games/uqm: Added to 12.2 repository

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B. Watson 2010-05-12 23:29:36 +02:00 committed by Michiel van Wessem
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The Ur-Quan Masters is a port of the 3DO version of the PC game "Star
Control II". It runs on modern operating systems and is 100% free.
This package with build both the game executable, documentation and
the game contents (graphics, sound, etc).
in addition the game executable you will also need to download the
game content
uqm_content source:
http://downloads.sourceforge.net/sc2/uqm-0.6.0-content.uqm
uqm_content md5sum:
md7e8f0ed8490e24231431420ea2ba6a03
You may also want the optional uqm_voice and uqm_3domusic packages, for
a more festive gaming experience.
Note: The version number for the binary is 0.6.2. The version number for
and for the content, voice, and 3domusic packages is 0.6.0.
This is correct.

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# HOW TO EDIT THIS FILE:
# The "handy ruler" below makes it easier to edit a package description. Line
# up the first '|' above the ':' following the base package name, and the '|'
# on the right side marks the last column you can put a character in. You must
# make exactly 11 lines for the formatting to be correct. It's also
# customary to leave one space after the ':'.
|-----handy-ruler------------------------------------------------------|
uqm: uqm (port of the 3DO/PC game - Star Control II)
uqm:
uqm: The Ur-Quan Masters is a port of the 3DO version of the PC game "Star
uqm: Control II". It runs on modern operating systems and is 100% free.
uqm:
uqm: This package contains the game executable and documentation, as well
uqm: as the game content (graphics, sound, etc).
uqm:
uqm: You may also want the optional uqm_voice and uqm_3domusic packages,
uqm: for a more festive gaming experience.
uqm:

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.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

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#!/bin/sh
# Slackware build script for uqm
# Written by B. Watson (yalhcru@gmail.com)
PRGNAM=uqm
VERSION=${VERSION:-0.6.2}
ARCH=${ARCH:-i486}
BUILD=${BUILD:-1}
TAG=${TAG:-_SBo}
CONTENT=${PRGNAM}_content
CONTVER=${CONTVER:-0.6.0}
CWD=$(pwd)
TMP=${TMP:-/tmp/SBo}
PKG=$TMP/package-$PRGNAM
OUTPUT=${OUTPUT:-/tmp}
if [ "$ARCH" = "i486" ]; then
SLKCFLAGS="-O2 -march=i486 -mtune=i686"
elif [ "$ARCH" = "i686" ]; then
SLKCFLAGS="-O2 -march=i686 -mtune=i686"
elif [ "$ARCH" = "x86_64" ]; then
SLKCFLAGS="-O2 -fPIC"
fi
set -e
rm -rf $PKG
mkdir -p $TMP $PKG $OUTPUT
cd $TMP
rm -rf $PRGNAM-$VERSION
tar xvf $CWD/$PRGNAM-$VERSION-source.tgz
cd $PRGNAM-$VERSION
chown -R root:root .
chmod -R a-s,u+w,go+r-w .
# uqm uses a custom build.sh to configure and build the source.
# It's not a bad system, but it's interactive only, meaning I have
# to script answers to the build.sh prompts, hence build_config().
# WARNING: If you're updating this SlackBuild for a new version of
# uqm, check and make sure the build.sh options haven't changed!
# It'd be more efficient to require a system-wide libmikmod instead of
# using the included (statically linked) one, but it's not that big
# a library, and this way we don't have any external dependencies.
build_config() {
echo 1 # Top-level menu option 1: Build type...
echo 1 # type 1 = release
echo 2 # Top-level menu option 2: OpenGL support...
echo 2 # 1 = Don't include, 2 = Include OpenGL graphics support
echo 4 # Top-level menu option 4: Tracker music support
echo 1 # 1 = included libmikmod, 2 = system libmikmod
echo 10 # Top-level menu option 10: Installation paths...
echo 1 # Option 1 = Installation prefix
echo /usr # New value:
echo 3 # Option 3 = Location for non-sharable data
# New value:
echo \$prefix/libexec
echo # ENTER; back to top-level menu
echo # ENTER at top-level menu = done
}
if [ ! -e $CWD/$PRGNAM-$CONTVER-content.uqm ]; then
echo "Error: $CONTENT not found! Please download the $CONTENT"
echo " first (see the README), before attempting to build this."
exit 1
fi
cd sc2
build_config | sh build.sh uqm config
sed -i.bak "s/-O3/$SLKCFLAGS/" build.vars
sh build.sh uqm
strip $PRGNAM
mkdir -p $PKG/usr/libexec/$PRGNAM
cp -a $PRGNAM $PKG/usr/libexec/$PRGNAM
mkdir -p $PKG/usr/bin
cat $PRGNAM-wrapper > $PKG/usr/bin/$PRGNAM
chmod 0755 $PKG/usr/bin/$PRGNAM
mkdir -p $PKG/usr/share/$PRGNAM/content/packages/addons
cp content/version $PKG/usr/share/$PRGNAM/content
# Install the uqm content. Without this the binary is not useful.
cat $CWD/$PRGNAM-$CONTVER-content.uqm > $PKG/usr/share/$PRGNAM/content/packages/$PRGNAM-$CONTVER-content.uqm
mkdir -p $PKG/usr/man/man1
gzip -9c $CWD/$PRGNAM.1 > $PKG/usr/man/man1/$PRGNAM.1.gz
mkdir -p $PKG/usr/doc/$PRGNAM-$VERSION
cp $PRGNAM.lsm AUTHORS BUGS COPYING ChangeLog Contributing README WhatsNew \
doc/users/manual.txt $PKG/usr/doc/$PRGNAM-$VERSION
cat $CWD/$PRGNAM.SlackBuild > $PKG/usr/doc/$PRGNAM-$VERSION/$PRGNAM.SlackBuild
mkdir -p $PKG/install
cat $CWD/slack-desc > $PKG/install/slack-desc
cd $PKG
/sbin/makepkg -l y -c n $OUTPUT/$PRGNAM-$VERSION-$ARCH-$BUILD$TAG.tgz

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PRGNAM="uqm"
VERSION="0.6.2"
HOMEPAGE="http://sc2.sourceforge.net/"
DOWNLOAD="http://downloads.sourceforge.net/sc2/uqm-0.6.2-source.tgz"
MD5SUM="ba4ee595b62349873d510b9827e7648d"
MAINTAINER="B. Watson"
EMAIL="yalhcru@gmail.com"
APPROVED="michiel"