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	<id>https://www.gent-racing.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Elharter</id>
	<title>GentRacing Wikipedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.gent-racing.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Elharter"/>
	<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Special:Contributions/Elharter"/>
	<updated>2026-05-20T08:56:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.1</generator>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=97</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=97"/>
		<updated>2026-04-07T21:36:18Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|Home&lt;br /&gt;
** http://www.gene-racing.com/forum|Forum&lt;br /&gt;
&lt;br /&gt;
* the-game&lt;br /&gt;
** Concept|Concept&lt;br /&gt;
** Multiplayer|Multiplayer&lt;br /&gt;
** Leagues|Leagues&lt;br /&gt;
** Competitions|Competitions&lt;br /&gt;
** Tracks|Tracks&lt;br /&gt;
** Steam|Steam&lt;br /&gt;
** Bugs|Bug found?&lt;br /&gt;
&lt;br /&gt;
* scores&lt;br /&gt;
** MostactiveDrivers|Most active drivers&lt;br /&gt;
** WorldRecords|World records&lt;br /&gt;
&lt;br /&gt;
* cars&lt;br /&gt;
** Car_infos|Car Infos&lt;br /&gt;
** GRC-File|GRC-File&lt;br /&gt;
&lt;br /&gt;
* trackeditor&lt;br /&gt;
** TrackEditorInfos|Infos&lt;br /&gt;
** TrackEditorUpcoming|Upcoming&lt;br /&gt;
** GRT-File|GRT-File&lt;br /&gt;
&lt;br /&gt;
* careditor&lt;br /&gt;
** CarEditorInfos|Infos&lt;br /&gt;
&lt;br /&gt;
* nerds&lt;br /&gt;
** API|API&lt;br /&gt;
&lt;br /&gt;
* links&lt;br /&gt;
** https://www.kickstarter.com/projects/generacing/generacing-a-top-down-arcade-racing-game|Kickstarter&lt;br /&gt;
** http://www.gene-racing.com|GR Website&lt;br /&gt;
** https://www.youtube.com/channel/UCIs3MwZ4wrdaIv3g2LoGI8Q|GR Youtube&lt;br /&gt;
** https://twitter.com/GeneRacing|GR Twitter&lt;br /&gt;
** https://discord.gg/hndQPSN|GR Discord&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=96</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=96"/>
		<updated>2026-04-07T21:36:01Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|Home&lt;br /&gt;
** http://www.gene-racing.com/forum|Forum&lt;br /&gt;
&lt;br /&gt;
* the-game&lt;br /&gt;
** Concept|Concept&lt;br /&gt;
** Multiplayer|Multiplayer&lt;br /&gt;
** Leagues|Leagues&lt;br /&gt;
** Competitions|Competitions&lt;br /&gt;
** Tracks|Tracks&lt;br /&gt;
** Steam|Steam&lt;br /&gt;
** Bugs|Bug found?&lt;br /&gt;
&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|Home&lt;br /&gt;
** http://www.gene-racing.com/forum|Forum&lt;br /&gt;
&lt;br /&gt;
* The Game&lt;br /&gt;
** Concept|Concept&lt;br /&gt;
** Multiplayer|Multiplayer&lt;br /&gt;
** Leagues|Leagues&lt;br /&gt;
** Competitions|Competitions&lt;br /&gt;
** Tracks|Tracks&lt;br /&gt;
** Steam&lt;br /&gt;
** Bugs|Bug found?&lt;br /&gt;
&lt;br /&gt;
*Scores&lt;br /&gt;
** MostactiveDrivers|MostactiveDrivers&lt;br /&gt;
** WorldRecords|WorldRecords&lt;br /&gt;
&lt;br /&gt;
* Car(s)&lt;br /&gt;
** Car_infos|Car Infos&lt;br /&gt;
** GRC-File|GRC-File&lt;br /&gt;
&lt;br /&gt;
* TrackEditor&lt;br /&gt;
** TrackEditorInfos|Infos&lt;br /&gt;
** TrackEditorUpcoming|Upcoming&lt;br /&gt;
** GRT-File|GRT-File&lt;br /&gt;
&lt;br /&gt;
* CarEditor&lt;br /&gt;
** CarEditorInfos|Infos&lt;br /&gt;
&lt;br /&gt;
* For Nerds&lt;br /&gt;
** API|API&lt;br /&gt;
&lt;br /&gt;
* Links&lt;br /&gt;
** https://www.kickstarter.com/projects/generacing/generacing-a-top-down-arcade-racing-game|Kickstarter&lt;br /&gt;
** http://www.gene-racing.com|GR Website&lt;br /&gt;
** https://www.youtube.com/channel/UCIs3MwZ4wrdaIv3g2LoGI8Q|GR Youtube&lt;br /&gt;
** https://twitter.com/GeneRacing|GR Twitter&lt;br /&gt;
** https://discord.gg/hndQPSN|GR Discord&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=95</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=95"/>
		<updated>2026-04-07T21:33:07Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|Home&lt;br /&gt;
** http://www.gene-racing.com/forum|Forum&lt;br /&gt;
&lt;br /&gt;
* The Game&lt;br /&gt;
** Concept|Concept&lt;br /&gt;
** Multiplayer|Multiplayer&lt;br /&gt;
** Leagues|Leagues&lt;br /&gt;
** Competitions|Competitions&lt;br /&gt;
** Tracks|Tracks&lt;br /&gt;
** Steam&lt;br /&gt;
** Bugs|Bug found?&lt;br /&gt;
&lt;br /&gt;
*Scores&lt;br /&gt;
** MostactiveDrivers|MostactiveDrivers&lt;br /&gt;
** WorldRecords|WorldRecords&lt;br /&gt;
&lt;br /&gt;
* Car(s)&lt;br /&gt;
** Car_infos|Car Infos&lt;br /&gt;
** GRC-File|GRC-File&lt;br /&gt;
&lt;br /&gt;
* TrackEditor&lt;br /&gt;
** TrackEditorInfos|Infos&lt;br /&gt;
** TrackEditorUpcoming|Upcoming&lt;br /&gt;
** GRT-File|GRT-File&lt;br /&gt;
&lt;br /&gt;
* CarEditor&lt;br /&gt;
** CarEditorInfos|Infos&lt;br /&gt;
&lt;br /&gt;
* For Nerds&lt;br /&gt;
** API|API&lt;br /&gt;
&lt;br /&gt;
* Links&lt;br /&gt;
** https://www.kickstarter.com/projects/generacing/generacing-a-top-down-arcade-racing-game|Kickstarter&lt;br /&gt;
** http://www.gene-racing.com|GR Website&lt;br /&gt;
** https://www.youtube.com/channel/UCIs3MwZ4wrdaIv3g2LoGI8Q|GR Youtube&lt;br /&gt;
** https://twitter.com/GeneRacing|GR Twitter&lt;br /&gt;
** https://discord.gg/hndQPSN|GR Discord&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Steam&amp;diff=94</id>
		<title>Steam</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Steam&amp;diff=94"/>
		<updated>2026-04-07T21:00:58Z</updated>

