size: 32x32&lt;br /&gt;
* Tile Spacing: 0&lt;br /&gt;
* Map Size: Should be at least 60x60 but not larger than 200x200 (although the theoretical maximum is much higher). A 20 tile border around the outside of every map is needed ([[Map development/Border|diagram]]). Additionally, a 20 tile border is recommended between rooms for indoor maps, to prevent more than one room from showing at a time on the client.&lt;br /&gt;
** In the Argaes woodland, outdoor maps should be 150x120 including the 20 tile border.&lt;br /&gt;
&lt;br /&gt;
=== Importing tilesets ===&lt;br /&gt;
[[Image:Maptutorial_Newtileset.png|right|Settings for importing a tileset]]&lt;br /&gt;
The Map is now ready to be created. But to create it we need some graphics first. When you downloaded TMW as an installer packet all map graphics are downloaded at the first start of TMW from the update server and stored in the subfolder &amp;quot;\.tmw\updates&amp;quot; of your home directory as zip archives. Unpack these into the &amp;quot;data&amp;quot; subfolder of your tmw installation. Alternatively, you can get all the tiles from our [[Git Repository]].&lt;br /&gt;
&lt;br /&gt;
To import a tileset select Tilesets-&amp;gt;New Tileset and set the following options:&lt;br /&gt;
&lt;br /&gt;
* Name: (doesn&#039;t matter, but it helps if it&#039;s decsriptive)&lt;br /&gt;
* Tile width: 32&lt;br /&gt;
* Tile height: 32 (64 for _x2 tilesets and 96 for _x3 tilesets. [[#Over_sized_tiles|see below]])&lt;br /&gt;
* Reference tileset image: checked&lt;br /&gt;
* Tile spacing: 0&lt;br /&gt;
* Use transparent color: unchecked&lt;br /&gt;
&lt;br /&gt;
Now push the browse button and browse to your TMW folder and then the sub folder graphics/tiles/. Here you will find all tilesets that are used by TMW saved as PNG graphics. Select the one you want.&lt;br /&gt;
&lt;br /&gt;
Please only import the tilesets you want to use. Don&#039;t forget to import the Tileset &amp;quot;Collision.png&amp;quot;, too. It has a very important purpose that will be explained later.&lt;br /&gt;
&lt;br /&gt;
=== Starting to map ===&lt;br /&gt;
Now you can finally start to map. To place tiles on the map select the pen tool from the toolbox to the left. Then select a tile from the tile palette. Now you can place the tiles on the map. Please watch out on what layer you are drawing on because the layers play different roles:&lt;br /&gt;
*Use a layer beneath the &amp;quot;Fringe&amp;quot; layer for tiles without transparency. The layers beneath fringe have to be filled completely before you can call the map finished. When there are partially transparent tiles without completely opaque tiles on a layer below strange graphic bugs will appear in the empty area.&lt;br /&gt;
*The &amp;quot;Fringe&amp;quot; Layer itself is for oversized tiles which have to be drawn in front or behind moving objects depending on their location. This sorting takes CPU time. Thus you should only use it for the tiles which have to use it.&lt;br /&gt;
*Layers above the &amp;quot;Fringe&amp;quot; layer are always drawn over the map sprites. It should be used for objects which are meant to look as if they are far above the game area. Keep in mind that there are monsters which are larger than player characters.&lt;br /&gt;
*The &amp;quot;Collision&amp;quot; Layer isn&#039;t displayed in the game. It contains the information which parts of the map are walkable and which aren&#039;t. Don&#039;t put any tiles on it except for the red collision tiles from the collision tileset.&lt;br /&gt;
&lt;br /&gt;
When you are finished with your map you have to determine which tiles are walkable and which aren&#039;t. To do so mark all tiles you want to be blocked with the red cross from the collision tileset on the collision layer. Be careful that even if a tile is not reachable, but it&#039;s walkable, the server can spawn monsters there which can not be killed by the players because they can&#039;t reach them. This will lead to all monsters accumulating in the unreachable area until there are no monsters left in the reachable area. &lt;br /&gt;
&lt;br /&gt;
You can check if you did this properly by saving the map, zooming out until the whole map is visible, hiding all layers except for the collision layer, and then using the flood fill tool with the cross tile on the empty area. Any tiles which are still unmarked were not reachable by the players.&lt;br /&gt;
&lt;br /&gt;
Be aware that you need a border of about 20 tiles in every direction that may not be walkable but should be designed properly ([[Map development/Border|diagram]]). Portals to other maps should only be some tiles wide. You can&#039;t define the portals with Tiled, by the way. Leave this to the server administrators. The same applies to monster population, NPCs and other interactive objects.&lt;br /&gt;
&lt;br /&gt;
=== Testing your map ===&lt;br /&gt;
&lt;br /&gt;
To test your map you have to replace one of the maps in your TMW folder (in the sub folder data/maps). When you start the game and go to the map you replaced you will see your new map. You will see monsters and other players on the map but don&#039;t worry. The other players still see their version of the map and they won&#039;t see you walk through walls. Just ignore them while you explore your map.&lt;br /&gt;
&lt;br /&gt;
Sometimes your changed map is overridden by a new version of the map in the updates. In that case you won&#039;t see any changes when you change or even remove a map. When you encounter this problem either skip the update loading by starting tmw with the parameter &amp;quot;-u&amp;quot; or delete the file you want to change in all the zip archives you find in the subfolder /updates/.&lt;br /&gt;
&lt;br /&gt;
== Intermediate topics ==&lt;br /&gt;
&lt;br /&gt;
=== Over sized tiles ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed the tilesets ending with _x2.png or _x3.png in the tmw folder containing objects that are two or three tiles high. The new version of tiled allows you to place them with one click. The TMW graphic engine recognizes these over sized tiles when placed on the object layer and automatically draws sprites in front of them when they are south of them and behind them when they are north of them. When importing a _x2 tileset, set the tile height to 64 and when importing a _x3 tileset set it to 96. You should never put an over sized tile on another layer but the object layer.&lt;br /&gt;
&lt;br /&gt;
=== The Stamp ===&lt;br /&gt;
&lt;br /&gt;
The Stamp Feature is a powerful feature of tiled that is hard to find but can save a lot of time. It allows you very quick copy&amp;amp;pasting of a part of a layer. This allows you to draw objects consisting of multiple tiles very quick. Just select the pen tool, press the right mouse button and drag the mouse over the tiles you want to copy. Now you can draw the whole square of tiles over and over again with a single left click. To return to the normal drawing mode just select the pen tool again or choose a tile from the tile palette.&lt;br /&gt;
&lt;br /&gt;
=== Making two maps with a fluent transition ===&lt;br /&gt;
&lt;br /&gt;
When you create an outdoor map it is most likely supposed to be adjacent to an existing map. In this case the transmission from one map to the other should be as seamless as possible. This can only be reached when the border areas of both maps are identical. Unfortunately Tiled can&#039;t copy&amp;amp;paste between different maps (OK, it is possible, but it only works correctly when both maps use exactly the same tilesets in exactly the same order). So we developed a command-line based program called TMXcopy for this task. You can find the sourcecode on the Git repository in the folder http://gitorious.org/tmw/mainline/trees/master/tools/tmxcopy A compiled windows binary can be found at http://www.crushnet.org/TempFiles/tmw/tmxcopy.zip&lt;br /&gt;
&lt;br /&gt;
How to use this program is described in its [http://gitorious.org/tmw/mainline/blobs/2e8044cbc0644cec692c9b8cd6ac2760a9166278/tools/tmxcopy/readme.txt readme file].&lt;br /&gt;
&amp;lt;!-- It would be nice if I could find a way to use a relative path to this readme. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To create a map adjacent to an existing one you should:&lt;br /&gt;
# Create the new map as described above and save it.&lt;br /&gt;
# Use TMXcopy to copy the border area of the old map to the opposite side of the new map. The area should have the double width of the unwalkable area.&lt;br /&gt;
# Open the new map and check if the copying worked correctly. Then modify the lower three layers of the copied area to fit into your map. While doing so you should focus on the half of the new area that is inside the walkable area of your map. The half that lies in the border zone of your map should not be modified too much because it is part of the old map.&lt;br /&gt;
# Use TMXCopy to copy the new area from the new map back to the old map.&lt;br /&gt;
# Update the collision layers on both maps.&lt;br /&gt;
&lt;br /&gt;
Now the border area should be visually identical on both maps. The only difference should be that the unwalkable areas are switched. When sending the map to the team remember to include the new version of the old map.&lt;br /&gt;
&lt;br /&gt;
=== Ambient effects ===&lt;br /&gt;
[[Image:Maptutorial_Overlayproperties.png|right|Example for 3 independent scrolling overlays]]&lt;br /&gt;
Ambient Effects are a new feature in TMW 0.0.21. They are transparent graphics that will be drawn over your map. All these graphics can scroll independent. They can be used to create a variety of special effects like weather, darkness etc.&lt;br /&gt;
&lt;br /&gt;
To add overlays to your map open your map with Tiled and click Map-&amp;gt;Properties to open the map properties dialog. The dialog is a little bit buggy in the current version of Tiled, so make sure that the property has really been set before you save the map. Pressing enter after entering each key and value helps... sometimes. &lt;br /&gt;
&lt;br /&gt;
First you have to choose an image. Do so by adding a key &#039;&#039;overlay0image&#039;&#039; and set its value to the path of the image that you want to use relative to the data directory. For the spotlight effect for example enter &#039;&#039;/graphics/images/ambient/spotlight.png&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
When you want the image to move permanently add the new keys &#039;&#039;overlay0scrollX&#039;&#039; and &#039;&#039;overlay0scrollY&#039;&#039; followed by a number (can be a decimal value). &#039;&#039;overlay0scrollX&#039;&#039; determines the scroll speed to the right (negative values mean scrolling to the left) and &#039;&#039;overlay0scrollY&#039;&#039; the scroll speed down (negative values mean up). both values are in pixels per frame. &lt;br /&gt;
&lt;br /&gt;
You can also define a &#039;&#039;overlay0parallax&#039;&#039; parameter. This parameter affects how much the overlay scrolls when the screen scrolls. A value of 1.0 means that the overlay will stay relative to the ground when the screen scrolls. A value of 0.0 means that the overlay stays relative to the &amp;quot;camera&amp;quot; and is not affected by scrolling. It is a decimal value so you can set it to values between 1 and 0 to create the three dimensional illusion of a layer between the &amp;quot;camera&amp;quot; and the map.&lt;br /&gt;
&lt;br /&gt;
You can create any number of independent overlay graphics. To define a 2nd one create keys with 1 instead of 0, for a 3rd one 2, and so on.&lt;br /&gt;
&lt;br /&gt;
The overlays won&#039;t appear in Tiled. They will only appear in the game.&lt;br /&gt;
&lt;br /&gt;
When it doesn&#039;t work please check that all key names are written correctly (they are cAsEsEnSiTiVe) and that the numbers of the overlays are consecutive starting from 0.&lt;br /&gt;
&lt;br /&gt;
When you want to create overlay images yourself (transparent 32bit png graphics of any size) please don&#039;t forget to make them transparent with your image manipulation program. Otherwise the player won&#039;t be able to see the map under it. An opacity of 50% should be the absolute maximum. When you want to create effects that are not meant to obstruct the players view use an opacity between 10% and 20%.&lt;br /&gt;
&lt;br /&gt;
=== Particle effects ===&lt;br /&gt;
&lt;br /&gt;
Check out the article about the [[Particle engine]] for a description about how to add particle effects to your map and how to create new particle effects when the effect you need doesn&#039;t exist yet.&lt;br /&gt;
&lt;br /&gt;
=== Animated tiles ===&lt;br /&gt;
To make a type of tiles animated go to Tilesets-&amp;gt;Tileset Manager. Then select the tileset with the tile and all of its animation frames (they have to be on one tileset) and click on the icon with a pencil on a piece of paper (the tooltip reads &amp;quot;Edit...&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Select the tile you want to be animated on the list to the left. You should see a table on the right with two columns named &amp;quot;Name&amp;quot; and &amp;quot;Value&amp;quot;. You have to describe the animation of the tile in this table. Here an example for a 3-phase animation:&lt;br /&gt;
&lt;br /&gt;
 NAME              VALUE&lt;br /&gt;
 animation-frame0  0&lt;br /&gt;
 animation-delay0  100&lt;br /&gt;
 animation-frame1  16&lt;br /&gt;
 animation-delay1  100&lt;br /&gt;
 animation-frame2  48&lt;br /&gt;
 animation-delay2  100&lt;br /&gt;
&lt;br /&gt;
animation-frameX is the Tile number (as shown in the list on the left) and animation-delayX is how long it is shown (100 is equal to one second).&lt;br /&gt;
&lt;br /&gt;
The animation does not show up in Tiled.&lt;br /&gt;
&lt;br /&gt;
== Creating a Minimap ==&lt;br /&gt;
&lt;br /&gt;
The Creation of a minimap is a task that requires an image manipulation software that supports multiple layers and the PNG format (we recommend [http://www.gimp.org GIMP]). When you are not familiar with using one you should ask one of the artists to create a minimap for your map. When you want to create your own minimap then you should exactly follow the following steps to ensure to stay in style with the rest of the minimaps:&lt;br /&gt;
#Open your map with tiled, zoom out until the whole map is visible and use the &amp;quot;save as image&amp;quot; option.&lt;br /&gt;
#Open the image with your image manipulation program.&lt;br /&gt;
#Resize it so that one pixel represents one tile. When your map is for example 160x100 tiles large (including border zone) your picture should be 160x100 pixels large.&lt;br /&gt;
#Create a new transparent layer over the existing one.&lt;br /&gt;
#Select the pencil tool with a brush size of 1x1 pixel and with the color #000000 (pure black). Anti aliasing should be deactivated when available.&lt;br /&gt;
#Now draw lines on the new layer along the following map features:&lt;br /&gt;
#*Cliffs and walls (lower and upper edge)&lt;br /&gt;
#*River/lake shores&lt;br /&gt;
#*Roads (both sides of the road as single lines)&lt;br /&gt;
#*The border of any other large map structure that you feel should be on the map&lt;br /&gt;
#Trees or other objects can be represented by single pixels with 50% alpha transparency when there are so many that they affect the game play on the map.&lt;br /&gt;
#When you are finished remove the background layer. Now only the black lines should be visible&lt;br /&gt;
#Resize the image so the sides are half (50%) as long. You should use the best image filtering method available (cubic filtering in GIMP).&lt;br /&gt;
#Save your finished minimap as a PNG image with 32bit color depth and alpha transparency as *your_tmw_folder*/data/graphics/minimaps/*mapname*.png. &lt;br /&gt;
#Open your map with Tiled, click Map-&amp;gt;Properties in the menu bar and add a new property with the key &amp;quot;minimap&amp;quot; and the value &amp;quot;/graphics/minimaps/*mapname*.png&amp;quot;. The properties dialog is a little bit buggy in the current version of Tiled, so make sure that the property has really been set before you save the map.&lt;br /&gt;
#Send us both the map and the minimap image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While this is indeed exactly the way I also created the earlier cave and desert minimaps, I am not entirely happy with this method. Mostly because the final result is a really tiny image, without the ability to easily make versions of it on other scales. I would therefore suggest we try to create future minimaps in vector format using Inkscape. The technique would be similar, placing a scaled down version of the map in the background and drawing black lines on top. The result should however be an image that can take any scale. This would allow us both to put more detail in the minimap for larger scales, and to include a zooming feature (or similar) in the game so that notes and other marks can be placed on the map with higher precision.&#039;&#039; --[[User:BjÃ¸rn|BjÃ¸rn]] 16:04, 16 August 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Sending the map to the dev team ==&lt;br /&gt;
&lt;br /&gt;
There are many ways to send us your map so we can include it in the next release.&lt;br /&gt;
;E-Mail: Mail your map to the developers mailing list themanaworld-devel@lists.sourceforge.net. Before you can do so you have to subscribe to it. This is a precaution against spam. You can do so on https://lists.sourceforge.net/lists/listinfo/themanaworld-devel&lt;br /&gt;
;IRC: Join our [irc://irc.freenode.net/themanaworld IRC Channel]. When you are not familiar with irc you can find a guide in this [http://forums.themanaworld.org/viewtopic.php?t=747 Forum Thread]. When you are in the channel ask a developer if you can send him your map using DCC or upload your map to a webspace or one click hoster and give us the link.&lt;br /&gt;
;Forum: Upload your map to any webspace or one click hoster. An overview graphic (can be created with Tileds &amp;quot;Save as Image&amp;quot; feature) would be nice, too. Visit our [http://forums.themanaworld.org/viewforum.php?f=9 Forum] and register a new account. Then open a new thread, introduce yourself and post a link to your map. &lt;br /&gt;
&lt;br /&gt;
Please understand that we will most likely have some details we would like to have changed before we release your map. so please check back or leave some information how to contact you.&lt;br /&gt;
&lt;br /&gt;
== Hints for good mapping ==&lt;br /&gt;
&lt;br /&gt;
* Before you start with a map you should have a loose idea of the layout. Making a sketch of the map on a piece of paper can be very useful.&lt;br /&gt;
* Try to avoid choke points like bridges, mountain passes or corridors that are only one tile wide. They can be blocked very easily.&lt;br /&gt;
* Don&#039;t put too many similar objects on one screen. Very eye catching tiles should only be used sparingly. Try to break up large areas with the same tile over and over again by throwing in some objects.&lt;br /&gt;
* Avoid regular patterns in natural environments. Trees usually don&#039;t grow in grid patterns. Rivers, mountain ridges or corridors in caves should never be completely straight.&lt;br /&gt;
* Don&#039;t map too functional. Give the players something to look at, even when it hasn&#039;t got any relevance for the gameplay.&lt;br /&gt;
