summaryrefslogtreecommitdiff
path: root/doc/users
diff options
context:
space:
mode:
Diffstat (limited to 'doc/users')
-rw-r--r--doc/users/manual.txt799
-rw-r--r--doc/users/unixinstall45
-rw-r--r--doc/users/uqm.6985
3 files changed, 1829 insertions, 0 deletions
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.
diff --git a/doc/users/unixinstall b/doc/users/unixinstall
new file mode 100644
index 0000000..f08e26f
--- /dev/null
+++ b/doc/users/unixinstall
@@ -0,0 +1,45 @@
+This document describes the installation procedure for a installation from
+source on a Linux or BSD platform.
+
+1.
+First, make sure all the required libraries are installed.
+They are listed in the file INSTALL in the top dir.
+
+
+2.
+If you haven't done so already, download the content .uqm files packages
+that you want, from where you got this source package.
+You'll need uqm-0.7.0-content.uqm; uqm-0.7.0-3domusic.uqm (music from the 3DO
+version) and uqm-0.7.0-voice.uqm (spoken alien dialogs) are optional.
+
+Put the uqm-0.7.0-content.uqm in the directory content/packages/ which exists
+in the top directory of the source tree (the dir with (among others)
+COPYING, src/, and build.var.in).
+Put the optional music and voice packages in the content/addons/ directory.
+
+
+3.
+Run './build.sh uqm'
+Change settings in the menu if you want.
+The source building process will start, and when it ends, you should have
+a file 'uqm' in the source dir (or uqm-debug if you selected a debug build).
+You can try it out from this dir by typing './uqm' (or './uqm-debug').
+
+
+4.
+Run './build.sh uqm install', and be patient.
+Depending on what installation location you selected in the configuration
+menu, you might need root permissions here.
+
+
+5.
+Done.
+You can start the game now with the command 'uqm'.
+You may also delete the source (with the .uqm files you put in
+content/) if you want.
+
+
+If you want to recompile with other options, you can use
+'./build.sh uqm config' to reconfigure; you might need to do
+'./build.sh uqm depend' afterwards.
+
diff --git a/doc/users/uqm.6 b/doc/users/uqm.6
new file mode 100644
index 0000000..9d9b38b
--- /dev/null
+++ b/doc/users/uqm.6
@@ -0,0 +1,985 @@
+.\" (C) 1992, 1993, 2002 Toys for Bob, Inc.
+.\" The documentation may be used freely under the terms of the
+.\" Creative Commons Attribution Attribution 2.0 license,
+.\" available at http://creativecommons.org/licenses/by/2.0/
+.\"
+.\" The content may also be copied freely as part of a distribution of
+.\" The Ur-Quan Masters.
+.Dd October 28, 2014
+.Dt UQM 6
+.Os
+.Sh NAME
+.Nm uqm
+.Nd The Ur\(hyQuan Masters \(en space exploration game
+.Sh SYNOPSIS
+.Nm uqm
+.Op Fl bcCfghklMnopqsSTuwx
+.Op Fl i Ar style
+.Op Fl m Ar soundtrack
+.Op Fl r Ar resolution
+.Op Fl -addon Ar addon
+.Op Fl -cscan Ar style
+.Op Fl -font Ar font
+.Op Fl -menu Ar style
+.Op Fl -safe
+.Op Fl -scroll Ar style
+.Op Fl -shield Ar style
+.Op Fl -sound
+.Op Fl -stereosfx
+.Sh DESCRIPTION
+.Nm uqm
+is a port of the epic space game The Ur\(hyQuan Masters.
+.Pp
+The default settings for an
+.Nm uqm
+install are 3DO music, 640\(mu480 windowed mode, and pure SDL graphics drivers.
+You may pass various command line options to customize your experience.
+.Pp
+The options are as follows:
+.Bl -tag -width Ds
+.It Fl b , Fl -meleezoom Ar mode
+Melee zooming mode
+.Po
+.Sy pc
+or
+.Sy 3do
+.Pc ;
+.Sy step
+is an alias for
+.Sy pc
+and
+.Sy smooth
+is an alias for
+.Sy 3do .
