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+.TH "UQM" "1" "The Ur\-Quan Masters" "http://sc2.sourceforge.net"
+
+.SH NAME
+\fBuqm\fR - \fIThe Ur\-Quan Masters\fR, a modern, free port of the
+classic PC game \fIStar Control II\fR (aka \fIstarcon2\fR).
+.SH SYNOPSIS
+\fBuqm\fR \fI[options]\fR
+.SH DESCRIPTION
+Welcome to the sixth release of the Ur\-Quan Masters port. This
+document will tell you everything you need to play, even if you've
+never played the original.
+
+For those of you who have played the original, read the first section
+(starting the game and bug reports) and the last sections (Super Melee
+and control summary), and you'll be good to go.
+
+.SH "STARTING THE GAME"
+
+Simply invoke the \fBuqm\fR executable.
+This will use the default settings. The defaults and how to
+change them are listed under \fBCOMMAND LINE OPTIONS\fR, below.
+
+After a splash screen, you will see the main menu, which has five
+options:
+
+.IP "\fINew Game\fR"
+Begins a new Full Game. This is a galaxy\-spanning space
+adventure full of diplomacy, exploration, combat, high treason,
+and low cunning. The introductory cutscenes will set the scene;
+the \fBTHE STORY SO FAR\fR section below provides more extensive
+backstory for the curious.
+
+.IP "\fILoad Game\fR"
+Restores a Full Game session that was saved earlier.
+
+.IP "\fISuper Melee!\fR"
+Puts the game in Super Melee mode, where you may
+hone your space combat skills or challenge your friends to fleet
+battles. See the \fBSUPER MELEE\fR section below for details on this
+section.
+
+.IP "\fISetup\fR"
+Lets you configure many options to customize your play
+experience. Most options will take effect once you exit the setup
+menu; a few specially marked options require you to restart UQM.
+Setup options are preserved across sessions. The options are
+described under \fBCOMMAND LINE OPTIONS\fR, below.
+
+.IP "\fIQuit\fR"
+Exits the program.
+
+.SH "COMMAND LINE OPTIONS"
+
+The default options for an UQM install are 3DO music, 640x480 windowed
+mode, and pure SDL graphics drivers. You may pass various command line
+options to customize your experience. Most of these options are
+also accessible from the in\-game \fBSetup\fR menu.
+.PP
+\fINote:\fR Options set on the command line do not get saved permanently
+in the config directory. To permanently change a setting, it must be
+changed via the in\-game \fBSetup\fR menu.
+
+.IP "\fB\-r\fB \fIresolution\fR, \fB\-\-res\fB \fIresolution\fR"
+Sets the screen resolution (default \fI640x480\fR). Unless OpenGL is
+supported, the only valid values are \fI640x480\fR and \fI320x240\fR;
+setting any other value will automatically enable \fB\-\-opengl\fR if
+compiled in (otherwise, the \fB\-r\fR option will be ignored).
+.PP
+\fINote:\fR The in\-game \fBSetup\fR menu normally only allows
+\fI320x240\fR, \fI640x480\fR, \fI800x600\fR, and \fI1024x768\fR. To
+permanently set some other resolution in the config file, set it with
+the \fB\-o\fR and \fB\-r\fR options, then enter and immediately exit
+the \fBSetup\fR menu. From then on, starting \fBuqm\fR with no parameters
+will enable OpenGL and set the resolution to your custom value.
+
+.IP "\fB\-f\fR, \fB\-\-fullscreen\fR"
+Uses full screen mode. Pretty straightforward. Usually good to
+combine with \fB\-r\fR \fI320x240\fR unless you're using a scaler.
+
+.IP "\fB\-o\fR, \fB\-\-opengl\fR"
+Use OpenGL drivers. This produces higher\-quality graphics, and may be
+faster as well \-\- but it also may not work on older cards. It also
+permits use of any screen resolution.
+
+.IP "\fB\-c\fR \fImode\fR, \fB\-\-scale\fR \fImode\fR"
+Graphics scaling mode (\fIbilinear\fR, \fIbiadapt\fR, \fIbiadv\fR,
+\fItriscan\fR, \fIhq or \fInone\fR).
