In Quake ' s single player mode, players explore and navigate to the exit of each Gothic and dark level, facing monsters and finding secret areas along the way. Using Excel 2007, every time I press the '-' key, the extend selection mode is activated. Notice that in other programs the '-' key works as expected.
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V- Rally Music (Game Boy) - Car Selection. Track 2 / 8 (Complete Soundtrack)V- Rally Championship Edition. Game Boy + Game Boy Color. Developer: Velez & Dubail. Publisher: Ocean. Composer: Alberto Gonzalez.
Year: 1. 99. 8Tracklist: 1 - Main Menu. Car Selection. 3 - Car Selected.
Ranking. 5 - Level Entry. Game Over. 7 - Ending. Race End. GBS playback sampled from hardware, using a 'prosound' modded game boy for best audio quality. Visit track 1 from this selection for download links and more information.
Cube 2: Sauerbraten - Command Reference. Gameplay Commands. The following commands can be applied in the game by pressing T, and then typing. The backquote key (`) is a shortcut for having the / typed for you. To have these commands applied automatically before the game starts open the autoexec.
Name and team in particular should be. Loads a map. If connected to a multiplayer server, votes to load this map (others will have to type "map M" as well to agree with loading this map). To vote for a map with a specific mode, set the mode before you issue the map command (see multiplayer menu).
See also map in the editref. Used for multiplayer, sets the name other players will know you as. Determines who are your teammates in any team game mode (truncated to 4 characters, case sensitive). Outputs text to all players, as if you typed it. Ignores all chat messages from player N, where N is either the player's name or client number.
Stops ignoring chat messages from player N, where N is either the player's name or client number. Outputs text to the console. Most useful for scripts. P.. This puts a prompt on screen where you can type stuff into, which will capture all keystrokes until you press return (or esc to cancel).
You may press tab to autocomplete commands/aliases/variables, and up/down keys to browse the command history. If what you typed started with a "/", the rest of it will be executed as a command, otherwise its something you "say" to all players.
T for talk, ` for commands. If P is prefix to insert to the buffer, (default key ` inserts a /). Connects to a server, e. You can optionally specify a port for connecting to servers with custom ports. If port is 0 or not specified, then it connects to the default port. You can optionally specify a password for connecting to password- protected servers.
Connects to any server on the local area network by broadcasting the connection request. Leave the server. Reconnects to the server which you were last connected to.
You can optionally specify a password if the server was password- protected. Sets your clients maximum downstream bandwidth to N kilobytes per second. Leaving it at 0 (the default) means the server will dynamically try to do the best thing, this is recommended for players who don't have a clue what their bandwidth is (setting your rate unoptimally is worse than not setting it all). Modem players (5. Note that the more players on a server, the more critical the effect of your rate.
Default key = tab. Allows you to browse through the console history, by offsetting the console output by N. Default key keypad - scrolls into the history (conskip 1) and keypad + resets the history (conskip - 1. Toggle between a more permanent and bigger console display and default, scroll off the screen variety. Unlike other games, you can. Tries to select weapons a, b & c, in that order, if they have ammo (0 = fist, 1 = sg, 2 = cg, 3 = rl, 4 = rifle, 5 = gl, 6 = pistol). If none of the 3 indicated have any ammo, it will try the remaining weapons for one with ammo (in order 3/2/1/4/0) (the fist needs no ammo).
You can use the weapon command with 0 to 3 arguments. In any selection, it will skip whichever weapon you have currently selected, so executing a weapon command repeatedly toggles between the two best weapons with ammo within a given selection. N [F]. Sets with weapon to gun N, only if the gun has ammo. If F=1, then the gun is set to N, regardless of whether the gun has any ammo. A B C D E. Cycles through the guns specified (may specify 1- 5 guns). The next gun with ammo after the currently used gun in the sequence is selected.
N] [F]. Cycles through all available guns with ammo (or even empty guns if F=1 is specified). If N is - 1, then it cycles through the available guns in reverse. Sets the gamespeed in percent, i.
Set gameplay mode to N for the next game played (next map load). N can be. 0: "ffa" / "default" mode. This is the default normal ffa game, and can also be used as "prewar" while setting up teams / voting for the next game. This simply enables map editing in multiplayer, otherwise identical to mode 0. No items will spawn, but everyone will have 1. No items will spawn, but everyone will get all weapons with full ammo, and green armour.