+Default is
+.Sy 3do .
+Slower machine owners can set it to
+.Sy pc
+to get better performance in melee.
+.It Fl C Ar dir , Fl -configdir Ar dir
+Sets the directory where the game will store the config data.
+.It Fl c Ar mode , Fl -scale Ar mode
+Graphics scaling mode
+.Po
+.Cm bilinear ,
+.Cm biadapt ,
+.Cm biadv ,
+.Cm triscan ,
+.Cm hq
+or
+.Cm none
+.Pc .
+Default is
+.Cm none .
+Try these to get smoother graphics, at a performance cost.
+.It Fl f , Fl -fullscreen
+Uses full screen mode.
+The opposite of
+.Fl w .
+.It Fl g Ar val , Fl -gamma Ar val
+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.
+.It Fl h , Fl -help
+Display a help message.
+.It Fl i Ar style , Fl -intro Ar style
+With
+.Cm 3do ,
+use the 3DO intro and ending movies (if you have them).
+With
+.Cm pc ,
+use the PC intro and ending sequences and slide shows.
+Defaults to
+.Cm 3do .
+Regardless of which option is selected, the PC sequences will be used if you do
+not have the 3DO movies.
+.It Fl k , Fl -keepaspectratio
+Keep 4:3 aspect ratio when using custom resolutions.
+.It Fl l Ar file , Fl -logfile Ar file
+Set a file to receive the diagnostic information that would otherwise go to the
+console.
+.It Fl M Ar volume , Fl -musicvol Ar volume
+Set music volume (0\(en100).
+.It Fl m Ar soundtrack , Fl -music Ar soundtrack
+Select either the 3DO remixed soundtrack with
+.Cm 3do
+or the .MOD\(hybased PC soundtrack with
+.Cm pc .
+Defaults to
+.Cm 3do
+for songs that were in fact remixed.
+.It Fl n Ar dir , Fl -contentdir Ar dir
+Set the directory where the game will seek its data.
+.It Fl o , Fl -opengl
+Use OpenGL drivers.
+This produces higher\(hyquality graphics, and may be faster as well \(en
+but it also may not work on older cards.
+It also permits use of any screen resolution.
+The opposite of
+.Fl x .
+.It Fl p , Fl -fps
+Print fps information in the status window.
+.It Fl q Ar setting , Fl -audioquality Ar setting
+Can be
+.Cm high ,
+.Cm medium ,
+or
+.Cm low .
+Specifies how nice the audio sounds.
+Slower machines should lower the audio quality.
+.It Fl r Ar resolution , Fl -res Ar resolution
+Sets the screen resolution.
+Unless
+.Fl -opengl
+is set, the only valid values are
+.Dq 640x480
+and
+.Dq 320x240 .
+.It Fl S Ar volume , Fl -sfxvol Ar volume
+Set sound effects volume (0\(en100).
+.It Fl s , Fl -scanlines
+Simulates interlaced displays.
+.It Fl T Ar volume , Fl -speechvol Ar volume
+Set speech volume (0\(en100).
+If set to 0, the game runs in
+.Sq no speech
+mode and the oscilloscope reacts to the music.
+.It Fl u , Fl -nosubtitles
+Disables subtitles.
+.It Fl w , Fl -windowed
+Displays the game in a window.
+The opposite of
+.Fl f .
+.It Fl x , Fl -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 320\(mu240 and 640\(mu480 resolutions are available when not using
+OpenGL.
+The opposite of
+.Fl o .
+.It Fl -addon Ar name
+Enable the named add\(hyon in the game.
+See the
+.Sx ADD\(hyONS
+section for details.
+.It Fl -cscan Ar style
+When scanning planets, display information using text
+.Pq with Cm pc
+or pictograms
+.Pq with Cm 3do .
+Defaults to
+.Cm pc .
+.It Fl -font Ar style
+Use PC\(hystyle fonts and colors
+.Pq with Cm pc
+or 3DO\(hystyle
+.Pq with Cm 3do .
+Defaults to
+.Cm pc .
+.It Fl -menu Ar style
+In menus, display options as text
+.Pq with Cm pc
+or pictograms
+.Pq with Cm 3do .
