New netplay UI.
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2500 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -1,42 +1,23 @@
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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 --nethost1, but for the top 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 button, "NET". When you push it,
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UQM will start paying attention to incoming connections or try to
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establish an outgoing connection, depending on the specified
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parameters. Pressing SPACE at the connection screen will cancel
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connection attempts. Once a connection has been established, the
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input will be listed as "NETWORK CONTROL". To abort an already
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established connection, change the control scheme away from NETWORK
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CONTROL. The game won't start until both parties have confirmed the
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current setup. If one player moves away from the 'Battle!' button,
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both parties need to reconfirm.
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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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