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CHIP Turkiye Ocak 1998.iso
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README.TXT
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################################################################
LucasArts Entertainment Co.
X-WING vs. TIE FIGHTER DEMO
################################################################
We recommend that you read this file to get the most up-to-date
information about installing, running and maximizing performance
of the X-Wing vs. TIE Fighter Demo.
This README file contains pertinent information regarding installation
and usage of the game, including key commands and general
single player issues. We also recommend you review the MULTIPLAYER
GAMING ISSUES to see how to best optimize your Internet
multiplayer performance.
IMPORTANT: This demo is NOT COMPATIBLE with the retail version
of X-Wing vs. TIE Fighter and will not work on the Internet
Gaming Zone.
A NOTE FROM LAWRENCE HOLLAND
To all Rebel and Imperial Pilots:
Multiplayer and the Internet have been the two biggest buzzwords
in the computer game industry for the past year. The two
combined have been heralded as the future of gaming. The time
for multiplayer Internet gaming has definitely come, but not
without the greatest of technical and game design challenges.
While many of you have played X-Wing or TIE Fighter or both, you
should realize that X-Wing vs. TIE Fighter is not a simple
"patch" to these products but required an entirely new game
design approach and tremendous amount of new technology. In
many ways this product is an experiment, trying to explore some
new terrain in the multiplayer internet landscape. We thought
it informative to share with you some of the issues and thoughts
that surfaced during our development.
One of our main design goals for creating X-Wing vs. TIE Fighter
has been to create a rich variety of ways in which Rebel and
Imperial pilots could come together and do battle. In addition
to creating the simple, standard head to head dogfighting
arenas, we wanted to place players in cooperative and
competitive missions that took place in the midst of large scale
battles involving many starships and starfighters. In these
engagements the pilotsÆ goals would be defined in the context of
the Rebel AllianceÆs or Imperial NavyÆs aim for military
supremacy. In our design, great pains were taken to create a
continuity of scale in the missions. No matter how many human
pilots were flying in the mission, we wanted the same amount of
action and activity going on, as well as the same level of
challenge. Another aspect that makes the X-Wing vs. TIE Fighter
game system unique from other multiplayer Internet games is that
in this large scale battle environment, the player is given
almost instant access to information about all the other pilots,
spacecraft and space objects. This includes visual as well as
detailed tactical information. This flow of information is
critical to a pilot maintaining his situational awareness in the
heat of combat.
To achieve this scope and complexity, sophisticated techniques
were necessary to coordinate the player and non-player craft
that would make these battles possible. This approach places
higher demands on the exchange of information over the Internet
than usual. We also wanted to achieve this goal without
resorting to special game servers, but we wanted the game to run
with standard modems on standard machines. We hope that you
appreciate the uniqueness of our approach and recognize the
difficulties that it entails.
The Internet, of course, has great promise for delivering
multiplayer gaming. However, not only is the Internet still in
its formative stages but it was not originally designed for
supporting the needs of a high speed combat simulation such as
X-Wing vs. TIE Fighter. We have found it to be an exciting but
still inconsistent foundation on which to play computer games.
The fundamental problems of latency, bandwidth and the
unreliability of transmission work against the creation of a
fluid action game experience. These problems have been
exacerbated as the infrastructure of the Internet has been
profoundly overloaded by the millions of new web users.
Unfortunately these factors cause a great range of quality of
play that can be achieved in X-Wing vs TIE Fighter. The quality
of this experience relies heavily on you getting a "good"
connection to the Internet. This is not always an easy thing
to accomplish given the unpredictability of the Internet. A
good dose of patience, perseverance and understanding is needed
to achieve success. Much of the information in this document
and other LucasArts sources are aimed at helping you achieve
this "good" Internet connection.
In many ways this game will be a constantly growing and evolving
entity just like the Internet that it will be played on. We are
committed to creating a series of upgrades aimed at improving
the overall quality of play on the Internet. Also much of our
effort will be geared to dealing better with poor quality
Internet connections. These will be made available on the
www.rebelhq.com website periodically. So check this site
frequently.
May the Force Be With You
(and watch your six!)