+Defaults to
+.Cm pc .
+.It Fl -safe
+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\(hygame setup menu to change the settings.
+.It Fl -scroll Ar style
+Using the left/right arrow keys,
+scroll voiceovers and subtitles one page at a time
+.Pq with Cm pc
+or smoothly
+.Pq with Cm 3do .
+Defaults to
+.Cm pc .
+.It Fl -shield Ar style
+Use the CPU\(hyintensive, 3DO\(hystyle throbbing slave shield graphic
+.Pq with Cm 3do
+or the PC\(hystyle static slave shield graphic
+.Pq with Cm pc .
+Defaults to
+.Cm pc .
+.It Fl -sound Ar driver
+Specifies which sound driver/mixer to use.
+Can be
+.Cm openal ,
+.Cm mixsdl ,
+or
+.Cm none .
+.Cm openal
+is only available when it has been compiled in.
+It may produce higher\(hyquality 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
+.Cm none
+as a last resort if you cannot get other drivers to work,
+or if you have no sound card.
+.It Fl -stereosfx
+Enables positional sound effects in melee.
+Currently works only when using openal.
+.El
+.Sh STARTING THE GAME
+Simply invoke the
+.Nm uqm
+program to run the game.
+After a splash screen, you will see the main menu, which has five options:
+.Bl -tag -width "Super Melee!"
+.It New Game
+Begins a new Full Game.
+This is a galaxy\(hyspanning space adventure full of diplomacy, exploration,
+combat, high treason, and low cunning.
+The introductory cutscenes will set the scene; the below section
+.Sx THE STORY SO FAR
+provides more extensive backstory for the curious.
+.It Load Game
+Restores a Full Game session that was saved earlier.
+.It 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
+.Sx SUPER MELEE
+section below for details on this game mode.
+.It 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
+.Nm uqm .
+Setup options are preserved across sessions.
+.It Quit
+Exits the program.
+.El
+.Sh CONTROLS SUMMARY
+.Ss General Game Controls
+.Bl -tag -width "F1 or Pause" -compact
+.It Cm F1 No or Cm Pause
+Pause game
+.It Cm F10
+Exit game
+.It Cm F11
+Toggle between fullscreen and windowed mode
+.El
+.Ss Full Game Controls
+Space flight:
+.Bl -tag -width "Space or Right Shift" -compact
+.It Cm Up
+Thrust
+.It Cm Left No and Cm Right
+Steer
+.It Cm Space No or Cm Right Shift
+Main Menu
+.El
+.Pp
+Menus:
+.Bl -tag -width "Space or Right Shift or Escape" -compact
+.It Arrow keys
+Scroll through selections
+.It Cm Enter No or Cm Right Ctrl
+Make selection
+.It Cm Space No or Cm Right Shift No or Cm Escape
+Up one level
+.El
+.Pp
+Conversations:
+.Bl -tag -width "Space or Right Shift" -compact
+.It Cm Left No and Cm Right
+Rewind/Forward
+.It Cm Up No and Cm Down
+Scroll through selections
+.It Cm Enter No or Cm Right Ctrl
+Make selection
+.It Cm Space No or Cm Right Shift
+Skip, Show/Hide summary
+.El
+.Pp
+Star Map:
+.Bl -tag -width "Space or Right Shift" -compact
+.It Arrow Keys
+Move the crosshair
+.It Cm Enter No or Cm Right Ctrl
+Select destination
+.It Cm Space No or Cm Right Shift
+Main menu
+.It Keypad Cm +
+Zoom in
+.It Keypad Cm -
+Zoom out
+.It Cm /
+Begin search.