+Default is \fInone\fR. Try these to get smoother graphics with cost on
+performance.
+
+.IP "\fB\-b\fR \fImode\fR, \fB\-\-meleezoom\fR \fImode\fR"
+Melee zooming mode (\fIpc\fR or \fI3do\fR); \fIstep\fR is an alias for \fIpc\fR and \fIsmooth\fR
+is an alias for \fI3do\fR. Default is \fI3do\fR. Slower machine owners can set it
+to \fIpc\fR to get better performance in melee.
+
+.IP "\fB\-s\fR, \fB\-\-scanlines\fR"
+Simulates interlaced displays (by drawing every other line with darker colors).
+
+.IP "\fB\-g\fR \fIvalue\fR, \fB\-\-gamma\fR \fIvalue\fR"
+Sets gamma correction (default: \fI1.0\fR).
+1.0 causes no change (unless your graphics card
+is originally set to a different value). Higher than 1.0 makes the
+image brighter, lower than 1.0 makes it darker.
+
+.IP "\fB\-p\fR, \fB\-\-fps\fR"
+Print fps (frames per second) information in the status window.
+
+.IP "\fB\-C\fR \fIdir\fR, \fB\-\-configdir\fR \fIdir\fR"
+Set the directory where the game will store the config data.
+Default: \fI~/.uqm\fR
+
+.IP "\fB\-n\fR \fIdir\fR, \fB\-\-contentdir\fR \fIdir\fR"
+Set the directory where the game will seek its data. Default:
+\fI/usr/share/uqm/content\fR
+
+.IP "\fB\-l\fR \fIfile\fR, \fB\-\-logfile\fR \fIfile\fR"
+Set a file to receive the diagnostic information that would otherwise go
+to the console.
+
+.IP "\fB\-h\fR, \fB\-\-help\fR"
+Display a help message.
+
+.IP "\fB\-M\fR \fIlevel\fR, \fB\-\-musicvol\fR \fIlevel\fR"
+Set music volume (0\-100).
+
+.IP "\fB\-S\fR \fIlevel\fR, \fB\-\-sfxvol\fR \fIlevel\fR"
+Set sound effects volume (0\-100).
+
+.IP "\fB\-T\fR \fIlevel\fR, \fB\-\-speechvol\fR \fIlevel\fR"
+Set speech volume (0\-100). If set to 0, the game runs in 'no speech'
+mode and the oscilloscope reacts to the music.
+
+.IP "\fB\-m\fR \fItype\fR, \fB\-\-music\fR \fItype\fR"
+Set the soundtrack type (default: \fI3do\fR). Valid values for \fItype\fR are
+\fI3do\fR (use the 3DO remixed soundtrack for songs that were in fact remixed),
+and \fIpc\fR (use the .MOD based PC soundtrack everywhere).
+
+.IP "\fB\-q\fR \fIquality\fR, \fB\-\-audioquality\fR \fIquality\fR"
+Can be \fIhigh\fR, \fImedium\fR, or \fIlow\fR. Specifies how nice the audio
+sounds. Slower machines should lower the audio quality.
+
+.IP "\fB\-\-addon\fR \fIname\fR"
+Replace \fIname\fR with the name of an add\-on to enable in the game. See
+the section \fBADD\-ONS\fB below for details.
+
+.IP "\fB\-\-sound\fR \fImixer\fR"
+Can be \fIopenal\fR, \fImixsdl\fR or \fInone\fR. Specifies which driver/mixer
+to use. \fIopenal\fR is only available when it has been compiled in.
+It may produce higher\-quality sound and will probably be faster,
+but it is not very stable on linux platforms, and may not work
+well with some sound cards.
+Use \fInone\fR as a last resort if you cannot get other drivers to work,
+or if you have no soundcard.
+
+.IP "\fB\-\-stereosfx\fR"
+Enables positional sound effects in melee. Currently works only when
+using \fB\-\-sound openal\fR.
+
+.IP "\fB\-n\fR, \fB\-\-nosubtitles\fR"
+Disables subtitles.
+
+.IP "\fB\-\-cscan\fR \fIpc\fR"
+Use PC style planet information when scanning (text). Default.