Lawrence Holland and the rest of X-Wing vs. TIE Fighter team
################################################################
1) INSTALLATION AND GAME CONTROLS
a) System Requirements
b) Starting the Game
c) Joystick Issues
d) Keyboard Commands
2) MULTIPLAYER GAMING ISSUES
a) Starting a Multiplayer Game
b) Optimizing Internet Performance
c) Evaluating Your Internet Connection
d) Playing on a LAN
e) Modem Connection
3) GAMEPLAY ISSUES
a) Craft Selection Option and Its Affect on Mission
Balance
b) Human Pilots vs. AI Opponents
c) Pilot Waves
d) Entering the In-flight Map with SHIFT-M
e) Warhead Speed
4) GENERAL ISSUES
a) DirectX Issues
b) Task Switching (using CTRL+ALT+DELETE or ALT+TAB)
c) Laptop Systems
d) Game Crash Issues
################################################################
1) INSTALLATION AND GAME CONTROLS
a) System Requirements
OPERATING SYSTEM: Windows 95 required.
CPU: Pentium 90 or faster required.
MEMORY: 16 MB RAM required.
CD-ROM: 2X CD-ROM required. 4X CD-ROM or faster
recommended.
GRAPHICS CARD: PCI graphics card required.
SOUND CARD: 16-bit sound card required.
INPUT DEVICE: Joystick required. DirectInput compatible
devices also supported.
MULTIPLAYER REQUIREMENTS:
Pentium 100 or faster recommended for LAN
or modem play. Pentium 133 or faster for
Internet play.
LAN: Supports 8 players on IPX or TCP/IP LAN
INTERNET: Supports 4 players via 28.8Kbps or faster
connection to the Internet.
MODEM-TO-MODEM: Supports 2 players vie 14.4Kbps or faster
modem.
DIRECT SERIAL: Supports 2 players via Null Modem Cable.
b) Starting the game
Once you have started the game from the DEMO launcher,
you will be asked to create a Pilot. You will need
to create a pilot before proceeding to the Pilot
Records screen. From this screen you may review your
Pilot's records and awards, fly a solo mission, join
or host a multiplayer game, or review the craft
database. Also from this screen you may access the
configuration options for the game.
The DEMO version includes one cooperative mission,
and one melee mission. Both of these can be flown
solo or with other players. The craft database reflects
only the starships that appear in these missions.
After choosing to fly either solo or multiplayer, you
will notice a button in the lower left hand corner of
the interface. This "fly/ready" button will progress you
from mission selection, through briefing, to craft
selection and finally, into the actual game.
Each screen in the interface has clearly marked jewel
buttons that allow you to navigate throughout all the
different game options.
NOTE: On the mission selection screen, the two jewel
buttons on the left side of the interface allow you
to switch between the melee and cooperative mission.
c) Joystick Issues
You need to have a Joystick connected to your computer's
gameport in order to play the X-Wing Vs. Tie Fighter
DEMO.
