Manual update for 0.6
Includes lots of instructions (main menu, super melee, etc) that probably should have been there before. git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2504 8092fc87-c524-0410-9efc-e669fe64eaf9
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THE UR-QUAN MASTERS v0.5 alpha -- homepage: http://sc2.sf.net/
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THE UR-QUAN MASTERS v0.6 -- homepage: http://sc2.sf.net/
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Welcome to the fifth release of the Ur-Quan Masters port. This
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Welcome to the sixth release of the Ur-Quan Masters port. This
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document will tell you everything you need to play, even if you've
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never played the original.
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For those of you who have played the original, read the first section
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(starting the game) and the last section (control summary), and you'll
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be good to go.
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(starting the game and bug reports) and the last sections (Super Melee
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and control summary), and you'll be good to go.
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STARTING THE GAME
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Simply invoke the executable from the directory you installed UQM in
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to run the game. (Under Windows, this is uqm.exe; under Linux, it's
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uqm.) This will use the default settings, which are 3DO music,
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640x480 windowed mode, and pure SDL graphics drivers. You may pass
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various command line options to customize your experience:
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uqm.) This will use the default settings. The defaults and how to
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change them are listed under COMMAND LINE OPTIONS, below.
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After a splash screen, you will see the main menu, which has five
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options:
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- New Game: Begins a new Full Game. This is a galaxy-spanning space
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adventure full of diplomacy, exploration, combat, high treason,
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and low cunning. The introductory cutscenes will set the scene;
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the THE STORY SO FAR section below provides more extensive
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backstory for the curious.
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- Load Game: Restores a Full Game session that was saved earlier.
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- Super Melee!: Puts the game in Super Melee mode, where you may
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hone your space combat skills or challenge your friends to fleet
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battles. See the SUPER MELEE section below for details on this
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section.
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- Setup: Lets you configure many options to customize your play
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experience. Most options will take effect once you exit the setup
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menu; a few specially marked options require you to restart UQM.
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Setup options are preserved across sessions. The options are
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described under COMMAND LINE OPTIONS, below.
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- Quit: Exits the program.
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COMMAND LINE OPTIONS
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The default options for an UQM install are 3DO music, 640x480 windowed
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mode, and pure SDL graphics drivers. The initial defaults may vary on
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the Windows install if you selected "Mimic PC" or "Mimic 3DO" as the
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install type. You may pass various command line options to customize
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your experience:
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-r 320x240 (or --res)
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@@ -192,13 +223,33 @@ added; or other platforms). Specifies which platform accelerations
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to use for graphics and sound, if any. All specific platform code can
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only be used when compiled in.
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--netport1 (no short version)
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--nethost2 (no short version)
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Specifies the default port the bottom or top player respectively will
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connect to or accept incoming connections on. If this parameter is not
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specified, 21837 will be used. Your firewall needs to be set up to
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allow TCP connections from/to the used port. This is normally
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configured from the SuperMelee Net menu.
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--nethost1 (no short version)
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--nethost2 (no short version)
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Specifies the default name or ip number of the host to connect to for
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the bottom or player.
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--netdelay (no short version)
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Set the default input delay (in frames). See the Super Melee section
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for details.
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BUG REPORTS
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This is an alpha release. That means several things. First, it means
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that you're an alpha tester. Be proud. Second, it means that the
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game is likely to crash with great frequency. Upon finding a problem,
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we'd like you to report it, but before you do, please do the following:
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After several years of enthusiastic testing, UQM has dramatically
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improved its stability, but it is still beta software, and bugs
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certainly still lurk. Upon finding a problem, we'd like you to report
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it, but before you do, please do the following:
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- Try to isolate what causes it: "Crashes with a null dereference
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about half the time when firing and taunting with a Pkunk" is better
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@@ -498,6 +549,95 @@ Primary weapon: Anti-matter spray gun.
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Secondary weapon: "Tongue attack", a point-blank range attack that
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does grievous damage.
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SUPER MELEE
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Super Melee mode is pure combat. It's designed to let you hone your
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skills for the full game, or to challenge your friends to fleet
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matches. Selecting "Super Melee!" from the main menu will bring you
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to the super melee main screen.
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This screen is dominated by the fleet design screen. Move the cursor
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over a ship slot and press ENTER to change the ship assignment, or
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press DELETE to remove the ship. You may select the fleet name and
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press ENTER to edit the fleet name to something of your choice. The
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number next to the fleet name lists the fleet strength; this is simply
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the sum of the point values of all ships in the fleet.
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The right hand side of the screen has buttons for managing the battle.
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Each side has four buttons associated with it: LOAD, SAVE, CONTROL,
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and NET. The LOAD and SAVE buttons let you load and save fleets. A
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variety of fleets of various strengths are pre-defined, and you may
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add your own by saving fleets you design.
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The CONTROL button has one of five settings. HUMAN CONTROL puts the
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fleet under the control of a human player. (The precise controls for
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that player are set in the Setup menu, but the bottom player's
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controls are always the same as the full game's controls.) Then there
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are three levels of computer control:
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- WEAK CYBORG is not a particularly good shot, and will only use
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special weapons if the ship absolutely requires the special weapon
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to function at all (Pkunk, Slylandro). This difficulty level only
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appears in the full game when fighting crippled ships.
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- GOOD CYBORG will actually use its special weapon, but it's still
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not much of a threat. The Good cyborg provides a gentle
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introduction to Star Control combat if you are unfamiliar with the
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gameplay. However, you will soon wish to switch to...
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- AWESOME CYBORG. The AI will fully exploit each ship's abilities,
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and is also a tolerably good shot, compensating for inertia and
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choosing its shots. Enemies you meet in the full game are almost
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always piloted at this level. If a battle is giving you trouble
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in the full game, this is the setting you want.
