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UQM(6) |
FreeBSD Games Manual |
UQM(6) |
uqm —
The Ur‐Quan Masters – space exploration game
uqm |
[-bcCfghklMnopqsSTuwx ]
[-i style]
[-m soundtrack]
[-r resolution]
[--addon addon]
[--cscan style]
[--font font]
[--menu style]
[--safe ] [--scroll
style] [--shield
style] [--sound ]
[--stereosfx ] |
uqm is a port of the epic space game The Ur‐Quan
Masters.
The default settings for an uqm install
are 3DO music, 640×480 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 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 320×240 and 640×480
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 .
-
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.
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.
F1
or Pause
- Pause game
F10
- Exit game
F11
- Toggle between fullscreen and windowed mode
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
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.
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.
When in a Solar system, use the thrust and steering controls to move about the
system. Intersecting a planet will move you to the planetary system; flying
over a planet or moon will then put you into orbit. From there you can talk to
the inhabitants, or, if the planet is uninhabited, send a lander down to
gather minerals, investigate energy readings, or capture life forms.
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 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!
When you leave a solar system, you will push up into HyperSpace. In HyperSpace
you can travel great distances quickly, but you must continuously thrust to
move. Otherwise, you will gradually slow to a stop.
While you can fly about in HyperSpace just like you do in a star
system, the Galaxy is Large, and you will usually want to
use the Auto-Pilot. To use the Auto-Pilot, select “Starmap” on
the menu. This will show you a map of the quadrant (the galactic Core is in
the upper right corner). To fly to a location, move the cursor there and
press Enter . Then press
Space to engage the Auto-Pilot.
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.
When combat begins, you are prompted to select a ship from your task force. A
one-on-one space combat then begins, and continues until either the enemy
fleet is destroyed (in which case you salvage the wrecks and continue the
game), your flagship is destroyed (ending the game), or your flagship warps
out of combat (consuming 5 fuel units but ending the encounter).
Each ship has two major stats: Crew and Combat Battery. Crew are
effectively hit points. Getting hit by weapons kills crew, and if all crew
are eliminated, the craft is destroyed. Firing weapons typically requires
energy from the combat batteries, which is replaced over time. The precise
speed of energy regeneration and cost of weapons fire varies by ship.
Space flight is mostly inertial (you’ll
drift if you stop thrusting), but each ship has a maximum velocity that can
only be exceeding by “gravity whipping” around the planet.
Don’t hit the planet unless you want to take lots
of damage.
Each ship has a primary and secondary weapon mode, unique to that
race’s craft. The descriptions of those follow.
- Androsynth Guardian
-
- Primary weapon:
- Fires homing acid bubble clouds.
- Secondary weapon:
- Transforms into the ‘Blazer’, a comet that does
considerable damage by ramming its opponents.
- Ariloulaleelay Skiff
-
- Primary weapon:
- Auto‐aiming, short‐range laser.
- Secondary weapon:
- Random teleport.
- Note:
- The Skiff is inertia-less, and stops instantly when thrust is
removed.
- Chenjesu Broodhome
-
- Primary weapon:
- Crystal Shard. 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 enemy
ship and kill their crew.
- Pkunk Fury
-
- Primary weapon:
- Three‐way cannon.
- Secondary weapon:
- Fling insults at opponent. This is the only way the Pkunk can
regenerate combat energy.
- Note:
- On occasion, a destroyed Fury will be resurrected with full fuel and
power.
- Shofixti Scout
-
- Primary weapon:
- Energy Dart.
- Secondary weapon:
- Glory Device. When pressed three times, the ship will
self‐destruct, inflicting vast damage on nearby vessels.
- Slylandro Probe
-
- Primary weapon:
- Lighting weapon.
- Secondary weapon:
- Absorb a nearby asteroid and convert to combat power. This is the only
way the Probe can recharge.
- Note:
- The Probe is inertia‐less and always in motion. Pressing thrust
will reverse its direction.
- Spathi Eluder
-
- Primary weapon:
- Simple forward cannon.
- Secondary weapon:
- Backward Utilized Tracking Torpedo (B.U.T.T.), a homing missile fired
from the rear of the vessel.
- Supox Blade
-
- Primary weapon:
- Forward firing glob weapon.
- Secondary weapon:
- Secondary + left or right will cause you to drift laterally, while
Secondary + thrust will make you fly backwards. This cancels your
current velocity, so be careful!
- Syreen Penetrator
-
- Primary weapon:
- Particle Beam Stiletto.
- Secondary weapon:
- “Syreen Call” – psychic attack that induces enemy
crew to jump ship, where you (or your opponent) may capture them to
add to your complement.
- Thraddash Torch
-
- Primary weapon:
- Straightforward blaster cannon.
- Secondary weapon:
- Afterburner. The afterburner exhaust does more damage then the
blaster, so use it as a weapon!
- Umgah Drone
-
- Primary weapon:
- Anti‐Matter cone. Does not require combat batteries to
use.
- Secondary weapon:
- Fly backwards suddenly and at high speed.
- Note:
- The Drone only recharges batteries if you do not fire for a long time,
and then the energy all returns in one lump.
- Ur‐Quan Dreadnought
-
- Primary weapon:
- Fusion Blast.
- Secondary weapon:
- Launches autonomous fighters to 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 batteries. When
the batteries are exhausted, the shield is permanently disabled until
combat ends.
