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IRIX Base Documentation 1998 November
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IRIX 6.5.2 Base Documentation November 1998.img
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usr
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share
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catman
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u_man
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cat6
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vroom.z
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vroom
Wrap
Text File
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1998-10-30
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10KB
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265 lines
VVVVRRRROOOOOOOOMMMM((((6666DDDD)))) VVVVRRRROOOOOOOOMMMM((((6666DDDD))))
NNNNAAAAMMMMEEEE
vroom - slot car racing in the future
SSSSYYYYNNNNOOOOPPPPSSSSIIIISSSS
vvvvrrrroooooooommmm
DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
_V_r_o_o_m is a simulation of slot car racing in a futuristic setting.
Vehicles compete against the clock and opponents by racing around any of
several race courses. View _v_r_o_o_m's on-line help facility for screen-by-
screen game instructions.
The game is played in two stages. The first stage is the qualifying time
trials. During the qualifying run, you are racing against the clock with
no other vehicles on the track. The best lap time of the three laps
allowed is used to determine the starting position for the race. The
driver with the best time will qualify for the pole position. After all
drivers (including computer controlled ones) have qualified, the race
will begin. The number of laps for the race is dependent upon the course
chosen.
Course records are maintained for the best qualifying lap and the best
race times. Current records for a course are displayed when previewing a
track.
The game can be played in a one- or multi-player mode. In both cases,
computer controlled vehicles will be added to the game so that there are
a total of eight vehicles in the race. In the one person game, the skill
level of the computer vehicle drivers is selected by the player. In the
multi-person game, the skill level of the computer vehicle drivers is
calculated based on the qualifying times of the human drivers.
Driving the vehicle is very simple. The speed of the vehicle is
determined by the vertical location of the pointer within the race
window. As in slot vehicle racing, there is no special meter to indicate
the speed - only the rate of track passing beneath your vehicle. If you
go too fast in the curves, your vehicle will fly off the track. After
three seconds, and if the coast is clear, your vehicle will be put back
on the track.
Clicking the left and right mouse button will cause the vehicle to change
one lane left and right, respectively. If you change lanes off the
track, your vehicle will fly up in the air.
It is possible to bump other vehicles off the track or force them to
change lanes. At higher speeds, a vehicle involved in a collision is
more likely to wipe out. The vehicle in front is also more likely to
wipe out than the vehicle in back.
After all vehicles have finished the race, the race results are
displayed. After viewing the results, you are ready to try your luck
again.
PPPPaaaaggggeeee 1111
VVVVRRRROOOOOOOOMMMM((((6666DDDD)))) VVVVRRRROOOOOOOOMMMM((((6666DDDD))))
CCCCOOOONNNNTTTTRRRROOOOLLLLSSSS
The speed of the vehicle is controlled by moving the mouse pointer up and
down in the race window. The speed increases as the pointer moves up.
Lane changes are accomplished by clicking the _l_e_f_t or _r_i_g_h_t _m_o_u_s_e _b_u_t_t_o_n_s
to change one lane left or right, respectively. You can bump other
vehicles as well as running off the track.
The view can be toggled between a forward and rearward view by hitting
the _v key.
The level of detail (LOD) in the track and vehicle affects how responsive
the game is. Hit the _a_l_t-_d key to cycle through the different LOD's.
The highest LOD is 0; the lowest is 3. The game estimates the highest
LOD to ensure a reasonable framerate, but it is quite likely that you
will need to adjust it.
The _u_p and _d_o_w_n _a_r_r_o_w _k_e_y_s are used to control the audio volume.
The _b key toggles the small bars on the screen used to help guage your
speed.
Hitting _e_s_c_a_p_e will exit the game.
In one-player mode, _a_l_t-_g can be used to concede the current game. The
game will restart with the computer opponent skill selection window.
In multi-player mode, hit _i to bring up a list of the drivers.
Hit _h to display a quick help summary.
EEEENNNNVVVVIIIIRRRROOOONNNNMMMMEEEENNNNTTTT VVVVAAAARRRRIIIIAAAABBBBLLLLEEEESSSS
Three environment variables are checked by _v_r_o_o_m. Each variable
overrides any other method of specifying the same information.
VVVVRRRROOOOOOOOMMMM____NNNNAAAAMMMMEEEE sets your player's name.
