Netplay
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2463 8092fc87-c524-0410-9efc-e669fe64eaf9
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To use Netplay you need to pass some parameters to uqm. In future versions
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you should be able to set everything you need to set from within the
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game itself.
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--netport1 specifies the port the bottom player will connect to or accept
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incoming connections on. If this parameter is not specified, 21837 will
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be used.
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Your firewall needs to be set up to allow TCP connections from/to
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the used port.
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--nethost1 specifies the name or ip number of the host to connect to for
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the bottom player. If this parameter is not specified, UQM will
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instead accept incoming connections.
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--netport2
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As --netport1, but for the top player
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--nethost2
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As --netport2, but for the bottom player
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--netdelay
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The desired input delay (in frames). A keypress or keyrelease
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will only take effect after this many frames. The result is that while
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higher values make your ship to seem to respond more sluggishly,
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they give the keypress information more time to reach the remote party.
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If the game stutters, this is because it is waiting for this
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keypress information to arrive, which is an indication that the
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input delay is too low.
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As SuperMelee runs at 24 frames per second, each frame delayed will
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delay the input by about 42ms.
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The delay used is the maximum of the desired value for both parties.
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The default is 0. Values lower than 4 will be hardly noticable
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in terms of responsiveness.
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Future versions may automatically decide on the best value to use.
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In SuperMelee, there is now an extra control method, "network control".
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If you change the control method to that, and press LEFT, UQM will start
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paying attention to incoming connections or try to establish an outgoing
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connection, depending on the specified parameters. Pressing RIGHT will
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cancel connection attempts or abort an already established connection.
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You'll get a message when a connection has been established. In the mean
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time you can already set up your own team.
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The game won't start until both parties have confirmed the current setup.
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If one player moves away from the 'Battle!' button, both parties need to
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reconfirm.
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