home *** CD-ROM | disk | FTP | other *** search
- ################################################################
-
- LucasArts Entertainment Co.
- X-WING vs. TIE FIGHTER upgrade version 1.10
-
- ################################################################
-
- What's New?
-
- This section of the README file contains information about what
- is new with this first upgrade to the original version of
- X-Wing vs. TIE Fighter. To install the upgrade, you must have
- the original version of the game already installed on your
- system and you must run the XvT_1.10.exe program that you have
- downloaded or copied to your system. The setup program should
- automatically locate where X-Wing vs. TIE Fighter is already
- installed and replace a few of the files from the original
- version of the game. You can verify that the upgrade is
- properly installed by starting the game and looking for the
- version text in the lower right hand corner of the data pad.
- It should say "v.1.1".
-
- One of the most important things to know about this version of
- X-Wing vs. TIE Fighter is that for multiplayer play this
- upgraded version is NOT compatible with version 1.00. All
- players must be running the same version of the game. The
- game will not allow players to join a multiplayer game if they
- are running a different version than the host. If you
- experience problems joining a game, this may be your problem.
-
- While for multiplayer play the game versions are incompatible,
- the pilot files are fully compatible. Therefore, you may
- continue to use your pilots from the original version.
-
- Outline of changes:
- 1) Improved Internet Play
-
- a) "Starfield warping" greatly reduced
-
- With average to poor internet connections, a player
- often experiences "herky-jerky" movements of all the
- objects on the screen. This is caused by the
- Internet "dropping" or losing vital game information.
- The occurrence of this phenomenon has been greatly
- reduced.
-
- b) Player booting reduced and better connection
- stability
-
- Much improvement has been made in preventing the
- "booting" of players because of poor line quality.
- In general, the effects of average to poor line
- quality is less catastrophic.
-
- c) Dropped connection time-out problems greatly reduced
-
- When a player's Internet connection was lost, or
- because their system had stopped responding, other
- players in an Internet game would often take up to 2
- or more minutes to recognize that this player was no
- longer active. This situation has been mostly
- rectified.
-
- d) Debriefing shows if a player has left the game in the
- middle
-
- The debrieing now displays a player's name in gray if
- for any reason he is no longer in the game session.
-
- e) Occurrences of Host/Server slowdown minimized
-
- Occasionally on connections of poor quality, the host
- would experience "freezes" or long slow downs. The
- severity of these situations has been greatly
- reduced.
-
- 2) Melee start locations randomized
-
- To prevent players from "hanging out" or "camping" at
- the entry points of other players during a melee,
- player start locations have been randomized.
-
- 3) Jumping into craft of a new wave
-
- The new wave of a player's flight group no longer
- arrives early. This reduces scoring anomalies and
- reduces the likelihood that a player will jump into a
- craft that is already heavily damaged.
-
- 4) CD detection method changed
-
- Conflicts between X-Wing vs. TIE Fighter's CD detection
- and CD audio players like FlexiCD or other Multimedia CD
- Audio players has been removed. The game will now let
- you play if you have one of these programs but CD Audio
- will not work in X-Wing vs. TIE Fighter unless you close
- or disable these programs.
-
- Also, the problem with secondary CD-Rom drives and CD
- Changers has been resolved due to this new CD detection
- method. If you have more than one CD-Rom drive or are
- using a CD Changer, the game would not detect the CD if
- it wasn't in the first CD-Rom Drive or CD Changer slot.
- This problem has been resolved. However, due to the way
- Windows 95 handles CD Audio, you will not be able to
- hear music unless you play from the primary or first
- CD-Rom drive.
-
-
- ################################################################
-
- LucasArts Entertainment Co.
- X-WING vs. TIE FIGHTER version 1.00
-
- ################################################################
-
- 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
- difficulty 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
-
- ################################################################
-
- Thank you for your purchase of X-WING vs. TIE FIGHTER. We
- recommend that you read this file to get the most up-to-date
- information about installing, running and maximizing performance
- of X-Wing vs. TIE Fighter.
