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	<title>Comments on: Welcome Wolfenstein: Enemy Territory and Return to Castle Wolfenstein!</title>
	<atom:link href="http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/feed/" rel="self" type="application/rss+xml" />
	<link>http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/</link>
	<description></description>
	<lastBuildDate>Mon, 09 Apr 2012 17:10:14 +0000</lastBuildDate>
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	<item>
		<title>By: Jason</title>
		<link>http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/comment-page-1/#comment-2964</link>
		<dc:creator>Jason</dc:creator>
		<pubDate>Mon, 09 Apr 2012 17:10:14 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/?p=251#comment-2964</guid>
		<description>Will someone by any chance make a modified version of the rtcw sp source code to be able to compile on vs2010 without any incompatiability issues?</description>
		<content:encoded><![CDATA[<p>Will someone by any chance make a modified version of the rtcw sp source code to be able to compile on vs2010 without any incompatiability issues?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: R.L.133</title>
		<link>http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/comment-page-1/#comment-2736</link>
		<dc:creator>R.L.133</dc:creator>
		<pubDate>Tue, 22 Nov 2011 16:08:34 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/?p=251#comment-2736</guid>
		<description>thanks to Uncle Squid. I had compiled the sources as the method what you had said and I got a work-fine compiled version of RTCW-SP without crash when facing flame zombie.</description>
		<content:encoded><![CDATA[<p>thanks to Uncle Squid. I had compiled the sources as the method what you had said and I got a work-fine compiled version of RTCW-SP without crash when facing flame zombie.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jim</title>
		<link>http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/comment-page-1/#comment-2692</link>
		<dc:creator>Jim</dc:creator>
		<pubDate>Tue, 13 Sep 2011 00:09:55 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/?p=251#comment-2692</guid>
		<description>iortcw and iowolfet are dead. They were doomed to be forgotten right from the start. Too bad, would also have liked to contribute...</description>
		<content:encoded><![CDATA[<p>iortcw and iowolfet are dead. They were doomed to be forgotten right from the start. Too bad, would also have liked to contribute&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: davn</title>
		<link>http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/comment-page-1/#comment-2691</link>
		<dc:creator>davn</dc:creator>
		<pubDate>Sun, 11 Sep 2011 14:37:06 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/?p=251#comment-2691</guid>
		<description>I have the same question: how the new community of enemy-territory is organized ? That would be great to have a dedicated website, we would be able to share our ideas about new features.

Firstly, that would be awesome to have an executable already patched, ready to install and play or even a .deb/.rpm. with sound already fixed. And an extra package for each mod.

Thanks :)</description>
		<content:encoded><![CDATA[<p>I have the same question: how the new community of enemy-territory is organized ? That would be great to have a dedicated website, we would be able to share our ideas about new features.</p>
<p>Firstly, that would be awesome to have an executable already patched, ready to install and play or even a .deb/.rpm. with sound already fixed. And an extra package for each mod.</p>
<p>Thanks <img src='http://ioquake3.org/wp/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: massimo soricetti</title>
		<link>http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/comment-page-1/#comment-2605</link>
		<dc:creator>massimo soricetti</dc:creator>
		<pubDate>Sat, 18 Jun 2011 05:10:13 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/?p=251#comment-2605</guid>
		<description>I would like to contribute and already downloaded all the hg repository and started peering through sources... but how do I commit my work? Is there a man in charge? A code reviewer or anyone that say what is good and what is bad? A developer team with guidelines and a roadmap?

I saw ioquake3 makes many separate exe for separate tasks, maybe this should be the case here too?
For now I&#039;m focusing on Win7 64 bit port, since this is is MY system :-D Anyone can tell me how this community is organized?</description>
		<content:encoded><![CDATA[<p>I would like to contribute and already downloaded all the hg repository and started peering through sources&#8230; but how do I commit my work? Is there a man in charge? A code reviewer or anyone that say what is good and what is bad? A developer team with guidelines and a roadmap?</p>
<p>I saw ioquake3 makes many separate exe for separate tasks, maybe this should be the case here too?<br />
For now I&#8217;m focusing on Win7 64 bit port, since this is is MY system <img src='http://ioquake3.org/wp/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley' />  Anyone can tell me how this community is organized?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: beza1e1</title>
		<link>http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/comment-page-1/#comment-2589</link>
		<dc:creator>beza1e1</dc:creator>
		<pubDate>Fri, 27 May 2011 15:48:51 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/?p=251#comment-2589</guid>
		<description>So raedwulf-et seems to be the most promising version? Last change 2011-04-14:

