Nascar Racing 2002 Season Server example essay topic

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NASCAR (R) Racing 2002 Season 1.0. 0.1 Readme File 01/20/02 [ To read this file, select Edit / Word Wrap from the menu above About This Document: Thank you for purchasing NASCAR (R) Racing 2002 Season. This document contains last-minute information about NASCAR (R) Racing 2002 Season and other information about the program not found in the Help Files. This README file includes information that pertains to general problems and questions you may have concerning the game or your computer. Should you experience any problems with NASCAR (R) Racing 2002 Season, please refer to this file for additional help on answering questions about the game and solving technical difficulties. TABLE OF CONTENTS I. MINIMUM REQUIREMENTS II.

GENERAL TECHNICAL ISSUES. GENERAL GAME ISSUES IV. MULTIPLAYER ISSUES V. CONTACTING SIERRA I. MINIMUM REQUIREMENTS Operating Systems: Windows 98/ME / XP Minimum: Pentium II 450 MHz processor 64 MB of RAM 16 MB Direct 3 D compatible video card 8 X CD-ROM drive DirectX 8.1 or later OpenGL 1.1 or later Recommended: Pentium 800 MHz or higher 128 MB or more of RAM 32 MB or higher Direct 3 D compatible video card (64 MB or higher for OpenGL) Direct Sound compatible sound card Direct Input compatible game controller 56 Kbs modem NOTE: The OpenGL renderer is unsupported and may not work on all cards and / or system configurations. Leaving the game's 'Show Intro / Exit Sequences' option enabled may help eliminate some initialization problems on subsequent game launches. If you continue to experience problems using the OpenGL renderer it is recommended that you instead use the game's default Direct 3 D renderer. The following 16 MB or greater 3 D accelerators are not fully supported and may have issues running the game: -Nvidia cards Some users may experience lockups or screen lagging in the game's Player Info, Opponent Manager, and / or Paint Shop screens when using the 23.11 drivers.

-3 Dfx Voodoo 3 and 5 Black or multi-colored bands can be seen in the lower mips of narrow textures (walls, painted lines, etc. ). Additionally the OpenGL is not supported. -Kero II Mip problems similar to the Voodoo 3 and 5, with black or multi-colored bands can be seen in the lower mips of textures. -Matrox G 400 and G 450 The OpenGL is not supported. The following sound cards have known issues: -Diamond Monster Sound MX 300 and other Aureal Vortex 2 based cards 3 D Sound may have significant issues and is not recommended.

-Creative Labs SB Live! and Audigy The cockpit engine sound may not always play when 3 D sound is enabled. II. GENERAL TECHNICAL ISSUES INSTALL ISSUES Some users may experience 'ComponentMoveData Error -113' when installing the game from a secondary CDR / RW drive. If this occurs, it is recommended that you reinstall from the system's primary CD drive. STARTING THE GAME 1) Ensure the NASCAR (R) Racing 2002 Season CD-ROM is in your CD-ROM drive. 2) If Auto Run is enabled: Select the 'Run NASCAR (R) Racing 2002 Season' option.

3) If Auto Run is disabled: From the Windows Start menu, select ProgramsPapyrusNASCAR Racing 2002 Season. 4) If this is the first time launching the game the 3 D Configuration program will launch. 5) Use the 3 D Configuration program to select the desired Renderer, Display Device, and Game Resolution. 6) After the 3 D Configuration completes, the game will automatically launch. Some Kenwood CD drives may experience problems starting NASCAR (R) Racing 2002 Season. The drive spins and stops; NASCAR (R) Racing 2002 Season fails to start.

Kenwood has firmware updates to fix this problem. Visit web for more information. 16-BIT vs. 32-BIT COLOR Because of the large amount of textures used in NASCAR (R) Racing 2002 Season, it is recommended that 32-bit color only be used on video cards with 64 MB or more texture memory. Note that even for 64 MB cards 16-bit color will likely result in significantly better performance. TEXTURE MEMORY DETECTION As part of the 3 D Configuration test NASCAR (R) Racing 2002 Season will attempt to detect the total amount of texture memory available on your video card.

Note that as you increase the video resolution more memory is required for the frame buffer resulting in less for textures. If you would like to try running the game with a higher setting, you may manually edit the 'TextureSetSize' value (in bytes) in the game's REND D 3 D. INI (for Direct 3 D) or REND OGL. INI (for OpenGL). Increasing this value above the detected value may prevent the game from dropping map levels as more textures are loaded, but note that setting too large of a value may result in SIGNIFICANT performance hits as textures begin to swap in and out of memory. ANISOTROPIC FILTERING problem with the way polygons are drawn is that as you look at the polygon at low angles the texture tends to get very blurry.

You can see this particularly in a car racing game, as the arm co, fences, road surface and grass are usually at very low angles. Anisotropic filtering is a neat trick that can help the texture look better at these low angles. If your video card and drivers support this feature, you will be able to enable Anisotropic Filtering by using the checkbox in the Quality section of on the game's Graphics Options screen. As part of the 3 D Configuration test, NASCAR (R) Racing 2002 Season will detect the maximum levels of anisotropic filtering that your video card supports. This will be recorded in the 'AnisotropicLevel' value in in the game's REND D 3 D. INI (for Direct 3 D) or REND OGL.

INI (for OpenGL). Valid values are powers of 2, where 1 or 0 = none, 2 = 1 level, 4 = 2 levels, 8 = 3 levels, 16 = 4 levels, etc. For example, Ge Force 1 and Geforce 2 cards can do 1 level of anisotropy (2^1 = 2) which is reported as 'AnisotropicLevel = 2'. Ge Force 3 cards can do 3 levels of anisotropy (2^3 = 8) which is reported as 'AnisotropicLevel = 8'. Setting this value too high is harmless, it will only apply as much anisotropy as the drivers claim they can support. TASK SWITCHING When using the OpenGL renderer, ALT+TAB and other task switching shortcuts will be disabled.

If you experience problems task switching when using the Direct 3 D renderer it is recommended that you limit ALT+TAB to times when the 3 D world is not being rendered, such as when navigating the game's menus as opposed to when you are on the track. MOUSE ISSUES Using animated mouse cursors can create cursor anomalies in NASCAR (R) Racing 2002 Season. If you encounter problems, restore your windows mouse cursor to its default settings. Additionally some users may encounter problems using the hardware mouse cursor. If this occurs, it is recommended that you re-run the 3 D Configuration Test and check the 'Use Software Cursor' checkbox to use the game's software mouse cursor instead. SOUND ISSUES If you find that you have no sound in the game, it may be necessary to go to the Audio tab of your Windows Multimedia Control Panel and select the proper playback device.

