Changes in 24834b: =================================== (linux) - numpad / * - + binding fixed Changes in 24834a: =================================== (linux) - fix for a forum crash bug Changes in 24834: =================================== (linux) - the network status window will display the net stats now. Map Editor =================================== Several editor crashes have been resolved and this tool should be more stable for the MOD community now. VCR Mode =================================== The VCR Mode has been implemented. F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission. Other controls can be used while playing back a recording. They include: -- ESCAPE will stop the playback -- TAB will pop up the playback controls window in the upper part of the screen -- SPACEBAR will pause/unpause the playback -- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed) -- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed) ***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it. Satchel Charge Icon Glow =================================== When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status. "Visibility" option for Server Admins ===================================== Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance". NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator". World Skins Default to Main Tribes ========================================== The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages. Teams now use skins for CTF games relative to the planet - as follows: Terrain Team 1 Team 2 Ice Starwolf Blood Eagle Lush Blood Eagle Diamond Sword Badlands Starwolf Diamond Sword Desert Phoenix Blood Eagle Lava Diamond Sword Phoenix If the server admin wishes to specify team skins, set the variable $host:: useCustomSkins = true; in serverPrefs.cs if this variable is set true the skins and names used are $Host::TeamName1 and $Host::TeamName2 and $Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs. These team and skin names are always used for non-CTF games. NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides. Cheat Fixes =================================== Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur. NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.) Siege Halftime Improved =================================== The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides". CTF Individual Scoring =================================== No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game. Scoring Details ---------------------- Kill: 10 pts Flag Capture: 30 pts Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50] Carrier Escort: 3 Sniper Headshot: 1 Turret kill: manned: 10 automated: 3 Flag Defend: 5 Flag Carrier Kill: 5 Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.) Generator Defend: 5 pts Object Destroy Repair Generator 10 8 Sensor 4 1 Base Turret 5 4 Inv Station 2 2 Vehicle Station 5 4 Solar Panel 5 4 Sentry Turret 4 2 Deployed sensor 1 0 Deployed inv station 2 0 Deployed turret 3 3 Shrike 5 Bomber 8 Havoc 5 Wildcat 5 Tank 8 MPB 12 *vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points **vehicles destroyed also score 2 points per passenger (after any multiplier) ***points accumulated in a vehicle are earned by everyone in the vehicle Heat Lock vs. Target Laser Lock =================================== Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first. Objective HUD Visible on Vehicles =================================== The objective HUD is now visible while flying/driving vehicles. Client-Side Toggle on Vehicle Tport =================================== The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME. EAX Sound Improvements =================================== EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.) IFeel Force Feedback Mouse =================================== The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available. Vehicles Parking on Flags =================================== "Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long. Aiming Up and Down =================================== The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective. Jetpower for Suits =================================== Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board. Splash Damage =================================== Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable. Shrike Speed =================================== The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant. Mine Damage =================================== Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot. Missile Launcher =================================== The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m. Heat Signature Fall Off =================================== Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon). Suit Mortars vs. Tanks =================================== The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful. Shrike Gun Changes =================================== The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers). Water Movement =================================== Speeds in water have been greatly increased so as to make water a more viable playing environment. Whiteout Grenades =================================== A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds. OOB Grid =================================== The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid"). Wildcat Grav Bike =================================== "Suspension" has been added to the Wildcat making it easier to control over rough terrain. Air Drag =================================== Air Drag has been reduced making the game feel "faster". Panther XL Support Added =================================== Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue. Flight Ceiling limited for Shrike =================================== If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally. "Unassigned" Team =================================== This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed. and random string issues =================================== There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts. II. TROUBLESHOOTING ---------------------------- NOTE: For up-to-date online troubleshooting information, go to the following URL: www.tribes2.com. This