d) Keyboard Commands
This is a complete list of keyboard commands that you
will need in order to play the game:
A: Target attacker of target
B: Beam weapon on/off
C: Fire countermeasure
D: Toggle damage assessment popup
E: Cycle through fighters targeting you
F: Toggle friendly craft popup
G: Toggle mission goals popup
H: Engage/abort hyperspace
I: Target nearest incoming warhead
J: Jump to new craft if available
K: Toggle scoring popup
L: Toggle message log popup
M: Map w/o AI taking over craft
O: Target nearest objective craft
P: Target nearest player craft
Q: Quit mission
R: Target nearest fighter
S: Cycle shield settings
T: Next target
U: Target newest craft
V: Toggle S-Foil
W: Cycle weapon settings
X: Cycle firing settings
Y: Previous target
Z: Toggle threat display
9: Use power redirect preset #1
0: Use power redirect preset #2
Shift-A: Assign target to wingmen
Shift-B: Signal re-supply ship
Shift-C: Order wingmen to cover you
Shift-E: Order targeted craft to evade
Shift-F: Toggle enemy craft popup
Shift-G: Order waiting craft to go
Shift-H: Order targeted craft to go home
Shift-I: Order wingmen to ignore target
Shift-M: Map with AI taking over craft
Shift-P: Target next player
Shift-R: Order wingmen to report in
Shift-S: Call for reinforcements
Shift-W: Order craft to stop/wait
Alt-B: Cycle brightness settings
Alt-C: Clear CMD
Alt-D: Cycle graphics detail settings
Alt-E: Eject
Alt-I: Toggle interlace on/off
Alt-P: Pause game
Alt-V: Displays game version #
Alt-1: Pick target in sight
Alt-2: Fire weapon
Alt-3: Roll/Target ship in sights
Pad-0: Toggle high angle view
Pad-1: Left shoulder view
Pad-2: Rear view
Pad-3: Right shoulder view
Pad-4: Left wing view
Pad-5: Straight up view
Pad-6: Right wing view
Pad-7: Left forward view
Pad-8: Forward view
Pad-9: Right forward view
F1: Target next friendly craft
F2: Target previous friendly craft
F3: Target next enemy craft
F4: Target previous enemy craft
F5: Select target preset #1 as target
F6: Select target preset #2 as target
F7: Select target preset #3 as target
F8: Adjust beam recharge rate
F9: Adjust laser recharge rate
F10: Adjust shield recharge rate
SHIFT-F5: Save target in target preset #1
SHIFT-F6: Save target in target preset #2
SHIFT-F7: Save target in target preset #3
Tab: Toggle chat line to other players
Escape: Cancel chat line to other players
Space: Confirm critical orders
Backspace: Full throttle
Enter: Match targeted craft's speed
=(Equal): Increase throttle
-(Minus): Decrease throttle
\: Zero throttle
[: 1/3 throttle
]: 2/3 throttle
;(Semicolon): Transfer shield energy to lasers
'(Apostrophe): Transfer laser energy to shields
"(Quotes): Transfer all laser energy to shields
.(Period): Toggle cockpit on/off
,(Comma): Cycle through target's components
<: Reverse cycle through target's components
Pad-/: External camera mode
Pad-*: Reposition camera in external mode
(: Save power redirect preset #1
): Save power redirect preset #2
2) MULTIPLAYER GAMING ISSUES
a) Starting a Multiplayer game
From the configuration button in the "Pilot Records" screen you
may enter the "multiplayer" protocol configuration screen.
In this screen you may choose the type of multiplayer game you
would like to play. You may choose to play IPX or TCP/IP over
a Local Area Network. You may also play a TCP/IP Internet
game by entering the IP address in the field provided to the
right of the "TCP/IP" selection button. There is also a field
for entering the phone number next to the "Modem" selection if
you choose to play a modem to modem game. The host does not
need to enter this information. Only the clients will need to
enter the IP address or phone number of the host. Once the
appropiate protocol is selected you my go back to the
"Pilot Records" screen and click on "host" or "join." This
will progress you into the desired game. These protocol
selections can only be done from the "Pilot Records" screen.
b) Optimizing Internet Performance
There are many factors that will affect the performance
you experience when playing on the Internet. The time
of day you connect, the quality of your Internet
connection, the proximity of the other players
(regionally), or the number of players in the game can
all affect your Internet game experience.
Time of day is an important factor due to the changing
amount of Internet traffic that can fluctuate during the
day. At times of higher Internet traffic, game
performance can suffer.
Although not always possible, there is generally better
performance if players are using the same Internet
Service Provider (ISP).
If your flight performance is choppy, try setting lower
detail levels on the Configuration screen under Multiplayer
Flight Engine Options.
If you are interested in playing a two player game, and
your opponent or partner is local, we recommend using
the Direct Modem connection option. Many of the above
issues will not apply when playing over a Direct Modem.
c) Evaluating Your Internet Connection
When playing a multiplayer game over the Internet, you
will see two rows of lights next to each player's name,
except the host. They will give you a quick visual
idea of each person's Internet connection. The lights
range from green to yellow to red. The fewer lights
that are on, the better the connection is and therefore
the better your gameplay experience may be.
The top row of lights represent the amount of latency
that exists between you and the host. Latency is the
amount of time it takes for information to travel from
your computer to the host and back again. The bottom
row represents the amount of information being lost
during communication between the host and each player.
