Read Me
By SkiJunkie
Monday, July 23, 2007
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Games Workshop, the Games Workshop logo, Blood Bowl, the Blood Bowl
logo, the Blood Bowl Spike device, and all associated marks, names,
races, race insignia, characters, vehicles, locations, units,
illustrations and images from the Blood Bowl are either ®, TM and/or
© Games Workshop Ltd 2000-2007, variably registered in the UK and
other countries around the world. Used without permission. No
challenge to their status intended. All Rights Reserved to their
respective owners.
You must own a legitimate copy of Blood Bowl (the board game
produced by Games Workshop Ltd) to legally use this program.
In no event shall we be liable for any special, incidental,
indirect, or consequential damages whatsoever arising out of
the use of or inability to use the Java Bbowl Server/Client.
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README.TXT
Java Bbowl Server/Client
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This Java program requires that Sun's Java Runtime Environment
version 1.3 or higher (JRE 1.3+) be installed on your computer.
The JRE can be downloaded from Sun's website. The url is below.
http://www.java.com/
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TABLE OF CONTENTS
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1. Installing the program
2. Starting the program
3. Known problems
4. Game Play Notes
5. List of Skills And Their Expected Spellings (Case does not Matter)
6. Mixed Race Rosters
7. Niggling Injuries and Missed Games
8. Using Special Skills
9. Using Pro to reroll block die results
10. Using Throw Team-Mate
11. Using Rerolls to reroll block die results
12. Viewing the Team Roster
13. Editing the Team Roster
14. Displaying custom pictures when moving the mouse over players
15. IGMEOY
16. Loading and Saving Player Setups
17. Displaying Player Roster Numbers on the Field Player Icons
18. Loading Rosters From A Website
19. Auto Reconnect Feature
20. Loading Saved Games
21. Fan Factor Rolls / Semi-Final Games / Final Games
22. Spectators
23. Custom Player Circle Icon Colors
24. POSITIONS.INI (Custom Player Circle Icon Letters)
25. Changing Fonts on the Player Circle Icons
26. Using the Proxy Server to Connect Games
27. "Verbose Dice Sync" Option
28. Auto Roster Update
29. "Use Nick Kelsh's Icons" Option
30. ICONS.INI (Custom Player Icons)
31. Post Game Message Window Dice Rolling
32. Getting roster download to work through an Internet Proxy
33. PORTRAITS.INI (Setting up default player portraits)
34. "Show Weather on Pitch" Option
35. Apothecary Display
36. Mouse Cursors
37. Get the Ref Display
38. POSITION.INI Tags to Change Colors and Fonts on Circle Icons (per Race)
39. POSITION.INI Tags to set a background GIF for the Circle Icons (Per Race)
40. "No AV Roll on GFI" Option
41. "Piling On Always Falls" Option
42. "No Fumble from Range" Option
43. Toggle Between GIF and Circle Field Player Icons (During a Game)
44. Option.nfo Number of Recent Selections to Save Tag
45. "Small Field" Option
46. SPP Display in Player View
47. Changing Pitch Images to Use
48. Secret Weapons
49. Command Line Launch Parameters
50. "Notify Turn Limit" Option
51. "Enforce Turn Limit" Option
52. Wizards
53. Adding Visual Markers to the Pitch
54. "Draw Team Logos" Option
55. Handicap Table
56. Star Players Support for INI Files
57. Force Options in Roster
58. Spectator Emote Sounds
59. Changing Sounds to Use
60. Field Injury Decals
61. Icons.ini [PLAYERS] Section
62. "Large Field" Option
63. Roster Numbers on Portraits
64. "Use Floating Chat" Option
##. Special Thanks Section
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1. Installing the program
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This explains how to install the BB Java Client, not Sun's JRE.
You should be able to easily install the product by unzipping
the zip file to a directory you created and keeping the embedded
directory structure.
The directories should look like the following:
<Directory Created Before Unzip[I suggest you use C:\Bbowl]>
|
----pics
|
----decals
|
----fields
|
----icons
|
----iconssmall
|
----teamlogos
|
----teams
|
----sound
|
----original
The pics folder should contain most of the bigger images in the
zip file. The fields directory should contain all the field
directories and images. The icons directory should contain all the
icon images. These are most of the 1 and 2 k gif files. The
icons in the iconssmall directory are a set of icons for use with
the small field option.
The original folder under the sound folder should contain all
the .wav files in the zip file.
The teams folder has one sample team for each race so you know
what each position type needs to be to match up with the default
position pictures.