VVVVRRRROOOOOOOOMMMM____DDDDIIIIRRRR specifies the location of the data directory.
VVVVRRRROOOOOOOOMMMM____RRRREEEECCCC____DDDDIIIIRRRR specifies the location of the record directory.
RRRREEEESSSSOOOOUUUURRRRCCCCEEEESSSS
A small number of resources are available for modifying some of the
default values. The application class name is VVVVrrrroooooooommmm.
aaaauuuuddddiiiioooo (class BBBBoooooooolllleeeeaaaannnn)
Sets whether or not sound effects are enabled on start up. The
default value is true.
ddddeeeeffffaaaauuuullllttttDDDDaaaattttaaaaDDDDiiiirrrr (class SSSSttttrrrriiiinnnngggg)
Specifies the location of the data directory containing the race
course files, the audio files, the help files, and, unless
PPPPaaaaggggeeee 2222
VVVVRRRROOOOOOOOMMMM((((6666DDDD)))) VVVVRRRROOOOOOOOMMMM((((6666DDDD))))
overridden by the means described elsewhere, the track record files.
The default directory is /_u_s_r/_d_e_m_o_s/_G_e_n_e_r_a_l__D_e_m_o_s/_v_r_o_o_m/_d_a_t_a.
ddddeeeeffffaaaauuuullllttttRRRReeeeccccDDDDiiiirrrr (class SSSSttttrrrriiiinnnngggg)
Specifies the location of the directory containing the track record
files. The default directory is the same as the data directory.
mmmmaaaaiiiinnnnHHHHeeeeiiiigggghhhhtttt (class DDDDiiiimmmmeeeennnnssssiiiioooonnnn)
Sets the height of the race window.
mmmmaaaaiiiinnnnWWWWiiiiddddtttthhhh (class DDDDiiiimmmmeeeennnnssssiiiioooonnnn)
Sets the width of the race window.
nnnnaaaammmmeeee (class SSSSttttrrrriiiinnnngggg)
Sets your player name. The default is your user ID.
oooovvvveeeerrrrllllaaaayyyyFFFFoooonnnntttt (class FFFFoooonnnnttttLLLLiiiisssstttt)
Sets the font used in the race window overlay.
ttttttttllll (class IIIInnnntttt)
Specifies the maximum number of times the multicast packets can be
forwarded between networks.
NNNNOOOOTTTTEEEESSSS
_V_r_o_o_m requires two entries into the ////eeeettttcccc////sssseeeerrrrvvvviiiicccceeeessss file in order to work
across the network. Ask your systems administrator to add the lines
sgi-vroom-server 5138/udp
sgi-vroom-client 5139/udp
and then restart the network using the command "/etc/init.d/network
start".
For those users with diskless systems, be aware that _v_r_o_o_m keeps its high
score files under /var/IndiZone/vroom. Therefore, if you have mounted
/usr/demos/IndiZone from a diskless server, you will still need to have
root create /var/IndiZone/vroom with permission of 777 in order to save
out any records you may set while playing _v_r_o_o_m.
_V_r_o_o_m requires IRIX 5.2 or greater and OpenGL. Use the program _v_t_c(_6) to
create new race courses.
FFFFIIIILLLLEEEESSSS
/_u_s_r/_d_e_m_o_s/_G_e_n_e_r_a_l__D_e_m_o_s/_v_r_o_o_m/_d_a_t_a/*._a_i_f_c, audio files.
/_u_s_r/_d_e_m_o_s/_G_e_n_e_r_a_l__D_e_m_o_s/_v_r_o_o_m/_d_a_t_a/*._v_c_t, race course files.
/_u_s_r/_d_e_m_o_s/_G_e_n_e_r_a_l__D_e_m_o_s/_v_r_o_o_m/_d_a_t_a/*._h_e_l_p, help files.
/_u_s_r/_d_e_m_o_s/_G_e_n_e_r_a_l__D_e_m_o_s/_v_r_o_o_m/*._r_e_c, track record files.
PPPPaaaaggggeeee 3333
VVVVRRRROOOOOOOOMMMM((((6666DDDD)))) VVVVRRRROOOOOOOOMMMM((((6666DDDD))))
SEE ALSO
_v_t_c(_6).
AAAAUUUUTTTTHHHHOOOORRRR
Chris Fouts, Silicon Graphics.
PPPPaaaaggggeeee 4444