No items will spawn, but everyone will spawn with only base ammo for 2 random weapons and green armour. Capture the flag where you must retrieve the enemy flag and return it to your own flag for points. Capture the flag as above, but with weapons, health, and items as in instagib mode. Touch the enemy flag for points. Protect your own flag by picking it up. Like protect mode above, but with weapons, health, and items as in instagib mode.
Hold the flag for a time to score points. Like hold mode above, but with weapons, health, and items as in instagib mode. Capture the flag as above, but with weapons, health, and items as in efficiency mode.
Like protect mode above, but with weapons, health, and items as in efficiency mode. Like hold mode above, but with weapons, health, and items as in efficiency mode. Frag the enemy team to drop skulls. Collect them and bring them to the enemy base for points. Like collect mode above, but with weapons, health, and items as in instagib mode. Like collect mode above, but with weapons, health, and items as in efficiency mode.- 1: demo playback mode, see demo recording section below.- 2, - 3: single player, see single player mode section below.
Frag counting is the same for all modes: 1 for a frag, - 1 for a suicide or a teamkill. Timelimit for all game modes is 1. Sets the skill level (1- 1. Default = 3. Affects number of monsters in DMSP mode, and general monster AI in all SP modes. Displays the server menu. The server menu contains the last N servers you connected to, sorted by ping (servers are pinged automatically when bringing up this menu).
Just select one to connect again. If you connect to a server by typing "connect" manually, the server gets added here automatically. You can also add servers to "servers. Contacts the masterserver and adds any new servers to the server list (written to servers. N]. Clears all servers from the server browser's list. If N is 0 or not specified, only servers added by the masterserver are cleared.
If N is 1, all servers are cleared, including kept servers. NAME PORT [PASSWORD]. Adds a server to the server browser's list with ip address NAME and port PORT. If PASSWORD is specified, this password is used when clicking on the server in the server browser.
This command causes the server to remain in the server browser's list even if the server list is updated from the master server or servers are cleared. NAME PORT [PASSWORD]. Adds a server to the server browser's list with ip address NAME and port PORT. If PASSWORD is specified, this password is used when clicking on the server in the server browser. Note that servers added to the list with this command will be removed when the list is updated from the masterserver!
Wether the game is paused or not (default 0, default key F1 toggles). Toggles whether blood is enabled (default 1).
F. The higher F, the longer the screen will stay red when you are damaged. Toggles whether the screen is blended red when damaged (default 1). B. Toggles whether compass arrows are shown, indicating the amount and direction of damage taken (default 1). These two commands allow you to send other players maps they may not have while in multiplayer mode, and easily keep maps in sync while doing coop edit. Other players can then simply type "getmap" to receive the current map, which is written to their local disk then reloaded.
A second variant "sendmap name" is available which is particularly useful for coop editing, which first does a "savemap name" before performing the actual "sendmap". Thus in both cases you must already be on the map you. Also note that "getmap" operates on the last map send by some other player, whatever it is. Movement, controls & physics.
Jumping gains a 3. Moving forwards or backwards without strafing also gains a 3. Forward and jumping. This has been designed such to give you multiple options to control your speed while navigating. What this achieves is giving you both speed and precision at.
Items and Gameplay. Official game storyline: "You kill stuff. The End." All of the following is assumed to be highly in flux. Once things settled down the document will reflect the changes. There are initially 7 weapons. SSG (wide angle, but less than in doom.
LG (mild spread at distance)3rocket launcher. RL (splash damage)4rifle. RG5. grenade launcher. GL, except faster but less damaging. SG, but more precise. The player has available all weapons when he spawns, but no ammo for them (except 4.
Items that can be picked up. MAXHEALTH (initially 1. MAXHEALTH until the end of the current map, respawn 6. Health and ammo respawn depends on number of players in the game, the numbers. Quick start to multiplayer gaming. Open up autoexec. Start the gamego to the multiplayer menu and select "update from master server", this will get you the lastest server list (you only need to do this once every day of multiplayer gaming or so).
Be cooperative with the other players on the server, and vote. Remember, press T to talk to others. Setting up a LAN game.