+(Type star or constellation name to find matches)
+.It Cm Tab
+Jump to next match
+.El
+.Pp
+Space Combat:
+.Bl -tag -width "Right Ctrl or Enter" -compact
+.It Cm Up
+Thrust
+.It Cm Left No and Cm Right
+Steer
+.It Cm Right Ctrl No or Cm Enter
+Fire Primary Weapon
+.It Cm Right Shift
+Fire Secondary Weapon
+.It Cm Escape
+Emergency Warp Escape
+.El
+.Pp
+Planet Exploration:
+.Bl -tag -width "Right Shift or Escape" -compact
+.It Cm Up
+Forward
+.It Cm Left No and Cm Right
+Steer
+.It Cm Right Ctrl No or Cm Enter
+Fire stun bolt
+.It Cm Right Shift No or Cm Escape
+Blast off
+.El
+.Ss Melee Controls
+Top Player:
+.Bl -tag -width "A and D" -compact
+.It Cm W
+Thrust
+.It Cm A No and Cm D
+Steer
+.It Cm V
+Fire Primary Weapon
+.It Cm B
+Fire Secondary Weapon
+.El
+.Pp
+Bottom Player:
+.Bl -tag -width "Right Ctrl or Enter" -compact
+.It Cm Up No or Cm Enter
+Thrust
+.It Cm Left No and Cm Right
+Steer
+.It Cm Right Ctrl No or Cm Enter
+Fire Primary Weapon
+.It Cm Right Shift
+Fire Secondary Weapon
+.El
+.Pp
+These controls are configurable from the Setup Menu.
+You may define up to six
+.Dq Input Templates
+and assign a template to either or both players.
+Some commonly used key configurations are pre\(hydefined,
+as well as popular variants.
+To change key bindings, select the binding you wish to change and press
+.Cm 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
+.Nm uqm
+data.
+This directory is automatically created the first time you start the game.
+On Unix systems this personal
+.Nm uqm
+data is stored in
+.Pa ~/.uqm .
+.Pp
+You will generally only need to know this if you intend to transfer savegames
+to another computer.
+.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.
+.Pp
+Minerals are necessary for building up and maintaining your flagship, so
+harvest them wherever you can.
+There are nine varieties, each color coded:
+.Bl -bullet
+.It
+.Em Common elements
+(carbon, nitrogen) are cyan.
+Worth 1 resource unit (RU) per unit.
+.It
+.Em Corrosives
+(chlorine, iodine) are red.
+2 RU per unit.
+.It
+.Em Base metals
+(iron, tin) are grey.
+These are common, and usually worth harvesting, but not terribly valuable.
+3 RU per unit.
+.It
+.Em Noble gases
+(argon, xenon) are blue.
+4 RU per unit.
+.It
+.Em Rare earths
+(lanthanum, ytterbium) are green.
+5 RU per unit.
+.It
+.Em Precious elements
+(gold, silver) are yellow.
+6 RU per unit.
+.It
+.Em Radioactives
+(uranium, astatine) are orange.
+8 RU per unit.
+.It
+.Em Exotics
+(antimatter, magnetic monopoles) are purple,
+and a princely 25 RU per cargo unit.
+.El
+.Pp
+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.
+.Pp
+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
+.Cm Escape
+key!
+.Pp
+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.
+.Pp
+Landing on a planet costs fuel, and the heavier the planet,
+the more fuel it requires.
+Make sure you don\(cqt spend so much fuel exploring planets that you can\(cqt
+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.
+.Pp
+While you can fly about in HyperSpace just like you do in a star system,
+the Galaxy is
+.Em Large ,
+and you will usually want to use the Auto-Pilot.
+To use the Auto-Pilot, select
+.Dq 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
+.Cm Enter .
+Then press
+.Cm 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.
+.Pp
+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 \(en 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).
+.Pp
+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.
+.Pp
+Space flight is
+.Em mostly
+inertial (you\(cqll drift if you stop thrusting),
+but each ship has a maximum velocity that can only be exceeding by
+.Dq gravity whipping
+around the planet.
+Don\(cqt hit the planet unless you want to take
+.Em lots
+of damage.
+.Pp
+Each ship has a primary and secondary weapon mode,
+unique to that race\(cqs craft.
+The descriptions of those follow.
+.Ss Ship Descriptions
+.Bl -ohang
+.It Androsynth Guardian
+.Bl -inset -compact
+.It Primary weapon:
+Fires homing acid bubble clouds.
+.It Secondary weapon:
+Transforms into the
+.Sq Blazer ,
+a comet that does considerable damage by ramming its opponents.
