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Article #81340

<07-01-2000> The 'official' Descent 3 FAQ v. 1.75

#81340
From: Moon
Date: Sat, 01 Jul 2000 00:00
2875 lines
114544 bytes
 Archive-name: The 'offical' Descent 3 FAQ
 Version: 1.75
 Posting Frequency: biweekly
 Last Updated: 07/01/2000

 For a better reading experience this FAQ was done using a fixed-width
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 +-------------------------------------------------------------------+
 |                                                                   |
 |                   The 'official' Descent 3 FAQ                    |
 |                                                                   |
 |                        v. 1.75 - 07/01/2000                       |
 |                                                                   |
 |          latest version @ http://www.descent-3.com/faq/           |
 |   send additions, comments, corrections to Mo...@Uni-Duisburg.de   |
 |                                                                   |
 |-------------------------------------------------------------------|
 |                                                                   |
 |                          (C) 98-2000                              |
 |                                                                   |
 | Originally written by:                 Recompiled and extended by |
 | ----------------------                 -------------------------- |
 | Chris 'Gwar' Ledwith                         Joerg 'Moon' Reibert |
 | Ken 'Prescience' Ito                      Kevin 'Sick_One' Murphy |
 | Scott 'fathom' Roberts                           to accompany the |
 | Wesley 'Arsentia' Fok                           1.4 patch release |
 |                                                                   |
 +-------------------------------------------------------------------+


 ===================
  Table Of Contents
 ===================

 0. What's new in this version?


 1. Introduction

  1.1  What is Descent 3 (henceforth called D3)?
  1.2  Why didn't Parallax Software develop D3?
  1.3  Wasn't Descent: Freespace supposed to be D3?
  1.4  Do I need a 3D accelerator like Voodoo?
  1.5  Is a D3 demo available?
  1.6  What is D3 Sol Ascent?
  1.7  What is D3 Mercenary?
  1.8  Will there be a Mac/Linux/etc. port?
  1.9  Is there a demo recording system in D3?
  1.10 Will there be a Descent 4?


 2. Troubleshooting

      -> Above all: update your system to the latest drivers  <-
      -> and especially D3 to the latest patch which is 1.4!  <-      
      -> Also check http://www.descent-3.com/support/full14/  <-
      -> in case you can't find the answers you need below.   <-

  2.1  Starting the game brings up the message "Sorry, your computer
       has a language not supported by this version of Descent 3" and
       the game stops. What gives?
  2.2  How can I check my framerate?
  2.3  How do I know which Video API or Sound mixer to use?
  2.4  My framerate gets choppy when there is a lot of action, what
       can I do?
  2.5  My framerate is always 50 fps, I hear others say they have
       over 100?
  2.6  I can't see through transparent windows with my ATI Rage Pro
       Turbo AGP!
  2.7  D3 hangs whenever I ALT-TAB out of the game into Windows on my
       Voodoo 3!
  2.8  What is the best configuration for my modem?
  2.9  What can I do to improve my modem connection?
  2.10 My in-game loss meter shows loss like 100% sometimes!
  2.11 Help, I can't start Mercenary: "redbuddybot.oof not found"!
  2.12 Help, I can't play D3 for the MAC on my iMac DV!
  2.13 How do I migrate to the latest patch?
  2.14 Why does 1.4 take significantly longer to load?
  2.15 D3 on Win2K gets an "Error: Illegal font file: lohud.fnt"!
  2.16 What happened to my PXO stats? Did I get demoted?
  2.17 Is there a no-CD crack for D3?
  2.18 Help, I lost my reticle after having patched to 1.4!
  2.19 What patch should I use to see other players' servers?


 3. Gameplay

  3.1  What ships are available in D3?
  3.2  What about the Guidebot and it's objectives?
  3.3  What's this 'use item' feature I heard about?
  3.4  What's this mouselook feature I noticed some discussion about?
  3.5  What's a so-called 'X-Factor' that's been introduced with D3?
  3.6  How do countermeasures work?
  3.7  What are the new weapons in D3?
  3.8  Where can I enter command-line parameters?
  3.9  How can I skip the intro movie?
  3.10 What are wind tunnels?
  3.11 What's wrong with the new automap?
  3.12 I just picked up a Guided Missile, why doesn't it show up when
       I cycle through my secondary weapons?
  3.13 How can I start D3 without having to use the launcher?
  3.14 How can I extract the D3 music (mp3s available)?


 4. Single-Player

  4.1  What are the cheat codes and how do I activate them?
  4.2  How many (secret) levels does D3 feature?
  4.3  Are there any teleports and if not, how do I get to the secret
       levels?
  4.4  How do I free Dr. Sweitzer in level 2?
  4.5  Help, I can't enter Dr. Sweitzer's lab in level 3.
  4.6  Those level 4 trains keep shredding me to bits, any hints?
  4.7  I'm not worthy to get the Priest's Icon in level 6!
  4.8  I can't escape the firetrap at the beginning of level 12.
  4.9  How do I disable the Aft Matcen/where are the Stormtroopers in
       level 13?
  4.10 Where's the trigger to activate the beam emitter in level 14?
  4.11 Where is the key to Dravis' stronghold in level 15?
  4.12 How can I disable the primary cooling fan in Mercenary lvl 3?
  4.13 What about the Manual Pilot Powerup for the Guidebot?
  4.14 I heard you could meet Jeff Slutter & Nate Goudie in Mercenary
       level 4?
  4.15 Help, I keep getting smacked by an invisible force in Sol
       Ascent level 3!
  4.16 Do you really have unlimited ships in D3?


 5. Multiplayer

  5.1  What network protocols are supported?
  5.2  Are dedicated servers required for multiplayer games?
  5.3  What is the maximum number of players D3 can support?
  5.4  What Network Architecture does D3 use?
  5.5  What is the minimum connection or modem required for play?
  5.6  What Multiplayer modes are available?
  5.7  How do I chat in a game?
  5.8  How do I use text taunts?
  5.9  How do I create and use audio taunts?
  5.10 How do I create and use a ship logo?
  5.11 How do I get my pilot picture to show like I see some pilots
       have?
  5.12 How do I select a ship and why can't I select the Black Pyro?
  5.13 Why do my Custom\Graphics and Sound Directories have so many
       files?
  5.14 What about Lag and Loss while playing?
  5.15 What packet per second setting should I use?
  5.16 What is triple-chording and how does it effect my gameplay?
  5.17 What's the Piggyback/observer mode?
  5.18 Is there a way to bypass the PXO GUI?
  5.19 How can I see what happens behind my back?
  5.20 What are marker cameras?
  5.21 How do I get rid of those 'you already have that weapon'-
       messages?
  5.22 How can I ping my opponents?
  5.23 I heard you can 'destroy' powerups, how is it done?
  5.24 Where can I find players when PXO is down?
  5.25 How do I permanently override the default settings for
       multiplayer games?


 6. Dedicated Servers

  6.1  What sort of system is required to run a dedicated server?
  6.2  How much bandwidth do I need to run a server?
  6.3  What sort of settings should I use in general?
  6.4  Some people say I should disallow all the mines, why?
  6.5  How do I know what server commands are available?
  6.6  Can I talk to players on my dedicated server?
  6.7  How do I get a message to appear to the players as they enter
       the game?
  6.8  When I use the $scores command it runs off screen, I can't see
       anything!
  6.9  Can I run more than one server on a single computer?
  6.10 Can I do remote administration, if so how?
  6.11 Can I do administration from within the game, if so how?
  6.12 What is the MultiSettingsFile command all about?
  6.13 Can I disallow certain ships, if so how?


 7. Linux Sever Setup

  7.1  Installing the Linux Server
  7.2  Passing command line parameters to your D3 Linux server
  7.3  How do I install Mercenary on the Linux server?
  7.4  Why doesn't Mercenary support Co-Op mode for single-player
       maps?
  7.5  Why do I get a shared library error: "main: error in loading
       shared libraries: undefined symbol: register_frame_info"?
  7.6  Why does my server burn 100% CPU time during a level switch?
  7.7  Why do I get weird port numbers associated with my server(s)
       in GameSpy?
  7.8  Why is it *NOT* a good idea to run the server as root?
  7.9  Why do I get the "String Table Not Found" error?
  7.10 Why does my server freeze during launching, or fail all
       together?


 8. Development

  8.1 I wanna make my own levels, is an editor available?
  8.2 Is a converter available so I can play my favourite D1/D2
      levels in D3?
  8.3 What assistance can I get to make my own D3 MODs?
  8.4 What MODs are currently available and where can I get them?


 9. Other online sources of information

  9.1 Offical Sites
  9.2 Playing D3 via Internet
  9.3 Support, Tools, Developers & Levels
  9.4 Forums & Discussion
  9.5 Descent News & Headlines
  9.6 Tactics & How-To's
  9.7 MODs
  9.8 Miscellaneous


 10. Credits


 11. Revision History



 =================================
  [0] What's new in this version?
 =================================


 added:
 ------ 

 3.14 How can I extract the D3 music (mp3s available)?
 4.17 I can't complete the shutdown engine objective in level 13!
 8.5  How can I modify my HUD so that the text doesn't overlap the 
      rear view window?

 modified:
 ---------

 2.11 Help, I can't start Mercenary: "redbuddybot.oof not found"!



 ==================
  [1] Introduction
 ==================


 [1.1] What is Descent 3 (henceforth called D3)?
 -----------------------------------------------

 D3 is the third title in the Descent series, the line of award-
 winning computer games created by Outrage Entertainment (former
 Parallax Software). Like it's predecessors, D3 is an intense action-
 oriented game set in a 3D environment which received rave reviews
 around the planet.


 [1.2] Why didn't Parallax Software develop D3?
 ----------------------------------------------

 Although it may not appear to be so, Parallax Software DID produce D3
 - or rather, one half of it. Parallax Software, when originally
 formed in 1993, had people in two locations (Ann Arbor, Michigan and
 Champaign, Illinois).

 For Descent, work was done in Champaign while the company searched
 for a mutual central location. After failing to find one, it was
 decided to reorganize Parallax into two companies, Outrage (Ann
 Arbor) and Volition Inc. (Champaign). Both companies still maintain
 strong links to each other.


 [1.3] Wasn't Descent: Freespace supposed to be D3?
 --------------------------------------------------

 No! Volition Inc. planned to release their space-flightsim-combat-
 game under the name 'Freespace' but a disk compression utility had
 the name already registered in North America.

 So Volition changed the name to 'Descent: Freespace' which has been
 altered to 'Conflict: Freespace' in Europe since Descent
 (incomprehensibly enough) did not sell so well in Europe.


 [1.4] Do I need a 3d accelerator like Voodoo?
 ---------------------------------------------

 As minimum requirements state, you will need a Direct3D compatible
 3D accelerator with at least 4 MB of onboard memory. In other words,
 you'll need a 3D accelerator card, and a fairly good one too - a
 Voodoo card is a good place to start, and was the target accelerator
 for D3.

 However, you do not need a Voodoo card if you already have a 3D
 accelerator that meets the minimum system requirements (i.e. a
 Riva128 video card). Other 3D accelerators such as the 
RivaTNT/Geforce
 and such also work fine with D3 as they are Direct3D compatible.

 D3 supports Direct3D, OpenGL, and Glide APIs (Glide is a 3Dfx-
 specific API, so if you have a Voodoo you'd probably use that).


 [1.5] Is a D3 demo available?
 -----------------------------

 Yes, there are even two of them which are approx. 35 MB each (MAC:
 one demo of approx. 48 MB).

 Demo 1 features level 3, Piccu Station of the full version plus 2
 multiplayer levels, The Core (2-8 players) and Polaris (16+ players).
 Demo 2 features level 1, Deimos of the retail version, both multi-
 player levels of Demo 1 plus an additional very cool multiplayer
 level called Taurus (4-16 players).