* But keep the playability in mind.&lt;br /&gt;
&lt;br /&gt;
{|-&lt;br /&gt;
| A bad mapping style:&lt;br /&gt;
| A better mapping style:&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Badmap.png]]&lt;br /&gt;
| [[Image:Goodmap.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop/IngameMap&amp;diff=12139</id>
		<title>User:Superkoop/IngameMap</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop/IngameMap&amp;diff=12139"/>
		<updated>2009-05-16T15:06:03Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: updated map to current&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Argaes ==&lt;br /&gt;
&lt;br /&gt;
This is made up of all of the outdoor maps created for TMW to date.&lt;br /&gt;
&lt;br /&gt;
Also, note that I have not included the caves/buildings.&lt;br /&gt;
Be forewarned, this is a large picture [http://file.pixilis.com/upload/20090516/49115.png [CLICK]] (3.1MB)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also:[[In-game_world_map]]&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:System_requirements&amp;diff=9793</id>
		<title>Archive:System requirements</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:System_requirements&amp;diff=9793"/>
		<updated>2008-07-27T01:19:22Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: Added my laptop to list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Performance chart ==&lt;br /&gt;
&lt;br /&gt;
Here is a list of systems and the respective framerate with TMW. Feel free to add a line of your own, add comments if you like or necessary. We need especially more data about FPS on lower end machines, and it would also be nice to see changes in framerate on the same machine with different versions of TMW.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Processor&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Memory&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Video&amp;amp;nbsp;Card&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | OS&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | TMW&amp;amp;nbsp;Version&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Frame&amp;amp;nbsp;Rate&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Comments&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Alondria&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 400Mhz TI OMAP 2420 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 128MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | PowerVR MBX&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Armel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.24.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Nokia N800 Tablet&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kohan&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron 500 Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 192 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 3D Rage Pro 4&amp;amp;nbsp;MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Win98 SE&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | NON-FUNCTIONAL&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yes, 4 MB Video.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot;| [[User:ElvenProgrammer|ElvenProgrammer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pentium4 2.53&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 9200se 128 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | WinXP Home SP2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21/01/2006&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AthlonXP-M&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 256 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 9200gp 64 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ubuntu 5.10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21/01/2006&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:ilgufo|ilgufo]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon XP-M 2400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Savage 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid kernel 2.6.16.5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.20svn&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | hijjt&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Athlon XP 2200Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI X800 Pro AGP (fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gentoo ~x86 2.6.17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1225&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[User:BjÃ¸rn|BjÃ¸rn]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | AthlonXP 1.6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GF 2MX 64 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ArchLinux/2.6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 04/07/2005&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radeon&amp;amp;nbsp;8500&amp;amp;nbsp;(fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 07/14/2005&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radeon&amp;amp;nbsp;9700&amp;amp;nbsp;(fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Burger|Burger]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1024 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 6800GT 256MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows XP, SP-2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 700+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Doener|Doener]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 4400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2048 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 6600 256MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gentoo Linux - Kernel 2.6.15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.18.1+ (cvs)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 300-600&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bahamut81&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 7600 GT 256MB (proprietary drivers)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kubuntu 6.10 RC&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22svn&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 640 (town), 400 (desert)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Dargeloz|Dargeloz]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron (Mendocino) 333Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 196 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SiS 620 (Onboard Chipset) 8MB shared&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slackware GNU/Linux 11.0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~10 Windowed, ~12 Fullscren&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, OverlayDetail=0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| [[User:Crush|Crush]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| Athlon XP 2400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| 256 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| GeForce2 MX 200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| Windows XP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| 0.0.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 98&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, sandstorm off&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, sandstorm on&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 33&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, sandstorm off&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, sandstorm on&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | dmang&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon XP 1700+ (1467Mhz)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Velocity 4400 16MB (TNT2)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows 2000 SP4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~30 in town, ~15 in sandstorm&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | pseudoXh4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Core Duo (Yonah) (686-class), 1733.51 MHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel 950GMA&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | NetBSD-current (Jan. 15 build)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~51fps in sandstorm, ~130fps in town&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Blamoo|Blamoo]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GenuineIntel x86 Family 6 Model 11 Stepping 1 1090 MHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 192MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SIS AG315E-32&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows 98 SE&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | lastest stable&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25~30 FPS in sandstorm, 30~50FPS in Tulimshar&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL, 200 kbps&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | trapdoor&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Core2Duo 2.1ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 1024 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATi Radeon X1600 Pro&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | MacOS X 10.4.9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 0.1.0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Unknown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | PowerPC G4 1.5Ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATi Radeon 9700 Pro&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27-30 fps&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Zzl7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron 1.7 Ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ati Radeon 9200 SE [Xorg Driver]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid - 2.6.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23-1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60FPS&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | QOAL&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 1.1 GHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce FX 5500 128 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows XP Pro SP2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 37-38 FPS in sandstorm, 75 FPS in town.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed (800x600), OpenGL, Full overlays&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Dr Wahl|Dr Wahl]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 4200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Geforce 7900GS&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid 2.6.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~175 Windowed, ~190 Fullscreen&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, Full overlays, installed via debian repo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[User:Falcata|Falcata]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pentium III 450mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 256mb&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Riva TNT2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fedora 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0 branch, revision 3772&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40~60&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, OpenGL, Pentium3 optimized&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pentium IV 2.8ghz (Northwood)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1024mb&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia GeForce 8500 GT&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Arch Linux 2008.02&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0 Branch, revision 4229&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 350~500&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, OpenGL, Pentium4 optimized&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Felp|Felp]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 dual core 4000+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Geforce 7300 GT&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows Vista: Home Premium&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.24.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL, Full overlays&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  rowspan=&amp;quot;2&amp;quot; | [[User:Superkoop|Superkoop]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Geforce 6150 LE (integrated card)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ubuntu 8.04 64bit (Kernel 2.6.24-19-generic)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0 branch; revision 4388&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL, Tulimshar ~100 particles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Pentium T2390 @ 1.86GHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Mobile GM965/GL960&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ubuntu 8.04 64bit (Kernel 2.6.24-19-generic)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0 branch; revision 4451&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 49&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL off, Tulimshar ~100 particles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Coorior|Coorior]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | IBM X31 Pentium M 1400 Mhz &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI RADEON MOBILITY M6 LY &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ubuntu 8.04 32bit (Kernel 2.6.24-19-generic)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0 branch; revision 4388&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ---&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, (Video card blacklisted, using .xorg 2d accelerator ) flawless . &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:System_requirements&amp;diff=9792</id>
		<title>Archive:System requirements</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:System_requirements&amp;diff=9792"/>
		<updated>2008-07-27T00:25:33Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: /* Performance chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General guideline ==&lt;br /&gt;
&lt;br /&gt;
The system requirements of TMW, as with any game, hugely depend on the kind of framerate you want. In general, you should be fine with a more or less recent (year 2001 and later) 3D accelerator card when running the OpenGL version. The software/SDL version probably heavily depends on your processor speed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Processor Speed:&#039;&#039;&#039; 1 Ghz&lt;br /&gt;
* &#039;&#039;&#039;RAM Memory:&#039;&#039;&#039; 64 MB&lt;br /&gt;
* &#039;&#039;&#039;Hard Disk Space:&#039;&#039;&#039; ~25 MB&lt;br /&gt;
* &#039;&#039;&#039;Operating System:&#039;&#039;&#039; Windows, GNU/Linux or MacOS X&lt;br /&gt;
&lt;br /&gt;
== Performance chart ==&lt;br /&gt;
&lt;br /&gt;
Here is a list of systems and the respective framerate with TMW. Feel free to add a line of your own, add comments if you like or necessary. We need especially more data about FPS on lower end machines, and it would also be nice to see changes in framerate on the same machine with different versions of TMW.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Processor&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Memory&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Video&amp;amp;nbsp;Card&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | OS&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | TMW&amp;amp;nbsp;Version&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Frame&amp;amp;nbsp;Rate&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Comments&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Alondria&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 400Mhz TI OMAP 2420 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 128MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | PowerVR MBX&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Armel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.24.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Nokia N800 Tablet&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kohan&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron 500 Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 192 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 3D Rage Pro 4&amp;amp;nbsp;MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Win98 SE&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | NON-FUNCTIONAL&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yes, 4 MB Video.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot;| [[User:ElvenProgrammer|ElvenProgrammer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pentium4 2.53&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 9200se 128 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | WinXP Home SP2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21/01/2006&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AthlonXP-M&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 256 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 9200gp 64 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ubuntu 5.10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21/01/2006&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:ilgufo|ilgufo]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon XP-M 2400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Savage 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid kernel 2.6.16.5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.20svn&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | hijjt&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Athlon XP 2200Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI X800 Pro AGP (fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gentoo ~x86 2.6.17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1225&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[User:BjÃ¸rn|BjÃ¸rn]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | AthlonXP 1.6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GF 2MX 64 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ArchLinux/2.6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 04/07/2005&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radeon&amp;amp;nbsp;8500&amp;amp;nbsp;(fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 07/14/2005&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radeon&amp;amp;nbsp;9700&amp;amp;nbsp;(fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Burger|Burger]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1024 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 6800GT 256MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows XP, SP-2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 700+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Doener|Doener]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 4400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2048 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 6600 256MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gentoo Linux - Kernel 2.6.15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.18.1+ (cvs)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 300-600&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bahamut81&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 7600 GT 256MB (proprietary drivers)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kubuntu 6.10 RC&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22svn&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 640 (town), 400 (desert)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Dargeloz|Dargeloz]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron (Mendocino) 333Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 196 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SiS 620 (Onboard Chipset) 8MB shared&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slackware GNU/Linux 11.0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~10 Windowed, ~12 Fullscren&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, OverlayDetail=0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| [[User:Crush|Crush]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| Athlon XP 2400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| 256 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| GeForce2 MX 200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| Windows XP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| 0.0.