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diff --git a/games/uqm/uqm.1 b/games/uqm/uqm.1 new file mode 100644 index 0000000000000..98412c254a541 --- /dev/null +++ b/games/uqm/uqm.1 @@ -0,0 +1,771 @@ +.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 |