https://bitbucket.org/tcmreastwood/raedwulf-et</description>
		<content:encoded><![CDATA[<p>So raedwulf-et seems to be the most promising version? Last change 2011-04-14:</p>
<p><a href="https://bitbucket.org/tcmreastwood/raedwulf-et" rel="nofollow">https://bitbucket.org/tcmreastwood/raedwulf-et</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: fretn</title>
		<link>http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/comment-page-1/#comment-2539</link>
		<dc:creator>fretn</dc:creator>
		<pubDate>Fri, 01 Apr 2011 09:47:15 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/?p=251#comment-2539</guid>
		<description>I&#039;m a bit stuck with the player animations .. :)</description>
		<content:encoded><![CDATA[<p>I&#8217;m a bit stuck with the player animations .. <img src='http://ioquake3.org/wp/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TAXI</title>
		<link>http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/comment-page-1/#comment-2537</link>
		<dc:creator>TAXI</dc:creator>
		<pubDate>Mon, 28 Mar 2011 10:23:52 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/?p=251#comment-2537</guid>
		<description>Is this still alive?
I can&#039;t see any status change in the bug tracker. -.-</description>
		<content:encoded><![CDATA[<p>Is this still alive?<br />
I can&#8217;t see any status change in the bug tracker. -.-</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: fretn</title>
		<link>http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/comment-page-1/#comment-2523</link>
		<dc:creator>fretn</dc:creator>
		<pubDate>Thu, 10 Feb 2011 13:57:41 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/?p=251#comment-2523</guid>
		<description>I created to projects where I ported the ioquake system code to rtcw multiplayer and rtcw singleplayer, the makefile compiles on ubuntu linux 9.10, it also cross compiles windows binaries on the same system. and it compiles on mac os x 10.6.6

http://code.google.com/p/bzzwolfmp/
http://code.google.com/p/bzzwolfsp/</description>
		<content:encoded><![CDATA[<p>I created to projects where I ported the ioquake system code to rtcw multiplayer and rtcw singleplayer, the makefile compiles on ubuntu linux 9.10, it also cross compiles windows binaries on the same system. and it compiles on mac os x 10.6.6</p>
<p><a href="http://code.google.com/p/bzzwolfmp/" rel="nofollow">http://code.google.com/p/bzzwolfmp/</a><br />
<a href="http://code.google.com/p/bzzwolfsp/" rel="nofollow">http://code.google.com/p/bzzwolfsp/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Uncle Squid</title>
		<link>http://ioquake3.org/2010/08/12/welcome-wolfenstein-enemy-territory-and-return-to-castle-wolfenstein/comment-page-1/#comment-2027</link>
		<dc:creator>Uncle Squid</dc:creator>
		<pubDate>Thu, 16 Dec 2010 04:13:47 +0000</pubDate>
		<guid isPermaLink="false">http://ioquake3.org/?p=251#comment-2027</guid>
		<description>Here are some instructions I wrote to compile and run iortcw on 64-bit Ubuntu Linux.  These instructions assume that you&#039;re using a 64-bit version of Ubuntu 10.04 (Lucid Lynx), which is no longer the most recent version of Ubuntu.  I&#039;m sure that you can compile iortcw on newer versions of Ubuntu with few modifications, but I haven&#039;t tried it.  Using these instructions, the game runs great for me on Ubuntu Lucid.

The contents of this post are hereby placed into the public domain.  I can&#039;t provide support, so good luck!

How to install iortcw on 64-bit Linux (Ubuntu Lucid)

(1) Install build-time dependencies.

    # for 64-bit systems:
    sudo apt-get install nasm g++-multilib libstdc++6-4.1-dev libc6-dev-i386 g++ lib32stdc++6 libstdc++6 libxxf86dga-dev libxxf86dga1 libxxf86vm-dev mesa-common-dev libxext-dev

    # 32-bit alternate: install the following packages:
    # sudo apt-get install nasm g++-multilib g++ libstdc++6 libxxf86dga-dev libxxf86dga1 libxxf86vm-dev mesa-common-dev libxext-dev

(2) Define some build-path variables.

    # the location in which you want to keep your installed copy of iortcw
    export INSTALLDIR=~/local/iortcw

    # a folder in which you will temporarily build iortcw
    export STAGING=~/temp/iortcw-staging

    mkdir -p ${STAGING}
    cd ${STAGING}

(3) Grab the 32-bit versions of certain libraries and extract key files.