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 98&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, sandstorm off&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, sandstorm on&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 33&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, sandstorm off&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, sandstorm on&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | dmang&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon XP 1700+ (1467Mhz)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Velocity 4400 16MB (TNT2)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows 2000 SP4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~30 in town, ~15 in sandstorm&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | pseudoXh4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Core Duo (Yonah) (686-class), 1733.51 MHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel 950GMA&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | NetBSD-current (Jan. 15 build)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~51fps in sandstorm, ~130fps in town&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Blamoo|Blamoo]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GenuineIntel x86 Family 6 Model 11 Stepping 1 1090 MHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 192MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SIS AG315E-32&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows 98 SE&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | lastest stable&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25~30 FPS in sandstorm, 30~50FPS in Tulimshar&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL, 200 kbps&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | trapdoor&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Core2Duo 2.1ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 1024 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATi Radeon X1600 Pro&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | MacOS X 10.4.9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 0.1.0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Unknown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | PowerPC G4 1.5Ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATi Radeon 9700 Pro&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27-30 fps&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Zzl7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron 1.7 Ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ati Radeon 9200 SE [Xorg Driver]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid - 2.6.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23-1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60FPS&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | QOAL&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 1.1 GHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce FX 5500 128 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows XP Pro SP2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 37-38 FPS in sandstorm, 75 FPS in town.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed (800x600), OpenGL, Full overlays&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Dr Wahl|Dr Wahl]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 4200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Geforce 7900GS&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid 2.6.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~175 Windowed, ~190 Fullscreen&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, Full overlays, installed via debian repo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[User:Falcata|Falcata]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pentium III 450mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 256mb&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Riva TNT2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fedora 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0 branch, revision 3772&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40~60&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, OpenGL, Pentium3 optimized&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pentium IV 2.8ghz (Northwood)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1024mb&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia GeForce 8500 GT&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Arch Linux 2008.02&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0 Branch, revision 4229&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 350~500&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, OpenGL, Pentium4 optimized&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Felp|Felp]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 dual core 4000+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Geforce 7300 GT&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows Vista: Home Premium&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.24.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL, Full overlays&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Superkoop|Superkoop]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Geforce 6150 LE (integrated card)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ubuntu 8.04 64bit (Kernel 2.6.24-19-generic)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0 branch; revision 4388&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL, Tulimshar ~100 particles&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Coorior|Coorior]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | IBM X31 Pentium M 1400 Mhz &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI RADEON MOBILITY M6 LY &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ubuntu 8.04 32bit (Kernel 2.6.24-19-generic)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0 branch; revision 4388&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ---&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, (Video card blacklisted, using .xorg 2d accelerator ) flawless . &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Pauan&amp;diff=9731</id>
		<title>User:Pauan</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Pauan&amp;diff=9731"/>
		<updated>2008-07-12T15:15:49Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: Undo vandalism/spam?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Bokusouchi-avi 001.png|thumb|My Avatar]] &amp;lt;p&amp;gt;Hello there! My name is Pauan, or Paaru, depending on who I am talking to. I have been a freelance painter for the past... oh, few months or so... despite this, I&#039;ve been an artist all my life. I love computers, music, reading, among other things... but art has a certain appeal to me that nothing else has. Hence... I combined my love of computers and art and thus started painting. As I progressed further, I got slowly better and better... gaining more experience along the way.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then... I found this project. I was actually searching for a free RO server, but they all supported Windows only... Giving up, I decided to search around for a different game and stumbled upon The Mana World. After researching further, I started to get giddy. People who know me know that I VERY rarely get giddy... Anyways, I signed up for the project with resounding failure. But! I didn&#039;t give up... I decided to try hard and hope that my efforts pay off.&lt;br /&gt;
&lt;br /&gt;
I was given a semi-official assignment: create a better map. It can be found here:&amp;lt;br&amp;gt;[[:Image:ManaWorldMap.jpg|Mana Worldmap by Pauan.]]&lt;br /&gt;
&lt;br /&gt;
Lately I have been going rogue off and on, moving back and forth between my own projects and projects given to me by Rotonen. I am thoroughly enjoying working on this team so far and doubt I will stop for a long, long time.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have much else to say... so I&#039;ll wrap this short introduction up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=3&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Other People&#039;s Comments:&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to post something about me here, go ahead! Just try to keep it semi-decent. As an example submission:&lt;br /&gt;
&lt;br /&gt;
[[User:Pauan|Pauan]]: I think Pauan is a lazy bum.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Emotions.png|Emoticons based on Modanung&#039;s set.&lt;br /&gt;
Image:WorldmapDevelopment.png|Development of the world map.&lt;br /&gt;
Image:Head-rangerhat.png|Just a leather Ranger hat I made.&lt;br /&gt;
Image:Head-antlerhat.png|Based on the Rudolf Slime.&lt;br /&gt;
Image:Head-christmastreehat.png|It was Rotonen&#039;s idea!!&lt;br /&gt;
Image:Head-santabeardhat.png|Based on the Santa hat.&lt;br /&gt;
Image:Generic-redstocking.png|This was Bear&#039;s idea.&lt;br /&gt;
Image:PHY_Sword4.png|Sword grid.&lt;br /&gt;
Image:PHY_Axe2.png|Axe grid.&lt;br /&gt;
Image:PHY_Javelin2.png|Javelin grid.&lt;br /&gt;
Image:PHY_Spear.png|Spear grid.&lt;br /&gt;
Image:PHY_Whip2.png|Whip grid.&lt;br /&gt;
Image:PHY_Dagger2.png|Dagger grid.&lt;br /&gt;
Image:PHY_Staff2.png|Staff grid.&lt;br /&gt;
Image:PHY_Bow2.png|Bow grid.&lt;br /&gt;
Image:PHY_CrossBow2.png|Crossbow grid.&lt;br /&gt;
Image:PHY_Thrown.png|Thrown grid.&lt;br /&gt;
Image:ManaWorldMap.jpg|Canceled Mana Worldmap by Pauan&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=FAQ&amp;diff=9700</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=FAQ&amp;diff=9700"/>
		<updated>2008-07-04T21:29:13Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
This is the FAQ for The Mana World. If you have a question, search for it in the Table of Contents. If you cannot find it, please post it on the forums, after having previously searched for similar threads.&lt;br /&gt;
&lt;br /&gt;
== Support questions ==&lt;br /&gt;
&lt;br /&gt;
=== Does TMW have an IRC channel? ===&lt;br /&gt;
&lt;br /&gt;
Yes it does.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Server&#039;&#039;&#039;: &#039;&#039;irc.freenode.net&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Channel&#039;&#039;&#039;: &#039;&#039;#themanaworld&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a direct link: [irc://irc.freenode.net:6667/themanaworld]&lt;br /&gt;
&lt;br /&gt;
=== Is my platform supported? ===&lt;br /&gt;
&lt;br /&gt;
Look in [[Ports]].&lt;br /&gt;
&lt;br /&gt;
=== Where can I look for help? ===&lt;br /&gt;
&lt;br /&gt;
The IRC channel is a good start for solving small problems or doubts. Is usually habited by sane people, ignore everything m[a]tt says. As most people are from Europe (GMT or GMT+1 timezones) you will have more success if you try to contact at a reasonable hour in the day.&lt;br /&gt;
&lt;br /&gt;
For more complex problems (compilations problems, crashes...) is advisable to use the forums as it is a non-volatile way of storing your claims. If you do in IRC some people won&#039;t have the oportunity to read them and your oportunity of getting further help will be narrowed. At the same time posting long logs or reports on IRC is not polite.&lt;br /&gt;
&lt;br /&gt;
=== When is this game updated? ===&lt;br /&gt;
&lt;br /&gt;
This has several aswers. The general politics in the dev team is &amp;quot;When it&#039;s doneâ„¢&amp;quot;. Expect new version to be released in a span of one to two months since the previous release.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, you can use SVN to fetch latest code from sourceforge&#039;s repository. That code usually has all of the bleeding-edge additions but it could also be broken and don&#039;t even compile. Althought usually it does work, is a fair warning to be done. Anyways, it doesn&#039;t imply any risk of breaking your system in any way or form.&lt;br /&gt;
&lt;br /&gt;
A third update way are the automated updates. As the name says, the user doesn&#039;t have to do anything, just start the game and in the log-in screen the updates will be fetch. As a general rule it is advisable to fetch them but if you don&#039;t want to or you feel that such updates are conflicting with the (more up-to-date) data taken from SVN (like display of old maps or graphics when you&#039;re sure the ones in SVN has been already updated), you can parse the &#039;-u&#039; switch to the tmw executable. This will avoid any automatic update.&lt;br /&gt;
&lt;br /&gt;
=== I want to help, how do I join the team? ===&lt;br /&gt;
&lt;br /&gt;
First, if you are a developer read this: [[Joining the project]].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a graphic artist is suggested you read the [[Guidelines]] and take a look at the &#039;&#039;&#039;Graphics&#039;&#039;&#039; section on the front page.&lt;br /&gt;
&lt;br /&gt;
If you want to help coding some scripts or managing server content, read [http://forums.themanaworld.org/viewforum.php?f=9 this].&lt;br /&gt;
&lt;br /&gt;
If you just want to suggest something, use the &#039;&#039;&#039;Suggestions/Feedback&#039;&#039;&#039; subforum.&lt;br /&gt;
&lt;br /&gt;
=== I don&#039;t want to be rude but... I&#039;m fed up with maggots!!! ===&lt;br /&gt;
&lt;br /&gt;
One thing you&#039;ll notice if you invest hours every day into the game, is that you&#039;ll eventually run out of things to do. While we&#039;re constantly adding to the game with maps, quests, NPCs... we really can&#039;t keep up with demand. If you&#039;d like to help this though, just join the project! It&#039;s as simple as that; you play the games, not us, so we don&#039;t know what you&#039;d like to see and your opinion matters to us.&lt;br /&gt;
&lt;br /&gt;
== Game-related questions ==&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m a bit lost... How do I start? ===&lt;br /&gt;
&lt;br /&gt;
There is an article specifically about this: [[Getting started]]. For a more detailed guide to the quests and items, see the [[Walkthrough]].&lt;br /&gt;
&lt;br /&gt;
=== What are the keyboard shortcuts? ===&lt;br /&gt;
&lt;br /&gt;
See the README file that came with your install for the list or press F1 while in game to see the help. The release of the 0.0.24 client allows for keys to be configurable.&lt;br /&gt;
&lt;br /&gt;
=== How do skills work? ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;: Makes you hit harder with melee weapons.&lt;br /&gt;
* &#039;&#039;&#039;Agility&#039;&#039;&#039;: Makes your enemies hit you less often and increases your attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Vitality&#039;&#039;&#039;: Increases your maximum HP and your HP recovery rate. Decreases the amount of damage you receive from hits.&lt;br /&gt;
* &#039;&#039;&#039;Intelligence&#039;&#039;&#039;: Increases your maximum MP and your MP recovery rate. this stat isn&#039;t that important yet because there isn&#039;t a way to spend your MP yet.&lt;br /&gt;
* &#039;&#039;&#039;Dexterity&#039;&#039;&#039;: Makes you hit harder with bows. Makes you miss your enemies less often with both melee and bow weapons.&lt;br /&gt;
* &#039;&#039;&#039;Luck&#039;&#039;&#039;: Makes you do critical hits from time to time.&lt;br /&gt;
For further reading see [[Stats]].&lt;br /&gt;
&lt;br /&gt;
=== What are MP for? ===&lt;br /&gt;
&lt;br /&gt;
MP stands for &amp;quot;Magic Points&amp;quot;, thus are points used in magic spells. Currently they can&#039;t be used in the game, this is because we will be moving to our own server with its own protocol and coding stuff for our current server (eAthena) would be a waste of time.&lt;br /&gt;
&lt;br /&gt;
== Common problems ==&lt;br /&gt;
&lt;br /&gt;
=== When I try to login using the account that usually works, I get following message: Disconnected from server ===&lt;br /&gt;
&lt;br /&gt;
The message is misleading. It means that the game server is not online at the moment. Try again later.&lt;br /&gt;
&lt;br /&gt;
If you really want to make sure, make sure you&#039;re trying to connect to &amp;lt;code&amp;gt;server.themanaworld.org&amp;lt;/code&amp;gt; and that the port in your &amp;lt;code&amp;gt;config.xml&amp;lt;/code&amp;gt; is set to 6901.&lt;br /&gt;
&lt;br /&gt;
If that is the case and you still are not convinced it really is down, run &amp;quot;ping -c1 &amp;lt;host&amp;gt;&amp;quot; to check if the server&#039;s machine is up at or run &amp;quot;telnet &amp;lt;host&amp;gt; &amp;lt;port&amp;gt;&amp;quot; to also check if the server software is listening on the port you specified. Telnet should timeout after a while if it cannot connect to the specific port on the host.&lt;br /&gt;
&lt;br /&gt;
== Problems with compiling or running ==&lt;br /&gt;
&lt;br /&gt;
=== Strange errors when running 0.0.22.1 ===&lt;br /&gt;
&lt;br /&gt;
When running version 0.0.22.1 against Guichan 0.5.0, you should see the following error:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tmw: Symbol `_ZTVN3gcn12FocusHandlerE&#039; has different size in shared object, onsider re-linking&lt;br /&gt;
tmw: symbol lookup error: tmw: undefined symbol: _ZN3gcn6Widget19removeDeathListenerEPNS_13DeathListenerE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The solution is to make sure that you uninstall any Guichan 0.5.0 library files from your system, and install Guichan 0.6.0 properly.&lt;br /&gt;
&lt;br /&gt;
== Misc questions ==&lt;br /&gt;
&lt;br /&gt;
=== I heard the characters will be deleted when you move to the new server. Is that true? ===&lt;br /&gt;
&lt;br /&gt;
Yes, it is. There is no appeal. The way the two servers work are too different to make a migration of the player database reasonably possible. However, we think that this change will make many additions to the game possible that are not feasible with the current server. Thus, the problem is unavoidable. The developers have not yet stated whether long-time players will be given some bonus or advantage on the new server after the transition.&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:System_requirements&amp;diff=9699</id>
		<title>Archive:System requirements</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:System_requirements&amp;diff=9699"/>
		<updated>2008-07-04T21:19:44Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General guideline ==&lt;br /&gt;