		<summary type="html">&lt;p&gt;Elharter: Created page with &amp;quot;= GentRacing Requires Steam =  &amp;#039;&amp;#039;&amp;#039;GentRacing requires the Steam client to be installed and running in order to function correctly.&amp;#039;&amp;#039;&amp;#039;  Without Steam, important online and platform-related systems are not available. Because of that, GentRacing cannot provide its full functionality unless a valid Steam session is active.  == Why Steam is required ==  GentRacing uses Steam as an essential platform component for core game functionality.   This includes, depending on the curr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GentRacing Requires Steam =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GentRacing requires the Steam client to be installed and running in order to function correctly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Without Steam, important online and platform-related systems are not available. Because of that, GentRacing cannot provide its full functionality unless a valid Steam session is active.&lt;br /&gt;
&lt;br /&gt;
== Why Steam is required ==&lt;br /&gt;
&lt;br /&gt;
GentRacing uses Steam as an essential platform component for core game functionality.  &lt;br /&gt;
This includes, depending on the current game mode and feature set:&lt;br /&gt;
&lt;br /&gt;
* player authentication&lt;br /&gt;
* online services&lt;br /&gt;
* multiplayer access&lt;br /&gt;
* league-related features&lt;br /&gt;
* platform integration&lt;br /&gt;
* session and network validation&lt;br /&gt;
&lt;br /&gt;
If Steam is not available, the game may still open its menu interface, but major parts of the game are intentionally restricted.&lt;br /&gt;
&lt;br /&gt;
== What happens without Steam ==&lt;br /&gt;
&lt;br /&gt;
If the Steam client is not installed, not running, or not available for the current user session, GentRacing detects this state automatically.&lt;br /&gt;
&lt;br /&gt;
In that case, several main menu elements are disabled to make it clear that these features cannot be used without Steam.&lt;br /&gt;
&lt;br /&gt;
Typical examples include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;League&#039;&#039;&#039;&lt;br /&gt;
* other online-dependent menu sections&lt;br /&gt;
&lt;br /&gt;
These elements are shown as inactive or unavailable until Steam is properly started and connected.&lt;br /&gt;
&lt;br /&gt;
== Why menu items are disabled ==&lt;br /&gt;
&lt;br /&gt;
The disabled buttons in the start menu are &#039;&#039;&#039;intentional behavior&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
They are not a bug and do not indicate a broken installation.  &lt;br /&gt;
They are there to clearly communicate that the corresponding features rely on Steam services and therefore cannot be launched in offline or non-Steam mode.&lt;br /&gt;
&lt;br /&gt;
This prevents users from entering modes that would not work correctly without the required platform connection.&lt;br /&gt;
&lt;br /&gt;
== How to fix the issue ==&lt;br /&gt;
&lt;br /&gt;
To access all features of GentRacing:&lt;br /&gt;
&lt;br /&gt;
# Install the official Steam client&lt;br /&gt;
# Log in to your Steam account&lt;br /&gt;
# Make sure Steam is running before starting GentRacing&lt;br /&gt;
# Launch the game again&lt;br /&gt;
&lt;br /&gt;
Once Steam is active and detected correctly, the disabled start menu elements such as &#039;&#039;&#039;Multiplayer&#039;&#039;&#039; and &#039;&#039;&#039;League&#039;&#039;&#039; will become available again.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If Steam is not running, GentRacing is not fully operational.&#039;&#039;&#039;  &lt;br /&gt;
For that reason, online-related start menu entries such as &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;, &#039;&#039;&#039;League&#039;&#039;&#039;, and similar features are disabled until Steam is available.&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Car_infos&amp;diff=93</id>
		<title>Car infos</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Car_infos&amp;diff=93"/>
		<updated>2022-04-22T14:32:14Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
The GR car physics is based on a mix of &amp;quot;sphere collider&amp;quot; and wheel raycasting to enable a very customizable physics model for different kind of vehicles.&lt;br /&gt;
&lt;br /&gt;
== Mesh (Visual part) ==&lt;br /&gt;
[[File:Carinfo hierarchy.jpg|left|thumb]]&lt;br /&gt;
The following structure is predefined and very import for a user-based 3d model.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
--- 3DModelName (root element)&amp;lt;br&amp;gt;&lt;br /&gt;
--- Visuals  (child root element for meshes)&amp;lt;br&amp;gt;&lt;br /&gt;
--- Body (Full BodyMesh)&amp;lt;br&amp;gt;&lt;br /&gt;
--- WheelBackLeft (Back left wheel mesh)&amp;lt;br&amp;gt;&lt;br /&gt;
--- WheelBackRight (Back right wheel mesh)&amp;lt;br&amp;gt;&lt;br /&gt;
--- WheelFrontLeft (Front left wheel mesh)&amp;lt;br&amp;gt;&lt;br /&gt;
--- WheelFrontRight (Front right wheel mesh)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You have to exactly follow this structure and rules to make it work ingame:&lt;br /&gt;
&lt;br /&gt;
*In frontview of the 3d-model both front wheels must perfectly aligned with the surface&lt;br /&gt;
&lt;br /&gt;
[[File:Carinfo front wheels alignment.jpg|thumb|alt=|none]]&lt;br /&gt;
* In sideview of the 3d-model both front and rear wheels must perfectly aligned with the surface&lt;br /&gt;
&lt;br /&gt;
[[File:Carinfo sideview.jpg|thumb|alt=|none]]&lt;br /&gt;
* The origin of the &amp;quot;body&amp;quot; element must be placed in the middle(sideview) / middle (frontview) of the carcenter, directly on the surface&lt;br /&gt;
&lt;br /&gt;
[[File:Carinfo origin body.jpg|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
* The origin of each &amp;quot;wheel&amp;quot; element must be plcaed in the middle (sideview) / middle (topview) of the wheelcenter&lt;br /&gt;
&lt;br /&gt;
[[File:Carinfo originwheel side.jpg|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
[[File:Carinfo originwheel top.jpg|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The saved main scale of &#039;&#039;&#039;all&#039;&#039;&#039; elements (from first to last) must be set to Scale. 1.000 and should fit to the world-related dimension. Means: Scale it first to a perfect relation of the world, then set the apply the scale to value 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physic (Physics Part)==&lt;br /&gt;
===User Adjustable===&lt;br /&gt;
A formula one car is ready and waiting for implimenation.&lt;br /&gt;
&lt;br /&gt;
SmoothStep Value means a interpolation of the &amp;quot;steering&amp;quot; speed to change from linear to a curve like that:&lt;br /&gt;
[[File:Smooth step.jpg|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The smooth factor is the value for the &amp;quot;time&amp;quot; axe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Physics Panel (Car Settings) ===&lt;br /&gt;
[[File:Physicspanel.png|none|thumb|The Physics Panel]]&lt;br /&gt;
&lt;br /&gt;
Button Key &#039;m&#039; is used to show/hide this panel of car settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engine:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* MaxAccel:  Set the rate of acceleration of the vehicle. Higher values will make the vehicle accelerate faster.&lt;br /&gt;
* &lt;br /&gt;
* Maxspeed: Set the top speed of the vehicle. Higher values will make the vehicle run faster.&lt;br /&gt;
* &lt;br /&gt;
* BrakeStrength: Set the hardness of the brake. Higher values will make the vehicle stop faster.&lt;br /&gt;
* &lt;br /&gt;
* SlopeFriction: Set the resistance level in slopes. Higher values will make the car move slower in rising or falling surfaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steering:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* MaxSteering: Set the level of steering. Higher values will make the vehicle turn faster.&lt;br /&gt;
* &lt;br /&gt;
* SmoothFactor: Set the factor level of smooth steering. Higher values will provide a jerk-free movement of the vehicle.&lt;br /&gt;
* &lt;br /&gt;
* SmoothSteering: Set smooth steering to on or off. On (1) means enable smooth steering and off (2) means disable smooth steering.&lt;br /&gt;
* &lt;br /&gt;
* ForwardFriction: Set the level of resistance in relation to the thrust (driving) force. Higher values will slow down/brake more the vehicle when driving.&lt;br /&gt;
* &lt;br /&gt;
* LateralFriction: Set the level of resistance in relation to lateral forces. Higher values will allow more grip when taking corners.&lt;br /&gt;
* &lt;br /&gt;
* SideFriction: This value adjust the side friction if the car hits an object (except the existing physic material values and behaviours!)&lt;br /&gt;
* &lt;br /&gt;
&#039;&#039;&#039;Physics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* BodyMass: Set the total mass of the vehicle. Higher values means the vehicle weights more and will effect acceleration, speed and impact with objects.&lt;br /&gt;
* &lt;br /&gt;
* GravityVelocity: Set the gravitional pull of the vehicle. Higher values will reduce the vehicle&#039;s velocity. &lt;br /&gt;
* &lt;br /&gt;
* MaxGravity: Set the gravitational pull level. Higher values effects the car when driving, especially downhill or uphill in terms of speed, acceleration, braking and steering.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Surface Behaviours and Settings ===&lt;br /&gt;
The car is detecting the appropriate surface under the chassis. The detecting point is exactly in the middle of the car and read out a block of area around this middle point to prevent small pixel deviations.&lt;br /&gt;
&lt;br /&gt;
All colors around the middlepoint will be summarized to a average color to find the &amp;quot;closest&amp;quot; color to define which terrain is detected under the car currently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The detected surface will adjust the physic values with multipliers for each defined terrain.&lt;br /&gt;
&lt;br /&gt;
===Fixed===&lt;br /&gt;
At the beginning just one car is available to test different surfaces, physics-settings, behaviours and all things around.&lt;br /&gt;
[[File:GeneRacing - Lambo Car.jpg|thumb|alt=|left]]&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Bugs&amp;diff=92</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Bugs&amp;diff=92"/>
		<updated>2022-04-22T14:31:29Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you found a bug, please feel free to visit our discussion board for the appropriate section https://www.gent-racing.com/forum&lt;br /&gt;
&lt;br /&gt;
Please search first with some keywords for the bug, to check if this bug was still reported and add your opinion as a post.&lt;br /&gt;
If not, fee free to open a new topic.&lt;br /&gt;
&lt;br /&gt;
The development will check out this catogery periodically and fix it as soon as possible!&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Bugs&amp;diff=91</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Bugs&amp;diff=91"/>
		<updated>2022-04-22T14:31:12Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you found a bug, please feel free to visit our discussion board for the appropriate section https://www.gent-racing.com/forum&lt;br /&gt;
&lt;br /&gt;
Please search first with some keywords for the bug, to check if this bug was still reported and add your opinion as a post.&lt;br /&gt;
If not, fee free to open a new topic.&lt;br /&gt;
&lt;br /&gt;
The development will check out this catogery periodically and fix it as soon as possible!&lt;br /&gt;
&lt;br /&gt;
[[File:Forum.png|left|thumb]]&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Tracks&amp;diff=90</id>
		<title>Tracks</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Tracks&amp;diff=90"/>
		<updated>2022-04-22T14:30:57Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tracks =&lt;br /&gt;
GentRacing got an trackeditor to allow every user to draw/build his own track. Every track file is stored as a compressed *.grt file which is licensed under the creative common license CC0.&lt;br /&gt;
Each track is based on:&amp;lt;br&amp;gt;&lt;br /&gt;
* Texturefile &lt;br /&gt;
* Heightmapfile&lt;br /&gt;
* XML File which holds all importand informations (especially the objects)&lt;br /&gt;
&lt;br /&gt;
= Offical Tracks =&lt;br /&gt;
Very popular tracks (votes) could be marked as &amp;quot;official&amp;quot; track for GentRacing, which means that this track is allowed to collect XP, Competitive-Points for official Rankings.&lt;br /&gt;
All other tracks are free to use and could be used in private leagues or competitions too, of course.&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Multiplayer&amp;diff=89</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Multiplayer&amp;diff=89"/>
		<updated>2022-04-22T14:30:33Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GentRacing´s multiplayer mode is based on a cloud-solution with different name-servers, master-servers spreaded in 14 countries and gameservers.&lt;br /&gt;
== Default Ports By Protocol And Purpose ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Port Numer&lt;br /&gt;
!Protocol&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|5058 or 27000&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Nameserver (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|5055 or 27001&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Nameserver (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|5056 or 27002&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Game Server (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|4533&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Nameserver (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|4530&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Master Server (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|4531&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Game Server (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|19093&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Nameserver (Secure WebSockets)&lt;br /&gt;
|-&lt;br /&gt;
|19090&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Master Server (Secure WebSockets)&lt;br /&gt;
|-&lt;br /&gt;
|19091&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Game Server (Secure WebSockets)&lt;br /&gt;
|}&lt;br /&gt;
==Upcoming==&lt;br /&gt;
The network core will be remaked to achieve more flexibility, more functionalities and host servers by GentRacing and the users himself&lt;br /&gt;
&lt;br /&gt;
==Migration to new high level networking API - 09/2021==&lt;br /&gt;
Due to general problems with collission we decided to switch to the high level networking API of Unity.&lt;br /&gt;
&lt;br /&gt;
Following changes will be documenated here for you posterity and some other developers to have a bit more insight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Migration was started at September 2021 - while Alpha 0.0.7o is released.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following functionalities will be changed/adjusted/implimented:&lt;br /&gt;
&lt;br /&gt;
* Server&lt;br /&gt;
** Full server authorative movements and calculations of car physics&lt;br /&gt;
** Headless (dedicated) server for windows + linux&lt;br /&gt;
** Steam server integration&lt;br /&gt;
** Server authentication&lt;br /&gt;
** Adjustable server tickrate&lt;br /&gt;
* Client&lt;br /&gt;
** Online Serverlist Ingame + Steam Server&lt;br /&gt;
**Lag compensation&lt;br /&gt;
** Network compression&lt;br /&gt;
** Snapshot&lt;br /&gt;
** Serverchat&lt;br /&gt;
** Console commands&lt;br /&gt;
** Ping Server &amp;lt;&amp;gt; Client, see ping of all players&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Main_Page&amp;diff=88</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Main_Page&amp;diff=88"/>
		<updated>2022-04-22T10:47:22Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
We are a small indie team based in austria.&lt;br /&gt;
In the new step of the story, we follow the previous versions of this genre with deep respect and we try to deliver the next title to the category &amp;quot;Top-Down-Arcade-Racing&amp;quot;. More similiar games followed in this genre, the years after.&lt;br /&gt;
&lt;br /&gt;
Our dream is: To organize a World Cup, where the finals will be played appropriately in a final at an event with presence and livestream&lt;br /&gt;
&lt;br /&gt;
One of our and our own demands is: &#039;&#039;&#039;With the community, for the community!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
=== Idea and the drive ===&lt;br /&gt;
We are continuing this kind of game to keep this genre alive. GentRacing was born to ensure survival in the “top down arcade racing game” market. The difficulty here is to ensure a balance between “state of the art” and “preservation of the classic components”.&lt;br /&gt;
&lt;br /&gt;
In addition to the well-known cross-game game modes (qualifying, racing, timeattack), the idea will of course not only be continued, but of course expanded.&lt;br /&gt;
&lt;br /&gt;
We integrate an online multiplayer functionality, expand the tactical components, add a special drift-challenge and support the league, competition and tournament modes as well as possible.&lt;br /&gt;
=== Team ===&lt;br /&gt;
&lt;br /&gt;
Michael G. | Vienna/Austria | Founder, Head and Developer of GentRacing &amp;lt;br&amp;gt;&lt;br /&gt;
Waleed Mohamed A. | Dikerniss/Egypt | Developer&amp;lt;br&amp;gt;&lt;br /&gt;
Martin | Innsbruck/Austria | 3D Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And of course some heavy user/racer/follower which supports the game massivly&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yorok | Estonia&amp;lt;br&amp;gt;&lt;br /&gt;
Jefcam | Malta&amp;lt;br&amp;gt;&lt;br /&gt;
Zephir | Italy&amp;lt;br&amp;gt;&lt;br /&gt;
Chottue | Poland&amp;lt;br&amp;gt;&lt;br /&gt;
TedMeat | Finnland&amp;lt;br&amp;gt;&lt;br /&gt;
GijsWasHier | Netherlands&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
and many many more...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
[[File:Scrum.jpg|thumb|https://medium.com/@realjoselara/agile-scrum-process-in-a-nutshell-6ec32a59efb]]&lt;br /&gt;
The game is primarly developed with C# in Unity, some elements are written in C++ (Plugins and Extensions), some connection elements like our API is written in PHP and C# on the the external side.&lt;br /&gt;
For all 3d elements primarly Blender is used.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The whole project is managed as an agile scrum project, with agile methodology. &lt;br /&gt;
We are coding out of a product backlog, decide what will be included in the next sprint backlog to follow a predefined sprint cycle of around 3-4 weeks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are using Jira, Asana and Instagantt as project management tool and measuring milestones.&lt;br /&gt;
&lt;br /&gt;
=== Milestones ===&lt;br /&gt;
Our milestones are roughly defined for the entire project period and follow the ideology of agile project methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A rough pre-defined overview looks like that:&lt;br /&gt;
&lt;br /&gt;
# Playable alpha state, involve and build the community&lt;br /&gt;
# Establish marketing, tools and environment for the game (Wiki, Discord, Socialmedia, etc.)&lt;br /&gt;
# Kickstarter launch to refine the alpha version so that a beta switch is possible. collecting inputs from the community&lt;br /&gt;
# Prepare steam for early access&lt;br /&gt;
# Complete the alpha version and focus on beta&lt;br /&gt;
# Reach 1.000 active players count&lt;br /&gt;
# Beta release&lt;br /&gt;
## Expand network, activate cooperation partners for holding championships at events&lt;br /&gt;
## Extend to other platforms&lt;br /&gt;
# Reach 5.000 active players count&lt;br /&gt;
# Full release on Steam&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
A top down arcade racing game which is developed for Windows/Steam. The basic idea was born in 2016 and the development then began in 2019.&lt;br /&gt;
&lt;br /&gt;
=== Versioning note ===&lt;br /&gt;
The following convention is used for versioning:&lt;br /&gt;
&lt;br /&gt;
0.0.&#039;&#039;&#039;x&#039;&#039;&#039; = Alpha Release&amp;lt;br&amp;gt;&lt;br /&gt;
0.&#039;&#039;&#039;x&#039;&#039;&#039;.0 = Beta Release&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;x&#039;&#039;&#039;.0.0 = Full Release&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changelogs ===&lt;br /&gt;
====Alpha 0.0.7n====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; Release notes - GentRacing - Version Alpha 0.0.7n&lt;br /&gt;
&lt;br /&gt;
Bugs&lt;br /&gt;
&lt;br /&gt;
*GEN-419 Fixed wrong car rotation at start/spawn&lt;br /&gt;
*GEN-418 Fixed z-layering for exit-popup ingame (exit not clickable)&lt;br /&gt;
*GEN-416 Fixed wrong player avatar assignments&lt;br /&gt;
*GEN-412 Fixed wrong lambo-settings loading after pressing keycode F&lt;br /&gt;
*GEN-411 [TrackEditor] fixed reset rotation gui button&lt;br /&gt;
*GEN-406 Fixed missing lights for F1 car&lt;br /&gt;
*GEN-405 Changed F1 settings to better default values &lt;br /&gt;
&lt;br /&gt;
Task&lt;br /&gt;
*GEN-417 Changed solid color in play scene to #292929&lt;br /&gt;
*GEN-415 Added F1 sounds&lt;br /&gt;
*GEN-414 Added fuel-warning sound (&amp;lt;20% of fuel)&lt;br /&gt;
*GEN-413 Added short-r-keycode function to move the car a bit to an empty side (to free a stuck)&lt;br /&gt;
*GEN-410 [TrackEditor] Added value-textboxes to modify each object per hand&lt;br /&gt;
*GEN-409 [TrackEditor] Added new object option to object mode (set values / place new objects)&lt;br /&gt;
*GEN-408 [TrackEditor] Added new keycode (Ctrl+n) to enable/disable object placing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alpha 0.0.7m====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; Release notes - GentRacing - Version Alpha 0.0.7m&lt;br /&gt;
&lt;br /&gt;
Bug&lt;br /&gt;
&lt;br /&gt;
    *GEN-403 Decreased fontsizes in lobby tracklist for better overview and upcoming re-arranging&lt;br /&gt;
    *GEN-402 Fixed missing autoscroll at lobbytracklist if user is filtering tracks&lt;br /&gt;
    *GEN-401 Fixed aerodrome checkpoints&lt;br /&gt;
    *GEN-399 Fixed on wrong pitcrew member behaviour&lt;br /&gt;
    *GEN-398 Increased PitBoxCrew running speed to 80f&lt;br /&gt;
    *GEN-397 Fixed falling lolipop man @ pitcrew&lt;br /&gt;
    *GEN-396 Fixed OnPlayerLeftRoom spawning position bug&lt;br /&gt;
    *GEN-390 Changed/fixed countdown sound -&amp;gt; 4,3,2,1 sound and Go sound is different&lt;br /&gt;
    *GEN-385 Reload filelist possibility is missing to reload local files \(Lobby Tracklist\)&lt;br /&gt;
&lt;br /&gt;
Task&lt;br /&gt;
&lt;br /&gt;
    *GEN-404 Integrated the first easy version of the new pitcrew characters&lt;br /&gt;
    *GEN-400 Added dragmultiplier to surface parameters to enable the possibility of delay effect if car hits another surface&lt;br /&gt;
    *GEN-395 Added more red for better curb detection for surface detection&lt;br /&gt;
    *GEN-394 Added mud to surface detecion and surface parameters&lt;br /&gt;
    *GEN-391 Added new scene for gameversion conflict management to ensure same version on all clients&lt;br /&gt;
    *GEN-389 Added 8 car objects to trackeditor&lt;br /&gt;
    *GEN-388 Create backup file of overwritten uploaded track on the cloud server&lt;br /&gt;
    *GEN-387 Added 64x64 heigtmap resolution to trackeditor&lt;br /&gt;
    *GEN-386 Added formula one car to keycode &amp;quot;F&amp;quot; to switch car and physics ingame for tests&lt;br /&gt;
&lt;br /&gt;
====Alpha 0.0.7l====&lt;br /&gt;
&lt;br /&gt;
Release notes - GentRacing - Version Alpha 0.0.7l&lt;br /&gt;
&lt;br /&gt;
Task&lt;br /&gt;
    * [GEN-365] - Added LogOutputHandler for better debugging&lt;br /&gt;
    * [GEN-374] - Added overwrite button information in TrackDB if file exists&lt;br /&gt;
    * [GEN-376] - Added new free look orbit camera (F6)&lt;br /&gt;
    * [GEN-379] - Started first implimentation for driftig-game-mode&lt;br /&gt;
    * [GEN-381] - Added ConcreteBarriere to TrackObject List (48)&lt;br /&gt;
    * [GEN-382] - [TrackEditor] Fixed wrong trackobjectliste content scrollview height to auto adjust&lt;br /&gt;
    * [GEN-383] - Added smooth step steering on/off (0/1) to physic values&lt;br /&gt;
    * [GEN-384] - Added smoothing factor value to physic values (0-100f), good values between 20-45f&lt;br /&gt;
&lt;br /&gt;
Bug&lt;br /&gt;
&lt;br /&gt;
    * [GEN-363] - Fixed wrong lettercase behaviour for uploaded tracks&lt;br /&gt;
    * [GEN-364] - Fixed TrackDB category&lt;br /&gt;
    * [GEN-366] - Reduced redwall damage from 0.5 relative magnitute to 0.05&lt;br /&gt;
    * [GEN-367] - Added retry button for uploading to cloud data, if upload should stuck&lt;br /&gt;
    * [GEN-368] - Changed default shown values for Slaves for Qualidamage and Racedamage to 30%&lt;br /&gt;
    * [GEN-369] - Fixed endracepanel status messages (leaved, quitted, etc)&lt;br /&gt;
    * [GEN-370] - Fixed ghost recording bug if player leaves&lt;br /&gt;
    * [GEN-371] - Fixed wrong scene loading bug&lt;br /&gt;
    * [GEN-372] - Fixed track upload problem (overwrite issue)&lt;br /&gt;
    * [GEN-373] - Fixed wrong empty list element in trackDB List&lt;br /&gt;
    * [GEN-375] - Fixed wrong store of steamuserid in trackdb&lt;br /&gt;
    * [GEN-378] - Fixed byte output on tracklist to mb output&lt;br /&gt;
    * [GEN-380] - Resized woman to ensure correct relation&lt;br /&gt;
&lt;br /&gt;
====Alpha 0.0.7k ====&lt;br /&gt;
Release notes - GentRacing - Version Alpha 0.0.7k&lt;br /&gt;
&lt;br /&gt;
Task&lt;br /&gt;
    * [GEN-336] - Added IPManager Class&lt;br /&gt;
    * [GEN-346] - Added MouseWheel zoom for CCTV Follow Camera (F6)&lt;br /&gt;
    * [GEN-347] - Added new camera &lt;br /&gt;
    * [GEN-352] - Added SideFriction physics value (Amount of friction applied when colliding with a wall)&lt;br /&gt;
    * [GEN-353] - Added first GRZ Track &amp;gt; Grz_haldemuehle.grt&lt;br /&gt;
    * [GEN-354] - [TrackEditor] Changed SaveFile transpareny to 250&lt;br /&gt;
    * [GEN-355] - Added Ghost recording and binary saving for Quali and Race&lt;br /&gt;
    * [GEN-356] - Added countdown sound for the last 4 seconds&lt;br /&gt;
    * [GEN-361] - [TrackEditor] Added max counter for spawnpoints with alert&lt;br /&gt;
&lt;br /&gt;
Bug&lt;br /&gt;
&lt;br /&gt;
    * [GEN-333] - Top5 racers (best laptimes) are not shown, 1 was missing&lt;br /&gt;
    * [GEN-334] - Fixed mousewheel-scroll bug while filebrowser window is open in TrackEditor&lt;br /&gt;
    * [GEN-335] - Fixed iboville checkpoints, objects&lt;br /&gt;
    * [GEN-337] - [TrackEditor] Changed initial path to StreamingAsset Folder per default &lt;br /&gt;
    * [GEN-338] - Decreased default intro sound to 0.15&lt;br /&gt;
    * [GEN-339] - Fixed wrong worldrecord outputs in mainmenue&lt;br /&gt;
    * [GEN-340] - Fixed sound-volume saving bug in mainmenue&lt;br /&gt;
    * [GEN-341] - Disabled Quality-Settings dropdown in settings because of URP&lt;br /&gt;
    * [GEN-342] - Fixed SceneSync over the network for other players if the master leaves to mainmenue&lt;br /&gt;
    * [GEN-343] - Changed quali and race damage default value to 30%&lt;br /&gt;
    * [GEN-344] - Added car-outlining for 3 new cameras&lt;br /&gt;
    * [GEN-345] - Added postprocessing for carcams and outlining&lt;br /&gt;
    * [GEN-348] - Fixed laptime-text alignment to correct selected camera&lt;br /&gt;
    * [GEN-349] - Added empty-tank behaviour (5% of throttle)&lt;br /&gt;
    * [GEN-350] - Less impact of steering if car get damage&lt;br /&gt;
    * [GEN-351] - [TrackEditor] Fixed reload objects / tracksize bug (objects not clickable after action)&lt;br /&gt;
    * [GEN-357] - Fixed position display (top left) with correct calculation&lt;br /&gt;
    * [GEN-358] - Reduced &amp;quot;Go!&amp;quot; text timer from 0.5sec to 0.3sec&lt;br /&gt;
    * [GEN-359] - Fixed wrong endracepanel time format (ms)&lt;br /&gt;
    * [GEN-360] - Fixed 12 spawnpoint count problem while loading track ingame&lt;br /&gt;
    * [GEN-362] - Increased waiting time for other players from 5 up to 10 secs to avoid loosing slower hardware&lt;br /&gt;
&lt;br /&gt;
====Alpha 0.0.7j====&lt;br /&gt;
Release notes - GentRacing - Version Alpha 0.0.7j&lt;br /&gt;
&lt;br /&gt;
* Task&lt;br /&gt;
    * [GEN-215] - Extend possible textures for terrain from 512x512 to 2048x2048&lt;br /&gt;
    * [GEN-243] - Avoid window resizing to ensure fixed resolutions&lt;br /&gt;
    * [GEN-259] - Added postprocessing effects for URP&lt;br /&gt;
    * [GEN-270] - Change URP to Player-Colorspace from Gamma to linear&lt;br /&gt;
    * [GEN-272] - Add all employees and volunteers for Gentracing&lt;br /&gt;
    * [GEN-273] - Upgrade URP to 7.5.1&lt;br /&gt;
    * [GEN-275] - Added volumentric shader for Ingame-Lamps (shafts)&lt;br /&gt;
    * [GEN-281] - Updated to Unity 2019.4&lt;br /&gt;
    * [GEN-285] - Added planar reflections to improve water&lt;br /&gt;
    * [GEN-286] - Added new URP water shader+material to improve water&lt;br /&gt;
    * [GEN-293] - Added waterLevelSlider for testing purpose to change Waterlevel ingame&lt;br /&gt;
    * [GEN-294] - Added worldSizeSlider for testing purpose to change worldsize ingame (not finished)&lt;br /&gt;
    * [GEN-297] - Added small office block (missing)&lt;br /&gt;
    * [GEN-314] - added/changed F6 CameraModes (switch all camera modes with F6)&lt;br /&gt;
    * [GEN-316] - Syncing motorsound over the network&lt;br /&gt;
    * [GEN-317] - Disable car frontlights at start&lt;br /&gt;
    * [GEN-318] - Increased bodymass-slider to max of 3500&lt;br /&gt;
    * [GEN-319] - Added loading screen before main menue - to load all important elements&lt;br /&gt;
    * [GEN-320] - Added surface detection and values to adjust&lt;br /&gt;
    * [GEN-321] - Added steam ownership check&lt;br /&gt;
    * [GEN-325] - Added user-state in QualifyingEndPanel + EndRacepanel to see where to player is&lt;br /&gt;
    * [GEN-328] - Changed car-default-mass to 1500kg&lt;br /&gt;
    * [GEN-329] - Added fuelstate behaviour to car (empty tank faster car &amp;gt; full tank slower car)&lt;br /&gt;
    * [GEN-330] - Added driftsmoke&lt;br /&gt;
    * [GEN-331] - Changed pitbox times (4sec,2sec,2ec)&lt;br /&gt;
    * [GEN-332] - syncing light switching over the network (flash your opponent now!)&lt;br /&gt;
* Bug&lt;br /&gt;
    * [GEN-244] - No rounded time after 2nd race&lt;br /&gt;
    * [GEN-245] - Provocated bouncing of walls results in better laptimes&lt;br /&gt;
    * [GEN-246] - Fixed wrong filesize value in tracklist&lt;br /&gt;
    * [GEN-247] - Fixed fullscreen-switch bug depending to selected resolution&lt;br /&gt;
    * [GEN-249] - Networkcars are muted - no sound existing&lt;br /&gt;
    * [GEN-251] - Fixed wall bouncing (border and borderbouncy values changed)&lt;br /&gt;
    * [GEN-252] - Upgraded to PHP7 for webservices&lt;br /&gt;
    * [GEN-253] - Fixed several php bugs (deprications) on webservices part&lt;br /&gt;
    * [GEN-254] - Quali on/off switch isnt synced correctly with race-start/scene changing&lt;br /&gt;
    * [GEN-255] - PitBox damage smoke should stop if damage is repaired&lt;br /&gt;
    * [GEN-256] - Changing Render Pipeline for more performance and extended shaders&lt;br /&gt;
    * [GEN-257] - Fixed checkpoint material for URP&lt;br /&gt;
    * [GEN-258] - Fixed bush materials for URP&lt;br /&gt;
    * [GEN-260] - Fixed wall shader bug for URP&lt;br /&gt;
    * [GEN-261] - Fixed old water planes and rendering bugs&lt;br /&gt;
    * [GEN-262] - Fixed firesphere shader for car damage smoke&lt;br /&gt;
    * [GEN-263] - Fixed hedge materials for URP&lt;br /&gt;
    * [GEN-264] - Fix grid materials and shader for URP&lt;br /&gt;
    * [GEN-274] - Fixing missing shadows after upgrading to URP&lt;br /&gt;
    * [GEN-278] - Car must be outlined under bridge to see it&lt;br /&gt;
    * [GEN-282] - Trackloading needs very long at less file count&lt;br /&gt;
    * [GEN-283] - Fixed unsupported Projector in URP&lt;br /&gt;
    * [GEN-284] - Fix color-palette problem with sand/black &lt;br /&gt;
    * [GEN-287] - Fixed BaseMapDistance -&amp;gt; increased to higher value&lt;br /&gt;
    * [GEN-288] - Decreased pixel errors to avoid lake break outs&lt;br /&gt;
    * [GEN-289] - Added heightmap-fix to avoid 64x64&amp;gt;65x65 bug&lt;br /&gt;
    * [GEN-291] - Fixed spawn bug of all spawning elements for smaller worldsizes&lt;br /&gt;
    * [GEN-292] - Fixed cloud login problems, database fixed -&amp;gt; issued the FirstLogin PopUp&lt;br /&gt;
    * [GEN-295] - Fixed waterlevel bug in relation to the worldsize&lt;br /&gt;
    * [GEN-296] - Fixed heightmap (terrainHeight / terrain) bug in relation to the worldsize&lt;br /&gt;
    * [GEN-299] - Fixed Bridge for size/collider&lt;br /&gt;
    * [GEN-300] - Fixed lap counter counting wrong&lt;br /&gt;
    * [GEN-301] - Fixed GR Login bug&lt;br /&gt;
    * [GEN-302] - Fixed double loading of scene at &amp;quot;go back&amp;quot; in race-mode&lt;br /&gt;
    * [GEN-303] - Fixed outside walls thickness bug&lt;br /&gt;
    * [GEN-304] - Fixed outside wall water bug&lt;br /&gt;
    * [GEN-307] - Fixed damage steering hook and damage motor adjustment&lt;br /&gt;
    * [GEN-308] - Decreased halfstone collider, to avoid big jumps&lt;br /&gt;
    * [GEN-309] - Fixed r-key spawning height problem&lt;br /&gt;
    * [GEN-310] - changed from getmotor() to motor to adjust damage speed&lt;br /&gt;
    * [GEN-311] - changed trackdb missing screenshots from red to grey&lt;br /&gt;
    * [GEN-312] - added screenshot-mini-version on cloudserver, to reduce trackdb loading time&lt;br /&gt;
    * [GEN-313] - fixed scalemodifier missing loading bug&lt;br /&gt;
    * [GEN-315] - Fixed CultureChange to trackeditor and loadtrack and Startmenue (GRLogin)&lt;br /&gt;
    * [GEN-322] - Disabled planear reflections by default (quality settings)&lt;br /&gt;
    * [GEN-323] - Fixed transparent car at finish + network sync&lt;br /&gt;
    * [GEN-324] - Fixed R-Keycode (now just possible while Racestate = racing)&lt;br /&gt;
    * [GEN-326] - Changing masterclient if master is leaving or quitting, to keep the race up&lt;br /&gt;
    * [GEN-327] - Changed haybale physics material and object size and fixed wrong origin point&lt;br /&gt;
&lt;br /&gt;
==== Alpha 0.0.7i====&lt;br /&gt;
Release notes - GentRacing - Version Alpha 0.0.7i&lt;br /&gt;
&lt;br /&gt;
*Task&lt;br /&gt;
    * [GEN-163] - Save audio level settings to registry&lt;br /&gt;
    * [GEN-240] - Impliment resolution setting ingame because of dialog deprecation in unity &lt;br /&gt;
    * [GEN-242] - Impliment quality setting ingame because of dialog deprecation in unity&lt;br /&gt;
&lt;br /&gt;
*Bug&lt;br /&gt;
    * [GEN-241] - Fix loading track-loading bug (app freezes)&lt;br /&gt;
====Alpha 0.0.7h ====&lt;br /&gt;
Release notes - GentRacing - Version Alpha 0.0.7h&lt;br /&gt;
&lt;br /&gt;
*Task&lt;br /&gt;
    * [GEN-185] - Added Standard specular shader to the alway included shaders for built-in shaders&lt;br /&gt;
    * [GEN-186] - Prepared and implimented the first 3d model importer (*.obj) files for the future&lt;br /&gt;
    * [GEN-189] - Set car back to track with time delay if it stucks in Trees or something like that&lt;br /&gt;
    * [GEN-196] - Update Engine to Unity2019&lt;br /&gt;
    * [GEN-197] - Updating encryption engine &lt;br /&gt;
    * [GEN-198] - Check if min. 1 startpoint found on track &amp;gt; if not exit with errormessage&lt;br /&gt;
    * [GEN-199] - GeneralSettings Bug (dondestroyonload) if scene is switching&lt;br /&gt;
    * [GEN-200] - Add a general track database db with several functions and possiblities&lt;br /&gt;
    * [GEN-201] - Add Screenshot loading from cloud to see pic in TrackDB&lt;br /&gt;
    * [GEN-203] - Add shown downloads to TrackDB&lt;br /&gt;
    * [GEN-204] - Adding Cronjobs to sync count of laps for each track in track db&lt;br /&gt;
    * [GEN-205] - Adding cronjob to sync wr-times for each track in db&lt;br /&gt;
    * [GEN-206] - Adding some fields for tracks like (wr-times, downloaded-times, count of sumlaps,...) for json&lt;br /&gt;
    * [GEN-207] - Adding three more physics sliders (HighTwistLimit,SwingLimiter and LowTwistLimit) for CharacterJoints&lt;br /&gt;
    * [GEN-209] - Create TrackDB first impression video&lt;br /&gt;
    * [GEN-215] - Extend possible textures for terrain from 512x512 to 2048x2048&lt;br /&gt;
    * [GEN-219] - Added first procedural grass placements for green-textures to improve graphics/views&lt;br /&gt;
    * [GEN-222] - Add simple FPV Cam and new keycode F7 to enable it&lt;br /&gt;
    * [GEN-228] - Add SteamUserProfile (overlayed) link to Steam-Nickname @ WorldRecords&lt;br /&gt;
    * [GEN-229] - Provide an JSON-API for WorldRecords (for public access, leagues, websites,etc.)&lt;br /&gt;
    * [GEN-230] - Provide an JSON-API for TrackRecords (for public access, leagues, websites,etc.)&lt;br /&gt;
    * [GEN-231] - Provide an JSON-API for Changelogs (for public access, leagues, websites,etc.)&lt;br /&gt;
    * [GEN-232] - Provide an JSON-API for TrackDB (for public access, leagues, websites,etc.)&lt;br /&gt;
    * [GEN-233] - Added and fixed HedgeShort object&lt;br /&gt;
    * [GEN-234] - Adding grid layout (KeyCode F10)  over terrain to make heights visible&lt;br /&gt;
    * [GEN-236] - Update standard assets (shaders,crossplatforminputs,...) to newest version&lt;br /&gt;
*Bug&lt;br /&gt;
    * [GEN-168] - Check if min. 2 waypoints found on track &amp;gt; if not exit with errormessage&lt;br /&gt;
    * [GEN-169] - Check if min. 1 Pitcrew is existing to start the track &amp;gt; if not exit with error message&lt;br /&gt;
    * [GEN-175] - searchfiltern shown for slave in track selector&lt;br /&gt;
    * [GEN-187] - Replaced and decreased RoadCone collider&lt;br /&gt;
    * [GEN-188] - Stone sound should be inactive, because of some tracks with used stones as a bump&lt;br /&gt;
    * [GEN-191] - Track-Uploading with special chars in Username or Trackname are broken (json)&lt;br /&gt;
    * [GEN-192] - F5 for Networkstats not working anymore&lt;br /&gt;
    * [GEN-194] - Change back from F6 cam isnßt possible&lt;br /&gt;
    * [GEN-195] - Improved jump down force and bezier curve (extended jdf-slider under &amp;quot;m&amp;quot; to 200)&lt;br /&gt;
    * [GEN-208] - Fix avatar loading-bug at trackdb - phpscript to check for physical exists&amp;gt;DB&amp;gt;then check db instead of loading direct from cloud&lt;br /&gt;
    * [GEN-220] - Felt delay in steering behaviour fixed&lt;br /&gt;
    * [GEN-221] - Physics: changed sunkenTyre physics behaviour to avoid high jumps&lt;br /&gt;
    * [GEN-224] - Lobby load is clickable while joining/loading&lt;br /&gt;
    * [GEN-225] - Change CameraView affects other network players&lt;br /&gt;
    * [GEN-226] - Changed some textelements in WR-Holders popup&lt;br /&gt;
    * [GEN-235] - Fixed some important obfuscating bugs and renamed some namespaces&lt;br /&gt;
    * [GEN-237] - Fixed some methodbugs for obfuscating&lt;br /&gt;
    * [GEN-238] - Fixed welcome popup layer problem (car in front of the text)&lt;br /&gt;
&lt;br /&gt;
==== Alpha 0.0.7g====&lt;br /&gt;
&lt;br /&gt;
*Task&lt;br /&gt;
    * [GEN-144] - Added fuel consumption, fuel mass, damage and tire wear to qualifying settings&lt;br /&gt;
    * [GEN-145] - Added fuel consumption, fuel mass, damage and tire wear to race settings&lt;br /&gt;
    * [GEN-150] - Added topspot to see the car-mesh in the dark&lt;br /&gt;
    * [GEN-159] - Add first XP/Level System Version, Databasedriven&lt;br /&gt;
    * [GEN-160] - Added first Formula1 car with same default settings like the default car&lt;br /&gt;
    * [GEN-166] - Save and load QualiSettings to registry&lt;br /&gt;
    * [GEN-167] - Added KeyCode.F2 to change between Orthographic and Perspective Cam&lt;br /&gt;
    * [GEN-170] - Added inputtext-field to filter the tracklist&lt;br /&gt;
    * [GEN-172] - Extended PUN with RaceTimeSummarizer&lt;br /&gt;
    * [GEN-182] - Added Steam check at start with popup notification if steam is not started&lt;br /&gt;
*Bug&lt;br /&gt;
    * [GEN-60] - Race Endpanel shows not the sum-time at the end as expected, headline is missing (race)&lt;br /&gt;
    * [GEN-142] - Fuel/Tire/Damage bars are wrong assigned if more then 2 players&lt;br /&gt;
    * [GEN-143] - Fixed existing qualitime show up (from the quali/race before)&lt;br /&gt;
    * [GEN-147] - Increased the AirTime handle to steer the car in the air for 1.5seconds&lt;br /&gt;
    * [GEN-148] - Drastic reduction of the static downforce to handle small hills, more realistic jumps,...&lt;br /&gt;
    * [GEN-149] - Changed switch of car-lights according to day/night lamps&lt;br /&gt;
    * [GEN-151] - Fixed long loading bug for sync popup&lt;br /&gt;
    * [GEN-153] - Fixed scaling bug according to worldsizes for objects in many cases&lt;br /&gt;
    * [GEN-155] - Change physics values for worldsize from 230 steps to 100&lt;br /&gt;
    * [GEN-164] - PhysicsBody will only be deactived for the localcar, not for the networkcas &amp;gt; collissions&lt;br /&gt;
    * [GEN-171] - Increase sunkenTyre shape and collider&lt;br /&gt;
    * [GEN-173] - Changed Gatesize and tests with Gate (still wrong size)&lt;br /&gt;
    * [GEN-176] - Save audio setting volume for player and load it at the start&lt;br /&gt;
    * [GEN-177] - Fixed Settings-Background Bug (clear hide of other buttons)&lt;br /&gt;
    * [GEN-178] - Fixed Sync-Background Bug (clear hide of other buttons)&lt;br /&gt;
    * [GEN-179] - Changed line transform for pitbox to ensure better visibility&lt;br /&gt;
    * [GEN-180] - Handle trackfiles &amp;lt;version 1.2 (track cannot be loaded, scene switched back to main menue with message)&lt;br /&gt;
    * [GEN-181] - Fixed camera-movement, zoom and perspective change if topdown-cam is inactive&lt;br /&gt;
    * [GEN-183] - Changed jump down force behavior calculated following bezier curves&lt;br /&gt;
&lt;br /&gt;
====Alpha 0.0.7f====&lt;br /&gt;
*Task&lt;br /&gt;
    * [GEN-120] - Save to each lap if the setup was modified or not, to see which bestlap is done with original setup (marked with -&amp;gt; (m))&lt;br /&gt;
    * [GEN-122] - Added fuel-empty speed / if fuel is under 10% the speed is limited to 1/5 of speed&lt;br /&gt;
    * [GEN-123] - Enabled fuel consumption and pitbox fill up for fuel&lt;br /&gt;
    * [GEN-124] - Added damage behavior for car (damage &amp;gt;70 changes steering)&lt;br /&gt;
    * [GEN-128] - Set all instantiated lights to disabled by default - to handle it later in day/night mode&lt;br /&gt;
    * [GEN-133] - Added lamp/light control of day/night controller - automatic lamp switch depending on time&lt;br /&gt;
    * [GEN-134] - Added World Records PopUp with best racers overall&lt;br /&gt;
    * [GEN-135] - Added more infos to world record-scoreboard&lt;br /&gt;
    * [GEN-136] - Added 72 new tracks to the local cache&lt;br /&gt;
    * [GEN-137] - Added refresh button to the WR-scoreboard&lt;br /&gt;
*Bug&lt;br /&gt;
    * [GEN-36] - Pit Box running to car doesn&#039;t work correctly&lt;br /&gt;
    * [GEN-54] - Chat lines are no line break&lt;br /&gt;
    * [GEN-56] - Bridge is not colliding at the bottomside&lt;br /&gt;
    * [GEN-57] - Lobby List is buggy if we exit a room - the room list is growing every time&lt;br /&gt;
    * [GEN-112] - Fixed missing carcollission syncing over the network&lt;br /&gt;
    * [GEN-119] - F3 Keycode is in use, changed to F6&lt;br /&gt;
    * [GEN-125] - Changed Avatar-Border on track to the selected car-color to identifiy the own playerTab&lt;br /&gt;
    * [GEN-126] - Fixed again some collission bugs over the network&lt;br /&gt;
    * [GEN-127] - Changed wrong description (steering range) in physics panel to correct description (Steering speed)&lt;br /&gt;
    * [GEN-129] - Fixed switch back to day (day/night controller) with original light settings&lt;br /&gt;
    * [GEN-130] - Fixed frontlights of car (settings and position)&lt;br /&gt;
    * [GEN-131] - Fixed Player Tab loading Bar for fuel and tires (starting default with full bars)&lt;br /&gt;
    * [GEN-132] - Fixed loading bug of day/night controller (order of loading)&lt;br /&gt;
    * [GEN-138] - Improved damage smoke to more realistic look&lt;br /&gt;
    * [GEN-139] - Disabled antistuck-system for wheels per default&lt;br /&gt;
    * [GEN-140] - Fixed &amp;quot;no screenshot available&amp;quot; bug&lt;br /&gt;
&lt;br /&gt;
==== Alpha 0.0.7e====&lt;br /&gt;
* Task&lt;br /&gt;
    * [GEN-94] - Enable Checkpoint-Switch (KeyCode.C) to show checkpoints ingame for new users&lt;br /&gt;
    * [GEN-110] - Removed wheelcollider to own physics model for more accuracy and flexibility&lt;br /&gt;
    * [GEN-111] - Added Damage smoke for car&lt;br /&gt;
    * [GEN-115] - Add infos before start-race which parts are missing (more infos for user)&lt;br /&gt;
    * [GEN-117] - Added following car-cam (KeyCode F3) for the first tests&lt;br /&gt;
*Bug&lt;br /&gt;
    * [GEN-103] - Fixed disconnecting bug after leaving race (Disconnecting From Game Server State)&lt;br /&gt;
    * [GEN-104] - Fixed lobbylist bug (if room is closed or destroyed the entry doesnt disappear)&lt;br /&gt;
    * [GEN-105] - Increase Jump DownForce maximum to 90 in Physics Panel for Tests&lt;br /&gt;
    * [GEN-106] - Increased checkpoint height to 250 to avoid flyover&lt;br /&gt;
    * [GEN-107] - Fixed Bridgecollider bug&lt;br /&gt;
    * [GEN-108] - Added fence-collider&lt;br /&gt;
    * [GEN-109] - Changed sunken tyre for better collision behavior&lt;br /&gt;
    * [GEN-118] - Fixed horrible sound problem (stuttering) for car-sound&lt;br /&gt;
&lt;br /&gt;
====Alpha 0.0.7d====&lt;br /&gt;
*Task&lt;br /&gt;
    * [GEN-15] - Change to draggable windows for some pop ups (to move it)&lt;br /&gt;
    * [GEN-62] - Implement Bug/Issue/Ticket-Link in the game&lt;br /&gt;
    * [GEN-63] - Implement changelogs in the about&lt;br /&gt;
    * [GEN-70] - Added four more car-colors&lt;br /&gt;
    * [GEN-71] - Added downforce-functionality for jumps&lt;br /&gt;
    * [GEN-76] - Added first front lights for the car (for first tests), KeyCode: L&lt;br /&gt;
    * [GEN-79] - Added day and night controller for the first light/night tests (Keycode: N)&lt;br /&gt;
    * [GEN-80] - Added Network Stats for deep inspection (networking), Keycode: F5&lt;br /&gt;
    * [GEN-84] - Added Quali-Ready button functionality&lt;br /&gt;
    * [GEN-86] - Back to Track Key - spawn at the last checkpoint if car stucks&lt;br /&gt;
    * [GEN-88] - Added JumpDownForce to Phyiscs and physics panel to adjust it for tests&lt;br /&gt;
    * [GEN-89] - Added Settings-PopUp for the first settings (music-volume)&lt;br /&gt;
    * [GEN-94] - Enable Checkpoint-Switch to show checkpoints ingame for new users&lt;br /&gt;
    * [GEN-95] - Added Room-Lock icon to close/open the own room as Master&lt;br /&gt;
*Bug&lt;br /&gt;
    * [GEN-28] - Fixed two lobby/room bugs (connect/disconnect/reconnect)&lt;br /&gt;
    * [GEN-59] - Quali End Panel is not working&lt;br /&gt;
    * [GEN-65] - Qualifying starting grid text is too small&lt;br /&gt;
    * [GEN-66] - Set Low and High Steering to invisible because of non-usage at the moment&lt;br /&gt;
    * [GEN-67] - Fixed 0-values for quali-sliders&lt;br /&gt;
    * [GEN-68] - World Gravity changed from -15f to realistic -9,8f&lt;br /&gt;
    * [GEN-72] - Steam Avatar is not showing on non-steam-friends&lt;br /&gt;
    * [GEN-73] - PopUp Screenshot is not closable / X functionality is missing&lt;br /&gt;
    * [GEN-74] - Flat Bridge scaling is wrong&lt;br /&gt;
    * [GEN-75] - Concrete Post collider is missing&lt;br /&gt;
    * [GEN-81] - Added first &amp;quot;Alpha-Tester&amp;quot; Steam achievement for every alpha-tester&lt;br /&gt;
    * [GEN-82] - Added CurrentRoom.Isopen = false after RaceStart (RaceManager) to avoid joining after start&lt;br /&gt;
    * [GEN-83] - Fix &amp;quot;RaceEnd&amp;quot; car behaviour (mesh/physics/colliding after race end)&lt;br /&gt;
    * [GEN-87] - Fixed Screenshot-Change bugs and Scene Changing bugs which are regarding to shader-changes&lt;br /&gt;
    * [GEN-90] - Resized House New again -26%&lt;br /&gt;
    * [GEN-96] - Fixed CrLf chat bug&lt;br /&gt;
    * [GEN-97] - Fixed losing focus on input field after sending chat message&lt;br /&gt;
    * [GEN-98] - Player List entry &amp;quot;ready&amp;quot; in Room is freaking out sometime &amp;gt; fixed &amp;gt; changed to one text line which is changing&lt;br /&gt;
    * [GEN-100] - Fixed PopUp Close at 2nd popup (car is not enabled after closing 2nd popup)&lt;br /&gt;
    * [GEN-101] - Fixed missing create-button on lobby (if reconnect is very fast)&lt;br /&gt;
    * [GEN-102] - Fixed disconnect bug and implemented rejoin-possibility&lt;br /&gt;
&lt;br /&gt;
==Platforms==&lt;br /&gt;
&lt;br /&gt;
===Microsoft Windows===&lt;br /&gt;
GentRacing is originally released for Microsoft Windows in 2019, but it is planned to port it to other platforms. Linux/Mac builds should follow if the first beta phase for Windows is reached.&lt;br /&gt;
&lt;br /&gt;
===Steam===&lt;br /&gt;
Steam is used as a cloud platform to publish the game and handle the version management of the game. Steam is also a good option to share screenshots, use a leaderboard and include an trading system.&lt;br /&gt;
&lt;br /&gt;
==Market and Marketing==&lt;br /&gt;
&lt;br /&gt;
===Sales and distribution===&lt;br /&gt;
GentRacing is advertised on Twitter, Facebook, Google, in print media, Youtube, Steam, in-game advertising, Twich and via curators and streamers.&lt;br /&gt;
A Kickstarter launch has been prepared and is waiting to go live.&lt;br /&gt;
&lt;br /&gt;
At the moment 2 curators are under contract which are waiting for start.&lt;br /&gt;
&lt;br /&gt;
===Curation===&lt;br /&gt;
GentRacing is in two different curation programs registered and waiting for curators&lt;br /&gt;
&lt;br /&gt;
===Streaming===&lt;br /&gt;
Of course, everyone is invited to expand the reach of GentRacing by creating YouTube videos, commenting on the game, and testing it.&lt;br /&gt;
It is possible even during Alpha, but only allowed by following a very simple set of rules.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you are interested in streaming the game or giving an insight into the game on Youtube, please contact a moderator or admin of GentRacing. The fastest way to do this is via our [https://discord.gg/hndQPSN Discord server], where all messages are read and answered within a few hours.&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Main_Page&amp;diff=87</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Main_Page&amp;diff=87"/>
		<updated>2022-04-22T10:45:37Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
We are a small indie team based in austria.&lt;br /&gt;
In the new step of the story, we follow the previous versions of this genre with deep respect and we try to deliver the next title to the category &amp;quot;Top-Down-Arcade-Racing&amp;quot;. More similiar games followed in this genre, the years after.&lt;br /&gt;
&lt;br /&gt;
Our dream is: To organize a World Cup, where the finals will be played appropriately in a final at an event with presence and livestream&lt;br /&gt;
&lt;br /&gt;
One of our and our own demands is: &#039;&#039;&#039;With the community, for the community!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
=== Idea and the drive ===&lt;br /&gt;
We are continuing this kind of game to keep this genre alive. GentRacing was born to ensure survival in the “top down arcade racing game” market. The difficulty here is to ensure a balance between “state of the art” and “preservation of the classic components”.&lt;br /&gt;
&lt;br /&gt;
In addition to the well-known cross-game game modes (qualifying, racing, timeattack), the idea will of course not only be continued, but of course expanded.&lt;br /&gt;
&lt;br /&gt;
We integrate an online multiplayer functionality, expand the tactical components, add a special drift-challenge and support the league, competition and tournament modes as well as possible.&lt;br /&gt;
=== Team ===&lt;br /&gt;
&lt;br /&gt;
Michael G. | Vienna/Austria | Founder, Head and Developer of GentRacing &amp;lt;br&amp;gt;&lt;br /&gt;
Waleed Mohamed A. | Dikerniss/Egypt | Developer&amp;lt;br&amp;gt;&lt;br /&gt;
Martin | Innsbruck/Austria | 3D Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And of course some heavy user/racer/follower which supports the game massivly&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yorok | Estonia&amp;lt;br&amp;gt;&lt;br /&gt;
Jefcam | Malta&amp;lt;br&amp;gt;&lt;br /&gt;
Zephir | Italy&amp;lt;br&amp;gt;&lt;br /&gt;
Chottue | Poland&amp;lt;br&amp;gt;&lt;br /&gt;
TedMeat | Finnland&amp;lt;br&amp;gt;&lt;br /&gt;
GijsWasHier | Netherlands&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
and many many more...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development ===&lt;br /&gt;
[[File:Scrum.jpg|thumb|https://medium.com/@realjoselara/agile-scrum-process-in-a-nutshell-6ec32a59efb]]&lt;br /&gt;
The game is primarly developed with C# in Unity, some elements are written in C++ (Plugins and Extensions), some connection elements like our API is written in PHP and C# on the the external side.&lt;br /&gt;
For all 3d elements primarly Blender is used.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The whole project is managed as an agile scrum project, with agile methodology. &lt;br /&gt;
We are coding out of a product backlog, decide what will be included in the next sprint backlog to follow a predefined sprint cycle of around 3-4 weeks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
We are using Jira, Asana and Instagantt as project management tool and measuring milestones.&lt;br /&gt;
&lt;br /&gt;
=== Milestones ===&lt;br /&gt;
Our milestones are roughly defined for the entire project period and follow the ideology of agile project methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A rough pre-defined overview looks like that:&lt;br /&gt;
&lt;br /&gt;
# Playable alpha state, involve and build the community&lt;br /&gt;
# Establish marketing, tools and environment for the game (Wiki, Discord, Socialmedia, etc.)&lt;br /&gt;
# Kickstarter launch to refine the alpha version so that a beta switch is possible. collecting inputs from the community&lt;br /&gt;
# Prepare steam for early access&lt;br /&gt;
# Complete the alpha version and focus on beta&lt;br /&gt;
# Reach 1.000 active players count&lt;br /&gt;
# Beta release&lt;br /&gt;
## Expand network, activate cooperation partners for holding championships at events&lt;br /&gt;
## Extend to other platforms&lt;br /&gt;
# Reach 5.000 active players count&lt;br /&gt;
# Full release on Steam&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
A top down arcade racing game which is developed for Windows/Steam. The basic idea was born in 2016 and the development then began in 2019.&lt;br /&gt;
&lt;br /&gt;
=== Versioning note ===&lt;br /&gt;
The following convention is used for versioning:&lt;br /&gt;
&lt;br /&gt;
0.0.&#039;&#039;&#039;x&#039;&#039;&#039; = Alpha Release&amp;lt;br&amp;gt;&lt;br /&gt;
0.&#039;&#039;&#039;x&#039;&#039;&#039;.0 = Beta Release&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;x&#039;&#039;&#039;.0.0 = Full Release&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Changelogs ===&lt;br /&gt;
====Alpha 0.0.7n====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; Release notes - GentRacing - Version Alpha 0.0.7n&lt;br /&gt;
&lt;br /&gt;
Bugs&lt;br /&gt;
&lt;br /&gt;
*GEN-419 Fixed wrong car rotation at start/spawn&lt;br /&gt;
*GEN-418 Fixed z-layering for exit-popup ingame (exit not clickable)&lt;br /&gt;
*GEN-416 Fixed wrong player avatar assignments&lt;br /&gt;
*GEN-412 Fixed wrong lambo-settings loading after pressing keycode F&lt;br /&gt;
*GEN-411 [TrackEditor] fixed reset rotation gui button&lt;br /&gt;
*GEN-406 Fixed missing lights for F1 car&lt;br /&gt;
*GEN-405 Changed F1 settings to better default values &lt;br /&gt;
&lt;br /&gt;
Task&lt;br /&gt;
*GEN-417 Changed solid color in play scene to #292929&lt;br /&gt;
*GEN-415 Added F1 sounds&lt;br /&gt;
*GEN-414 Added fuel-warning sound (&amp;lt;20% of fuel)&lt;br /&gt;
*GEN-413 Added short-r-keycode function to move the car a bit to an empty side (to free a stuck)&lt;br /&gt;
*GEN-410 [TrackEditor] Added value-textboxes to modify each object per hand&lt;br /&gt;
*GEN-409 [TrackEditor] Added new object option to object mode (set values / place new objects)&lt;br /&gt;
*GEN-408 [TrackEditor] Added new keycode (Ctrl+n) to enable/disable object placing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alpha 0.0.7m====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; Release notes - GentRacing - Version Alpha 0.0.7m&lt;br /&gt;
&lt;br /&gt;
Bug&lt;br /&gt;
&lt;br /&gt;
    *GEN-403 Decreased fontsizes in lobby tracklist for better overview and upcoming re-arranging&lt;br /&gt;
    *GEN-402 Fixed missing autoscroll at lobbytracklist if user is filtering tracks&lt;br /&gt;
    *GEN-401 Fixed aerodrome checkpoints&lt;br /&gt;
    *GEN-399 Fixed on wrong pitcrew member behaviour&lt;br /&gt;
    *GEN-398 Increased PitBoxCrew running speed to 80f&lt;br /&gt;
    *GEN-397 Fixed falling lolipop man @ pitcrew&lt;br /&gt;
    *GEN-396 Fixed OnPlayerLeftRoom spawning position bug&lt;br /&gt;
    *GEN-390 Changed/fixed countdown sound -&amp;gt; 4,3,2,1 sound and Go sound is different&lt;br /&gt;
    *GEN-385 Reload filelist possibility is missing to reload local files \(Lobby Tracklist\)&lt;br /&gt;
&lt;br /&gt;
Task&lt;br /&gt;
&lt;br /&gt;
    *GEN-404 Integrated the first easy version of the new pitcrew characters&lt;br /&gt;
    *GEN-400 Added dragmultiplier to surface parameters to enable the possibility of delay effect if car hits another surface&lt;br /&gt;
    *GEN-395 Added more red for better curb detection for surface detection&lt;br /&gt;
    *GEN-394 Added mud to surface detecion and surface parameters&lt;br /&gt;
    *GEN-391 Added new scene for gameversion conflict management to ensure same version on all clients&lt;br /&gt;
    *GEN-389 Added 8 car objects to trackeditor&lt;br /&gt;
    *GEN-388 Create backup file of overwritten uploaded track on the cloud server&lt;br /&gt;
    *GEN-387 Added 64x64 heigtmap resolution to trackeditor&lt;br /&gt;
    *GEN-386 Added formula one car to keycode &amp;quot;F&amp;quot; to switch car and physics ingame for tests&lt;br /&gt;
&lt;br /&gt;
====Alpha 0.0.7l====&lt;br /&gt;
&lt;br /&gt;
Release notes - GentRacing - Version Alpha 0.0.7l&lt;br /&gt;
&lt;br /&gt;
Task&lt;br /&gt;
    * [GEN-365] - Added LogOutputHandler for better debugging&lt;br /&gt;
    * [GEN-374] - Added overwrite button information in TrackDB if file exists&lt;br /&gt;
    * [GEN-376] - Added new free look orbit camera (F6)&lt;br /&gt;
    * [GEN-379] - Started first implimentation for driftig-game-mode&lt;br /&gt;
    * [GEN-381] - Added ConcreteBarriere to TrackObject List (48)&lt;br /&gt;
    * [GEN-382] - [TrackEditor] Fixed wrong trackobjectliste content scrollview height to auto adjust&lt;br /&gt;
    * [GEN-383] - Added smooth step steering on/off (0/1) to physic values&lt;br /&gt;
    * [GEN-384] - Added smoothing factor value to physic values (0-100f), good values between 20-45f&lt;br /&gt;
&lt;br /&gt;
Bug&lt;br /&gt;
&lt;br /&gt;
    * [GEN-363] - Fixed wrong lettercase behaviour for uploaded tracks&lt;br /&gt;
    * [GEN-364] - Fixed TrackDB category&lt;br /&gt;
    * [GEN-366] - Reduced redwall damage from 0.5 relative magnitute to 0.05&lt;br /&gt;
    * [GEN-367] - Added retry button for uploading to cloud data, if upload should stuck&lt;br /&gt;
    * [GEN-368] - Changed default shown values for Slaves for Qualidamage and Racedamage to 30%&lt;br /&gt;
    * [GEN-369] - Fixed endracepanel status messages (leaved, quitted, etc)&lt;br /&gt;
    * [GEN-370] - Fixed ghost recording bug if player leaves&lt;br /&gt;
    * [GEN-371] - Fixed wrong scene loading bug&lt;br /&gt;
    * [GEN-372] - Fixed track upload problem (overwrite issue)&lt;br /&gt;
    * [GEN-373] - Fixed wrong empty list element in trackDB List&lt;br /&gt;
    * [GEN-375] - Fixed wrong store of steamuserid in trackdb&lt;br /&gt;
    * [GEN-378] - Fixed byte output on tracklist to mb output&lt;br /&gt;
    * [GEN-380] - Resized woman to ensure correct relation&lt;br /&gt;
&lt;br /&gt;
====Alpha 0.0.7k ====&lt;br /&gt;
Release notes - GentRacing - Version Alpha 0.0.7k&lt;br /&gt;
&lt;br /&gt;
Task&lt;br /&gt;
    * [GEN-336] - Added IPManager Class&lt;br /&gt;
    * [GEN-346] - Added MouseWheel zoom for CCTV Follow Camera (F6)&lt;br /&gt;
    * [GEN-347] - Added new camera &lt;br /&gt;
    * [GEN-352] - Added SideFriction physics value (Amount of friction applied when colliding with a wall)&lt;br /&gt;
    * [GEN-353] - Added first GRZ Track &amp;gt; Grz_haldemuehle.grt&lt;br /&gt;
    * [GEN-354] - [TrackEditor] Changed SaveFile transpareny to 250&lt;br /&gt;
    * [GEN-355] - Added Ghost recording and binary saving for Quali and Race&lt;br /&gt;
    * [GEN-356] - Added countdown sound for the last 4 seconds&lt;br /&gt;
    * [GEN-361] - [TrackEditor] Added max counter for spawnpoints with alert&lt;br /&gt;
&lt;br /&gt;
Bug&lt;br /&gt;
&lt;br /&gt;
    * [GEN-333] - Top5 racers (best laptimes) are not shown, 1 was missing&lt;br /&gt;
    * [GEN-334] - Fixed mousewheel-scroll bug while filebrowser window is open in TrackEditor&lt;br /&gt;
    * [GEN-335] - Fixed iboville checkpoints, objects&lt;br /&gt;
    * [GEN-337] - [TrackEditor] Changed initial path to StreamingAsset Folder per default &lt;br /&gt;
    * [GEN-338] - Decreased default intro sound to 0.15&lt;br /&gt;
    * [GEN-339] - Fixed wrong worldrecord outputs in mainmenue&lt;br /&gt;
    * [GEN-340] - Fixed sound-volume saving bug in mainmenue&lt;br /&gt;
    * [GEN-341] - Disabled Quality-Settings dropdown in settings because of URP&lt;br /&gt;
    * [GEN-342] - Fixed SceneSync over the network for other players if the master leaves to mainmenue&lt;br /&gt;
    * [GEN-343] - Changed quali and race damage default value to 30%&lt;br /&gt;
    * [GEN-344] - Added car-outlining for 3 new cameras&lt;br /&gt;
    * [GEN-345] - Added postprocessing for carcams and outlining&lt;br /&gt;
    * [GEN-348] - Fixed laptime-text alignment to correct selected camera&lt;br /&gt;
    * [GEN-349] - Added empty-tank behaviour (5% of throttle)&lt;br /&gt;
    * [GEN-350] - Less impact of steering if car get damage&lt;br /&gt;
    * [GEN-351] - [TrackEditor] Fixed reload objects / tracksize bug (objects not clickable after action)&lt;br /&gt;
    * [GEN-357] - Fixed position display (top left) with correct calculation&lt;br /&gt;
    * [GEN-358] - Reduced &amp;quot;Go!&amp;quot; text timer from 0.5sec to 0.3sec&lt;br /&gt;
    * [GEN-359] - Fixed wrong endracepanel time format (ms)&lt;br /&gt;
    * [GEN-360] - Fixed 12 spawnpoint count problem while loading track ingame&lt;br /&gt;
    * [GEN-362] - Increased waiting time for other players from 5 up to 10 secs to avoid loosing slower hardware&lt;br /&gt;
&lt;br /&gt;
====Alpha 0.0.7j====&lt;br /&gt;
Release notes - GentRacing - Version Alpha 0.0.7j&lt;br /&gt;
&lt;br /&gt;
* Task&lt;br /&gt;
    * [GEN-215] - Extend possible textures for terrain from 512x512 to 2048x2048&lt;br /&gt;
    * [GEN-243] - Avoid window resizing to ensure fixed resolutions&lt;br /&gt;
    * [GEN-259] - Added postprocessing effects for URP&lt;br /&gt;
    * [GEN-270] - Change URP to Player-Colorspace from Gamma to linear&lt;br /&gt;
    * [GEN-272] - Add all employees and volunteers for Gentracing&lt;br /&gt;
    * [GEN-273] - Upgrade URP to 7.5.1&lt;br /&gt;
    * [GEN-275] - Added volumentric shader for Ingame-Lamps (shafts)&lt;br /&gt;
    * [GEN-281] - Updated to Unity 2019.4&lt;br /&gt;
    * [GEN-285] - Added planar reflections to improve water&lt;br /&gt;
    * [GEN-286] - Added new URP water shader+material to improve water&lt;br /&gt;
    * [GEN-293] - Added waterLevelSlider for testing purpose to change Waterlevel ingame&lt;br /&gt;
    * [GEN-294] - Added worldSizeSlider for testing purpose to change worldsize ingame (not finished)&lt;br /&gt;
    * [GEN-297] - Added small office block (missing)&lt;br /&gt;
    * [GEN-314] - added/changed F6 CameraModes (switch all camera modes with F6)&lt;br /&gt;
    * [GEN-316] - Syncing motorsound over the network&lt;br /&gt;
    * [GEN-317] - Disable car frontlights at start&lt;br /&gt;
    * [GEN-318] - Increased bodymass-slider to max of 3500&lt;br /&gt;
    * [GEN-319] - Added loading screen before main menue - to load all important elements&lt;br /&gt;
    * [GEN-320] - Added surface detection and values to adjust&lt;br /&gt;
    * [GEN-321] - Added steam ownership check&lt;br /&gt;
    * [GEN-325] - Added user-state in QualifyingEndPanel + EndRacepanel to see where to player is&lt;br /&gt;
    * [GEN-328] - Changed car-default-mass to 1500kg&lt;br /&gt;
    * [GEN-329] - Added fuelstate behaviour to car (empty tank faster car &amp;gt; full tank slower car)&lt;br /&gt;
    * [GEN-330] - Added driftsmoke&lt;br /&gt;
    * [GEN-331] - Changed pitbox times (4sec,2sec,2ec)&lt;br /&gt;
    * [GEN-332] - syncing light switching over the network (flash your opponent now!)&lt;br /&gt;
* Bug&lt;br /&gt;
    * [GEN-244] - No rounded time after 2nd race&lt;br /&gt;
    * [GEN-245] - Provocated bouncing of walls results in better laptimes&lt;br /&gt;
    * [GEN-246] - Fixed wrong filesize value in tracklist&lt;br /&gt;
    * [GEN-247] - Fixed fullscreen-switch bug depending to selected resolution&lt;br /&gt;
    * [GEN-249] - Networkcars are muted - no sound existing&lt;br /&gt;
    * [GEN-251] - Fixed wall bouncing (border and borderbouncy values changed)&lt;br /&gt;
    * [GEN-252] - Upgraded to PHP7 for webservices&lt;br /&gt;
    * [GEN-253] - Fixed several php bugs (deprications) on webservices part&lt;br /&gt;
    * [GEN-254] - Quali on/off switch isnt synced correctly with race-start/scene changing&lt;br /&gt;
    * [GEN-255] - PitBox damage smoke should stop if damage is repaired&lt;br /&gt;
    * [GEN-256] - Changing Render Pipeline for more performance and extended shaders&lt;br /&gt;
    * [GEN-257] - Fixed checkpoint material for URP&lt;br /&gt;
    * [GEN-258] - Fixed bush materials for URP&lt;br /&gt;
    * [GEN-260] - Fixed wall shader bug for URP&lt;br /&gt;
    * [GEN-261] - Fixed old water planes and rendering bugs&lt;br /&gt;
    * [GEN-262] - Fixed firesphere shader for car damage smoke&lt;br /&gt;
    * [GEN-263] - Fixed hedge materials for URP&lt;br /&gt;
    * [GEN-264] - Fix grid materials and shader for URP&lt;br /&gt;
    * [GEN-274] - Fixing missing shadows after upgrading to URP&lt;br /&gt;
    * [GEN-278] - Car must be outlined under bridge to see it&lt;br /&gt;
    * [GEN-282] - Trackloading needs very long at less file count&lt;br /&gt;
    * [GEN-283] - Fixed unsupported Projector in URP&lt;br /&gt;
    * [GEN-284] - Fix color-palette problem with sand/black &lt;br /&gt;
    * [GEN-287] - Fixed BaseMapDistance -&amp;gt; increased to higher value&lt;br /&gt;
    * [GEN-288] - Decreased pixel errors to avoid lake break outs&lt;br /&gt;
    * [GEN-289] - Added heightmap-fix to avoid 64x64&amp;gt;65x65 bug&lt;br /&gt;
    * [GEN-291] - Fixed spawn bug of all spawning elements for smaller worldsizes&lt;br /&gt;
    * [GEN-292] - Fixed cloud login problems, database fixed -&amp;gt; issued the FirstLogin PopUp&lt;br /&gt;
    * [GEN-295] - Fixed waterlevel bug in relation to the worldsize&lt;br /&gt;
    * [GEN-296] - Fixed heightmap (terrainHeight / terrain) bug in relation to the worldsize&lt;br /&gt;
    * [GEN-299] - Fixed Bridge for size/collider&lt;br /&gt;
    * [GEN-300] - Fixed lap counter counting wrong&lt;br /&gt;
    * [GEN-301] - Fixed GR Login bug&lt;br /&gt;
    * [GEN-302] - Fixed double loading of scene at &amp;quot;go back&amp;quot; in race-mode&lt;br /&gt;
    * [GEN-303] - Fixed outside walls thickness bug&lt;br /&gt;
    * [GEN-304] - Fixed outside wall water bug&lt;br /&gt;
    * [GEN-307] - Fixed damage steering hook and damage motor adjustment&lt;br /&gt;
    * [GEN-308] - Decreased halfstone collider, to avoid big jumps&lt;br /&gt;
    * [GEN-309] - Fixed r-key spawning height problem&lt;br /&gt;
    * [GEN-310] - changed from getmotor() to motor to adjust damage speed&lt;br /&gt;
    * [GEN-311] - changed trackdb missing screenshots from red to grey&lt;br /&gt;
    * [GEN-312] - added screenshot-mini-version on cloudserver, to reduce trackdb loading time&lt;br /&gt;
    * [GEN-313] - fixed scalemodifier missing loading bug&lt;br /&gt;
    * [GEN-315] - Fixed CultureChange to trackeditor and loadtrack and Startmenue (GRLogin)&lt;br /&gt;
    * [GEN-322] - Disabled planear reflections by default (quality settings)&lt;br /&gt;
    * [GEN-323] - Fixed transparent car at finish + network sync&lt;br /&gt;
    * [GEN-324] - Fixed R-Keycode (now just possible while Racestate = racing)&lt;br /&gt;
    * [GEN-326] - Changing masterclient if master is leaving or quitting, to keep the race up&lt;br /&gt;
    * [GEN-327] - Changed haybale physics material and object size and fixed wrong origin point&lt;br /&gt;
&lt;br /&gt;
==== Alpha 0.0.7i====&lt;br /&gt;
Release notes - GentRacing - Version Alpha 0.0.7i&lt;br /&gt;
&lt;br /&gt;
*Task&lt;br /&gt;
    * [GEN-163] - Save audio level settings to registry&lt;br /&gt;
    * [GEN-240] - Impliment resolution setting ingame because of dialog deprecation in unity &lt;br /&gt;
    * [GEN-242] - Impliment quality setting ingame because of dialog deprecation in unity&lt;br /&gt;
&lt;br /&gt;
*Bug&lt;br /&gt;
    * [GEN-241] - Fix loading track-loading bug (app freezes)&lt;br /&gt;
====Alpha 0.0.7h ====&lt;br /&gt;
Release notes - GentRacing - Version Alpha 0.0.7h&lt;br /&gt;
&lt;br /&gt;
*Task&lt;br /&gt;
    * [GEN-185] - Added Standard specular shader to the alway included shaders for built-in shaders&lt;br /&gt;
    * [GEN-186] - Prepared and implimented the first 3d model importer (*.obj) files for the future&lt;br /&gt;
    * [GEN-189] - Set car back to track with time delay if it stucks in Trees or something like that&lt;br /&gt;
    * [GEN-196] - Update Engine to Unity2019&lt;br /&gt;
    * [GEN-197] - Updating encryption engine &lt;br /&gt;
    * [GEN-198] - Check if min. 1 startpoint found on track &amp;gt; if not exit with errormessage&lt;br /&gt;
    * [GEN-199] - GeneralSettings Bug (dondestroyonload) if scene is switching&lt;br /&gt;
    * [GEN-200] - Add a general track database db with several functions and possiblities&lt;br /&gt;
    * [GEN-201] - Add Screenshot loading from cloud to see pic in TrackDB&lt;br /&gt;
    * [GEN-203] - Add shown downloads to TrackDB&lt;br /&gt;
    * [GEN-204] - Adding Cronjobs to sync count of laps for each track in track db&lt;br /&gt;
    * [GEN-205] - Adding cronjob to sync wr-times for each track in db&lt;br /&gt;
    * [GEN-206] - Adding some fields for tracks like (wr-times, downloaded-times, count of sumlaps,...) for json&lt;br /&gt;
    * [GEN-207] - Adding three more physics sliders (HighTwistLimit,SwingLimiter and LowTwistLimit) for CharacterJoints&lt;br /&gt;
    * [GEN-209] - Create TrackDB first impression video&lt;br /&gt;
    * [GEN-215] - Extend possible textures for terrain from 512x512 to 2048x2048&lt;br /&gt;
    * [GEN-216] - Added filerenaming for local trk files (for sync) - all files must be lowercase to avoid doubling&lt;br /&gt;
    * [GEN-217] - Meta Files for TRK-files will be deleted before syncing/renaming in sync&lt;br /&gt;
    * [GEN-218] - Uploaded TRK files uploaded and stores in lowercase in every case&lt;br /&gt;
    * [GEN-219] - Added first procedural grass placements for green-textures to improve graphics/views&lt;br /&gt;
    * [GEN-222] - Add simple FPV Cam and new keycode F7 to enable it&lt;br /&gt;
    * [GEN-228] - Add SteamUserProfile (overlayed) link to Steam-Nickname @ WorldRecords&lt;br /&gt;
    * [GEN-229] - Provide an JSON-API for WorldRecords (for public access, leagues, websites,etc.)&lt;br /&gt;
    * [GEN-230] - Provide an JSON-API for TrackRecords (for public access, leagues, websites,etc.)&lt;br /&gt;
    * [GEN-231] - Provide an JSON-API for Changelogs (for public access, leagues, websites,etc.)&lt;br /&gt;
    * [GEN-232] - Provide an JSON-API for TrackDB (for public access, leagues, websites,etc.)&lt;br /&gt;
    * [GEN-233] - Added and fixed HedgeShort object&lt;br /&gt;
    * [GEN-234] - Adding grid layout (KeyCode F10)  over terrain to make heights visible&lt;br /&gt;
    * [GEN-236] - Update standard assets (shaders,crossplatforminputs,...) to newest version&lt;br /&gt;
*Bug&lt;br /&gt;
    * [GEN-168] - Check if min. 2 waypoints found on track &amp;gt; if not exit with errormessage&lt;br /&gt;
    * [GEN-169] - Check if min. 1 Pitcrew is existing to start the track &amp;gt; if not exit with error message&lt;br /&gt;
    * [GEN-175] - searchfiltern shown for slave in track selector&lt;br /&gt;
    * [GEN-187] - Replaced and decreased RoadCone collider&lt;br /&gt;
    * [GEN-188] - Stone sound should be inactive, because of some tracks with used stones as a bump&lt;br /&gt;
    * [GEN-191] - Track-Uploading with special chars in Username or Trackname are broken (json)&lt;br /&gt;
    * [GEN-192] - F5 for Networkstats not working anymore&lt;br /&gt;
    * [GEN-194] - Change back from F6 cam isnßt possible&lt;br /&gt;
    * [GEN-195] - Improved jump down force and bezier curve (extended jdf-slider under &amp;quot;m&amp;quot; to 200)&lt;br /&gt;
    * [GEN-208] - Fix avatar loading-bug at trackdb - phpscript to check for physical exists&amp;gt;DB&amp;gt;then check db instead of loading direct from cloud&lt;br /&gt;
    * [GEN-220] - Felt delay in steering behaviour fixed&lt;br /&gt;
    * [GEN-221] - Physics: changed sunkenTyre physics behaviour to avoid high jumps&lt;br /&gt;
    * [GEN-224] - Lobby load is clickable while joining/loading&lt;br /&gt;
    * [GEN-225] - Change CameraView affects other network players&lt;br /&gt;
    * [GEN-226] - Changed some textelements in WR-Holders popup&lt;br /&gt;
    * [GEN-235] - Fixed some important obfuscating bugs and renamed some namespaces&lt;br /&gt;
    * [GEN-237] - Fixed some methodbugs for obfuscating&lt;br /&gt;
    * [GEN-238] - Fixed welcome popup layer problem (car in front of the text)&lt;br /&gt;
&lt;br /&gt;
==== Alpha 0.0.7g====&lt;br /&gt;
&lt;br /&gt;
*Task&lt;br /&gt;
    * [GEN-144] - Added fuel consumption, fuel mass, damage and tire wear to qualifying settings&lt;br /&gt;
    * [GEN-145] - Added fuel consumption, fuel mass, damage and tire wear to race settings&lt;br /&gt;
    * [GEN-150] - Added topspot to see the car-mesh in the dark&lt;br /&gt;
    * [GEN-159] - Add first XP/Level System Version, Databasedriven&lt;br /&gt;
    * [GEN-160] - Added first Formula1 car with same default settings like the default car&lt;br /&gt;
    * [GEN-166] - Save and load QualiSettings to registry&lt;br /&gt;
    * [GEN-167] - Added KeyCode.F2 to change between Orthographic and Perspective Cam&lt;br /&gt;
    * [GEN-170] - Added inputtext-field to filter the tracklist&lt;br /&gt;
    * [GEN-172] - Extended PUN with RaceTimeSummarizer&lt;br /&gt;
    * [GEN-182] - Added Steam check at start with popup notification if steam is not started&lt;br /&gt;
*Bug&lt;br /&gt;
    * [GEN-60] - Race Endpanel shows not the sum-time at the end as expected, headline is missing (race)&lt;br /&gt;
    * [GEN-142] - Fuel/Tire/Damage bars are wrong assigned if more then 2 players&lt;br /&gt;
    * [GEN-143] - Fixed existing qualitime show up (from the quali/race before)&lt;br /&gt;
    * [GEN-147] - Increased the AirTime handle to steer the car in the air for 1.5seconds&lt;br /&gt;
    * [GEN-148] - Drastic reduction of the static downforce to handle small hills, more realistic jumps,...&lt;br /&gt;
    * [GEN-149] - Changed switch of car-lights according to day/night lamps&lt;br /&gt;
    * [GEN-151] - Fixed long loading bug for sync popup&lt;br /&gt;
    * [GEN-153] - Fixed scaling bug according to worldsizes for objects in many cases&lt;br /&gt;
    * [GEN-155] - Change physics values for worldsize from 230 steps to 100&lt;br /&gt;
    * [GEN-164] - PhysicsBody will only be deactived for the localcar, not for the networkcas &amp;gt; collissions&lt;br /&gt;
    * [GEN-171] - Increase sunkenTyre shape and collider&lt;br /&gt;
    * [GEN-173] - Changed Gatesize and tests with Gate (still wrong size)&lt;br /&gt;
    * [GEN-176] - Save audio setting volume for player and load it at the start&lt;br /&gt;
    * [GEN-177] - Fixed Settings-Background Bug (clear hide of other buttons)&lt;br /&gt;
    * [GEN-178] - Fixed Sync-Background Bug (clear hide of other buttons)&lt;br /&gt;
    * [GEN-179] - Changed line transform for pitbox to ensure better visibility&lt;br /&gt;
    * [GEN-180] - Handle trackfiles &amp;lt;version 1.2 (track cannot be loaded, scene switched back to main menue with message)&lt;br /&gt;
    * [GEN-181] - Fixed camera-movement, zoom and perspective change if topdown-cam is inactive&lt;br /&gt;
    * [GEN-183] - Changed jump down force behavior calculated following bezier curves&lt;br /&gt;
&lt;br /&gt;
====Alpha 0.0.7f====&lt;br /&gt;
*Task&lt;br /&gt;
    * [GEN-120] - Save to each lap if the setup was modified or not, to see which bestlap is done with original setup (marked with -&amp;gt; (m))&lt;br /&gt;
    * [GEN-122] - Added fuel-empty speed / if fuel is under 10% the speed is limited to 1/5 of speed&lt;br /&gt;
    * [GEN-123] - Enabled fuel consumption and pitbox fill up for fuel&lt;br /&gt;
    * [GEN-124] - Added damage behavior for car (damage &amp;gt;70 changes steering)&lt;br /&gt;
    * [GEN-128] - Set all instantiated lights to disabled by default - to handle it later in day/night mode&lt;br /&gt;
    * [GEN-133] - Added lamp/light control of day/night controller - automatic lamp switch depending on time&lt;br /&gt;
    * [GEN-134] - Added World Records PopUp with best racers overall&lt;br /&gt;
    * [GEN-135] - Added more infos to world record-scoreboard&lt;br /&gt;
    * [GEN-136] - Added 72 new tracks to the local cache&lt;br /&gt;
    * [GEN-137] - Added refresh button to the WR-scoreboard&lt;br /&gt;
*Bug&lt;br /&gt;
    * [GEN-36] - Pit Box running to car doesn&#039;t work correctly&lt;br /&gt;
    * [GEN-54] - Chat lines are no line break&lt;br /&gt;
    * [GEN-56] - Bridge is not colliding at the bottomside&lt;br /&gt;
    * [GEN-57] - Lobby List is buggy if we exit a room - the room list is growing every time&lt;br /&gt;
    * [GEN-112] - Fixed missing carcollission syncing over the network&lt;br /&gt;
    * [GEN-119] - F3 Keycode is in use, changed to F6&lt;br /&gt;
    * [GEN-125] - Changed Avatar-Border on track to the selected car-color to identifiy the own playerTab&lt;br /&gt;
    * [GEN-126] - Fixed again some collission bugs over the network&lt;br /&gt;
    * [GEN-127] - Changed wrong description (steering range) in physics panel to correct description (Steering speed)&lt;br /&gt;
    * [GEN-129] - Fixed switch back to day (day/night controller) with original light settings&lt;br /&gt;
    * [GEN-130] - Fixed frontlights of car (settings and position)&lt;br /&gt;
    * [GEN-131] - Fixed Player Tab loading Bar for fuel and tires (starting default with full bars)&lt;br /&gt;
    * [GEN-132] - Fixed loading bug of day/night controller (order of loading)&lt;br /&gt;
    * [GEN-138] - Improved damage smoke to more realistic look&lt;br /&gt;
    * [GEN-139] - Disabled antistuck-system for wheels per default&lt;br /&gt;
    * [GEN-140] - Fixed &amp;quot;no screenshot available&amp;quot; bug&lt;br /&gt;
&lt;br /&gt;
==== Alpha 0.0.7e====&lt;br /&gt;
* Task&lt;br /&gt;
    * [GEN-94] - Enable Checkpoint-Switch (KeyCode.C) to show checkpoints ingame for new users&lt;br /&gt;
    * [GEN-110] - Removed wheelcollider to own physics model for more accuracy and flexibility&lt;br /&gt;
    * [GEN-111] - Added Damage smoke for car&lt;br /&gt;
    * [GEN-115] - Add infos before start-race which parts are missing (more infos for user)&lt;br /&gt;
    * [GEN-117] - Added following car-cam (KeyCode F3) for the first tests&lt;br /&gt;
*Bug&lt;br /&gt;
    * [GEN-103] - Fixed disconnecting bug after leaving race (Disconnecting From Game Server State)&lt;br /&gt;
    * [GEN-104] - Fixed lobbylist bug (if room is closed or destroyed the entry doesnt disappear)&lt;br /&gt;
    * [GEN-105] - Increase Jump DownForce maximum to 90 in Physics Panel for Tests&lt;br /&gt;
    * [GEN-106] - Increased checkpoint height to 250 to avoid flyover&lt;br /&gt;
    * [GEN-107] - Fixed Bridgecollider bug&lt;br /&gt;
    * [GEN-108] - Added fence-collider&lt;br /&gt;
    * [GEN-109] - Changed sunken tyre for better collision behavior&lt;br /&gt;
    * [GEN-118] - Fixed horrible sound problem (stuttering) for car-sound&lt;br /&gt;
&lt;br /&gt;
====Alpha 0.0.7d====&lt;br /&gt;
*Task&lt;br /&gt;
    * [GEN-15] - Change to draggable windows for some pop ups (to move it)&lt;br /&gt;
    * [GEN-62] - Implement Bug/Issue/Ticket-Link in the game&lt;br /&gt;
    * [GEN-63] - Implement changelogs in the about&lt;br /&gt;
    * [GEN-70] - Added four more car-colors&lt;br /&gt;
    * [GEN-71] - Added downforce-functionality for jumps&lt;br /&gt;
    * [GEN-76] - Added first front lights for the car (for first tests), KeyCode: L&lt;br /&gt;
    * [GEN-79] - Added day and night controller for the first light/night tests (Keycode: N)&lt;br /&gt;
    * [GEN-80] - Added Network Stats for deep inspection (networking), Keycode: F5&lt;br /&gt;
    * [GEN-84] - Added Quali-Ready button functionality&lt;br /&gt;
    * [GEN-86] - Back to Track Key - spawn at the last checkpoint if car stucks&lt;br /&gt;
    * [GEN-88] - Added JumpDownForce to Phyiscs and physics panel to adjust it for tests&lt;br /&gt;
    * [GEN-89] - Added Settings-PopUp for the first settings (music-volume)&lt;br /&gt;
    * [GEN-94] - Enable Checkpoint-Switch to show checkpoints ingame for new users&lt;br /&gt;
    * [GEN-95] - Added Room-Lock icon to close/open the own room as Master&lt;br /&gt;
*Bug&lt;br /&gt;
    * [GEN-28] - Fixed two lobby/room bugs (connect/disconnect/reconnect)&lt;br /&gt;
    * [GEN-59] - Quali End Panel is not working&lt;br /&gt;
    * [GEN-65] - Qualifying starting grid text is too small&lt;br /&gt;
    * [GEN-66] - Set Low and High Steering to invisible because of non-usage at the moment&lt;br /&gt;
    * [GEN-67] - Fixed 0-values for quali-sliders&lt;br /&gt;
    * [GEN-68] - World Gravity changed from -15f to realistic -9,8f&lt;br /&gt;
    * [GEN-72] - Steam Avatar is not showing on non-steam-friends&lt;br /&gt;
    * [GEN-73] - PopUp Screenshot is not closable / X functionality is missing&lt;br /&gt;
    * [GEN-74] - Flat Bridge scaling is wrong&lt;br /&gt;
    * [GEN-75] - Concrete Post collider is missing&lt;br /&gt;
    * [GEN-78] - Fixed Nyrporl.trk for Version 1.05, added lights&lt;br /&gt;
    * [GEN-81] - Added first &amp;quot;Alpha-Tester&amp;quot; Steam achievement for every alpha-tester&lt;br /&gt;
    * [GEN-82] - Added CurrentRoom.Isopen = false after RaceStart (RaceManager) to avoid joining after start&lt;br /&gt;
    * [GEN-83] - Fix &amp;quot;RaceEnd&amp;quot; car behaviour (mesh/physics/colliding after race end)&lt;br /&gt;
    * [GEN-87] - Fixed Screenshot-Change bugs and Scene Changing bugs which are regarding to shader-changes&lt;br /&gt;
    * [GEN-90] - Resized House New again -26%&lt;br /&gt;
    * [GEN-96] - Fixed CrLf chat bug&lt;br /&gt;
    * [GEN-97] - Fixed losing focus on input field after sending chat message&lt;br /&gt;
    * [GEN-98] - Player List entry &amp;quot;ready&amp;quot; in Room is freaking out sometime &amp;gt; fixed &amp;gt; changed to one text line which is changing&lt;br /&gt;
    * [GEN-100] - Fixed PopUp Close at 2nd popup (car is not enabled after closing 2nd popup)&lt;br /&gt;
    * [GEN-101] - Fixed missing create-button on lobby (if reconnect is very fast)&lt;br /&gt;
    * [GEN-102] - Fixed disconnect bug and implemented rejoin-possibility&lt;br /&gt;
&lt;br /&gt;
==Platforms==&lt;br /&gt;
&lt;br /&gt;
===Microsoft Windows===&lt;br /&gt;
GentRacing is originally released for Microsoft Windows in 2019, but it is planned to port it to other platforms. Linux/Mac builds should follow if the first beta phase for Windows is reached.&lt;br /&gt;
&lt;br /&gt;
===Steam===&lt;br /&gt;
Steam is used as a cloud platform to publish the game and handle the version management of the game. Steam is also a good option to share screenshots, use a leaderboard and include an trading system.&lt;br /&gt;
&lt;br /&gt;
==Market and Marketing==&lt;br /&gt;
&lt;br /&gt;
===Sales and distribution===&lt;br /&gt;
GentRacing is advertised on Twitter, Facebook, Google, in print media, Youtube, Steam, in-game advertising, Twich and via curators and streamers.&lt;br /&gt;
A Kickstarter launch has been prepared and is waiting to go live.&lt;br /&gt;
&lt;br /&gt;
At the moment 2 curators are under contract which are waiting for start.&lt;br /&gt;
&lt;br /&gt;
===Curation===&lt;br /&gt;
GentRacing is in two different curation programs registered and waiting for curators&lt;br /&gt;
&lt;br /&gt;
===Streaming===&lt;br /&gt;
Of course, everyone is invited to expand the reach of GentRacing by creating YouTube videos, commenting on the game, and testing it.&lt;br /&gt;
It is possible even during Alpha, but only allowed by following a very simple set of rules.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you are interested in streaming the game or giving an insight into the game on Youtube, please contact a moderator or admin of GentRacing. The fastest way to do this is via our [https://discord.gg/hndQPSN Discord server], where all messages are read and answered within a few hours.&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=WorldRecords&amp;diff=86</id>
		<title>WorldRecords</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=WorldRecords&amp;diff=86"/>
		<updated>2022-04-16T09:08:58Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scores]]&lt;br /&gt;
Live World Record standing, directly out of the game:&lt;br /&gt;
&lt;br /&gt;
(WorldRecord best time and all driven rounds will be synced every 3 hours)&lt;br /&gt;
&lt;br /&gt;
{{#get_web_data:url=https://www.gent-racing.com/scores/displayscore_overall.php&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=trackname=tn, steamusername=steamusername, steamid=si, laptimesec=laptimesec, laptime=laptime, allroundspertrack=allroundspertrack, howmanydifferentracers=howmanydifferentracers, roundsperwrholder=roundsperwrholder}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Trackname&lt;br /&gt;
! WorldRecord Holder&lt;br /&gt;
! Laptime in Seconds&lt;br /&gt;
! Laptime&lt;br /&gt;
! All rounds per Track&lt;br /&gt;
! Different Racers&lt;br /&gt;
! Rounds per WRHolder{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{trackname}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
{{!}} {{{laptimesec}}}&lt;br /&gt;
{{!}} {{{laptime}}}&lt;br /&gt;
{{!}} {{{allroundspertrack}}}&lt;br /&gt;
{{!}} {{{howmanydifferentracers}}}&lt;br /&gt;
{{!}} {{{roundsperwrholder}}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=MostactiveDrivers&amp;diff=85</id>
		<title>MostactiveDrivers</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=MostactiveDrivers&amp;diff=85"/>
		<updated>2022-04-16T09:08:36Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scores]]&lt;br /&gt;
Live most active drivers standing, directly out of the game:&lt;br /&gt;
&lt;br /&gt;
{{#get_web_data:url=https://www.gent-racing.com/scores/mostactivedrivers_json.php?month=11&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
Top5 / November 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{#get_web_data:url=https://www.gent-racing.com/scores/mostactivedrivers_json.php?month=09&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
Top5 / September 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{#get_web_data:url=https://www.gent-racing.com/scores/mostactivedrivers_json.php?month=04&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
Top5 / April 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{#get_web_data:url=https://www.gent-racing.com/scores/mostactivedrivers_json.php?month=03&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
&lt;br /&gt;
Top5 / March 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#get_web_data:url=https://www.gent-racing.com/scores/mostactivedrivers_json.php?month=02&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
&lt;br /&gt;
Top5 / February 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=MostactiveDrivers&amp;diff=84</id>
		<title>MostactiveDrivers</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=MostactiveDrivers&amp;diff=84"/>
		<updated>2021-11-16T21:49:57Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scores]]&lt;br /&gt;
Live most active drivers standing, directly out of the game:&lt;br /&gt;
&lt;br /&gt;
{{#get_web_data:url=http://www.gene-racing.com/scores/mostactivedrivers_json.php?month=11&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
Top5 / November 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{#get_web_data:url=http://www.gene-racing.com/scores/mostactivedrivers_json.php?month=09&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
Top5 / September 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{#get_web_data:url=http://www.gene-racing.com/scores/mostactivedrivers_json.php?month=04&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
Top5 / April 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{#get_web_data:url=http://www.gene-racing.com/scores/mostactivedrivers_json.php?month=03&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
&lt;br /&gt;
Top5 / March 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#get_web_data:url=http://www.gene-racing.com/scores/mostactivedrivers_json.php?month=02&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
&lt;br /&gt;
Top5 / February 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=MostactiveDrivers&amp;diff=83</id>
		<title>MostactiveDrivers</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=MostactiveDrivers&amp;diff=83"/>
		<updated>2021-11-16T21:33:09Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Scores]]&lt;br /&gt;
Live most active drivers standing, directly out of the game:&lt;br /&gt;
&lt;br /&gt;
{{#get_web_data:url=http://www.gene-racing.com/scores/mostactivedrivers_json.php?month=11&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
Top5 / November 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{#get_web_data:url=http://www.gene-racing.com/scores/mostactivedrivers_json.php?month=04&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
Top5 / April 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
{{#get_web_data:url=http://www.gene-racing.com/scores/mostactivedrivers_json.php?month=03&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
&lt;br /&gt;
Top5 / March 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#get_web_data:url=http://www.gene-racing.com/scores/mostactivedrivers_json.php?month=02&amp;amp;year=2021&lt;br /&gt;
|format=JSON&lt;br /&gt;
|data=Rounds=count, steamusername=steamusername, steamid=steamid}}&lt;br /&gt;
&lt;br /&gt;
Top5 / February 2021:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Driven rounds&lt;br /&gt;
! Driver&lt;br /&gt;
{{#for_external_table:&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{{Rounds}}}&lt;br /&gt;
{{!}} [https://steamcommunity.com/profiles/{{{steamid}}}/ {{{steamusername}}}]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Multiplayer&amp;diff=82</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Multiplayer&amp;diff=82"/>
		<updated>2021-11-16T21:32:24Z</updated>