+.El
+.It Ariloulaleelay Skiff
+.Bl -inset -compact
+.It Primary weapon:
+Auto\(hyaiming, short\(hyrange laser.
+.It Secondary weapon:
+Random teleport.
+.It Note:
+The Skiff is inertia-less, and stops instantly when thrust is removed.
+.El
+.It Chenjesu Broodhome
+.Bl -inset -compact
+.It Primary weapon:
+Crystal Shard.
+Travels until the fire button is released, then shatters.
+.It Secondary weapon:
+De\(hyenergizing Offensive Guided Interceptor.
+Launches an autonomous DOGI that rams the opponent to drain their combat
+batteries.
+.El
+.It Chmmr Avatar
+.Bl -inset -compact
+.It Primary weapon:
+Immensely powerful short-range laser.
+.It Secondary weapon:
+Tractor beam.
+.It Note:
+Has three orbiting
+.Dq ZapSats
+that attack anything that gets in range.
+.El
+.It Druuge Mauler
+.Bl -inset -compact
+.It Primary weapon:
+Long range, high\(hyrecoil cannon.
+.It Secondary weapon:
+Sets one crew on fire to gain combat energy.
+.El
+.It Earthling Cruiser
+.Bl -inset -compact
+.It Primary weapon:
+Homing nuclear missile.
+.It Secondary weapon:
+Point-defense laser.
+.El
+.It Ilwrath Avenger
+.Bl -inset -compact
+.It Primary weapon:
+Short\(hyrange flamethrower.
+.It Secondary weapon:
+Cloaking device.
+.El
+.It Kohr\(hyAh Marauder
+.Bl -inset -compact
+.It Primary weapon:
+Spinning blades that stop and home when the fire button is released.
+.It Secondary weapon:
+Fiery Ring of Inevitable and Eternal Destruction (F.R.I.E.D.), a short\(hyrange
+corona of energy that blocks shots and inflicts lots of damage.
+.El
+.It Melnorme Trader
+.Bl -inset -compact
+.It Primary weapon:
+Charged shot.
+The longer the fire button is held, the stronger the shot.
+.It Secondary weapon:
+Confusion beam that scrambles enemy controls.
+.El
+.It Mmrnmhrm X\(hyForm
+.Bl -inset -compact
+.It Primary weapon:
+Lasers (X-form) or homing missiles (Y-form).
+.It Secondary weapon:
+Switch between X-Form and Y-Form.
+.El
+.It Mycon Podship
+.Bl -inset -compact
+.It Primary weapon:
+Homing Plasmoid.
+.It Secondary weapon:
+Regenerate 4 crew.
+.El
+.It Orz Nemesis
+.Bl -inset -compact
+.It Primary weapon:
+Howitzer cannon.
+.It 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.
+.El
+.It Pkunk Fury
+.Bl -inset -compact
+.It Primary weapon:
+Three\(hyway cannon.
+.It Secondary weapon:
+Fling insults at opponent.
+This is the only way the Pkunk can regenerate combat energy.
+.It Note:
+On occasion, a destroyed Fury will be resurrected with full fuel and power.
+.El
+.It Shofixti Scout
+.Bl -inset -compact
+.It Primary weapon:
+Energy Dart.
+.It Secondary weapon:
+Glory Device.
+When pressed three times, the ship will self\(hydestruct,
+inflicting vast damage on nearby vessels.
+.El
+.It Slylandro Probe
+.Bl -inset -compact
+.It Primary weapon:
+Lighting weapon.
+.It Secondary weapon:
+Absorb a nearby asteroid and convert to combat power.
+This is the only way the Probe can recharge.
+.It Note:
+The Probe is inertia\(hyless and always in motion.
+Pressing thrust will reverse its direction.
+.El
+.It Spathi Eluder
+.Bl -inset -compact
+.It Primary weapon:
+Simple forward cannon.
+.It Secondary weapon:
+Backward Utilized Tracking Torpedo (B.U.T.T.),
+a homing missile fired from the rear of the vessel.
+.El
+.It Supox Blade
+.Bl -inset -compact
+.It Primary weapon:
+Forward firing glob weapon.
