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diff --git a/doc/users/manual.txt b/doc/users/manual.txt new file mode 100644 index 0000000..330d785 --- /dev/null +++ b/doc/users/manual.txt @@ -0,0 +1,799 @@ +THE UR-QUAN MASTERS v0.7 -- homepage: http://sc2.sf.net/ + +Welcome to this beta 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. + +STARTING THE GAME + +Simply invoke the executable from the directory you installed UQM in +to run the game. (Under Windows, this is uqm.exe; under Linux, it's +uqm.) This will use the default settings. The defaults and how to +change them are listed under COMMAND LINE OPTIONS, below. + +After a splash screen, you will see the main menu, which has five +options: + + - New Game: 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 THE STORY SO FAR section below provides more extensive + backstory for the curious. + + - Load Game: Restores a Full Game session that was saved earlier. + + - Super Melee!: Puts the game in Super Melee mode, where you may + hone your space combat skills or challenge your friends to fleet + battles. See the SUPER MELEE section below for details on this + section. + + - Setup: 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 COMMAND LINE OPTIONS, below. + + - Quit: Exits the program. + +COMMAND LINE OPTIONS + +The default options for an UQM install are 3DO music, 640x480 windowed +mode, and pure SDL graphics drivers. The initial defaults may vary on +the Windows install if you selected "Mimic PC" or "Mimic 3DO" as the +install type. You may pass various command line options to customize +your experience: + + -r 320x240 (or --res) + +Sets the screen resolution. Unless --opengl is set, the only valid +values are 640x480 and 320x240. + + -f (or --fullscreen) + +Uses full screen mode. Pretty straightforward. Usually good to +combine with -r 320x240 unless you're using a scaler. + + -w (or --windowed) + +Displays the game in a window. The opposite of --fullscreen. + + -o (or --opengl) + +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. + + -x (or --nogl) + +Do not use OpenGL drivers. This is more likely to run on systems with +poor or no 3D acceleration, and is often faster, especially on older +or less well supported cards. Only the 320x240 and 640x480 +resolutions are available when not using OpenGL. + + -k (or --keepaspectratio) + +Keep 4:3 aspect ratio when using custom resolutions. + + -c (or --scale=mode) + +Graphics scaling mode (bilinear, biadapt, biadv, triscan, hq or none). +Default is none. Try these to get smoother graphics with cost on +performance. + + -b (or --meleezoom=mode) + +Melee zooming mode (pc or 3do); 'step' is an alias for 'pc' and 'smooth' +is an alias for '3do'. Default is 3do. Slower machine owners can set it +to 'pc' to get better performance in melee. + + -s (or --scanlines) + +Simulates interlaced displays. + + -g (or --gamma) + +Sets gamma correction. 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. + + -p (or --fps) + +Print fps information in the status window. + + -C (or --configdir) + +Set the directory where the game will store the config data. + + -n (or --contentdir) + +Set the directory where the game will seek its data. + + -l (or --logfile) + +Set a file to receive the diagnostic information that would otherwise go +to the console. + + -h (or --help) + +Display a help message. + + -M (or --musicvol) + +Set music volume (0-100). + + -S (or --sfxvol) + +Set sound effects volume (0-100). + + -T (or --speechvol) + +Set speech volume (0-100). If set to 0, the game runs in 'no speech' +mode and the oscilloscope reacts to the music. + + -m 3do (or --music 3do) + +Use the 3DO remixed soundtrack for songs that were in fact remixed. +The default. + + -m pc (or --music pc) + +Use the .MOD based PC soundtrack everywhere. + + -q (or --audioquality) + +Can be "high", "medium", or "low". Specifies how nice the audio +sounds. Slower machines should lower the audio quality. + + --addon <addon> (no short version) + +Replace <addon> by the name of an add-on to enable in the game. See +the section 'ADD-ONS' below for details. + + --sound (no short version) + +Can be "openal", "mixsdl" or "none". Specifies which driver/mixer +to use. "openal" 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 "none" as a last resort if you cannot get other drivers to work, +or if you have no soundcard. + + --stereosfx (no short version) + +Enables positional sound effects in melee. Currently works only when +using openal. + + -u (or --nosubtitles) + +Disables subtitles. + + --cscan pc + +Use PC style planet information when scanning (text). Default. + + --cscan 3do + +Use 3DO style planet information when scanning (pictograms). + + --menu pc + +Use PC style menus (text) and 'CREW'/'BATT' in melee instead of icons. +Default. + + --menu 3do + +Use 3DO style menus (pictograms). + + --font pc + +Use PC style fonts and colors. +Default. + + --font 3do + +Use 3DO style fonts and colors. + + --scroll