You may also want to disable the 'Use only preferred devices' option if it is currently enabled. Additionally there are a couple of CORE. INI variables which improve the quality of sound on some sound cards. The default values are as follows: [Sound] allow buffer recreation = 1 enable 3d interpolation = 1 force default buffer size = 0 You can set allow buffer recreation to 0 to disable sound buffer re-creation, which may ever so slightly improve performance, but at the cost of quality for some sound cards.

For example, some cards such as Aureal Vortex 2 based cards don't seem to work very well when this is not enabled. When 3d sound is enabled, positions of newly played sounds take some time to reach their destination. On some system this may result in sounds being played loudly for a brief moment, even though they should have a low volume given their distance from the listener. The enable 3d interpolation setting can help to work around this problem. If a system properly (instantly) sets the 3d position of a sound, then this solution, when enabled, might make the sound seem to 'fade-in', so setting this to 0 would be called for in those systems.

The force default buffer size setting default sound buffer read-ahead size to a given value, defined in 1/36 second increments, which may help sound issues on Win 2000 machines. USING MICROSOFT GAME VOICE OR OTHER VOICE CHAT PROGRAMS By default NASCAR (R) Racing 2002 Season will run at highest priority. This is perfectly fine for most users, however if you experience problems using Microsoft's Game Voice or other similar programs you may need to force NASCAR (R) Racing 2002 Season to run at a lower priority by adding a '-kh 0' (that's dash K H Zero) command line parameter to the shortcut: 'C: PapyrusNASCAR Racing 2002 SeasonNR 2002. eye' -kh 0 WINSOCK 2 AND WINDOWS 95 NASCAR (R) Racing 2002 Season's Internet multiplayer requires that Winsock 2 be installed on the system. Winsock 2 is included as part of Windows 98/ME / XP, but if you have on older Win 95 system and are experiencing problems connecting to the Sierra multiplayer servers and are unsure if your Win 95 install includes Winsock 2, it is recommended that you install the following Windows Sockets 2 Upgrade from Microsoft: web Note: Windows 95 is not officially supported in NASCAR (R) Racing 2002 Season. USING OPENGL IN WINDOWS 95 NASCAR (R) Racing 2002 Season's OpenGL renderer requires OpenGL vs. 1.1 or later software run time which is included as part of Windows 98/ME / XP. Users with earlier versions of Windows 95 may need to download and install OpenGL vs. 1.1 from Microsoft using one of the following links before being able to use NASCAR (R) Racing 2002 Season's OpenGL renderer: web ftp: //ftp. microsoft. com / soft lib//open gl 95. eye Note: Windows 95 is not officially supported in NASCAR (R) Racing 2002 Season..

GENERAL GAME ISSUES CREATING A PLAYER When NASCAR (R) Racing 2002 Season is first launched you will be taken to the Controls screen where you will calibrate and assign your driving controls. Once this has been done, you " ll be able to hit the track in either Testing or Single Player mode. Note that if you wish to customize your player, you will first need to visit the Player Info screen where you can fill in the First and Last Name fields and select the car you wish to drive. DIRECT INPUT JOYSTICK DRIVER If you have a Direct Input joystick / wheel and you can't calibrate it in NASCAR (R) Racing 2002 Season, exit the game and ensure that the device is properly set up and calibrated in the Windows Game Controllers Control Panel applet.

OPTIMIZED JOYSTICK DRIVER In addition to Direct Input support, NASCAR (R) Racing 2002 Season also includes an optimized joystick driver. The optimized driver may provide more precise joystick input than can be obtained with Direct Input, but is only compatible with standard PC joysticks. Note that joysticks which are designed for Direct Input, such as USB or Force Feedback controllers, will not work with the Optimized driver. GEARBOX SELECTION NASCAR (R) Racing 2002 Season offers 3 different gearbox choices. In Sequential mode controls assigned to the Shift Up and Shift Down commands are used to change gears in the following sequence: reverse, neutral, 1st, 2nd, 3rd, 4th.

In Direct Selection mode, you may assign a control to shift directly to any gear, or to neutral. The H Pattern mode is intended for use only with controllers featuring a gated shifter such as the Act Labs RS Shifter. In this mode, you may shift directly to any of the forward gears as well as to reverse gear. Once the shifter is moved out of an assigned gate, the transmission will shift to neutral automatically. DRIVING AIDS " Automatic Shifting' equips your car with an automatic transmission.

The automatic transmission shifts more slowly than its manual counterpart, resulting in slower lap times for the experienced driver. ' Automatic Clutch' equips your car with an automatic clutch. While the manual clutch can provide greater shifting precision, it requires proper heel and toe downshift technique and therefore is recommended only for experienced users. The manual clutch is not available if Automatic Shifting has been selected. ' Anti-Lock Brakes' equips your car with an anti-lock braking system. While anti-lock brakes make the car easier for the novice driver to control, the experienced driver will be able to brake more efficiently with this option turned off.

NOTE: If braking has been assigned to a button or a key rather than a controller axis, this aid will be turned on and cannot be turned off. Otherwise, the car would be very difficult to control while braking.'s steering Assistance' makes it more difficult to spin the car. This aid is particularly useful for novice drivers and for those who are steering with buttons or the keyboard, but disabling it will provide greater steering precision. NOTE: If the steering has been assigned to buttons or keys rather than a controller axis, this aid will be turned on and cannot be turned off. Otherwise, the car would be very difficult to control.

' Traction Control' equips your car with a traction control system. While traction control makes the car easier for the novice driver to control, the experienced driver will be able to accelerate and corner more efficiently with this option turned off. NOTE: If the throttle has been assigned to a button or a key rather than a controller axis, this aid will be turned on and cannot be turned off. Otherwise, the car would be very difficult to control while accelerating.'s how Ideal Racing Line' causes the ideal racing line around the track to be highlighted. This line is a guide for the fastest racing line around the track, and is color coded red and green to indicate braking and acceleration zones. The aid may be turned on or off while in the car by pressing the R key.

SPEED SENSITIVE STEERING By default, NASCAR (R) Racing 2002 Season uses a speed-sensitive steering ratio such that at low speeds your steering ratio will be set to somewhere between 7: 1 and the ratio defined in your car setup. NASCAR (R) Racing 2002 Season does this to make it possible to exit your pit stall when pit road is crowded. You can disable this feature by editing the following line in your CORE. INI, changing the 1 to a 0: [Hack] steer ratio = 1; Enable low speed ratio override CAR SETUPS Each players' car setups in are stored in individual track directories located in 'PapyrusNASCAR Racing 2002 SeasonPlayersPlayer Name Setups'. TAKING SCREENSHOTS At any time within the game you may press the Print Screen button on your keyboard to take a screenshot. These will be saved into your NASCAR (R) Racing 2002 Season directory as sequentially numbered TGA files (NR 2002 SS.