+.It 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!
+.El
+.It Syreen Penetrator
+.Bl -inset -compact
+.It Primary weapon:
+Particle Beam Stiletto.
+.It Secondary weapon:
+.Dq Syreen Call
+\(en psychic attack that induces enemy crew to jump ship,
+where you (or your opponent) may capture them to add to your complement.
+.El
+.It Thraddash Torch
+.Bl -inset -compact
+.It Primary weapon:
+Straightforward blaster cannon.
+.It Secondary weapon:
+Afterburner.
+The afterburner exhaust does more damage then the blaster,
+so use it as a weapon!
+.El
+.It Umgah Drone
+.Bl -inset -compact
+.It Primary weapon:
+Anti\(hyMatter cone.
+Does not require combat batteries to use.
+.It Secondary weapon:
+Fly backwards suddenly and at high speed.
+.It Note:
+The Drone only recharges batteries if you do not fire for a long time,
+and then the energy all returns in one lump.
+.El
+.It Ur\(hyQuan Dreadnought
+.Bl -inset -compact
+.It Primary weapon:
+Fusion Blast.
+.It Secondary weapon:
+Launches autonomous fighters to harass 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.
+.El
+.It Utwig Jugger
+.Bl -inset -compact
+.It Primary weapon:
+Six\(hyshot cannon.
+Requires no combat battery energy to fire.
+.It Secondary weapon:
+Force shield.
+Absorbing hits re\(hyenergizes your batteries.
+When the batteries are exhausted,
+the shield is permanently disabled until combat ends.
+.El
+.It VUX Intruder
+.Bl -inset -compact
+.It Primary weapon:
+Gigawatt laser.
+.It Secondary weapon:
+Limpet mines that track enemy ships and slow them down dramatically if they
+hit.
+.El
+.It Yehat Terminator
+.Bl -inset -compact
+.It Primary weapon:
+Twin autocannons.
+.It Secondary weapon:
+Force shield.
+.El
+.It Zoq\(hyFot\(hyPik Stinger
+.Bl -inset -compact
+.It Primary weapon:
+Anti\(hymatter spray gun.
+.It Secondary weapon:
+.Dq Tongue attack ,
+a point\(hyblank range attack that does grievous damage.
+.El
+.El
+.Sh SUPER MELEE
+Super Melee mode is pure combat.
+It\(cqs designed to let you hone your skills for the full game,
+or to challenge your friends to fleet matches.
+Selecting
+.Dq Super Melee!
+from the main menu will bring you to the super melee main screen.
+.Pp
+This screen is dominated by the fleet design screen.
+Move the cursor over a ship slot and press
+.Cm Enter
+to change the ship assignment, or press
+.Cm Delete
+to remove the ship.
+You may select the fleet name and press
+.Cm 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.
+.Pp
+The right hand side of the screen has buttons for managing the battle.
+Each side has four buttons associated with it:
+.Cm LOAD ,
+.Cm SAVE ,
+.Cm CONTROL ,
+and
+.Cm NET .
+The
+.Cm LOAD
+and
+.Cm SAVE
+buttons let you load and save fleets.
+A variety of fleets of various strengths are pre\(hydefined,
+and you may add your own by saving fleets you design.
+.Pp
+The
+.Cm Control
+button has one of five settings.
+.Cm 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\(cqs controls are always the same as the full game\(cqs controls.)
+Then there are three levels of computer control:
+.Bl -bullet
+.It
+.Cm 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.
+.It
+.Cm Good Cyborg
+will actually use its special weapon, but it\(cqs 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...
+.It
+.Cm Awesome Cyborg .
+The AI will fully exploit each ship\(cqs 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.
+.El
+.Pp
+The last control option is
+.Cm Network Control ,
+which will be set if that side is controlled by a non\(hylocal opponent.
+To set up a network game, push the
+.Cm Net
+button on the side you wish to be under your opponent\(hys control.
+.Pp
+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 42\ ms.
+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.
+.Pp
+Once the port and delay are set, one player must select the first option
+(Wait for incoming connection), while the other enters his opponent\(hys
+hostname or IP address into the Host field and then pushes
+.Dq Connect .