We use the term "dropped packets" to describe this
information loss. The higher the number, the poorer
the connection quality. By using the CHAT feature,
players can send many messages to each other to
determine how often packets are being dropped. Both of
these indicators are constantly updated and reflect
averages while connected to the host.
The more important of these two indicators is the
dropped packets percentage because a higher dropped
packet percentage will have a greater negative impact on
Internet play than high latency.
The latency indicated by the top row of lights is
measured in milliseconds. Each single light represents
125 milliseconds of latency. Generally if three lights
or less are on, your latency is good. Each light in the
second row indicates 1% dropped packets. If two or less
lights are on, your connection quality is good. If
either of the indicators show poor levels you should try
reconnecting to the Internet.
You may also move the pointer over the lights and you
will see more information on each player's connection
quality. From left to right these are latency, dropped
packet percentage and connection quality rating. The
connection quality rating uses the latency and dropped
packet numbers to arrive at an overall rating value from
0 to 100. A rating above 80 is condidered good and a
rating of 90 and higher is excellent. A rating below
80 is poor and you should try reconnecting to the
Internet.
The host can use this information and the indicators to
determine how each player may affect the overall game
experience.
d) Playing on a LAN
When playing on a Local Area Network (LAN) you can use
two protocols; TCP/IP and IPX. If you have the choice,
we recommend choosing IPX.
e) Modem Connection
If you are playing X-Wing vs. TIE Fighter
modem-to-modem, a connection should be made within
about four rings. If no connection is found, the modem
may continue ringing. If this occurs, cancel the
connection and try redialing.
3) GAMEPLAY ISSUES
a) Craft Selection Option and Its Effect on Mission Balance
The Craft Selection option allows you to choose
different craft and weapons configurations before each
mission. Missions have been tuned to be more balanced
if flown with all of the default settings. Keep in
mind that this is a DEMO version, not all starfighters
and their modifications are available.
The Full Retail version of X-Wing Vs. Tie Fighter includes
9 different pilotable Imperial and Rebel starfighters,
all of which may be equiped with a multitude of warheads
and countermeasures.
b) Human Pilots vs. AI Opponents
In multiplayer Combat Missions when all players are on
the same side, the AI controlled craft will
automatically increase their skill level to create a
more balanced mission.
c) Pilot Waves
Certain missions are designed to give you a preset number of
waves. This is the number of times you may have a
flight group of your ships replaced if they all are
destroyed. If your waves are coming from a home base,
such as a capital ship or platform, and that home base
is destroyed, you will no longer be afforded any of the
remaining waves.
d) Entering the In-flight Map with SHIFT-M
The SHIFT-M key used to enter the map with the computer
AI taking control of your ship will not work during any
melee mission.
e) Warhead Speed
Along with a base speed, a warhead's speed is affected
by the speed of your starfighter. In other words, the
faster your craft is travelling, the faster the warhead
will travel when launched.
4) GENERAL ISSUES
a) DirectX Issues
This DEMO requires DirectX 3.0a drivers. You can obtain these
drivers from the LucasArts Website at www.lucasarts.com. If you
are installing this DEMO from a CD-ROM, DirectX drivers may
already be included on the CD.
b) Task Switching (using CTRL+ALT+DELETE or ALT+TAB)
We highly recommend that you avoid using the CTRL + ALT
+ DELETE combination during the game. It is possible to
cause lock-ups, crashes, or other problems.
We also recommend that you avoid tasking out of the game
(ALT+TAB). This may cause disconnections during
multiplayer games.
c) Laptop Systems
We did not test X-WING vs. TIE FIGHTER with laptop
systems and therefore we cannot guarantee compatibility.
The reason that we do not test with laptop systems is,
because of the wide variety of hardware configurations
that ship with the laptop systems of today, it would be
impossible to configure a game that would work with all
of them. Many laptops are limited in their ability to
be used as a gaming machine because of memory
configurations, their microchannel architecture, port
configurations (i.e. no place for a joystick) and "sound
systems" that are primarily designed to be used with
productivity software.