TGA). These files may be viewed in most 3rd party image viewers. IMPORTING TGA IMAGES INTO THE REPLAY EDITOR By default you will be able to import. BMP images into NASCAR (R) Racing 2002 Season's Replay Editor, however if you wish to use. TGA files instead (useful as 32-bit.

TGA files have an alpha chanel which allows for translucency and transparency), you may edit the ray editor bitmap extension line in your CORE. INI, changing the 'BMP' extension to 'TGA' as shown below: [Replay] ray editor bitmap extension = tea; b mp and tea are valid IMPORTING SOUNDS INTO THE REPLAY EDITOR NASCAR (R) Racing 2002 Season's Replay Editor supports the addition of sound files to a replay. Both standard 22 k Hz. WAV as well as compressed.

OGG files are supported for sound playback, but by default the replay editor will only import WAV files. If you wish to use. OGG files instead (useful as these offer MP 3-like compression), you may edit the ray editor sound extension line in your CORE. INI, changing the 'WAV' extension to 'OGG' as shown below.

More information on encoding. OGG files using the included OGG ENC. EXE utility can be found on the OGG Vorbis website: web [Replay] ray editor sound extension = was; was and ogg are valid SAVING AND VIEWING REPLAYS Replays can be saved from the Race Weekend screen by clicking on the folder icon under the 3 D window. You will be prompted for a filename.

To view the replay later, or to view replays which you have obtained from other players, select View Replay from the Main Menu. Replays are stored in the Replay directory in the 'PapyrusNASCAR Racing 2002 Season' directory. To view replays obtained from other players, simply copy them into the Replay directory before starting the game. REPLAY CONTROLS KEYBOARD SHORTCUTS C - Change to Next Camera V - Change Focus to Next Driver CTRL+N - Un focus Current Camera from Driver CTRL+V - Change Focus Back to Player Car SHIFT+C - Change to Previous Camera SHIFT+V - Change Focus to Previous Driver Keypad 1 (END) - Fast Forward to End Keypad 4 (Left Arrow) - Frame Rewind Keypad 5 - Play / Pause Keypad 6 (Right Arrow) - Frame Advance Keypad 7 (Home) - Rewind to Start Keypad 8 - Slow Motion Mode SHIFT+Keypad 4 - Rewind SHIFT+Keypad 6 - Fast Forward Keypad.

(Del) - Switch to Live Feed Mode S - Display Standings (Full-screen replay only) Space - Toggle On-screen Display of Replay Controls Note that all of the replay keypad shortcuts listed above may not function properly if Num Lock is enabled on your keyboard. If you experience problems, it is recommended that you turn off Num Lock. DRIVING CONTROLS KEYBOARD SHORTCUTS ESC - Open ESC menu (Use Arrows and ENTER to Navigate) F 1 through F 9 - Pit Service Controls (Use Arrows and SPACE to Navigate) Page Up & Page Down - Change Driving Views Pause Break - Pause Game Print Screen - Take Screen Shot F - Toggle Framerate Counter G - Toggle Gauges in External Driving Views H - Display Keyboard Shortcuts M - Toggle Mirror Detail Level N - Toggle Car Interior Display in Mirror O - Toggle Trackside Object Detail Level S - Toggle Speed / Gear/Flag Indicator V - Change Focus to Next Driver (Car must be stopped) CTRL+V - Change Focus Back to Player Car SHIFT+V - Change Focus to Previous Driver (Car must be stopped) CTRL+I - Toggle Lap Info Messages CTRL+L - Check Leader Position SHIFT+R - Return to Pit SHIFT+T - View / Reset Tachometer Telltale COMPUTER OPPONENTS SELECTION The number of computer opponents available for a given race is limited by the number of pit stalls at the track, or the number of drivers that are marked as active in the currently selected roster, whichever number is reached first. Most tracks have 43 stalls, which allows for the player and 42 additional computer opponents. Note that if the number of active drivers in the roster exceeds the number of pit stalls at a track, the list eligible computer opponents is weighted with preference given to those drivers with higher stats. What this means is that if your current roster has 50 active drivers but you only elect to race against 20, the game will select the 20 'best' computer opponents for you to race against.

There is some variance to this selection, so exiting the race weekend and re-entering the same track may give a slightly different set of 20 computer opponents. If you want to ensure that you are racing against the same field for each and every race, be sure that the number of active drivers in the roster does not exceed the maximum number of selectable computer opponents on the race setup screens. Also note that in Championship Season races this same weighted selection of computer opponents occurs prior to each race. What this means is that if there are more active drivers than the maximum number of selectable computer opponents, some drivers will not make the field for the races. Who makes the field and who doesn't will be different for each race of the season, so even though you may only have 42 computer opponents selected on the Championship Season race setup screen you will likely see more than 43 drivers (42 selected computer opponents plus the player) listed in the Championship Season standings (up to the total number of active computer opponents in the roster).

Again if you want to ensure that you are racing against the same field for each and every race, be sure that the number of active drivers in the roster does not exceed the maximum number of selectable computer opponents on the race setup screen. PITTING When pitting, use the animated pit sign as a guide to position the car for an optimal stop. If you are too far forward in the stall or not close enough to the sign you will not receive service, and in order to receive left side tires you must take care to not stop too close to the inside pit wall. COMMAND LINE OVERRIDE FOR GAME. INI SETTINGS You can override any of NASCAR (R) Racing 2002 Season's. INI file options from the command line.

The command line overrides will not be saved to the. INI file, so there is no need to backup the. INI file. The format of a command line override is as follows... -ko " numeric id: section name: key name: value'... where... numeric id is the ID of the. INI file that contains the value to be overridden.

The mapping is as follows: 0 = CORE. INI, 10 = APP. INI 20 = PLAYER. INI 40 = TRACK. INI 50 = ADDRESS. INI section name is the name of the section within the.

INI file in which the key exists. [PLAYER], for example. The brackets ( [, and ]) should not be specified. key name is the name of the key. last Player, for example. Lets say you want to be able to launch the game and have it automatically switch to one of multiple players you have created.

To do this, you would need to override the last Player key in the [Player] section of APP. INI. So if you had two players, John Smith and Fred Jones, you could create separate shortcuts to launch the game for each:' C: PapyrusNASCAR Racing 2002 SeasonNR 2002. eye' -ko'10: player: last Player: Smith John'C: PapyrusNASCAR Racing 2002 SeasonNR 2002. eye' -ko'10: player: last Player: Jones Fred " The first command line would launch NASCAR (R) Racing 2002 Season with the player John Smith. The second command line would NASCAR (R) Racing 2002 Season with the player Fred Jones.