		<summary type="html">&lt;p&gt;Elharter: /* Migration to new high level networking API - 09/2021 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GeneRacing´s multiplayer mode is based on a cloud-solution with different name-servers, master-servers spreaded in 14 countries and gameservers.&lt;br /&gt;
== Default Ports By Protocol And Purpose ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Port Numer&lt;br /&gt;
!Protocol&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|5058 or 27000&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Nameserver (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|5055 or 27001&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Nameserver (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|5056 or 27002&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Game Server (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|4533&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Nameserver (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|4530&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Master Server (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|4531&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Game Server (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|19093&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Nameserver (Secure WebSockets)&lt;br /&gt;
|-&lt;br /&gt;
|19090&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Master Server (Secure WebSockets)&lt;br /&gt;
|-&lt;br /&gt;
|19091&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Game Server (Secure WebSockets)&lt;br /&gt;
|}&lt;br /&gt;
==Upcoming==&lt;br /&gt;
The network core will be remaked to achieve more flexibility, more functionalities and host servers by GeneRacing and the users himself&lt;br /&gt;
&lt;br /&gt;
==Migration to new high level networking API - 09/2021==&lt;br /&gt;
Due to general problems with collission we decided to switch to the high level networking API of Unity.&lt;br /&gt;
&lt;br /&gt;
Following changes will be documenated here for you posterity and some other developers to have a bit more insight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Migration was started at September 2021 - while Alpha 0.0.7o is released.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following functionalities will be changed/adjusted/implimented:&lt;br /&gt;
&lt;br /&gt;
* Server&lt;br /&gt;
** Full server authorative movements and calculations of car physics&lt;br /&gt;
** Headless (dedicated) server for windows + linux&lt;br /&gt;
** Steam server integration&lt;br /&gt;
** Server authentication&lt;br /&gt;
** Adjustable server tickrate&lt;br /&gt;
* Client&lt;br /&gt;
** Online Serverlist Ingame + Steam Server&lt;br /&gt;
**Lag compensation&lt;br /&gt;
** Network compression&lt;br /&gt;
** Snapshot&lt;br /&gt;
** Serverchat&lt;br /&gt;
** Console commands&lt;br /&gt;
** Ping Server &amp;lt;&amp;gt; Client, see ping of all players&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Multiplayer&amp;diff=81</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Multiplayer&amp;diff=81"/>
		<updated>2021-11-16T21:30:00Z</updated>