All other files reside in the root unzip folder.
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2. Starting the program
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If you have the JRE in your path then you should be able to run
the game simply by double clicking the bbowl.jar file from
explorer. Other methods are described below.
There is a windows shortcut included in the zip file. If the
shortcut does not work on your system you may need to correct
the target path in the shortcut to point to the directory that
contains the javaw.exe program installed by Sun's JRE 1.3 install.
Also make sure the "start in:" field has the correct path to your
install directory. The default start-in directory points to
c:\bbowl.
You get to these properties by right clicking the shortcut icon
and selecting the "properties" menu item. Then go to the
shortcut tab on the dialog.
If the you cannot get the shortcut to run properly or you are on
a system other than a windows system, you can run the program
from a command line by typing the following:
java -jar bbowl.jar
You must be in the directory where the bbowl.jar is installed.
Also, java.exe, must be in your system path. If you can't
get the java.exe into your path try the following on the command
line:
<full path to java.exe>\java -jar bbowl.jar
NOTE: The program was written to be used with a screen
resoulution of 1024x758 or higher. A smaller desktop would need
to use a virtual size of 1024x758 or higher to be able to use the
program. The higher the color depth the better but I am unaware
of a color depth limitation.
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3. Known problems:
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(1) Sometimes when you first run the game after a fresh re-boot the
game screen comes up so small that you can only see the title bar
and the "X" to close the game. If this happens close and run the
game again. Everything should work fine now.
(2) On some Windows 2000 machines the graphics of the game will
flicker as you move the mouse around the screen. This is a
problem with the JRE 1.3 and direct draw in Windows 2000. To fix
this start the game. Hit CTRL-ATL-DEL to bring up the
log-off/restart screen. Hit ESCAPE to leave this screen. The
flicker should now be gone. This forces Windows 2000 out of
direct draw mode. Unfortunately this must be done again when you
next reboot the machine.
(3) On Windows XP the game comes up with all the internal game
windows squished so that the game is unplayable. Follow these
steps to fix the problem. When the game is starting and you
are on the dialog where you select teams, click the "options"
button. This is bring up the "options" dialog. On this dialog
check the "resizable windows" option. Close the dialog,
choose your teams, and start the game. After the coin toss
maximize the game window either by clicking the min/max button
or double clicking the title bar. This should make the internal
game windows resize properly.
NOTE: If this problem happens on an OS other than Windows XP
you can fix the problem by following the steps above. Additionally
you can choose to click drag the window larger until the internal
windows resize as well as maximizing the window.
(4) I have not completely tested the reading of hand edited team
HTML files. The program will always read original team files
created by the Blood Bowl Team Editor by Mike Howard and the
exported HTML files from the Team Tracker XLS spreadsheet. The
program starts having trouble with certain kinds of edits.
An example of an unsupported edit is adding font tags around
individual entries in the roster table.
(5) Problems with computer freezing or rebooting after a touchdown?
(This entire explanation is from Mr. Sanity on a FUMBBL forum post)
First the reason why the OS (2K and XP) is rebooting is not directly
because of JavaBowl. The OS is masking the real problem. Basically,
any time you have a serious crash, the default behavior is to reboot your
system (thereby hiding the BSOD). You can (optionally) turn
this behavior off by:
1) right click My Computer
2) select Properties
3) select Advanced
4) select Settigns under Startup and Recovery
5) select Automatically restart under System Failure
Now if your system crashes due to JavaBowl (or any other program),
you'll get an error screen telling you (in cryptic terms) what went wrong.
Now, for many people the cause of the crash (DRIVER_IRQL_NOT_LESS_OR_EQUAL)
is network card drivers that are not 100% up-to-date.
The following is shamelessly stolen from http://www.dessent.net/btfaq/#freeze
[quote]
Some network cards and DSL modems have buggy drivers. Common symptoms include
a blue screen (with a DRIVER_IRQL_NOT_LESS_OR_EQUAL error) or a spontaneous
reboot. Here are some common culprits:
* Linksys LNE100TX model 5, Linksys NC100, Skymaster SK1207E,
Planex FNW-9803-T, or any other network card based on the AN983B chipset by
ADMtek, sometimes also sold under the no-name "Asound" or "Fast" brands. Note
that this includes some motherboards' built-in Ethernet controllers, such as:
MSI (Microstar) MS-6378, DFI NS70-EL & AZ30-EL, USI PM-845, Fujitsu D1451.