&lt;br /&gt;
The system requirements of TMW, as with any game, hugely depend on the kind of framerate you want. In general, you should be fine with a more or less recent (year 2001 and later) 3D accelerator card when running the OpenGL version. The software/SDL version probably heavily depends on your processor speed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Processor Speed:&#039;&#039;&#039; 1 Ghz&lt;br /&gt;
* &#039;&#039;&#039;RAM Memory:&#039;&#039;&#039; 64 MB&lt;br /&gt;
* &#039;&#039;&#039;Hard Disk Space:&#039;&#039;&#039; ~25 MB&lt;br /&gt;
* &#039;&#039;&#039;Operating System:&#039;&#039;&#039; Windows, GNU/Linux or MacOS X&lt;br /&gt;
&lt;br /&gt;
== Performance chart ==&lt;br /&gt;
&lt;br /&gt;
Here is a list of systems and the respective framerate with TMW. Feel free to add a line of your own, add comments if you like or necessary. We need especially more data about FPS on lower end machines, and it would also be nice to see changes in framerate on the same machine with different versions of TMW.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Processor&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Memory&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Video&amp;amp;nbsp;Card&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | OS&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | TMW&amp;amp;nbsp;Version&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Frame&amp;amp;nbsp;Rate&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Comments&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Alondria&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 400Mhz TI OMAP 2420 &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 128MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | PowerVR MBX&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Armel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.24.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Nokia N800 Tablet&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kohan&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron 500 Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 192 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 3D Rage Pro 4&amp;amp;nbsp;MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Win98 SE&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | NON-FUNCTIONAL&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yes, 4 MB Video.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot;| [[User:ElvenProgrammer|ElvenProgrammer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pentium4 2.53&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 9200se 128 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | WinXP Home SP2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21/01/2006&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 68&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AthlonXP-M&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 256 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI 9200gp 64 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ubuntu 5.10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21/01/2006&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:ilgufo|ilgufo]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon XP-M 2400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Savage 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid kernel 2.6.16.5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.20svn&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | hijjt&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Athlon XP 2200Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATI X800 Pro AGP (fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gentoo ~x86 2.6.17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1225&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[User:BjÃ¸rn|BjÃ¸rn]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | AthlonXP 1.6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GF 2MX 64 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ArchLinux/2.6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 04/07/2005&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;3&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radeon&amp;amp;nbsp;8500&amp;amp;nbsp;(fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 07/14/2005&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radeon&amp;amp;nbsp;9700&amp;amp;nbsp;(fglrx)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Burger|Burger]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1024 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 6800GT 256MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows XP, SP-2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 700+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Doener|Doener]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 4400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2048 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 6600 256MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gentoo Linux - Kernel 2.6.15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.18.1+ (cvs)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 300-600&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bahamut81&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce 7600 GT 256MB (proprietary drivers)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Kubuntu 6.10 RC&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22svn&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 640 (town), 400 (desert)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Dargeloz|Dargeloz]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron (Mendocino) 333Mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 196 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SiS 620 (Onboard Chipset) 8MB shared&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slackware GNU/Linux 11.0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~10 Windowed, ~12 Fullscren&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, OverlayDetail=0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| [[User:Crush|Crush]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| Athlon XP 2400+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| 256 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| GeForce2 MX 200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| Windows XP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;4&amp;quot;| 0.0.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 98&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, sandstorm off&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 44&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, sandstorm on&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 33&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, sandstorm off&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Software, sandstorm on&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | dmang&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon XP 1700+ (1467Mhz)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Velocity 4400 16MB (TNT2)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows 2000 SP4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.21.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~30 in town, ~15 in sandstorm&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | pseudoXh4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Core Duo (Yonah) (686-class), 1733.51 MHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel 950GMA&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | NetBSD-current (Jan. 15 build)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.22.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~51fps in sandstorm, ~130fps in town&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, Software&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Blamoo|Blamoo]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GenuineIntel x86 Family 6 Model 11 Stepping 1 1090 MHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 192MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SIS AG315E-32&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows 98 SE&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | lastest stable&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25~30 FPS in sandstorm, 30~50FPS in Tulimshar&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL, 200 kbps&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | trapdoor&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Core2Duo 2.1ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 1024 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATi Radeon X1600 Pro&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | MacOS X 10.4.9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | 0.1.0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Unknown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | PowerPC G4 1.5Ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ATi Radeon 9700 Pro&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27-30 fps&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Zzl7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Intel Celeron 1.7 Ghz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 512MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ati Radeon 9200 SE [Xorg Driver]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid - 2.6.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23-1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60FPS&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, OpenGL&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | QOAL&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 1.1 GHz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.5 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | GeForce FX 5500 128 MB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows XP Pro SP2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 37-38 FPS in sandstorm, 75 FPS in town.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed (800x600), OpenGL, Full overlays&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Dr Wahl|Dr Wahl]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 4200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Geforce 7900GS&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Debian Sid 2.6.21&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ~175 Windowed, ~190 Fullscreen&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | OpenGL, Full overlays, installed via debian repo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[User:Falcata|Falcata]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pentium III 450mhz&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 256mb&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Riva TNT2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fedora 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0 branch, revision 3772&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40~60&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, OpenGL, Pentium3 optimized&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pentium IV 2.8ghz (Northwood)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1024mb&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia GeForce 8500 GT&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Arch Linux 2008.02&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0 Branch, revision 4229&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 350~500&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Fullscreen, OpenGL, Pentium4 optimized&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Felp|Felp]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 X2 dual core 4000+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Geforce 7300 GT&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windows Vista: Home Premium&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0.24.1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL, Full overlays&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[User:Superkoop|Superkoop]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | AMD Athlon 64 3200+&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.0 GB&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | nVidia Geforce 6150 LE (integrated card)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ubuntu 8.04 64bit (Kernel 2.6.24-19-generic)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0.0 branch; revision 4388&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 75&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Windowed, OpenGL, Tulimshar ~100 particles&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop/IngameMap&amp;diff=9665</id>
		<title>User:Superkoop/IngameMap</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop/IngameMap&amp;diff=9665"/>
		<updated>2008-06-23T23:43:14Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: /* Argaes */ updated image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Argaes ==&lt;br /&gt;
&lt;br /&gt;
This is made up of all of the maps created for TMW to date, some of them may not yet be in game, and some maps may not be on here as I have not updated the image lately. The maps are changing very rapidly, so forgive me if this is not the latest. :)&lt;br /&gt;
Also, note that I have not included the caves/building insides.&lt;br /&gt;
&lt;br /&gt;
http://file.pixilis.com/upload/20080623/38101.png&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop&amp;diff=9650</id>
		<title>User:Superkoop</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop&amp;diff=9650"/>
		<updated>2008-06-21T01:50:14Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: /* Presently Working On */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Who I am ==&lt;br /&gt;
&lt;br /&gt;
In some places I am known as John, those places tend to be IRL.&lt;br /&gt;
&lt;br /&gt;
In some places I am knows as Superkoop, those places tend to be online.&lt;br /&gt;
&lt;br /&gt;
In some other places yet, I am known as Xaru, those places tend to be in games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Presently Working On ==&lt;br /&gt;
&lt;br /&gt;
Making maps.&lt;br /&gt;
&lt;br /&gt;
Being obnoxious.&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
[[User:Superkoop/IngameMap]]&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop&amp;diff=9649</id>
		<title>User:Superkoop</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop&amp;diff=9649"/>
		<updated>2008-06-21T01:49:53Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Who I am ==&lt;br /&gt;
&lt;br /&gt;
In some places I am known as John, those places tend to be IRL.&lt;br /&gt;
&lt;br /&gt;
In some places I am knows as Superkoop, those places tend to be online.&lt;br /&gt;
&lt;br /&gt;
In some other places yet, I am known as Xaru, those places tend to be in games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Presently Working On ==&lt;br /&gt;
&lt;br /&gt;
Making maps.&lt;br /&gt;
Being obnoxious. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
[[User:Superkoop/IngameMap]]&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop/IngameMap&amp;diff=9648</id>
		<title>User:Superkoop/IngameMap</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop/IngameMap&amp;diff=9648"/>
		<updated>2008-06-21T01:45:59Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: /* Argaes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Argaes ==&lt;br /&gt;
&lt;br /&gt;
This is made up of all of the maps created for TMW to date, some of them may not yet be in game, and some maps may not be on here as I have not updated the image lately. The maps are changing very rapidly, so forgive me if this is not the latest. :)&lt;br /&gt;
Also, note that I have not included the caves.&lt;br /&gt;
&lt;br /&gt;
http://file.pixilis.com/upload/20080620/37618.png&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Superkoop/IngameMap&amp;diff=9647</id>
		<title>User talk:Superkoop/IngameMap</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Superkoop/IngameMap&amp;diff=9647"/>
		<updated>2008-06-21T01:44:54Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have rescaled the images to be 8% of full size.&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop/IngameMap&amp;diff=9646</id>
		<title>User:Superkoop/IngameMap</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop/IngameMap&amp;diff=9646"/>
		<updated>2008-06-21T01:40:30Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Argaes ==&lt;br /&gt;
&lt;br /&gt;
This is made up of all of the maps created for TMW to date, some of them may not yet be in game, and some maps may not be on here as I have not updated the image lately. The maps are changing very rapidly, so forgive me if this is not the latest. :)&lt;br /&gt;
&lt;br /&gt;
http://file.pixilis.com/upload/20080620/37618.png&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop&amp;diff=9640</id>
		<title>User:Superkoop</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Superkoop&amp;diff=9640"/>
		<updated>2008-06-17T00:35:02Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Who I am ==&lt;br /&gt;
&lt;br /&gt;
In some places I am known as John, those places tend to be IRL.&lt;br /&gt;
&lt;br /&gt;
In some places I am knows as Superkoop, those places tend to be online.&lt;br /&gt;
&lt;br /&gt;
In some other places yet, I am known as Xaru, those places tend to be in games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Presently Working On ==&lt;br /&gt;
&lt;br /&gt;
Making maps.&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Maps&amp;diff=9621</id>
		<title>Classic:Maps</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Maps&amp;diff=9621"/>
		<updated>2008-06-14T15:52:57Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: /* Existing maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_green}}&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
&lt;br /&gt;
You can build a map for TMW using [http://mapeditor.org Tiled]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; around 200x200 tiles is good in practice, though the theoretical maximum is 2048x2048&lt;br /&gt;
* &#039;&#039;&#039;Tile size:&#039;&#039;&#039; 32x32&lt;br /&gt;
* &#039;&#039;&#039;Map border:&#039;&#039;&#039; you have to leave an empty border around the map of at least 20 tiles&lt;br /&gt;
* &#039;&#039;&#039;Walls/players proportions:&#039;&#039;&#039; a normal door for a player is 2 tiles in height&lt;br /&gt;
* &#039;&#039;&#039;Indoor/Outdoor proportions:&#039;&#039;&#039; it is not required that inside view of buildings has to fit the size in outside view&lt;br /&gt;
* &#039;&#039;&#039;Path reference:&#039;&#039;&#039; please use tmw folder structure to keep references to tilesets working&lt;br /&gt;
* &#039;&#039;&#039;Transparent color:&#039;&#039;&#039; tilesets use alpha so no need to set a transparent color&lt;br /&gt;
* &#039;&#039;&#039;Layers:&#039;&#039;&#039; each map uses 4 layers: ground, objects, over and collision (names are only suggested)&lt;br /&gt;