CONTROLLING REPLAY MEMORY By default NASCAR (R) Racing 2002 Season will try to use a much free memory as is available for replays. This should be fine for most users, however if you find that you need to force this to a larger value to save longer replays, or wish to force it to a smaller value if performance is suffering, you may edit the 'replayMemoryOverride' value in [Replay] section of CORE. INI. This value is in KB, so for a 64 MB replay buffer you would set this value to 65,536 (64 MB x 1024 KB / MB). Note that when NASCAR (R) Racing 2002 Season is run as a dedicated server only a minimum 512 KB of replay buffer will be used to maximize performance and minimize the load on the server. If you wish to save replays from a dedicated server you will need to override this value.

OFF-LINE LEAGUE SUPPORT IN EXPORTED STANDINGS NASCAR (R) Racing 2002 Season now includes much of the information that N 2/N 3 generated that is used by off-line league administrators to verify that league members are not cheating. To include this information in NASCAR (R) Racing 2002 Season's exported standings files, enable a flag in PLAYER. INI... [Misc] off line league info = 0; Export extra info? Changing this to 1 will cause the additional information to be included in the exported standings. The following additional information will be exported... (a) There will be an additional column, titled 'TAG', for each driver in the race standings.

This tag is computed from the. CAR file used by that driver, and will change if that car is changed. When a league member submits exported standings, the TAG value for all of the drivers should match the TAG value for the 'approved'. CAR files. (b) The AI Strength setting is now exported. (c) The number, type and length of the weekend's sessions are exported.

For example, '2 Q 1 LR 50 L' means the weekend had 2 sessions; Qualify for 1 Lap, then Race for 50 Laps. (d) The options for the weekend are exported. This will be a string of characters with one character for each of the following options: 0/2/3 - Damage model (0 = None, 2 = Moderate, 3 = Realistic) Y/- - Yellow flags enabled / disabled F/- - Fixed setup enabled / disabled A/- - Driving model (A = Arcade, - = Simulation) I/- - AI used? (I = yes, - = no) D/- - Double file restarts enabled? (D = yes, - = no) C/- - Cockpit view forced?

(C = yes, - = no) S/- - Smoke display forced? (S = yes, - = no) M/- - Mechanical player breakdowns? (M = yes, - = no) L/- - Full pace lap enabled? (F = yes, - = no) W/- - Realistic weather enabled?

(W = yes, - = no) So, for example, '0 Y-AID -- M-W' means 'damage model is set to None, yellow flags are enabled, fixed setup is disabled, the driving model is Arcade, Ai are included, Double file restarts are enabled, cockpit view is not forced, player Mechanical failures are enabled, shortened pace lap is selected, realistic Weather is enabled'. Note that not all of these options are applicable to single-player races. (e) A signature value that is computed from the track geometry and the TRACK. INI file. If the league member has altered the track geometry, or has altered the TRACK.

INI, this value will be different. Additionally, a utility program is included that allows a league administrator to verify that the exported standings file has not been edited. Place this program (VAIL DATE. EXE) in a directory in your path, or copy it into the directory that contains the exported standings files you wish to verify. Run the program, giving it a command line parameter telling it what files should be validated. For example: C: PapyrusNASCAR Racing 2002 Season exports imports validate. html valid. valid.

Invalid. File has been modified. valid. TEXTURE COMPRESSION IN THE PAINT SHOP By default, NASCAR (R) Racing 2002 Season's Paint Shop will save files using D XTC (DirectX Texture Compression). This reduces the texture memory requirements for the car textures by a nearly 4: 1 margin, allowing more high detailed car textures to fit in the same amount of memory. If you would prefer that the Paint Shop not compress the car textures when they are saved, edit the save textures with compression line in your PLAYER. INI, changing the 1 to a 0: [Paint kit] save textures with compression = 1; Enable texture compression on saved textures.

IV. MULTIPLAYER ISSUES CONNECTING TO SIERRA. COM RACES If you are receiving 'Connection Time-Out' messages when attempting to connect to Sierra. com multiplayer races or see no ping times displayed for any of these races you may need to select a different TCP / IP device in the 'Connect Via:' drop-down list in the Sierra. com login box. Note that if you have a dynamic IP address it may first be necessary to enable the 'Find Network Addresses Another Way' option using the CONFIGURE button at the bottom of the main multiplayer screen before the proper TCP / IP device will be listed. MULTIPLAYER BEHIND A FIREWALL OR ROUTER By default the following UDP ports will be used by NASCAR (R) Racing 2002 Season: 32766 for the net server port, 32767 for ping port, and then sequentially numbered ports for each allowed client connection (max of 42) starting at 32768. To run from a machine with a private IP address behind a Linux firewall, you need to use a combination of IP masquerading and IP auto forwarding.

The following rules for the default 42 client port range can be used: -F -a accept -m -S a. a. a. a / m. m. m. m -D 0.0. 0.0/0 -A -r udp 32766 32809 -h a. a. a. a -vs. -where a. a. a. a is the address of the machine behind the firewall, and m. m. m. m is the net mask. If you run a server behind the firewall, clients should connect to the IP address of the firewall. Note that users with Linksys or other such Internet connection sharing routers should not need to change any configuration settings to connect to NASCAR (R) Racing 2002 Season multiplayer races as clients. If you wish to host a NASCAR (R) Racing 2002 Season race from behind a router you will need to forward the default UDP port range of 32766-32809 from the router to the internal or LAN IP of the NASCAR (R) Racing 2002 Season server. Linksys users will need to latest firmware update to allow port ranges to the forwarded.

When connecting, clients should use the external or WAN IP address of the router. If you have a router or firewall and would like to allow multiple users on your LAN to connect to the same multiplayer server, you will need to have each of the clients behind the router use a different net server port in their CORE. INI files (one client would make no changes and use the default port, while each of the others would need to specify a unique net server port). Additionally if you are hosting a server from behind the router by forwarding the default UDP port range to the LAN IP of the server, no clients on your LAN will be able to connect to multiplayer races since all of the incoming packets would be forwarded to your server. If you want to allow these clients to connect to races while your server is running, it would be necessary to forward and configure the server to use a non-standard UDP port range (see below for details).

RUNNING MULTIPLE SERVERS If you want to run more than one server on a single machine or from behind a firewall, you will need to give each of the servers its own unique port range for client / server communications, and also include these port ranges in the rules or router configuration if applicable. To do this you would specify a unique net server port for each server, remember to leave room between each net server port settings for the server's ping port and client connection ports. For example, if you were going to allow 20 clients to connect to each of your two servers you could leave the first server on the default net server port of 32766. You would need to reserve 21 ports for ping and clients, so the next available port for the second server to use as it's net server port would be 32788. Using a single installation of the game you may use the command line override to start additional instances of the server, each with their own settings. In the above example the first server would be started normally to use the default settings, and the second instance would use the following command line option to set it's net server port to 32788: -ko'0: communications: net server port: 32788'For more information see the 'Command Line Override for Game.