 It's your decision which to try out. You can get them at these
 locations:

 PC
 http://descent-3.com/shareware/d3/
 http://www.outrage.com/4_downloads.html#d3_demos
 http://www.interplay.com/descent3/fdemos.html

 MAC
 http://www.imgmagazine.com/downloads/demos/99/descent3/


 [1.6] What is D3 Sol Ascent?
 ----------------------------

 D3 Sol Ascent is an OEM version (i.e. commercial version, no demo) of
 the D3 retail. It features levels 1-5 of the retail version whereas
 level 1: Deimos is also available for download as D3 Demo 2 and
 level 3: Piccu Station as D3 Demo 1. Sol Ascent also covers the 
multi-
 player levels of both D3 demos: The Core, Polaris & Taurus. However,
 this OEM-version version is only available bundled with Voodoo 3
 (3000 not 2000!) boards and does *not* run on other boards!

 There've been some unconfirmed rumours that this version has been
 bundled with other hardware recently which would indicate that you
 could run it on other graphics boards as well. However, I personally
 doubt it and if you're interested in playtesting the game I'd still
 recommend the demos since Sol Ascent is very buggy and Outrage will
 not release any patches for it.


 [1.7] What is D3 Mercenary?
 ---------------------------

 Mercenary is an offical addon to D3 from the Outrage developers
 themselves. It features 7 gigantic single-player levels and a bunch
 of really weird multiplayer levels. As well you pilot a new ship:
 the Black Pyro which fires 2 missiles at once but can't fire
 secondaries when there's only 1 missile (of Concs, Homing or
 Cyclone) left. As well it features a different storyline, this
 time you're a Mercenary that's working for Dravis.

 Some people complained about this one as a cheap ripoff with not
 enough new features but I must say that levels 3 and 4 are the
 coolest Descent levels I've ever played.


 [1.8] Will there be a Mac/Linux/etc. port?
 ------------------------------------------

 Yes, the Mac port has been released already and you can download a
 Linux dedicated server. As well, it's definite that there will be a
 Linux client! It's not sure when it will be released though.

 Get the Linux server here: http://www.outrage.com/4_downloads.html.


 [1.9] Is there a demo recording system in D3?
 ---------------------------------------------

 Yes! D3 has a new demo recording system, so you can continue to watch
 the exploits of your friends blasting robots (or yourself blasting
 your friends or yourself getting blasted by your friends) into
 oblivion. However, due to the way the system works it's recommended
 to record and playback the demo on the same framerate. Otherwise
 you'd get really weird results, e.g. a demo  recorded on 30 fps
 (frames per second) and played back on 90 fps would look as if
 someone would hold down the fast forward key.

 A good compromise would be to record the demo on 50 fps which should
 be achievable on any system that is capable of making D3 run at an
 acceptable speed; as well the demo does not get too large
 (nevertheless always zip it before sending it to someone!). This is
 the default fps setting so you do not have to change anything unless
 you didn't fiddled with the framecap parameter (which in that case
 would have to be adjusted as explained in section [3.8]).


 [1.10] Will there be a Descent 4?
 ---------------------------------

 In the near future NO and it's not too sure if there ever will be
 one. Despite it's rave reviews around the planet and overwhelming
 community response D3 failed to sell as good as expected. On the
 contrary Outrage even lost about 500,000 USD in the process.

 So it's no surprise that Volition Inc. changed the focus of the game
 they've already been working on for about 18 months (and which was
 supposed to be Descent 4) to a more mass compatible FPS a la Quake &
 Co.

 As finally has been revealed on the E3 on May the 12th 2000 the game
 will be called 'Red Faction' (http://www.redfaction.com) and it will
 come with some really interesting features:

 - Geo-Mod technology: real-time, arbitrary geometry modification
   capability which means that you can shoot through walls and
   actually change the shape of a level
 - movement by feet, multiple vehicles, submarines and in the air (!)

 Most time of the game (about 75%) you'll be on the ground like in
 other FPS games so it's very likely the game won't be close enough to
 that kind of gameplay Descenters are used to.

 There's been a lot of discussion in the Descent community about this
 and finally a bunch of people decided to make their own Descent 4,
 maybe even 'donating' the final product to Interplay. Personally I
 don't doubt that mixing up all the creativity that's coming from the
 community (once you managed organizing it) will result in an addon /
 MOD that can be compared to the quality standards of the retail
 version (or the cooler Mercenary levels) and which exploits D3 to
 it's full potential that we just haven't seen yet.

 Nevertheless people seem to fail to take into account that it's the
 engine that would make for a new Descent. As long as you don't come
 up with a totally new engine which can do more and larger polygons
 and stuff (and a lot of things that will only be possible on newer
 graphics boards to be released in the future) it can't - by
 definition - be more than an addon/MOD to Descent 3 using 'old'
 technology.

 However, Interplay owns the rights to the Descent series and
 everything that's connected with it like 'Pyro', 'PTMC' and stuff.
 Thus it might be possible that some day they will offer the license
 to another game developer and we'll get to see a Descent 4.



 ======================
  [2] Troubleshooting
 ======================


 [2.1] Starting the game brings up the message "Sorry, your computer
 ----- has a language not supported by this version of Descent 3"
       and the game stops.

 Update the game to the latest patch, this will remove the language
 check.


 [2.2] How can I check my framerate?
 -----------------------------------

 D3 allows a few options for checking and testing performance.

 While in the game to see a real time framerate meter simply type
 "frametime" or "framelength" (without the quotes). A framerate meter
 will appear in the upper left corner of the screen (reenter to turn
 it off).

 To test your system's performance and framerate against other systems
 a command line option (see section [3.8] on where to add them) is
 available for use.

 The -timetest <filename.dem> command allows D3 to run through a pre-
 recorded  demo file, and places the full results in the D3 directory
 in a file called fps.txt. In the command line box enter

 -timetest <filename>.dem  (don't forget the hyphen!)

 <filename> is any valid demo file. D3 includes a demo file called
 'secret2.dem'. This file does not include any outdoor areas, but
 serves as a basic test. For example, in the command line enter

 -timetest secret2.dem -framecap 999

 Then click the 'OK' button, and  click 'Play'. It is important to
 include the -framecap 999 command. If this is not done the demo will
 run at the maximum default framecap of 50fps.

 D3 will run the demo and create the file fps.txt.

 For a more advanced and complex standard file which includes some
 outdoor areas, and is likely a better indicator of performance,
 check the D3 performance tests site at
 http://www.descent-3.com/support/fpstest/.


 [2.3] How do I know which Video API or Sound mixer to use?
 ----------------------------------------------------------

 Always try to use the best video API and sound mixer for your system.
 This will vary depending on the amount of RAM, speed of the CPU, the
 type of video card, and sound card in the system.

 If the 3D game card is from the 3DFX Voodoo line then Glide (Voodoo
 family) will always offer the best performance. Other video cards
 that don't support Glide normally support a minimum of Direct3D (as
 a subset of Direct X). Some cards may also support OpenGl. In
 general Direct3D will work the best although some people find better
 performance using OpenGl. This varies from card to card, and even
 between driver revisions. The choice of which graphics API the game
 will use is found in the setup menu under the video tab.

 Choose a graphics detail level in the game that makes sense. If you
 are running D3 on a Pentium 233, don't expect good performance at a
 high resolution with high detail. Choose an appropriate resolution
 for the game.

 D3 also offers a variety of 'sound mixers'. These are found in the
 setup menu under the audio tab. The mixer types supported are:

 Software Mixer: This is generally the best choice for performance. It
 mixes the sound internally and passes the mixed sounds to the sound
 card.

 Direct Sound: This is another common choice, and in some case will
 improve performance if the system does not have enough RAM. In this
 case the sounds are sent individually and the sound card mixes them.
 This reduces the required RAM and reduces the CPU load slightly, but
 will cause more transactions on the bus to the sound card.

 Direct Sound 3D: This is the Direct X version of 3D sound. If the
 card supports the feature it offers a slightly more 3D effect. It
 will also require more CPU power. On a lower end system this is not a
 good choice.

 Aureal 3D Sound: This is Aureal's proprietary 3D sound. If you have a
 sound card that supports the feature it offers a fairly good 3D sound
 effect. It will however use the most CPU overhead of any of the
 mixers. If you choose this option, please visit Aureal's web site and
 get the latest drivers. They have reduced CPU overhead quite a bit.

 Creative EAX: This is Creative labs proprietary 3D sound. It also
 offers fairly good 3D sound. It requires less CPU overhead than the
 Aureal, but is still power hungry.

 In general most systems will find that either the software mixer or
 the Direct sound will offer the best performance. The different 3D
 sound mixers offer a slighly more interesting experience, but at a
 cost. Unless you have a powerful system stick with a basic mixer.


 [2.4] My framerate gets choppy when there is a lot of action,
 ----- what can I do?


 Make sure all the video and sound card driver are up to date.

 If you find that during game play, and heavy battles the video and/or
 sound get choppy or slows down, make sure you are using either the
 Software or Direct sound mixer. Also you may consider adding more
 RAM.

 Try reducing screen resolution to 640 x 480, or even 512 x 384.
 Disable some of the 'eye candy' in the details menu.

 Try using the command line options -lowmem or -superlowmem. These can
 be very helpful if the system doesn't have much RAM. As a rule of
 thumb a realistic minimum system is a 333MHz cpu with 64megs of RAM,
 and a Voodoo 2 or TNT card. For truly good performace a 500MHz+ CPU,
 128 megs of RAM, and a Voodoo 3 or TNT2 is a good starting point.


 [2.5] My framerate is always 50 fps, I hear others say they have
 ----- over 100?

 D3 has a default framerate cap of 50 fps. This is done to help
 slower computers maintain a more constant framerate during play. In
 short, by only trying to render a maximum of 50 fps more power is
 left for each frame.

 If you have a powerful system you can uncap the framerate, or you
 may want to alter the maximum framecap. For example on a low end
 system you may want to use 30. A high end system maybe 100, or have
 removed the cap altogether.

 The framecap is controlled with the -framecap xxx command. Where xxx
 is the desired cap. For example  -framecap 30, or -framcap 80. If the
 number used is 999, the framecap is removed altogether (see section
 [3.8] on how to enter these).

 Many players also find that the video seems smoother if Vsync is
 disabled in the video options of the main menu.


 [2.6] I can't see through transparent windows with my ATI Rage Pro
 ----- Turbo AGP!

 This is a known bug with some ATI Rage Pro Turbo AGP graphic boards
 (and even some others) which is related to the board's drivers.
 Since the 1.1 patch Outrage used a workaround: add the command line
 switch -NoRenderWindows (as explained in section [3.8]) which makes
 those windows become fully transparent.


 [2.7] D3 hangs whenever I ALT-TAB out of the game into Windows on my
 ----- Voodoo 3!

 This is a bug in the Voodoo drivers, update to the latest drivers!
 However, in some cases and system configurations this may still be a
 problem.


 [2.8] What is the best configuration for my modem?
 --------------------------------------------------

 Always set the modem correctly according to the type you have. Trying
 to force more packets per second than the modem can handle will never
 help.

 Insure that any modem drivers are up to date. Insure that the modem
 is properly configured for windows. Note: See the following section
 for possible modem configuration and tips.


 [2.9] What can I do to improve my modem connection?
 ---------------------------------------------------

 There are a number of different types and brands of analog dial in
 modems. Many computers come with 'software' modems such as the
 USRobtics Winmodem. Many if not most other brands offer a software
 modem of some kind. They are not a good choice for gaming.

 Basically they depend on the computer to handle many of the modem
 tasks in  software rather than having dedicated hardware for the
 purpose. They are less expensive than a hardware based modem, but
 tend to have higher loss, and higher pings. A hardware based modem is
 always better. In many cases it will shave 100ms off ping times. The
 preferred modem is the USRobotics Sportster or their new Gaming
 modem.

 A digital connection is of course the best: ISDN, xDSL, or a cable
 modem.

 If you have an analog modem, there are some things that you can try
 to improve gameplay. Some of the suggestions may seem contrary to
 what you might think, but prove true for many players, especially if
 using a software based modem. There are certain settings that can be
 found in the windows control panel under the modem icon.