    # use a command like the following
    # in order to find out from where to download the packages:
    #
    # apt-get -d  -y --reinstall --print-uris install libxxf86dga-dev libxxf86dga1 &#124; sed -e &#039;s/_amd64.deb/_i386.deb/g&#039;
    #
    # alternately, you can download these 32-bit libraries using links
    # similar to the below:
    #
    # http://packages.ubuntu.com/lucid/i386/libxxf86dga-dev/download
    # http://packages.ubuntu.com/lucid/i386/libxxf86dga1/download
    #
    # the remainder of this HOWTO assumes that you have saved copies
    # of these 32-bit .deb files from the above URLs to $DOWNLOAD

    mkdir -p ${STAGING}/libs32
    cd ${STAGING}/libs32
    dpkg-deb -x ${DOWNLOAD}/libxxf86dga-dev_1.1.1-2_i386.deb .
    dpkg-deb -x ${DOWNLOAD}/libxxf86dga1_1.1.1-2_i386.deb .

(4) Grab a copy of the iortcw source.

    cd ${STAGING}
    hg clone http://hg.ioquake.org/rtcw-sp/

(5) Patch the source to search the 32-bit version of key libraries.

    (a) Edit the file Conscript-client:

        vi ${STAGING}/rtcw-sp/src/unix/Conscript-client +154

    (b) Manually apply the below patch.  This changes the library search 
        path such that we use the special 32-bit libraries that we downloaded
        and extracted in a previous step.  Note that we&#039;re adding a path
        for ${STAGING}/libs32/usr/lib .

        In this example, the path to $STAGING is
        /home/username/temp/iortcw-staging , but you&#039;ll need to change this.

        --- Conscript-client.original	2010-11-27 21:17:20.000000000 -0500
        +++ Conscript-client	2010-11-27 21:14:32.000000000 -0500
        @@ -151,7 +151,7 @@
           . $BUILD_DIR . &#039;/unix/jpeglib.a &#039;
           . $BUILD_DIR . &#039;/unix/asmlib.a &#039;
           . $BUILD_DIR . &#039;/unix/inlinelib.a &#039;
        -  . &#039;-L/usr/X11R6/lib -lX11 -lXext -lXxf86dga -lXxf86vm -ldl -lm&#039;
        +  . &#039;-L/usr/X11R6/lib -L/home/username/temp/iortcw-staging/libs32/usr/lib -lX11 -lXext -lXxf86dga -lXxf86vm -ldl -lm&#039;
         );
         
         @RENDERER_FILES = qw(

(6) Patch the source to work around a fatal string buffer overflow.
    The quake3/rtcw source did not anticipate the number/size of the
    GL_EXTENSIONS that would be advertised in 2010.  In its unpatched state,
    rtcw will overflow a buffer while filling a string with the list of
    supported GL_EXTENSIONS, causing the game to crash.  For our purposes,
    we can suppress the list of GL_EXTENSIONS from the string and
    avoid the overflow.

    (a) Edit the file renderer/tr_init.c:

        vi ${STAGING}/rtcw-sp/src/renderer/tr_init.c +847

    (b) Manually apply the below patch:

        --- tr_init.c.original	2010-11-27 16:40:47.000000000 -0500
        +++ tr_init.c	2010-11-27 22:44:15.000000000 -0500
        @@ -844,7 +844,7 @@
         	ri.Printf( PRINT_ALL, &quot;\nGL_VENDOR: %s\n&quot;, glConfig.vendor_string );
         	ri.Printf( PRINT_ALL, &quot;GL_RENDERER: %s\n&quot;, glConfig.renderer_string );
         	ri.Printf( PRINT_ALL, &quot;GL_VERSION: %s\n&quot;, glConfig.version_string );
        -	ri.Printf( PRINT_ALL, &quot;GL_EXTENSIONS: %s\n&quot;, glConfig.extensions_string );
        +	ri.Printf( PRINT_ALL, &quot;GL_EXTENSIONS: (redacted)\n&quot;, glConfig.extensions_string );
         	ri.Printf( PRINT_ALL, &quot;GL_MAX_TEXTURE_SIZE: %d\n&quot;, glConfig.maxTextureSize );
         	ri.Printf( PRINT_ALL, &quot;GL_MAX_ACTIVE_TEXTURES_ARB: %d\n&quot;, glConfig.maxActiveTextures );
         	ri.Printf( PRINT_ALL, &quot;\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n&quot;, glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits );

(7) Build the iortcw source.