+
+.IP "\fB\-\-cscan\fR \fI3do\fR"
+Use 3DO style planet information when scanning (pictograms).
+
+.IP "\fB\-\-menu\fR \fIpc\fR"
+Use PC style menus (text) and 'CREW'/'BATT' in melee instead of icons.
+Default.
+
+.IP "\fB\-\-menu\fR \fI3do\fR"
+Use 3DO style menus (pictograms).
+
+.IP "\fB\-\-font\fR \fIpc\fR"
+Use PC style fonts and colors.
+Default.
+
+.IP "\fB\-\-font\fR \fI3do\fR"
+Use 3DO style fonts and colors.
+
+.IP "\fB\-\-scroll\fR \fIpc\fR"
+Scroll voice\-over/subtitles 1 page at a time when using left/right arrow keys
+Default.
+
+.IP "\fB\-\-scroll\fR \fI3do\fR"
+Scroll voice\-over/subtitles smoothly while holding down left/right arrow keys
+
+.IP "\fB\-i\fR \fI3do\fR, \fB\-\-intro\fR \fI3do\fR"
+Use the 3DO intro and ending movies (if you have them).
+The default.
+
+.IP "\fB\-i\fR \fIpc\fR, \fB\-\-intro\fR \fIpc\fR"
+Use the PC intro and ending sequences and slide shows. These will be also
+played if you do not have 3DO movies, regardless of \fB\-i\fR option.
+
+.IP "\fB\-\-shield\fR \fIpc\fR"
+Use PC style static slave shield graphic.
+Default.
+
+.IP "\fB\-\-shield\fR \fI3do\fR"
+Use 3DO style throbbing slave shield graphic. This somewhat increases the
+load on CPU while in orbit. Do not use if your CPU cannot handle that.
+
+
+.SH "NOT OFFICIALLY SUPPORTED OPTIONS"
+
+The following options may not exist in all builds and can change without
+notice at any time.
+
+.IP "\fB\-\-accel\fR \fItype\fR"
+Can be \fInone\fB, \fIdetect\fB, \fImmx\fB, \fI3dnow\fB, \fIsse\fB
+(also \fIaltivec\fB if/when
+added; or other platforms). Specifies which platform accelerations
+to use for graphics and sound, if any. All specific platform code can
+only be used when compiled in.
+
+.IP "\fB\-\-netport1\fR \fIport\fR"
+.IP "\fB\-\-netport2\fR \fIport\fR"
+Specifies the default port that the bottom or top player respectively
+will connect to or accept incoming connections on. If this parameter
+is not specified, \fI21837\fR will be used. This value can be changed later
+in the SuperMelee Net menu. Your firewall needs to be set up to allow
+TCP connections from/to the used port.
+
+.IP "\fB\-\-nethost1\fR \fIhost\fR"
+.IP "\fB\-\-nethost2\fR \fIhost\fR"
+Specifies the default name or ip number of the host to connect to for
+the bottom or player. If this parameter is not specified, UQM will
+not attempt an outgoing connection, but instead listen for an incoming
+connection.
+
+.IP "\fB\-\-netdelay\fR \fIframes\fR"
+Set the default input delay (in frames). See the \fBSUPER MELEE\fR section
+for details.
+
+.SH "THE STORY SO FAR"
+For the past decade, Earth and the rest of the Alliance of Free Stars
+has fought the Ur\-Quan and their Hierarchy of Battle Thralls. In the
+course of the War, the Earthlings discovered a factory world of the
+\fBPrecursors\fR \- an impossibly advanced that disappeared tens of
+thousands of years ago. This colony, Unzervalt (aka Vela I), lost all
+contact with Earth shortly after landfall.
+
+You are Captain Zelnick, a human that was born on Unzervalt and who
+possesses a remarkable knack for Precursor technology. You were the
+one who worked out how to activate the Precursor installation.
+
+It was a factory for building starships. However, Unzervalt is
+mineral\-poor, and there were not enough materials available to
+construct a complete vessel. Your task is to command this craft, the
+Vindicator, and return to Earth to tell them of the abandoned colony.