 In Win98 for example, but similar in all win9x version:
   - Select the modem
   - Select Properties
   - Set the 'Maximum speed' to 57600 rather than 115200
     (this is the speed the computer talks to the modem, not the
      connection speed of the modem)

   - Select the connection Tab
   - Click 'Port settings'
   - Set the Transmit Buffer FIFO to 3/4 setting rather than the
     default FULL (both Rx/Tx should be at 3/4)
   - Click OK

   - Click the 'Advanced' Button
   - In the upper left area is a check box for 'Compress data'
   - In most cases games will play best with this disabled, you need
     to test  both ways, default is enabled. Enabled is clearly
     better for downloading and web browsing. In the case of games,
     sending a lot of small packets it will tend to be smoother play
     if it is disabled.


 [2.10] My in-game loss meter shows loss like 100% sometimes!
 ------------------------------------------------------------

 The in game loss meter is an indicator, and nothing more. Due to the
 method used it will sometimes give an inaccurate number. These seem
 to be a few specific numbers. So if from time to time the loss is
 reported as one of the following percentages it is likely a false
 indicator.

 11%, 14%, 25% 33%, 50%, 66%, 75%, 83% 100%. There may be a few
 others, but these are known. It is also a clear indication when you
 see for example 0% loss, then 100%, then 0% most of the time, that
 the 100% loss is false. If the loss was accurate you would notice
 that all other players 'floated' during the prior 3 seconds, that you
 were unable to gather powerups, etc.

 The way D3 determines the loss, is that over a 3 second period the
 client keeps track of how many packets/bytes it received. At the end
 of that 3 second period the server will send a packet telling the
 client how many packets/bytes were actually sent. The client
 determines the loss and then displays the percentage of loss from
 that period until the next 3 second sample replaces it.

 True loss will tend to have a much greater variety of percentage
 displayed and be more constant. For example if the display shows 8%,
 then 3% then 12%, etc. it is likely true loss.


 [2.11] Help, I can't start Mercenary: "redbuddybot.oof not found"!
 ------------------------------------------------------------------

 There seem to be a variety of problems with installing Mercenary
 for some people. In some cases it will install fine. In others
 it will install but generate an error when you attempt to run it.

 Three possible solutions:

 1) Uninstall Descent 3, you can save your pilot files and such as
    explained in section [2.13]. Then do a clean install of D3 
    version 1.0 from the CD's. Start the game and configure the 
    video, audio and other options, then install Mercenary. This 
    will work for many.

 2) If the first option does not work try a clean 1.0 installation of
    D3, and patch the game to at least 1.2. Configure the setup in 
    the D3 launcher and after that install Mercenary over it which 
    patches the game to 1.3 in the process (unless you hadn't already
    started from 1.3 certainly).

 3) If all else fails take use this technique: clean up the registry
    and do clean 1.0 installation. Without starting the game install
    Mercenary and the 1.4 patch in a row. After that start the game 
    via the launcher. This contracdicts the previous methods but 
    worked for me.
 

 [2.12] Help, I can't play D3 for the MAC on my iMac DV!
 -------------------------------------------------------

 It IS possbile but there are some compatibility issues that got to be
 resolved before you can make it run. For extensive help on this go to
 http://fly.to/D3ForiMacDV/.


 [2.13] How do I migrate to the latest patch?
 --------------------------------------------

 First of all: backup all your personal files from your 
 \Games\Descent 3-subdirectories like:

 \*.plt            your player files!
 \*.cfg            maybe you made some dedicated config files
 \custom\*.wav     all customized sounds and settings you might have
        \*.osf     added; also copy the 'empty' file. They are spread 
        \*.ogf     over the several subdirectories in there so don't
        \*.mps    overlook any! Also see section [2.14].
        \*.dmfc
 \demo\*.*         demo files
 \netgame\*.stats  multiplayer stat files
 \savegame\*.*     savegames
 
 
 After that connect and hit the auto-update button in the D3 launcher 
 or check http://www.outrage.com for downloadable versions. In case D3 

 reports that some files are missing or not matching, delete the game, 

 do a clean install of 1.0 and then retry.

 Server admins also should remove the '-nomultibmp' command-line 
 parameter. Note that in some cases you might not be able to use your 
 save games from previous versions! In that case you're boned >:|


 [2.14] Why does 1.4 take significantly longer to load?
 ------------------------------------------------------

 Since 1.3 had a bug that duplicated audio taunts and personal logo 
 files which could soon lead to tons of them the 1.4 patch added some 
 check of these files. Therefore you should manually delete all the 
 duplicates from the directories

 \Games\Descent 3\custom\sounds
 \Games\Descent 3\custom\graphics

 In each directory copy out and save your taunts and logos (the ones 
 you made use). Also copy out and save the file named 'empty' in each 
 directory. If any of the files you are saving have multiple CRC 
 extentions they should be discarded.

 The valid filenames should look like this 'goofsound_455affef.osf'
 (goofsound being the name, the _xxxxxxxx being the CRC). If it looks 
 like 'goofsound_455affef_ffe3452.osf' (with 2 or more CRC's) dump it.
 Once you clean out the directories the game will load quckly again.


 [2.15] D3 on Win2K gets an "Error: Illegal font file: lohud.fnt"!
 -----------------------------------------------------------------

 It's not quite sure what's causing it but here's a workaround: 
 uninstall the game and manually remove all Outrage related stuff from 

 the registry. Do a clean install and patch to 1.4, this should solve 
 the problem.


 [2.16] What happened to my PXO stats, I got demoted?
 ----------------------------------------------------

 Due to a Linux dedicated server bug the stats on PXO got corrupted
 and could only be fixed by using a backup from April 2000. Therefore
 all points you gathered from there on are lost!

 However, you can look forward to all the matches you got to play  
 to regain your ranks now that the stats bug is fixed and counting 
 continues ;)


 [2.17] Is there a no-CD crack for D3?
 -------------------------------------

 Certainly there is one but I can't tell you where to get it. The 
 fact that Outrage included this check in D3 is reason enough for me 
 NOT to give out any hints on it. There are several large sites on
 the net that offer cracks to any game so you will most likely find
 it there.


 [2.18] Help, I lost my reticle after having patched to 1.4!
 -----------------------------------------------------------

 Well, actually this bug has been around for a while but as it could
 not be reproduced we couldn't fix it for the 1.4 patch. Most likely
 this bug relates to a system config or driver issue. As always you
 should update your system to the latest *stable* drivers and
 configure everything properly.

 In some cases it helped to extract the reticle images from the 
 'D3.HOG' into the main D3 directory. Each ship has a different set
 of reticle images starting with 'ret_', e.g. 'Ret_lguna.ogf'. To 
 extract them you can use any HOG viewer/editor like HOG2 Workshop
 (http://www.descent-3.com/tools/).

 Linux users can use the command-line util 'HOG' from Outrage:
 http://www.outrage.com/files/hog.tar.gz.

 If this fails you're bound to quit and restart D3 every time the bug
 occurs and wait for new drivers for your hardware to be released...

 
 [2.19] What patch should I use to see other players' servers?
 -------------------------------------------------------------
 
 By design players running different patches can't see each other. 
 Only servers running the same patch as you do are visible in the 
 games menu. So you should always upgrade to the latest patch (1.4) 
 as explained in section [2.13].



 ==============
  [3] Gameplay
 ==============


 [3.1] What ships are available in D3?
 -------------------------------------

 There are 4 ships in total in D3 whereas the Black Pyro is only
 available to owners of the Mercenary addon. In the single-player
 storyline you start out with the Pyro-GL, a modified version of the
 Pyro-GX of Descent 1/2. It performs much like the old ship.


 The second ship available is the Phoenix that you got to find at the
 end of level 6 and start to use in level 8. The third ship is the
 Magnum-AHT, which enters the single-player storyline in level 9 and
 can be used in level 10 for the first time.

 Once you've played the game through you can choose whatever of the 3
 'standard' ships you like when starting a new game. As of yet you
 cannot use the Black Pyro in Retribution and the other 3 in
 Mercenary. Also see section [5.12].


 [3.2] What about the Guidebot and it's objectives?
 --------------------------------------------------

 Contrary to it's predecessors D3 develops a storyline as you advance
 through the levels. In the briefing at the beginning of each level
 you're given a short overview on what has to be done to advance to
 the next level. Your mission is split into several objectives that
 can be reviewed in-game by using your TelCom-system (SHIFT-TAB).

 In addition you got to use the Guidebot which now has a far larger
 influence on your way of completing the game. It always knows what
 to do next to fulfill the current objective. If you're not sure what
 to do next, take a look at the first command on the GB's menu; it
 will show you how to go on.


 [3.3] What's this 'use item' feature I heard about?
 ---------------------------------------------------

 Unlike to D1/D2 you now have to use some items (keys and stuff)
 explicitely by pressing the 'use item'-key. When you run over a key
 or a data cartridge it's automatically placed into your inventory
 and you can cycle through these items. The default keys for 'use
 item' and 'cycle item' depend on the language version your're
 playing so check your config.

 Additionally you should enable the inventory listing in the HUD
 settings, so you can see whether the item you need is currently
 selected; if it's not just cycle through the items you've picked up.


 [3.4] What's this mouselook feature I noticed some discussion about?
 --------------------------------------------------------------------

 As with Quake you are now able to use the mouse to make the ship
 face any direction your pointing the mouse at instantly. This gives
 mouselookers a certain advantage since they can turn and aim faster
 than you could usually do in Descent. As well you need less skill to
 control your ship which is one reason why this feature has been
 widely regarded as a bad move.

 However, it is turned off by default so you don't have to worry about
 it whenever you host a multiplayer game.


 [3.5] What's a so-called 'X-Factor' that's been introduced with D3?
 -------------------------------------------------------------------

 It's a feature of the advanced AI that's been developed for D3. Every
 robot has a certain kind of behaviour/attribute about it; eg. the
 Barnswallow collects powerups and puts them into it's net, the Orbot
 is highly inflammable... Summed up: the AI is frightening realistic.


 [3.6] How do countermeasures work?
 ----------------------------------

 Countermeasures add a third weapons tier to D3. Instead of lumping
 the dropped  weapons (e.g. proximity bombs) in with the secondary
 weapons, they have been grouped into their own new category. As with
 the 'use item'-feature (also see section [3.3]) you need to define
 certain keys for using and cycling  countermeasures (check your
 config).


 [3.7] What are the new weapons in D3?
 -------------------------------------

 primary
 =======

 Vauss Cannon
 A dual-fire machine gun in the tradition of the Vulcan and Gauss
 Cannons. It's weaker than the Gauss, but stronger than the Vulcan.

 Napalm Cannon
 Your standard flamethrower. Burn baby, burn!

 Microwave Cannon
 Deforms the viewpoint of anything it hits, including players (cool
 effect!).

 EMD Gun
 Arcing electro-magnetic energy at your enemy like a homing weapon but
 without causing the typical alert sound. They never know what hit
 them.

 Mass Driver
 The perfect sniper weapon. It's telescopic range finder zooms in on
 your enemy to make you place the perfect shot. Calculate some reload
 time though.


 secondary
 =========

 Napalm Missile
 Ejects Napalm upon impact and burns for ten seconds while dripping
 down onto the ground. Good for ambushes in tunnels.

 Frag Missile
 Much like the Smart Missile, the Frag Missile releases shrapnel upon
 impact but the smaller shrapnels do not home in on your target.
 Nevertheless very useful to seal some tube when enemies follow close
 behind.

 Cyclone Missile
 Seperates in-flight into six smaller homing missiles from the main
 missile body. You'll need some distance to your target though.

 Impact Mortar  Needs quite some timing due to it's comparatively slow
 travelling speed. Once released it'll go straight ahead and detonate
 in a huge explosion with a large blast radius after approx. 3
 seconds.

 Blackshark Missile
 Keep quite some distance to your target since this missile creates a
 whirling maelstrom upon impact dragging everything in close range
 into it before the explosion of a dying star shredds the victims to
 bits.


 countermeasures
 ===============

 Bouncing Betty
 A pack of bouncing bomb which are difficult to avoid.

 Seeker Mines
 A mine that will seek out players, comparatively slow but dangerous
 in numbers.

 Gunboy
 Floating turret bomb. Not actually powerful but very distracting
 which gives you some extra moments to finish off your target. As
 well very useful as an alarm system in multiplayer games that
 notifies you of your opponent's position in the mine.