-
- This README file will contain any information not covered in the
- manual, such as new features and tips for maximizing your
- multiplayer experience. We recommend you review the MULTIPLAYER
- GAMING ISSUES to see how to best optimize your Internet
- multiplayer performance.
-
- For additional information, we highly recommend reading the
- Troubleshooting Guide, which can be accessed by clicking on
- TROUBLESHOOTING on the X-Wing vs. TIE Fighter launcher. Also,
- for the very latest updates related to X-Wing vs. TIE Fighter,
- be sure to check out the LucasArts website at www.lucasarts.com
- or www.rebelhq.com, the homepage for LucasArts internet gaming.
-
- 1) MULTIPLAYER GAMING ISSUES
- a) Optimizing Internet Performance
- b) Evaluating Your Internet Connection
- c) Playing on a LAN
- d) Modem Connection
- e) Switching Discs
- 2) MANUAL ERRATA
- a) Play X-WING vs. TIE FIGHTER Without Intro
- b) The "L" and "D" Lights in the Cockpit
- c) Dithering Option
- d) Server Options and Server Update Rate
- e) Single Player Configuration Options
- 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) Calling for Reinforcements
- f) 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
- 5) HOW TO CONTACT LUCASARTS
-
- ################################################################
-
- 1) MULTIPLAYER GAMING ISSUES
-
- a) 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 possible, we recommend the host of a game use the
- FULL INSTALL option.
-
- If your flight performance is choppy, try setting lower
- detail levels on the Config 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.
-
- For more detailed information on optimizing your
- Internet performance, check the Troubleshooting Guide
- included on this CD.
-
-
- b) 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.
-
-
- c) 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. If you are playing on a
- TCP/IP LAN and experience high latency try setting the
- Internet switch on found on the Config screen under
- Multiplayer Connection Options.
-
-
- d) 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.
-
-
- e) Switching Discs
-
- We recommend that you do not switch between Disc 1 and
- Disc 2 once a game has been loaded.
-
- If discs are accidentally switched, you will need to
- click on an interface button to refresh the interface.
-
-
-
- 2) MANUAL ERRATA
-
- a) Play X-WING vs. TIE FIGHTER Without Intro
-
- This is an extra button in the launcher that allows you
- to skip the intro and credits and go directly to the
- Datapad.
-
-
- b) The "L" and "D" Lights in the Cockpit
-
- While playing a multiplayer games, players'
- connections to the host can change. If latency begins
- to increase, an "L" light will appear in the upper
- right-hand corner of the cockpit. This is a warning
- light that may turn yellow or red signifying decreasing
- performance if communications are not improved. If this
- problem persists, try exiting the game and reconnecting.
-
- The "D" light represents dropped packets. This feature
- is currently inactive in this initial release but you
- will still see a dark "D" in the upper left-hand corner
- of the cockpit. This feature will be implemented in
- updated versions, which can be accessed on our
- multiplayer website.
-
-
- c) Dithering Option
-
- The Dithering option in the Config section of the
- manual is always active, therefore the button is
- non-functional.
-
-
- d) Server Options and Server Update Rate
-
- Under the Config section of the manual, Server Options
- is now called Host/Server Options and Server Update
- Rate.
-
-
- e) Single Player Configuration Options
-
- The Single Player Configuration Options will be in
- affect any time that you are flying alone, whether you
- are in Fly Solo or Host Game.
-
-
-
- 3) GAMEPLAY ISSUES
-
- a) Craft Selection Option and Its Affect 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, if ships or weapons are changed, missions may
- become easier or harder based on what craft or weapons
- you choose.
-
-
- 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 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. Also, once a multiplayer mission
- outcome is decided, no more waves will be generated.
-
-
- 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) Calling for Reinforcements
-
- If you call for reinforcements during a mission, you
- will be penalized 5000 points.