+Also, if the War with the Ur\-Quan continues, you must fight for Earth
+and the Alliance as best you can.
+
+There is a great deal more to this story. Asking Starbase Commander
+Hayes for background information will give you most of it.
+
+.SH "INTERPLANETARY EXPLORATION"
+
+When in a Solar system, use the thrust and steering controls to move
+about the system. Intersecting a planet will move you to the
+planetary system; flying over a planet or moon will then put you into
+orbit. From there you can talk to the inhabitants, or, if the planet
+is uninhabited, send a lander down to gather minerals, investigate
+energy readings, or capture life forms.
+
+.SH "PLANET LANDING"
+
+To land on a planet, you need to achieve orbit, then fill a planet
+lander with crew and send them down. You will usually want to scan
+the planet first. Mineral scans will indicate easily harvestable
+mineral ores and other resources. Energy scans will indicate unusual
+installations, which will effectively always be worth investigating.
+Biological scans will show where life forms are on the surface.
+
+Minerals are necessary for building up and maintaining your flagship,
+so harvest them wherever you can. There are nine varieties, each
+color coded:
+
+\fBCOMMON ELEMENTS\fR (\fIcarbon\fR, \fInitrogen\fR) are cyan. Worth 1 resource unit
+(RU) per unit.
+
+\fBCORROSIVES\fR (\fIchlorine\fR, \fIiodine\fR) are red. 2 RU per unit.
+
+\fBBASE METALS\fR (\fIiron\fR, \fItin\fR) are grey. These are common, and usually worth
+harvesting, but not terribly valuable. 3 RU per unit.
+
+\fBNOBLE GASSES\fR (\fIargon\fR, \fIxenon\fR) are blue. 4 RU per unit.
+
+\fBRARE EARTHS\fR (\fIlanthanum\fR, \fIytterbium\fR) are green. 5 RU per unit.
+
+\fBPRECIOUS ELEMENTS\fR (\fIgold\fR, \fIsilver\fR) are yellow. 6 RU per unit.
+
+\fBRADIOACTIVES\fR (\fIuranium\fR, \fIastatine\fR) are orange. 8 RU per unit.
+
+\fBEXOTICS\fR (\fIantimatter\fR, \fImagnetic monopoles\fR) are purple, and a princely 25
+RU per cargo unit.
+
+Minerals may be unloaded at Earth Starbase by talking to Commander
+Hayes, which will give you RU that you may spend to upgrade your
+flagship.
+
+However, there are many hazards on planetary surfaces. Life forms are
+often hostile, and need to be subdued with your stunner or evaded.
+Earthquakes (expanding circles) can hurt your crew, lightning may
+crisp them, or lava flows and hotspots can fry them. Be careful,
+especially on hotter or more seismically and atmospherically active
+worlds. If your crew level starts dropping dramatically, flee quickly
+with the ESCAPE key!
+
+Stunned life forms may be captured and analyzed by your planet
+landers. The information you gain from this may not be immediately
+useful, but it will eventually come in handy.
+
+Landing on a planet costs fuel, and the heavier the planet, the more
+fuel it requires. Make sure you don't spend so much fuel exploring
+planets that you can't get back to Sol!
+
+.SH "INTERSTELLAR TRAVEL"
+
+When you leave a solar system, you will push up into HyperSpace. In
+HyperSpace you can travel great distances quickly, but you must
+continuously thrust to move. Otherwise, you will gradually slow to a
+stop.
+
+While you can fly about in HyperSpace just like you do in a star
+system, the Galaxy is LARGE, and you will usually want to use the
+Auto\-Pilot. To use the Auto\-Pilot, select "Starmap" on the menu.
+This will show you a map of the quadrant (the galactic Core is in the
+upper right corner). To fly to a location, move the cursor there and
+press Enter. Then press Space to engage the Auto\-Pilot.
+
+.SH DIPLOMACY
+
+When you encounter an alien starship, you will usually get a picture
+of their task force and a chance to choose between conversation and
+fighting. If you choose to fight, you will transition immediately to
+space combat (below). Otherwise, you will talk first. If talks go
+poorly, space combat will likely ensue.