The other common problem is that laptop systems will
attempt to compress the traditional version of the
standard 101 function keyboard (found on almost all
desktop systems) into a much smaller key configuration.
This is usually done by relying on multi-function keys
that allow the user to assign different functions to the
same key. Unfortunately, this has been known to cause
problems with our games.
d) Game Crash Issues
If at any time during the game, you experience a crash,
you MUST reboot your system before you restart the game.
If you do not reboot your system, you may encounter problems
related to the original crash.
⌐1997 Lucasfilm, Ltd. and LucasArts Entertainment Company. All
Rights Reserved. Star Wars, X-Wing, TIE Fighter and the
LucasArts logo are registered trademarks of Lucasfilm, Ltd.
Used Under Authorization. Totally Games is a trademark of
Totally Games.
DOWNLOADING, COPYING AND USE OF THE DEMO ARE SUBJECT TO THE FOLLOWING
LICENSE AGREEMENT TERMS. PLEASE READ THIS LICENSE CAREFULLY BEFORE
DOWNLOADING, COPYING OR USING THE DEMO. BY USING THE DEMO, YOU ARE
AGREEING TO BE BOUND BY THE TERMS OF THIS LICENSE. IF YOU DO NOT AGREE
TO THE TERMS OF THIS LICENSE, DO NOT DOWNLOAD, COPY OR USE THE DEMO,
AND DELETE THE DEMO AND ALL RELATED FILES FROM YOUR COMPUTER.
The software, artwork, music, and other components included in this
demonstration program (the "Demo") are the copyrighted property of
LucasArts Entertainment Company ("LEC"). The Demo is licensed
(not sold) to you, and LEC owns all copyright, trade secret, patent
and other proprietary rights in the Demo. LEC hereby gives you
permission to make copies of the Demo (only in its original form
as provided by LEC) to give to other persons and to distribute the
Demo to others electronically, provided that in all such cases you
may not charge or receive money or other consideration from any person
or entity for the receipt or use of the Demo or any disc or materials
containing the Demo. Except as may be permitted by applicable law, you
may not decompile, reverse engineer, disassemble or otherwise reduce
the Demo or its components to a human-perceivable form. You may not
rent, modify, add or delete components or files, or create derivative
works based upon the Demo in whole or in part.
You expressly acknowledge and agree that use of the Demo is at your
sole risk. The Demo and any related documentation or materials are
provided "AS IS" and without warranty of any kind. LEC EXPRESSLY
DISCLAIMS ALL WARRANTIES, EXPRESS AND IMPLIED, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR
A PARTICULAR PURPOSE AND NONINFRINGEMENT. LEC DOES NOT WARRANT THAT
THE FUNCTIONS CONTAINED IN THE DEMO WILL MEET YOUR REQUIREMENTS, OR
THAT THE OPERATION OF THE DEMO WILL BE UNINTERRUPTED OR ERROR-FREE,
OR THAT DEFECTS IN THE DEMO WILL BE CORRECTED. THE ENTIRE RISK AS
TO THE RESULTS AND PERFORMANCE OF THE DEMO IS ASSUMED BY YOU. SOME
JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO
THE ABOVE EXCLUSION MAY NOT APPLY TO YOU.
UNDER NO CIRCUMSTANCES INCLUDING NEGLIGENCE, SHALL LEC, OR ITS
DIRECTORS, OFFICERS, EMPLOYEES OR AGENTS, BE LIABLE TO YOU FOR
ANY INCIDENTAL, INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES
(INCLUDING DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS
INTERRUPTION, LOSS OF BUSINESS INFORMATION, AND THE LIKE) ARISING
OUT OF THE DOWNLOADING, COPYING OR USE OF THE DEMO OR RELATED FILES
AND MATERIALS, EVEN IF LEC OR AN LEC AUTHORIZED REPRESENTATIVE HAS
BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME JURISDICTIONS
DO NOT ALLOW THE LIMITATION OR EXCLUSION OF LIABILITY FOR INCIDENTAL
OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY
NOT APPLY TO YOU.
_______________________________________________________________
This DEMO was tested by Tim "SergiO" Longo, John "Pitchfork"
Kathrein and Jeff "Dude" Sanders!