 Chaff Burst
 Doesn't do any damage but attracts homing missiles so you better have
 some handy.


 [3.8] Where can I enter command-line parameters?
 ------------------------------------------------

 Open the D3 launcher and select setup | misc | optional D3 command 
line
 switches and add them with one blank space in between e.g.
 -framecap30 -nomovie (don't forget the hyphen).


 [3.9] How can I skip the intro movie?
 -------------------------------------

 Add the line '-nointro' (without the quotes) to the command-line
 parameters (see above).


 [3.10] What are wind tunnels?
 -----------------------------

 These are cool one-way tubes that catapult your ship from one end to 
the other
 very fast. Actually they are rather fun to ride especially in 
Mercenary level
 3 or the Multiplayer level Taurus. Some people also refer to them as 
gravity
 tubes. View the 'secret2.dem' that gets installed with D3 to see what
 it feels like.

 In single play you should get the Guidebot back into your ship before 
you use
 them since you don't know wether you'll be able to get back to pick 
him up.


 [3.11] What's wrong with the new automap?
 -----------------------------------------

 Well, everyone would agree that the new autompap looks terrribly
 cool!

 Unfortunately it does not color unvisited parts of the mines
 differently when you've picked up the full map powerup! Instead
 you'll be shown the whole map in it's normal colors. Thus to prevent
 losing orientation avoid the full map so you can recognize unvisited
 rooms by a blinking portal (= connection between two rooms).

 Curiously enough secret areas do not show up on the (full) map unless
 you have visited them. Till then you'll only see a black portal
 indicating that something will be behind.


 [3.12] I just picked up a Guided Missile, why doesn't it show up
 ------ when I cycle through my secondary weapons?


 Most likely you have disabled it in the weapon auto-select menu.
 Under F2 | Config | Weapons you can set the priority of your weapons,
 i.e. the order in which they are cycled through as well as the
 priority of which one gets selected automatically when you run over a
 weapon that you hadn't picked up before.

 Any weapon that is disabled in this menu cannot be selected by use of
 the 'cycle weapons'-key but by pressing the corresponding key on your
 keyboard instead. For example, if you had the Guided Missile disabled
 from auto-select (generally a good idea) you have to press '7' twice
 to select it.


 [3.13] How can I start D3 without having to use the launcher?
 -------------------------------------------------------------

 This is quite easy but note that you should have started D3 at least
 once using the launcher to properly adjust your hardware settings.

 Lets assume you installed D3 to E:\Games\D3; open the Windows
 explorer and click on the file 'main.exe' to drag it onto your
 desktop or into any Games-folder you might have.

 Now right-click the icon and select properties | shortcut, the top
 line should be changed to the following:

 E:\Games\D3\main.exe -launched

 This will bypass the launcher and start up the game a bit faster.
 Note that you should also add all the command-line parameters you
 had in the D3 launcher as explained in section [3.8]. For example,

 E:\Games\D3\main.exe -launched -pilot Moon -playermessages -nointro

 The last thing you can change is this tacky Windows icon for the
 shortcut (hopefully you also installed the Windows Powertoys to get
 rid of those annoying shortcut overlays). You should still have the
 propererties | shortcut window open. Select 'change symbol' which
 causes Windows to pop up an error message saying that no symbols are
 available in the 'main.exe'.

 Instead of using one of the symbols offered in the list simply
 select 'browse' and click through to your D3 directory and on 
 'Descent3.exe' which offers the red-sun symbol. Certainly you can
 choose whatever icon you have on your system.

 This method is very convenient to have several D3-shortcuts with
 different command-line parameters on your destop. So you could have
 one for a dedicated server, another for single-player only and so
 on. Check the 'readme.txt' that comes with D3 for an extensive list
 of command-line parameters.


 [3.14] How can I extract the D3 music (mp3s available)?
 -------------------------------------------------------

 Contrary to basically all sound effects (except the PA-voices) the 
 D3 music is not in the common WAV-format but in Outrage's compressed 
 OSF-format. As of yet there is no converter available so you can 
 only download some of the mp3s that have been released by Outrage 
 and Jeff Berlongieri at:

 http://www.outrage.com/4_downloads.html#d3_mp3
 http://artists.mp3s.com/artists/49/jerry_berlongieri.html
 
 However, here's a workaround for level designers who want to use some
 ambient music in their levels need to preview them: extract the OSF 
 files from the D3 HOG to your D3\custom\sounds directory, start D3 
 and select Pilots | Configure | Ship Configuration. 

 Then from on the lower left of the screen use the up and down arrows
 in the first of the selection boxes named 'Audio Taunt #1'. You can 
 browse through the extracted osf-files and listen to them by clicking 

 the 'Play' button next to it.



 ===================
  [4] Single-Player
 ===================


 Following are brief answers to some scenes most single-players seem
 to have problems with. In case you need more thorough help like
 walkthroughs, map screenshots and how-to demos (or help on things
 not mentioned below) please visit
 http://www.gamesdomain.co.uk/moonglow/d3howto.html.


 [4.1] What are the cheat codes and how do I activate them?
 ----------------------------------------------------------

 Simply enter any of the following cheat codes during the game (i.e.
 wherever you are in a level) but note that your shields and energy
 will get reduced to zero. This also happens when you use codes from
 the predecessors (after all this is not ID Software!).

 Note: these codes do NOT work in multiplayer! The codes are not case
 sensitive and you only need to type in the last 8 characters, the
 full names listed below are easier to remember though. German players
 please note that 'Z' is 'Y' and vice versa.

 The codes followed by an asterisk (*) are no cheat codes in the usual
 sense so they do not reduce your shields/energy and some of them do
 also work in multiplay.


 all versions (*):

     Frametime:       displays the Frames per second (FPS) - reenter
                      to turn off 
     WeirdTexture:    displays textures at random (even the map is
                      messed up)

 demos 1 & 2:

     BlimPieBest:     full shield, energy, demo weapons plus 500 of
                      each missile
     FreeItUp:        all enemies killed
     LongChimp (*):   play in chase view mode (cool)
     MightyAphrodite: Cloaking Device
     YummyFunYon:     Invulnerability
     ZodIsGod:        kills you

 Sol Ascent:

     BlackDove:       Kills all enemies (even your Gunboys)
     ChowYunFat:      full shields/energy, every weapon + 500 of each
                      missile
     MonkeyDance(*):  play in chase view mode (cool)
     Mortality:       invulnerable
     Nosferatu:       "Zod strikes revenge"; shields get reduced
     PandorasBox:     level jump
     Phantasm:        Cloaking Device

 retail 1.4:

     ByeByeMonkey(*): play in chase view mode (cool)
     BurgerGod:       invulnerability
     DeadOfNight:     kills all bots
     FrameLength:     frametime display
     IveGotIt:        all weapons, energy, shields
     MoreClang:       level jump
     OutlinEm(*):     outlines each polygon displayed (for level
                      designers)
     RenderStat(*):   shows no of polys, vertices, and uploaded
                      textures (ditto)
     Shananigans(*):  shows the Outrage default texture (ditto)
     Teletubbies:     turns a sun (outdoor level) into a Teletubbies
                      face (ack!)
     Testicus:        Cloaking Device
     TreeSquid:       full map
     Tuberacer:       210 damage (ouch!)


 [4.2] How many (secret) levels does D3 feature?
 -----------------------------------------------

 15 levels + 2 secret levels. This may not sound very impressive
 compared to D1/D2 but please note that the D3 levels are about 3-4
 times larger!


 [4.3] Are there any teleports and if not, how do I get to the secret
 ----- levels?

 There aren't any teleports (except in Mercenary level 4). To reach a
 secret level you got to find a hidden data cartridge in levels 8 and
 12. Once you picked it up and fisnished the level the usual way (by
 completing all primary objectives) you'll come out in the secret
 level.


 [4.4] How do I free Dr. Sweitzer in level 2?
 --------------------------------------------

 You've got to create a diversion to make him get shifted to a lower
 security level where he can be picked up by the shuttle.

 After having gained entrance to the higher security levels by the
 using (see section [3.3]) several keys, let the GB lead you to the
 Maintenance Gate. Shoot the grate to enter the service tunnel and
 use the right way till you come into a room with an acid vat. Try
 the levers, read the signs and you'll get the point.


 [4.5] Help, I can't enter Dr. Sweitzer's lab in level 3.
 --------------------------------------------------------

 As said in the manual: use Vauss or missiles to destroy windows(!).


 [4.6] Those level 4 trains keep shredding me to bits, any hints?
 -----------------------------------------------------------------

 Each train has a certain pattern you got to memorize. Watch the
 trains till you find the gap and afterburn to the next intermission.
 Keep checking the map so you can see which direction to go in.


 [4.7] I'm not worthy to get the Priest's Icon in level 6!
 ---------------------------------------------------------

 Watch the floor or ceiling (turn on your headlight) for visual clues
 that show you the right path. Note that you'll need to pass one
 square twice in different directions.


 [4.8] I can't escape the firetrap at the beginning of level 12.
 ---------------------------------------------------------------

 Shoot each tong as soon as it opens. After that shoot the forcefields
 with your Laser in such an angle that the reflected shots hit the
 generators on both sides of your ship (as you could see in the short
 cutscene at the beginning of this level).


 [4.9] How do I disable the Aft Matcen/where are the Stormtroopers in
 ----- level 13?

 Shoot a Frag or Guided Missile down the shaft to hit the trigger
 inside (as seen in the cutscene at the beginning of this level).

 The Stormtroopers are spread over the level and cannot be looked for
 by the Guidebot. Thus you should let the GB look for robots or
 powerups so he will lead you into parts of the level you haven't
 visited before. Do NOT pickup the full map because of it's
 limitations as explained in section [3.11].

 You should take the Aft Matcen as the first objective since it's
 deactivation stops the production of further Stormtroopers. It's
 also quite good to visit the engine surge chamber early!


 [4.10] Where's the trigger to activate the beam emitter in level 14?
 --------------------------------------------------------------------

 Again the logs will help you out here: "I searched for an hour before
 somebody said, 'just remember who you work for'". You do now work for
 the CED so the hidden trigger must be (and is) the small CED sign
 under the generators in the large room where you placed the lens.

 Instead of shooting it simply bump into it with your ship and the
 beam gets activated.


 [4.11] Where is the key to Dravis' stronghold in level 15?
 ----------------------------------------------------------

 Left of the hall with the large lave tanks there's a control room
 with three wheels. Shoot the left one to drain the left lava pool and
 rush inside through the door at the ground of it. On the inside above
 the door you just emerged from is the trigger to open the room on
 the opposite side with the key.


 [4.12] How can I disable the primary cooling fan in Mercenary lvl 3?
 --------------------------------------------------------------------

 Use the same technique as with the harzardous storage forcefield:
 place yourself as close as possible to the first forcefield and
 shoot the middle of it. With a bit of luck the shots bounce off the
 other forcefields and destroy the generator at the end of the
 tunnel.


 [4.13] What about the Manual Pilot Powerup for the Guidebot?
 ------------------------------------------------------------

 Actually this is already to be found in the original D3 Retribution
 HOG but it has not been used in any of these levels. As well, the
 occurance in Mercenary level 4 seems to be a bug since the use of
 it does not have any effect. Presumably the scripting routines just
 weren't finished in time and someone accidentally placed this 
 powerup instead of a working one in Mercenary level 4.

 Anyway, here's how to get it: there's one room with four large
 pillars that connects three levels of the planetoid. Fly up to the
 top level and then go straight ahead through the middle tunnel and
 over a small pond. Pass an insectoid generator to your left and shoot
 the second 'mirror forcefield' on the left side. In the room behind
 you'll find the 'new' GB powerup (which has some striking similarity
 to a joystick <g>) as well as an invaluable energy to shield
 converter.


 [4.14] I heard you could meet Jeff Slutter & Nate Goudie in Mercenary
 ------ level 4?

 Well yes, but they are hard to find! Exit the honeycomb mentioned
 above and take a close look at the texures on the opposite wall.
 There's a flythrough texture you should examine to give both of them
 a yell ;)


 [4.15] Help, I keep getting smacked by an invisible force in Sol
 ------ Ascent level 3!