		<summary type="html">&lt;p&gt;Elharter: /* Migration to Mirror - 09/2021 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GeneRacing´s multiplayer mode is based on a cloud-solution with different name-servers, master-servers spreaded in 14 countries and gameservers.&lt;br /&gt;
== Default Ports By Protocol And Purpose ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Port Numer&lt;br /&gt;
!Protocol&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|5058 or 27000&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Nameserver (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|5055 or 27001&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Nameserver (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|5056 or 27002&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Game Server (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|4533&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Nameserver (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|4530&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Master Server (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|4531&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Game Server (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|19093&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Nameserver (Secure WebSockets)&lt;br /&gt;
|-&lt;br /&gt;
|19090&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Master Server (Secure WebSockets)&lt;br /&gt;
|-&lt;br /&gt;
|19091&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Game Server (Secure WebSockets)&lt;br /&gt;
|}&lt;br /&gt;
==Upcoming==&lt;br /&gt;
The network core will be remaked to achieve more flexibility, more functionalities and host servers by GeneRacing and the users himself&lt;br /&gt;
&lt;br /&gt;
==Migration to new high level networking API - 09/2021==&lt;br /&gt;
Due to general problems with collission we decided to switch to the high level Networking API of Unity - Mirror.&lt;br /&gt;
&lt;br /&gt;
Following changes will be documenated here for you posterity and some other developers to have a bit more insight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Migration was started at September 2021 - while Alpha 0.0.7o is released.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following functionalities will be changed/adjusted/implimented:&lt;br /&gt;
&lt;br /&gt;
* Server&lt;br /&gt;
** Full server authorative movements and calculations of car physics&lt;br /&gt;
** Headless (dedicated) server for windows + linux&lt;br /&gt;
** Steam server integration&lt;br /&gt;
** Server authentication&lt;br /&gt;
** Adjustable server tickrate&lt;br /&gt;
* Client&lt;br /&gt;
** Online Serverlist Ingame + Steam Server&lt;br /&gt;
**Lag compensation&lt;br /&gt;
** Network compression&lt;br /&gt;
** Snapshot&lt;br /&gt;
** Serverchat&lt;br /&gt;
** Console commands&lt;br /&gt;
** Ping Server &amp;lt;&amp;gt; Client, see ping of all players&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Multiplayer&amp;diff=80</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Multiplayer&amp;diff=80"/>
		<updated>2021-11-16T21:00:31Z</updated>

		<summary type="html">&lt;p&gt;Elharter: /* Migration to Mirror - 09/2021 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GeneRacing´s multiplayer mode is based on a cloud-solution with different name-servers, master-servers spreaded in 14 countries and gameservers.&lt;br /&gt;
== Default Ports By Protocol And Purpose ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Port Numer&lt;br /&gt;
!Protocol&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|5058 or 27000&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Nameserver (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|5055 or 27001&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Nameserver (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|5056 or 27002&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Game Server (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|4533&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Nameserver (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|4530&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Master Server (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|4531&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Game Server (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|19093&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Nameserver (Secure WebSockets)&lt;br /&gt;
|-&lt;br /&gt;
|19090&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Master Server (Secure WebSockets)&lt;br /&gt;
|-&lt;br /&gt;
|19091&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Game Server (Secure WebSockets)&lt;br /&gt;
|}&lt;br /&gt;
==Upcoming==&lt;br /&gt;
The network core will be remaked to achieve more flexibility, more functionalities and host servers by GeneRacing and the users himself&lt;br /&gt;
&lt;br /&gt;
==Migration to Mirror - 09/2021==&lt;br /&gt;
Due to general problems with collission we decided to switch to the high level Networking API of Unity - Mirror.&lt;br /&gt;
&lt;br /&gt;
Following changes will be documenated here for you posterity and some other developers to have a bit more insight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Migration was started at September 2021 - while Alpha 0.0.7o is released.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following functionalities will be changed/adjusted/implimented:&lt;br /&gt;
&lt;br /&gt;
* Server&lt;br /&gt;
** Full server authorative movements and calculations of car physics&lt;br /&gt;
** Headless (dedicated) server for windows + linux&lt;br /&gt;
** Steam server integration&lt;br /&gt;
** Server authentication&lt;br /&gt;
** Adjustable server tickrate&lt;br /&gt;
* Client&lt;br /&gt;
** Online Serverlist Ingame + Steam Server&lt;br /&gt;
**Lag compensation&lt;br /&gt;
** Network compression&lt;br /&gt;
** Snapshot&lt;br /&gt;
** Serverchat&lt;br /&gt;
** Console commands&lt;br /&gt;
** Ping Server &amp;lt;&amp;gt; Client, see ping of all players&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Multiplayer&amp;diff=79</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Multiplayer&amp;diff=79"/>
		<updated>2021-11-16T20:57:15Z</updated>