pc +Scroll voice-over/subtitles 1 page at a time when using left/right arrow keys +Default. + + --scroll 3do +Scroll voice-over/subtitles smoothly while holding down left/right arrow keys + + -i 3do (or --intro 3do) + +Use the 3DO intro and ending movies (if you have them). +The default. + + -i pc (or --intro pc) + +Use the PC intro and ending sequences and slide shows. These will be also +played if you do not have 3DO movies, regardless of -i option. + + --shield pc + +Use PC style static slave shield graphic. +Default. + + --shield 3do + +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. + + --safe (no short version) + +Start the game in safe mode. Safe mode will ignore stored user settings, +like resolution, fullscreen mode, sound driver, etc. This is useful if +you have somehow wrecked your configuration files and cannot get to the +in-game setup menu to change the settings. + + +NOT OFFICIALLY SUPPORTED OPTIONS + +The following options may not exist in all builds and can change without +notice at any time. + + --accel (no short version) + +Can be "none", "detect", "mmx", "3dnow", "sse" (also "altivec" 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. + + --netport1 <port> (no short version) + --netport2 <port> (no short version) + +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, 21837 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. + + --nethost1 <host> (no short version) + --nethost2 <host> (no short version) + +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. + + --netdelay (no short version) + +Set the default input delay (in frames). See the Super Melee section +for details. + + + 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/ + + + + 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 by the +'Precursors' - 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. + + 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. + + 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: + +COMMON ELEMENTS (carbon, nitrogen) are cyan. Worth 1 resource unit +(RU) per unit. + +CORROSIVES (chlorine, iodine) are red. 2 RU per unit. + +BASE METALS (iron, tin) are grey. These are common, and usually worth +harvesting, but not terribly valuable. 3 RU per unit. + +NOBLE GASSES (argon, xenon) are blue. 4 RU per unit. + +RARE EARTHS (lanthanum, ytterbium) are green. 5 RU per unit. + +PRECIOUS ELEMENTS (gold, silver) are yellow. 6 RU per unit. + +RADIOACTIVES (uranium, astatine) are orange. 8 RU per unit. + +EXOTICS (antimatter, magnetic monopoles) 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! + + 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. + + 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. + + 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 *mostly* 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. + + SHIP DESCRIPTIONS + + Androsynth Guardian +Primary weapon: Fires homing acid bubble clouds. +Secondary weapon: Transforms into the 'Blazer', a comet that does +considerable damage by ramming its opponents. + + Ariloulaleelay Skiff +Primary weapon: Auto-aiming, short-range laser +Secondary weapon: Random teleport +Note: The Skiff is inertia-less, and stops instantly when thrust is +removed. + + Chenjesu Broodhome +Primary weapon: Crystal Shard. Will travel until the fire button is +released, then shatters. +Secondary weapon: De-energizing Offensive Guided Interceptor. +Launches an autonomous DOGI that rams the opponent to drain their +combat batteries. + + Chmmr Avatar +Primary weapon: Immensely powerful short-range laser +Secondary weapon: Tractor beam. +Note: Has three orbiting "ZapSats" that attack anything that gets in +range. + + Druuge Mauler +Primary weapon: Long range, high-recoil cannon +Secondary weapon: Sets one crew on fire to gain combat energy. + + Earthling Cruiser +Primary weapon: Homing nuclear missile +Secondary weapon: Point-defense laser + + Ilwrath Avenger +Primary weapon: Short-range flamethrower +Secondary weapon: Cloaking device + + Kohr-Ah Marauder +Primary weapon: Spinning blades that stop and home when the fire +button is released +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 + + Melnorme Trader +Primary weapon: Charged shot. The longer the fire button is held, the +stronger the shot. +Secondary weapon: Confusion beam that scrambles enemy controls. + + Mmrnmhrm X-Form +Primary weapon: Lasers (X-form) or homing missiles (Y-form). +Secondary weapon: Switch between X-Form and Y-Form. + + Mycon Podship +Primary weapon: Homing Plasmoid. +Secondary weapon: Regenerate 4 crew. + + Orz Nemesis +Primary weapon: Howitzer cannon. +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. + + Pkunk Fury +Primary weapon: Three-way cannon +Secondary weapon: Fling insults at opponent. This is the only way the +Pkunk can regenerate combat energy. +Note: On occasion, a destroyed Fury will be resurrected with full fuel +and power. + + Shofixti Scout +Primary weapon: Energy Dart. +Secondary weapon: Glory