 This is the bug as confirmed by some of the programmers. Sometimes
 you'll encounter those dudes which suddenly can become visible which
 is the only time where you can shoot and hit them. When they are
 invisble you can't hit them at all even if you know where they are.
 You can only keep moving to stay alive. As said before there will be
 no patch to fix this.


 [4.16] Do you really have unlimited ships in D3?
 ------------------------------------------------

 Yes, as opposed to D1/D2 you can die as often as you want and it 
 does not have any effect on your score or fulfillment of the 
 objectives. Therefore, whenever you get killed you should feel 
ashamed 
 and restart the level ;)


 [4.17] I can't complete the shutdown engine objective in level 13!
 ------------------------------------------------------------------

 Due to a scripting bug that's still left over in 1.4 you get an 
 incorrect message (tertiary objective) when shutting down the engine
 core. Simply consider this one as finished.





 =================
  [5] Multiplayer
 =================


 [5.1] What network protocols are supported?
 -------------------------------------------

 D3 supports a variety of protocols and online services: TCP/IP, IPX,
 Direct Serial, Modem to Modem, PXO, and HEAT.

 PXO is a free service provided by Outrage which allows you start or
 join existing games online via virtually any internet connection. A
 chat interface is provided. You will find a large variety of
 dedicated servers and games variations.

 HEAT.NET provides another online gaming service with Dedicated
 servers on demand (DOD). It does however not support third party
 levels at this time.

 TCP/IP is supported for LAN and Direct Internet play.

 IPX is provided for LAN as well as Internet play with the use of
 programs such as Kali and Kahn.

 Modem to Modem play is available for 2 player games via direct modem
 to modem connections.

 Direct serial may be used to connect two computers with a simple
 serial cable.


 [5.2] Are dedicated servers required for multiplayer games?
 -----------------------------------------------------------

 No, a dedicated server is not required though it will provide the
 best game play. D3 allows games to be hosted so that for small games
 a player may start (host) a game. It is always best in this case to
 have the player with the best connection (most bandwidth) host the
 game.

 Also see the section [5.14] referring to lag and loss and section [6]
 referring to setting up dedicated servers.


 [5.3] What is the maximum number of players D3 can support?
 -----------------------------------------------------------

 D3 can support a maximum of 32 players. In the case of a dedicated
 server, the server itself counts as one player. So only 31 actual
 clients may join the game. In a hosted game, since the host is also
 a client, it is possible to actually have 32 players. Keep in mind
 this would require a very powerful computer to handle the client as
 well as manage a 32 player server.


 [5.4] What Network Architecture does D3 use?
 --------------------------------------------

 D3 is based around a Client/Server architecture. This means there is
 always a server of some kind, whether a dedicated server or a listen
 server. A listen server is a hosted game, where the client is
 running on top of the server on a single computer. D3 offers a
 number of variations.

 A Dedicated C/S game is one where a computer acts as a dedicated
 server for all clients. The server is used to determine the action
 of the game, such as whether a shot hit another client, a door
 opened, etc. In simple terms, this model will offer the best game
 play. Since the client talks to the server rather than the other
 players, a player's ping (lag) is constant to all other players.

 A Hosted C/S (a listen server) acts the same as a dedicated server.
 The main difference being that the computer hosting the game will
 have zero ping to the server. On a LAN (Local Area Network) this is
 not important. In an online game this can offer a substantial
 advantage to the Hosting Client. The ping or lag to all other players
 will be constant as with a dedicated server.

 A Permissible C/S server model is also available. It may be used
 with either a dedicated server or a hosted C/S game. It is the same
 as the C/S models in every way with one exception: the shots are
 sent in a permissible fashion. This means that when you fire a
 weapon the shot is delayed by the amount of lag between you and the
 server. The obvious disadvantage is that in games with much lag it
 can be very difficult to deal with. The advantage is that if you
 see a shot hit a target, you are certain it did hit. This is not a
 good choice for most online games, but may be a good option in LAN
 games.

 A Peer to Peer game is a combination of two architectures. The person
 who starts the game acts as a host, or server but position and fire
 packets are sent directly between clients. In this model, clients
 also determine locally whether they were hit by incoming weapons. The
 host or server keeps track of powerups, level events such as doors,
 and actual damage and deaths. The ping to each player will vary,
 much as the true peer to peer model of Descent 1 and 2. All players
 other than the host will also experience some lag when picking up
 powerups, opening doors, etc.

 A Dedicated Peer to Peer has basically the same characteristics as a
 simple Peer to Peer game. The only difference being that the server
 functions are provided by a dedicated computer rather than a hosting
 client.


 [5.5] What is the minimum connection or modem required for play?
 ----------------------------------------------------------------

 D3 requires a minimum of a 29.8 analog modem. Basically, the faster
 the better. A high speed connect such as ISDN, xDSL, or Cable modem
 will make the game much more enjoyable.


 [5.6] What Multiplayer modes are available?
 -------------------------------------------

 Out of the box D3 supports a number of types of Multiplayer.

 - Anarchy:          A free for all kill fest. Each player for
                     themself.

 - Hyper Anarchy:    A mode for advanced scoring if you possess the
                     HyperOrb.

 - Robo Anarchy:     Similar to Anarchy with enemy Robots.

 - Team Anarchy:     Two to four teams compete against each other.

 - Capture the Flag: Two to four teams score points by capturing the
                     opponent's flag, and placing it in their base.
                     Actually, you have to run over your flag in your
                     base to make the point!

 - Co-Op:            A mode where you work as a team with other
                     players against the robots.

 - Entropy:          Two teams have three kinds of mini-bases:
                     refueling centers, repair centers, and virus
                     producers which can only be used by the players
                     of the corresponding team. To win, the teams must
                     take over all enemy bases by having a player
                     gather 5 virus powerups and remain perfectly
                     still in the enemy base for 3 seconds.

                     Sounds weird but it's really cool and makes
                     for a complex game of level control. Section
                     [9.6] links to Tetrad's Entropy Guide.

 - Hoard:            Hoards are collected after a kill, points are
                     scored only by placing those orbs in a goal.
                     The more orbs you place at once the more points
                     you receive. A must-have Team Hoard MOD is
                     available, see section [9.7].

 - Monsterball       Points are scored by moving a 'Monsterball' with
                     weapon's fire or even ship bumping into a goal.



 [5.7] How do I chat in a game?
 ------------------------------

 To chat or send a message in a game, simply press the F8 key. Then
 type your message and hit <enter>. While typing a 'keyboard' icon
 will appear over your ship in the game to alert the other players you
 are typing. It is considered bad form to shoot at or kill a player
 who is typing although accidents happen ;)

 To send a private message in a game, you can enter the other player's
 (or team's) name followed by a colon (:) and then your message. That
 message will be sent only to that player or team. It is only
 necesary to enter enough of the  name to distinguish the player or
 team.

 For example: (if a player named Pilot is in the game)

 <F8> Pilot:This is a private message<enter> or
 <F8> Pi:This is a private message<enter>

 will work just as well as long as no other players have names
 beginning with the letters Pi.


 [5.8] How do I use text taunts?
 -------------------------------

 D3 allows the use of eight preconfigured text taunt macros or
 messages. While in the game, these can be sent to the other players
 by pressing the 'Ctrl' key and a number key 1 through 8 (not those
 on the numeric keypad).

 To configure or customize the macros, enter the pilot configuration
 screen. This is done from the main menu of D3 by selecting The
 'Pilots' menu. Then select the Pilot name you wish to configure
 macros for, and click 'Configure' followed by clicking 'Ship
 Configuration'. Then Click the 'Set Taunt Macros' button. At this
 point simply enter the text for each macro you would like to
 change. The top line is 'Ctrl 1' macro, the bottom the 'Ctrl 8'
 macro.


 [5.9] How do I create and use audio taunts?
 -------------------------------------------

 D3 allows the use of up to four audio taunts. These can be created
 with a simple tool like Windows Sound Recorder, or a variety of WAV
 studio apps. The file MUST be recorded in the 8 Bit, Mono, 22KHz
 format. Then it must be imported into D3 as a .OSF. In the process
 of importing and converting to an .OSF file Descent 3 will attempt
 to compress the sound file.

 After compression the resulting .OSF file must be no larger than 32
 KBytes. In some cases it will seem to import and test correctly, but
 other players will be unable to hear the taunts, even though you hear
 them locally. This would indicate that the .OSF file is larger than
 32 KBytes.

 To import a .WAV file go to main menu of D3 and select the 'Pilots'
 menu. Then select the Pilot name you wish to add the audio taunt
 file to, and click 'Configure' followed by clicking 'Ship
 Configuration'. Then Click the 'Import Sound' button. In the box
 that by default will read 'C:\Games\Descent3' enter the full path and
 file name of the .WAV file. Then click 'Open'. D3 will import and
 convert the file to the .OSF format used by D3.

 Then from on the lower left of the screen use the up and down arrows
 in each of the selection boxes named 'Audio Taunt #1 through #4'.
 After selecting you can test the audio taunt by clicking the 'Play'
 button next to it.

 Click the 'OK' button at the lower right to return to the prior menu.
 Then click the 'Configure Keyboard' or the 'Configure Controller'
 button depending on which you would like to use to send the audio
 taunts. In the lower left section of the screen assign a key or
 controller button for each of the four audio taunts you wish to use.

 You may also use taunts that have been imported/downloaded to your
 system when you have joined games where they were used.


 [5.10] How do I create and use a ship logo?
 -------------------------------------------

 D3 allows a custom logo to be shown on your ship's wing. The logo
 can be created using a tool like Tycoon's Descent III logo editor
 (see section [9.3]), or a program such as Photoshop or Paintshop
 Pro. The logo must be a 64 x 64 pixel image in .TGA format. Once an
 image is created, you will need to import it to D3, and configure it
 for use. Several other file formats are also supported.

 Importing a logo is simple and straight forward. This is done from
 the main menu of D3 by selecting The 'Pilots' menu. Then select the
 Pilot name you wish to add the logo to, and click 'Configure'
 followed by clicking 'Ship Configuration'. Then Click the 'Import
 Graphic' button. In the box that by default will read 'c:\Games\
 Descent3' enter the full path and file name of the logo file. Then
 click 'Open'. D3 will import and convert the file to the .OGF format
 used by D3.

 Then from the 'Custom Textures' Menu in the upper left portion of the
 screen simply select the logo. It will appear in the preview box.
 You may also choose  a logo that has been imported to your graphics
 directory (Descent3\custom\graphics). These are imported or down-
 loaded each time you join multiplayer game where logos are being
 used.

 A number of web sites also offer a variety of logos.


 [5.11] How do I get my pilot picture to show like I see some pilots
 ------ have?

 The Pilot pictures were done as a promotion prior to the release of
 D3. It required that a picture was submitted to Interplay by a
 certain date. There is no way to add new pictures, nor does Descent
 3 have a method for transmitting them to other players.

 If your picture was submitted it may be selected in the pilot
 configuration menu by using the 'Choose Pilot Picture' Button. The
 pilot name must match the name of the picture. Otherwise an error
 message will inform you that no pictures are available for that
 pilot.

 Now when you have allowed audio taunts via the F6-menu you will see
 the pilot's picture beside the player name whenever one of his audio
 taunts is sent.


 [5.12] How do I select a ship and why can't I select the Black Pyro?
 --------------------------------------------------------------------

 Different ships may be selected in the pilot configuration menu, by
 clicking the 'Ship Configuration' button. In the upper left corner
 the selection is made by using the up and down arrow keys in the
 'Default Ship' selection box.

 There are 3 basic ships, and one special addon ship.

 Pyro-GL:    This ship offers a good balance of speed, weapons, and
             maneuverability

 Phoenix:    This ship offers high speed and maneuverability, but can
             carry less weapons, and has weaker shields.

 Magnum-AHT: This ship offers the highest weapons payload, and the
             strongest shields as a trade-off for less speed and
             maneuverability.

 Black Pyro: The Black Pyro is only available with the D3 Mercenary
             addon pack and is much like the Pyro-GL in speed and
             payload. It offers the ability to fire Concs, Homers and
             Cyclones in pairs, as well as a version of the Plasma
             Cannon that pulses. Besides you have a Microwave Cannon
             with three beams.