+
+If the task force shows ships streaming off in all directions, you
+have reached a fortified world, and there are an unlimited number of
+starships facing you. You cannot win such a fight \- if combat ensues,
+you will need to warp out.
+
+.SH "SPACE COMBAT"
+
+When combat begins, you are prompted to select a ship from your task
+force. A one\-on\-one space combat then begins, and continues until
+either the enemy fleet is destroyed (in which case you salvage the
+wrecks and continue the game), your flagship is destroyed (ending the
+game), or your flagship warps out of combat (consuming 5 fuel units
+but ending the encounter).
+
+Each ship has two major stats: Crew and Combat Battery. Crew are
+effectively hit points. Getting hit by weapons kills crew, and if all
+crew are eliminated, the craft is destroyed. Firing weapons typically
+requires energy from the combat batteries, which is replaced over
+time. The precise speed of energy regeneration and cost of weapons
+fire varies by ship.
+
+Space flight is \fImostly\fR inertial (you'll drift if you stop
+thrusting), but each ship has a maximum velocity that can only be
+exceeding by "gravity whipping" around the planet. Don't hit the
+planet unless you want to take LOTS of damage.
+
+Each ship has a primary and secondary weapon mode, unique to that
+race's craft. The descriptions of those follow.
+
+.SH "SHIP DESCRIPTIONS"
+
+.IP "Androsynth Guardian"
+Primary weapon: Fires homing acid bubble clouds.
+.br
+Secondary weapon: Transforms into the 'Blazer', a comet that does
+considerable damage by ramming its opponents.
+
+.IP "Ariloulaleelay Skiff"
+Primary weapon: Auto\-aiming, short\-range laser
+.br
+Secondary weapon: Random teleport
+.br
+Note: The Skiff is inertia\-less, and stops instantly when thrust is
+removed.
+
+.IP "Chenjesu Broodhome"
+Primary weapon: Crystal Shard. Will travel until the fire button is
+released, then shatters.
+.br
+Secondary weapon: De\-energizing Offensive Guided Interceptor.
+Launches an autonomous DOGI that rams the opponent to drain their
+combat batteries.
+
+.IP "Chmmr Avatar"
+Primary weapon: Immensely powerful short\-range laser
+.br
+Secondary weapon: Tractor beam.
+.br
+Note: Has three orbiting "ZapSats" that attack anything that gets in
+range.
+
+.IP "Druuge Mauler"
+Primary weapon: Long range, high\-recoil cannon
+.br
+Secondary weapon: Sets one crew on fire to gain combat energy.
+
+.IP "Earthling Cruiser"
+Primary weapon: Homing nuclear missile
+.br
+Secondary weapon: Point\-defense laser
+
+.IP "Ilwrath Avenger"
+Primary weapon: Short\-range flamethrower
+.br
+Secondary weapon: Cloaking device
+
+.IP "Kohr\-Ah Marauder "
+Primary weapon: Spinning blades that stop and home when the fire
+button is released
+.br
+Secondary weapon: Fiery Ring of Inevitable and Eternal Destruction
+(F.R.I.E.D.), a short\-range corona of energy that blocks shots and
+inflicts lots of damage
+
+.IP "Melnorme Trader"
+Primary weapon: Charged shot. The longer the fire button is held, the
+stronger the shot.
+.br
+Secondary weapon: Confusion beam that scrambles enemy controls.
+
+.IP "Mmrnmhrm X\-Form"
+Primary weapon: Lasers (X\-form) or homing missiles (Y\-form).
+.br
+Secondary weapon: Switch between X\-Form and Y\-Form.
+
+.IP "Mycon Podship"
+Primary weapon: Homing Plasmoid.
+.br
+Secondary weapon: Regenerate 4 crew.
+
+.IP "Orz Nemesis"
+Primary weapon: Howitzer cannon.
+.br
+Secondary weapon: Secondary with left and right arrows rotates the
+primary cannon. Secondary with Primary launches space marines that
+invade the enemy ship and kill their crew.
+
+.IP "Pkunk Fury"
+Primary weapon: Three\-way cannon
+.br
+Secondary weapon: Fling insults at opponent. This is the only way the
+Pkunk can regenerate combat energy.