One of the computers on the LAN has to run server. It really doesn't matter which. The simplest way for all players to connect is for them to type "lanconnect" (if there is only one server on the LAN) or "connect servername" (if there are multiple servers) in the console (press ` to get in the console), where servername is the network name or ip address of the machine running server.
If your LAN is connected to the internet, by default your server will register with the masterserver, and players could thus follow the procedure above to join the game: your server will show up in the list, and may thus be joined by people over the internet! If you want to avoid your server to contact the master server, you can start it with - mblah or something. Capture. This is the most complicated multiplayer mode so some explanation is required. This mode is centered around the idea of capturing and holding bases, and has similarities to. A base (flag) can be in 2 states: captured or neutral. When captured, it is.
This is shown. by the texture its rendered with (red means enemy captured, blue means. When a base is captured, it will produce ammo periodically (every 2.
Your team may take ammo (shown as ammo boxes orbiting the base) by either touching the base, or explicitly with the R key ("repammo" command). A neutral base can be converted to your team by standing next to. N seconds (N = 7 or so) within a certain radius. Multiple players speed up.
The time accumulated to N is counted by the server as soon. A base of the enemy color can be converted to neutral in exactly the same way.
However, it takes twice as long to convert an enemy base to neutral, as it does to convert a neutral base to your team. Current team name and capture status is shown above the base using a text particle. At the spawn of a map, all bases are neutral, and all players spawn at normal player spawns. Once bases are captured, players will. If a player dies, they wait 5 seconds before they can respawn again. If you have no bases left (the enemy has captured yours, or at least made em neutral). If all bases are captured by one team, then that team wins the game automaticaly.
Alternatively. if this doesn't happen, at the timelimit the team that wins is the team. X seconds for every. No points are awarded for kills or self- deaths. Infact, no individual score is ever displayed. When you spawn, you are given a certain amount of ammo for randomly 2 weapons out of the. Ammo will periodically spawn at bases owned by a given team which.
A simple HUD shows bases relative to your current position in red or blue (can be a sphere with. Singleplayer Modes. There are two single player modes. Doom & Quake, and is played on maps specifically designed for SP. Items don't respawn.
SP mode (akin to my "DMSP" mod for quake) which you play on DM maps: 1. The map ends when they all have spawned and they are all killed (either by you or by their buddies ; ). The number of monsters depends on the "skill" variable. Items respawn as in DM. Either mode can be turned into "slow motion SP" by toggling the "slowmosp" var. These modes that work the same as regular SP, except that the gamespeed is directly derived. Slow motion, while in one way a punishment for your failures, also makes.
Besided that, it just looks/feels plain cool. These modes do not support the concept of.
To compensate, there. Your score (see. SP respawning below) will be measured in real time, so any slow motion time negatively. The mode numbers can most conveniently be set over the singleplayer menu. In both cases, the map ends when all monsters are killed, or an end of level trigger is hit if one is available. Coop play is not supported yet. There are currently 8 monsters, with the following properties (sorted roughly in order of "threat" they pose).
The models are just temp until I find some real monster models. The damage given is for a single shot, where damage is simply a quarter of the equivalent player gun. For the shotgun this is if he hits you at point blank range, but is a lot less at distance. RL guy of course deals out splash damage too. Stamina is the amount of damage taken before dying, speed is their movement speed in units/sec (player = 2. DMSP mode. "lag" is how long it takes them to press fire after they have decided they will shoot in a particular direction, which means you can out- strafe their bullets (but still get hit when standing still or moving towards them). The number is in msec on skill 0, and half as big on skill 1.
It is not an absolute fire rate measure, as fire rate is lower with distance and has some absolute minimum. Again, it is also dependant on skill (skill 1. Other important parameters: monsters will at most jump down 4 units in height, unless their health is 1.
As you can summise from the above, the keys to surviving in SP are: keep moving, preferably perpendicular to the monster line of sight, frequently move behind walls and back (this makes monsters search for you again, which delays them), and use monster infighting to your advantage. Classic SP works differently from most FPS games that employ a savegame based system. The developers believe that the problem with savegames is that they. Because of this, savegames will not be added to the game. Instead of savegames, Cube 2: Sauerbraten employs a novel system based on respawnpoints (not to be confused with checkpoints, which are just an annoying version of savegames).