INI Settings's ection above. Note that on a LAN, clients will only see race servers broadcast to the Local Races table that are using the default net server port. In order to connect to servers using other net server ports, clients will need to manually enter both the server's IP address as well as the port number (in the format n. n. n. n: port). In the above example, if the IP address of the server was 192.168. 1.2 clients would need to connect to 192.168. 1.2: 32788.

MULTIPLAYER TCP / IP CONFIGURATION If you connect to the Internet using a modem, and wish to play NASCAR (R) Racing 2002 Season over the Internet, connect to the Internet before starting NASCAR (R) Racing 2002 Season. If you do not intend to play NASCAR (R) Racing 2002 Season over the Internet, there is no need to connect before playing the game. If you do not see a TCP / IP connection listed on the multiplayer screen, you must use the CONFIGURE button at the bottom of the Multiplayer screen and enable the alternate met hod of determining your machine's IP address. You will need to restart the game for this setting to take effect.

Note, however, that if you use this alternate method, and your only TCP / IP connection is via a modem, and you have your Internet properties set to automatically connect to the Internet, and you " re not connected to the Internet when you start NASCAR (R) Racing, Dial-Up Networking will start up when you launch NASCAR (R) Racing 2002 Season. This may cause NASCAR (R) Racing 2002 Season to not function properly, and / or your machine may connect to the Internet. DISABLING USER CONNECTION AND DISCONNECTION MESSAGES By default in multiplayer races you will receive chat messages when other players connect and disconnect. These messages can be distracting to some users, so it is now possible to disable them by editing the following line in your PLAYER. INI (located in your Players Player Name directory), changing the 1 to a 0: [Misc] showJoinLeave = 1; Show player join / leave messages DIRECT CONNECT ISSUES There is a bug in the drivers for some graphics tablets that can cause them to become corrupt when NASCAR (R) Racing 2002 Season looks for serial ports on your computer. Because of this potential problem direct serial connections have been disabled by default in NASCAR (R) Racing 2002 Season.

If you wish to enable direct connect serial port connections use the CONFIGURE button at the bottom of the Multiplayer screen. PRIVATE CHAT MESSAGES When connected to a multiplayer race you can issue private chat messages to any one of the players connected to the server. Begin your message with '/', followed by the name of the player (or #car number), followed by the message. For example: /#12 Hey, John. What's up? /smith What's up? /j. smith What's up? /jo. sm i What's up? /john. smith What's up? The message will only be sent to the person you identify (or you will be given an error message if the program couldn't figure out who you meant).

When received, whispered chat messages will appear in a different color font so as to be easily distinguished from normal chat messages. USING MULTIPLAYER AUTOCHATIn addition to typing in chat messages, you can define up to 10 auto chat messages through the editor on the Player Info screen. These will be saved in the [Auto chat Messages] section of your PLAYER. INI. While driving these are accessed by the 1 through 0 keys (not on the number pad). To have messages automatically sent, end them with a dollar sign '$' (i.e. Pass High$).

All others will be queued up allowing you to add additional text onto the end of the message. These can then be sent by pressing ENTER like normal chat messages. Note that if you have in-car chat disabled in the Options menu you will be unable to send auto chat messages. MULTIPLAYER CAR SELECTION Because NASCAR (R) Racing 2002 Season only allows a single occurrence of a car number at a track, you will automatically be placed in another car number if you have chosen a car number that is already in use by another player who connected to the server before you. ADDING AI OPPONENTS TO A MULTIPLAYER RACE You may only have up to 42 connections to a multiplayer server for both human and AI opponents. In order to allow the addition of AI opponents to the server, you must first reduce the number of allowed TCP / IP or IPX connections to less than 42 human opponents.

Once this is done you will be able to fill out the field with AI opponents. COMMUNICATION METERS The Internet can be a harrowing medium through which to race. Game play is directly affected by the latency, reliability, and consistency of the connection between you and the game server, so it's important that the program give you a good sense of these factors. NASCAR (R) Racing 2002 Season includes a graphical display that allows you to monitor the status of your communications with the server when you are a client.

These meters can only be displayed while in the car, and can be toggled on / off by pressing CTRL+C. They can be distracting while driving, so they are turned off by default. The bar graphs are as follows: (L) Instantaneous latency from 0.0 seconds (the bar is empty) to 1.0 seconds (the bar is full height). This is the amount of time that it takes for a message to go from the server, to your client, and back to the server. (Q) Quality from 100% (the bar is empty) to 50% (the bar is full height). The more data that is lost or garbled during transmission from the server to you, the lower the quality of your connection, and the higher this bar will go.

(S) The time skew (difference) between your client and the server. If your current time is behind where you expect the server to be, this bar will be below center. If it is at the bottom, then you believe that you are 1.0 seconds (or more) behind the server. If your current time is ahead of where you expect the server to be, it will be above center. If it is at the top, then you believe that you are 1.0 seconds (or more) ahead of the server. If the bar reaches the top or bottom, then your client will re-synchronize itself with the server (it will smash its clock).

Ideally, no bars should be visible whatsoever. That is, you have 0.0 seconds of latency, 100% of data from the server is getting to you, and your client believes that it is at the same point in time as the server. In practice, this will not happen. The (L) at ency bar will almost always be visible since it is not possible for data to get from the server to you instantaneously.

The higher the latency, the longer it takes for data to get from the server to your computer, and so the older it is when it gets there. The older the data is, the more 'predicting' your client has to do about the positions of other cars on the track. The more that it has to predict, the more likely that it will predict incorrectly, and the more the other cars will jump around when it realizes its error. It is not uncommon for the (Q) bar to be completely empty (indicating little or no data loss), but it is also not uncommon for a few percent of the data to be lost or garbled during transmission, showing as a small (Q) bar. If the bar starts to grow steadily, then something bad has happened on the route through the Internet between you and the server (or the server has crashed). If the route doesn't clear up quickly, you will soon be disconnected.

If it does clear up, there will probably be short period of mayhem as the route settles down, and old data that has been stuck in transit is flushed. If the latency is varying a bit, it can be difficult for your client to determine what point in time the server is currently at, and a small (S) kew bar is likely to appear. If the (S) kew bar grows continuously until it hits the top or bottom, your client will smash its clock to re-synchronize itself to the server. If it does this, then either the connection between you and the server is very poor, or either your machine or the server machine is extremely overloaded, and your client can no longer stay in step with the server. MULTIPLAYER REMOTE ADMINISTRATION Remote clients can control a NASCAR (R) Racing 2002 Season server. There are two levels of control, a remote ADMIN and a remote BOSS.

An admin of the server has full control, just as if he was physically on the server. A boss has more limited control, and can not shut down the server or ban drivers. To allow remote bosses, a special form for the server password is used. Clients that connect with the 'boss' password will be able to control the server.