		<summary type="html">&lt;p&gt;Elharter: /* Migration to Mirror */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GeneRacing´s multiplayer mode is based on a cloud-solution with different name-servers, master-servers spreaded in 14 countries and gameservers.&lt;br /&gt;
== Default Ports By Protocol And Purpose ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Port Numer&lt;br /&gt;
!Protocol&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|5058 or 27000&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Nameserver (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|5055 or 27001&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Nameserver (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|5056 or 27002&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Game Server (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|4533&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Nameserver (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|4530&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Master Server (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|4531&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Game Server (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|19093&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Nameserver (Secure WebSockets)&lt;br /&gt;
|-&lt;br /&gt;
|19090&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Master Server (Secure WebSockets)&lt;br /&gt;
|-&lt;br /&gt;
|19091&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Game Server (Secure WebSockets)&lt;br /&gt;
|}&lt;br /&gt;
==Upcoming==&lt;br /&gt;
The network core will be remaked to achieve more flexibility, more functionalities and host servers by GeneRacing and the users himself&lt;br /&gt;
&lt;br /&gt;
==Migration to Mirror - 09/2021==&lt;br /&gt;
Due to general problems with collission we decided to switch to the high level Networking API of Unity - Mirror.&lt;br /&gt;
&lt;br /&gt;
Following changes will be documenated here for you posterity and some other developers to have a bit more insight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Migration was started at September 2021 - while Alpha 0.0.7o is released.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following functionalities will be changed/adjusted/implimented:&lt;br /&gt;
&lt;br /&gt;
* Server&lt;br /&gt;
** Full server authorative movements and calculations of car physics&lt;br /&gt;
** Headless (dedicated) server for windows + linux&lt;br /&gt;
** Steam server integration&lt;br /&gt;
** Server authentication&lt;br /&gt;
** Adjustable server tickrate&lt;br /&gt;
* Client&lt;br /&gt;
** Lag compensation&lt;br /&gt;
** Network compression&lt;br /&gt;
** Snapshot&lt;br /&gt;
** Serverchat&lt;br /&gt;
** Console commands&lt;br /&gt;
** Ping Server &amp;lt;&amp;gt; Client, see ping of all players&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Multiplayer&amp;diff=78</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Multiplayer&amp;diff=78"/>
		<updated>2021-11-16T20:49:36Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GeneRacing´s multiplayer mode is based on a cloud-solution with different name-servers, master-servers spreaded in 14 countries and gameservers.&lt;br /&gt;
== Default Ports By Protocol And Purpose ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Port Numer&lt;br /&gt;
!Protocol&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|5058 or 27000&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Nameserver (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|5055 or 27001&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Nameserver (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|5056 or 27002&lt;br /&gt;
|UDP&lt;br /&gt;
|Client to Game Server (UDP)&lt;br /&gt;
|-&lt;br /&gt;
|4533&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Nameserver (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|4530&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Master Server (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|4531&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Game Server (TCP)&lt;br /&gt;
|-&lt;br /&gt;
|19093&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Nameserver (Secure WebSockets)&lt;br /&gt;
|-&lt;br /&gt;
|19090&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Master Server (Secure WebSockets)&lt;br /&gt;
|-&lt;br /&gt;
|19091&lt;br /&gt;
|TCP&lt;br /&gt;
|Client to Game Server (Secure WebSockets)&lt;br /&gt;
|}&lt;br /&gt;
==Upcoming==&lt;br /&gt;
The network core will be remaked to achieve more flexibility, more functionalities and host servers by GeneRacing and the users himself&lt;br /&gt;
&lt;br /&gt;
==Migration to Mirror==&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Bugs&amp;diff=77</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Bugs&amp;diff=77"/>
		<updated>2021-11-05T07:09:51Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you found a bug, please feel free to visit our discussion board for the appropriate section http://www.gene-racing.com/forum&lt;br /&gt;
&lt;br /&gt;
Please search first with some keywords for the bug, to check if this bug was still reported and add your opinion as a post.&lt;br /&gt;
If not, fee free to open a new topic.&lt;br /&gt;
&lt;br /&gt;
The development will check out this catogery periodically and fix it as soon as possible!&lt;br /&gt;
&lt;br /&gt;
[[File:Forum.png|left|thumb]]&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Bugs&amp;diff=76</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Bugs&amp;diff=76"/>
		<updated>2021-11-05T07:09:09Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you found a bug, please feel free to visit our discussion board for the appropriate section &#039;&#039;&#039;[[http://www.gene-racing.com/forum|here]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Please search first with some keywords for the bug, to check if this bug was still reported and add your opinion as a post.&lt;br /&gt;
If not, fee free to open a new topic.&lt;br /&gt;
&lt;br /&gt;
The development will check out this catogery periodically and fix it as soon as possible!&lt;br /&gt;
&lt;br /&gt;
[[File:Forum.png|left|thumb]]&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=Bugs&amp;diff=75</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=Bugs&amp;diff=75"/>
		<updated>2021-11-05T07:08:53Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you found a bug, please feel free to visit our discussion board for the appropriate section &#039;&#039;&#039;[[www.gene-racing.com/forum|here]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Please search first with some keywords for the bug, to check if this bug was still reported and add your opinion as a post.&lt;br /&gt;
If not, fee free to open a new topic.&lt;br /&gt;
&lt;br /&gt;
The development will check out this catogery periodically and fix it as soon as possible!&lt;br /&gt;
&lt;br /&gt;
[[File:Forum.png|left|thumb]]&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=API&amp;diff=74</id>
		<title>API</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=API&amp;diff=74"/>
		<updated>2021-11-04T11:18:29Z</updated>

		<summary type="html">&lt;p&gt;Elharter: Protected &amp;quot;API&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To ensure a high level compatibility to fanpages, community-pages, leagues, etc. we are providing several kind of API´s to our users.&lt;br /&gt;
&lt;br /&gt;
If you would like to develop some interfaces, statistic websites, integrate your own ranks or laptimes to an avatar then use our existing API´s to access the data from outside with a developer-registration and an API-Key.&lt;br /&gt;
&lt;br /&gt;
== Standards ==&lt;br /&gt;
At the moment we are providing in 2 different API Standards&lt;br /&gt;
* JSON&lt;br /&gt;
* XML&lt;br /&gt;
&lt;br /&gt;
== What do you need? ==&lt;br /&gt;
Of course, as ever, an registered developer account to get an API-Key which is reserved and assigned to your person&lt;br /&gt;
&lt;br /&gt;
== Which kind of Data is accessible? ==&lt;br /&gt;
At the moment:&lt;br /&gt;
&lt;br /&gt;
* Tracks/Track Database (trackname, worldrecords, filesize, driven rounds, filehash, etc.)&lt;br /&gt;
* Drivers (driven rounds, world records, name, etc.)&lt;br /&gt;
* Results (positions, qualifying times, penalties, etc.)&lt;br /&gt;
* GeneRacing Rankings (World records, league rankings, etc.)&lt;br /&gt;
&lt;br /&gt;
API for races/racers:&lt;br /&gt;
- Most active drivers&lt;br /&gt;
- Laptimes per track&lt;br /&gt;
- Average laptimes per track&lt;br /&gt;
- World records overall&lt;br /&gt;
- Deep details for your user (assigned to your API)&lt;br /&gt;
API for tracks/track database:&lt;br /&gt;
- World records per track&lt;br /&gt;
- List of all tracks with detail data&lt;br /&gt;
&lt;br /&gt;
and many more...&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=API&amp;diff=73</id>
		<title>API</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=API&amp;diff=73"/>
		<updated>2021-11-04T11:18:25Z</updated>

		<summary type="html">&lt;p&gt;Elharter: Created page with &amp;quot;To ensure a high level compatibility to fanpages, community-pages, leagues, etc. we are providing several kind of API´s to our users.  If you would like to develop some inter...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To ensure a high level compatibility to fanpages, community-pages, leagues, etc. we are providing several kind of API´s to our users.&lt;br /&gt;
&lt;br /&gt;
If you would like to develop some interfaces, statistic websites, integrate your own ranks or laptimes to an avatar then use our existing API´s to access the data from outside with a developer-registration and an API-Key.&lt;br /&gt;
&lt;br /&gt;
== Standards ==&lt;br /&gt;
At the moment we are providing in 2 different API Standards&lt;br /&gt;
* JSON&lt;br /&gt;
* XML&lt;br /&gt;
&lt;br /&gt;
== What do you need? ==&lt;br /&gt;
Of course, as ever, an registered developer account to get an API-Key which is reserved and assigned to your person&lt;br /&gt;
&lt;br /&gt;
== Which kind of Data is accessible? ==&lt;br /&gt;
At the moment:&lt;br /&gt;
&lt;br /&gt;
* Tracks/Track Database (trackname, worldrecords, filesize, driven rounds, filehash, etc.)&lt;br /&gt;
* Drivers (driven rounds, world records, name, etc.)&lt;br /&gt;
* Results (positions, qualifying times, penalties, etc.)&lt;br /&gt;
* GeneRacing Rankings (World records, league rankings, etc.)&lt;br /&gt;
&lt;br /&gt;
API for races/racers:&lt;br /&gt;
- Most active drivers&lt;br /&gt;
- Laptimes per track&lt;br /&gt;
- Average laptimes per track&lt;br /&gt;
- World records overall&lt;br /&gt;
- Deep details for your user (assigned to your API)&lt;br /&gt;
API for tracks/track database:&lt;br /&gt;
- World records per track&lt;br /&gt;
- List of all tracks with detail data&lt;br /&gt;
&lt;br /&gt;
and many more...&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=GRT-File&amp;diff=72</id>
		<title>GRT-File</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=GRT-File&amp;diff=72"/>
		<updated>2021-11-04T11:18:16Z</updated>

		<summary type="html">&lt;p&gt;Elharter: Protected &amp;quot;GRT-File&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Track file format (*.grt) / (G)ene(R)acing(T)rack ==&lt;br /&gt;
&lt;br /&gt;
=== The invention of the format ===&lt;br /&gt;
The GRT-file format is an invented and an open format, from GeneRacing, which is managed under license “CC” – Creative Commons.&lt;br /&gt;
The “CC” – Creative Commons license is legally binding on every downloaded, uploaded, used or passed on file of this file format, regardless of the place or time.&lt;br /&gt;
Regarding licensing, please read more at the end of the page.&lt;br /&gt;
&lt;br /&gt;
=== The content of a GRT File ===&lt;br /&gt;
All *.grt container files, including the packaged content, are a part of GeneRacing and could be shared, provided, edited by the functionalities of the game and the users.&lt;br /&gt;
&lt;br /&gt;
You, as an editor, are explicitly allowed (following the CC0 license) to unzip the grt-container to modify the content with included and external tools.&lt;br /&gt;
&lt;br /&gt;
A *.grt file is a zip container which includes generally following three files:&lt;br /&gt;
&lt;br /&gt;
A normed XML-File which holds all track related informations in format: &amp;lt;trackname&amp;gt;.xml&lt;br /&gt;
A non-compressed PNG-file which stores the pixelinformation of all texture layers in format: &amp;lt;trackname&amp;gt;.png&lt;br /&gt;
A non-compressed PNG-file which stores the pixelinformation in grey-scale of all heightmap-points from the terrain in format: &amp;lt;trackname&amp;gt;_heightmap.png&lt;br /&gt;
This 3 filed are compressed in the grt-container in format: &amp;lt;trackname&amp;gt;.grt&lt;br /&gt;
&lt;br /&gt;
Formats and limitations for the “Texture” File (&amp;lt;trackname&amp;gt;.png):&lt;br /&gt;
&lt;br /&gt;
File extensions *.jpg and *.png are supported by reading, *.png is used for writing&lt;br /&gt;
Following texture resolutions are supported:&lt;br /&gt;
64×64&lt;br /&gt;
256×256&lt;br /&gt;
512×512&lt;br /&gt;
1024×1024&lt;br /&gt;
2048×2048&lt;br /&gt;
4096×4096&lt;br /&gt;
Following heightmap resolutions are supported:&lt;br /&gt;
64×64&lt;br /&gt;
65×65&lt;br /&gt;
512×512&lt;br /&gt;
513×513&lt;br /&gt;
1024×1024&lt;br /&gt;
1025×1025&lt;br /&gt;
2048×2048&lt;br /&gt;
2049×2049&lt;br /&gt;
(+1 pixels because each pixel from the texture must be mapped to a polygon (consisting of two triangles), not a pixel, in the terrain mesh)&lt;br /&gt;
&lt;br /&gt;
The *.xml file is following the xml standards, well formed:&lt;br /&gt;
XML documents must have a root element&lt;br /&gt;
XML elements must have a closing tag&lt;br /&gt;
XML tags are case sensitive&lt;br /&gt;
XML elements must be properly nested&lt;br /&gt;
XML attribute values must be quoted&lt;br /&gt;
The *.grt xml scheme is following this structure&lt;br /&gt;
 &lt;br /&gt;
=== The XML Structure ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=”1.0″ encoding=”UTF-8″?&amp;gt;&lt;br /&gt;
&amp;lt;GeneRacingTrackInfos&amp;gt;&lt;br /&gt;
	&amp;lt;Trackname&amp;gt;Trackname&amp;lt;/Trackname&amp;gt;&lt;br /&gt;
	&amp;lt;TrackVersion&amp;gt;0.1&amp;lt;/TrackVersion&amp;gt;&lt;br /&gt;
	&amp;lt;TrackPart&amp;gt;1/1&amp;lt;/TrackPart&amp;gt;&lt;br /&gt;
	&amp;lt;TrackTime&amp;gt;0.5&amp;lt;/TrackTime&amp;gt;&lt;br /&gt;
	&amp;lt;CamDefaultAngle&amp;gt;45&amp;lt;/CamDefaultAngle&amp;gt;&lt;br /&gt;
	&amp;lt;CamDefaultRotation&amp;gt;0&amp;lt;/CamDefaultRotation&amp;gt;&lt;br /&gt;
	&amp;lt;CamDefaultZoom&amp;gt;50&amp;lt;/CamDefaultZoom&amp;gt;&lt;br /&gt;
	&amp;lt;TrackSize&amp;gt;310&amp;lt;/TrackSize&amp;gt;&lt;br /&gt;
	&amp;lt;WaterLevel&amp;gt;50&amp;lt;/WaterLevel&amp;gt;&lt;br /&gt;
	&amp;lt;TexturePath&amp;gt;Trackname.png&amp;lt;/TexturePath&amp;gt;&lt;br /&gt;
	&amp;lt;TextureWidth&amp;gt;2048&amp;lt;/TextureWidth&amp;gt;&lt;br /&gt;
	&amp;lt;TextureHeight&amp;gt;2048&amp;lt;/TextureHeight&amp;gt;&lt;br /&gt;
	&amp;lt;HeightmapPath&amp;gt;Trackname_heightmap.png&amp;lt;/HeightmapPath&amp;gt;&lt;br /&gt;
	&amp;lt;HeightmapWidth&amp;gt;2049&amp;lt;/HeightmapWidth&amp;gt;&lt;br /&gt;
	&amp;lt;HeightmapHeight&amp;gt;2049&amp;lt;/HeightmapHeight&amp;gt;&lt;br /&gt;
	&amp;lt;LampObjects&amp;gt;0&amp;lt;/LampObjects&amp;gt;&lt;br /&gt;
	&amp;lt;PitCrewObjects&amp;gt;0&amp;lt;/PitCrewObjects&amp;gt;&lt;br /&gt;
	&amp;lt;CheckPointsObjects&amp;gt;0&amp;lt;/CheckPointsObjects&amp;gt;&lt;br /&gt;
	&amp;lt;TrackObjects&amp;gt;0&amp;lt;/TrackObjects&amp;gt;&lt;br /&gt;
	&amp;lt;PitCrewObjectList&amp;gt;&lt;br /&gt;
		&amp;lt;PitEntry&amp;gt;&lt;br /&gt;
			&amp;lt;id&amp;gt;0&amp;lt;/id&amp;gt;&lt;br /&gt;
			&amp;lt;X&amp;gt;150&amp;lt;/X&amp;gt;&lt;br /&gt;
			&amp;lt;Y&amp;gt;0&amp;lt;/Y&amp;gt;&lt;br /&gt;
			&amp;lt;Z&amp;gt;150&amp;lt;/Z&amp;gt;&lt;br /&gt;
			&amp;lt;RotationY&amp;gt;0&amp;lt;/RotationY&amp;gt;&lt;br /&gt;
			&amp;lt;ScaleModifierX&amp;gt;0&amp;lt;/ScaleModifierX&amp;gt;&lt;br /&gt;
			&amp;lt;ScaleModifierY&amp;gt;0&amp;lt;/ScaleModifierY&amp;gt;&lt;br /&gt;
			&amp;lt;ScaleModifierZ&amp;gt;0&amp;lt;/ScaleModifierZ&amp;gt;&lt;br /&gt;
		&amp;lt;/PitEntry&amp;gt;&lt;br /&gt;
	&amp;lt;/PitCrewObjectList&amp;gt;&lt;br /&gt;
	&amp;lt;CheckPointsObjectsList&amp;gt;&lt;br /&gt;
		&amp;lt;CPEntry&amp;gt;&lt;br /&gt;
			&amp;lt;id&amp;gt;0&amp;lt;/id&amp;gt;&lt;br /&gt;
			&amp;lt;X0&amp;gt;2&amp;lt;/X0&amp;gt;&lt;br /&gt;
			&amp;lt;Z0&amp;gt;5&amp;lt;/Z0&amp;gt;&lt;br /&gt;
			&amp;lt;X1&amp;gt;126&amp;lt;/X1&amp;gt;&lt;br /&gt;
			&amp;lt;Z1&amp;gt;5&amp;lt;/Z1&amp;gt;&lt;br /&gt;
			&amp;lt;Y&amp;gt;512&amp;lt;/Y&amp;gt;&lt;br /&gt;
		&amp;lt;/CPEntry&amp;gt;&lt;br /&gt;
	&amp;lt;/CheckPointsObjectsList&amp;gt;&lt;br /&gt;
	&amp;lt;TrackObjectList&amp;gt;&lt;br /&gt;
		&amp;lt;TOEntry&amp;gt;&lt;br /&gt;
			&amp;lt;id&amp;gt;0&amp;lt;/id&amp;gt;&lt;br /&gt;
			&amp;lt;Class&amp;gt;SpawnPoint&amp;lt;/Class&amp;gt;&lt;br /&gt;
			&amp;lt;X&amp;gt;269&amp;lt;/X&amp;gt;&lt;br /&gt;
			&amp;lt;Y&amp;gt;0&amp;lt;/Y&amp;gt;&lt;br /&gt;
			&amp;lt;Z&amp;gt;259&amp;lt;/Z&amp;gt;&lt;br /&gt;
			&amp;lt;RotationY&amp;gt;0&amp;lt;/RotationY&amp;gt;&lt;br /&gt;
			&amp;lt;ScaleModifierX&amp;gt;0&amp;lt;/ScaleModifierX&amp;gt;&lt;br /&gt;
			&amp;lt;ScaleModifierY&amp;gt;0&amp;lt;/ScaleModifierY&amp;gt;&lt;br /&gt;
			&amp;lt;ScaleModifierZ&amp;gt;0&amp;lt;/ScaleModifierZ&amp;gt;&lt;br /&gt;
		&amp;lt;/TOEntry&amp;gt;&lt;br /&gt;
	&amp;lt;/TrackObjectList&amp;gt;&lt;br /&gt;
	&amp;lt;CreativeCommonLicense-CC0&amp;gt;&lt;br /&gt;
		&amp;lt;Link&amp;gt;https://creativecommons.org/licenses/&amp;lt;/Link&amp;gt;&lt;br /&gt;
		&amp;lt;License&amp;gt;CC0&amp;lt;/License&amp;gt;&lt;br /&gt;
		&amp;lt;LicenseOwner&amp;gt;GeneRacing&amp;lt;/LicenseOwner&amp;gt;&lt;br /&gt;
		&amp;lt;LicenseOwnerLink&amp;gt;http://www.gene-racing.com&amp;lt;/LicenseOwnerLink&amp;gt;&lt;br /&gt;
	&amp;lt;/CreativeCommonLicense-CC0&amp;gt;&lt;br /&gt;
&amp;lt;/GeneRacingTrackInfos&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This GRT file format definition represents v0.2 – dated 9.2.2021 and is constantly being extended/updated&lt;br /&gt;
&lt;br /&gt;
=== The license ===&lt;br /&gt;
&lt;br /&gt;
“CC” – Creative Commons License – CC0 1.0 Universal – Public Domain Dedication&lt;br /&gt;
&lt;br /&gt;
The * .grt is an open file format to ensure that user content can be exchanged and transferred quickly, simply and easily.&lt;br /&gt;
The legal basis for this is the Common Creative License, CC0 1.0 Universal Public Domain Dedication.&lt;br /&gt;
&lt;br /&gt;
The person who associated a work with this deed has dedicated the work to the public domain by waiving all of his or her rights to the work worldwide under copyright law, including all related and neighboring rights, to the extent allowed by law.&lt;br /&gt;
&lt;br /&gt;
You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission. See Other Information below.&lt;br /&gt;
&lt;br /&gt;
For detailed informations for this license click &amp;gt;here&amp;lt; or &amp;gt;here&amp;lt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Source: creativecommons.org via Wikimedia Commons&lt;br /&gt;
&lt;br /&gt;
Creative Commons Legal Code&lt;br /&gt;
CC0 1.0 Universal&lt;br /&gt;
Official translations of this legal tool are available&lt;br /&gt;
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS INFORMATION ON AN “AS-IS” BASIS. CREATIVE COMMONS MAKES NO WARRANTIES REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED HEREUNDER, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED HEREUNDER.&lt;br /&gt;
&lt;br /&gt;
Statement of Purpose&lt;br /&gt;
The laws of most jurisdictions throughout the world automatically confer exclusive Copyright and Related Rights (defined below) upon the creator and subsequent owner(s) (each and all, an “owner”) of an original work of authorship and/or a database (each, a “Work”).&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
For these and/or other purposes and motivations, and without any expectation of additional consideration or compensation, the person associating CC0 with a Work (the “Affirmer”), to the extent that he or she is an owner of Copyright and Related Rights in the Work, voluntarily elects to apply CC0 to the Work and publicly distribute the Work under its terms, with knowledge of his or her Copyright and Related Rights in the Work and the meaning and intended legal effect of CC0 on those rights.&lt;br /&gt;
&lt;br /&gt;
1. Copyright and Related Rights. A Work made available under CC0 may be protected by copyright and related or neighboring rights (“Copyright and Related Rights”). Copyright and Related Rights include, but are not limited to, the following:&lt;br /&gt;
&lt;br /&gt;
the right to reproduce, adapt, distribute, perform, display, communicate, and translate a Work;&lt;br /&gt;
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2. Waiver. To the greatest extent permitted by, but not in contravention of, applicable law, Affirmer hereby overtly, fully, permanently, irrevocably and unconditionally waives, abandons, and surrenders all of Affirmer’s Copyright and Related Rights and associated claims and causes of action, whether now known or unknown (including existing as well as future claims and causes of action), in the Work (i) in all territories worldwide, (ii) for the maximum duration provided by applicable law or treaty (including future time extensions), (iii) in any current or future medium and for any number of copies, and (iv) for any purpose whatsoever, including without limitation commercial, advertising or promotional purposes (the “Waiver”). Affirmer makes the Waiver for the benefit of each member of the public at large and to the detriment of Affirmer’s heirs and successors, fully intending that such Waiver shall not be subject to revocation, rescission, cancellation, termination, or any other legal or equitable action to disrupt the quiet enjoyment of the Work by the public as contemplated by Affirmer’s express Statement of Purpose.&lt;br /&gt;
&lt;br /&gt;
3. Public License Fallback. Should any part of the Waiver for any reason be judged legally invalid or ineffective under applicable law, then the Waiver shall be preserved to the maximum extent permitted taking into account Affirmer’s express Statement of Purpose. In addition, to the extent the Waiver is so judged Affirmer hereby grants to each affected person a royalty-free, non transferable, non sublicensable, non exclusive, irrevocable and unconditional license to exercise Affirmer’s Copyright and Related Rights in the Work (i) in all territories worldwide, (ii) for the maximum duration provided by applicable law or treaty (including future time extensions), (iii) in any current or future medium and for any number of copies, and (iv) for any purpose whatsoever, including without limitation commercial, advertising or promotional purposes (the “License”). The License shall be deemed effective as of the date CC0 was applied by Affirmer to the Work. Should any part of the License for any reason be judged legally invalid or ineffective under applicable law, such partial invalidity or ineffectiveness shall not invalidate the remainder of the License, and in such case Affirmer hereby affirms that he or she will not (i) exercise any of his or her remaining Copyright and Related Rights in the Work or (ii) assert any associated claims and causes of action with respect to the Work, in either case contrary to Affirmer’s express Statement of Purpose.&lt;br /&gt;
&lt;br /&gt;
4. Limitations and Disclaimers.&lt;br /&gt;
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No trademark or patent rights held by Affirmer are waived, abandoned, surrendered, licensed or otherwise affected by this document.&lt;br /&gt;
Affirmer offers the Work as-is and makes no representations or warranties of any kind concerning the Work, express, implied, statutory or otherwise, including without limitation warranties of title, merchantability, fitness for a particular purpose, non infringement, or the absence of latent or other defects, accuracy, or the present or absence of errors, whether or not discoverable, all to the greatest extent permissible under applicable law.&lt;br /&gt;
Affirmer disclaims responsibility for clearing rights of other persons that may apply to the Work or any use thereof, including without limitation any person’s Copyright and Related Rights in the Work. Further, Affirmer disclaims responsibility for obtaining any necessary consents, permissions or other rights required for any use of the Work.&lt;br /&gt;
Affirmer understands and acknowledges that Creative Commons is not a party to this document and has no duty or obligation with respect to this CC0 or use of the Work.&lt;br /&gt;
&lt;br /&gt;
CC0&lt;br /&gt;
&lt;br /&gt;
To the extent possible under law, GeneRacing has waived all copyright and related or neighboring rights to GeneRacing. This work is published from: Österreich.&lt;br /&gt;
&lt;br /&gt;
== Trackfile elements (*.grt) explained ==&lt;br /&gt;
&lt;br /&gt;
For a better understand of the file format structure here are the infos of the content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;GeneRacingTrackInfos&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
The first root element of our XML structure defines the GeneRacingTrackInfos, this element is static and must not be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Trackname&amp;gt;&#039;&#039;&#039;trackname&#039;&#039;&#039;&amp;lt;/Trackname&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second element of the structure is the definition of the trackname without an extension. To avoid case-sensitiv problems, every trackfilename must be written in lowcase.&lt;br /&gt;
This trackname also describes the names for the texture map and the heightmap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TrackVersion&amp;gt;&#039;&#039;&#039;0.1&#039;&#039;&#039;&amp;lt;/TrackVersion&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trackversion number to identify different versions. This version is currently not used, but placed for a later usage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TrackPart&amp;gt;&#039;&#039;&#039;1/1&#039;&#039;&#039;&amp;lt;/TrackPart&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trackpart number describes connecting terrains for a later usage, and aren´t used at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TrackTime&amp;gt;&#039;&#039;&#039;0.5&#039;&#039;&#039;&amp;lt;/TrackTime&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The tracktime gives the default value for the starting time of the track, which can be overruled by the host at any time. Values between 0 and 1 are possible, 0.5 stands for noon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;CamDefaultAngle&amp;gt;&#039;&#039;&#039;45&#039;&#039;&#039;&amp;lt;/CamDefaultAngle&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The camera default angle describes the ingame camera angle if the game starts and will be stored as default angle for the F3 key, so it will be set the camera back to this angle value.&lt;br /&gt;
Its the euler angle in degrees of the camera.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;CamDefaultRotation&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/CamDefaultRotation&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The camera default rotation describes the ingame camera rotation if the game starts and will be stored as default rotation for the F3 key, so it will be set the camera back to this rotation value.&lt;br /&gt;
Its the euler rotation in degrees of the camera.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;CamDefaultZoom&amp;gt;&#039;&#039;&#039;50&#039;&#039;&#039;&amp;lt;/CamDefaultZoom&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The camera default zoom describes the ingame camera zoom if the game starts and will be stored as default zoom for the F3 key, so it will be set the camera back to this rotation value.&lt;br /&gt;
This zoom value is possible between 5 (close) and 169 (far).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TrackSize&amp;gt;&#039;&#039;&#039;310&#039;&#039;&#039;&amp;lt;/TrackSize&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The tracksize values describe the relation between the world to scale the world and all related objects in it.&lt;br /&gt;
This tracksize values are possible between 10 and 510.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;WaterLevel&amp;gt;&#039;&#039;&#039;50&#039;&#039;&#039;&amp;lt;/WaterLevel&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Depending on the choosen tracksize the waterlevel value will be used to set the level of the water plane.&lt;br /&gt;
In a smaller world (255-510) the waterplane is adjusted in a lower range, in a bigger world (10-255) the waterlevel is adjusted in a higher range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TexturePath&amp;gt;&#039;&#039;&#039;Trackname.png&#039;&#039;&#039;&amp;lt;/TexturePath&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The texturepath describes primarly the name of the texture image and is prepared for a later usage of cloud-pathes/addresses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TextureWidth&amp;gt;&#039;&#039;&#039;2048&#039;&#039;&#039;&amp;lt;/TextureWidth&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To got the information without reading or opening the texture image the resolution will be stored in texturewidth value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TextureHeight&amp;gt;&#039;&#039;&#039;2048&#039;&#039;&#039;&amp;lt;/TextureHeight&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To got the information without reading or opening the texture image the resolution will be stored in textureheight value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;HeightmapPath&amp;gt;&#039;&#039;&#039;Trackname_heightmap.png&#039;&#039;&#039;&amp;lt;/HeightmapPath&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The heightmappath describes primarly the name of the heightmap image and is prepared for a later usage of cloud-pathes/addresses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;HeightmapWidth&amp;gt;&#039;&#039;&#039;2049&#039;&#039;&#039;&amp;lt;/HeightmapWidth&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To got the information without reading or opening the heightmap image the resolution will be stored in heightmapwidth value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;HeightmapHeight&amp;gt;&#039;&#039;&#039;2049&#039;&#039;&#039;&amp;lt;/HeightmapHeight&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To got the information without reading or opening the heightmap image the resolution will be stored in heightmapheight value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;LampObjects&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/LampObjects&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives information about the count of lamp objects on this track for quality settings, lower qualitys settings, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;PitCrewObjects&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/PitCrewObjects&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives information and overview about the count of PitCrew objects on this track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;CheckPointsObjects&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/CheckPointsObjects&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives information and overview about the count of CheckPoint objects on this track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TrackObjects&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/TrackObjects&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives information and overview about the count of other Trackobjects objects on this track.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;PitCrewObjectList&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the next element of the structure and holds all PitEntry elements.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;PitEntry&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pitentry element holds the important information for every PitCrew object on the track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;id&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/id&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The consecutive number of PitCrew objects, sorted by placement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;X&amp;gt;&#039;&#039;&#039;150&#039;&#039;&#039;&amp;lt;/X&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The x-coordinate value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Y&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/Y&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The y-coordinate value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Z&amp;gt;&#039;&#039;&#039;150&#039;&#039;&#039;&amp;lt;/Z&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The z-coordinate value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;RotationY&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/RotationY&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The y-rotation value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ScaleModifierX&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/ScaleModifierX&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the x-size of this object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ScaleModifierY&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/ScaleModifierY&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the y-size of this object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ScaleModifierZ&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/ScaleModifierZ&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the z-size of this object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/PitEntry&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/PitCrewObjectList&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;CheckPointsObjectsList&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the next element of the structure and holds all Checkpoint object elements.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;CPEntry&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;id&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/id&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The consecutive number of CheckPoint objects, sorted by placement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;X0&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;/X0&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first X-coordinate of the Checkpoint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Z0&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;/Z0&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first Z-coordinate of the Checkpoint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;X1&amp;gt;&#039;&#039;&#039;126&#039;&#039;&#039;&amp;lt;/X1&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second X-coordinate of the CheckPoint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Z1&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;/Z1&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second Z-coordinate of the CheckPoint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Y&amp;gt;&#039;&#039;&#039;512&#039;&#039;&#039;&amp;lt;/Y&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The y-height of the CheckPoint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/CPEntry&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;TrackObjectList&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the next element of the structure and holds all other trackobject elements.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;TOEntry&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;id&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/id&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The consecutive number of CheckPoint objects, sorted by placement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Class&amp;gt;&#039;&#039;&#039;SpawnPoint&#039;&#039;&#039;&amp;lt;/Class&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The class describes the kind of the trackobject, which are following the existing objectlist to assign the object to the correct ingame object for spawning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;X&amp;gt;&#039;&#039;&#039;269&#039;&#039;&#039;&amp;lt;/X&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The x-coordinate value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Y&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/Y&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The y-coordinate value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Z&amp;gt;&#039;&#039;&#039;259&#039;&#039;&#039;&amp;lt;/Z&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The z-coordinate value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;RotationY&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/RotationY&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The y-rotation value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ScaleModifierX&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/ScaleModifierX&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the x-size of this object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ScaleModifierY&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/ScaleModifierY&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the y-size of this object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ScaleModifierZ&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/ScaleModifierZ&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the z-size of this object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/TOEntry&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/TrackObjectList&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dies is the license information, about the used Creative Commone License – Zero which is applied to all grt files and stored in the file in order to record the licensing conditions in every file.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;CreativeCommonLicense-CC0&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Link&amp;gt;&#039;&#039;&#039;https://creativecommons.org/licenses/&#039;&#039;&#039;&amp;lt;/Link&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;License&amp;gt;&#039;&#039;&#039;CC0&#039;&#039;&#039;&amp;lt;/License&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;LicenseOwner&amp;gt;&#039;&#039;&#039;GeneRacing&#039;&#039;&#039;&amp;lt;/LicenseOwner&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;LicenseOwnerLink&amp;gt;&#039;&#039;&#039;http://www.gene-racing.com&#039;&#039;&#039;&amp;lt;/LicenseOwnerLink&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/CreativeCommonLicense-CC0&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/GeneRacingTrackInfos&amp;gt;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=CarEditorInfos&amp;diff=71</id>
		<title>CarEditorInfos</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=CarEditorInfos&amp;diff=71"/>
		<updated>2021-11-04T11:18:10Z</updated>