The major annoyance in other games comes from having to repeat the same thing, here, you can die, and still never have to repeat the same gameplay again, yet. This brings back the tension in gameplay, without the frustration. The way it works that when you die, the world stays AS IS.
Dead monsters stay dead, and alive ones just continue at their current location. You respawn, as if it were DM. Respawnpoints are entities placed by the level designers in various spots throughout the level, and the game remembers the last one you touched. You can touch these more than once. When you respawn, the evil monsters will have stolen your armour, and most of your ammo (currently they take 2/3rds, unless you have 5 or less, in which case they don't take anything).
On the plus side, you will have all your health back (and you have kept any healthboost powerups!), and your starting supply of pistol ammo (see, the monsters are evil, but fair). Even though you are punished for dying, you are never stuck, since even if a group of monsters is very hard to overcome, they will be easier every time you try, since the dead ones stay. You may have to work with your pistol more, but that is part of the tradeoff.
An additional motivation to not die, is that deaths are the most important component in reaching a good score on a level. Every time you finish a level, you will see a printout like this.
TOTAL SCORE (time + time penalties): 5. This gives you the stats of your game. The overal score is something that will be displayed in the menus next to the map name, so you can try and improve your best score, and compare to others. These score values are saved accross runs of the game. The final formula has been tweaked such that. The number of deaths has the biggest impact on your score. You want to have 0 deaths for a good score.
The second most important thing is frags, you want to make sure you have killed all monsters. The third most important thing is probably time.. If more agressive monsters don't phase you, then you can score more by playing on skill 1.
Network Code. You will notice that the engine plays and responds better on a high ping connection than most games out there; the reason for this is that just about everything is done clientside, not just movement (as is common in games today) but also aim (the fat client / thin server model). The benefits of this are that the effects of lag are minimised, and someone on a 2. Further advantages for server admins are that servers use virtually no cpu, and very little bandwidth for a lot of clients (you can host a 4 player game on a modem!). It is impossible to completely hide lag however, and these are some of the effects that can still show lag if you or someone you play with has a high ping / bad connection. There is no direct indicator of packetloss, instead the "packet jump" figure is provided on the hud (use "showscores").
Packet jump says as much as the amount of milliseconds that pass between updates from the indicated player. If it is extremely variable, or is high(> 8. Ideally it is a steady 4. A consistent packet jump is more vital to gameplay than ping. There is also player prediction based on extrapolation using the physics model, in an attempt to be both as up to date as possible in relation to the game state, and as realistic with regards to physics. However, under packet loss this model breaks down and player movement becomes choppy.
The effect of ping is generally that the players in a game are effectively playing more and more seperate games, as someone with a high ping is "playing in the past". The local effects of this are masked out by client side movement & aim, but may become noticable across players. This is because he is aiming at your movements of a while ago, and his hits take a while to arrive back at you. You may therefore be hit by gunfire up to his lag + your lag milliseconds after you leave his FOV. Item pickup is server side, only when you hear the sound effect have you actually picked up the item.
This will improve. Multiplayer Online. Besides the abovementioned client- side gameplay, the code is also open source, which makes it too easy to cheat with. Anyone can modify the source to add cheats, recompile, and join multiplayer games. There is no real trivial way to combat this. Moving the gameplay entirely serverside makes things a lot more complicated, hurts smoothness of gameplay, and still doesn't really solve the cheating problem.
Cube 2's predecessor, Cube, had "official binaries" which differed from the Open Source version in a different network protocol. This helped combat cheating somewhat, but still not entirely. A social solution, "Trusted Communities" was proposed, that would give players an identity, and only allow you to play on trusted servers if you were trusted by other players. This system could work well but requires a lot of infrastructure and organization. Cube and Cube 2 have rather small communities, and the main issue is not necessarily to combat cheating (a lost battle to start with), but more to allow non- cheaters to have undisturbed games together. Hence Sauerbraten multiplayer has a very simple solution. There is no cheat protection at all.
Nada. Servers operate in a so called "master mode" which allows people to easily and painlessly have games with people they know, without being disturbed by cheaters. The way it works is very simple: the first person to enter a server and use the "setmaster" command becomes the "master" of that server.