- VUX Intruder
-
- Primary weapon:
- Gigawatt laser.
- Secondary weapon:
- Limpet mines that track enemy ships and slow them down dramatically if
they hit.
- Yehat Terminator
-
- Primary weapon:
- Twin autocannons.
- Secondary weapon:
- Force shield.
- Zoq‐Fot‐Pik Stinger
-
- Primary weapon:
- Anti‐matter spray gun.
- Secondary weapon:
- “Tongue attack”, a point‐blank range attack that
does grievous damage.
Super Melee mode is pure combat. It’s designed to let you hone your
skills for the full game, or to challenge your friends to fleet matches.
Selecting “Super Melee!” from the main menu will bring you to
the super melee main screen.
This screen is dominated by the fleet design screen. Move the
cursor over a ship slot and press Enter to change
the ship assignment, or press Delete to remove the
ship. You may select the fleet name and press Enter
to edit the fleet name to something of your choice. The number next to the
fleet name lists the fleet strength; this is simply the sum of the point
values of all ships in the fleet.
The right hand side of the screen has buttons for managing the
battle. Each side has four buttons associated with it:
LOAD , SAVE ,
CONTROL , and NET . The
LOAD and SAVE buttons let
you load and save fleets. A variety of fleets of various strengths are
pre‐defined, and you may add your own by saving fleets you
design.
The Control button has one of five
settings. Human Control puts the fleet under the
control of a human player. (The precise controls for that player are set in
the Setup menu, but the bottom player’s controls are always the same
as the full game’s controls.) Then there are three levels of computer
control:
Weak
Cyborg is not a particularly good shot, and will only use
special weapons if the ship absolutely requires the special weapon to
function at all (Pkunk, Slylandro). This difficulty level only appears in
the full game when fighting crippled ships.
Good
Cyborg will actually use its special weapon, but it’s
still not much of a threat. The Good cyborg provides a gentle introduction
to Star Control combat if you are unfamiliar with the gameplay. However,
you will soon wish to switch to...
Awesome
Cyborg . The AI will fully exploit each ship’s abilities,
and is also a tolerably good shot, compensating for inertia and choosing
its shots. Enemies you meet in the full game are almost always piloted at
this level. If a battle is giving you trouble in the full game, this is
the setting you want.
The last control option is Network
Control , which will be set if that side is controlled by a
non‐local opponent. To set up a network game, push the
Net button on the side you wish to be under your
opponent‐s control.
In order to connect, you must agree on a port (the default is
21837, which should not require any change) and set a net delay in frames.
To compensate for network lag, a keypress or keyrelease will only take
effect after this many frames. While higher values make your ship seem to
respond more sluggishly, they give the keypress information more time to
reach the remote party. If the game stutters, this is because it is waiting
for this keypress information to arrive, which is an indication that the
input delay is too low. Super Melee runs at 24 frames per second, each frame
delayed will delay the input by about 42 ms. The delay used is the
maximum of the desired value for both parties. The default is 2. Values
lower than 4 are typically acceptable in terms of responsiveness. Future
versions may automatically decide on the best value to use.
Once the port and delay are set, one player must select the first
option (Wait for incoming connection), while the other enters his
opponent‐s hostname or IP address into the Host field and then pushes
“Connect”. Once the connection is established, the control
scheme for the remote player will flip to Network
Control to register the connection. To disconnect, change it away
back to one of the Human or Cyborg
options. Once connected, you are both free to edit your fleets to
provide a properly balanced battle.
Once all fleets are in readiness, press the
Battle button in the center right. (In a network
game, both players must select it with no intervening fleet edits. Moving
away from Battle or having your opponent change
their fleet will cancel your readiness state, and you will need to reselect
the Battle button.) When all players are ready, the
battle begins.
The ship selection screen is much as it would be in the full game,
with two notable exceptions: a question mark in the upper right allows you
to select a new ship randomly from those remaining, and a red X allows you
to exit the combat entirely. (It is also possible to exit the melee at any
time by pressing F10 , just as one can exit
anything.) If nobody quits, the combat will continue until one side has been
completely destroyed. At this point, both fleets are shown so that one may
compare initial and remaining fleet strengths. Press a key to return to the
melee menu.
To return to the main menu after finishing with Super Melee mode,
push the Quit button in the lower right.
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
possesses a remarkable knack for Precursor technology. You were the one who
worked out how to activate the Precursor installation.
It was a factory for building starships. However, Unzervalt is
mineral‐poor, and there were not enough materials available to
construct a complete vessel. Your task is to command this craft, the
Vindicator, and return to Earth to tell them of the abandoned colony. Also,
if the War with the Ur‐Quan continues, you must fight for Earth and
the Alliance as best you can.
There is a great deal more to this story. Asking Starbase
Commander Hayes for background information will give you most of it.
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 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 inside 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.
After several years of enthusiastic testing, uqm has
dramatically improved its stability, but it is still beta software, and bugs
certainly still lurk. Upon finding a problem, we’d like you to report
it, but before you do, please do the following:
- Try to isolate what causes it: “Crashes with a null dereference
about half the time when firing and taunting with a Pkunk” is
better than “Melee doesn’t work”. If the game
crashes, notice what error is produced; if the game hangs, check to see if
the game‐exit key (
F12 ) works.
- Go to the bug database
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 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.
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