Device. When pressed three times, the ship +will self-destruct, inflicting vast damage on nearby vessels. + + Slylandro Probe +Primary weapon: Lighting weapon. +Secondary weapon: Absorb a nearby asteroid and convert to combat +power. This is the only way the Probe can recharge. +Note: The Probe is inertia-less and always in motion. Pressing thrust +will reverse its direction. + + Spathi Eluder +Primary weapon: Simple forward cannon. +Secondary weapon: Backward Utilized Tracking Torpedo (B.U.T.T.), a +homing missile fired from the rear of the vessel. + + Supox Blade +Primary weapon: Forward firing glob weapon +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! + + Syreen Penetrator +Primary weapon: Particle Beam Stiletto. +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 + + Thraddash Torch +Primary weapon: Straightforward blaster cannon. +Secondary weapon: Afterburner. The afterburner exhaust does more +damage then the blaster, so use it as a weapon! + + Umgah Drone +Primary weapon: Anti-Matter cone. Does not require combat batteries to use. +Secondary weapon: Fly backwards suddenly and at high speed. +Note: The Drone only recharges batteries if you do not fire for a long +time, and then the energy all returns in one lump. + + Ur-Quan Dreadnought +Primary weapon: Fusion Blast. +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. + + Utwig Jugger +Primary weapon: Six-shot cannon. Requires no combat battery energy to fire. +Secondary weapon: Force shield. Absorbing hits re-energizes your +batteries. When the batteries are exhausted, the shield is +permanently disabled until combat ends. + + VUX Intruder +Primary weapon: Gigawatt laser. +Secondary weapon: Limpet mines that track enemy ships and slow them +down dramatically if they hit. + + Yehat Terminator +Primary weapon: Twin autocannons. +Secondary weapon: Force shield. + + Zoq-Fot-Pik Stinger +Primary weapon: Anti-matter spray gun. +Secondary weapon: "Tongue attack", a point-blank range attack that +does grievous damage. + + 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: + + - WEAK CYBORG 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. + + - GOOD CYBORG 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... + + - AWESOME CYBORG. 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 NETWORK CONTROL, 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 21837, +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. + + GENERAL GAME CONTROLS SUMMARY + +F1 or PAUSE Pause game +F10 Exit game +F11 Toggle between fullscreen and windowed mode + + FULL GAME CONTROLS SUMMARY + + 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 + or ESCAPE + + 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 + + + MELEE CONTROLS SUMMARY + + 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 + + +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. + + + 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. The location of this directory varies per system. + +On Microsoft Windows systems this is a folder named 'uqm' in the +application data folder for the current user. +This is usually in one of the following locations: +- "C:\Windows\Application Data\" + (Windows 95, 98, SE without separate users) +- "C:\Windows\Profiles\YourName\Application Data\" + (Windows 95/98/SE with separate users) +- "C:\Documents and Settings\YourName\Application Data\" + (Windows NT/2k/XP) +The "Application Data" folder may be hidden. You can tell Windows to display +hidden files and folders in the Folder Options dialog, which you can +find in the Tools menu of any folder window. + +On Unix systems this personal uqm data is stored in "~/.uqm". + +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. + + + 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. Add-ons created for UQM releases prior to v0.7 are not +compatible with this release. To continue using your current add-ons, +you will have to obtain or create new add-on packages. + +Inside the directory where the content is installed, in the content/ +directory, there is a directory 'addons/'. In this directory, you can +place add-on packages, like 3domusic, 3dovoice, remix and others, or +create new directories with .zip files to be used in addition to the +standard content .zip files. Each add-on must contain at least one .rmp +file to tell the game which resources the add-on provides. +When you specify the command-line option '--addon <addon>', the .zip files +inside the directory content/addons/<addon> will be included +in the game. '--addon' may be specified more than once to enable multiple +add-ons. + +Unlike previous releases, 3domusic and 3dovoice are now standard add-ons, +and can be turned on and off from the in-game setup menu. +The Precursors UQM Remix project is intended to be used as an add-on. +If you install UQM 0.7 from the Windows installer, the remix packs +are available as options. The remix add-on can also be turned on and off +from the in-game setup menu. |