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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
       options 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
	       otherwise 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 op-
	       posite 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 sys-
	       tems with poor or no 3D acceleration, and is often faster,  es-
	       pecially	 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	subti-
	       tles one	page at	a time (with pc) or smoothly (with 3do).   De-
	       faults 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 plat-
	       forms, 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
		     adventure 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 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 game mode.

       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.

       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 play-
       ers.  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 joy-
       stick 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.
       On Unix systems this personal uqm data is stored	in ~/.uqm.

       You  will  generally  only  need	to know	this if	you intend to transfer
       savegames 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	 unin-
       habited,	 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 lan-
       der 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 installa-
       tions, which will effectively always be worth investigating.   Biologi-
       cal 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	 flag-
       ship.

       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 contin-
       uously 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  sys-
       tem, the	Galaxy is Large, and you will usually want to use the Auto-Pi-
       lot.   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	fight-
       ing.   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 star-
       ships 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  ei-
       ther 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  ef-
       fectively  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  con-
       siderable 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 re-
       leased, then shatters.
       Secondary weapon: De-energizing Offensive Guided	Interceptor.  Launches
       an autonomous DOGI that rams the	opponent to drain their	combat batter-
       ies.

       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  in-
       flicts 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 pri-
       mary 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 hom-
       ing 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 dam-
       age 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  bat-
       teries.	 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 vari-
       ety 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 spe-
	   cial	 weapons if the	ship absolutely	requires the special weapon to
	   function at all (Pkunk, Slylandro).	This difficulty	level only ap-
	   pears 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 introduc-
	   tion	to Star	Control	combat if you are unfamiliar  with  the	 game-
	   play.  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 ef-
       fect 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 in-
       dication	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 accept-
       able in terms of	responsiveness.	 Future	versions may automatically de-
       cide on the best	value to use.

       Once the	port and delay are set,	one player must	select the  first  op-
       tion  (Wait  for	incoming connection), while the	other enters his oppo-
       nent-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  connec-
       tion.  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 pro-
       vide 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	inter-
       vening  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 com-
       pletely destroyed.  At this point, both fleets are shown	 so  that  one
       may  compare initial and	remaining fleet	strengths.  Press a key	to re-
       turn 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	 thou-
       sands of	years ago.  This colony, Unzervalt (aka	Vela I), lost all con-
       tact 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  min-
       eral-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  Al-
       liance 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 elab-
       orate yet, you can install some content add-ons.	 Add-ons  created  for
       UQM releases prior to v0.7 are not compatible with this release.

       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  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 in-
       side the	directory content/addons/addon will be included	in  the	 game.
       --addon may be specified	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  im-
       proved 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 bet-
	   ter 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: http://bugs.uqm.stack.nl/ 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's	been reported,
	   and you have	more information, feel free to confirm that you've re-
	   produced  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	condi-
	   tions, 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: http://uqm.stack.nl/forum/.

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

Want to link to this manual page? Use this URL:
<https://man.freebsd.org/cgi/man.cgi?query=uqm&sektion=6&manpath=FreeBSD+Ports+15.0.quarterly>

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