The SourceForge site for VirtuaNet -- Documentation

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VirtuaNet is designed to be a simulation of a possible future 'hollywood-esque' network, in which corporate spies and sabotage run rampant. It is designed to be a single player game, but multiplayer may be added in the future, allowing players to battle




Table of Contents:

  1. Config files
  2. Playing the game
  3. Key bindings
  4. Other documentation
  5. Troubleshooting



Config files   [ TOP ]

Here are the Python XML Configuration, not the INI Config file that goes with the C++ version.

The config files are extremely important; they have the game options.  First, and most importantly is the main one, config.xml.  It has many options:



<config>
    <main>
        <var name="Title" value="VirtuaNet"/><!--This is the title of the glWindow window.-->
        <var name="X" value="0"/><!--The position of the window-->
        <var name="Y" value="0"/>
        <var name="X Res" value="640"/><!--the size of the window (640x480) or you can make it 0x0 for fullscreen.-->
        <var name="Y Res" value="480"/>
        <var name="Desktops" value="3"/><!--The number of virtual desktops-->
        <var name="Double Click" value=".5"/><!--The number of seconds that you can take to double click. if it is too high, then your normal clicking may not work-->
        <var name="Refresh Speed" value=".5"/><!--How fast it redraws when resizing-->
        <var name="Draw Mouse" value="true"/><!--true if it renders a mouse (or false if it lets your OS take care of it)-->
        <var name="Blink Speed" value="2"/><!--How fast the text cursor blinks-->
        <var name="Tab Spaces" value="4"/><!--The number of spaces when you press the Tab key-->
        <var name="Password" value="*"/><!--What is shown on a password box (empty if you don't like the effect)-->
    </main>
    <keys><!--These are the key bindings. See the keys section for more detail.-->
        <var name="Switch" value="SHIFT"/><!--This is the key modifier. It is one or more values from the list ['SHIFT', 'CTRL', 'ALT'] seperated by spaces.-->
        <var name="Move" value="CTRL"/>
        <var name="SubMove" value="ALT"/>
        <var name="Quit" value="ALT"/>
    </keys>
    <sizes><!--All of the sizes here will be in percent of the screen size (.02 will be 2%, or 13x10 pizels in 640x480)-->
        <var name="Min Window Wid" value=".03"/><!--How small you can resize subwindows-->
        <var name="Min Window Hei" value=".03"/>
        <var name="Titlebar" value=".02"/><!--The size of a title bar-->
        <var name="Scrollbar Wid" value=".02"/><!--The width and height of a scrollbar button-->
        <var name="Scrollbar Hei" value=".02"/>
        <var name="Text Cursor" value=".005"/><!--The size of a text cursor-->
        <var name="Text Height" value=".02"/><!--the height of a line of text in a text box-->
        <var name="Button Height" value=".03"/><!--The height of the text in a button-->
    </sizes>
    <colors>
        <var name="Itemlist Alpha" value=".03"/><!--This variable will add -->
    </colors>
    <advanced>
        <!--WARNING: Do not modify these values.
They will most likely NOT do what you expect them to.
Use other size variables instead!-->

<!--These variables say how text is relative to screen pixels. You should not change these variables.-->
        <var name="Text Width" value="1.012"/>
        <var name="Text Height" value="127."/>
    </advanced>
</config>

Then there are colors in all of the other .ini files.  For example, let's take the base color section of the button.ini file:


<button><!--This tag is ignored. (So it can say "Foobar" even if it is really a "button".)-->
<base><!--The base background color.-->
<!--Each of these color tags specifies a Red, Green, Blue and Alpha (or transparency) value for one corner.-->
<COLOR Corner="2" Red="0" Green="0" Blue="1" Alpha=".5"/>
<COLOR Red="1" Green=".5" Blue="0" Alpha=".5"/>
<COLOR Red="1" Green=".5" Blue="0" Alpha=".5"/>
<COLOR Red="0" Green="0" Blue="1" Alpha=".5"/>
<TEXTURE File="sometexture.png"/>
<!--Now comes the active colors section. These are the colors that appear when you mouse goes over the object-->
<ACTCOLOR Corner="1" Red="0" Green="0" Blue="1" Alpha=".5"/><!--This is a active color tag (a color for when your mouse is over it). The Corner attribute says which corner to start with. It you don't have a corner attribute, the corner will start at 0 or increase 1. The current corner will wrap around to 0.-->
<ACTCOLOR Red="1" Green=".5" Blue="0" Alpha=".5"/>
<ACTCOLOR Red="1" Green=".5" Blue="0" Alpha=".5"/>
<ACTCOLOR Red="0" Green="0" Blue="1" Alpha=".5"/>
<ACTTEXTURE File="active.jpg"/>
</base><!--This tells the parser that the <base> section is over.-->
<border><!-- Now comes the border section (the border around the button)-->
<COLOR Red="0" Green="0" Blue="1" Alpha=".5"/>
<COLOR Red="1" Green=".5" Blue="0" Alpha=".5"/>
<COLOR Red="1" Green=".5" Blue="0" Alpha=".5"/>
<COLOR Red="0" Green="0" Blue="1" Alpha=".5"/>
<!--Notice that there is no texture here. In fact, it will generate an error if there is a texture. You cannot have a texture for the border.-->
<ACTCOLOR Corner="2" Red="0" Green="0" Blue="1" Alpha=".5"/>
<ACTCOLOR Red="1" Green=".5" Blue="0" Alpha=".5"/>
<ACTCOLOR Red="1" Green=".5" Blue="0" Alpha=".5"/>
<ACTCOLOR Red="0" Green="0" Blue="1" Alpha=".5"/>
</border>
<clickbase><!--this is the base color for when the button is clicked. Otherwise, it is exactly ther came as the <base> tag.-->
<!--... (I have not included this section in order to save space)-->
</clickbase>
<clickborder><!--See <clickbase> comment-->
<!--...-->
</clickborder>

<!--...-->

</button>

That's it for config files, at least for now ;-)

Playing the game   [ TOP ]

This is a real easy topic to discuss... To play the game, take these simple steps:

And that's all about playing the game!

Key bindings   [ TOP ]

KEY
WHAT IT DOES
Esc Quits the game
F9 decreases the alpha of the window the mouse is over (more transparent)
F10 increases the alpha of the window the mouse is over (less transparent)
Page Up Scrolls the text box or item list that the mouse is over up
Page Down Scrolls the text box or item list that the mouse is over down
[MODIFIER] + F4 Quits the current window (the one the mouse is over)
[MODIFIER] + TAB Switches to a different window.
[MODIFIER] + Left Mouse Button Moves the window the mouse is over
[MODIFIER] + Right Mouse Button Resizes the window the mouse is over
Any other key Most other keys will type in a typeable text box or password box
*See config files for information about key modifiers.

Other documentation   [ TOP ]

At the moment, there is nothing in this section... See playing the game, troubleshooting, or config files for more information.

Troubleshooting   [ TOP ]

This is the troubleshooting section:

If the program quits immedately: If the program says that it is missing a dll file (windows only), find that dll and put it in the same folder...

Then, if the program doesn't display a mouse, turn on the rendered mouse option in the config file.

At the moment, there are not any more problems that I know could go wrong, so if this help fails then e-mail me at ace123@users.sourceforge.net

TOP ]

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