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UQM(6)				   Games Manual 			  UQM(6)

NAME
     uqm -- The Ur-Quan Masters - space exploration game

SYNOPSIS
     uqm [-bcCfghklMnopqsSTuwx] [-i style] [-m soundtrack] [-r resolution]
	 [--addon addon] [--cscan style] [--font font] [--menu style] [--safe]
	 [--scroll style] [--shield style] [--sound] [--stereosfx]

DESCRIPTION
     uqm is a port of the epic space game The Ur-Quan Masters.

     The  default  settings  for  an uqm install are 3DO music, 640x480 windowed
     mode, and pure SDL graphics drivers.  You may pass various command line op-
     tions to customize your experience.

     The options are as follows:

     -b, --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.

     -C dir, --configdir dir
	     Sets the directory where the game will store the config data.

     -c mode, --scale mode
	     Graphics scaling mode (bilinear, biadapt,	biadv,	triscan,  hq  or
	     none).   Default is none.	Try these to get smoother graphics, at a
	     performance cost.

     -f, --fullscreen
	     Uses full screen mode.  The opposite of -w.

     -g val, --gamma 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.

     -h, --help
	     Display a help message.

     -i style, --intro style
	     With 3do, use the 3DO intro and ending movies (if you  have  them).
	     With  pc,	use  the  PC intro and ending sequences and slide shows.
	     Defaults to 3do.  Regardless of which option is  selected,  the  PC
	     sequences will be used if you do not have the 3DO movies.

     -k, --keepaspectratio
	     Keep 4:3 aspect ratio when using custom resolutions.

     -l file, --logfile file
	     Set  a file to receive the diagnostic information that would other-
	     wise go to the console.

     -M volume, --musicvol volume
	     Set music volume (0-100).

     -m soundtrack, --music soundtrack
	     Select either the 3DO remixed soundtrack with 3do or the .MOD-based
	     PC soundtrack with pc.  Defaults to 3do for songs that were in fact
	     remixed.

     -n dir, --contentdir dir
	     Set the directory where the game will seek its data.

     -o, --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.  The opposite of -x.

     -p, --fps
	     Print fps information in the status window.

     -q setting, --audioquality setting
	     Can  be high, medium, or low.  Specifies how nice the audio sounds.
	     Slower machines should lower the audio quality.

     -r resolution, --res resolution
	     Sets the screen resolution.  Unless --opengl is set, the only valid
	     values are "640x480" and "320x240".

     -S volume, --sfxvol volume
	     Set sound effects volume (0-100).

     -s, --scanlines
	     Simulates interlaced displays.

     -T volume, --speechvol volume
	     Set speech volume (0-100).  If set to  0,	the  game  runs  in  `no
	     speech' mode and the oscilloscope reacts to the music.

     -u, --nosubtitles
	     Disables subtitles.

     -w, --windowed
	     Displays the game in a window.  The opposite of -f.

     -x, --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.  The opposite of
	     -o.

     --addon name
	     Enable the named add-on in the game.  See the "ADD-ONS" section for
	     details.

     --cscan style
	     When scanning planets, display information using text (with pc)  or
	     pictograms (with 3do).  Defaults to pc.

     --font style
	     Use  PC-style  fonts  and colors (with pc) or 3DO-style (with 3do).
	     Defaults to pc.

     --menu style
	     In menus, display options as text (with  pc)  or  pictograms  (with
	     3do).  Defaults to pc.

     --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-game setup menu to change the settings.

     --scroll style
	     Using  the  left/right  arrow keys, scroll voiceovers and subtitles
	     one page at a time (with pc) or smoothly (with 3do).   Defaults  to
	     pc.

     --shield style
	     Use  the  CPU-intensive,  3DO-style  throbbing slave shield graphic
	     (with 3do) or the PC-style static slave shield graphic  (with  pc).
	     Defaults to pc.

     --sound driver
	     Specifies	which sound driver/mixer to use.  Can be openal, mixsdl,
	     or none.  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 sound card.

     --stereosfx
	     Enables positional sound effects in melee.   Currently  works  only
	     when using openal.

STARTING THE GAME
     Simply  invoke the uqm program to run the game.  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  ad-
		   venture full of diplomacy, exploration, combat, high treason,
		   and	low  cunning.	The  introductory cutscenes will set the
		   scene; the below section "THE STORY SO FAR" provides more ex-
		   tensive 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 bat-
		   tles.  See the "SUPER MELEE" section  below	for  details  on
		   this game mode.

     Setup	   Lets  you configure many options to customize your play expe-
		   rience.  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.

     Quit	   Exits the program.

CONTROLS SUMMARY
   General Game Controls
     F1 or Pause  Pause game
     F10	  Exit game
     F11	  Toggle between fullscreen and windowed mode

   Full Game Controls
     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 or Escape  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
     /			   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
     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 di-
     rectory is automatically created the first time you  start  the  game.   On
     Unix systems this personal uqm data is stored in ~/.uqm.

     You  will generally only need to know this if you intend to transfer saveg-
     ames to another computer.

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 lan-
     der 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 gases (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  of-
     ten  hostile,  and  need to be subdued with your stunner or evaded.  Earth-
     quakes (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 Hyper-
     Space  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 effec-
     tively hit points.  Getting hit by weapons kills crew, and if all crew  are
     eliminated,  the craft is destroyed.  Firing weapons typically requires en-
     ergy 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 consider-
     able 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 re-
     moved.

     Chenjesu Broodhome
     Primary weapon: Crystal Shard.  Travels 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  en-
     emy 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  later-
     ally,  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 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.

     Utwig Jugger
     Primary  weapon:  Six-shot  cannon.   Requires  no combat battery energy to
     fire.
     Secondary weapon: Force shield.  Absorbing hits re-energizes  your  batter-
     ies.   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.	 Select-
     ing  "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  compen-
     sate  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 re-
     mote 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 auto-
     matically 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 host-
     name 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.

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 who was born on  Unzervalt  and  who  pos-
     sesses  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.

ADD-ONS
     uqm 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  re-
     leases prior to v0.7 are not compatible with this release.

     Inside the directory where the content is installed, in the content/ direc-
     tory,  there is a directory addons/.  In this directory, you can place add-
     on packages, like 3domusic, 3dovoice, remix and others, or create	new  di-
     rectories	with  .zip  files to be used in addition te 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 speci-
     fied more than once to enable multiple add-ons.

     3domusic, 3dovoice, and remix are intended to be used as add-ons,	and  can
     be turned on and off from the in-game setup menu.

BUGS
     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  pro-
	 duced;  if  the  game	hangs,	check  to see if the game-exit key (F12)
	 works.

     *	 Go to the 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 develop-
	 ment.	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 it might be more appropriate	to  post
	 it to our forum.

FreeBSD ports 15.quarterly	October 28, 2014			  UQM(6)

Want to link to this manual page? Use this URL:
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