** &#039;&#039;Ground:&#039;&#039; used for everything below items and beings.&lt;br /&gt;
** &#039;&#039;Objects:&#039;&#039; this layer is drawn simultaneously with items and beings, where tiles above a being are drawn below the being and tiles below the being are drawn above. Hence this layer is suitable for adding static objects to a map like plants or statues.&lt;br /&gt;
** &#039;&#039;Over:&#039;&#039; usually used for walls or high objects. Each tile in this layer is always above items and beings.&lt;br /&gt;
** &#039;&#039;Collision:&#039;&#039; this is a special layer for which you have to use the collision tileset. Use the &#039;X&#039; tile where you want a tile to be unwalkable. Be careful that even if a tile is not reachable, but it&#039;s walkable, the server can spawn monsters there, so you won&#039;t be able to reach them, or you can cause weird situations. For example fill a wall with &#039;X&#039; tiles, not only the borders, or you could have monsters spawning inside the wall.&lt;br /&gt;
&lt;br /&gt;
In a good style of mapping, please always use the lowest layer as possible (this is also in the interests of perfomance, since it keeps down overdraw).&lt;br /&gt;
&lt;br /&gt;
==Existing maps==&lt;br /&gt;
&lt;br /&gt;
Here a list of all existing maps:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| new_1-1.tmx&lt;br /&gt;
| Desert south of Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| new_2-1.tmx&lt;br /&gt;
| Desert Mine, level 1&lt;br /&gt;
|-&lt;br /&gt;
| new_3-1.tmx&lt;br /&gt;
| Tulimshar City, outdoor&lt;br /&gt;
|-&lt;br /&gt;
| new_4-1.tmx&lt;br /&gt;
| Hermits Cave, level 1 (Bat Cave)&lt;br /&gt;
|-&lt;br /&gt;
| new_5-1.tmx&lt;br /&gt;
| Desert Mine, level 2&lt;br /&gt;
|-&lt;br /&gt;
| new_6-1.tmx&lt;br /&gt;
| PvP Arena&lt;br /&gt;
|-&lt;br /&gt;
| new_7-1.tmx&lt;br /&gt;
| Desert southeast of Tulimshar (Snake map)&lt;br /&gt;
|-&lt;br /&gt;
| new_8-1.tmx&lt;br /&gt;
| Tulimshar City, indoor&lt;br /&gt;
|-&lt;br /&gt;
| new_9-1.tmx&lt;br /&gt;
| Woodland, central (Red Mushroom Map)&lt;br /&gt;
|-&lt;br /&gt;
| new_10-1.tmx&lt;br /&gt;
| Snow field (Rudolph Slime + Santa Slime map)&lt;br /&gt;
|-&lt;br /&gt;
| new_11-1.tmx&lt;br /&gt;
| Snow Town, outdoor&lt;br /&gt;
|-&lt;br /&gt;
| new_12-1.tmx&lt;br /&gt;
| Ice Cave, level 1&lt;br /&gt;
|-&lt;br /&gt;
| new_13-1.tmx&lt;br /&gt;
| Snow Town, indoor&lt;br /&gt;
|-&lt;br /&gt;
| new_14-1.tmx&lt;br /&gt;
| Woodland, south (Loghead Map)&lt;br /&gt;
|-&lt;br /&gt;
| new_15-1.tmx&lt;br /&gt;
| Palm beach southwest of Tulimshar (transition to woodland)&lt;br /&gt;
|-&lt;br /&gt;
| new_16-1.tmx&lt;br /&gt;
| Woodland, southeast (Fluffy Map, transition to desert)&lt;br /&gt;
|-&lt;br /&gt;
| new_17-1.tmx&lt;br /&gt;
| Hermits Cave, level 2 (Lamp snake cave)&lt;br /&gt;
|-&lt;br /&gt;
| new_18-1.tmx&lt;br /&gt;
| Woodland, east (woodland village surrounding)&lt;br /&gt;
|-&lt;br /&gt;
| new_19-1.tmx&lt;br /&gt;
| Woodland village, outdoor&lt;br /&gt;
|-&lt;br /&gt;
| new_20-1.tmx&lt;br /&gt;
| Woodland village, indoor&lt;br /&gt;
|-&lt;br /&gt;
| new_21-1.tmx&lt;br /&gt;
| Ice Cave, level 2&lt;br /&gt;
|-&lt;br /&gt;
| new_22-1.tmx&lt;br /&gt;
| Desert snake cave&lt;br /&gt;
|-&lt;br /&gt;
| new_23-1.tmx&lt;br /&gt;
| Dimonds Cove Restaurant, indoor&lt;br /&gt;
|-&lt;br /&gt;
| new_24-1.tmx&lt;br /&gt;
| New desert map southeast of map 7&lt;br /&gt;
|-&lt;br /&gt;
| new_25-1.tmx&lt;br /&gt;
| Underground of map 24&lt;br /&gt;
|-&lt;br /&gt;
| new_26-1.tmx *&lt;br /&gt;
| Woodland, north&lt;br /&gt;
|-&lt;br /&gt;
| new_27-1.tmx *&lt;br /&gt;
| Underground of map 26&lt;br /&gt;
|-&lt;br /&gt;
| new_28-1.tmx **&lt;br /&gt;
| East of map 26, transition from mountains to forest&lt;br /&gt;
|-&lt;br /&gt;
| new_29-1.tmx **&lt;br /&gt;
| West of map 9&lt;br /&gt;
|-&lt;br /&gt;
| new_30-1.tmx **&lt;br /&gt;
| Cave map under map 29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;) Map pending release&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;) Map planned or under construction&lt;br /&gt;
&lt;br /&gt;
== How to map ==&lt;br /&gt;
&lt;br /&gt;
When you want to make maps for tmw but you don&#039;t know how to start, read the [[Mapping Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Map naming ==&lt;br /&gt;
The naming scheme on eAthena is a bit weird because of technical restrictions. Each map is named &amp;quot;new_X-1.tmx&amp;quot; where X is a consecutive number. Maps are numbered after the age of creation.&lt;br /&gt;
&lt;br /&gt;
On the new server we will be able to have a much more convenient map names. Refer to the [[map naming]] article for details.&lt;br /&gt;
&lt;br /&gt;
== Needed maps ==&lt;br /&gt;
&lt;br /&gt;
The current priority is the expansion of the woodland area and transform it to the northern area of the [[Argaes]] continent. The plan is to expand the current area to the northeast. A tileset for the trade city is currently in development. This time should be used to close the gap between Hurnscald (map 18) and the new trade city and map the trade citys surrounding.&lt;br /&gt;
&lt;br /&gt;
[[Image:Argaes-north-development.png]]&lt;br /&gt;
&lt;br /&gt;
You can visit the following [http://forums.themanaworld.org/viewtopic.php?f=13&amp;amp;t=4268 forum thread] for currently needed mapping tasks.&lt;br /&gt;
&lt;br /&gt;
== Errors on existing maps ==&lt;br /&gt;
&lt;br /&gt;
If you encounter a map error, big or small, please add it to this list so that eventually a mapper can pick it up and include it the next time the map gets updated. Also feel free to add suggestions.&lt;br /&gt;
&lt;br /&gt;
Grey errors have been fixed but the fixed map file has not been released yet.&lt;br /&gt;
&lt;br /&gt;
==== The desert area below town (1-1) ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in the current version)&lt;br /&gt;
&lt;br /&gt;
==== Tulimshar (3-1) ====&lt;br /&gt;
&lt;br /&gt;
* The large empty area at 44,34 in new_3-1 is reserved for the city&#039;s &amp;quot;palace&amp;quot;, but we need a tile artist to start drawing the necessary tiles for this.&lt;br /&gt;
&lt;br /&gt;
==== Desert Cave Level 2 (5-1) ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in current version)&lt;br /&gt;
&lt;br /&gt;
==== The Eastern Desert (?) (7-1) ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in current version)&lt;br /&gt;
&lt;br /&gt;
==== Casino (8-1) ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in the current version)&lt;br /&gt;
&lt;br /&gt;
==== Woodland southwest (14-1) ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in the current version)&lt;br /&gt;
&lt;br /&gt;
==== Woodland southeast (16-1 transition to desert) ====&lt;br /&gt;
* /&lt;br /&gt;
&lt;br /&gt;
==== Snow Field ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in the current version)&lt;br /&gt;
&lt;br /&gt;
==== Bat Cave ====&lt;br /&gt;
&lt;br /&gt;
We can see the cave snake cut off behind the wall.&lt;br /&gt;
&lt;br /&gt;
Blash says: &amp;quot;This is probably because&lt;br /&gt;
this map needs black tiles placed &lt;br /&gt;
in the ceiling layer of the map.&lt;br /&gt;
This is the same problem with the snow village map below.&amp;quot;&lt;br /&gt;
http://img232.imageshack.us/img232/970/dibujost4.jpg&lt;br /&gt;
&lt;br /&gt;
==== Snow town ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in the current version)&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=9581</id>
		<title>Development:Mapping Tutorial</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=9581"/>
		<updated>2008-06-05T17:58:39Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: /* Setting up Tiled for making TMW Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Making maps for TMW is not a task that requires a lot of knowledge but is a very good way to become creative and help the game to become more attractive. But getting started can be a little frustrating. Here is a guide that will help you to learn how to make maps.&lt;br /&gt;
&lt;br /&gt;
=== How to get Tiled ===&lt;br /&gt;
The map editor we are using is called Tiled. You can find it at http://mapeditor.org/.&lt;br /&gt;
&lt;br /&gt;
Tiled is a java application. That means it runs on every system that got a Java Runtime Environment. But you need the latest Java Runtime Environment installed on your system. You can get it at http://www.java.com/getjava/.&lt;br /&gt;
&lt;br /&gt;
To start Tiled just click the &#039;&#039;Start Now!&#039;&#039; link on mapeditor.org or download Tiled and open &#039;&#039;tiled.jar&#039;&#039; with the &#039;&#039;java&#039;&#039; binary in your java folder with the additional parameter &#039;&#039;-jar&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Setting up Tiled for making TMW Maps ===&lt;br /&gt;
&lt;br /&gt;
Tiled is a map editor that isn&#039;t made especially for TMW. That means it got a lot of options and settings we don&#039;t need. &lt;br /&gt;
[[Image:Maptutorial_Newmap.png|right|Settings for a new tmw map]]&lt;br /&gt;
To create a new map, press File-&amp;gt;New. Use the following settings:&lt;br /&gt;
&lt;br /&gt;
* Map Type: Orthogonal&lt;br /&gt;
* Tile Size: 32x32&lt;br /&gt;
* Tile Spacing: 0&lt;br /&gt;
* Map Size: 140 X 120 (the preferred size for official maps) &lt;br /&gt;
&lt;br /&gt;
Now add 3 new layers using Layer-&amp;gt;Add Layer from the menu bar or the Add Layer Button (the leftmost button in the button row in the lower right corner). You should have 4 layers called Layer 3, Layer 2, Layer 1 and Layer 0. You should now rename them as following. You don&#039;t have to, but it will help you to understand the rest of the tutorial.&lt;br /&gt;
&lt;br /&gt;
* Layer 3 -&amp;gt; Collision Layer&lt;br /&gt;
* Layer 2 -&amp;gt; Over Layer&lt;br /&gt;
* Layer 1 -&amp;gt; Object Layer&lt;br /&gt;
* Layer 0 -&amp;gt; Ground Layer&lt;br /&gt;
&lt;br /&gt;
=== Importing tilesets ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Maptutorial_Newtileset.png|right|Settings for importing a tileset]]&lt;br /&gt;
The Map is now ready to be created. But to create it we need some graphics first. When you downloaded TMW as an installer packet all map graphics are downloaded at the first start of TMW from the update server and stored in the subfolder &amp;quot;\.tmw\updates&amp;quot; of your home directory as zip archives. Unpack these into the &amp;quot;data&amp;quot; subfolder of your tmw installation. When you got TMW from the subversion repository the most recent version of all map graphics will already be there and this step can be skipped.&lt;br /&gt;
&lt;br /&gt;
To import a tileset select Tilesets-&amp;gt;New Tileset and set the following options:&lt;br /&gt;
&lt;br /&gt;
* Name: (doesn&#039;t matter)&lt;br /&gt;
* Tile width: 32&lt;br /&gt;
* Tile height: 32 (64 for _x2 tilesets and 96 for _x3 tilesets. [[#Oversized_tiles|see below]])&lt;br /&gt;
* Reference tileset image: checked&lt;br /&gt;
* Tile spacing: 0&lt;br /&gt;
* Use transparent color: unchecked&lt;br /&gt;
&lt;br /&gt;
Now push the browse button and browse to your TMW folder and then the sub folder /data/graphics/tiles/. Here you will find all tilesets that are used by TMW saved as PNG graphics. Select the one you want.&lt;br /&gt;
&lt;br /&gt;
Please only import the tilesets you want to use. Don&#039;t forget to import the Tileset &amp;quot;Collision.png&amp;quot;, too. It has a very important purpose that will be explained later.&lt;br /&gt;
&lt;br /&gt;
=== Starting to map ===&lt;br /&gt;
&lt;br /&gt;
Now you can finally start to map. To place tiles on the map select the pen tool from the toolbox to the left. Then select a tile from the tile palette. You can open the tile palette by clicking the rectangle in the lower left corner. Now you can place the tiles on the map. Please watch out what layer you are drawing on because the layer play different roles:&lt;br /&gt;
*The &#039;&#039;&#039;Ground Layer&#039;&#039;&#039; is for tiles without transparency. In the game it will always be below the sprites. This layer has to be filled completely before you can call the map finished.&lt;br /&gt;
*The &#039;&#039;&#039;Object Layer&#039;&#039;&#039; is for tiles that have some transparent pixels. It is usually used for stuff that stands around on the map like trees or stones.&lt;br /&gt;
*Tiles on the &#039;&#039;&#039;Over Layer&#039;&#039;&#039; are always drawn over the map sprites.&lt;br /&gt;
*The &#039;&#039;&#039;Collision Layer&#039;&#039;&#039; isn&#039;t rendered ingame. It contains the information which parts of the map are walkable and which aren&#039;t. Don&#039;t put any tiles on it but the red cross from the collision tileset.&lt;br /&gt;
&lt;br /&gt;
When you are finished with your map you have to determine which tiles are walkable and which aren&#039;t. To do so mark all tiles you want to be blocked with the red cross from the collision tileset on the collision layer. Be careful that even if a tile is not reachable, but it&#039;s walkable, the server can spawn monsters there. That means Players won&#039;t be able to reach them or you can cause other weird situations. For example fill a lake completely with the red cross tile, not only the shoreline.&lt;br /&gt;
&lt;br /&gt;
Be aware that you need a border of about 30 tiles in every direction that may not be walkable but should be designed properly. Portals to other maps should only be some tiles wide. You can&#039;t define the portals with Tiled, by the way. Leave this to the server administrators. The same applies to monster population, NPCs and other interactive objects.&lt;br /&gt;
&lt;br /&gt;
=== Testing your map ===&lt;br /&gt;
&lt;br /&gt;
To test your map you have to replace one of the maps in your TMW folder (in the sub folder data/maps). When you start the game and go to the map you replaced you will see your new map. You will see monsters and other players on the map but don&#039;t worry. The other players still see their version of the map and they won&#039;t see you walk through walls. Just ignore them while you explore your map.&lt;br /&gt;
&lt;br /&gt;
Sometimes your changed map is overridden by a new version of the map in the updates. In that case you won&#039;t see any changes when you change or even remove a map. When you encounter this problem either skip the update loading by starting tmw with the parameter &amp;quot;-u&amp;quot; or delete the file you want to change in all the zip archives you find in the subfolder /updates/.&lt;br /&gt;
&lt;br /&gt;
== Intermediate topics ==&lt;br /&gt;
&lt;br /&gt;
=== Over sized tiles ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed the tilesets ending with _x2.png or _x3.png in the tmw folder containing objects that are two or three tiles high. The new version of tiled allows you to place them with one click. The TMW graphic engine recognizes these over sized tiles when placed on the object layer and automatically draws sprites in front of them when they are south of them and behind them when they are north of them. When importing a _x2 tileset, set the tile height to 64 and when importing a _x3 tileset set it to 96. You should never put an over sized tile on another layer but the object layer.&lt;br /&gt;
&lt;br /&gt;
=== The Stamp ===&lt;br /&gt;
&lt;br /&gt;
The Stamp Feature is a powerful feature of tiled that is hard to find but can save a lot of time. It allows you very quick copy&amp;amp;pasting of a part of a layer. This allows you to draw objects consisting of multiple tiles very quick. Just select the pen tool, press the right mouse button and drag the mouse over the tiles you want to copy. Now you can draw the whole square of tiles over and over again with a single left click. To return to the normal drawing mode just select the pen tool again or choose a tile from the tile palette.&lt;br /&gt;
&lt;br /&gt;
=== Making two maps with a fluent transition ===&lt;br /&gt;
&lt;br /&gt;
When you create an outdoor map it is most likely supposed to be adjacent to an existing map. In this case the transmission from one map to the other should be as seamless as possible. This can only be reached when the border areas of both maps are identical. Unfortunately Tiled can&#039;t copy&amp;amp;paste between different maps (OK, it is possible, but it only works correctly when both maps use exactly the same tilesets in exactly the same order). So we developed a command-line based program called TMXcopy for this task. You can find the sourcecode on the SVN repository in the folder http://themanaworld.svn.sourceforge.net/viewvc/themanaworld/tmw/branches/0.0/tools/tmxcopy/ A compiled windows binary can be found at http://www.crushnet.org/TempFiles/tmw/tmxcopy.zip&lt;br /&gt;
&lt;br /&gt;
How to use this program is described in its [http://themanaworld.svn.sourceforge.net/viewvc/*checkout*/themanaworld/tmw/branches/0.0/tools/tmxcopy/readme.txt readme file].&lt;br /&gt;
&lt;br /&gt;
To create a map adjacent to an existing one you should:&lt;br /&gt;
# Create the new map as described above and save it.&lt;br /&gt;
# Use TMXcopy to copy the border area of the old map to the opposite side of the new map. The area should have the double width of the unwalkable area.&lt;br /&gt;
# Open the new map and check if the copying worked correctly. Then modify the lower three layers of the copied area to fit into your map. While doing so you should focus on the half of the new area that is inside the walkable area of your map. The half that lies in the border zone of your map should not be modified too much because it is part of the old map.&lt;br /&gt;
# Use TMXCopy to copy the new area from the new map back to the old map.&lt;br /&gt;
# Update the collision layers on both maps.&lt;br /&gt;
&lt;br /&gt;
Now the border area should be visually identical on both maps. The only difference should be that the unwalkable areas are switched. When sending the map to the team remember to include the new version of the old map.&lt;br /&gt;
&lt;br /&gt;
=== Ambient effects ===&lt;br /&gt;
[[Image:Maptutorial_Overlayproperties.png|right|Example for 3 independent scrolling overlays]]&lt;br /&gt;
Ambient Effects are a new feature in TMW 0.0.21. They are transparent graphics that will be drawn over your map. All these graphics can scroll independent. They can be used to create a variety of special effects like weather, darkness etc.&lt;br /&gt;
&lt;br /&gt;
To add overlays to your map open your map with Tiled and click Map-&amp;gt;Properties to open the map properties dialog. The dialog is a little bit buggy in the current version of Tiled, so make sure that the property has really been set before you save the map. Pressing enter after entering each key and value helps... sometimes. &lt;br /&gt;
&lt;br /&gt;
First you have to choose an image. Do so by adding a key &#039;&#039;overlay0image&#039;&#039; and set its value to the path of the image that you want to use relative to the data directory. For the spotlight effect for example enter &#039;&#039;/graphics/images/ambient/spotlight.png&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
When you want the image to move permanently add the new keys &#039;&#039;overlay0scrollX&#039;&#039; and &#039;&#039;overlay0scrollY&#039;&#039; followed by a number (can be a decimal value). &#039;&#039;overlay0scrollX&#039;&#039; determines the scroll speed to the right (negative values mean scrolling to the left) and &#039;&#039;overlay0scrollY&#039;&#039; the scroll speed down (negative values mean up). both values are in pixels per frame. &lt;br /&gt;
&lt;br /&gt;