 [5.13] Why do my Custom\Graphics and Sound Directories have so many
 ------ files?

 Each time a player enters a multiplayer game, the server will send
 any logo and audio taunt files that are being used in the game. This
 way when someone sends an audio taunt for example rather than
 transmitting the audio each time only a signal packet is required to
 tell your system which file to play.

 When you join a game, only files you don't already have will be sent.

 Versions prior to 1.4 had a flaw that allowed many files to be sent
 over and over causing duplication. This has been fixed in version
 1.4. So it is a good idea to trim away the extra and duplicate
 files.


 [5.14] What about Lag and Loss while playing?
 ---------------------------------------------

 Lag and packet loss are always a problem with online gaming. It is
 the nature of the internet. Some information is delayed, and some is
 lost. A complete description and discussion would take many pages.
 We will offer a brief overview and try to relay the concepts
 involved.

 A fairly long discussion is offered at the link below. It is centered
 around  Descent 2, which works significantly different than D3, but
 still can offer a good deal of information on the subject and
 concepts.

 http://www.myrkul.org/descent.html

 D3, being a server based game means that the server decides what
 was 'real'. The only variation to this is the peer to peer model,
 where each client determines if they were hit by an incoming shot.
 In the Dedicated C/S and the hosted C/S, the server will always make
 the decision.

 This means that lag and packet loss effect what you see, what you
 aim at, and what the server does.

 In short, Lag is the time it takes for data to make a round trip from
 the client (player) to the server and back again. The longer this
 period is the more lag there is, and the more difficult it can be to
 play and hit your target. The player needs to adjust for this period
 by leading the target. That is to aim in front of the target, where
 it will be in say 250 ms for example. Since by the time your shot
 reaches the server that is how far the target may have moved this
 can be very difficult against a good pilot. A good pilot will move
 often and in an erratic manner, making it very difficult to judge
 where to fire.

 Loss, or packet loss is when information being sent or recieved is
 lost due to data error or internet problems. This can cause some
 strange effects such as seeing ships 'skipping' or 'warping' from
 one point to another. Things such as shots that should have been a
 direct hit doing no damage.

 For example, if you fire a laser at a target, and the packet to the
 server is  dropped then the server never receives the shot, and no
 damage is done. Even though on your screen you saw the laser hit the
 target.

 This is also true in the peer to peer model. It may appear that a
 shot should  have hit the target, when in fact the packet was lost.
 The best way to know you have hit a target is when you see the blue
 shield sphere around the ship glow. That shows that it is taking
 damage.

 D3 uses two basic types of packets. We will cover both briefly.

 Unreliable Packets:
 Are used to send ship position and weapons fire packets. As the name
 implies, this information is sent without any form of checks. It is
 assumed that the data was delivered. These packets are sent at a rate
 which can be altered by the server at start up. This is done with the
 pps (packets per second) setting.

 As an example, if a game is configured for 7pps, which is a common
 setting for online games then once every 143ms the server will send
 position information to the client. At the same rate the client will
 send position information to the server.

 If the fire rate of a weapon or battle exceeds the setting it is
 effectively increased. In other words, each time a fire packet needs
 to be send, it is sent. Each fire packet contains position
 information as well. If a fire packet fills the need for that
 periods position information then no position-only packet will be
 sent. This helps to reduce bandwidth requirements.

 If a client connects to a server that is set for 7pps, and the client
 is using a 29.8 modem for example, it will inform the server and the
 server will alter the rate for that client to 5pps.

 Reliable Packets: Are used to send all other types of information.
 Such as damage, deaths, powerup spawns, powerup pickups, level events
 such as doors.

 As the name implies these packets are checked by means of an
 acknowledgement. If a packet fails it will be resent. These packets
 are sent as needed, but at a maximum rate of 10 per second, or once
 every 100ms. The reliable packet will wait (2 * ping time) for a
 response, then assume it was lost and resend.


 [5.15] What packet per second setting should I use?
 ---------------------------------------------------

 The packets per second setting has two sides, the server and the
 client. The server or host setting determines the maximum pps that
 will be used by any client. For a server the determination is based
 on the bandwidth of the connection the server has, and the number of
 players in the game. As a rule of thumb using 7 or 8 pps seems best
 for online games. When setting up a server allow for 30 to 40
 kilobits per second per client. As an example, if a game was to have
 4 players the server should have at least 128kbits per second upload
 ability.

 It is also important to remember when starting a server or hosted
 game that items like mines (proximity mines, seeker mines, bouncing
 betties) greatly increase the required bandwidth for servers and
 players. They are best left out of online games.

 The client setting is determined in the setup screen of D3 under the
 network tab. It offers six possible settings, and should be set
 according to the type of connection or modem you have. The settings
 are,

 29.8K Modem  ....................... 5pps
 33.6K Modem  ....................... 6pps
 29.8K Modem  ....................... 7pps
 Single Channel ISDN ................ 8pps
 Dual Channel ISDN, Cable Modems .... 9pps
 T1, ADSL, 3, etc. .................. 12pps

 If you have a 56k modem that commonly only connects at 29.8 for
 example, then you should select the 29.8 setting. Also D3 will
 automatically adjust the pps of a client if it detects to much
 packet loss during a game.


 [5.16] What is triple chording and how does it affect my gameplay?
 ------------------------------------------------------------------

 Triple chording is a method used to increase the effective speed of
 the ship. The ships allow for travel in three directions,
 forward/reverse, slide up/down, and slide left/right. By combining
 any three directions you effectively increase the speed of the ship
 to 1.7x. If only two directions are used then the increase is 1.4x.

 For example, if you move forward while sliding up and to the right
 you will move at a much higher speed than forward alone. This
 requires that you tilt the ship, in this case down and to the left to
 continue toward your target. This requires a bit of practice, but can
 be the difference between life and death in a multiplayer game.


 [5.17] What's the Piggyback/observer mode?
 ------------------------------------------

 D3 allows a player to enter one of two modes of observer. These
 modes are selected by pressing the F6 key while in a multiplayer
 game followed by using the arrow keys to select observer from the
 menu.

 The first mode, known simply as observer mode allows the player to
 fly as a 'ghost'. The player is allowed to wander freely about the
 level, observing the game or exploring the level. In this mode you
 can not be seen by any other players nor can you fire at or damage
 other players. In this mode the ship will also be able to move faster
 than normal to aid in watching battles and things.

 The second mode is known as piggyback mode. In this mode you attach
 yourself to another player in the game as if you are looking through
 his eyes. In this mode a screen update is sent only at the rate of
 the packets per second setting. This can give a rather choppy view.
 For example in a game set for 7pps, you will only see 7 frames per
 second.

 Both of these can be useful when learning the game, to see what
 other players do, what tricks and techniques they use.


 [5.18] Is there a way to bypass the PXO GUI?
 --------------------------------------------

 Yes, you can get a tool called 'Gate' @ http://www.frontnet.org/~m0l/
 which will provide you with an interface you're used to from other
 chat clients like mIRC or KALI. It allows multiple private chat
 windows, game listings from chat, and many other user friendly
 items.


 [5.19] How can I see what happens behind my back?
 -------------------------------------------------

 There are two ways to do this. First you can check your config on
 which key is bound to rear view. Whenever you press that key you'll
 get the rear view on your front screen as long as it is hold down.
 Release it to switch back to normal view.

 A more nifty way is the permanent small rear view window that gives
 you a reduced display of what's happening behind. Press 'SHIFT-F1'
 ('SHIFT-F2') to get the window in the lower left (right) of your
 screen. You won't see too much of a detail yet it can be the
 difference between life and death since you can't be ambushed so
 easy from behind.


 [5.20] What are marker cameras?
 -------------------------------

 Marker cameras add a strategic dimension to multiplayer games! You
 can place a marker anywhere in a level by hitting 'F12' followed by
 any convenient name. The direction you're looking at when placing
 the marker will be the direction the camera is facing.

 After having placed a marker at a strategic place in the level e.g.
 your flag base, you can use it as a camera. Press 'SHIFT-F1' (SHIFT-
 F2) twice to get a small camera window in the lower left (right) of
 your screen which will show you the camera's perspective. Press the
 same keyboard combo again to cycle through the views.

 You can only have two marker cameras; when you place an additional
 one anywhere else in the level the first one gets deleted and so on.
 Thus you can place the markers at other places that seem to be more
 important.

 However, markers cannot be deleted manually! Once you placed a
 marker, it or it's replacements will stay till the level ends.

 Note that having two cameras may slow down your framerate and - even
 more important - gameplay itself since the cameras also send
 position packets like an additional player. This can and will
 quickly overload an online connection so it's best to use markers on
 really fast connects or LAN games only.


 [5.21] How do I get rid of those 'you already have that weapon'-
 ------ messages?

 Simply add the undocumented command-line parameter '-playermessages'
 (without the quotes) as explained in section [3.8].


 [5.22] How can I ping my opponents?
 -----------------------------------

 Press 'F7' to get the Stats Display which will list statistics on the
 current game including ping times, kills, deaths, etc. Use
 PageUp/PageDown to scroll the list.


 [5.23] I heard you can 'destroy' powerups, how is it done?
 ----------------------------------------------------------

 Actually you can do this only with ammo and missiles. Every of the
 4 ships in D3 has a maximum payload of each weapon. For example, the
 Pyro can only carry 3 Megas. Now when you have picked up three and
 run over the 4th, this one vanishes which prevents your opponents
 from using it on you!


 [5.24] Where can I find players when PXO is down?
 -------------------------------------------------

 In case you didn't register KALI your best bet is to visit the
 multiplayer forum at http://www.descentbb.net where people list their
 servers which can be easily connected via direct TCP/IP.


 [5.25] How do I permanently override the default settings for
 ------ multiplayer games?

 Two convenient methods are described in section [6.12].



 =======================
  [6] Dedicated Servers
 =======================


 [6.1] What sort of system is required to run a dedicated server?
 ----------------------------------------------------------------

 At a minimum a Pentium 133 with 40 megs of RAM. A safer bet is a
 minimum of a Pentium 166 or better with 64 megs of RAM. The faster
 the better. Some people have servers on lesser systems, such as a
 Pentium 75 with 32 megs. This will work, and likely play ok for
 smaller games.


 [6.2] How much bandwidth do I need to run a server?
 ---------------------------------------------------

 The upstream bandwidth is most important for a dedicated server. That
 is the speed at which your connection can upload data to the
 internet.

 A good rule of thumb is 30 to 40 kilobits per second per player. So
 for example if your connection is an ADSL line with 128kbit upload,
 then you can run a 3 or 4 player dedicated server. If you do not
 allow enough bandwidth the game will be bad for everyone.


 [6.3] What sort of settings should I use in general?
 ----------------------------------------------------

 A good setup for an online server is to use 7 or 8 pps (packets per
 second). Also 'AccurateCollisions' sould be disabled, as it is by
 default. Rotational Velocity 'SendRotVel' should also be disabled,
 as it is by default, since it makes the position packets larger.

 A common config file might look like this:

 [server config file]
 PPS=7
 Maxplayers=4
 TimeLimit=60
 KillGoal=0
 RespawnTime=30
 GameName=My Game
 MissionName=fury.mn3
 Scriptname=Anarchy
 ConnectionName=Parallax Online
 PXOUsername=<username>
 PXOPassword=<password>
 SetDifficulty=3
 AccurateCollions=0
 SendRotVel=0

 The last two commands are by default set to zero (off) so if they
 are not included that is fine.


 [6.4] Some people say I should disallow all the mines, why?
 -----------------------------------------------------------

 This is true for online games. Mines of all kinds, including
 Proximity Mines, Seeker Mines, Bouncing Betties are all handled as
 robots, so they send out position packets just like a robot or
 another player. This can and will quickly overload an online
 connection.

 These can be removed, or disallowed from any server by including
 the commands in the config file.

 Example:

 DisallowPowerUp=Betty4Pack
 DisallowPowerUp=ProxMinePowerup
 DisallowPowerUp=Seeker3Pack


 [6.5] How do I know what server commands are available?
 -------------------------------------------------------

 The manual offers a list and description of the most common commands.
 You can also type $help from the server console to get a list.
 Additionaly you can type $help <command name> to get a little more
 detail.