The password format is ' [access pw d] [/ [boss pw d]] [ = f. last of boss]' (neither the brackets, nor the quotes, should be used, and anything between a pair of brackets is optional). The password is not case sensitive. The meaning of several example server passwords is given below: ' - No password specified. Anyone may connect to the server. Only the server itself is a boss. 'private' - All clients must enter the password (private) in order to connect to the server. Only the server itself is a boss. 'private / secret ' - All clients must enter the password (private) in order to connect to the server.

Any client that also knows the boss password (secret), and gives the password correctly (private / secret) will also be a boss of the server. Note that this allows there to be more than one boss for the server. Bosses must cooperate with each other! 'private / secret = f. smith' - Same as above, but any driver whose last name is 'smith', and whose first initial is 'f' will be given boss control over the server, even if they don't enter the boss password (secret). '/quiet' - Anyone may connect to the server without specifying a password. Anyone that gives the boss password (/quiet) will also be a boss. '/' - This would be interesting! Anyone can connect to the server without specifying a password.

Everyone that connects will be a boss. In addition to this boss password, a more powerful admin password can be specified. Clients connecting to the server using the admin password in their password field will be made admins of the server. These remote admins will have full control over the server, including shutting down the server and banning players.

To set up the server to allow remote admins, specify an admin password in the server's PLAYER. INI as shown below. [SERVER] admin password = ; administrator password Clients wanting to connect to the server as a remote admin would need to enter the admin password in the game's password field (this would super cede any access passwords the server may normally require). For example, if a server was setup using a normal access password of 'foo' and an admin password of 'bar', a client would only need to specify 'bar' as the password to connect to the server as an admin. Clients already connected to a server can 'log-in' as an admin or a boss by entering the appropriate password using the following chat commands: ! admin admin password - Used to log-in to the server as an admin, where 'admin password' is the server's current admin password.! boss boss password - Used to log-in to the server as a boss, where 'boss password' is the server's current boss password. EJECTING DRIVERSAny admin or boss (remote or local) may remove a player from their server by using the '! eject' command.

Ejected drivers will be able to reconnect once the server is reset or returns to the track select screen. The command should be entered as a chat message. The format of the command is '! eject player', where player can either be the '#'s ymbol along with the player's car number, or the players name. For example: '! eject #12' '! eject smith' '! eject j. smith' '! eject john. smith " BANNING DRIVERSAny admin (remote or local) may also ban a player from their server by using the '! ban' command. For non-Sierra. com races this will eject the driver from the race and prevent them from reconnecting until the server is reset. For Sierra. com races, the driver is ejected and automatically added to the server's muzzle list which will prevent him from ever reconnecting.

Again the command should be entered as a chat message. The format of the command is '! ban player', where player can either be the '#'s ymbol along with the player's car number, or the player's name. For example: '! ban #12' '! ban smith' '! ban j. smith' '! ban john. smith " ADDITIONAL SERVER ADMINISTRATION COMMANDS In addition to ejecting and banning drivers, server admins and bosses have several additional administration commands which they may use to control their server. These commands are entered as chat messages, and must be preceded by an exclamation point as outlined below: ! list commands - Returns a complete list of administration commands.! do not auto start next race - Temporarily overrides a server running a series of looped races allowing you to exit back to the track setup screen and select a new track and / or race options (note that the server will resume the previous loop at the completion of the race using the newly selected race options).! show password - Returns the server's current access, boss, and boss username passwords.

The server's password string will be reported back in the following format: 'access pw d / boss pw d = boss username'! show admin password - Returns the server's current admin password (available to admins only).! set password - Used to change the server's current access password. The format of the command is '! set password access pw d', where 'access pw d' is the desired access password for the server. The server's updated password string will be reported back in the following format: 'access pw d / boss pw d = boss username'! set admin password - Used to change the server's current admin password. The format of the command is '! set admin password admin pw d', where 'admin pw d' is the desired admin password for the server (available to admins only).! set boss password - Used to change the server's current boss password.

The format of the command is '! set boss password boss pw d', where 'boss pw d' is the desired boss password for the server. The server's updated password string will be reported back in the following format: 'access pw d / boss pw d = boss username' (available to admins only).! set boss user - Used to set the server's current boss username password. The chat command '! set boss user boss username' would make a user named Fred a boss when they connected to the server. The server's updated password string will be reported back in the following format: 'access pw d / boss pw d = boss username' (available to admins only).! clear password - Removes the server's current access password.

The server's updated password string will be reported back in the following format: 'access pw d / boss pw d = boss username'.! clear admin password - Removes the server's current admin password (available to admins only).! clear boss password - Removes the server's current boss password. The server's updated password string will be reported back in the following format: 'access pw d / boss pw d = boss username' (available to admins only).! clear boss user - Removes the server's current boss username password. The server's updated password string will be reported back in the following format: 'access pw d / boss pw d = boss username' (available to admins only).! make boss - Used to give boss privileges to a player currently connected to the server. The format of the command is '! make boss player', where player can either be the '#'s ymbol along with the player's car number, or the player's name.! make non boss - Used to remove boss privileges from a player currently connected to the server. The format of the command is '! make non boss player', where player can either be the '#'s ymbol along with the player's car number, or the player's name.! shutdown - Shuts down the server (available to admins only)... - Repeat the last successful command (note that the leading! is not needed for this command).

RUNNING AN OPEN SERVER NASCAR (R) Racing 2002 Season allows you to create a server that can be controlled by other users to set up their own races. When run as an 'Open Server', the game will wait on the race setup screen and the first client who connects to the server will automatically be made a boss. The boss can choose race options and advance the server to the race weekend and run the race (see below for specific limits the server administrator can enforce). If this boss disconnects another user connected to the race will be selected to take over as the new boss. At the completion of the race session, the server will disconnect all clients (including the active boss), and cycle back to the race setup screen waiting for the next user to connect and take control. The parameters that control an open server are in the [SERVER] section of CORE.

INI. - open server = 0 Change the 0 to a 1 to turn this server into an open server. Note that this is only takes effect if either dedicated = 1 or launch = 1 (note that these two values are automatically set to 1 when SERVER. EXE is used). - open server boss idle limit = While at the race setup screen, a user will only be allowed to be a boss for up to this number of minutes before their boss ness is revoked and given to some other user. This is to prevent someone from connecting to the server, becoming a boss, walking away, and thus hijacking the server. If this value is set to 0, then this feature is disabled. - open server disable cancel weekend It's entirely possible that the boss of the server could wreck himself in turn one on lap one at which point he may want to cancel the weekend. If this value is set to 1, then bosses will not be allowed to cancel the weekend once it has begun, and instead they will only have the option to disconnect at which point a new user will take over as boss. - open server practice length limit = NThis specifies the maximum combined practice / warmup time for the race weekend (in minutes).