You can also define a &#039;&#039;overlay0parallax&#039;&#039; parameter. This parameter affects how much the overlay scrolls when the screen scrolls. A value of 1.0 means that the overlay will stay relative to the ground when the screen scrolls. A value of 0.0 means that the overlay stays relative to the &amp;quot;camera&amp;quot; and is not affected by scrolling. It is a decimal value so you can set it to values between 1 and 0 to create the three dimensional illusion of a layer between the &amp;quot;camera&amp;quot; and the map.&lt;br /&gt;
&lt;br /&gt;
You can create any number of independent overlay graphics. To define a 2nd one create keys with 1 instead of 0, for a 3rd one 2, and so on.&lt;br /&gt;
&lt;br /&gt;
The overlays won&#039;t appear in Tiled. They will only appear in the game.&lt;br /&gt;
&lt;br /&gt;
When it doesn&#039;t work please check that all key names are written correctly (they are cAsEsEnSiTiVe) and that the numbers of the overlays are consecutive starting from 0.&lt;br /&gt;
&lt;br /&gt;
When you want to create overlay images yourself (transparent 32bit png graphics of any size) please don&#039;t forget to make them transparent with your image manipulation program. Otherwise the player won&#039;t be able to see the map under it. An opacity of 50% should be the absolute maximum. When you want to create effects that are not meant to obstruct the players view use an opacity between 10% and 20%.&lt;br /&gt;
&lt;br /&gt;
=== Particle effects ===&lt;br /&gt;
&lt;br /&gt;
Check out the article about the [[Particle engine]] for a description about how to add particle effects to your map and how to create new particle effects when the effect you need doesn&#039;t exist yet.&lt;br /&gt;
&lt;br /&gt;
== Creating a Minimap ==&lt;br /&gt;
&lt;br /&gt;
The Creation of a minimap is a task that requires an image manipulation software that supports multiple layers and the PNG format (we recommend [http://www.gimp.org GIMP]). When you are not familiar with using one you should ask one of the artists to create a minimap for your map. When you want to create your own minimap then you should exactly follow the following steps to ensure to stay in style with the rest of the minimaps:&lt;br /&gt;
#Open your map with tiled, zoom out until the whole map is visible and use the &amp;quot;save as image&amp;quot; option.&lt;br /&gt;
#Open the image with your image manipulation program.&lt;br /&gt;
#Resize it so that one pixel represents one tile. When your map is for example 160x100 tiles large (including border zone) your picture should be 160x100 pixels large.&lt;br /&gt;
#Create a new transparent layer over the existing one.&lt;br /&gt;
#Select the pencil tool with a brush size of 1x1 pixel and with the color #000000 (pure black). Anti aliasing should be deactivated when available.&lt;br /&gt;
#Now draw lines on the new layer along the following map features:&lt;br /&gt;
#*Cliffs and walls (lower and upper edge)&lt;br /&gt;
#*River/lake shores&lt;br /&gt;
#*Roads (both sides of the road as single lines)&lt;br /&gt;
#*The border of any other large map structure that you feel should be on the map&lt;br /&gt;
#Trees or other objects can be represented by single pixels with 50% alpha transparency when there are so many that they affect the gameplay on the map.&lt;br /&gt;
#When you are finished remove the background layer. Now only the black lines should be visible&lt;br /&gt;
#Resize the image to 50% of its current size. You should use the best image filtering method available (cubic filtering in GIMP).&lt;br /&gt;
#Save your finished minimap as a PNG image with 32bit color depth and alpha transparency as *your_tmw_folder*/data/graphics/images/minimap_*mapname*.png. &lt;br /&gt;
#Open your map with Tiled, click Map-&amp;gt;Properties in the menu bar and add a new property with the key &amp;quot;minimap&amp;quot; and the value &amp;quot;/graphics/images/minimap_*mapname*.png&amp;quot;. The propertys dialog is a little bit buggy in the current version of Tiled, so make sure that the property has really been set before you save the map.&lt;br /&gt;
#Send us both the map and the minimap image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While this is indeed exactly the way I also created the earlier cave and desert minimaps, I am not entirely happy with this method. Mostly because the final result is a really tiny image, without the ability to easily make versions of it on other scales. I would therefore suggest we try to create future minimaps in vector format using Inkscape. The technique would be similar, placing a scaled down version of the map in the background and drawing black lines on top. The result should however be an image that can take any scale. This would allow us both to put more detail in the minimap for larger scales, and to include a zooming feature (or similar) in the game so that notes and other marks can be placed on the map with higher precision.&#039;&#039; --[[User:BjÃ¸rn|BjÃ¸rn]] 16:04, 16 August 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Sending the map to the dev team ==&lt;br /&gt;
&lt;br /&gt;
There are many ways to send us your map so we can include it in the next release.&lt;br /&gt;
;E-Mail: Mail your map to the developers mailing list themanaworld-devel@lists.sourceforge.net. Before you can do so you have to subscribe to it. This is a precaution against spam. You can do so on https://lists.sourceforge.net/lists/listinfo/themanaworld-devel&lt;br /&gt;
;IRC: Join our [irc://irc.freenode.net/themanaworld IRC Channel]. When you are not familiar with irc you can find a guide in this [http://forums.themanaworld.org/viewtopic.php?t=747 Forum Thread]. When you are in the channel ask a developer if you can send him your map using DCC or upload your map to a webspace or one click hoster and give us the link.&lt;br /&gt;
;Forum: Upload your map to any webspace or one click hoster. An overview graphic (can be created with Tileds &amp;quot;Save as Image&amp;quot; feature) would be nice, too. Visit our [http://forums.themanaworld.org/viewforum.php?f=9 Forum] and register a new account. Then open a new thread, introduce yourself and post a link to your map. &lt;br /&gt;
&lt;br /&gt;
Please understand that we will most likely have some details we would like to have changed before we release your map. so please check back or leave some information how to contact you.&lt;br /&gt;
&lt;br /&gt;
== Hints for good mapping ==&lt;br /&gt;
&lt;br /&gt;
* Before you start with a map you should have a loose idea of the layout. Making a sketch of the map on a piece of paper can be very useful.&lt;br /&gt;
* Try to avoid choke points like bridges, mountain passes or corridors that are only one tile wide. They can be blocked very easily.&lt;br /&gt;
* Don&#039;t put too many similar objects on one screen. Very eye catching tiles should only be used sparingly. Try to break up large areas with the same tile over and over again by throwing in some objects.&lt;br /&gt;
* Avoid regular patterns in natural environments. Trees usually don&#039;t grow in grid patterns. Rivers, mountain ridges or corridors in caves should never be completely straight.&lt;br /&gt;
* Don&#039;t map too functional. Give the players something to look at, even when it hasn&#039;t got any relevance for the gameplay.&lt;br /&gt;
* But keep the playability in mind.&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Dabe/Prehistory&amp;diff=9490</id>
		<title>User:Dabe/Prehistory</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Dabe/Prehistory&amp;diff=9490"/>
		<updated>2008-06-04T00:32:50Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: /* the Sun &amp;amp; the Moon are constructed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_worldconcept}}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;the Universe begins&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Somewhere in purgatory, surrounded by a web of mental energy, there once existed an empty plane of dark space.  Nothing ever happened there and it seemed like it would stay that way forever.  Then in the center of the darkness, the universe suddenly began to emerge from one immeasurable point of pure and boundless energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Elements|the Elements]] come in to existence ===&lt;br /&gt;
&lt;br /&gt;
What began as a single point of energy, suddenly split in to four new energies, which immediately rushed outward to fill the universe.  These energies, called elements, make up and give definition to reality.  When elements are manacled together, distinct sub-elemental products can be created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Spirits|the Spirits]] &amp;amp; [[Gods|the Gods]] are created ===&lt;br /&gt;
&lt;br /&gt;
The elements flew wildly about for some time, perpetually crashing apart and mixing together.  During this period, every possible elemental product was eventually created and subsequently destroyed to such an infinite point, that the original four elements seemed to reform at the end of the cycle.  Instead of repeating the chaotic transmutation that once again seemed inevitable, the elements began to coalesce uniformly in to four, separate masses.  After a moment of stillness, an implosion of elemental energies revealed four condensed masses of pure elemental energy, each located at a fixed point, in what now seemed like very empty space.  &lt;br /&gt;
&lt;br /&gt;
What would eventually be called &amp;quot;Spirits&amp;quot; suddenly and of course, quite miraculously, came in to existence.  Miraculous as they might have been, the Spirits actually possessed no overt intelligence, because they did not exist within the boundaries of the mental plane.  They did however, have a certain unconscious purpose and intent; more of a natural aversion toward imbalance in the universe.  Unfortunately for the universe, all of the elemental energy it would need to have physical substance was now on the outer rim of the mental plane.  With no creative thought, there could be no conceivable future.  &lt;br /&gt;
&lt;br /&gt;
So, in an act of pure instinct, each spirit simultaneously expelled half of its energy toward the heart of the universe.  The four streams of energy managed to remain tethered to each spirit, even after plunging through the dark void of space and puncturing the mental plane.  As they blasted through the astral fog, in to conscious existence, each elemental projection became immediately self-aware and began to question their own purpose.  With no one to instruct them, the new entities were left to devise their own understanding of the universe, beginning with the first linguistic associations; they called their creators &amp;quot;Spirits&amp;quot; and referred to themselves as &amp;quot;Gods&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;the Dawn of Mortal Life&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Gods had little else to do but spend their time creating lower-lifeforms and of course, places for them to live.  Despite the fact that the universe was now brimming with life, the Gods were experiencing an uncomfortable feeling that the Spirits may be running out of energy.  The Gods were in a way, the corporeal avatars of the Spirits and so, shared a subconscious respect for universal balance.  The Gods knew without fully understanding why, that in order for the universe to remain intact, the Spirits must always retain at least some of their energy supply.  The only way the Gods could hope to reclaim some of this supply, was to begin sacrificing their creations, many of which were already becoming boring.  &lt;br /&gt;
&lt;br /&gt;
The Gods, who had grown quite difficult to entertain, spent a minimal amount of time sifting through their countless creations.  Most creatures were scooped up and &#039;&#039;quickly&#039;&#039; examined, then even more quickly destroyed for lacking entertaining quality.  After destroying all of those creatures however, there was still work to be done until their problem was solved.  Dead matter takes a long time to decompose naturally; the Gods needed a faster method of recycling elemental refuse.&lt;br /&gt;
&lt;br /&gt;
After a long argument, the Gods agreed on a small roster of creatures to reanimate and did so.  The mounds of dead matter were then tossed rather carelessly toward the Spirits, where they were absorbed and immediately broken down to raw elemental energy, then redistributed evenly back toward the Gods.  Well supplied for the moment, with fresh energy and a clean working environment, the Gods returned to their experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== the World begins to take form  ===&lt;br /&gt;
&lt;br /&gt;
After another long stretch of time, the Spirits were once again running low on energy.  During their last crisis however, the Gods had devised a preemptive solution for this impending situation.  There were still many physical realms leftover from the recently eradicated creatures.  The plan was to break all of these down and finally construct a single set of elemental realms, using a more condensed area and a reduced amount of energy. &lt;br /&gt;
 &lt;br /&gt;
The Gods once again combed their mortal ranks for the most stagnant and boring creatures, ending each of their lives without much thought and even less remorse.  Then with a newly consolidated roster, all remaining mortal life could be placed comfortably on a single world.  Once again of course, there was the annoyance of gathering the recently deceased; a task which the Gods felt they had grown beyond and one which they had no intention of personally undertaking. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== the Sun &amp;amp; the Moon are constructed ===&lt;br /&gt;
&lt;br /&gt;
Instead of personally cleaning up the universe, the Gods designed a routine system to collect dead matter, faster and much more automatically than before.  Since their normal creations seemed somehow ill-equipped to handle such an important task, the Gods developed two unique objects capable of filling their needs.  One called &amp;quot;the Sun&amp;quot; was created by the Gods of Air and Fire, while a polar opposite called &amp;quot;the Moon&amp;quot; was created by the Gods of Water and Earth.  When they were completed, both objects were placed in orbit around the world, where they would chase each other forever.  &lt;br /&gt;
&lt;br /&gt;
The Sun burned with such ferocity and brightness, that the black of the sky directly around it became illuminated to a light-blue.  With this intense light came heat, which warmed the surface of the world as it passed.  A number of environmental changes were gradually taking place because of this, but the Gods had become too detached to notice this triviality.  What was important to them, was that this new heat served to bake any dead matter laying about, greatly accelerating the usually long process of decay.  Afterward the Moon follows, emitting a much softer glow and collecting the smallest elemental particles as it passes.  The collected particles are then separated and released toward the Spirits, where they are recycled and distributed back to the Gods; they finally figured out a way to play continually, without having to clean up after themselves.&lt;br /&gt;
&lt;br /&gt;
=== Ifriton, Sparron, Talpan &amp;amp; Tritan are created ===&lt;br /&gt;
&lt;br /&gt;
For the first time in a long while, the Gods felt joyous for their accomplishments.  In their eyes, this new realm was a model of perfection.  They celebrated amongst the mortals all throughout the first Day, enjoying the brightness of the Sun as it passed.  When the Moon arrived however, it ushered darkness back in to the sky and the Gods began to feel tired.  As they drifted off to sleep, each god dreamed of life in the form of their favorite creature.  The God of Water dreamed of a fish, the God of Air dreamed of a bird,  the God of Fire dreamed of a salamander and the God of Earth dreamed of a mole.&lt;br /&gt;
&lt;br /&gt;
To their surprise, the Gods were suddenly jarred awake by four new beings, which they had never seen before.  Each creature was a product of a God&#039;s sleeping mind, so while  many of their traits were familiar, their overall design seemed startlingly strange and new; they shared the mental potential of the Gods, but absorbed energy naturally through the environment, like the mortals.  The Gods were so impressed by these new creations, that they decided it was unfair to compare them to the rest of the mortals, categorizing them as &amp;quot;[[Man]]&amp;quot; and lesser creatures as &amp;quot;[[animal|animals]]&amp;quot;.  Like the Gods did after their own birth, Man began to question its existence.  However, in a manner which the Spirits were never able, the Gods began to interact with Man by teaching them about the universe; reducing the confusion that all of the secrets of existence could carry.  The Gods taught Man to manipulate the elements, mostly out of curiosity, to see just how far their potential reached.  Under the tutelage of the Gods, Man attained many new and wonderful powers, but they were never allowed to combine their knowledge.  The Gods were so adamantly against combining the elements, that they forbade Man from doing so.  To prevent such a thing from ever happening, the Gods rarely allowed them to even see each other, let alone have any extended contact.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ifriton, Sparron, Talpan &amp;amp; Tritan reunite ===&lt;br /&gt;
&lt;br /&gt;
After centuries of teaching, the Gods had once again become fatigued and they abruptly and almost simultaneously fell asleep.  After centuries of learning &#039;&#039;and especially isolation in the realms&#039;&#039;, Ifriton, Sparron, Talpan and Tritan had nearly mastered their relative areas of study, but they wondered about each other and the other realms.  Leaving the Gods aslee, Man began wandering the realms in search of one another.  Ifriton and Sparron met in the realm of Water, where they were both looking for Tritan.  Of course, Tritan wasn&#039;t there, because he had gone to the realm of Fire in search of Ifriton, though he happened upon Talpan there instead.  Talpan was actually looking for Sparron, but had somehow gotten lost along the way.  Out of curiosity and completely by chance, both pair made the decision to explore the center of the world, where for the first time, Man reunited without the watchful eye of the Gods.&lt;br /&gt;
&lt;br /&gt;
After spending a very short amount of time together, the quickly changing topic of conversation turned to that of their sleeping mentors.  The general mood changed and the conversation suddenly died down suddenly, when Talpan rather bluntly observed, &amp;quot;There&#039;s no telling what they&#039;ll do if they wake up and find that we&#039;re not in our realms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To which Sparron added, &amp;quot;What if they find us together?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
