*** Readme for Laser Squad Nemesis Client - Copyright (c) Codo Games 2001-2002 Version: Nemesis-2-12 ***
General configuration takes place in the general.cfg file which can be found in your laser squad install directory in the subfolder \configs\. It can be opened and edited by just about any text editor and should look something like this:
[APP]
FullScreen = No
ScreenWidth = 640 # Only relevant in full screen mode.
ScreenHeight = 480 # Only relevant in full screen mode.
# Can be set to No for more basic cards or to increase frame rate
HighTextureResolution = Yes
SoundOn = Yes
# Usually left blank but can be manualy filled if you are having problems
# connecting with your smtp server. Eg SMTPServer = smtp.ntlworld.com
SMTPServer =
FullScreen = No
ScreenWidth = 640 # Only relevant in full screen mode.
ScreenHeight = 480 # Only relevant in full screen mode.
SoundOn=Yes
# Can be set to No for more basic cards or to increase frame rate
HighTextureResolution=Yes
# Usually left blank but can be manualy filled if you are having problems
# connecting with your smtp server. Eg SMTPServer = smtp.ntlworld.com
SMTPServer = NotSet
# This tells the app if it has been run before or not
RunBefore = Yes
# Can be DD7_3D, for a direct draw 7 3D acclerated verion, or DIRECTDRAW_2D for
# a more basic version.
DisplayType = DD7_3D
# If 'Yes' will go to normal start screen ,else will go to screen with Non-Subscriber options
Subscriber = Yes
Setting the FullScreen variable to 'FullScreen = Yes' will cause the client app to work in full screen mode. This is useful on certain older graphics cards that will not work/accelerate graphics in a window. ScreenWidth/ScreenHeight: are related to FullScreen mode and are only relevant if fullscreen mode is set to yes. They set the resolution the client uses for the display.
HighTextureResolution: This variable scales the textures used internally depending on the setting. Set this to 'HighTextureResolution = No' if your graphics card is old or/and doesn't have much onboard memory. It is also worth trying if the game is running a little slowly.
To run LSN in a window with this card, you must set your desktops colour depth to 16 bits.
To run LSN with this card, you will need to run full screen. This can be set in the general.cfg - see above under 'Screen modes'.
If you are experiencing problems with your graphics card, try suggestions for other cards above. If these do not work, submit a bug report to the bug report forum that can be found at www.LaserSquadNemesis.com (Recomended as workarounds are often supplied very quickly by other members of the LSN community).
Or send an email detailing your problem.
If you are getting unexplained crashes that prevent you playing the game, its often worth trying to set the SoundOn variable to SoundOn = No.
If you are unable to send email due to a connection error, or the client is always try to connect to the wrong SMTP server, you can try filling this field with your own SMTP server name if known. If your machine is on a local area network with a local mail server this field is the name of the mail server on the network (your system administrator should be able to tell you what this is). Usually your smtp server is your isp name with 'smtp.' or 'mail.' in front of it.
If your isp is NTLWorld
... then your smtp server is probably:
smtp.NTLWorld.com
Another way to guess your smtp server will be your email address with everything before the '@' sign stripped away and replaced with 'smtp.' or 'mail.'. Though the laser squad client will try this automatically if all else fails.
Example - Ichabod.smithers@NTLWorld.com
... becomes:
smtp.NTLWorld.com
1. Bunker
2. Crossroads
3. Forest
4. Front Line
5. Factory
6. Boulevard
7. Devils Gate
1. Crashing bug caused by firing at terrain which while visible on client has been destroyed on
the server.
2. Bug in transition from 2-06 to new version fixed
3. Crashing bug when a turn file loaded up from a directory or parent directory with spaces in fixed
4. Bug in generation of 2D art (planview and mapview) for a some pieces of terrain fixed
5. Bug when door controls destroyed but in results the locked doors not removed properly fixed
6. Sometimes grenades were getting stuck in ground which has now been fixed
7. Bug where units were abandoning current to move onto next movement unit fixed
8. Bug where Queens couldn't eat corpses on damaged walls fixed
9. Explosions and smoke are now hidden in plan view
10. Stats and various other floating point values displayed rounded correctly
11. Scrolling map tile while cursor over selection fixed
1. AI healing rate up to 1.2
2. Buzzer -1 health
3. Spiker +1 health, ammo +14
4. Missile tank +5 health
5. All units - increased reaction time
1. Some logging info now generated and stored in LSN.log
1. Instruction manual fully updated
2. Map designer, deployment zone are now dragged into position by holding down left mouse button and are displayed more accurately
1. When targeting terrain for destruction the strength of the terrain and the chance to destroy it if hit is displayed while the right mouse button is held down.
