BIP v0.1.2L (amos)


Introduction

An 8 player dog fighting game, based on the amiga programs BIP and BIPII by Peter Mason, which in turn were based in the intellivision Tripple Action game Biplanes by Mattel. Linux Version Linux is all a bit new to me, so you'll forgive me if this is a bit weird, i have tested it under mandrake 9 and it seems quite stable

Controls

Flight Controls
Player Throttle Up Throttle Down Dive/Climb Dive/Climb Shoot
1 w s a d Q
2 5 2 1 3 0 (kpad)
3 i k j l u
4 up down left right rshift
5 f2 f3 f1 f4 f5
6 home end del pgdn insert
7 / 8 7 9 - (kpad)
8 f10 f11 f9 f12 f8

General Controls
[ESC]ape quit ( cant quit in network mode )
[R]eset reset game
de[B]ug display debug data
[F]ps display fps and other info
[P]ause pause the game
[H]elp bring up this help
[M]ute mute
skin[Z] list skinz
[C]redits display game credits
[O]nline online mode, connect to server
back[G]round turn background on/off
1,2,3,4,5,6,7,8,9,0 swap to skin x, use[Z] for a list

Network Games

The networking is in its infancy, so its a bit pap at the moment, but it will improve honest! Lots of checking is missing so it'll probably do some daft stuff and also the packets are a bit big for a 56k modem, bit lurchy 64k ISDN is fine.
Having said that it is possible to have a game or two and it dosnt crash that much, honest guv.

So heres what you do:
1)Edit the aahalf.ini file from the skin directory you will all be using for the net game. i.e. Bip\Data\biplanes\aahalf.ini
2)Make sure all the refresh rates for all the players are the same
3)Set SERVER_IP to the ip address of the machine that will be running the server
4)Set PLAYER_NAME for your player
5)On the machine that will serve double click bs.exe ( the server program )
6)If alls well it will start with the message "Ready Sir!"
7)Each player should now start bip
8)Swap to the agreed skin (1-10)
9)And press O to go to online mode
10)If all's well you will get assigned a number, you must fly with that players keys (yeah i know!!! but is early days! )
11)You cant quit untill you press O again to discon
NB While bug reports are appreciated this is early beta so it has some bugs that i already know about, here they are so you dont have to tell me about em:
Enemy Plane dosnt know its dead, you get a kill and plane burns while flying, but oponent dosnt know theyve died
Scores get out of sync ( because of above )
Names not broguht through properly for self or other players
Game lags badly if slow player connects

Editing

I have tried to leave bip as open as possible to editing, so you can make your own graphics sets sounds and alter the parameters to the game engine, heres how it works:
Each folder inside the data folder is a seprate skin for the game ( think of halflife custom games cept more betterer )
So to create a new skin its often easiest to copy an exising one and modify the files. All pictures backgrounds sprites are .bmp files
All sounds are .wav files
and then once you have bip looking and sounding the way you want you can mess with the game parameters by editing the aahalf.ini inside your skin directory, heres a brief overview of what the values do:

[settings]
BIT_DEPTH = 16 Bit depth the game runs in, if you use less the 16 bit, make sure all you skin bitmaps have the same pallet
REFRESH_RATE = 60 Refresh rate game runs at when full screen ( otherwise matches desktop mode )
SCREEN_X_RES = 320 X Res of playing field - recognised sizes will be full screen, odd size will be windowed
SCREEN_Y_RES = 200 Y Res of playing field
SPR_BULLET_SIZE = 1 bullet is a circle this is irs radius
WIN_SCORE = 20 how many points to get a win
BULLET_SPEED = 8.000000 bullet speed
MAX_THROTTLE = 3.000000 max speed throttle can be set too
MAX_SPEED = 4.000000 max speed acheivable ( keep higher than throttle to allow dive to gain speed )
MAX_PLUMET = 1.500000 max speed acheivable when stalled and plumeting
PITCH_UNIT = 4.000000 amount plane rotates each frame
SPEED_UNIT = 0.3000000 amount plane can accelerate each frame
STALL_SPEED = 1.000000 speed below which the plane stalls
STALL_PITCH_UNIT = 0.000000 how much nose tries to point down when plane stalls ( 0 is it dont! )
STALL_RECOVER = 2.500000 speed plane has to acheive to recover from a stall
DIVE_ACCELERATION_UNIT = 0.0800000 how much the plane accelrates when diving ( see below )
DIVE_DECELERATION_UNIT = -0.050000 how much the plane decelerates when diving ( see below )
CLIMB_ACCELERATION_UNIT = -0.050000 how much the plane accelrates when climbing ( see below )
CLIMB_DECELERATION_UNIT = -0.0800000 how much the plane decelerates when climbing ( see below )
LEVEL_ACCELERATION_UNIT = 0.060000 how much the plane accelrates when level ( see below )
LEVEL_DECELERATION_UNIT = -0.00500 how much the plane decelerates when level ( see below )
STALL_DECELERATION_UNIT = -0.005000 how much the plane decelerates when stalled ( see below )
PLUMET_ACCELERATION_UNIT = 0.040000 how much the plane accelrates when plumeting ( see below )
PLAYER_NAME = Jeff your name in multi player network games
SERVER_IP = 127.0.0.1 ip of network server (bs.exe ) to connect to

so get editing, the best skins will be put to download on kardiak!

Tips

Bip isnt very well optamized yet so it occasionaly slows down, here are some tips to get the speed up
Reduce Bip depth 16,8,4,2,1
Reduce Refresh Rate, on desktop for windowed or in aahalf.ini on full screen 60hz is lowest for most monitors
Turn the FPS display off [F]
Turn the backgrounds off [G]

Sometimes you get in the way of each other ( especialy with all 8 players on one keyboard ) so the solution is USB daisy chain some usb keyboards together, ive tried four with two people per key board, but i see no reason why 8 ( one each ) shouldnt work.

Bugs

Shedloads of em no dobt, if you spot anything email me at maff667@hotmail.com

Contact Me

Send all sorts, comments, bugs, links to your skins ( not the actual files please!!! ) sudgestions to maff667@hotmail.com

Disclaimer

This program is designed to format your RAM and generaly mess your PC up, by using it you agree this is what you want done, any trouble and we'll send the TSQN lads round with some bats.

Credits

code
- Matt Bushell
gfx
- Mark Bishop
- Steve Hawkes
- Original Biplanes graphics taken from Peter Mason's BIP on the Amiga
- Original Tripple Action Biplanes graphics ( if you can call them that ) taken from the Tripple Action Rom on Mattels Intelivision
engine parameters - Steve Hawkes - Matt Bishell testing
- Matt Weddup
- Stacy Bishop

(c)2002 matthew bushell