    cd ${STAGING}/rtcw-sp/src/unix/
    ./cons -- release

(8) Copy critical libraries into the build directory.

    cd ${STAGING}/rtcw-sp/src/unix/release-x86-Linux-2.1/out
    cp ${STAGING}/libs32/usr/lib/* .
    chmod a+x lib*.*

(9) Create a 32-bit-library-friendly launcher script.

    cd ${STAGING}/rtcw-sp/src/unix/release-x86-Linux-2.1/out
touch wolfsp-launcher.sh
chmod u+x wolfsp-launcher.sh
cat &gt; wolfsp-launcher.sh&lt; iortcw &lt;&lt; EOF
#!/bin/bash

pushd ${INSTALLDIR}/
./wolfsp-launcher.sh \$@
popd
EOF</description>
		<content:encoded><![CDATA[<p>Here are some instructions I wrote to compile and run iortcw on 64-bit Ubuntu Linux.  These instructions assume that you&#8217;re using a 64-bit version of Ubuntu 10.04 (Lucid Lynx), which is no longer the most recent version of Ubuntu.  I&#8217;m sure that you can compile iortcw on newer versions of Ubuntu with few modifications, but I haven&#8217;t tried it.  Using these instructions, the game runs great for me on Ubuntu Lucid.</p>
<p>The contents of this post are hereby placed into the public domain.  I can&#8217;t provide support, so good luck!</p>
<p>How to install iortcw on 64-bit Linux (Ubuntu Lucid)</p>
<p>(1) Install build-time dependencies.</p>
<p>    # for 64-bit systems:<br />
    sudo apt-get install nasm g++-multilib libstdc++6-4.1-dev libc6-dev-i386 g++ lib32stdc++6 libstdc++6 libxxf86dga-dev libxxf86dga1 libxxf86vm-dev mesa-common-dev libxext-dev</p>
<p>    # 32-bit alternate: install the following packages:<br />
    # sudo apt-get install nasm g++-multilib g++ libstdc++6 libxxf86dga-dev libxxf86dga1 libxxf86vm-dev mesa-common-dev libxext-dev</p>
<p>(2) Define some build-path variables.</p>
<p>    # the location in which you want to keep your installed copy of iortcw<br />
    export INSTALLDIR=~/local/iortcw</p>
<p>    # a folder in which you will temporarily build iortcw<br />
    export STAGING=~/temp/iortcw-staging</p>
<p>    mkdir -p ${STAGING}<br />
    cd ${STAGING}</p>
<p>(3) Grab the 32-bit versions of certain libraries and extract key files.</p>
<p>    # use a command like the following<br />
    # in order to find out from where to download the packages:<br />
    #<br />
    # apt-get -d  -y &#8211;reinstall &#8211;print-uris install libxxf86dga-dev libxxf86dga1 | sed -e &#8216;s/_amd64.deb/_i386.deb/g&#8217;<br />
    #<br />
    # alternately, you can download these 32-bit libraries using links<br />
    # similar to the below:<br />
    #<br />
    # <a href="http://packages.ubuntu.com/lucid/i386/libxxf86dga-dev/download" rel="nofollow">http://packages.ubuntu.com/lucid/i386/libxxf86dga-dev/download</a><br />
    # <a href="http://packages.ubuntu.com/lucid/i386/libxxf86dga1/download" rel="nofollow">http://packages.ubuntu.com/lucid/i386/libxxf86dga1/download</a><br />
    #<br />
    # the remainder of this HOWTO assumes that you have saved copies<br />
    # of these 32-bit .deb files from the above URLs to $DOWNLOAD</p>
<p>    mkdir -p ${STAGING}/libs32<br />
    cd ${STAGING}/libs32<br />
    dpkg-deb -x ${DOWNLOAD}/libxxf86dga-dev_1.1.1-2_i386.deb .<br />
    dpkg-deb -x ${DOWNLOAD}/libxxf86dga1_1.1.1-2_i386.deb .</p>
<p>(4) Grab a copy of the iortcw source.</p>
<p>    cd ${STAGING}<br />
    hg clone <a href="http://hg.ioquake.org/rtcw-sp/" rel="nofollow">http://hg.ioquake.org/rtcw-sp/</a></p>
<p>(5) Patch the source to search the 32-bit version of key libraries.</p>
<p>    (a) Edit the file Conscript-client:</p>
<p>        vi ${STAGING}/rtcw-sp/src/unix/Conscript-client +154</p>