-
-
- f) 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
-
- If you are experiencing problems with DirectX, refer to
- the Troubleshooting Guide on the CD for information on
- your hardware.
-
-
- 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 try any
- troubleshooting tips or restart the game. If you do not
- reboot your system, you may encounter problems related
- to the original crash.
-
-
-
- 5) How to Contact LucasArts
-
- LucasArts has set up a variety of services to provide
- you with information regarding our latest games, hint &
- gameplay assistance, and technical support.
-
- a) Hint Line
-
- U. S.
-
- If you need a hint, you may call our automated Hint
- Line. This service costs .95 cents per minute, requires
- a touch tone phone, and you must be at least 18 years
- old or have your parents permission to call. The number
- is 1-900-740-JEDI (1-900-740-5334). The option to
- speak with a live Hint Operator is also available from
- this number. The average call length is 3 minutes.
-
- Canada
- Our Hint Line is also available to our Canadian
- customers. This service costs $1.25 (U.S.) per minute,
- requires a touch tone phone, and you must be at least 18
- years old or have your parents permission to call. The
- number is 1-900 677-JEDI (1-900 677-5334). The average
- call length is 3 minutes.
-
-
- b) Where To Find Us Online
-
- There are a variety of ways to get in contact with
- LucasArts online.
-
- 1) LucasArts Web Site (www.lucasarts.com)
- You can reach us through the Technical Support
- section of the LucasArts Website
- (www.lucasarts.com). From there, you will have the
- option to receive online technical support through
- Yoda's Help Desk, browse technical documents, or
- leave a message for an online representative.
-
- 2) CompuServe
- You can send e-mail to ID# 75300,454 or post a
- message in the LucasArts section of the Game
- Publishers Forum A.
-
- To get there GO GAMAPUB
-
-
- 3) Internet E-Mail
- You can reach us through the internet by sending
- E-mail to the following address:
-
- 75300.454@compuserve.com
-
-
- c) Technical Support Phone Number
-
- This number is for technical assistance only. Hints
- will not be given out over the Technical Support line.
-
- Before you call us, please be sure that you have read
- this entire Readme file, and have consulted the Online
- Troubleshooting Guide.
-
- You can reach our Technical Support department by
- calling 1-(415) 507-4545. We are available to help you
- Monday- Thursday from 8:30 AM-5:30 PM and on Friday
- from 8:30 AM-4:30 PM (Pacific Standard Time).
-
-
- d) Technical Support Fax
-
- For your convenience, we also offer the option of faxing
- us with your Technical questions at 1-(415) 507-0300.
-
-
- e) Technical Support Mailing Address
-
- LucasArts Entertainment
- P.O. Box 10307
- San Rafael, CA 94912
- Attn: Product Support
-
-
-
- ⌐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.
-
- The software, artwork, music, and other components included in
- this software program (the "Software") are the copyrighted
- property of LucasArts Entertainment Company ("LEC"). The
- Software is licensed to you, and LEC owns all copyright, trade
- secret, patent and other proprietary rights in the Software.
- Except as may be permitted by applicable law, you may not
- decompile, reverse engineer, disassemble or otherwise reduce the
- Software or its components to a human-perceivable form. You
- may not copy, rent, modify, add or delete components or files,
- or create derivative works based upon the Software in whole or
- in part.
-
- You expressly acknowledge and agree that use of the Software is
- at your sole risk. The Software 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 SOFTWARE WILL MEET YOUR REQUIREMENTS, OR THAT
- THE OPERATION OF THE SOFTWARE WILL BE UNINTERRUPTED OR
- ERROR-FREE, OR THAT DEFECTS IN THE SOFTWARE WILL BE CORRECTED.
- THE ENTIRE RISK AS TO THE RESULTS AND PERFORMANCE OF THE
- SOFTWARE 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 SOFTWARE
- 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.
-
- Dan is the King...