+.br
+Note: On occasion, a destroyed Fury will be resurrected with full fuel
+and power.
+
+.IP "Shofixti Scout"
+Primary weapon: Energy Dart.
+.br
+Secondary weapon: Glory Device. When pressed three times, the ship
+will self\-destruct, inflicting vast damage on nearby vessels.
+
+.IP "Slylandro Probe"
+Primary weapon: Lighting weapon.
+.br
+Secondary weapon: Absorb a nearby asteroid and convert to combat
+power. This is the only way the Probe can recharge.
+.br
+Note: The Probe is inertia\-less and always in motion. Pressing thrust
+will reverse its direction.
+
+.IP "Spathi Eluder"
+Primary weapon: Simple forward cannon.
+.br
+Secondary weapon: Backward Utilized Tracking Torpedo (B.U.T.T.), a
+homing missile fired from the rear of the vessel.
+
+.IP "Supox Blade"
+Primary weapon: Forward firing glob weapon
+.br
+Secondary weapon: Secondary + left or right will cause you to drift
+laterally, while Secondary + thrust will make you fly backwards. This
+cancels your current velocity, so be careful!
+
+.IP "Syreen Penetrator"
+Primary weapon: Particle Beam Stiletto.
+.br
+Secondary weapon: "Syreen Call" \- psychic attack that induces enemy
+crew to jump ship, where you (or your opponent) may capture them to
+add to your complement
+
+.IP "Thraddash Torch"
+Primary weapon: Straightforward blaster cannon.
+.br
+Secondary weapon: Afterburner. The afterburner exhaust does more
+damage then the blaster, so use it as a weapon!
+
+.IP "Umgah Drone"
+Primary weapon: Anti\-Matter cone. Does not require combat batteries to use.
+.br
+Secondary weapon: Fly backwards suddenly and at high speed.
+.br
+Note: The Drone only recharges batteries if you do not fire for a long
+time, and then the energy all returns in one lump.
+
+.IP "Ur\-Quan Dreadnought"
+Primary weapon: Fusion Blast.
+.br
+Secondary weapon: Launches autonomous fighters to harrass the enemy.
+When they run low on fuel, they will fly back to the Dreadnought.
+Catch them before they expire. Each fighter requires one crew to
+pilot it, so take care not to weaken the core ship.
+
+.IP "Utwig Jugger"
+Primary weapon: Six\-shot cannon. Requires no combat battery energy to fire.
+.br
+Secondary weapon: Force shield. Absorbing hits re\-energizes your
+batteries. When the batteries are exhausted, the shield is
+permanently disabled until combat ends.
+
+.IP "VUX Intruder"
+Primary weapon: Gigawatt laser.
+.br
+Secondary weapon: Limpet mines that track enemy ships and slow them
+down dramatically if they hit.
+
+.IP "Yehat Terminator"
+Primary weapon: Twin autocannons.
+.br
+Secondary weapon: Force shield.
+
+.IP "Zoq\-Fot\-Pik Stinger"
+Primary weapon: Anti\-matter spray gun.
+.br
+Secondary weapon: "Tongue attack", a point\-blank range attack that
+does grievous damage.
+
+.SH "SUPER MELEE"
+
+Super Melee mode is pure combat. It's designed to let you hone your
+skills for the full game, or to challenge your friends to fleet
+matches. Selecting "Super Melee!" from the main menu will bring you
+to the super melee main screen.
+
+This screen is dominated by the fleet design screen. Move the cursor
+over a ship slot and press ENTER to change the ship assignment, or
+press DELETE to remove the ship. You may select the fleet name and
+press ENTER to edit the fleet name to something of your choice. The
+number next to the fleet name lists the fleet strength; this is simply
+the sum of the point values of all ships in the fleet.
+
+The right hand side of the screen has buttons for managing the battle.
+Each side has four buttons associated with it: LOAD, SAVE, CONTROL,
+and NET. The LOAD and SAVE buttons let you load and save fleets. A
+variety of fleets of various strengths are pre\-defined, and you may
+add your own by saving fleets you design.