..and so driven by fear and uncertainty, each of them moved as quickly as they could back to their realm, where they were amazed and overjoyed to find each of the Gods still asleep.  Unlike the first time Man awakened the Gods, they each felt fear and anxiety.  However, when the Gods failed to awaken after being thoroughly poked, shaken and screamed at, Man soon realized that they might be without guidance for a while.  So, with nothing better to do, Ifriton, Sparron, Talpan and Tritan reunited at the center of the world for the second time.  As more time passed and they grew more comfortable with each other, Man slowly began to exchange and share their knowledge; something &#039;&#039;the Gods&#039;&#039; rarely did and had never encouraged in Man.  As they cooperated, Man discovered that the blending of elements produced more interesting and less cursed results than the Gods had claimed.  Man continued to study the four basic elements, but they embraced the ability to combine them, allowing the creation of many things the Gods couldn&#039;t have even imagined.  &lt;br /&gt;
&lt;br /&gt;
At first, Man frequently adjourned to their realms to try rousing the Gods awake, but after a while of that.. that turned in to simply checking in on them, to make sure they were still asleep.  Then even that became less frequent, until the point where simply for lack of interest, Man rarely even spoke of the Gods at all.  Since that fearful moment during their first reunion, Man had come to realize that they did not want the Gods to control them anymore.  Also, enough time had passed and enough of their combined knowledge had been expanded upon, that Man had become much more confident in their understanding of the Universe.  Without question, Man&#039;s combined power finally grew to exceed that of the Gods.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Man redefines mortality ===&lt;br /&gt;
&lt;br /&gt;
Ifriton, Sparron, Talpan and Tritan toiled constantly over their studies, making progress every day.  After centuries without the Gods, who were still in the very spots where they had fallen asleep, Man actually began to grow bored with one another.  With their endless lifespans, it was starting to seem as though Man would follow suit with the Gods; becoming so bored with life that they simply fall asleep.  Wanting to stop this possibility from becoming reality, Man made a difficult but revolutionary decision.  The plan itself took another century to complete and would be the most drastic change that mortal life would ever undergo.  As soon as the calculations were completed, and they were certain that it would work, our good friends Ifriton, Sparron, Talpan and Tritan said goodbye to life in their current forms.  &lt;br /&gt;
&lt;br /&gt;
With that, Man and every other mortal creature were divided in to genders, one called &#039;male&#039; and the other &#039;female.&#039;  Through a process of reproduction, males and females could combine traits from themselves in to an offspring.  Another vital change to the new version of mortal life was the institution of limited lifespans, ensuring that individuals would likely never grow in to boring power-mongers, as the Gods had.  Any information a creature accumulates as an individual can somehow be passed down to the next generation.  In this way, each mortal was able to create life and contribute to the collective knowledge of its species, without assistance from the Gods.  Evolution would then take place over time, considering a species was able to survive from generation to generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== the Ancient Era ==&lt;br /&gt;
&lt;br /&gt;
After more than a thousand years under Mankind&#039;s carefree jurisdiction, the elemental realms had long since blended together.  With the Gods still asleep, there was no one to keep the elements segregated.  For many centuries, Fire had been creeping too close to Earth, slow-cooking much of it to rock and stone.  Air and Water had combined in a variety of forms, creating all sorts of clouds, fogs and vapors.  Instead of four strictly segregated realms of pure elemental alignment, there was now a single, slowly-but-constantly fluctuating realm, where all of the elements and resulting products were allowed to flow together.  Mankind referred to &#039;&#039;their&#039;&#039; realm as &amp;quot;the World&amp;quot; and would go on to name many other things after that.  Even the Gods, who had gone all of this time with only their titles, were finally given names by Mankind.  The Gods even began to be referred to with gender-specific pronouns, even though they didn&#039;t properly apply; all of this was probably an effort by a story-teller, to help people relate to the Gods.&lt;br /&gt;
&lt;br /&gt;
Things had certainly changed a lot since the Gods reigned over the Universe and the elements were not the only things, finally allowed to blend together.  It was within the first two generations of Mankind that crossbreeding first occurred.  After quite a few more generations, six new and distinct hybrid-races had rather prominently emerged from the original four.  Every day seemed to reinforce Mankind&#039;s detachment from the Gods, who at that point, had been asleep for nearly three thousand years.  Mankind had expanded in to a productive civilization, in which every generation continued to make advancements to their society&#039;s collective knowledge; everything seemed ideal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== the Gods awaken ===&lt;br /&gt;
&lt;br /&gt;
The God of Fire, or Rutram as he had been recently named, was the first to stir himself to consciousness.  Finding the realms to be in complete disorder, he quickly located and awakened his fellow Gods, who were equally appalled and infuriated.  Creatures which the Gods could not classify roamed the world, unchecked and uncontrolled, preying on one another to avoid starvation.  Rather than rectify this problem, this new &#039;&#039;&amp;quot;Mankind-thing&amp;quot;&#039;&#039; seemed to be catering to its own whim.  Mankind exhibited a plethora of new traits which the Gods found to be unattractive; anything from deceit to materialism seemed to amplify their anger.  The Gods were especially displeased about the existence of Mankind&#039;s hybrid races.  To the Gods, the combination of elements was still forbidden and the hybrids seemed like nothing more than complex living examples of Mankind&#039;s defiance.  Despite their overall dissatisfaction, each God secretly retained some fondness for their obvious favorite race of Mankind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== the Age of Conflict ===&lt;br /&gt;
&lt;br /&gt;
The Gods recalled the obedience of Man&#039;s original incarnations.  Expecting to find that same level of obedience, the Gods presented their beliefs to Mankind.  Though they were able to earn the trust of a few, most of Mankind did not believe in the Gods, or had grown to perceive them more as meddlers than mentors.  The Gods were astonished by Mankind&#039;s apparently illogical behavior; such arrogance was inexcusable.  Wishing only to return the Universe to their control and not foreseeing any possibility for opposition, the Gods attempted to reform the elemental realms, without Mankind&#039;s consent.  When the Gods began thoughtlessly destroying cities, Mankind was more than ready to retaliate.  After the initial deflection, the Gods began to understand that Mankind&#039;s collective power might actually be a threat, so they quickly devised a scheme to disrupt their ability to cooperate.  The Gods created a language-barrier between each distinct cultures of Mankind, destroying their ability to communicate outside of their own race.  After that initial disruption, the Gods proceeded to feed Mankind false information, to distort their understanding of the truthful nature of the universe and to turn the races against each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== the Gods are banished ===&lt;br /&gt;
&lt;br /&gt;
The Gods eventually created such a twisted array of misconceptions, that Mankind&#039;s once beautiful civilization was nearly engulfed by war.  The wars continued through generations, until Mankind was almost annihilated.  Miraculously, through the fog of war and confusion, four heroes emerged.  These heroes, who&#039;s names have become lost over time, somehow worked beyond their differences in language, to reveal the true nature of the Gods who had been manipulated the World.  With the focused efforts of all of the remnants of Mankind behind them, the heroes were able to force the Gods in to their own energy supply; recycling them like husks of dead matter.&lt;br /&gt;
&lt;br /&gt;
The Gods put up such a defiant struggle, that their link to the Spirits became unstable.  The Spirits then became unstable themselves and gradually began to drift toward the heart of the universe; toward the struggle.  They drifted further and further toward the mental plane until much like the God before them, the Spirits burst through and for the first time, achieved conscious thought.  Directly after attaining consciousness, each spirit smashed in to their relative god, changing suddenly in to a crystalline form upon impact.  Each god was encased in a crystal, which came to rest at fixed locations, relative to their previous quadrants in space.&lt;br /&gt;
&lt;br /&gt;
All of this expulsion of energy nearly destroyed the world, at very least, severely scarring its surface.  The solitary super-continent that had formed slowly over the years was fragmented.  The Spirits had become Crystals; now part of the physical world.  All of the energy in the universe was now within mortal grasp and with the Gods no longer linked to the source, the energy would be free to absorb.. but the Crystals were buried deep within the World&#039;s new landscape, hiding away all of their retained energy.. and the only ones that knew this, were the Gods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This marks the end of the prehistoric period and the beginning of [[The_Modern_Age|the modern era]].&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Maps&amp;diff=9416</id>
		<title>Classic:Maps</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Maps&amp;diff=9416"/>
		<updated>2008-05-28T00:19:09Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: /* Needed maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_green}}&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
&lt;br /&gt;
You can build a map for TMW using [http://mapeditor.org Tiled]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; around 200x200 tiles is good in practice, though the theoretical maximum is 2048x2048&lt;br /&gt;
* &#039;&#039;&#039;Tile size:&#039;&#039;&#039; 32x32&lt;br /&gt;
* &#039;&#039;&#039;Map border:&#039;&#039;&#039; you have to leave an empty border around the map of at least 20 tiles&lt;br /&gt;
* &#039;&#039;&#039;Walls/players proportions:&#039;&#039;&#039; a normal door for a player is 2 tiles in height&lt;br /&gt;
* &#039;&#039;&#039;Indoor/Outdoor proportions:&#039;&#039;&#039; it is not required that inside view of buildings has to fit the size in outside view&lt;br /&gt;
* &#039;&#039;&#039;Path reference:&#039;&#039;&#039; please use tmw folder structure to keep references to tilesets working&lt;br /&gt;
* &#039;&#039;&#039;Transparent color:&#039;&#039;&#039; tilesets use alpha so no need to set a transparent color&lt;br /&gt;
* &#039;&#039;&#039;Layers:&#039;&#039;&#039; each map uses 4 layers: ground, objects, over and collision (names are only suggested)&lt;br /&gt;
** &#039;&#039;Ground:&#039;&#039; used for everything below items and beings.&lt;br /&gt;
** &#039;&#039;Objects:&#039;&#039; this layer is drawn simultaneously with items and beings, where tiles above a being are drawn below the being and tiles below the being are drawn above. Hence this layer is suitable for adding static objects to a map like plants or statues.&lt;br /&gt;
** &#039;&#039;Over:&#039;&#039; usually used for walls or high objects. Each tile in this layer is always above items and beings.&lt;br /&gt;
** &#039;&#039;Collision:&#039;&#039; this is a special layer for which you have to use the collision tileset. Use the &#039;X&#039; tile where you want a tile to be unwalkable. Be careful that even if a tile is not reachable, but it&#039;s walkable, the server can spawn monsters there, so you won&#039;t be able to reach them, or you can cause weird situations. For example fill a wall with &#039;X&#039; tiles, not only the borders, or you could have monsters spawning inside the wall.&lt;br /&gt;
&lt;br /&gt;
In a good style of mapping, please always use the lowest layer as possible (this is also in the interests of perfomance, since it keeps down overdraw).&lt;br /&gt;
&lt;br /&gt;
==Existing maps==&lt;br /&gt;
&lt;br /&gt;
Here a list of all existing maps:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| new_1-1.tmx&lt;br /&gt;
| Desert south of Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| new_2-1.tmx&lt;br /&gt;
| Desert Mine, level 1&lt;br /&gt;
|-&lt;br /&gt;
| new_3-1.tmx&lt;br /&gt;
| Tulimshar City, outdoor&lt;br /&gt;
|-&lt;br /&gt;
| new_4-1.tmx&lt;br /&gt;
| Hermits Cave, level 1 (Bat Cave)&lt;br /&gt;
|-&lt;br /&gt;
| new_5-1.tmx&lt;br /&gt;
| Desert Mine, level 2&lt;br /&gt;
|-&lt;br /&gt;
| new_6-1.tmx&lt;br /&gt;
| PvP Arena&lt;br /&gt;
|-&lt;br /&gt;
| new_7-1.tmx&lt;br /&gt;
| Desert southeast of Tulimshar (Snake map)&lt;br /&gt;
|-&lt;br /&gt;
| new_8-1.tmx&lt;br /&gt;
| Tulimshar City, indoor&lt;br /&gt;
|-&lt;br /&gt;
| new_9-1.tmx&lt;br /&gt;
| Woodland, central (Red Mushroom Map)&lt;br /&gt;
|-&lt;br /&gt;
| new_10-1.tmx&lt;br /&gt;
| Snow field (Rudolph Slime + Santa Slime map)&lt;br /&gt;
|-&lt;br /&gt;
| new_11-1.tmx&lt;br /&gt;
| Snow Town, outdoor&lt;br /&gt;
|-&lt;br /&gt;
| new_12-1.tmx&lt;br /&gt;
| Ice Cave, level 1&lt;br /&gt;
|-&lt;br /&gt;
| new_13-1.tmx&lt;br /&gt;
| Snow Town, indoor&lt;br /&gt;
|-&lt;br /&gt;
| new_14-1.tmx&lt;br /&gt;
| Woodland, south (Loghead Map)&lt;br /&gt;
|-&lt;br /&gt;
| new_15-1.tmx&lt;br /&gt;
| Palm beach southwest of Tulimshar (transition to woodland)&lt;br /&gt;
|-&lt;br /&gt;
| new_16-1.tmx&lt;br /&gt;
| Woodland, southeast (Fluffy Map, transition to desert)&lt;br /&gt;
|-&lt;br /&gt;
| new_17-1.tmx&lt;br /&gt;
| Hermits Cave, level 2 (Lamp snake cave)&lt;br /&gt;
|-&lt;br /&gt;
| new_18-1.tmx&lt;br /&gt;
| Woodland, east (woodland village surrounding)&lt;br /&gt;
|-&lt;br /&gt;
| new_19-1.tmx&lt;br /&gt;
| Woodland village, outdoor&lt;br /&gt;
|-&lt;br /&gt;
| new_20-1.tmx&lt;br /&gt;
| Woodland village, indoor&lt;br /&gt;
|-&lt;br /&gt;
| new_21-1.tmx&lt;br /&gt;
| Ice Cave, level 2&lt;br /&gt;
|-&lt;br /&gt;
| new_22-1.tmx&lt;br /&gt;
| Desert snake cave&lt;br /&gt;
|-&lt;br /&gt;
| new_23-1.tmx&lt;br /&gt;
| Dimonds Cove Restaurant, indoor&lt;br /&gt;
|-&lt;br /&gt;
| new_24-1.tmx&lt;br /&gt;
| New desert map southeast of map 7.&lt;br /&gt;
|-&lt;br /&gt;
| new_25-1.tmx&lt;br /&gt;
| Underground of map 24.&lt;br /&gt;
|-&lt;br /&gt;
| new_26-1.tmx *&lt;br /&gt;
| Woodland, north&lt;br /&gt;
|-&lt;br /&gt;
| new_27-1.tmx *&lt;br /&gt;
| Underground of map 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;) Map pending release&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;) Map planned or under construction&lt;br /&gt;
&lt;br /&gt;
== How to map ==&lt;br /&gt;
&lt;br /&gt;
When you want to make maps for tmw but you don&#039;t know how to start, read the [[Mapping Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Map naming ==&lt;br /&gt;
The naming scheme on eAthena is a bit weird because of technical restrictions. Each map is named &amp;quot;new_X-1.tmx&amp;quot; where X is a consecutive number. Maps are numbered after the age of creation.&lt;br /&gt;
&lt;br /&gt;
On the new server we will be able to have a much more convenient map names. Refer to the [[map naming]] article for details.&lt;br /&gt;
&lt;br /&gt;
== Needed maps ==&lt;br /&gt;
&lt;br /&gt;
The current priority is the expansion of the woodland area and transform it to the northern area of the [[Argaes]] continent. The plan is to expand the current area to the northeast. A tileset for the trade city is currently in development. This time should be used to close the gap between Hurnscald (map 18) and the new trade city and map the trade citys surrounding.&lt;br /&gt;
&lt;br /&gt;
[[Image:Argaes-north-development.png]]&lt;br /&gt;
&lt;br /&gt;
You can visit the following [http://forums.themanaworld.org/viewtopic.php?f=13&amp;amp;t=4268 forum thread] for currently needed mapping tasks.&lt;br /&gt;
&lt;br /&gt;
== Errors on existing maps ==&lt;br /&gt;
&lt;br /&gt;
If you encounter a map error, big or small, please add it to this list so that eventually a mapper can pick it up and include it the next time the map gets updated. Also feel free to add suggestions.&lt;br /&gt;
&lt;br /&gt;
Grey errors have been fixed but the fixed map file has not been released yet.&lt;br /&gt;
&lt;br /&gt;
==== The desert area below town (1-1) ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in the current version)&lt;br /&gt;
&lt;br /&gt;
==== Tulimshar (3-1) ====&lt;br /&gt;
&lt;br /&gt;
* The large empty area at 44,34 in new_3-1 is reserved for the city&#039;s &amp;quot;palace&amp;quot;, but we need a tile artist to start drawing the necessary tiles for this.&lt;br /&gt;
&lt;br /&gt;
==== Desert Cave Level 2 (5-1) ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in current version)&lt;br /&gt;
&lt;br /&gt;
==== The Eastern Desert (?) (7-1) ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in current version)&lt;br /&gt;
&lt;br /&gt;
==== Casino (8-1) ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in the current version)&lt;br /&gt;
&lt;br /&gt;
==== Woodland southwest (14-1) ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in the current version)&lt;br /&gt;
&lt;br /&gt;
==== Woodland southeast (16-1 transition to desert) ====&lt;br /&gt;
* /&lt;br /&gt;
&lt;br /&gt;
==== Snow Field ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in the current version)&lt;br /&gt;
&lt;br /&gt;
==== Bat Cave ====&lt;br /&gt;
&lt;br /&gt;
We can see the cave snake cut off behind the wall.&lt;br /&gt;
&lt;br /&gt;
Blash says: &amp;quot;This is probably because&lt;br /&gt;
this map needs black tiles placed &lt;br /&gt;
in the ceiling layer of the map.&lt;br /&gt;
This is the same problem with the snow village map below.&amp;quot;&lt;br /&gt;
http://img232.imageshack.us/img232/970/dibujost4.jpg&lt;br /&gt;
&lt;br /&gt;
==== Snow town ====&lt;br /&gt;
&lt;br /&gt;
(no bugs reported in the current version)&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=8671</id>
		<title>Development:Mapping Tutorial</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=8671"/>
		<updated>2008-02-12T03:21:02Z</updated>

		<summary type="html">&lt;p&gt;Superkoop: /* Creating a Minimap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Making maps for TMW is not a task that requires a lot of knowledge but is a very good way to become creative and help the game to become more attractive. But getting started can be a little frustrating. Here is a guide that will help you to learn how to make maps.&lt;br /&gt;
&lt;br /&gt;
=== How to get Tiled ===&lt;br /&gt;
The map editor we are using is called Tiled. You can find it at http://mapeditor.org/.&lt;br /&gt;
&lt;br /&gt;