		<summary type="html">&lt;p&gt;Elharter: Protected &amp;quot;CarEditorInfos&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the moment no CarEditors is existing, but it is planned to integrate a kind of a careditor ingame like the TrackEditor.&lt;br /&gt;
The CarEditor is on of the stretchgoal on the GeneRacing Kickstarter project, because the effort for the implementation is relatively high.&lt;br /&gt;
&lt;br /&gt;
Planned (and partially tested in a proof on concept) is an .OBJ Importer to allow a full compatible Object Importer which should follow predefined rules.&lt;br /&gt;
&lt;br /&gt;
The object import will be responsible for the visible part.&lt;br /&gt;
After a successfull import the game related parts could adjusted and the construct of the object fill will be checked.&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=CarEditorInfos&amp;diff=70</id>
		<title>CarEditorInfos</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=CarEditorInfos&amp;diff=70"/>
		<updated>2021-11-04T11:18:05Z</updated>

		<summary type="html">&lt;p&gt;Elharter: Created page with &amp;quot;At the moment no CarEditors is existing, but it is planned to integrate a kind of a careditor ingame like the TrackEditor. The CarEditor is on of the stretchgoal on the GeneRa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the moment no CarEditors is existing, but it is planned to integrate a kind of a careditor ingame like the TrackEditor.&lt;br /&gt;
The CarEditor is on of the stretchgoal on the GeneRacing Kickstarter project, because the effort for the implementation is relatively high.&lt;br /&gt;
&lt;br /&gt;
Planned (and partially tested in a proof on concept) is an .OBJ Importer to allow a full compatible Object Importer which should follow predefined rules.&lt;br /&gt;
&lt;br /&gt;
The object import will be responsible for the visible part.&lt;br /&gt;
After a successfull import the game related parts could adjusted and the construct of the object fill will be checked.&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=GRT-File&amp;diff=69</id>
		<title>GRT-File</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=GRT-File&amp;diff=69"/>
		<updated>2021-11-04T11:17:44Z</updated>

		<summary type="html">&lt;p&gt;Elharter: Created page with &amp;quot;== Track file format (*.grt) / (G)ene(R)acing(T)rack ==  === The invention of the format === The GRT-file format is an invented and an open format, from GeneRacing, which is m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Track file format (*.grt) / (G)ene(R)acing(T)rack ==&lt;br /&gt;
&lt;br /&gt;
=== The invention of the format ===&lt;br /&gt;
The GRT-file format is an invented and an open format, from GeneRacing, which is managed under license “CC” – Creative Commons.&lt;br /&gt;
The “CC” – Creative Commons license is legally binding on every downloaded, uploaded, used or passed on file of this file format, regardless of the place or time.&lt;br /&gt;
Regarding licensing, please read more at the end of the page.&lt;br /&gt;
&lt;br /&gt;
=== The content of a GRT File ===&lt;br /&gt;
All *.grt container files, including the packaged content, are a part of GeneRacing and could be shared, provided, edited by the functionalities of the game and the users.&lt;br /&gt;
&lt;br /&gt;
You, as an editor, are explicitly allowed (following the CC0 license) to unzip the grt-container to modify the content with included and external tools.&lt;br /&gt;
&lt;br /&gt;
A *.grt file is a zip container which includes generally following three files:&lt;br /&gt;
&lt;br /&gt;
A normed XML-File which holds all track related informations in format: &amp;lt;trackname&amp;gt;.xml&lt;br /&gt;
A non-compressed PNG-file which stores the pixelinformation of all texture layers in format: &amp;lt;trackname&amp;gt;.png&lt;br /&gt;
A non-compressed PNG-file which stores the pixelinformation in grey-scale of all heightmap-points from the terrain in format: &amp;lt;trackname&amp;gt;_heightmap.png&lt;br /&gt;
This 3 filed are compressed in the grt-container in format: &amp;lt;trackname&amp;gt;.grt&lt;br /&gt;
&lt;br /&gt;
Formats and limitations for the “Texture” File (&amp;lt;trackname&amp;gt;.png):&lt;br /&gt;
&lt;br /&gt;
File extensions *.jpg and *.png are supported by reading, *.png is used for writing&lt;br /&gt;
Following texture resolutions are supported:&lt;br /&gt;
64×64&lt;br /&gt;
256×256&lt;br /&gt;
512×512&lt;br /&gt;
1024×1024&lt;br /&gt;
2048×2048&lt;br /&gt;
4096×4096&lt;br /&gt;
Following heightmap resolutions are supported:&lt;br /&gt;
64×64&lt;br /&gt;
65×65&lt;br /&gt;
512×512&lt;br /&gt;
513×513&lt;br /&gt;
1024×1024&lt;br /&gt;
1025×1025&lt;br /&gt;
2048×2048&lt;br /&gt;
2049×2049&lt;br /&gt;
(+1 pixels because each pixel from the texture must be mapped to a polygon (consisting of two triangles), not a pixel, in the terrain mesh)&lt;br /&gt;
&lt;br /&gt;
The *.xml file is following the xml standards, well formed:&lt;br /&gt;
XML documents must have a root element&lt;br /&gt;
XML elements must have a closing tag&lt;br /&gt;
XML tags are case sensitive&lt;br /&gt;
XML elements must be properly nested&lt;br /&gt;
XML attribute values must be quoted&lt;br /&gt;
The *.grt xml scheme is following this structure&lt;br /&gt;
 &lt;br /&gt;
=== The XML Structure ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=”1.0″ encoding=”UTF-8″?&amp;gt;&lt;br /&gt;
&amp;lt;GeneRacingTrackInfos&amp;gt;&lt;br /&gt;
	&amp;lt;Trackname&amp;gt;Trackname&amp;lt;/Trackname&amp;gt;&lt;br /&gt;
	&amp;lt;TrackVersion&amp;gt;0.1&amp;lt;/TrackVersion&amp;gt;&lt;br /&gt;
	&amp;lt;TrackPart&amp;gt;1/1&amp;lt;/TrackPart&amp;gt;&lt;br /&gt;
	&amp;lt;TrackTime&amp;gt;0.5&amp;lt;/TrackTime&amp;gt;&lt;br /&gt;
	&amp;lt;CamDefaultAngle&amp;gt;45&amp;lt;/CamDefaultAngle&amp;gt;&lt;br /&gt;
	&amp;lt;CamDefaultRotation&amp;gt;0&amp;lt;/CamDefaultRotation&amp;gt;&lt;br /&gt;
	&amp;lt;CamDefaultZoom&amp;gt;50&amp;lt;/CamDefaultZoom&amp;gt;&lt;br /&gt;
	&amp;lt;TrackSize&amp;gt;310&amp;lt;/TrackSize&amp;gt;&lt;br /&gt;
	&amp;lt;WaterLevel&amp;gt;50&amp;lt;/WaterLevel&amp;gt;&lt;br /&gt;
	&amp;lt;TexturePath&amp;gt;Trackname.png&amp;lt;/TexturePath&amp;gt;&lt;br /&gt;
	&amp;lt;TextureWidth&amp;gt;2048&amp;lt;/TextureWidth&amp;gt;&lt;br /&gt;
	&amp;lt;TextureHeight&amp;gt;2048&amp;lt;/TextureHeight&amp;gt;&lt;br /&gt;
	&amp;lt;HeightmapPath&amp;gt;Trackname_heightmap.png&amp;lt;/HeightmapPath&amp;gt;&lt;br /&gt;
	&amp;lt;HeightmapWidth&amp;gt;2049&amp;lt;/HeightmapWidth&amp;gt;&lt;br /&gt;
	&amp;lt;HeightmapHeight&amp;gt;2049&amp;lt;/HeightmapHeight&amp;gt;&lt;br /&gt;
	&amp;lt;LampObjects&amp;gt;0&amp;lt;/LampObjects&amp;gt;&lt;br /&gt;
	&amp;lt;PitCrewObjects&amp;gt;0&amp;lt;/PitCrewObjects&amp;gt;&lt;br /&gt;
	&amp;lt;CheckPointsObjects&amp;gt;0&amp;lt;/CheckPointsObjects&amp;gt;&lt;br /&gt;
	&amp;lt;TrackObjects&amp;gt;0&amp;lt;/TrackObjects&amp;gt;&lt;br /&gt;
	&amp;lt;PitCrewObjectList&amp;gt;&lt;br /&gt;
		&amp;lt;PitEntry&amp;gt;&lt;br /&gt;
			&amp;lt;id&amp;gt;0&amp;lt;/id&amp;gt;&lt;br /&gt;
			&amp;lt;X&amp;gt;150&amp;lt;/X&amp;gt;&lt;br /&gt;
			&amp;lt;Y&amp;gt;0&amp;lt;/Y&amp;gt;&lt;br /&gt;
			&amp;lt;Z&amp;gt;150&amp;lt;/Z&amp;gt;&lt;br /&gt;
			&amp;lt;RotationY&amp;gt;0&amp;lt;/RotationY&amp;gt;&lt;br /&gt;
			&amp;lt;ScaleModifierX&amp;gt;0&amp;lt;/ScaleModifierX&amp;gt;&lt;br /&gt;
			&amp;lt;ScaleModifierY&amp;gt;0&amp;lt;/ScaleModifierY&amp;gt;&lt;br /&gt;
			&amp;lt;ScaleModifierZ&amp;gt;0&amp;lt;/ScaleModifierZ&amp;gt;&lt;br /&gt;
		&amp;lt;/PitEntry&amp;gt;&lt;br /&gt;
	&amp;lt;/PitCrewObjectList&amp;gt;&lt;br /&gt;
	&amp;lt;CheckPointsObjectsList&amp;gt;&lt;br /&gt;
		&amp;lt;CPEntry&amp;gt;&lt;br /&gt;
			&amp;lt;id&amp;gt;0&amp;lt;/id&amp;gt;&lt;br /&gt;
			&amp;lt;X0&amp;gt;2&amp;lt;/X0&amp;gt;&lt;br /&gt;
			&amp;lt;Z0&amp;gt;5&amp;lt;/Z0&amp;gt;&lt;br /&gt;
			&amp;lt;X1&amp;gt;126&amp;lt;/X1&amp;gt;&lt;br /&gt;
			&amp;lt;Z1&amp;gt;5&amp;lt;/Z1&amp;gt;&lt;br /&gt;
			&amp;lt;Y&amp;gt;512&amp;lt;/Y&amp;gt;&lt;br /&gt;
		&amp;lt;/CPEntry&amp;gt;&lt;br /&gt;
	&amp;lt;/CheckPointsObjectsList&amp;gt;&lt;br /&gt;
	&amp;lt;TrackObjectList&amp;gt;&lt;br /&gt;
		&amp;lt;TOEntry&amp;gt;&lt;br /&gt;
			&amp;lt;id&amp;gt;0&amp;lt;/id&amp;gt;&lt;br /&gt;
			&amp;lt;Class&amp;gt;SpawnPoint&amp;lt;/Class&amp;gt;&lt;br /&gt;
			&amp;lt;X&amp;gt;269&amp;lt;/X&amp;gt;&lt;br /&gt;
			&amp;lt;Y&amp;gt;0&amp;lt;/Y&amp;gt;&lt;br /&gt;
			&amp;lt;Z&amp;gt;259&amp;lt;/Z&amp;gt;&lt;br /&gt;
			&amp;lt;RotationY&amp;gt;0&amp;lt;/RotationY&amp;gt;&lt;br /&gt;
			&amp;lt;ScaleModifierX&amp;gt;0&amp;lt;/ScaleModifierX&amp;gt;&lt;br /&gt;
			&amp;lt;ScaleModifierY&amp;gt;0&amp;lt;/ScaleModifierY&amp;gt;&lt;br /&gt;
			&amp;lt;ScaleModifierZ&amp;gt;0&amp;lt;/ScaleModifierZ&amp;gt;&lt;br /&gt;
		&amp;lt;/TOEntry&amp;gt;&lt;br /&gt;
	&amp;lt;/TrackObjectList&amp;gt;&lt;br /&gt;
	&amp;lt;CreativeCommonLicense-CC0&amp;gt;&lt;br /&gt;
		&amp;lt;Link&amp;gt;https://creativecommons.org/licenses/&amp;lt;/Link&amp;gt;&lt;br /&gt;
		&amp;lt;License&amp;gt;CC0&amp;lt;/License&amp;gt;&lt;br /&gt;
		&amp;lt;LicenseOwner&amp;gt;GeneRacing&amp;lt;/LicenseOwner&amp;gt;&lt;br /&gt;
		&amp;lt;LicenseOwnerLink&amp;gt;http://www.gene-racing.com&amp;lt;/LicenseOwnerLink&amp;gt;&lt;br /&gt;
	&amp;lt;/CreativeCommonLicense-CC0&amp;gt;&lt;br /&gt;
&amp;lt;/GeneRacingTrackInfos&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This GRT file format definition represents v0.2 – dated 9.2.2021 and is constantly being extended/updated&lt;br /&gt;
&lt;br /&gt;
=== The license ===&lt;br /&gt;
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“CC” – Creative Commons License – CC0 1.0 Universal – Public Domain Dedication&lt;br /&gt;
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The * .grt is an open file format to ensure that user content can be exchanged and transferred quickly, simply and easily.&lt;br /&gt;
The legal basis for this is the Common Creative License, CC0 1.0 Universal Public Domain Dedication.&lt;br /&gt;
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The person who associated a work with this deed has dedicated the work to the public domain by waiving all of his or her rights to the work worldwide under copyright law, including all related and neighboring rights, to the extent allowed by law.&lt;br /&gt;
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You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission. See Other Information below.&lt;br /&gt;
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For detailed informations for this license click &amp;gt;here&amp;lt; or &amp;gt;here&amp;lt;.&lt;br /&gt;
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Source: creativecommons.org via Wikimedia Commons&lt;br /&gt;
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Creative Commons Legal Code&lt;br /&gt;
CC0 1.0 Universal&lt;br /&gt;
Official translations of this legal tool are available&lt;br /&gt;
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To the extent possible under law, GeneRacing has waived all copyright and related or neighboring rights to GeneRacing. This work is published from: Österreich.&lt;br /&gt;
&lt;br /&gt;
== Trackfile elements (*.grt) explained ==&lt;br /&gt;
&lt;br /&gt;
For a better understand of the file format structure here are the infos of the content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;GeneRacingTrackInfos&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
The first root element of our XML structure defines the GeneRacingTrackInfos, this element is static and must not be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Trackname&amp;gt;&#039;&#039;&#039;trackname&#039;&#039;&#039;&amp;lt;/Trackname&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second element of the structure is the definition of the trackname without an extension. To avoid case-sensitiv problems, every trackfilename must be written in lowcase.&lt;br /&gt;
This trackname also describes the names for the texture map and the heightmap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TrackVersion&amp;gt;&#039;&#039;&#039;0.1&#039;&#039;&#039;&amp;lt;/TrackVersion&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trackversion number to identify different versions. This version is currently not used, but placed for a later usage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TrackPart&amp;gt;&#039;&#039;&#039;1/1&#039;&#039;&#039;&amp;lt;/TrackPart&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trackpart number describes connecting terrains for a later usage, and aren´t used at the moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TrackTime&amp;gt;&#039;&#039;&#039;0.5&#039;&#039;&#039;&amp;lt;/TrackTime&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The tracktime gives the default value for the starting time of the track, which can be overruled by the host at any time. Values between 0 and 1 are possible, 0.5 stands for noon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;CamDefaultAngle&amp;gt;&#039;&#039;&#039;45&#039;&#039;&#039;&amp;lt;/CamDefaultAngle&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The camera default angle describes the ingame camera angle if the game starts and will be stored as default angle for the F3 key, so it will be set the camera back to this angle value.&lt;br /&gt;
Its the euler angle in degrees of the camera.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;CamDefaultRotation&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/CamDefaultRotation&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The camera default rotation describes the ingame camera rotation if the game starts and will be stored as default rotation for the F3 key, so it will be set the camera back to this rotation value.&lt;br /&gt;
Its the euler rotation in degrees of the camera.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;CamDefaultZoom&amp;gt;&#039;&#039;&#039;50&#039;&#039;&#039;&amp;lt;/CamDefaultZoom&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The camera default zoom describes the ingame camera zoom if the game starts and will be stored as default zoom for the F3 key, so it will be set the camera back to this rotation value.&lt;br /&gt;
This zoom value is possible between 5 (close) and 169 (far).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TrackSize&amp;gt;&#039;&#039;&#039;310&#039;&#039;&#039;&amp;lt;/TrackSize&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The tracksize values describe the relation between the world to scale the world and all related objects in it.&lt;br /&gt;
This tracksize values are possible between 10 and 510.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;WaterLevel&amp;gt;&#039;&#039;&#039;50&#039;&#039;&#039;&amp;lt;/WaterLevel&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Depending on the choosen tracksize the waterlevel value will be used to set the level of the water plane.&lt;br /&gt;
In a smaller world (255-510) the waterplane is adjusted in a lower range, in a bigger world (10-255) the waterlevel is adjusted in a higher range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TexturePath&amp;gt;&#039;&#039;&#039;Trackname.png&#039;&#039;&#039;&amp;lt;/TexturePath&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The texturepath describes primarly the name of the texture image and is prepared for a later usage of cloud-pathes/addresses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TextureWidth&amp;gt;&#039;&#039;&#039;2048&#039;&#039;&#039;&amp;lt;/TextureWidth&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To got the information without reading or opening the texture image the resolution will be stored in texturewidth value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TextureHeight&amp;gt;&#039;&#039;&#039;2048&#039;&#039;&#039;&amp;lt;/TextureHeight&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To got the information without reading or opening the texture image the resolution will be stored in textureheight value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;HeightmapPath&amp;gt;&#039;&#039;&#039;Trackname_heightmap.png&#039;&#039;&#039;&amp;lt;/HeightmapPath&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The heightmappath describes primarly the name of the heightmap image and is prepared for a later usage of cloud-pathes/addresses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;HeightmapWidth&amp;gt;&#039;&#039;&#039;2049&#039;&#039;&#039;&amp;lt;/HeightmapWidth&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To got the information without reading or opening the heightmap image the resolution will be stored in heightmapwidth value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;HeightmapHeight&amp;gt;&#039;&#039;&#039;2049&#039;&#039;&#039;&amp;lt;/HeightmapHeight&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To got the information without reading or opening the heightmap image the resolution will be stored in heightmapheight value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;LampObjects&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/LampObjects&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives information about the count of lamp objects on this track for quality settings, lower qualitys settings, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;PitCrewObjects&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/PitCrewObjects&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives information and overview about the count of PitCrew objects on this track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;CheckPointsObjects&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/CheckPointsObjects&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives information and overview about the count of CheckPoint objects on this track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;TrackObjects&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/TrackObjects&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gives information and overview about the count of other Trackobjects objects on this track.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;PitCrewObjectList&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the next element of the structure and holds all PitEntry elements.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;PitEntry&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pitentry element holds the important information for every PitCrew object on the track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;id&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/id&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The consecutive number of PitCrew objects, sorted by placement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;X&amp;gt;&#039;&#039;&#039;150&#039;&#039;&#039;&amp;lt;/X&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The x-coordinate value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Y&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/Y&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The y-coordinate value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Z&amp;gt;&#039;&#039;&#039;150&#039;&#039;&#039;&amp;lt;/Z&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The z-coordinate value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;RotationY&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/RotationY&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The y-rotation value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ScaleModifierX&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/ScaleModifierX&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the x-size of this object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ScaleModifierY&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/ScaleModifierY&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the y-size of this object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ScaleModifierZ&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/ScaleModifierZ&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the z-size of this object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/PitEntry&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/PitCrewObjectList&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;CheckPointsObjectsList&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the next element of the structure and holds all Checkpoint object elements.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;CPEntry&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;id&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/id&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The consecutive number of CheckPoint objects, sorted by placement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;X0&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;/X0&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first X-coordinate of the Checkpoint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Z0&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;/Z0&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first Z-coordinate of the Checkpoint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;X1&amp;gt;&#039;&#039;&#039;126&#039;&#039;&#039;&amp;lt;/X1&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second X-coordinate of the CheckPoint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Z1&amp;gt;&#039;&#039;&#039;5&#039;&#039;&#039;&amp;lt;/Z1&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second Z-coordinate of the CheckPoint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Y&amp;gt;&#039;&#039;&#039;512&#039;&#039;&#039;&amp;lt;/Y&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The y-height of the CheckPoint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/CPEntry&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;TrackObjectList&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the next element of the structure and holds all other trackobject elements.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;TOEntry&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;id&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/id&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The consecutive number of CheckPoint objects, sorted by placement&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Class&amp;gt;&#039;&#039;&#039;SpawnPoint&#039;&#039;&#039;&amp;lt;/Class&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The class describes the kind of the trackobject, which are following the existing objectlist to assign the object to the correct ingame object for spawning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;X&amp;gt;&#039;&#039;&#039;269&#039;&#039;&#039;&amp;lt;/X&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The x-coordinate value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Y&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/Y&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The y-coordinate value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Z&amp;gt;&#039;&#039;&#039;259&#039;&#039;&#039;&amp;lt;/Z&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The z-coordinate value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;RotationY&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/RotationY&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The y-rotation value on the track&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ScaleModifierX&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/ScaleModifierX&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the x-size of this object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ScaleModifierY&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/ScaleModifierY&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the y-size of this object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;ScaleModifierZ&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/ScaleModifierZ&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the z-size of this object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/TOEntry&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/TrackObjectList&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dies is the license information, about the used Creative Commone License – Zero which is applied to all grt files and stored in the file in order to record the licensing conditions in every file.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;&amp;lt;CreativeCommonLicense-CC0&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;Link&amp;gt;&#039;&#039;&#039;https://creativecommons.org/licenses/&#039;&#039;&#039;&amp;lt;/Link&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;License&amp;gt;&#039;&#039;&#039;CC0&#039;&#039;&#039;&amp;lt;/License&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;LicenseOwner&amp;gt;&#039;&#039;&#039;GeneRacing&#039;&#039;&#039;&amp;lt;/LicenseOwner&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;LicenseOwnerLink&amp;gt;&#039;&#039;&#039;http://www.gene-racing.com&#039;&#039;&#039;&amp;lt;/LicenseOwnerLink&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/CreativeCommonLicense-CC0&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/GeneRacingTrackInfos&amp;gt;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=TrackEditorInfos&amp;diff=68</id>
		<title>TrackEditorInfos</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=TrackEditorInfos&amp;diff=68"/>
		<updated>2021-11-04T11:17:35Z</updated>