The boss will be given an error message if they try to change either the practice or warmup session length such that the sum of the two is more than this value. Setting this value to 0 disables this feature and allows any normal practice and warmup session lengths to be set. - open server race percent limit = NThis specifies the maximum race length percentage that the boss will be allowed to set. Setting this value to 0 disables this feature and allows any normal race length percentage to be set. - open server restart limit = NThis specifies the maximum number of session restarts that the boss will be allowed to use. Setting this value to 0 disables this feature and does not allow any session restarts. When restarting sessions, each session that is in between the current and desired sessions counts towards this allowed total.

For example, going from the race session back to practice would count as 4 session restarts because you would be restarting the race session plus backing through three completed sessions (this is assuming that the warmup session was enabled). - open server max latency limit = NThis specifies the maximum latency a client can have and still be allowed to connect to the server. Setting this value to 0 disables this feature. - open server max rating limit = NThis specifies the maximum Sierra. com rating from 0 to 10 that a client can have and still be allowed to connect to the server. Setting this value to -1 disables this feature. Note that this value must be used in conjunction with the open server min rating limit value listed below to set a valid min to max range. - open server min rating limit = NThis specifies the minimum Sierra. com rating from 0 to 10 that a client must have and still be allowed to connect to the server.

Note that this value must be used in conjunction with the open server max rating limit value listed above to set a valid min to max range. SIERRA. COM RATINGS SYSTEM Note that although we currently have no plans to change any of this, it is all subject to change without notice. Higher ratings are better. 10 is the highest rating, and 0 is the lowest. When you create a new Sierra. com user ID, the ratings for that ID will all be 0.

Your current ratings appear in the 'RATINGS' box on the 'Available Races' multiplayer screen. You have separate ratings for each of four track types. RC = road course (Watkins Glen and Sears Point) ST = short track (Bristol, Martinsville and Richmond) SS = super speedway (Daytona and Talladega) SW = speedway (currently, all other tracks) A race server will update the ratings database if all of the following conditions are met: - The race has rating restrictions in effect for the track type being run. - At least four players started the race (this does not include AI drivers). - The race winner completes enough laps to account for at least 10 minutes of racing at a 'normal' lap speed at this track.

Generally, 10% races will qualify. Once the race is complete, each driver that started the race will be assigned points for this race as follows... - You gain points for each driver you finish ahead of. You gain more points if your current rating is lower than the other driver, and fewer points if your rating is higher than the other driver (within limits).

For example if your rating is a 3, and you finish ahead of a driver with a rating of 5, you gain more points for beating them than they would gain if they beat you. - You lose points for each driver you finish behind. You lose more points if your current rating is higher than the other driver, and fewer points if your rating is lower than the other driver (within limits). - You lose points if you are involved in an incident. An incident is defined as any situation that would cause a yellow flag, whether or not yellow flags are currently enabled. No attempt is made to determine who was the 'instigator' and who was a 'victim.

' Note that this (generally) means that drivers that finished well will receive positive point totals, and drivers that finished farther back in the pack will receive negative point totals. We then look at your points total for this race and your previous 9 races at this type of track. Your lowest 2 point total races are dropped, and the point totals from the remaining 8 races are averaged. If the average is greater than some limit (a positive number), your rating for this type of track is increased by 1, and your race point total history for this type of track is reset to 0.

If the average is less than some limit (a negative number), your rating for this type of track is decreased by 1, and your race point total history for this type of track is reset to 0. The limit point at which your rating will increase gets higher as your rating gets higher, making it harder to increase your rating as your rating increases. That is, it's much easier to go from a 0 rating to a 1 rating than it is to go from a 9 to a 10. The limit point at which your rating will decrease gets smaller (in magnitude, but numerically higher since it's a negative number) as your rating gets higher, making it easier to lose a rating level as your rating increases. That is, it's much easier to drop from a 10 to a 9 than it is to drop from a 1 to a 0. Something you would do well to note: - Provided all the conditions above are met, your rating will be updated even if you don't finish the race!

If you get caught up in some turn one shenanigans and quit the race in frustration, your rating will suffer the consequences. If you care about your rating, you have a couple options: (a) check out the competition during practice and warmup. If it seems like there are a lot of yahoos out there, disconnect from the server and go find another race. If you don't get into your car during the race session, your rating won't be updated. (b) Take it easy on the first lap! If you drive aggressively into turn one and leave yourself no margin for error (yours or someone else's), you are much more likely to come out a loser than a hero. (c) If you do get taken out early in the race, keep driving!

You probably won't win the race, but many people will ignore this advice and just quit (you know the type - incidents are ALWAYS someone else's fault, and they constantly spew profanity). Finish the race and drive their rating down! VIEWING DETAILED SIERRA. COM RATINGS You can view a detailed Sierra. com points history by clicking on a Sierra. com ID in the 'PLAYERS', 'INVITE' or 'MUZZLE' lists, hitting the 'P' (profile) button, and then holding down the left-shift and left-control keys while the PROFILE dialog box is displayed. The number between is your current rating at the track type, and the numbers between are your point totals for your last 9 races. The other numbers are RR = races run, RC = races completed, LA = laps available in those races, LC = laps completed, and IC = incident count.

Your LPI (laps per incident) rating is LC divided by IC. RATINGS UPDATE MESSAGE AFTER COMPLETION OF RACE After the server has completed its ratings updates, clients still connected to the server will receive a system chat message informing them of the ratings outcome of the completed race. The message is of the form... Incidents (i), Points (p): New Rating (r), Average (a). Up@ (u) Down@ (d) This means that you were assessed (i) incidents, and received a total of (p) points for this race. The word New will only appear if your rating changed as a result of this race.

You now-current rating (r) is given, and your current average skill points (after dropping the two lowest) is shown as (a). (u) and (d) show the average point levels at which your rating will increase or decrease. Also, you will be informed if ratings were disabled for the race, or if there were too few drivers or the race was too short to qualify for ratings updates. V. CONTACTING SIERRA A) Customer Service, Support, and Sales) Technical Support) Legal Information) Customer Service, Support, and Sales United States U.S.A. Sales Phone: (800) 757-7707 Hours: 24 hours a day, 7 days a week International Sales: (310) 649-8008 Hours: Monday-Friday 8 AM to 5 PM PST Sierra Entertainment 6060 Center Drive 6th Floor Los Angeles, CA 90045 web United Kingdom Vivendi Universal Interactive Publishing UK Ltd. Main: (0118) 920-9111 Monday-Friday, 9: 00 a.m. - 5: 00 p.m.