 Example:

 $help kick   will display the info on the kick command.


 [6.6] Can I talk to players on my dedicated server?
 ---------------------------------------------------

 Yes, it is very simple. Just place the word 'say' in front of any
 messages. The '$' is not required, and should not be used for this
 command. You can also send private messages to a player or team by
 using the the player's name.

 Examples:

 say hi I am the server (will send "Hi I am the server" to all
 players).

 say bigboy:Hi this is a private message (sent only to the
 pilot bigboy).

 say bi:Hi this is a private message (sent only to the
 pilot bigboy, or any pilots whose names begin with the letters 'bi').


 [6.7] How do I get a message to appear to the players as they enter
 ----- the game?

 A Message Of The Day may be added to the dedicated config file which
 will   display for a few seconds to each player when they enter/join
 the server. This is useful to give a contact email address to report
 problems, or the like.

 This is done using the undocumented command MOTD. In the dedicated
 config just add a line such as MOTD=My Message.

 Example:

 MOTD=Report any problem to Joh...@Email.com


 [6.8] When I use the $scores command it runs off screen, I can't see
 ----- anything!

 The $scores command allows an additional parameter to be added. This
 allows the server operator to see only top portion of the list. This
 is useful for many things, including seeing the pings of the active
 players.

 Example:

 $scores 10<enter>
 Will display only the top 10 lines of the scores screen.


 [6.9] Can I do remote administration, if so how?
 ------------------------------------------------

 Yes. D3 allows you to TelNet into a server remotely and do any of the
 tasks or commands allowed locally. To do this you will need to add a
 couple of lines to the dedicated config file as follows.

 AllowRemoteConsole=1          (enables the function)
 ConsolePassword=<password>    (login password)

 Example:

 AllowRemoteConsole=1
 ConsolePassword=secret

 Then with a TelNet program, such as that included with Windows you
 enter the IP address of the remote server, and a port number which by
 default is 2092. You will be prompted for the (case sensitive) login
 password, simply enter it. You can then enter any console command
 such as $help.

 If you would like to use an alternate port for control, or are
 running multiple servers on a single system which will require
 alternate ports for each server, add the command 'RemoteConsolePort'
 to assign the port in the dedicated config
 file.

 Example:

 RemoteConsolePort=2093


 [6.10] Can I run more than one server on a single computer?
 -----------------------------------------------------------

 Yes, with a few extra commands it can be done. Keep in mind that a
 more powerful computer is required. For example to run 2 servers on
 one compter it should be a 400MHz+ system with 128Megs of RAM.

 You will need to use the '-useport' command to assign an alternate
 game port. You will need to use the '-tempdir' command to assign an
 alternate temp dir. Also you should not alter the default framecap
 when running multiple servers.

 As an example, we can step through the requirements. We will assume
 you want to run two servers on one system. The first server can/will
 use all of the default ports and directories. So it would be launched
 as follows.

 From the D3 Launcher command line (under Setup, Misc):

 -dedicated server1.cfg

 To launch from the command line in the D3 directory it would be:

 main -launched -dedicated server1.cfg

 This server will use game port 2092, and remote admin port 2092, as
 well as the D3 default temp directory.

 The second server will require a temp directory, so create one. For
 example create a directery call d3temp in the root of C: (i.e. MD
 C:\d3temp).

 From the D3 Launcher command line (under Setup, Misc):

 -dedicated server2.cfg -useport 2093 -tempdir C:\d3temp

 To launch from the command line in the D3 directory it would be:

 main -launched -dedicated server2.cfg -useport 2093 -tempdir
 C:\d3temp

 This server will use game port 2093, and temp directory C:\d3temp.

 If you want to be able to TelNet in using remote admin, you will need
 to include a line in server2.cfg. For example,
 RemoteConsolePort=2093. Then the remote admin functions of both
 servers are available, one at port 2092, one at port 2093.


 [6.11] Can I do administration from within the game, if so how?
 ---------------------------------------------------------------

 Yes, limited or basic admin is allowed from with in the game, i.e.
 when you are in the game as a client/player. This requires that a
 simple text file be written and placed in the D3 directory, and
 that a command option be added at launch time.

 A file named <filename>.dmfc must be created that contains the
 following lines:

 remoteadminpass <password>
 remoteadmin on

 For example a file called ingame.dmfc might be created that reads:

 remoteadminpass secret
 remoteadmin on

 When launching D3 simply add the command -autoexec ingame.dmfc.

 When playing in a game, you can then login and enter basic commands.

 To login while in the game,

 Press F8 (the chat key)
 type "$remote login <password>" (in this case 'secret' without the
 quotes)

 You will see a message indicating that login was sucessful.

 You can then enter commands by again pressing the F8 key, and
 preceeding each command with "$remote" (without the quotes).

 Example:

 $remote $setmaxplayers 5    would change the max number of player to
                             5 (which is the server + four clients).


 [6.12] What is the MultiSettingsFile command all about?
 -------------------------------------------------------

 The MultiSettingsFile command allows you save a game setup config
 created via the 'Start Game' menu. Then call that config file when
 starting a dedicated  server. It is used by entering the command
 along with a path and file name.

 MultiSettingsFile=<drive:\path\filename.mps>

 The default path of these settings files is C:\Games\Descent3\Custom\
 Settings.

 The file is created by the following steps:

 - Enter the Multiplayer menu
 - Select a connection type (even if it is different from what you
   will want in the dedicated server, as that can be overridden).
   Direct TCP/IP is the simplest choice.
 - Click 'Start New Game'
 - Select the game type, game name, mission, etc.
 - Select Multiplayer options menu and set the pps, timelimit,
   respawn, etc.

 - Select Configure allowed Ships/Items if you like to remove items
   you do not  want in the game.
 - Click 'Done'
 - Click 'Save Settings'
 - In the line that by default reads 'C:\Games\Descent3\Custom\
   Settings' add the filename you wish to save this configuration
   as. For example: 'C:\Games\Descent3\Custom\Settings\Mysetup.mps'
 - Click Save.

 There is now a file called 'Mysetup.mps' in the settings directory.
 To use this as a basis for starting dedicated servers simply include
 it as the first command in the dedicated config file. It should be
 first so that any other commands can override settings you want
 changed. For example:

 [server config file]
 MultiSettingsFile=C:\Games\Descent3\Custom\Settings\Mysetup.mps
 PPS=7
 Maxplayers=4
 ConnectionName=Parallax Online
 PXOUsername=<username>
 PXOPassword=<password>

 The commands that follow override those contained in the MPS file.
 So the connection type, pps, etc. can be altered.

 The command is very useful if there a group of weapons you always
 wish to exclude from games for example, without having to use the
 DisAllowPowerUp command line after line.

 This feature is also useful when you want to have some basic settings
 apply to all of your multiplayer games. For example, if you're tired
 of readjusting the game mode from it's default setting 'Co-op' to
 anything you prefer, simply save your settings in the above mentioned
 directory under the name 'default.mps'. Now every time you enter
 the 'Start new game'-menu you already have your preferred basic
 settings to build upon.


 [6.13] Can I disallow certain ships, if so how?
 -----------------------------------------------

 This can be done. It requires that an MPS file be created. MPS stands
 for MultiPlayerSettings. See the section above on the use and
 creation of MPS files.

 To disallow a ship or ships, simply disallow them in the screen for
 'Configure allowed Ships/Items' when creating an MPS file. When a
 player enters a game with a disallowed ship, it will be forced to a
 PyroGL.


 [6.14] I understand 'DisallowPowerUp', why is there an AllowPowerUp
 ------ command?

 The AllowPowerUp command is the opposite of DisAllowPowerUp. It is
 mainly used to add items back that may have been disallowed with the
 use of an MPS file.

 As an example you may base a number of dedicated server files off of
 a single  MPS file. That MPS file may disallow the Napalm Cannon. Yet
 in one of the  dedicated server configs you want the Napalm Cannon.
 So you would simply add the AllowPowerUp command after the
 MultiSettingsFile command.

 Example:

 [server config file]
 MultiSettingsFile=C:\Games\Descent3\Custom\Settings\Mysetup.mps
 AllowPowerUp=Napalm

 The AllowPowerUp command must follow the MultiSettingsFile command,
 since all it is doing is resetting the variable found in the MPS
 file.


 [6.15] What does -framecap have to do with a server?
 ----------------------------------------------------

 The server, just like the client runs at a default framerate of
 50fps. Although the server does not actually render video of the
 game, it does all of the server calculations such as missile tracking
 for example.

 If the server is dedicated to running a single game, and nothing else
 this framecap can be removed. It may make for a more accurate game,
 particularly on LAN. This is done by simply adding the command '-
 framecap 999' (without the quotes) to the launch command. As with
 the client you can also choose a different framecap.

 This should not be done if the system running the computer has
 multiple servers running, or is running any other tasks.



 ========================
  [7] Linux Server Setup
 ========================


 [7.1] Installing the Linux Server
 ---------------------------------

 First read the README that comes with the Linux server distribution.
 It will save you grief later! After you read the README, here is
 some useful supplemental information about installation.

 You do not need to copy over 'd3voice1.mn3' or 'd3voice2.mn3'. You
 also do not need to copy over d3.mn3 or d3_2.mn3 if you do not want
 to host games with the single-player maps.


 [7.2] Passing command line parameters to your D3 Linux server
 -------------------------------------------------------------

 In the Linux server, there seems to be some problems with two part
 command line parameters.  An example of a two part parameter is
 something like '-useport 2022', or '-tempdir /var/temp'.

 Problems occur when the server sees only -tempdir and no specifying
 directory, even though you specify it!

 The solution to this problem is to wrap all two part parameters in
 quotation marks. So '-useport 2022' would look like "-useport 2022"
 and '-tempdir /var/temp' would look like "-tempdir /var/temp".

 I am not sure if this is a D3 Linux server issue, or a tcsh issue. I
 never cared to investigate this further since a solution exists for
 the problem.


 [7.3] How do I install Mercenary on the Linux server?
 -----------------------------------------------------

 This is something that is not documented. You need to copy merc.hog
 over to the Linux server, and then rename it to extra13.hog, thereby
 erasing the extra13.hog file which came with the distribution. All
 the files in extra13.hog are also in merc.hog. You need to do this if
 you want to play the Mercenary single player maps in Anarchy mode, or
 the multiplayer maps. Do not forget to copy over the Mercenary MN3
 files into the Linux D3 ./missions directory.


 [7.4] Why doesn't Mercenary support Co-Op mode for single-player
 ----- maps?

 Because it does not. This was probably some conscious decision at
 Outrage not to support Co-Op in Mercenary.


 [7.5] Why do I get a shared library error: "main: error in loading
 ----- shared libraries: undefined symbol: register_frame_info"?

 Due to differences in Linux distributions, two versions of main have
 been supplied, which are 'main' and 'main.gz'. If you get the error
 above, ungzip 'main.gz' and use that version. The .gz version has a
 stdc++ library dependancy, and if you do not have it on your system
 you will need to install it on your machine.

 The version of libstdc++ you will want is 2.9.0, which maybe found
 on your distribution CD, or on the Web.


 [7.6] Why does my server burn 100% CPU time during a level switch?
 ------------------------------------------------------------------

 This only occurs when PXO goes down, and the server is very stubborn
 and sits there twiddling it's thumbs until it successfully writes the
 statistics for the level to PXO. At least this is my theory of what
 happens, but the bottom line is it does not change.


 [7.7] Why do I get weird port numbers associated with my server(s) in
 ----- GameSpy?

 Good question. I do not fully understand what causes this, but I
 suspect it may have something to do with the fact that your machine
 has 2 NICs in it. The solution to the problem is to bind D3 to an IP
 of a NIC. This is achieved by using the -useip <ip of NIC> command
 line parameter when you are launching the server. You should also
 read section [7.2] when doing this.