2. Line Of Sight checking can be toggled on and off by pressing L. This shades terrain and units which are visible to the currently selected unit. This is only available for the 3D version and runs slowly so may not be useful for people with slow machines/video cards.
1. User config now read and written to correctly.
2. Destroyed terrain appears correctly in plan view.
3. Zooming and planview are now working properly in the 2D version of the game
4. Crashing bug caused by unit attempting to move on to next movement order if current movement orders final destination is occupied has been fixed.
5. Crashing bug caused by projectiles recalculating route from the beginning (and thereby maybe hitting a unit which has recently moved into path) in the first update of the turn has been fixed.
6. The generation of art assets for the 2D version was not working 100% if installed over a previous version and this has now been fixed.
1. Floor graphics optimised, should improve frame rate through explosions.
2. If game fails to build a 3D accelerated version for some reason will automatically change default setting to 2D and immediately attempt to setup the 2D version rather than exiting.
1. Crashing caused by line of fire checker being over firing unit or on an adjacent piece of
terrain has been fixed.
2. Reloading of textures is now automatic so resizing window is no longer so slow.
3. Units incapable of firing don't have the line of fire checker appear.
4. Floating point display on whole number fixed.
5. Crashes caused by changes to the projectile system have been fixed.
6. Crashes caused by new rules of engagement orders with the unit dying in same turn have been fixed.
7. Crash caused in 2D(plan view) mode due to opening doors fixed.
1. Line Of Fire checker. When holding right button to give a firing order a line is drawn showing the path the projectile will take if 100% accurate and what it will hit. Bounces for grenades/spitters and reflections of laser beams of force fields are shown. This is a guide rather than an indication of what will happen as inaccuracy can cause the projectile to deviate from this ideal line.
2. Bogus Waypoint Tool. If a movement waypoint is set that a unit can't actually reach then the waypoint is displayed in red. This is especially useful for larger units when sometimes not obvious it can't reach destination and these units would get stuck in the movement order and not carry out subsequent orders.
3. Enemy units under the cursor now flash to make clear they would be selected as the subject of an order.
4. 2D map view shows the map with walls and objects replaced by 2D images.
5. Interface additions. Added Next/previous unit buttons, zoom buttons and 2D map button. Current ROE setting is shown on unit panel.
6. Corner tiles added for wire fence. A damaged version of wired wall is added.
7. ROE Tutorial added. An additional tutorial is added for rules of engagement.
1. Rules of engagement now act like orders and can be set at various points during a units orders. One sighting and combat reaction can be set at each waypoint the unit moves to.
2. You can now target ground tiles on half tile positions rather than only being able to target the centre of the tile. This is useful for grenade shots and missile shots.
3. If a unit gets caught in a force field when it is activated it will be killed.
4. If a unit gets caught in goo during a turn then if it is doing any movement orders are being performed it will exit these and allow reaction fire to take place rather than sitting and doing nothing for the rest of the turn.
5. Map designer displays terrain in groups of four. The terrain has been arranged in a more sensible way.
6. The zoom function now has 7 levels of discreet zoom (configurable in display.cfg).
7. Some minor changes to unit data.
1. If a waypoint is blocked by a static unit and the next order is a movement type order then it will exit the current order and try to execute the new movement order rather than staying stuck waiting for the unit to move (if it ever did).
2. Missile and grenade damage is now the same in test orders as in actual results. Before if a missile or grenade was just about to hit the collision check was not done properly in test orders so damage was shown to be different to damage that actually would be done.