Fax: (0118) 987-5603 Disk / CD replacements in the U.K. are lb 6.00, or lb 7.00 outside the UK. Add 'ATTN. : Returns. ' 2 Beacontree Plaza, Gillette Way, Reading, Berkshire RG 2 0 BS United Kingdom France Vivendi Universal Interactive Publishing France Vente par Correspondance 32, Av de l'Europe B^at Energy 1 (2 e 'et age) 78 941 VELIZY-VILLACOUBLAY CEDEXFranceT " el " eph one: 01 30 67 90 53 Du lun di au jedi, de 9 h 00 'a 18 h 00 Le, de 9 h 00 'a 17 h 00 Fax: 01 30 67 90 94 Germany Vivendi Universal Interactive Publishing Deutschland GmBH Tel: 018050 / 774353 Montag - Freitag von 8.30 Uhr - 22.00 Uhr sowie Sa. von 9.30 Uhr - 19.00 UhrFax: 018050 / 32936 Postfach 111155253 Budenheim Deutschland On-Line Sales CompuServe United Kingdom: GO UKSIERRACompuServe France: GO FRSIERRAInternet USA: web United Kingdom: web France: web Germany: web Disk and or Manual Replacement: Product Returns: Vivendi Universal Interactive Publishing International Sierra Warrantee Returns 4247 South Minnewawa Ave.

Fresno, CA 93725 Vivendi Universal Interactive Publishing International Sierra CD / Doc Replacement 4247 South Minnewawa Ave. Fresno, CA 93725 NOTE: To replace your CD (s) please send only the damaged CD and a copy of your dated receipt, if less then 90 days. After 90 days please include a $10.00 handling fee along with the CD (s). For Documentation replacement, please include a $5.00 handling fee and a photocopy ONLY of either your disk or CD. Payment should be made at the time of your request.

Sorry, no credit cards. Returns to this address valid in North America only. B) TECHNICAL SUPPORT North America Sierra On-Line offers a 24-hour automated technical support line with recorded answers to the most frequently asked technical questions. To access this service, call (310) 649-8033, and follow the recorded instructions to find your specific topic and resolve the issue. If this fails to solve your problem, you may still write, or fax us with your questions, or contact us via our Web site. Sierra Entertainment Technical Support 4247 South Minnewawa Avenue Fresno, CA 93725 Main: (310) 649-8033 Monday-Friday 8: 00 a.m.

- 4: 45 p.m. PST Fax: (310) 258-0755 web Kingdom Vivendi Universal Interactive Publishing UK Ltd. offers a 24-hour Automated Technical Support line with recorded answers to the most frequently asked technical questions. To access this service, call (0118) 920-9111, and follow the recorded instructions to find your specific topic and resolve the issue. If this fails to solve your problem, you may still write, or fax us with your questions, or contact us via the Internet. Vivendi Universal Interactive Publishing UK Ltd. 2 Beacontree Plaza, Gillette Way, Reading, Berkshire RG 2 0 BS United Kingdom Main: (0118) 920-9111 Monday-Friday, 9: 00 a.m.

- 5: 00 p.m. Fax: (0118) 987-5603 web Universal Interactive Publishing France Support Technique 32, Av de l'Europe B^at Energy 1 78 941 VELIZY VILLACOUBLAY CDEXFranceT " el " eph one: 0 891 670 800 (0, 22 euro / mn) Serveur vocal 24 H/24 et 7 J/7 Technicians du Lundi au Vendredi de 8 H 00 'a 21 H 00 Samedi, Dimanche et jour's f'er i'es de 10 H 00 'a 18 H 00 Fax: 01 30 67 90 65 Courrier 'electro nique: web Universal Interactive Publishing Deutschland GmBH Technische r KundendienstPaul-Ehrlich-Strasse 1 D-63225 Langen Deutschland Tel: (0) 6103-99-40-940 Montag bis Freitag von 10 - 19 UhrFax: (0) 6103-99-40-188 Mailbox: (0) 6103-99-40-35 web Universal Interactive Publishing Espa~na C / Nuestra Se~nora de Valverde, 23 28034 MADRID Espa~na (Spain) Tel'e fono: 91 735 34 37 Lunes a Viernes de 9: 30 a 15: 00 y de 16: 00 a 18: 30 Fax: 91 735 32 web il vos tro. C) Sierra Warranty & Legal Information You are entitled to use this product for your own use, but may not copy, reproduce, translate, publicly perform, display, or reduce to any electronic medium or machine- readable form, reproductions of the software or manual to other parties in any way, nor sell, rent or lease the product to others without prior written permission of Sierra. You may use one copy of the product on a single computer.

YOU MAY NOT NETWORK THE PRODUCT OR OTHERWISE INSTALL IT OR USE IT ON MORE THAN ONE COMPUTER AT THE SAME TIME. UNAUTHORIZED REPRESENTATIONS: SIERRA WARRANTS ONLY THAT THE PROGRAM WILL PERFORM AS DESCRIBED IN THE USER DOCUMENTATION. NO OTHER ADVERTISING, DESCRIPTION, OR REPRESENTATION, WHETHER MADE BY A SIERRA DEALER, DISTRIBUTOR, AGENT, OR EMPLOYEE, SHALL BE BINDING UPON SIERRA OR SHALL CHANGE THE TERMS OF THIS WARRANTY. IMPLIED WARRANTIES LIMITED: EXCEPT AS STATED ABOVE, SIERRA MAKES NO WARRANTY, EXPRESS OR IMPLIED, REGARDING THIS PRODUCT. SIERRA DISCLAIMS ANY WARRANTY THAT THE SOFTWARE IS FIT FOR A PARTICULAR PURPOSE, AND ANY IMPLIED WARRANTY OF MERCHANTABILITY SHALL BE LIMITED TO THE NINETY (90) DAY DURATION OF THIS LIMITED EXPRESS WARRANTY AND IS OTHERWISE EXPRESSLY AND SPECIFICALLY DISCLAIMED. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU.

NO CONSEQUENTIAL DAMAGES: SIERRA SHALL NOT BE LIABLE FOR SPECIAL, INCIDENTAL, CONSEQUENTIAL OR OTHER DAMAGES, EVEN IF SIERRA IS ADVISED OF OR AWARE OF THE POSSIBILITY OF SUCH DAMAGES. THIS MEANS THAT SIERRA SHALL NOT BE RESPONSIBLE OR LIABLE FOR LOST PROFITS OR REVENUES, OR FOR DAMAGES OR COSTS INCURRED AS A RESULT OF LOSS OF TIME, DATA OR USE OF THE SOFTWARE, OR FROM ANY OTHER CAUSE EXCEPT THE ACTUAL COST OF THE PRODUCT. IN NO EVENT SHALL SIERRA'S LIABILITY EXCEED THE PURCHASE PRICE OF THIS PRODUCT. SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.

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