		<summary type="html">&lt;p&gt;Elharter: Protected &amp;quot;TrackEditorInfos&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Interface&amp;lt;/big&amp;gt; ==&lt;br /&gt;
This track editor is a simple version and will be extented if the kickstarter goals are reached. Current version is &#039;&#039;v0.0.8&#039;&#039;   &lt;br /&gt;
&lt;br /&gt;
[[File:Editor Interface.png|800x800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Top Buttons / Modes ==&lt;br /&gt;
&lt;br /&gt;
[[File:Top menu.png]]&lt;br /&gt;
[[File:GeneRacing Heights.png|alt=GeneRacing Heights|left|thumb|150x150px|GeneRacing Heights]]&lt;br /&gt;
&lt;br /&gt;
=== Height (Mode) === &lt;br /&gt;
This button is used to create different height levels on the map. &lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;&#039;left&#039;&#039;&#039; mouse buttono to raise a height, &#039;&#039;&#039;hold shift&#039;&#039;&#039; to lower the clicked height. The selected brush at the bottom line affects the style of the height. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Texturespopup.jpg|alt=GeneRacing Texture popup window|left|thumb|150x150px|Texture Window]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Texture (Mode) === &lt;br /&gt;
This button will display a number of textures to use for different terrain example grass, asphalt, sand, snow, forest, oil and so on.&lt;br /&gt;
&lt;br /&gt;
Each click on this button brins up the texture popup window. The pencil indicates the current selected texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GeneRacing Objects.png|alt=GeneRacing Objects|left|thumb|150x150px|Objects Window]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Objects (Mode) ===  &lt;br /&gt;
This button will display a number of 3D object to populate the track example concrete walls, stands, buildings, trees, people, lights, poles, fences, cones, pits, grid points, checkpoints and so on&lt;br /&gt;
&lt;br /&gt;
If this &amp;quot;mode&amp;quot; is enabled you can:&lt;br /&gt;
* place, rotate or scale objects.&lt;br /&gt;
* select existing and placed objects on the track.&lt;br /&gt;
* Change with F6 to move, F7 to rotate and F8 to scale clicked/selected objects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Reload Objects === &lt;br /&gt;
Use this button to replace all objects like the objects are loaded ingame. The objects will be placed in a special order with different marks.&lt;br /&gt;
That means that every object in general will be placed from the a top-position to the surface by detection of each surface pixel under the object. That allows the user to combine multiple objects very close together.&lt;br /&gt;
&lt;br /&gt;
As an existing future request it´s planned to place &amp;quot;special&amp;quot; objects stacked. This is planned and will be integrated in a later update.&lt;br /&gt;
&lt;br /&gt;
=== Smooth Heights (Mode) ===  &lt;br /&gt;
An option to make the heights (elevated land) more smooth. Use one of the existing brushes at the bottom line to smooth the heights in a different way.&lt;br /&gt;
&lt;br /&gt;
=== Flatten Heights (Mode) ===  &lt;br /&gt;
An option to flat heights back to default or delete all heights.&lt;br /&gt;
[[File:GeneRacing camera settings.jpg|alt=GeneRacing camera settings|thumb|150x150px|Camera Settings]]&lt;br /&gt;
&lt;br /&gt;
=== Set Camera (Mode) ===  &lt;br /&gt;
To set the default camera angle, camera zoom and camera rotation. These camera settings are saved with the track.&lt;br /&gt;
If you are happy with a current camera setting, dont forget to press &amp;quot;save&amp;quot;, to write your settings in the cache to ensure the saving in the following xml-file (save file).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Right Buttons ==&lt;br /&gt;
[[File:Rightmenu2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create New===  &lt;br /&gt;
Click this button to start creating a new track. (Track name and resolution are required)&lt;br /&gt;
You are free to select if you just wanted to delete heights and texture, or delete all objects too (checkbox).&lt;br /&gt;
=== Settings=== &lt;br /&gt;
Click this button to change the texture-resolution or heightmap-resolution and enable/disable the autosaving-function for heavy work load.&lt;br /&gt;
=== Save File=== &lt;br /&gt;
Click this button to save your track and define a filename.&lt;br /&gt;
=== Load File===  &lt;br /&gt;
Click this button to load a GRT-Trackfile from your harddisk.&lt;br /&gt;
=== Save Height Map===  &lt;br /&gt;
Click this button to save (export) the height map. This file will be placed in your gaming directory under the \StreamingAssetFolder as a png-file.&lt;br /&gt;
=== Load Height Map===  &lt;br /&gt;
Click this button to open (Import) a height map file to your track. The loaded file will be applied directly on the open terrain.&lt;br /&gt;
=== Save Texture===  &lt;br /&gt;
Click this button to save (export) the track texure. This file will be placed in your gaming directory under the \StreamingAssetFolder as a png-file.&lt;br /&gt;
=== Load Texture===  &lt;br /&gt;
Click this button to open (import) a track texture file to your track. The loaded file will be applied directly on the open terrain.&lt;br /&gt;
=== Create Walls===  &lt;br /&gt;
Click this button to re-built the wall surrounding the track. This is very useful to see directly the last result which will be used ingame.&lt;br /&gt;
&lt;br /&gt;
If you change heights, especially close to the borders, the wall will not be adjusted directly to save cpu-performance - you have to re-create it by clicking this button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== The Track Checklist==&lt;br /&gt;
[[File:Checklist.png]]&lt;br /&gt;
*&#039;&#039;&#039;No Filename set:&#039;&#039;&#039; Every track needs to have a filename.&lt;br /&gt;
*&#039;&#039;&#039;Min 2 checkpoints:&#039;&#039;&#039; Every track needs a minimum of 2 checkpoint.&lt;br /&gt;
*&#039;&#039;&#039;All 6 Spawn point placed:&#039;&#039;&#039; Every track need to have at least six spawn point. Spawn points refer to the car starting locations on grid. Maximum spawn points allowed is 10.&lt;br /&gt;
*&#039;&#039;&#039;Min 1 Pit Box placed:&#039;&#039;&#039; Every track must have a least 1 pit box to stop for re-fueling and damage repair. More than 1 pit box is suggested.&lt;br /&gt;
*&#039;&#039;&#039;Heightmap Resolution:&#039;&#039;&#039; Check for heightmap resolution, higher resolution = less frames ingame but mor detailed heights, lower resolution = more frames ingames, but less detailed heights.&lt;br /&gt;
*&#039;&#039;&#039;Texture Resolution:&#039;&#039;&#039; Check for texture resolution.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== The Brushes ==&lt;br /&gt;
Below are the different brushes that you can find in the editor.&lt;br /&gt;
&lt;br /&gt;
[[File:Brushes.png]]&lt;br /&gt;
&lt;br /&gt;
== Brush Settings ==&lt;br /&gt;
[[File:Brush size.png|none|thumb]]&lt;br /&gt;
=== Brush Size===  &lt;br /&gt;
This options to increase or decrease the size of the brush.&lt;br /&gt;
=== Brush Opaque===&lt;br /&gt;
This option to increase or decrease the opaque level (transparency) of the chosen brush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Other Options== &lt;br /&gt;
[[File:Other settings.png]]&lt;br /&gt;
[[File:Checkpoints.png|thumb|alt=|Checkpoints]]&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Visible ===  &lt;br /&gt;
This option enable/disable the checkpoints in trackeditor to hide it for a smoother work if they are not needed in the meantime.&lt;br /&gt;
&lt;br /&gt;
=== Mouse Projector===&lt;br /&gt;
This option will be enable/disable the white mouse spot. Sometimes this spot is useful, sometimes not. Decide.&lt;br /&gt;
&lt;br /&gt;
=== Camera Speed=== &lt;br /&gt;
Adjust the normal fly speed of the editor camera.&lt;br /&gt;
&lt;br /&gt;
=== Move Fast Factor=== &lt;br /&gt;
Adjust the (shift hold) fast factor of the fly speed of the editor camera.&lt;br /&gt;
&lt;br /&gt;
=== Object Mouse Sens=== &lt;br /&gt;
Adjust the speed of moving objects in object mode.&lt;br /&gt;
&lt;br /&gt;
=== Objects Rotation Sens===&lt;br /&gt;
Adjust the speed of rotating objects in object mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Other Settings== &lt;br /&gt;
[[File:Day night.png]][[File:Night.png|thumb|Night View]]&lt;br /&gt;
&lt;br /&gt;
=== Day/Time===  &lt;br /&gt;
This setting to set a time to a particular time of the day being day or night. Also allows automatic cycle from day to night.&lt;br /&gt;
If you would like to adjust the time for a check, do it like that:&lt;br /&gt;
1. Disable the day/night cycle (the checkbox must be unclicked)&lt;br /&gt;
2. Adjust the timeslider&lt;br /&gt;
3. Enable the day/night cycle and remain it to see the effect, or disable it instantly to hold the current time adjustment for further editings&lt;br /&gt;
&lt;br /&gt;
=== Track Size===  &lt;br /&gt;
This important setting to set the world size. It is important that objects (car, trees, stands etc) are scaled in proportion with the track size.&lt;br /&gt;
The TrackSize Slider will adjust the relativ heightmap-height, the relative water level and the object scaling.&lt;br /&gt;
A value between 0-510 is possible&lt;br /&gt;
&lt;br /&gt;
=== Water Level===  &lt;br /&gt;
This setting to raise or lower the water level. Can be used with the height option to create areas filled with water on track.&lt;br /&gt;
The waterlevel-range is depending on the tracksize&lt;br /&gt;
Default Setting is: 0 to hide the water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Hotkeys ===&lt;br /&gt;
Below a list of shortcuts that can be used in editor.&lt;br /&gt;
&lt;br /&gt;
[[File:Hotkeys.png]]&lt;br /&gt;
&lt;br /&gt;
=== Pressed Key (Streaming) ===&lt;br /&gt;
The &amp;quot;pressed button&amp;quot; area was specially developed for streaming or film recordings to make it easier for the viewer to follow settings and procedures.&lt;br /&gt;
[[File:Pressed key.jpg|alt=Pressed Key|left|thumb|300x300px|Pressed key]]&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=TrackEditorUpcoming&amp;diff=67</id>
		<title>TrackEditorUpcoming</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=TrackEditorUpcoming&amp;diff=67"/>
		<updated>2021-11-04T11:17:28Z</updated>

		<summary type="html">&lt;p&gt;Elharter: Protected &amp;quot;TrackEditorUpcoming&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Followed to the collected bugs and feature request we can confirm following feature changes in the future&lt;br /&gt;
&lt;br /&gt;
== UserInterface ==&lt;br /&gt;
&lt;br /&gt;
== Checkpoints ==&lt;br /&gt;
* Speed limiter checkpoints (entry checkpoint slows the car down, exiting checkpoint speeds it  back up to race speed)&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
* Stackable objects&lt;br /&gt;
* Pre-defined day/night time as default value&lt;br /&gt;
* Speed limiter (if you hit this object with the car, the car will slown down until a 2nd hit happens)&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New bug or feature found ? ==&lt;br /&gt;
Please feel free to check out the forum or add some new bugs or features [[Special:WikiForum|here]]&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=TrackEditorUpcoming&amp;diff=66</id>
		<title>TrackEditorUpcoming</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=TrackEditorUpcoming&amp;diff=66"/>
		<updated>2021-11-04T11:17:24Z</updated>

		<summary type="html">&lt;p&gt;Elharter: Created page with &amp;quot;Followed to the collected bugs and feature request we can confirm following feature changes in the future  == UserInterface ==  == Checkpoints == * Speed limiter checkpoints (...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Followed to the collected bugs and feature request we can confirm following feature changes in the future&lt;br /&gt;
&lt;br /&gt;
== UserInterface ==&lt;br /&gt;
&lt;br /&gt;
== Checkpoints ==&lt;br /&gt;
* Speed limiter checkpoints (entry checkpoint slows the car down, exiting checkpoint speeds it  back up to race speed)&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
* Stackable objects&lt;br /&gt;
* Pre-defined day/night time as default value&lt;br /&gt;
* Speed limiter (if you hit this object with the car, the car will slown down until a 2nd hit happens)&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== New bug or feature found ? ==&lt;br /&gt;
Please feel free to check out the forum or add some new bugs or features [[Special:WikiForum|here]]&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=TrackEditorInfos&amp;diff=65</id>
		<title>TrackEditorInfos</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=TrackEditorInfos&amp;diff=65"/>
		<updated>2021-11-04T11:17:05Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Interface&amp;lt;/big&amp;gt; ==&lt;br /&gt;
This track editor is a simple version and will be extented if the kickstarter goals are reached. Current version is &#039;&#039;v0.0.8&#039;&#039;   &lt;br /&gt;
&lt;br /&gt;
[[File:Editor Interface.png|800x800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Top Buttons / Modes ==&lt;br /&gt;
&lt;br /&gt;
[[File:Top menu.png]]&lt;br /&gt;
[[File:GeneRacing Heights.png|alt=GeneRacing Heights|left|thumb|150x150px|GeneRacing Heights]]&lt;br /&gt;
&lt;br /&gt;
=== Height (Mode) === &lt;br /&gt;
This button is used to create different height levels on the map. &lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;&#039;left&#039;&#039;&#039; mouse buttono to raise a height, &#039;&#039;&#039;hold shift&#039;&#039;&#039; to lower the clicked height. The selected brush at the bottom line affects the style of the height. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Texturespopup.jpg|alt=GeneRacing Texture popup window|left|thumb|150x150px|Texture Window]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Texture (Mode) === &lt;br /&gt;
This button will display a number of textures to use for different terrain example grass, asphalt, sand, snow, forest, oil and so on.&lt;br /&gt;
&lt;br /&gt;
Each click on this button brins up the texture popup window. The pencil indicates the current selected texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GeneRacing Objects.png|alt=GeneRacing Objects|left|thumb|150x150px|Objects Window]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Objects (Mode) ===  &lt;br /&gt;
This button will display a number of 3D object to populate the track example concrete walls, stands, buildings, trees, people, lights, poles, fences, cones, pits, grid points, checkpoints and so on&lt;br /&gt;
&lt;br /&gt;
If this &amp;quot;mode&amp;quot; is enabled you can:&lt;br /&gt;
* place, rotate or scale objects.&lt;br /&gt;
* select existing and placed objects on the track.&lt;br /&gt;
* Change with F6 to move, F7 to rotate and F8 to scale clicked/selected objects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Reload Objects === &lt;br /&gt;
Use this button to replace all objects like the objects are loaded ingame. The objects will be placed in a special order with different marks.&lt;br /&gt;
That means that every object in general will be placed from the a top-position to the surface by detection of each surface pixel under the object. That allows the user to combine multiple objects very close together.&lt;br /&gt;
&lt;br /&gt;
As an existing future request it´s planned to place &amp;quot;special&amp;quot; objects stacked. This is planned and will be integrated in a later update.&lt;br /&gt;
&lt;br /&gt;
=== Smooth Heights (Mode) ===  &lt;br /&gt;
An option to make the heights (elevated land) more smooth. Use one of the existing brushes at the bottom line to smooth the heights in a different way.&lt;br /&gt;
&lt;br /&gt;
=== Flatten Heights (Mode) ===  &lt;br /&gt;
An option to flat heights back to default or delete all heights.&lt;br /&gt;
[[File:GeneRacing camera settings.jpg|alt=GeneRacing camera settings|thumb|150x150px|Camera Settings]]&lt;br /&gt;
&lt;br /&gt;
=== Set Camera (Mode) ===  &lt;br /&gt;
To set the default camera angle, camera zoom and camera rotation. These camera settings are saved with the track.&lt;br /&gt;
If you are happy with a current camera setting, dont forget to press &amp;quot;save&amp;quot;, to write your settings in the cache to ensure the saving in the following xml-file (save file).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Right Buttons ==&lt;br /&gt;
[[File:Rightmenu2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create New===  &lt;br /&gt;
Click this button to start creating a new track. (Track name and resolution are required)&lt;br /&gt;
You are free to select if you just wanted to delete heights and texture, or delete all objects too (checkbox).&lt;br /&gt;
=== Settings=== &lt;br /&gt;
Click this button to change the texture-resolution or heightmap-resolution and enable/disable the autosaving-function for heavy work load.&lt;br /&gt;
=== Save File=== &lt;br /&gt;
Click this button to save your track and define a filename.&lt;br /&gt;
=== Load File===  &lt;br /&gt;
Click this button to load a GRT-Trackfile from your harddisk.&lt;br /&gt;
=== Save Height Map===  &lt;br /&gt;
Click this button to save (export) the height map. This file will be placed in your gaming directory under the \StreamingAssetFolder as a png-file.&lt;br /&gt;
=== Load Height Map===  &lt;br /&gt;
Click this button to open (Import) a height map file to your track. The loaded file will be applied directly on the open terrain.&lt;br /&gt;
=== Save Texture===  &lt;br /&gt;
Click this button to save (export) the track texure. This file will be placed in your gaming directory under the \StreamingAssetFolder as a png-file.&lt;br /&gt;
=== Load Texture===  &lt;br /&gt;
Click this button to open (import) a track texture file to your track. The loaded file will be applied directly on the open terrain.&lt;br /&gt;
=== Create Walls===  &lt;br /&gt;
Click this button to re-built the wall surrounding the track. This is very useful to see directly the last result which will be used ingame.&lt;br /&gt;
&lt;br /&gt;
If you change heights, especially close to the borders, the wall will not be adjusted directly to save cpu-performance - you have to re-create it by clicking this button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== The Track Checklist==&lt;br /&gt;
[[File:Checklist.png]]&lt;br /&gt;
*&#039;&#039;&#039;No Filename set:&#039;&#039;&#039; Every track needs to have a filename.&lt;br /&gt;
*&#039;&#039;&#039;Min 2 checkpoints:&#039;&#039;&#039; Every track needs a minimum of 2 checkpoint.&lt;br /&gt;
*&#039;&#039;&#039;All 6 Spawn point placed:&#039;&#039;&#039; Every track need to have at least six spawn point. Spawn points refer to the car starting locations on grid. Maximum spawn points allowed is 10.&lt;br /&gt;
*&#039;&#039;&#039;Min 1 Pit Box placed:&#039;&#039;&#039; Every track must have a least 1 pit box to stop for re-fueling and damage repair. More than 1 pit box is suggested.&lt;br /&gt;
*&#039;&#039;&#039;Heightmap Resolution:&#039;&#039;&#039; Check for heightmap resolution, higher resolution = less frames ingame but mor detailed heights, lower resolution = more frames ingames, but less detailed heights.&lt;br /&gt;
*&#039;&#039;&#039;Texture Resolution:&#039;&#039;&#039; Check for texture resolution.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== The Brushes ==&lt;br /&gt;
Below are the different brushes that you can find in the editor.&lt;br /&gt;
&lt;br /&gt;
[[File:Brushes.png]]&lt;br /&gt;
&lt;br /&gt;
== Brush Settings ==&lt;br /&gt;
[[File:Brush size.png|none|thumb]]&lt;br /&gt;
=== Brush Size===  &lt;br /&gt;
This options to increase or decrease the size of the brush.&lt;br /&gt;
=== Brush Opaque===&lt;br /&gt;
This option to increase or decrease the opaque level (transparency) of the chosen brush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Other Options== &lt;br /&gt;
[[File:Other settings.png]]&lt;br /&gt;
[[File:Checkpoints.png|thumb|alt=|Checkpoints]]&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Visible ===  &lt;br /&gt;
This option enable/disable the checkpoints in trackeditor to hide it for a smoother work if they are not needed in the meantime.&lt;br /&gt;
&lt;br /&gt;
=== Mouse Projector===&lt;br /&gt;
This option will be enable/disable the white mouse spot. Sometimes this spot is useful, sometimes not. Decide.&lt;br /&gt;
&lt;br /&gt;
=== Camera Speed=== &lt;br /&gt;
Adjust the normal fly speed of the editor camera.&lt;br /&gt;
&lt;br /&gt;
=== Move Fast Factor=== &lt;br /&gt;
Adjust the (shift hold) fast factor of the fly speed of the editor camera.&lt;br /&gt;
&lt;br /&gt;
=== Object Mouse Sens=== &lt;br /&gt;
Adjust the speed of moving objects in object mode.&lt;br /&gt;
&lt;br /&gt;
=== Objects Rotation Sens===&lt;br /&gt;
Adjust the speed of rotating objects in object mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Other Settings== &lt;br /&gt;
[[File:Day night.png]][[File:Night.png|thumb|Night View]]&lt;br /&gt;
&lt;br /&gt;
=== Day/Time===  &lt;br /&gt;
This setting to set a time to a particular time of the day being day or night. Also allows automatic cycle from day to night.&lt;br /&gt;
If you would like to adjust the time for a check, do it like that:&lt;br /&gt;
1. Disable the day/night cycle (the checkbox must be unclicked)&lt;br /&gt;
2. Adjust the timeslider&lt;br /&gt;
3. Enable the day/night cycle and remain it to see the effect, or disable it instantly to hold the current time adjustment for further editings&lt;br /&gt;
&lt;br /&gt;
=== Track Size===  &lt;br /&gt;
This important setting to set the world size. It is important that objects (car, trees, stands etc) are scaled in proportion with the track size.&lt;br /&gt;
The TrackSize Slider will adjust the relativ heightmap-height, the relative water level and the object scaling.&lt;br /&gt;
A value between 0-510 is possible&lt;br /&gt;
&lt;br /&gt;
=== Water Level===  &lt;br /&gt;
This setting to raise or lower the water level. Can be used with the height option to create areas filled with water on track.&lt;br /&gt;
The waterlevel-range is depending on the tracksize&lt;br /&gt;
Default Setting is: 0 to hide the water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Hotkeys ===&lt;br /&gt;
Below a list of shortcuts that can be used in editor.&lt;br /&gt;
&lt;br /&gt;
[[File:Hotkeys.png]]&lt;br /&gt;
&lt;br /&gt;
=== Pressed Key (Streaming) ===&lt;br /&gt;
The &amp;quot;pressed button&amp;quot; area was specially developed for streaming or film recordings to make it easier for the viewer to follow settings and procedures.&lt;br /&gt;
[[File:Pressed key.jpg|alt=Pressed Key|left|thumb|300x300px|Pressed key]]&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:Pressed_key.jpg&amp;diff=64</id>
		<title>File:Pressed key.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:Pressed_key.jpg&amp;diff=64"/>
		<updated>2021-11-04T11:16:52Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:Hotkeys.png&amp;diff=63</id>
		<title>File:Hotkeys.png</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:Hotkeys.png&amp;diff=63"/>
		<updated>2021-11-04T11:16:47Z</updated>