+
+The CONTROL button has one of five settings. HUMAN CONTROL puts the
+fleet under the control of a human player. (The precise controls for
+that player are set in the Setup menu, but the bottom player's
+controls are always the same as the full game's controls.) Then there
+are three levels of computer control:
+
+\fBWEAK CYBORG\fR is not a particularly good shot, and will only use
+special weapons if the ship absolutely requires the special weapon
+to function at all (Pkunk, Slylandro). This difficulty level only
+appears in the full game when fighting crippled ships.
+
+\fBGOOD CYBORG\fR will actually use its special weapon, but it's still
+not much of a threat. The Good cyborg provides a gentle
+introduction to Star Control combat if you are unfamiliar with the
+gameplay. However, you will soon wish to switch to...
+
+\fBAWESOME CYBORG\fR. The AI will fully exploit each ship's abilities,
+and is also a tolerably good shot, compensating for inertia and
+choosing its shots. Enemies you meet in the full game are almost
+always piloted at this level. If a battle is giving you trouble
+in the full game, this is the setting you want.
+
+The last control option is \fBNETWORK CONTROL\fR, which will be set if that
+side is controlled by a non\-local opponent. To set up a network game,
+push the NET button on the side you wish to be under your opponent's
+control.
+
+In order to connect, you must agree on a port (the default is \fB21837\fR,
+which should not require any change) and set a net delay in frames.
+To compensate for network lag, a keypress or keyrelease will only take
+effect after this many frames. While higher values make your ship
+seem to respond more sluggishly, they give the keypress information
+more time to reach the remote party. If the game stutters, this is
+because it is waiting for this keypress information to arrive, which
+is an indication that the input delay is too low. Super Melee runs at
+24 frames per second, each frame delayed will delay the input by about
+42ms. The delay used is the maximum of the desired value for both
+parties. The default is 2. Values lower than 4 are typically
+acceptable in terms of responsiveness. Future versions may
+automatically decide on the best value to use.
+
+Once the port and delay are set, one player must select the first
+option (Wait for incoming connection), while the other enters his
+opponent's hostname or IP address into the Host field and then pushes
+"Connect." Once the connection is established, the control scheme for
+the remote player will flip to NETWORK CONTROL to register the
+connection. To disconnect, change it away back to one of the HUMAN or
+CYBORG options. Once connected, you are both free to edit your fleets
+to provide a properly balanced battle.
+
+Once all fleets are in readiness, press the BATTLE button in the
+center right. (In a network game, both players must select it with no
+intervening fleet edits. Moving away from BATTLE or having your
+opponent change their fleet will cancel your readiness state, and you
+will need to reselect the BATTLE button.) When all players are ready,
+the battle begins.
+
+The ship selection screen is much as it would be in the full game,
+with two notable exceptions: a question mark in the upper right allows
+you to select a new ship randomly from those remaining, and a red X
+allows you to exit the combat entirely. (It is also possible to exit
+the melee at any time by pressing F10, just as one can exit anything.)
+If nobody quits, the combat will continue until one side has been
+completely destroyed. At this point, both fleets are shown so that
+one may compare initial and remaining fleet strengths. Press a key to
+return to the melee menu.
+
+To return to the main menu after finishing with Super Melee mode, push
+the QUIT button in the lower right.
+
+.SH "GENERAL GAME CONTROLS SUMMARY"
+.nf
+F1 or PAUSE Pause game
+F10 Exit game
+.fi
+
+.SH "FULL GAME CONTROLS SUMMARY"
+
+.nf
+ Space flight
+
+UP Thrust
+LEFT and RIGHT: Steer
+SPACE or RIGHT SHIFT: Main menu
+
+ Menus
+
+Arrow Keys: Scroll through selections
+ENTER or RIGHT CTRL: Make selection
+SPACE or RIGHT SHIFT: Up one level
+
+ Conversations
+
+LEFT and RIGHT: Rewind/Forward
+UP and DOWN: Scroll through selections
+ENTER or RIGHT CTRL: Make selection
+SPACE or RIGHT SHIFT: Skip, Show/Hide summary
+
+ Star Map
+
+Arrow Keys: Move the crosshair
+ENTER or RIGHT CTRL: Select destination
+SPACE or RIGHT SHIFT: Main menu
+Keypad +: Zoom in
+Keypad \-: Zoom out
+/ (not on the keypad): Begin search.
