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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!