Tiled is a java application. That means it runs on every system that got a Java Runtime Environment. But you need the latest Java Runtime Environment installed on your system. You can get it at http://www.java.com/getjava/.&lt;br /&gt;
&lt;br /&gt;
To start Tiled just click the &#039;&#039;Start Now!&#039;&#039; link on mapeditor.org or download Tiled and open &#039;&#039;tiled.jar&#039;&#039; with the &#039;&#039;java&#039;&#039; binary in your java folder with the additional parameter &#039;&#039;-jar&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Setting up Tiled for making TMW Maps ===&lt;br /&gt;
&lt;br /&gt;
Tiled is a map editor that isn&#039;t made especially for TMW. That means it got a lot of options and settings we don&#039;t need. &lt;br /&gt;
[[Image:Maptutorial_Newmap.png|right|Settings for a new tmw map]]&lt;br /&gt;
To create a new map, press File-&amp;gt;New. Use the following settings:&lt;br /&gt;
&lt;br /&gt;
* Map Type: Orthogonal&lt;br /&gt;
* Tile Size: 32x32&lt;br /&gt;
* Tile Spacing: 0&lt;br /&gt;
* Map Size: Between 60 and 200 (needn&#039;t be exactly square)&lt;br /&gt;
&lt;br /&gt;
Now add 3 new layers using Layer-&amp;gt;Add Layer from the menu bar or the Add Layer Button (the leftmost button in the button row in the lower right corner). You should have 4 layers called Layer 3, Layer 2, Layer 1 and Layer 0. You should now rename them as following. You don&#039;t have to, but it will help you to understand the rest of the tutorial.&lt;br /&gt;
&lt;br /&gt;
* Layer 3 -&amp;gt; Collision Layer&lt;br /&gt;
* Layer 2 -&amp;gt; Over Layer&lt;br /&gt;
* Layer 1 -&amp;gt; Object Layer&lt;br /&gt;
* Layer 0 -&amp;gt; Ground Layer&lt;br /&gt;
&lt;br /&gt;
=== Importing tilesets ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Maptutorial_Newtileset.png|right|Settings for importing a tileset]]&lt;br /&gt;
The Map is now ready to be created. But to create it we need some graphics first. When you downloaded TMW as an installer packet all map graphics are downloaded at the first start of TMW from the update server and stored in the subfolder &amp;quot;\.tmw\updates&amp;quot; of your home directory as zip archives. Unpack these into the &amp;quot;data&amp;quot; subfolder of your tmw installation. When you got TMW from the subversion repository the most recent version of all map graphics will already be there and this step can be skipped.&lt;br /&gt;
&lt;br /&gt;
To import a tileset select Tilesets-&amp;gt;New Tileset and set the following options:&lt;br /&gt;
&lt;br /&gt;
* Name: (doesn&#039;t matter)&lt;br /&gt;
* Tile width: 32&lt;br /&gt;
* Tile height: 32 (64 for _x2 tilesets and 96 for _x3 tilesets. [[#Oversized_tiles|see below]])&lt;br /&gt;
* Reference tileset image: checked&lt;br /&gt;
* Automatically create tiles from images: checked&lt;br /&gt;
* Use transparent color: unchecked&lt;br /&gt;
&lt;br /&gt;
Now push the browse button and browse to your TMW folder and then the sub folder /data/graphics/tiles/. Here you will find all tilesets that are used by TMW saved as PNG graphics. Select the one you want.&lt;br /&gt;
&lt;br /&gt;
Please only import the tilesets you want to use. Don&#039;t forget to import the Tileset &amp;quot;Collision.png&amp;quot;, too. It has a very important purpose that will be explained later.&lt;br /&gt;
&lt;br /&gt;
=== Starting to map ===&lt;br /&gt;
&lt;br /&gt;
Now you can finally start to map. To place tiles on the map select the pen tool from the toolbox to the left. Then select a tile from the tile palette. You can open the tile palette by clicking the rectangle in the lower left corner. Now you can place the tiles on the map. Please watch out what layer you are drawing on because the layer play different roles:&lt;br /&gt;
*The &#039;&#039;&#039;Ground Layer&#039;&#039;&#039; is for tiles without transparency. In the game it will always be below the sprites. This layer has to be filled completely before you can call the map finished.&lt;br /&gt;
*The &#039;&#039;&#039;Object Layer&#039;&#039;&#039; is for tiles that have some transparent pixels. It is usually used for stuff that stands around on the map like trees or stones.&lt;br /&gt;
*Tiles on the &#039;&#039;&#039;Over Layer&#039;&#039;&#039; are always drawn over the map sprites.&lt;br /&gt;
*The &#039;&#039;&#039;Collision Layer&#039;&#039;&#039; isn&#039;t rendered ingame. It contains the information which parts of the map are walkable and which aren&#039;t. Don&#039;t put any tiles on it but the red cross from the collision tileset.&lt;br /&gt;
&lt;br /&gt;
When you are finished with your map you have to determine which tiles are walkable and which aren&#039;t. To do so mark all tiles you want to be blocked with the red cross from the collision tileset on the collision layer. Be careful that even if a tile is not reachable, but it&#039;s walkable, the server can spawn monsters there. That means Players won&#039;t be able to reach them or you can cause other weird situations. For example fill a lake completely with the red cross tile, not only the shoreline.&lt;br /&gt;
&lt;br /&gt;
Be aware that you need a border of about 30 tiles in every direction that may not be walkable but should be designed properly. Portals to other maps should only be some tiles wide. You can&#039;t define the portals with Tiled, by the way. Leave this to the server administrators. The same applies to monster population, NPCs and other interactive objects.&lt;br /&gt;
&lt;br /&gt;
=== Testing your map ===&lt;br /&gt;
&lt;br /&gt;
To test your map you have to replace one of the maps in your TMW folder (in the sub folder data/maps). When you start the game and go to the map you replaced you will see your new map. You will see monsters and other players on the map but don&#039;t worry. The other players still see their version of the map and they won&#039;t see you walk through walls. Just ignore them while you explore your map.&lt;br /&gt;
&lt;br /&gt;
Sometimes your changed map is overridden by a new version of the map in the updates. In that case you won&#039;t see any changes when you change or even remove a map. When you encounter this problem either skip the update loading by starting tmw with the parameter &amp;quot;-u&amp;quot; or delete the file you want to change in all the zip archives you find in the subfolder /updates/.&lt;br /&gt;
&lt;br /&gt;
== Intermediate topics ==&lt;br /&gt;
&lt;br /&gt;
=== Over sized tiles ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed the tilesets ending with _x2.png or _x3.png in the tmw folder containing objects that are two or three tiles high. The new version of tiled allows you to place them with one click. The TMW graphic engine recognizes these over sized tiles when placed on the object layer and automatically draws sprites in front of them when they are south of them and behind them when they are north of them. When importing a _x2 tileset, set the tile height to 64 and when importing a _x3 tileset set it to 96. You should never put an over sized tile on another layer but the object layer.&lt;br /&gt;
&lt;br /&gt;
=== The Stamp ===&lt;br /&gt;
&lt;br /&gt;
The Stamp Feature is a powerful feature of tiled that is hard to find but can save a lot of time. It allows you very quick copy&amp;amp;pasting of a part of a layer. This allows you to draw objects consisting of multiple tiles very quick. Just select the pen tool, press the right mouse button and drag the mouse over the tiles you want to copy. Now you can draw the whole square of tiles over and over again with a single left click. To return to the normal drawing mode just select the pen tool again or choose a tile from the tile palette.&lt;br /&gt;
&lt;br /&gt;
=== Making two maps with a fluent transition ===&lt;br /&gt;
&lt;br /&gt;
When you create an outdoor map it is most likely supposed to be adjacent to an existing map. In this case the transmission from one map to the other should be as seamless as possible. This can only be reached when the border areas of both maps are identical. Unfortunately Tiled can&#039;t copy&amp;amp;paste between different maps (OK, it is possible, but it only works correctly when both maps use exactly the same tilesets in exactly the same order). So we developed a command-line based program called TMXcopy for this task. You can find the sourcecode on the SVN repository in the folder http://themanaworld.svn.sourceforge.net/viewvc/themanaworld/tmw/branches/0.0/tools/tmxcopy/ A compiled windows binary can be found at http://www.crushnet.org/TempFiles/tmw/tmxcopy.zip&lt;br /&gt;
&lt;br /&gt;
How to use this program is described in its [http://themanaworld.svn.sourceforge.net/viewvc/*checkout*/themanaworld/tmw/branches/0.0/tools/tmxcopy/readme.txt readme file].&lt;br /&gt;
&lt;br /&gt;
To create a map adjacent to an existing one you should:&lt;br /&gt;
# Create the new map as described above and save it.&lt;br /&gt;
# Use TMXcopy to copy the border area of the old map to the opposite side of the new map. The area should have the double width of the unwalkable area.&lt;br /&gt;
# Open the new map and check if the copying worked correctly. Then modify the lower three layers of the copied area to fit into your map. While doing so you should focus on the half of the new area that is inside the walkable area of your map. The half that lies in the border zone of your map should not be modified too much because it is part of the old map.&lt;br /&gt;
# Use TMXCopy to copy the new area from the new map back to the old map.&lt;br /&gt;
# Update the collision layers on both maps.&lt;br /&gt;
&lt;br /&gt;
Now the border area should be visually identical on both maps. The only difference should be that the unwalkable areas are switched. When sending the map to the team remember to include the new version of the old map.&lt;br /&gt;
&lt;br /&gt;
=== Ambient effects ===&lt;br /&gt;
[[Image:Maptutorial_Overlayproperties.png|right|Example for 3 independent scrolling overlays]]&lt;br /&gt;
Ambient Effects are a new feature in TMW 0.0.21. They are transparent graphics that will be drawn over your map. All these graphics can scroll independent. They can be used to create a variety of special effects like weather, darkness etc.&lt;br /&gt;
&lt;br /&gt;
To add overlays to your map open your map with Tiled and click Map-&amp;gt;Properties to open the map properties dialog. The dialog is a little bit buggy in the current version of Tiled, so make sure that the property has really been set before you save the map. Pressing enter after entering each key and value helps... sometimes. &lt;br /&gt;
&lt;br /&gt;
First you have to choose an image. Do so by adding a key &#039;&#039;overlay0image&#039;&#039; and set its value to the path of the image that you want to use relative to the data directory. For the spotlight effect for example enter &#039;&#039;/graphics/images/ambient/spotlight.png&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
When you want the image to move permanently add the new keys &#039;&#039;overlay0scrollX&#039;&#039; and &#039;&#039;overlay0scrollY&#039;&#039; followed by a number (can be a decimal value). &#039;&#039;overlay0scrollX&#039;&#039; determines the scroll speed to the right (negative values mean scrolling to the left) and &#039;&#039;overlay0scrollY&#039;&#039; the scroll speed down (negative values mean up). both values are in pixels per frame. &lt;br /&gt;
&lt;br /&gt;
You can also define a &#039;&#039;overlay0parallax&#039;&#039; parameter. This parameter affects how much the overlay scrolls when the screen scrolls. A value of 1.0 means that the overlay will stay relative to the ground when the screen scrolls. A value of 0.0 means that the overlay stays relative to the &amp;quot;camera&amp;quot; and is not affected by scrolling. It is a decimal value so you can set it to values between 1 and 0 to create the three dimensional illusion of a layer between the &amp;quot;camera&amp;quot; and the map.&lt;br /&gt;
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You can create any number of independent overlay graphics. To define a 2nd one create keys with 1 instead of 0, for a 3rd one 2, and so on.&lt;br /&gt;
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The overlays won&#039;t appear in Tiled. They will only appear in the game.&lt;br /&gt;
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When it doesn&#039;t work please check that all key names are written correctly (they are cAsEsEnSiTiVe) and that the numbers of the overlays are consecutive starting from 0.&lt;br /&gt;
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When you want to create overlay images yourself (transparent 32bit png graphics of any size) please don&#039;t forget to make them transparent with your image manipulation program. Otherwise the player won&#039;t be able to see the map under it. An opacity of 50% should be the absolute maximum. When you want to create effects that are not meant to obstruct the players view use an opacity between 10% and 20%.&lt;br /&gt;
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=== Particle effects ===&lt;br /&gt;
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Check out the article about the [[Particle engine]] for a description about how to add particle effects to your map and how to create new particle effects when the effect you need doesn&#039;t exist yet.&lt;br /&gt;
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== Creating a Minimap ==&lt;br /&gt;
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The Creation of a minimap is a task that requires an image manipulation software that supports multiple layers and the PNG format (we recommend [http://www.gimp.org GIMP]). When you are not familiar with using one you should ask one of the artists to create a minimap for your map. When you want to create your own minimap then you should exactly follow the following steps to ensure to stay in style with the rest of the minimaps:&lt;br /&gt;
#Open your map with tiled, zoom out until the whole map is visible and use the &amp;quot;save as image&amp;quot; option.&lt;br /&gt;
#Open the image with your image manipulation program.&lt;br /&gt;
#Resize it so that one pixel represents one tile. When your map is for example 160x100 tiles large (including border zone) your picture should be 160x100 pixels large.&lt;br /&gt;
#Create a new transparent layer over the existing one.&lt;br /&gt;
#Select the pencil tool with a brush size of 1x1 pixel and with the color #000000 (pure black). Anti aliasing should be deactivated when available.&lt;br /&gt;
#Now draw lines on the new layer along the following map features:&lt;br /&gt;
#*Cliffs and walls (lower and upper edge)&lt;br /&gt;
#*River/lake shores&lt;br /&gt;
#*Roads (both sides of the road as single lines)&lt;br /&gt;
#*The border of any other large map structure that you feel should be on the map&lt;br /&gt;
#Trees or other objects can be represented by single pixels with 50% alpha transparency when there are so many that they affect the gameplay on the map.&lt;br /&gt;
#When you are finished remove the background layer. Now only the black lines should be visible&lt;br /&gt;
#Resize the image to 50% of its current size. You should use the best image filtering method available (cubic filtering in GIMP).&lt;br /&gt;
#Save your finished minimap as a PNG image with 32bit color depth and alpha transparency as *your_tmw_folder*/data/graphics/images/minimap_*mapname*.png. &lt;br /&gt;
#Open your map with Tiled, click Map-&amp;gt;Properties in the menu bar and add a new property with the key &amp;quot;minimap&amp;quot; and the value &amp;quot;/graphics/images/minimap_*mapname*.png&amp;quot;. The propertys dialog is a little bit buggy in the current version of Tiled, so make sure that the property has really been set before you save the map.&lt;br /&gt;
#Send us both the map and the minimap image&lt;br /&gt;
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&#039;&#039;While this is indeed exactly the way I also created the earlier cave and desert minimaps, I am not entirely happy with this method. Mostly because the final result is a really tiny image, without the ability to easily make versions of it on other scales. I would therefore suggest we try to create future minimaps in vector format using Inkscape. The technique would be similar, placing a scaled down version of the map in the background and drawing black lines on top. The result should however be an image that can take any scale. This would allow us both to put more detail in the minimap for larger scales, and to include a zooming feature (or similar) in the game so that notes and other marks can be placed on the map with higher precision.&#039;&#039; --[[User:BjÃ¸rn|BjÃ¸rn]] 16:04, 16 August 2006 (CEST)&lt;br /&gt;
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== Sending the map to the dev team ==&lt;br /&gt;
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There are many ways to send us your map so we can include it in the next release.&lt;br /&gt;
;E-Mail: Mail your map to the developers mailing list themanaworld-devel@lists.sourceforge.net. Before you can do so you have to subscribe to it. This is a precaution against spam. You can do so on https://lists.sourceforge.net/lists/listinfo/themanaworld-devel&lt;br /&gt;
;IRC: Join our [irc://irc.freenode.net/themanaworld IRC Channel]. When you are not familiar with irc you can find a guide in this [http://forums.themanaworld.org/viewtopic.php?t=747 Forum Thread]. When you are in the channel ask a developer if you can send him your map using DCC or upload your map to a webspace or one click hoster and give us the link.&lt;br /&gt;
;Forum: Upload your map to any webspace or one click hoster. An overview graphic (can be created with Tileds &amp;quot;Save as Image&amp;quot; feature) would be nice, too. Visit our [http://forums.themanaworld.org/viewforum.php?f=9 Forum] and register a new account. Then open a new thread, introduce yourself and post a link to your map. &lt;br /&gt;
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Please understand that we will most likely have some details we would like to have changed before we release your map. so please check back or leave some information how to contact you.&lt;br /&gt;
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== Hints for good mapping ==&lt;br /&gt;
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* Before you start with a map you should have a loose idea of the layout. Making a sketch of the map on a piece of paper can be very useful.&lt;br /&gt;
* Try to avoid choke points like bridges, mountain passes or corridors that are only one tile wide. They can be blocked very easily.&lt;br /&gt;
* Don&#039;t put too many similar objects on one screen. Very eye catching tiles should only be used sparingly. Try to break up large areas with the same tile over and over again by throwing in some objects.&lt;br /&gt;
* Avoid regular patterns in natural environments. Trees usually don&#039;t grow in grid patterns. Rivers, mountain ridges or corridors in caves should never be completely straight.&lt;br /&gt;
* Don&#039;t map too functional. Give the players something to look at, even when it hasn&#039;t got any relevance for the gameplay.&lt;br /&gt;
* But keep the playability in mind.&lt;/div&gt;</summary>
		<author><name>Superkoop</name></author>
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