The master has 4 commands at his disposal which other players have not. Attempts to set master status to B. If you specify a password, you are granted "admin" status, which allows you to enable server features that an ordinary master can't. Sets the server to master mode N. N can be (ranging from very open to very private). This is the default mode. It is good for games with random people, if no cheaters appear to be around.
This is good when playing with new players who may not understand how to vote for map changes. This mode is ideal for tournament play, or games with friends only. Good for games with friends when cheaters are around, cheaters wont even connect, so wont have the chance to try and screw things up.
N. Kick's the player with client number N (displayed in parentheses next to name) off the server, and bans his ip until 4 hours or the server is empty. You can't kick yourself. N may also just be the player's name.
This command is useful when you started playing an open game, and a cheater joins. Additionally you can move to a higher mastermode for additional protection. Don't use this command for anything other than cheaters or people otherwise obstructing games. Clears all previously set bans, as if the server were empty. B [N]. Sets whether a player is a spectator (B=1 to enable, 0 to disable). N is specified as for kick.
A player can voluntarily make himself a spectator, but only the current master can make other players spectators. If you are a spectator, then this takes you to the location of player N (where N is a client number or the player's name). Pauses a multiplayer game if N=1, or unpauses it if N=0. Requires admin privileges. The important thing to see about these commands is that they don't prevent cheating, nor are necessarily a fair way of adminning a server. They just make it real easy to have fun games with friends without being disturbed by cheaters or people you don't want to play with. In the event that a cheater is the master, or someone is being abusive with his masters powers, you can simply leave the server and start a game somewhere else.
There are usually more servers than players anyway, and more players than cheaters. If the current master leaves the server, other players may attempt to claim master status. Mastermode will be reset to 0 when this happens (also when the server clears). At any time, all. You may record server- side demos during multiplayer games. You must have gained "admin" privileges by using the "setmaster".
Once enabled, the next map that is played will start recording a demo. Once this map finishes, the server.
Demo recording is disabled automatically again for the next map, unless. The server will only store a fixed number of demos, and the oldest demo will be removed to make room for new ones if. Demos may be played back via the special local "demo" mode (mode - 1), where the map name is the name of the demo to be played. Sets whether demo recording will be enabled for the next match (B=1 to enable, 0 to disable).
Requires admin privileges. If in multiplayer, this command will finish recording a demo prematurely instead of waiting till the end of a match.
Requires admin privileges. If used during local demo playback, this will stop demo playback. Clears all demos from the server. Requires admin privileges. This lists all demos available on the server. Any client may use this command. This command retrieves a demo from the server, where N corresponds to the demo number provided by the "listdemos" command.
If no number is specified, this command will get the most recent demo. The demo will be saved locally in the main directory as. Any client may use this command. This alias sets the mode to - 1 (the special demo playback game mode) and map to F, where F is the name of a demo file, but without. The "stopdemo" command may be used to terminate playback early when in this game mode. Movie Recording. Cube 2 can record movies as uncompressed video and sound to AVI files. These files will grow very large very rapidly and so it is strongly recommended that they are compressed before sharing.
Providing a filename begins the movie recording, without a filename stops the recording. Small movies are stored as "< filename>. Gb then the movies are stored as multiple files "< filename> XXX. XXX is numbered in sequence 0.
The width (default is 3. The movie will be downsized appropriately. The height (default is 2.
The movie will be downsized appropriately. The framerate (default is 2. Movie recording may prematurely stop if unable to record reliably at this framerate. Enable recording of sound with 1, disable with 0. Enable GPU- accelerated video encoding with 1, disable with 0. This is enabled by default, but may cause problems on some video cards.
If you notice movie recording displaying strange results, try disabling this and see if it helps. Bots are supported in all multiplayer modes, so long as they have waypoints available to guide them. Bots range in skill from 0 to 1. You must either be master or playing locally to add or remove bots. At the end of a match, all bots are removed. Adds a bot at skill level SKILL if provided, or defaults to a random skill level between 5. You must be master or playing locally to use this command.
Bots may only be added up to the server specified bot limit unless you are an admin or local player. This also causes waypoints to load if any are available for the current map. Removes a bot. You must be master or playing locally to use this command. Sets the bot limit for masters to N. This limit does not effect admins or local players.
Only admins or local players can use this command. Enables automatic team balancing for bots if B=1 and disables it if B=0. Only masters or local players can use this command.