URL is accessible directly from the game. If you cannot access the game, use your Internet browser to reach the URL. - A few users may find that the initial update of SierraUpdate will fail on their system (usually only Win95B users or a few customers with unusual configurations of Win2000). If you experience problems with that utility, try downloading it manually from "http://tribes2update.sierra.com". - If the game does not install properly, reboot your machine and try again. - If the game installs properly but does not boot up, make sure you have the latest software drivers for your video card. You can launch the “OpenGL Setup” executable to check your current drivers. TRIBES 2 hardware requirements can be found in the Readme document on the CD. - If the game boots up but the frame rate is slow, first check to see whether you have the most current software drivers for your video card. Then go to SETTINGS and adjust your Video and Graphics settings to improve performance. - If you have low system RAM (less than 96MB), and you are experiencing virtual memory access during the game, you should make sure that a) there are no other applications running in the background while you play Tribes 2, and b) that your Texture Resolution slider (in Graphics Options) is set to its lowest setting. This should resolve the problem. - If you have your AGP aperture set incorrectly, the game will run slowly -- but so will every other 3D game. If this issue is of concern to you, we suggest you consult your machine's manual for guidance on how to adjust your AGP aperture. We have provided a link to some information on AGP aperture settings: http://members.tripod.lycos.nl/Erado/HW_Guide/General/AGP_Aperture.htm. - If your keyboard gets "stuck": The keyboard sometimes gets stuck when you press 3 or more keys at the same time. To fix this, press the 'Esc' key twice. ==================================================================== GAMEPLAY FREEZES When using AMD processor and Windows 2000: This issue is widely known amongst tech-heads but like many other issues doesn't necessarily trickle down to the masses. Dynamix QA has experienced seemingly random full system crashes since testing Tribes2. Yet there has never been a way to fully pin it down. AMD recently released a patch fixing a problem on older motherboards when using AMD + Win2k that completely wipes out the problem we were experiencing. The symptom is having random system freezes. The problem is in their AGP pipeline. Well here let the experts explain it: http://www.amd.com/products/cpg/athlon-duron/amd_win2k_patch.html ==================================================================== NOTE: D3D has been disabled for the GeForce family,due to issues discovered while testing the latest drivers. ==================================================================== TESTED VIDEO DRIVERS: Here are the drivers we tested with and the video mode that we experienced the best performance with for each of the card groups. We hope this helps you troubleshoot your own systems. -------------------------------------------------------------------- TNT: Det 6.50 (Runs best in D3D) TNT2: Det 6.50 (Runs best in OpenGL) TNT Cards and Windows XP. The 12.41 drivers are not compatible with WIN XP and you will experience a fatal crash during Video initialization. Vanta: Det 6.50 (Runs best in D3D) GeForce: Det 6.50 (Runs best in OpenGL) GeForce2 (all): Det 6.50 (Runs best in OpenGL) Voodoo 5 & 4 : 1.04.00 (Runs best in OpenGL) Note: Some folks have said that you need to use the November release of these drivers...not the February release. This MAY have something to do with the UE problem. Try it out if you are having that problem. Voodoo 3 : 1.07.00 (ONLY runs in D3D) Note: If you see OpenGL as an option inside the game, then that is an indicator that your drivers are out of date. You should upgrade at your earliest convenience. Do *not* use OpenGL...it *will* crash your game. If you run a "palletized" texture mode with the Voodoo3, you will see white/rainbow flashing textures. This may be a sign that you don't have the correct video driver or you have a rare configuration that we can not profile correctly. Voodoo 2 : 3.02.00 (ONLY runs in OpenGL) Matrox G400 & G450 : w9x_623 (runs slightly better in OpenGL) Note: Matrox has released new drivers for their G450, G400 and G200 MMS video cards running under Win98 and WinME. The drivers address a number of game specific problems, including with TRIBES 2, Unreal Tournament, Gore, Oni and others, as well as a few other issues. Those newer drivers are have not yet been tested by Dynamix/Sierra...but they are reported to work better than the ones we list here. Diamond Viper II : w9x_95103 (ONLY runs in OpenGL and not at all on Win95B) ATI Rage 128 & 128 Pro : 4.12.6269 (runs best in OpenGL and not on W95B at all) ATI Rage Fury Maxx : 4.11.01.7925 (runs best in OpenGL) Permedia 3 : 21070825 (Runs best in D3D) PowerVR Kyro 3 : OEM Drivers (ONLY in D3D) Radeon : NOTE: Do to a limitation of the Radeon drivers You cannot set your game to a different bit depth setting in the game than what your desktop is using. In otherwords, if you are running your desktop in 16-bit color depth, then you must run your game in 16-bit depth also. The game will not allow you to make an incorrect setting. If you want to run your game in 32-bit color, then you must set your desktop to that setting also. ==================================================================== ---------------------------- NETWORK SETTINGS ---------------------------- Settings: The packet rate and packet size sliders have been removed. More connection choices have been added to the preset list. NOTE: Your connection has been forced to 56K modem for now. If you would like to change those settings, you should go to SETTINGS/NETWORK and try one of the other presets. *** NOTE *** You should go to your Network Settings and choose the Preset that you want to use. Please do this EVEN if you have a 56K Modem, just to be sure that the settings are recorded in your prefs file correctly. When connected to a server a new graph display will be shown in the network settings dialog. Each metric can be toggled on/off by clicking on the text whose color corresponds to the line in the graph. The user