+Once the connection is established, the control scheme for the remote player
+will flip to
+.Cm Network Control
+to register the connection.
+To disconnect, change it away back to one of the
+.Cm Human
+or
+.Cm Cyborg options.
+Once connected,
+you are both free to edit your fleets to provide a properly balanced battle.
+.Pp
+Once all fleets are in readiness, press the
+.Cm Battle
+button in the center right.
+(In a network game, both players must select it with no intervening fleet
+edits.
+Moving away from
+.Cm Battle
+or having your opponent change their fleet will cancel your readiness state,
+and you will need to reselect the
+.Cm Battle
+button.)
+When all players are ready, the battle begins.
+.Pp
+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
+.Cm 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.
+.Pp
+To return to the main menu after finishing with Super Melee mode, push the
+.Cm Quit
+button in the lower right.
+.Sh THE STORY SO FAR
+For the past decade, Earth and the rest of the Alliance of Free Stars has
+fought the Ur\(hyQuan and their Hierarchy of Battle Thralls.
+In the course of the War, the Earthlings discovered a factory world by the
+.Sq Precursors
+\(en 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.
+.Pp
+You are Captain Zelnick, a human who 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.
+.Pp
+It was a factory for building starships.
+However, Unzervalt is mineral\(hypoor,
+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\(hyQuan continues,
+you must fight for Earth and the Alliance as best you can.
+.Pp
+There is a great deal more to this story.
+Asking Starbase Commander Hayes for background information will give you most
+of it.
+.Sh ADD\(hyONS
+.Nm uqm
+has basic support for add\(hyon packages.
+Though it is not very elaborate yet, you can install some content add\(hyons.
+Add\(hyons created for UQM releases prior to v0.7 are not compatible with this
+release.
+.Pp
+Inside the directory where the content is installed, in the
+.Pa content/
+directory, there is a directory
+.Pa addons/ .
+In this directory, you can place add\(hyon packages, like
+.Sy 3domusic ,
+.Sy 3dovoice ,
+.Sy remix
+and others, or create new directories with .zip files to be used in
+addition te the standard content .zip files.
+Each add\(hyon must contain at least one .rmp file to tell the game which
+resources the add\(hyon provides.
+When you specify the command\(hy line option
+.Fl -addon Ar addon ,
+the .zip files inside the directory
+.Pa content/addons/ Ns Ar addon
+will be included in the game.
+.Fl -addon
+may be specified more than once to enable multiple add\(hyons.
+.Pp
+.Sy 3domusic ,
+.Sy 3dovoice ,
+and
+.Sy remix
+are intended to be used as add\(hyons,
+and can be turned on and off from the in\(hygame setup menu.
+.Sh BUGS
+After several years of enthusiastic testing,
+.Nm uqm
+has dramatically improved its stability, but it is still beta software,
+and bugs certainly still lurk.
+Upon finding a problem, we\(cqd like you to report it,
+but before you do, please do the following:
+.Bl -bullet
+.It
+Try to isolate what causes it:
+.Do
+Crashes with a null dereference about half the time when firing and
+taunting with a Pkunk
+.Dc
+is better than
+.Dq Melee doesn\(cqt work .
+If the game crashes, notice what error is produced;
+if the game hangs, check to see if the game\(hyexit key
+.Pq Cm F12
+works.
+.It
+Go to the
+.Lk http://bugs.uqm.stack.nl/ "bug database"
+and post a report of the problem there.
+Search the database first to see if it has been already posted; if we get many
+duplicate reports, processing them eats our time from actual development.
+If it\(cqs been reported, and you have more information, feel free to confirm
+that you\(cqve reproduced it by adding a comment to the report.
+If ten people have already confirmed it, though,
+it\(cqs probably best to treat it as duly reported.
+.It
+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\(cqt know what a stack trace is, don\(cqt worry about it.
+.It
+If your issue is more like
+.Dq support request
+than bug report and you want help from other users,
+then it might be more appropriate to post it to
+.Lk http://uqm.stack.nl/forum/ "our forum" .
+.El