3. Large units are now able to activate door controls/power cells.
4. Units can no longer walk or get a route plotted along the bottom edges of the map.
5. Made some change to the check for DirectX8 capability which should hopefully help fix some problems people are having here.
6. Double doors open and close, get locked and unlocked together so no inconsistencies arise.
7. Window position stored correctly when app shutdown.
8. Various items are correctly subject to localisation now.
9. Open doors now displayed in correct position.
10. Position of opening door graphics is fixed.
1. Walls. Some walls are now only 1 tile high which allow grenadiers to fire over them. These are the military wall with crenallations and the ordinary wall with barbed wire. If you select a target beyond the wall it will try a higher trajectory to get over the wall. Other ordinary walls are much higher and grenades will just bounce off of these like they do in previous versions.
2. Explosive terrain. Some terrain elements are now explosive such as gas cannisters. Destroying these will causes an explosion which can set off a chain reaction if there are other explosive terrain elements nearby.
3. Windows. Some new tiles are see through but don't allow line of fire. You can see enemies through this but can't fire through. Halt on sighting will not be triggered as this is more accurately described as halt on line of fire. Some window tiles can be destroyed and the destroyed version will allow line of fire.
4. Door Controls. Some military doors (with red markings on them) are considered locked. Activating door controls will toggle there status between locked and unlocked. To activate the controls you need to put the cursor over the door control (which should change colour to yellow to indicate the terrain can be activated) and LEFT-CLICK. This will cause a movement to the door control, offset slightly, and the door control will be activated after a short period.
5. Force Fields. These allow line of sight but not line of fire. Lasers will bounce off the force fields, but grenades, goo and missiles will explode on impact. Force fields will be turned off if a power supply is destroyed or if the force field console connected is switched off (done in the same way as door controls). For a force field to be active two relay posts must be powered and orthogonal to each other. Each relay post must be connected to an active powercell via tubes.
6. Architecture of config handling routines altered, UserData.cfgnow contains preferences instead of general.cfg. Please make any changes normally made to general.cfg to userdata.cfg instead.
NOTE: userdate.cfg is generated after first run.
7. Runbefore tag no longer exist in general config, instead prepfile.cfg is supplied with the install. After the first run this file is deleted.
8. Window size & position are now stored in userdata.cfg, defaults are found in general.cfg.
1. Edit boxes will allow foreign characters to be entered again after this was broken in 2.07
Changes from v2-07 are:
1. Medic - weapon range +55
2. AI - weapon range +40
3. Exterminator - endurance +1, weapon range +50
4. Missile Tank - endurance +3, weapon range +30
5. Hunter - weapon range +55, Inaccuracy -0.2
6. Queen - Speed +2, endurance -5, armour +1, damage -1, vision -6
7. Drone - endurance -1, reaction range -6, vision -6
8. Splatter - endurance -1, reaction range -2, vision -2, death explosion damage -1
9. Goo Spitter - weapon range +2
10. Buzzer - speed +3, endurance -1, armour -1, reaction range +4, visibility +4
11. Spiker - endurance -1, weapon range +50
1. Options screen sports a variety of problems including changes not taking, text disappearance and blank screens. A workaround is to edit the
userdata.cfg yourself.
2. Sending mail challenges after exiting from hotseat crashes game.
These problems should be fixed with the next release and we apologize for the inconvenience.
1. Changed underlying graphics implementation from DirectX7 to DirectX8.
2. Changed the underlying e-mail system to be more robust.
1. Low res textures should work properly
2. Resend orders now fixed
3. 2D mode resizing screen fixed although will pause for a while between resizes
1. New Icon
2. Game Manager Options go to sent OK screen and then return to the game manager
CHANGE LIST - BUG FIXES, CHANGES AND ADDITIONS VERSION 2.05
1. Obscure crash caused by clicking some buttons repeatedly is now fixed.
2. Some movement problems fixed
1. New Help screens added for each interface screen
2. Website button
A button to go to the web site is added to the non-subscriber screen
1. Changes to unit characteristics to help balance of the factions
2. Non-subscriber limitation
Playing against non-subbers is limited in scenario options, and non-subbers can only play marines.
3. General Optimisation of the game