will want to maximize throughput while minimizing packet latency. The 'send packets' metric corresponds to the 'Client Update Rate' slider. The user needs to be careful not to set network settings too high. When connected to a small game with little action, a modem user could probably get away with setting their network preset to 'Cable' or 'T1/Lan'. But, when connected to a game with many players and vehicles and lots of action, the user could experience stutters and high latency with that setting. Hud: The user can activate the network hud by pressing 'ctrl-n'. This hud has two states, the first being identical to the graph in the Network Settings dialog. Pressing 'ctrl-n' a second time will toggle the hud into it's other state. This hud shows the ping (ms) and packet loss (%) on the top and has two progress bars to display packet throughput. The top bar measures the percentage of maximum packet send throughput given the settings you have selected. The bottom bar measures the maximum packet receive throughput. These bars will not necessarily reach peak, since the server may be capping the number of packets the user receives per second. They will indicate, however, when there is a problem with the network connection. If these bars become erratic or drop to their minimum position, then the user is probably experience connection problems with the server. ---------------------------- PURE SERVERS ---------------------------- Q: What is a PURE server? A: A PURE ("base") server is a dedicated Tribes2 server which is running only the scripts and missions that are part of the most recent version of Tribes2 - the authorized version distributed by Dynamix. NOTE: A server MUST be a DEDICATED SERVER in order to qualify as a "pure" server. Q: Why would we care whether a server is a PURE ("base") server? A: There are two reasons. Because of the versatility of the Tribes2 scripting language, a server can be customized to a great extent. Some servers have been set up with modifications such as discs that shoot twice as fast, or sniper rifles that can kill a heavy in one shot. Some servers are playing brand new game types with different rules. We created the PURE server so that before joining a server, a player will know whether they're playing Tribes2 as it was originally designed by Dynamix, or if they may encounter some (really fun, but) unexpected features. The other reason is to ensure the integrity of a tournament match. On a PURE server, no custom scripts or changes to missions are permitted on the server. Even commands entered directly into the server console are filtered to prevent a "biased" server operator from influencing the match. Q: Is a PURE server "better" than a modified one? A: Absolutely not. There have been many different modifications made by people hosting their own servers which have been incredibly fun to play. This is just a way of identifying which servers have been modified. For beginners, it is recommended that they first join a PURE ("base") server in order to first see Tribes2 as the designers at Dynamix created it. Q: How can I tell if a server is a PURE ("base") server? A: After you log in to Tribes2 and switch to the "Join Server List", PURE ("base") servers are the ones that are listed in blue. If the server has a different version number than you, the server may show up in grey, however, the "Rules Set" column will still say "base". If you are hosting a PURE server, the console prompt will be "PURE%" instead of just a "%". Q: Will joining a PURE server stop me from using my own client scripts? No, PURE servers only change how the server is hosted. You don't have to download anything to join a PURE server, and all your custom client scripts will work as before. Q: How do I Host a PURE Server? There are two ways of hosting a PURE server. From the "Host Game" screen, press the "Advanced Options" button. A new "PURE Server" switch has been added beside the "Dedicated" switch. Make sure it is on, press the "Save" button to close the options dialog, and then press the "Start Game" button, and you will launch a PURE server. The second method is if you start a server from the command line. In the latest version, when executing "Tribes2.exe -dedicated", PURE mode is on by default, unless you also include a "-mod ..." argument. If you want to host a non-pure dedicated server, you have to include a "-nonpure" argument. Q: What happens to my server scripts when hosting a PURE server? A: Any scripts which are not distributed by Dynamix, and are not part of the official Tribes2 release (ie. are not found in scripts.vl2), will be filtered when executed. Only statements assigning variables beginning with "$Host::" will have any effect. All other statments will be ignored. This includes all function calls, function definitions, datablock definitions, and any access to game objects or fields of game objects. Q: I tried creating a dedicated server, but it didn't show up as PURE , and my console prompt isn't "PURE%". What happened? A: In order to create a PURE server, we must first verify that your installation of Tribes2 has not been compromised. The things that can prevent a server from being PURE are: 1. If you launched the server from the shell, but the PURE SERVER switch wasn't set to "on". 2. If your copy of console_start.cs has been modified in any way. 3. If your copy of scripts.vl2 has been modified in any way. 4. If your copy of missions.vl2 has been modified in any way. 5. If you have added or downloaded any "missions/*.mis" files. PURE servers only run the missions distributed by Dynamix. If any of these things are true, the server will not show up as PURE, but will still function fully as a dedicated server. Q: I want to create a PURE server, but I have an admin script with which I need to manage it. Is there any way I can execute this script? A: Unfortunately not - it is impossible to determine the intent of a function. We can only guarantee our own functions against results that could compromise a server. ==================================================================== MISSION EDITOR: The manual incorrectly states that the mission editor is accessed by hitting CTRL+E. Instead hit ALT+E while in the game to bring up the editor. 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