+ (Type star or constellation name to
+ find matches)
+TAB: Jump to next match.
+
+ Space Combat
+
+UP: Thrust
+LEFT and RIGHT: Steer
+RIGHT CTRL or ENTER: Fire Primary Weapon
+RIGHT SHIFT: Fire Secondary Weapon
+ESCAPE: Emergency Warp Escape
+
+
+ Planet Exploration
+
+UP: Forward
+LEFT and RIGHT: Steer
+RIGHT CTRL or ENTER: Fire stun bolt
+RIGHT SHIFT or ESCAPE: Blast off
+.fi
+
+.SH "MELEE CONTROLS SUMMARY"
+
+.nf
+ Top Player
+
+W: Thrust
+A and D: Steer
+V: Fire Primary Weapon
+B: Fire Secondary Weapon
+
+ Bottom Player
+
+UP or ENTER: Thrust
+LEFT and RIGHT: Steer
+RIGHT CTRL or ENTER: Fire Primary Weapon
+RIGHT SHIFT: Fire Secondary Weapon
+.fi
+
+These controls are configurable from the Setup Menu. You may define
+up to six "Input Templates" and assign a template to either or both
+players. Some commonly used key configurations are pre\-defined, as
+well as popular variants. To change key bindings, select the binding
+you wish to change and press ENTER. At the dialog box, press the key
+(or joystick gesture) that you wish to assign to this action.
+
+
+.SH "SAVED GAMES"
+
+The saved games are kept in your personal directory for uqm data.
+This directory is automatically created the first time you start the
+game. On Unix systems this personal uqm data is stored in \fB~/.uqm\fB.
+
+You will generally only need this if you intend to transfer savegames
+to another computer. Note that currently games saved on an PowerPC Mac
+will not work on a PC (or an Intel Mac), and vice versa. AMD64 and
+Intel savegames may be safely transferred.
+
+.SH "ADD\-ONS"
+
+As of version 0.3, The Ur\-Quan Masters has basic support for add\-on
+packages. Though it is not very elaborate yet, you can install some
+content add\-ons.
+
+Inside the directory where the content is installed, in the content/packages/
+directory, there is a directory 'addons/'. In this directory, you can
+create new directories with .zip files to be used in addition to the
+standard content .zip files.
+When you specify the command\-line option '\-\-addon <addon>', the .zip files
+inside the directory content/packages/addons/<addon> will be included
+in the game. '\-\-addon' may be specified more than once to enable multiple
+add\-ons.
+
+.SH "BUG REPORTS"
+
+After several years of enthusiastic testing, UQM has dramatically
+improved its stability, but it is still beta software, and bugs
+certainly still lurk. Upon finding a problem, we'd like you to report
+it, but before you do, please do the following:
+
+\- Try to isolate what causes it: "Crashes with a null dereference
+about half the time when firing and taunting with a Pkunk" is better
+than "Melee doesn't work." If the game crashes, notice what error
+is produced; if the game hangs, check to see if the game\-exit key
+(F12) works.
+
+\- Go to the bug database at http://bugs.uqm.stack.nl/
+and post a report of the problem there. Search the database first if
+it has been already posted; if we get many duplicate reports, processing
+them eats our time from actual development. If it's been reported, and
+you have more information, feel free to confirm that you've reproduced it
+by adding a comment to the report. If ten people have already confirmed it,
+though, it's probably best to treat it as duly reported.
+
+\- Whenever possible, for bugs that only occur under certain conditions,
+include a save game with your bug report that duplicates the bug.
+In the case of a crash, a stack trace can be very helpful for us too.
+If you don't know what a stack trace is, don't worry about it.
+
+\- If your issue is more like "support request" than bug report and you
+want help from other users, then posting it to our forum might be
+more appropriate: http://uqm.stack.nl/forum/
+
+.SH "SEE ALSO"
+The full documentation in \fB/usr/doc/uqm-0.6.3\fR
+.br
+The official Ur-Quan Masters web site at \fBhttp://sc2.sourceforge.net/\fR