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	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=TrackEditorInfos&amp;diff=62</id>
		<title>TrackEditorInfos</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=TrackEditorInfos&amp;diff=62"/>
		<updated>2021-11-04T11:16:32Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Interface&amp;lt;/big&amp;gt; ==&lt;br /&gt;
This track editor is a simple version and will be extented if the kickstarter goals are reached. Current version is &#039;&#039;v0.0.8&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
[[File:Editor Interface.png|800x800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Top Buttons / Modes ==&lt;br /&gt;
&lt;br /&gt;
[[File:Top menu.png]]&lt;br /&gt;
[[File:GeneRacing Heights.png|alt=GeneRacing Heights|left|thumb|150x150px|GeneRacing Heights]]&lt;br /&gt;
&lt;br /&gt;
=== Height (Mode) === &lt;br /&gt;
This button is used to create different height levels on the map. &lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;&#039;left&#039;&#039;&#039; mouse buttono to raise a height, &#039;&#039;&#039;hold shift&#039;&#039;&#039; to lower the clicked height. The selected brush at the bottom line affects the style of the height. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Texturespopup.jpg|alt=GeneRacing Texture popup window|left|thumb|150x150px|Texture Window]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Texture (Mode) === &lt;br /&gt;
This button will display a number of textures to use for different terrain example grass, asphalt, sand, snow, forest, oil and so on.&lt;br /&gt;
&lt;br /&gt;
Each click on this button brins up the texture popup window. The pencil indicates the current selected texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GeneRacing Objects.png|alt=GeneRacing Objects|left|thumb|150x150px|Objects Window]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Objects (Mode) ===  &lt;br /&gt;
This button will display a number of 3D object to populate the track example concrete walls, stands, buildings, trees, people, lights, poles, fences, cones, pits, grid points, checkpoints and so on&lt;br /&gt;
&lt;br /&gt;
If this &amp;quot;mode&amp;quot; is enabled you can:&lt;br /&gt;
* place, rotate or scale objects.&lt;br /&gt;
* select existing and placed objects on the track.&lt;br /&gt;
* Change with F6 to move, F7 to rotate and F8 to scale clicked/selected objects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Reload Objects === &lt;br /&gt;
Use this button to replace all objects like the objects are loaded ingame. The objects will be placed in a special order with different marks.&lt;br /&gt;
That means that every object in general will be placed from the a top-position to the surface by detection of each surface pixel under the object. That allows the user to combine multiple objects very close together.&lt;br /&gt;
&lt;br /&gt;
As an existing future request it´s planned to place &amp;quot;special&amp;quot; objects stacked. This is planned and will be integrated in a later update.&lt;br /&gt;
&lt;br /&gt;
=== Smooth Heights (Mode) ===  &lt;br /&gt;
An option to make the heights (elevated land) more smooth. Use one of the existing brushes at the bottom line to smooth the heights in a different way.&lt;br /&gt;
&lt;br /&gt;
=== Flatten Heights (Mode) ===  &lt;br /&gt;
An option to flat heights back to default or delete all heights.&lt;br /&gt;
[[File:GeneRacing camera settings.jpg|alt=GeneRacing camera settings|thumb|150x150px|Camera Settings]]&lt;br /&gt;
&lt;br /&gt;
=== Set Camera (Mode) ===  &lt;br /&gt;
To set the default camera angle, camera zoom and camera rotation. These camera settings are saved with the track.&lt;br /&gt;
If you are happy with a current camera setting, dont forget to press &amp;quot;save&amp;quot;, to write your settings in the cache to ensure the saving in the following xml-file (save file).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Right Buttons ==&lt;br /&gt;
[[File:Rightmenu2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create New===  &lt;br /&gt;
Click this button to start creating a new track. (Track name and resolution are required)&lt;br /&gt;
You are free to select if you just wanted to delete heights and texture, or delete all objects too (checkbox).&lt;br /&gt;
=== Settings=== &lt;br /&gt;
Click this button to change the texture-resolution or heightmap-resolution and enable/disable the autosaving-function for heavy work load.&lt;br /&gt;
=== Save File=== &lt;br /&gt;
Click this button to save your track and define a filename.&lt;br /&gt;
=== Load File===  &lt;br /&gt;
Click this button to load a GRT-Trackfile from your harddisk.&lt;br /&gt;
=== Save Height Map===  &lt;br /&gt;
Click this button to save (export) the height map. This file will be placed in your gaming directory under the \StreamingAssetFolder as a png-file.&lt;br /&gt;
=== Load Height Map===  &lt;br /&gt;
Click this button to open (Import) a height map file to your track. The loaded file will be applied directly on the open terrain.&lt;br /&gt;
=== Save Texture===  &lt;br /&gt;
Click this button to save (export) the track texure. This file will be placed in your gaming directory under the \StreamingAssetFolder as a png-file.&lt;br /&gt;
=== Load Texture===  &lt;br /&gt;
Click this button to open (import) a track texture file to your track. The loaded file will be applied directly on the open terrain.&lt;br /&gt;
=== Create Walls===  &lt;br /&gt;
Click this button to re-built the wall surrounding the track. This is very useful to see directly the last result which will be used ingame.&lt;br /&gt;
&lt;br /&gt;
If you change heights, especially close to the borders, the wall will not be adjusted directly to save cpu-performance - you have to re-create it by clicking this button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== The Track Checklist==&lt;br /&gt;
[[File:Checklist.png]]&lt;br /&gt;
*&#039;&#039;&#039;No Filename set:&#039;&#039;&#039; Every track needs to have a filename.&lt;br /&gt;
*&#039;&#039;&#039;Min 2 checkpoints:&#039;&#039;&#039; Every track needs a minimum of 2 checkpoint.&lt;br /&gt;
*&#039;&#039;&#039;All 6 Spawn point placed:&#039;&#039;&#039; Every track need to have at least six spawn point. Spawn points refer to the car starting locations on grid. Maximum spawn points allowed is 10.&lt;br /&gt;
*&#039;&#039;&#039;Min 1 Pit Box placed:&#039;&#039;&#039; Every track must have a least 1 pit box to stop for re-fueling and damage repair. More than 1 pit box is suggested.&lt;br /&gt;
*&#039;&#039;&#039;Heightmap Resolution:&#039;&#039;&#039; Check for heightmap resolution, higher resolution = less frames ingame but mor detailed heights, lower resolution = more frames ingames, but less detailed heights.&lt;br /&gt;
*&#039;&#039;&#039;Texture Resolution:&#039;&#039;&#039; Check for texture resolution.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== The Brushes ==&lt;br /&gt;
Below are the different brushes that you can find in the editor.&lt;br /&gt;
&lt;br /&gt;
[[File:Brushes.png]]&lt;br /&gt;
&lt;br /&gt;
== Brush Settings ==&lt;br /&gt;
[[File:Brush size.png|none|thumb]]&lt;br /&gt;
=== Brush Size===  &lt;br /&gt;
This options to increase or decrease the size of the brush.&lt;br /&gt;
=== Brush Opaque===&lt;br /&gt;
This option to increase or decrease the opaque level (transparency) of the chosen brush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Other Options== &lt;br /&gt;
[[File:Other settings.png]]&lt;br /&gt;
[[File:Checkpoints.png|thumb|alt=|Checkpoints]]&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Visible ===  &lt;br /&gt;
This option enable/disable the checkpoints in trackeditor to hide it for a smoother work if they are not needed in the meantime.&lt;br /&gt;
&lt;br /&gt;
=== Mouse Projector===&lt;br /&gt;
This option will be enable/disable the white mouse spot. Sometimes this spot is useful, sometimes not. Decide.&lt;br /&gt;
&lt;br /&gt;
=== Camera Speed=== &lt;br /&gt;
Adjust the normal fly speed of the editor camera.&lt;br /&gt;
&lt;br /&gt;
=== Move Fast Factor=== &lt;br /&gt;
Adjust the (shift hold) fast factor of the fly speed of the editor camera.&lt;br /&gt;
&lt;br /&gt;
=== Object Mouse Sens=== &lt;br /&gt;
Adjust the speed of moving objects in object mode.&lt;br /&gt;
&lt;br /&gt;
=== Objects Rotation Sens===&lt;br /&gt;
Adjust the speed of rotating objects in object mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Other Settings== &lt;br /&gt;
[[File:Day night.png]][[File:Night.png|thumb|Night View]]&lt;br /&gt;
&lt;br /&gt;
=== Day/Time===  &lt;br /&gt;
This setting to set a time to a particular time of the day being day or night. Also allows automatic cycle from day to night.&lt;br /&gt;
If you would like to adjust the time for a check, do it like that:&lt;br /&gt;
1. Disable the day/night cycle (the checkbox must be unclicked)&lt;br /&gt;
2. Adjust the timeslider&lt;br /&gt;
3. Enable the day/night cycle and remain it to see the effect, or disable it instantly to hold the current time adjustment for further editings&lt;br /&gt;
&lt;br /&gt;
=== Track Size===  &lt;br /&gt;
This important setting to set the world size. It is important that objects (car, trees, stands etc) are scaled in proportion with the track size.&lt;br /&gt;
The TrackSize Slider will adjust the relativ heightmap-height, the relative water level and the object scaling.&lt;br /&gt;
A value between 0-510 is possible&lt;br /&gt;
&lt;br /&gt;
=== Water Level===  &lt;br /&gt;
This setting to raise or lower the water level. Can be used with the height option to create areas filled with water on track.&lt;br /&gt;
The waterlevel-range is depending on the tracksize&lt;br /&gt;
Default Setting is: 0 to hide the water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Hotkeys ===&lt;br /&gt;
Below a list of shortcuts that can be used in editor.&lt;br /&gt;
&lt;br /&gt;
[[File:Hotkeys.png]]&lt;br /&gt;
&lt;br /&gt;
=== Pressed Key (Streaming) ===&lt;br /&gt;
The &amp;quot;pressed button&amp;quot; area was specially developed for streaming or film recordings to make it easier for the viewer to follow settings and procedures.&lt;br /&gt;
[[File:Pressed key.jpg|alt=Pressed Key|left|thumb|300x300px|Pressed key]]&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:Night.png&amp;diff=61</id>
		<title>File:Night.png</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:Night.png&amp;diff=61"/>
		<updated>2021-11-04T11:16:18Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:Checkpoints.png&amp;diff=60</id>
		<title>File:Checkpoints.png</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:Checkpoints.png&amp;diff=60"/>
		<updated>2021-11-04T11:16:13Z</updated>

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&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
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	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:Day_night.png&amp;diff=59</id>
		<title>File:Day night.png</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:Day_night.png&amp;diff=59"/>
		<updated>2021-11-04T11:16:08Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:Other_settings.png&amp;diff=58</id>
		<title>File:Other settings.png</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:Other_settings.png&amp;diff=58"/>
		<updated>2021-11-04T11:16:04Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:Brush_size.png&amp;diff=57</id>
		<title>File:Brush size.png</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:Brush_size.png&amp;diff=57"/>
		<updated>2021-11-04T11:16:00Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
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	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:Brushes.png&amp;diff=56</id>
		<title>File:Brushes.png</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:Brushes.png&amp;diff=56"/>
		<updated>2021-11-04T11:15:56Z</updated>

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&lt;hr /&gt;
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	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:Checklist.png&amp;diff=55</id>
		<title>File:Checklist.png</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:Checklist.png&amp;diff=55"/>
		<updated>2021-11-04T11:15:52Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:GeneRacing_camera_settings.jpg&amp;diff=54</id>
		<title>File:GeneRacing camera settings.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:GeneRacing_camera_settings.jpg&amp;diff=54"/>
		<updated>2021-11-04T11:15:33Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:Rightmenu2.png&amp;diff=53</id>
		<title>File:Rightmenu2.png</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:Rightmenu2.png&amp;diff=53"/>
		<updated>2021-11-04T11:15:22Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=TrackEditorInfos&amp;diff=52</id>
		<title>TrackEditorInfos</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=TrackEditorInfos&amp;diff=52"/>
		<updated>2021-11-04T11:14:57Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Interface&amp;lt;/big&amp;gt; ==&lt;br /&gt;
This track editor is a simple version and will be extented if the kickstarter goals are reached. Current version is &#039;&#039;v0.0.8&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[File:Editor Interface.png|800x800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Top Buttons / Modes ==&lt;br /&gt;
&lt;br /&gt;
[[File:Top menu.png]]&lt;br /&gt;
[[File:GeneRacing Heights.png|alt=GeneRacing Heights|left|thumb|150x150px|GeneRacing Heights]]&lt;br /&gt;
&lt;br /&gt;
=== Height (Mode) === &lt;br /&gt;
This button is used to create different height levels on the map. &lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;&#039;left&#039;&#039;&#039; mouse buttono to raise a height, &#039;&#039;&#039;hold shift&#039;&#039;&#039; to lower the clicked height. The selected brush at the bottom line affects the style of the height. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Texturespopup.jpg|alt=GeneRacing Texture popup window|left|thumb|150x150px|Texture Window]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Texture (Mode) === &lt;br /&gt;
This button will display a number of textures to use for different terrain example grass, asphalt, sand, snow, forest, oil and so on.&lt;br /&gt;
&lt;br /&gt;
Each click on this button brins up the texture popup window. The pencil indicates the current selected texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GeneRacing Objects.png|alt=GeneRacing Objects|left|thumb|150x150px|Objects Window]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Objects (Mode) ===  &lt;br /&gt;
This button will display a number of 3D object to populate the track example concrete walls, stands, buildings, trees, people, lights, poles, fences, cones, pits, grid points, checkpoints and so on&lt;br /&gt;
&lt;br /&gt;
If this &amp;quot;mode&amp;quot; is enabled you can:&lt;br /&gt;
* place, rotate or scale objects.&lt;br /&gt;
* select existing and placed objects on the track.&lt;br /&gt;
* Change with F6 to move, F7 to rotate and F8 to scale clicked/selected objects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Reload Objects === &lt;br /&gt;
Use this button to replace all objects like the objects are loaded ingame. The objects will be placed in a special order with different marks.&lt;br /&gt;
That means that every object in general will be placed from the a top-position to the surface by detection of each surface pixel under the object. That allows the user to combine multiple objects very close together.&lt;br /&gt;
&lt;br /&gt;
As an existing future request it´s planned to place &amp;quot;special&amp;quot; objects stacked. This is planned and will be integrated in a later update.&lt;br /&gt;
&lt;br /&gt;
=== Smooth Heights (Mode) ===  &lt;br /&gt;
An option to make the heights (elevated land) more smooth. Use one of the existing brushes at the bottom line to smooth the heights in a different way.&lt;br /&gt;
&lt;br /&gt;
=== Flatten Heights (Mode) ===  &lt;br /&gt;
An option to flat heights back to default or delete all heights.&lt;br /&gt;
[[File:GeneRacing camera settings.jpg|alt=GeneRacing camera settings|thumb|150x150px|Camera Settings]]&lt;br /&gt;
&lt;br /&gt;
=== Set Camera (Mode) ===  &lt;br /&gt;
To set the default camera angle, camera zoom and camera rotation. These camera settings are saved with the track.&lt;br /&gt;
If you are happy with a current camera setting, dont forget to press &amp;quot;save&amp;quot;, to write your settings in the cache to ensure the saving in the following xml-file (save file).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Right Buttons ==&lt;br /&gt;
[[File:Rightmenu2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create New===  &lt;br /&gt;
Click this button to start creating a new track. (Track name and resolution are required)&lt;br /&gt;
You are free to select if you just wanted to delete heights and texture, or delete all objects too (checkbox).&lt;br /&gt;
=== Settings=== &lt;br /&gt;
Click this button to change the texture-resolution or heightmap-resolution and enable/disable the autosaving-function for heavy work load.&lt;br /&gt;
=== Save File=== &lt;br /&gt;
Click this button to save your track and define a filename.&lt;br /&gt;
=== Load File===  &lt;br /&gt;
Click this button to load a GRT-Trackfile from your harddisk.&lt;br /&gt;
=== Save Height Map===  &lt;br /&gt;
Click this button to save (export) the height map. This file will be placed in your gaming directory under the \StreamingAssetFolder as a png-file.&lt;br /&gt;
=== Load Height Map===  &lt;br /&gt;
Click this button to open (Import) a height map file to your track. The loaded file will be applied directly on the open terrain.&lt;br /&gt;
=== Save Texture===  &lt;br /&gt;
Click this button to save (export) the track texure. This file will be placed in your gaming directory under the \StreamingAssetFolder as a png-file.&lt;br /&gt;
=== Load Texture===  &lt;br /&gt;
Click this button to open (import) a track texture file to your track. The loaded file will be applied directly on the open terrain.&lt;br /&gt;
=== Create Walls===  &lt;br /&gt;
Click this button to re-built the wall surrounding the track. This is very useful to see directly the last result which will be used ingame.&lt;br /&gt;
&lt;br /&gt;
If you change heights, especially close to the borders, the wall will not be adjusted directly to save cpu-performance - you have to re-create it by clicking this button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== The Track Checklist==&lt;br /&gt;
[[File:Checklist.png]]&lt;br /&gt;
*&#039;&#039;&#039;No Filename set:&#039;&#039;&#039; Every track needs to have a filename.&lt;br /&gt;
*&#039;&#039;&#039;Min 2 checkpoints:&#039;&#039;&#039; Every track needs a minimum of 2 checkpoint.&lt;br /&gt;
*&#039;&#039;&#039;All 6 Spawn point placed:&#039;&#039;&#039; Every track need to have at least six spawn point. Spawn points refer to the car starting locations on grid. Maximum spawn points allowed is 10.&lt;br /&gt;
*&#039;&#039;&#039;Min 1 Pit Box placed:&#039;&#039;&#039; Every track must have a least 1 pit box to stop for re-fueling and damage repair. More than 1 pit box is suggested.&lt;br /&gt;
*&#039;&#039;&#039;Heightmap Resolution:&#039;&#039;&#039; Check for heightmap resolution, higher resolution = less frames ingame but mor detailed heights, lower resolution = more frames ingames, but less detailed heights.&lt;br /&gt;
*&#039;&#039;&#039;Texture Resolution:&#039;&#039;&#039; Check for texture resolution.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== The Brushes ==&lt;br /&gt;
Below are the different brushes that you can find in the editor.&lt;br /&gt;
&lt;br /&gt;
[[File:Brushes.png]]&lt;br /&gt;
&lt;br /&gt;
== Brush Settings ==&lt;br /&gt;
[[File:Brush size.png|none|thumb]]&lt;br /&gt;
=== Brush Size===  &lt;br /&gt;
This options to increase or decrease the size of the brush.&lt;br /&gt;
=== Brush Opaque===&lt;br /&gt;
This option to increase or decrease the opaque level (transparency) of the chosen brush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Other Options== &lt;br /&gt;
[[File:Other settings.png]]&lt;br /&gt;
[[File:Checkpoints.png|thumb|alt=|Checkpoints]]&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Visible ===  &lt;br /&gt;
This option enable/disable the checkpoints in trackeditor to hide it for a smoother work if they are not needed in the meantime.&lt;br /&gt;
&lt;br /&gt;
=== Mouse Projector===&lt;br /&gt;
This option will be enable/disable the white mouse spot. Sometimes this spot is useful, sometimes not. Decide.&lt;br /&gt;
&lt;br /&gt;
=== Camera Speed=== &lt;br /&gt;
Adjust the normal fly speed of the editor camera.&lt;br /&gt;
&lt;br /&gt;
=== Move Fast Factor=== &lt;br /&gt;
Adjust the (shift hold) fast factor of the fly speed of the editor camera.&lt;br /&gt;
&lt;br /&gt;
=== Object Mouse Sens=== &lt;br /&gt;
Adjust the speed of moving objects in object mode.&lt;br /&gt;
&lt;br /&gt;
=== Objects Rotation Sens===&lt;br /&gt;
Adjust the speed of rotating objects in object mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Other Settings== &lt;br /&gt;
[[File:Day night.png]][[File:Night.png|thumb|Night View]]&lt;br /&gt;
&lt;br /&gt;
=== Day/Time===  &lt;br /&gt;
This setting to set a time to a particular time of the day being day or night. Also allows automatic cycle from day to night.&lt;br /&gt;
If you would like to adjust the time for a check, do it like that:&lt;br /&gt;
1. Disable the day/night cycle (the checkbox must be unclicked)&lt;br /&gt;
2. Adjust the timeslider&lt;br /&gt;
3. Enable the day/night cycle and remain it to see the effect, or disable it instantly to hold the current time adjustment for further editings&lt;br /&gt;
&lt;br /&gt;
=== Track Size===  &lt;br /&gt;
This important setting to set the world size. It is important that objects (car, trees, stands etc) are scaled in proportion with the track size.&lt;br /&gt;
The TrackSize Slider will adjust the relativ heightmap-height, the relative water level and the object scaling.&lt;br /&gt;
A value between 0-510 is possible&lt;br /&gt;
&lt;br /&gt;
=== Water Level===  &lt;br /&gt;
This setting to raise or lower the water level. Can be used with the height option to create areas filled with water on track.&lt;br /&gt;
The waterlevel-range is depending on the tracksize&lt;br /&gt;
Default Setting is: 0 to hide the water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Hotkeys ===&lt;br /&gt;
Below a list of shortcuts that can be used in editor.&lt;br /&gt;
&lt;br /&gt;
[[File:Hotkeys.png]]&lt;br /&gt;
&lt;br /&gt;
=== Pressed Key (Streaming) ===&lt;br /&gt;
The &amp;quot;pressed button&amp;quot; area was specially developed for streaming or film recordings to make it easier for the viewer to follow settings and procedures.&lt;br /&gt;
[[File:Pressed key.jpg|alt=Pressed Key|left|thumb|300x300px|Pressed key]]&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:GeneRacing_Objects.png&amp;diff=51</id>
		<title>File:GeneRacing Objects.png</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:GeneRacing_Objects.png&amp;diff=51"/>
		<updated>2021-11-04T11:14:40Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:Texturespopup.jpg&amp;diff=50</id>
		<title>File:Texturespopup.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:Texturespopup.jpg&amp;diff=50"/>
		<updated>2021-11-04T11:14:32Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=File:GeneRacing_Heights.png&amp;diff=49</id>
		<title>File:GeneRacing Heights.png</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=File:GeneRacing_Heights.png&amp;diff=49"/>
		<updated>2021-11-04T11:14:26Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
	</entry>
	<entry>
		<id>https://www.gent-racing.com/wiki/index.php?title=TrackEditorInfos&amp;diff=48</id>
		<title>TrackEditorInfos</title>
		<link rel="alternate" type="text/html" href="https://www.gent-racing.com/wiki/index.php?title=TrackEditorInfos&amp;diff=48"/>
		<updated>2021-11-04T11:13:44Z</updated>

		<summary type="html">&lt;p&gt;Elharter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Interface&amp;lt;/big&amp;gt; ==&lt;br /&gt;
This track editor is a simple version and will be extented if the kickstarter goals are reached. Current version is &#039;&#039;v0.0.8&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Editor Interface.png|800x800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Top Buttons / Modes ==&lt;br /&gt;
&lt;br /&gt;
[[File:Top menu.png]]&lt;br /&gt;
[[File:GeneRacing Heights.png|alt=GeneRacing Heights|left|thumb|150x150px|GeneRacing Heights]]&lt;br /&gt;
&lt;br /&gt;
=== Height (Mode) === &lt;br /&gt;
This button is used to create different height levels on the map. &lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;&#039;left&#039;&#039;&#039; mouse buttono to raise a height, &#039;&#039;&#039;hold shift&#039;&#039;&#039; to lower the clicked height. The selected brush at the bottom line affects the style of the height. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Texturespopup.jpg|alt=GeneRacing Texture popup window|left|thumb|150x150px|Texture Window]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Texture (Mode) === &lt;br /&gt;
This button will display a number of textures to use for different terrain example grass, asphalt, sand, snow, forest, oil and so on.&lt;br /&gt;
&lt;br /&gt;
Each click on this button brins up the texture popup window. The pencil indicates the current selected texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:GeneRacing Objects.png|alt=GeneRacing Objects|left|thumb|150x150px|Objects Window]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Objects (Mode) ===  &lt;br /&gt;
This button will display a number of 3D object to populate the track example concrete walls, stands, buildings, trees, people, lights, poles, fences, cones, pits, grid points, checkpoints and so on&lt;br /&gt;
&lt;br /&gt;
If this &amp;quot;mode&amp;quot; is enabled you can:&lt;br /&gt;
* place, rotate or scale objects.&lt;br /&gt;
* select existing and placed objects on the track.&lt;br /&gt;
* Change with F6 to move, F7 to rotate and F8 to scale clicked/selected objects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Reload Objects === &lt;br /&gt;
Use this button to replace all objects like the objects are loaded ingame. The objects will be placed in a special order with different marks.&lt;br /&gt;
That means that every object in general will be placed from the a top-position to the surface by detection of each surface pixel under the object. That allows the user to combine multiple objects very close together.&lt;br /&gt;
&lt;br /&gt;
As an existing future request it´s planned to place &amp;quot;special&amp;quot; objects stacked. This is planned and will be integrated in a later update.&lt;br /&gt;
&lt;br /&gt;
=== Smooth Heights (Mode) ===  &lt;br /&gt;
An option to make the heights (elevated land) more smooth. Use one of the existing brushes at the bottom line to smooth the heights in a different way.&lt;br /&gt;
&lt;br /&gt;
=== Flatten Heights (Mode) ===  &lt;br /&gt;
An option to flat heights back to default or delete all heights.&lt;br /&gt;
[[File:GeneRacing camera settings.jpg|alt=GeneRacing camera settings|thumb|150x150px|Camera Settings]]&lt;br /&gt;
&lt;br /&gt;
=== Set Camera (Mode) ===  &lt;br /&gt;
To set the default camera angle, camera zoom and camera rotation. These camera settings are saved with the track.&lt;br /&gt;
If you are happy with a current camera setting, dont forget to press &amp;quot;save&amp;quot;, to write your settings in the cache to ensure the saving in the following xml-file (save file).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Right Buttons ==&lt;br /&gt;
[[File:Rightmenu2.png]]&lt;br /&gt;
&lt;br /&gt;
=== Create New===  &lt;br /&gt;
Click this button to start creating a new track. (Track name and resolution are required)&lt;br /&gt;
You are free to select if you just wanted to delete heights and texture, or delete all objects too (checkbox).&lt;br /&gt;
=== Settings=== &lt;br /&gt;
Click this button to change the texture-resolution or heightmap-resolution and enable/disable the autosaving-function for heavy work load.&lt;br /&gt;
=== Save File=== &lt;br /&gt;
Click this button to save your track and define a filename.&lt;br /&gt;
=== Load File===  &lt;br /&gt;
Click this button to load a GRT-Trackfile from your harddisk.&lt;br /&gt;
=== Save Height Map===  &lt;br /&gt;
Click this button to save (export) the height map. This file will be placed in your gaming directory under the \StreamingAssetFolder as a png-file.&lt;br /&gt;
=== Load Height Map===  &lt;br /&gt;
Click this button to open (Import) a height map file to your track. The loaded file will be applied directly on the open terrain.&lt;br /&gt;
=== Save Texture===  &lt;br /&gt;
Click this button to save (export) the track texure. This file will be placed in your gaming directory under the \StreamingAssetFolder as a png-file.&lt;br /&gt;
=== Load Texture===  &lt;br /&gt;
Click this button to open (import) a track texture file to your track. The loaded file will be applied directly on the open terrain.&lt;br /&gt;
=== Create Walls===  &lt;br /&gt;
Click this button to re-built the wall surrounding the track. This is very useful to see directly the last result which will be used ingame.&lt;br /&gt;
&lt;br /&gt;
If you change heights, especially close to the borders, the wall will not be adjusted directly to save cpu-performance - you have to re-create it by clicking this button.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== The Track Checklist==&lt;br /&gt;
[[File:Checklist.png]]&lt;br /&gt;
*&#039;&#039;&#039;No Filename set:&#039;&#039;&#039; Every track needs to have a filename.&lt;br /&gt;
*&#039;&#039;&#039;Min 2 checkpoints:&#039;&#039;&#039; Every track needs a minimum of 2 checkpoint.&lt;br /&gt;
*&#039;&#039;&#039;All 6 Spawn point placed:&#039;&#039;&#039; Every track need to have at least six spawn point. Spawn points refer to the car starting locations on grid. Maximum spawn points allowed is 10.&lt;br /&gt;
*&#039;&#039;&#039;Min 1 Pit Box placed:&#039;&#039;&#039; Every track must have a least 1 pit box to stop for re-fueling and damage repair. More than 1 pit box is suggested.&lt;br /&gt;
*&#039;&#039;&#039;Heightmap Resolution:&#039;&#039;&#039; Check for heightmap resolution, higher resolution = less frames ingame but mor detailed heights, lower resolution = more frames ingames, but less detailed heights.&lt;br /&gt;
*&#039;&#039;&#039;Texture Resolution:&#039;&#039;&#039; Check for texture resolution.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== The Brushes ==&lt;br /&gt;
Below are the different brushes that you can find in the editor.&lt;br /&gt;
&lt;br /&gt;
[[File:Brushes.png]]&lt;br /&gt;
&lt;br /&gt;
== Brush Settings ==&lt;br /&gt;
[[File:Brush size.png|none|thumb]]&lt;br /&gt;
=== Brush Size===  &lt;br /&gt;
This options to increase or decrease the size of the brush.&lt;br /&gt;
=== Brush Opaque===&lt;br /&gt;
This option to increase or decrease the opaque level (transparency) of the chosen brush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Other Options== &lt;br /&gt;
[[File:Other settings.png]]&lt;br /&gt;
[[File:Checkpoints.png|thumb|alt=|Checkpoints]]&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Visible ===  &lt;br /&gt;
This option enable/disable the checkpoints in trackeditor to hide it for a smoother work if they are not needed in the meantime.&lt;br /&gt;
&lt;br /&gt;
=== Mouse Projector===&lt;br /&gt;
This option will be enable/disable the white mouse spot. Sometimes this spot is useful, sometimes not. Decide.&lt;br /&gt;
&lt;br /&gt;
=== Camera Speed=== &lt;br /&gt;
Adjust the normal fly speed of the editor camera.&lt;br /&gt;
&lt;br /&gt;
=== Move Fast Factor=== &lt;br /&gt;
Adjust the (shift hold) fast factor of the fly speed of the editor camera.&lt;br /&gt;
&lt;br /&gt;
=== Object Mouse Sens=== &lt;br /&gt;
Adjust the speed of moving objects in object mode.&lt;br /&gt;
&lt;br /&gt;
=== Objects Rotation Sens===&lt;br /&gt;
Adjust the speed of rotating objects in object mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Other Settings== &lt;br /&gt;
[[File:Day night.png]][[File:Night.png|thumb|Night View]]&lt;br /&gt;
&lt;br /&gt;
=== Day/Time===  &lt;br /&gt;
This setting to set a time to a particular time of the day being day or night. Also allows automatic cycle from day to night.&lt;br /&gt;
If you would like to adjust the time for a check, do it like that:&lt;br /&gt;
1. Disable the day/night cycle (the checkbox must be unclicked)&lt;br /&gt;
2. Adjust the timeslider&lt;br /&gt;
3. Enable the day/night cycle and remain it to see the effect, or disable it instantly to hold the current time adjustment for further editings&lt;br /&gt;
&lt;br /&gt;
=== Track Size===  &lt;br /&gt;
This important setting to set the world size. It is important that objects (car, trees, stands etc) are scaled in proportion with the track size.&lt;br /&gt;
The TrackSize Slider will adjust the relativ heightmap-height, the relative water level and the object scaling.&lt;br /&gt;
A value between 0-510 is possible&lt;br /&gt;
&lt;br /&gt;
=== Water Level===  &lt;br /&gt;
This setting to raise or lower the water level. Can be used with the height option to create areas filled with water on track.&lt;br /&gt;
The waterlevel-range is depending on the tracksize&lt;br /&gt;
Default Setting is: 0 to hide the water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Hotkeys ===&lt;br /&gt;
Below a list of shortcuts that can be used in editor.&lt;br /&gt;
&lt;br /&gt;
[[File:Hotkeys.png]]&lt;br /&gt;
&lt;br /&gt;
=== Pressed Key (Streaming) ===&lt;br /&gt;
The &amp;quot;pressed button&amp;quot; area was specially developed for streaming or film recordings to make it easier for the viewer to follow settings and procedures.&lt;br /&gt;
[[File:Pressed key.jpg|alt=Pressed Key|left|thumb|300x300px|Pressed key]]&lt;/div&gt;</summary>
		<author><name>Elharter</name></author>
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