Everything is in the manual now.
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2607 8092fc87-c524-0410-9efc-e669fe64eaf9
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In SuperMelee, there is now an extra button for each side, marked
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"NET". When you push it, you will get the net configuration dialog.
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To have someone else connect to you, choose the first option.
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Otherwise, edit the host name and choose "connect". Pressing SPACE on
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the resulting connection screen will cancel connection attempts. Once
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a connection has been established, the input will be listed as
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"NETWORK CONTROL". To abort an already established connection, change
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the control scheme away from NETWORK CONTROL. The game won't start
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until both parties have confirmed the current setup. If one player
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moves away from the 'Battle!' button, both parties need to reconfirm.
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In addition to setting the hostname, you can also configure the port
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and the input delay in frames. A keypress or keyrelease will only take
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effect after this many frames. The result is that while higher values
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make your ship to seem to respond more sluggishly, they give the
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keypress information more time to reach the remote party. If the game
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stutters, this is because it is waiting for this keypress information
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to arrive, which is an indication that the input delay is too low. As
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SuperMelee runs at 24 frames per second, each frame delayed will delay
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the input by about 42ms. The delay used is the maximum of the desired
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value for both parties. The default is 0. Values lower than 4 will be
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hardly noticable in terms of responsiveness. Future versions may
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automatically decide on the best value to use.
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