<p>    (b) Manually apply the below patch.  This changes the library search<br />
        path such that we use the special 32-bit libraries that we downloaded<br />
        and extracted in a previous step.  Note that we&#8217;re adding a path<br />
        for ${STAGING}/libs32/usr/lib .</p>
<p>        In this example, the path to $STAGING is<br />
        /home/username/temp/iortcw-staging , but you&#8217;ll need to change this.</p>
<p>        &#8212; Conscript-client.original	2010-11-27 21:17:20.000000000 -0500<br />
        +++ Conscript-client	2010-11-27 21:14:32.000000000 -0500<br />
        @@ -151,7 +151,7 @@<br />
           . $BUILD_DIR . &#8216;/unix/jpeglib.a &#8216;<br />
           . $BUILD_DIR . &#8216;/unix/asmlib.a &#8216;<br />
           . $BUILD_DIR . &#8216;/unix/inlinelib.a &#8216;<br />
        &#8211;  . &#8216;-L/usr/X11R6/lib -lX11 -lXext -lXxf86dga -lXxf86vm -ldl -lm&#8217;<br />
        +  . &#8216;-L/usr/X11R6/lib -L/home/username/temp/iortcw-staging/libs32/usr/lib -lX11 -lXext -lXxf86dga -lXxf86vm -ldl -lm&#8217;<br />
         );</p>
<p>         @RENDERER_FILES = qw(</p>
<p>(6) Patch the source to work around a fatal string buffer overflow.<br />
    The quake3/rtcw source did not anticipate the number/size of the<br />
    GL_EXTENSIONS that would be advertised in 2010.  In its unpatched state,<br />
    rtcw will overflow a buffer while filling a string with the list of<br />
    supported GL_EXTENSIONS, causing the game to crash.  For our purposes,<br />
    we can suppress the list of GL_EXTENSIONS from the string and<br />
    avoid the overflow.</p>
<p>    (a) Edit the file renderer/tr_init.c:</p>
<p>        vi ${STAGING}/rtcw-sp/src/renderer/tr_init.c +847</p>
<p>    (b) Manually apply the below patch:</p>
<p>        &#8212; tr_init.c.original	2010-11-27 16:40:47.000000000 -0500<br />
        +++ tr_init.c	2010-11-27 22:44:15.000000000 -0500<br />
        @@ -844,7 +844,7 @@<br />
         	ri.Printf( PRINT_ALL, &#8220;\nGL_VENDOR: %s\n&#8221;, glConfig.vendor_string );<br />
         	ri.Printf( PRINT_ALL, &#8220;GL_RENDERER: %s\n&#8221;, glConfig.renderer_string );<br />
         	ri.Printf( PRINT_ALL, &#8220;GL_VERSION: %s\n&#8221;, glConfig.version_string );<br />
        -	ri.Printf( PRINT_ALL, &#8220;GL_EXTENSIONS: %s\n&#8221;, glConfig.extensions_string );<br />
        +	ri.Printf( PRINT_ALL, &#8220;GL_EXTENSIONS: (redacted)\n&#8221;, glConfig.extensions_string );<br />
         	ri.Printf( PRINT_ALL, &#8220;GL_MAX_TEXTURE_SIZE: %d\n&#8221;, glConfig.maxTextureSize );<br />
         	ri.Printf( PRINT_ALL, &#8220;GL_MAX_ACTIVE_TEXTURES_ARB: %d\n&#8221;, glConfig.maxActiveTextures );<br />
         	ri.Printf( PRINT_ALL, &#8220;\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n&#8221;, glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits );</p>
<p>(7) Build the iortcw source.</p>
<p>    cd ${STAGING}/rtcw-sp/src/unix/<br />
    ./cons &#8212; release</p>
<p>(8) Copy critical libraries into the build directory.</p>
<p>    cd ${STAGING}/rtcw-sp/src/unix/release-x86-Linux-2.1/out<br />
    cp ${STAGING}/libs32/usr/lib/* .<br />
    chmod a+x lib*.*</p>
<p>(9) Create a 32-bit-library-friendly launcher script.</p>
<p>    cd ${STAGING}/rtcw-sp/src/unix/release-x86-Linux-2.1/out<br />
touch wolfsp-launcher.sh<br />
chmod u+x wolfsp-launcher.sh<br />
cat &gt; wolfsp-launcher.sh&lt; iortcw &lt;&lt; EOF<br />
#!/bin/bash</p>
<p>pushd ${INSTALLDIR}/<br />
./wolfsp-launcher.sh \$@<br />
popd<br />
EOF</p>
]]></content:encoded>
	</item>
</channel>
</rss>