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The last control option is NETWORK CONTROL, which will be set if that
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side is controlled by a non-local opponent. To set up a network game,
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push the NET button on the side you wish to be under your opponent's
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control.
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In order to connect, you must agree on a port (the default is 21837,
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which should not require any change) and set a net delay in frames.
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To compensate for network lag, a keypress or keyrelease will only take
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effect after this many frames. While higher values make your ship to
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seem to respond more sluggishly, they give the keypress information
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more time to reach the remote party. If the game stutters, this is
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because it is waiting for this keypress information to arrive, which
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is an indication that the input delay is too low. Super Melee runs at
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24 frames per second, each frame delayed will delay the input by about
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42ms. The delay used is the maximum of the desired value for both
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parties. The default is 0. Values lower than 4 are typically
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acceptable in terms of responsiveness. Future versions may
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automatically decide on the best value to use.
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Once the port and delay are set, one player must select the first
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option (Wait for incoming connection), while the other enters his
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opponent's hostname or IP address into the Host field and then pushes
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"Connect." Once the connection is established, the control scheme for
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the remote player will flip to NETWORK CONTROL to register the
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connection. To disconnect, change it away back to one of the HUMAN or
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CYBORG options. Once connected, you are both free to edit your fleets
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to provide a properly balanced battle.
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Once all fleets are in readiness, press the BATTLE button in the
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center right. (In a network game, both players must select it with no
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intervening fleet edits. Moving away from BATTLE or having your
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opponent change their fleet will cancel your readiness state, and you
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will need to reselect the BATTLE button.) When all players are ready,
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the battle begins.
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The ship selection screen is much as it would be in the full game,
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with two notable exceptions: a question mark in the upper right allows
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you to select a new ship randomly from those remaining, and a red X
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allows you to exit the combat entirely. (It is also possible to exit
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the melee at any time by pressing F10, just as one can exit anything.)
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If nobody quits, the combat will continue until one side has been
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completely destroyed. At this point, both fleets are shown so that
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one may compare initial and remaining fleet strengths. Press a key to
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return to the melee menu.
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To return to the main menu after finishing with Super Melee mode, push
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the QUIT button in the lower right.
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GENERAL GAME CONTROLS SUMMARY
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@@ -541,8 +681,8 @@ TAB: Jump to next match.
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UP: Thrust
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LEFT and RIGHT: Steer
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RIGHT CTRL or ] or ENTER: Fire Primary Weapon
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RIGHT SHIFT or [: Fire Secondary Weapon
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RIGHT CTRL or ENTER: Fire Primary Weapon
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RIGHT SHIFT: Fire Secondary Weapon
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ESCAPE: Emergency Warp Escape
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@@ -550,31 +690,40 @@ ESCAPE: Emergency Warp Escape
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UP: Forward
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LEFT and RIGHT: Steer
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RIGHT CTRL or ] or ENTER: Fire stun bolt
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RIGHT SHIFT or [ or ESCAPE: Blast off
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RIGHT CTRL or ENTER: Fire stun bolt
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RIGHT SHIFT or ESCAPE: Blast off
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MELEE CONTROLS SUMMARY
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Top Player
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E: Thrust
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S and F: Steer
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Q: Fire Primary Weapon
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A: Fire Secondary Weapon
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W: Thrust
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A and D: Steer
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V: Fire Primary Weapon
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B: Fire Secondary Weapon
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Bottom Player
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UP or ENTER: Thrust
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LEFT and RIGHT: Steer
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RIGHT CTRL or ] or ENTER: Fire Primary Weapon
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RIGHT SHIFT or [: Fire Secondary Weapon
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RIGHT CTRL or ENTER: Fire Primary Weapon
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RIGHT SHIFT: Fire Secondary Weapon
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These controls are configurable by editing the keys.cfg file which will
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be automatically generated in your personal directory for uqm data the
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first time you start the game.
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The location of this directory varies per system.
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These controls are configurable from the Setup Menu. You may define
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up to six "Input Templates" and assign a template to either or both
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players. Some commonly used key configurations are pre-defined, as
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well as popular variants. To change key bindings, select the binding
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you wish to change and press ENTER. At the dialog box, press the key
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(or joystick gesture) that you wish to assign to this action.
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SAVED GAMES
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The saved games are kept in your personal directory for uqm data.
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This directory is automatically created the first time you start the
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game. The location of this directory varies per system.
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On Microsoft Windows systems this is a folder named 'uqm' in the
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application data folder for the current user.
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@@ -591,18 +740,10 @@ find in the Tools menu of any folder window.
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On Unix systems this personal uqm data is stored in "~/.uqm".
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Later versions of The Ur-Quan Masters will include a key configuration
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tool. In the meantime, the keys.cfg has a bunch of comments in it
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that should help you set up your joystick and remap key controls to
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your satisfaction.
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SAVED GAMES
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The saved games are kept in the same location as the keys.cfg file, under
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"save". You will need to know this if you intend to transfer them to another
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computer. Note that currently games saved on a Mac will not work on a PC,
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and vice versa.
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You will generally only need this if you intend to transfer savegames
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to another computer. Note that currently games saved on an PowerPC Mac
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will not work on a PC (or an Intel Mac), and vice versa. AMD64 and
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Intel savegames may be safely transferred.
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ADD-ONS
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@@ -621,7 +762,6 @@ in the game. '--addon' may be specified more than once to enable multiple
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add-ons.
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The Precursors UQM Remix project is intended to be used as an addon.
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If you installed UQM 0.5 from the Windows installer, the remix packs
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If you installed UQM 0.6 from the Windows installer, the remix packs
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are available as options. Installing any of them will cause the
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default shortcuts to include the "remix" addon by default.
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