 [7.8] Why is it *NOT* a good idea to run the server as root?
 ------------------------------------------------------------

 As a general rule of thumb, if you can avoid running something as
 root, do so. D3 is one of those applications which do not need to run
 as root! Generally this is done for security purposes, there could
 be something inside D3 which can be exploited by a external hacker,
 and could gain root access to your machine. Running the server as a
 non-root user, at least makes life more difficult for the hacker.


 [7.9] Why do I get the "String Table Not Found" error?
 ------------------------------------------------------

 Obviously you did not README that comes with the D3 Linux server! You
 need to copy d3.hog from your windows installation.


 [7.10] Why does my server freeze during launching, or fail all
 ------ together?

 Here is a list you can go down to help you trouble shoot. The list
 is valid if you run either a single or multiple servers on your
 machine:

 - If this is your first time trying to launch the server, read
   section [7.1].
 - Make sure /usr/lib/dmfc.so.1.0 is installed properly.
 - Make sure all files in ./online and ./netgames are the latest
   version, and not stale leftovers from a previous version.
 - Check your server .cfg file.
 - Switch your server to Direct TCP~IP mode. This will eliminate PXO
   out of the equation. If PXO is down, your server won't register
   with PXO and fail to start up.
 - Ensure that the port you are launching D3 on is not already used by
   another application. You can use the netstat command to figure out
   if there is a port conflict. Just for quick diagnostics, try
   running the server under a different port number, using the
   command line -useport <port>.
 - Ensure the GameSpy port is not conflicting with another
   application.

 Again use netstat to figure out who is using that port and to find a
 free one. For quick diagnostics, use -gamespyport <port> to change
 the port.

 NOTE: even though you're not posting your server to GameSpy, the port
 is still USED! Therefore the point above still applies regardless
 if you are registering your server with GameSpy or not!

 Make sure you read section [7.2]. It's possible D3 is seeing only
 one piece of a two part command line parameter.  D3 does not complain
 if it does not see the value for the parameters like -useport,
 -gamespyport, or -useip.



 ======================
  [8] Development/MODs
 ======================


 [8.1] I wanna make my own levels, is an editor available?
 ---------------------------------------------------------

 YES! At http://d3edit.tricordnet.com you can get the latest version
 of D3 Edit. As D3 has a new, more complex engine the editor is kinda
 complex and more difficult to use than the old DMB2. However, at the
 aforementioned address you'll get some really helpful tutorials on
 building your first levels so it's definitely worth checking out.


 [8.2] Is a converter available so I can play my favourite D1/D2
 ----- levels in D3?

 Currently not. Though rumours have been confirmed that such a
 converter exists, the author almost definitely does not plan to
 release it to prevent tons of unapproved ports of original D1/D2
 levels.

 A possible way to port a certain level (after having received the
 author's permission, certainly) is to get the Descent Manager tool
 'Levelview' from http://www.descent-network.com/descman/ and convert
 the level to the dxf-format. After that you can convert it to the
 Outrage room format with dxf2orf
 (http://www.tricordnet.com/2orf/dxf2orf.zip).

 Now you've got the whole level as a room file that can be imported
 into D3 Edit. However, you got to flip most of the normals manually
 as well as retexture the whole level plus add all the scripting and
 stuff which is quite a lot of work...


 [8.3] What assistance can I get to make my own D3 MODs?
 -------------------------------------------------------

 Well, currently some MOD's are already available (see section [9.7])
 and others in are the works. Possibly the best place to start for
 you if you wanna work on MODs yourself is the D3sdk Webpage @
 http://d3sdk.warpcore.org/. As they say:

 'This should be one of the most extensive resources for making D3
  Mods on the web. We have several great minds at work to help
  everyone get the creative juices flowing. Hopefully we can help
  you unlock and create the most mind blowing mods to ever hit the
  multiplayer scene. The Sky is the Limit and we're here to help you
  get there.'

 Another fairly good resource is http://www.xtremebuilder.com/ with
 lots of tutorials and professional stuff as well. Go and see for
 yourself!


 [8.4] What MODs are currently available and where can I get them?
 -----------------------------------------------------------------

 Please see section [9.7].


 [8.5] How can I modify my HUD so that the text doesn't overlap the 
 ----- rear view window?

 I always thought it was annoying to have the display settings 
 overlap the rear view and camview window so I took some hours of 
 experimenting. Well, here's how to do it: in this example I will 
 change both the name *and* position of the Shields, Energy and 
 Afterburner display on the Pyro's HUD; once you get the hang of it
 you can modify other gauges/ships/languages accordingly.
 
 - extract 'D3.str' and 'hud.inf' from the D3 HOG
 - open 'D3.str' in any text editor and jump to the line which 
   describes the settings to be modified, in my case:
 
   !/!550: Shields display on the hud
   !/!551: Hud display for energy
   !/!552: Hud display for afterburner 

 - the lines below these 'headlines' determine the name of the 
   setting on your HUD
 - change 
   'Shields' to 'S'
   'Energy' to 'E'
   'Afterburner' to 'A'
 - save the file and copy it to the D3 root directory, e.g.
   e:\games\D3\d3.str
 - open 'hud.inf' in any text editor and jump to

   @ shields
   type=3
   rgb=96,96,240
   pos=262,320
   textpos=1,440
   create

 - 'textpos' denotes the coordinates of the shields display on your
   HUD set to a default resolution of 640x480. On other resolutions
   the coordinates will automatically be adjusted by a certain 
   percentage so you'll get similar results. To find the your
   preferred position for a setting you should take a screenshot at 
   640x480 and set the new coordinates on it.

 - modify the textpos coordinates of Shields, Energy and Afterburner 
   as you like, save the file to the D3 root directory and start D3

 To give you a first impression on how it's gonna look like, check out
 my modified Pyro HUD at http://www.descent-3.com/faq/moonshud.zip. 
 Simply unzip the files to your D3 main directory and start a game 
 with the Pyro.
   
 I'm quite sure you'll find some interesting stuff in these text 
 files so have fun exploring. Note that these settings only apply to 
 your system, e.g. if you change some statistical messages like 'Moon
 experiences technical difficulties' to 'Well Moon, doesn't that just
 take the biscuit?' the other players won't see the latter.
 


 =========================================
  [9] Other online sources of information
 =========================================


 [9.1] Offical Sites
 -------------------

 http://www.pxsoftware.com
   Where it all began!

 http://www.outrage.com/
   The guys who made it happen!

 http://www.graphsim.com/~macdescent
   D3 for the Mac


 [9.2] Playing D3 via Internet
 -----------------------------

 http://www.pxo.net
   Free online gaming service - meet your opponents here

 http://www.kali.net
   Join server -> Descent <- to meet tons of hardcore Descenters

 http://www.myrkul.org/descent.html
   Tips on how to reduce lag

 http://d3shiva.dhs.org
   Shiva's SOD site with the servers, etc. and Linux support


 [9.3] Support, Tools, Developers & Levels
 -----------------------------------------

 http://www.descent-3.com/support/full14/
   Support, Known Bugs & Workarounds

 http://www.descent-3.com
   Patches, Tools, Developer & Goodies

 http://d3edit.tricordnet.com
   Forums, Tutorials & Help on the D3 level editor

 http://www.warpcore.org/~d3sdk/
   The source for MOD-developers

 http://www.xtremebuilder.com/
   Another great source for MODers

 http://www.planetdescent.com/d-section/products/dh2e11/
   Tycoon's D3 logo editor

 http://www.descent-3.com/lists/d3dl/
   D3DL - Descent 3 Developer's Mailing List

 http://www.wildcards.org/zappafan/
   1000+ cool reviews & download of custom-made Descent levels


 [9.4] Forums & Discussion
 -------------------------

 http://www.DescentBB.net/
   THE place to talk about everything Descent

 http://feedback.interplay.com/descent3/
   Unmoderated fan talk

 alt.games.descent
   Usenet

 #300baud, #descent on EFFNET
   IRC


 [9.5] Descent News & Headlines
 ------------------------------

 http://www.descent3d.com/
   News & Stuff

 http://www.planetdescent.com/
   ditto

 http://www.vertigoextreme.com
   ditto


 [9.6] Tactics & How-To's
 ------------------------

 http://descent2.com/hoppe/
   Descent Dogfight Tactics

 http://www.weenie.com/descent/
   Multiplayer Tactics Galore

 http://www.gamesdomain.co.uk/moonglow/
   Walkthroughs, Map-Screenshots & How-To-Demos on Descent 1-3

 http://www.descent3d.com/articles/tetrad-entropy.shtml
   Tetrad's Entropy Guide

 http://www.descent3d.com/articles/hattr-mball.shtml
   MadHattr's Monsterball Guide

 http://www.slyclan.de/dcg/index.html
   The Descent Community Guidelines (you may want to turn up your 
   gamma settings first)


 [9.7] MODs
 ----------

 http://www.planetdescent.com/cdt/missions/instareap/instareap.htm
  InstaReap is the D3 pendant to the famous InstaGib Quake MOD

 http://www.xtremebuilder.com/assault/
   Another style of team play where you have to destroy enemy bases 
   and must protect your own

 http://www.users.drak.net/syrinx/duel.html
  Gwar's Duel MOD provides competitive 1 on 1 play in a group 
  environment where players may request a duel with any available 
  player on the server and preset accepted weapons and powerups

 http://sirian.warpcore.org/guardian.html
  A cool MOD that needs a few more words to explain so check it out

 http://inferno.descent3.net/
  The Inferno MOD attempts to bring the gameplay (including weapons)
  of Descent's 1 & 2 back to Descent 3

 http://www.xtremebuilder.com/fragtag/
   Fag Tag MOD

 http://www.consensualrealities.com/
   D3 Team Hoard MOD (must have!)
 

 [9.8] Miscellaneous
 -------------------

 http://www.midnightsquadron.com/pyroplay/
   RealAudio shows dedicated to Descent

 http://www.pyropimps.com
   The original Descent related Online RealAudio shows done by Kiln
   and HAL9000 which is gonna be discontinued

 http://www.descentants.com/
   D3 Team Play and the D3 Teams League

 http://www.earth-one.net
   Peter Telep's books based on the Descent Saga

 http://www.Descent-3.de
   German Fan site (yes, in German!)



 ==============
  [10] Credits
 ==============


 Thanks to the original authors as mentioned above in the copyright.

 Thanks also to all contributers of the Descent community on the
 DBB & in alt.games.descent who raised, discussed and answered a
 good deal of the questions and answers we used in this FAQ - you
 know who you are!

 Thanks to Heiko 'HH-Soft' Hermann for offering webspace for the FAQ
 on his ever growing Dnet.

 Thanks to Peter 'Shiva' Maly for his Linux Server insight.

 And above all kudos to Parallax and Outrage without whom the whole
 stuff just would not have been possible. We owe you, guys!



 =======================
  [11] Revision History
 =======================


 v. 1.75 added:
         3.14 How can I extract the D3 music (mp3s available)?
         4.17 I can't complete the shutdown engine objective in level
              13!
         8.5  How can I modify my HUD so that the text doesn't overlap
              the rear view window?

         modified:
         2.11 Help, I can't start Mercenary: "redbuddybot.oof
              not found"!

 v. 1.74 added:
         2.16 What happened to my PXO stats? Did I get demoted?
         2.17 Is there a no-CD crack for D3?
         2.18 Help, I lost my reticle in D3 after having patched 
              to 1.4!
         2.19 What patch should I use to see other players' servers?
         9.6  some new links
         9.7  some new links
             
 v. 1.72 added:
         2.15 D3 on Win2K gets an "Error: Illegal font file:
              lohud.fnt"!
         4.16 Do you really have unlimited ships in D3?

 v. 1.71 added:
         2.13 How do I migrate to the latest patch?
         2.14 Why does 1.4 take significantly longer to load?
 v. 1.7  new sections added, yet too much to list them separately 
 v. 1.4  heavily revised edition to accompany the 1.4 patch release
 v. 0.1
 - 0.35  initial releases by the original authors 



--EOF--
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From: Moon <Moon_do...@Uni-Duisburg.de>
Subject: <07-01-2000> The 'official' Descent 3 FAQ v. 1.75
Date: 2000/07/01
Message-ID: <MPG.13c801803d966920989755@news.uni-duisburg.de>
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