The solution seems to be to install one of the following drivers from ADMtek:
Windows XP, Windows ME/2000, Windows 98. These are drivers from the chipset
manufacturer and are Microsoft certified. Use these drivers in place of any
other driver for those cards, including the latest version from Linksys.
* Netgear FA311 - Try this version -1.30- of the drivers from Netgear.
* Netgear FA312 - Seems to have the same problem as the FA311, but try this
version -1.8- of the drivers instead. (Note that this driver should work with
both the FA311 and FA312, so
also try it if you have the FA311 and the above driver doesn't work.)
* Alcatel Speed Touch USB DSL modem - Install these drivers.
If your network interface card (NIC) or DSL/cable modem were not listed above,
then check with the manufacturer's website and make sure you have the latest
drivers.
[/quote]
(6) On some windows 98 computers the game locks up after a block and
an empty dialog opens. This is caused by the auto push feature.
The auto push feature is where the game auto selects the push square
for you when only one push square is available. To fix this,
go into the options and uncheck the "Auto Push" feature.
(7) Some computers seem to have problems with the new sound system
started with 8.1. If you are having issues with the new sound
system causing the game to be unstable you can try reverting to
the old sound system. Add this line to the options.nfo file
using a text editor.
oldsound=true
NOTE: This means you will not hear emote sounds.
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4. Game Play Notes:
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There are shortcut keys to actions and movement
When a character is selected the following keys can be used to
select an action:
M = move
B = block
Z = blitz
H = Hand-off
P = pass
G = GFI
Once and action is selected use number keys to move, block, foul.
The numbers and their directions are as follows from the ".":
789
4.6
123
These were picked so they make sense from a keypad perspective.
(numlock on). You can use the numbers above the alpha keys as
well but it's not really intuitive that way.
E = unselect player and/or end player turn
~ = also unselect player and/or end player turn
NOTE: You may also left click the players name in the selected
player view to unselect player and/or end player turn.
+ = Scroll long list of skills down. (Only on mouse over).
- = Scroll long list of skills up. (Only onn mouse over).
ALT+L = Load team setup.
ALL+S = Save team setup.
ALT+R = View red team (left team) roster.
ALT+B = View blue team (right team) roster.
C = Put the focus into the chat window. (Network games only).
N = Display player numbers on the field icons, until released.
ALT+N = Permanently display players number on the field icons
until the "N" is pressed and released a by itself.
ALT+Q = Concede
ALT+1 = Change Left Foreground Color
ALT+2 = Change Left Background Color
ALT+3 = Change Left Highlight Color
ALT+8 = Change Right Foreground Color
ALT+9 = Change Right Background Color
ALT+0 = Change Right Highlight Color
ALT+M = Open right click menu (should work for systems other than
the Mac where right click is not opening the menu)
ALT+Z = Toggle Mute Sound
ALT+X = Toggle Mute Spectator Emote Sounds
ALT+V = Open Volume control dialog
***Mac Only*** shortcut keys since the right click menu doesn't work:
L = Load team setup
S = Save Team Setup
Q = Concede
A = Open right click menu
NOTE: Case matters on the above, so if caps lock is off you will
will need to hold down SHIFT and hit the letter.
< = View Left Team
> = View Right Team
! = Change Left Foreground Color
@ = Change Left Background Color
# = Change Left Highlight Color
* = Change Right Foreground Color
( = Change Right Background Color
) = Change Right Highlight Color
? = Open right click menu
: = Toggle Mute Sound
" = Toggle Mute Spectator Emote Sounds
{ = Open Volume control dialog
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5. List of Skills And Their Expected Spellings (Case does not Matter):
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leap, block, catch, dodge, pass, sure hands, jump up, mighty blow,
regenerate, thick skull, dauntless, nerves of steel, stunty, tackle,
frenzy, sprint, horns, dirty player, accurate, strong arm,
break tackle, strip ball, safe throw, sure feet, big hand, extra arms,
prehensile tail, two heads, very long legs, guard, hail mary pass,
kick, foul appearance, claw, razor sharp claws, fangs, take root,
off for a bite, piling on, bone head, really stupid, pro, stand firm,
leader, side step, shadowing, throw team mate, right stuff,
always hungry, big guy, hypnotic gaze, wild animal, diving tackle,
tentacles, dump off, pass block, diving catch, multiple block
---------------------------------------
Additional Skills not in the Board Game:
undead, star, coach, infect, no hands
undead - an apothecary can not be used on this player even if
one is available.
star - marks this player as a star player and they
will accumulate no new star player points.
coach - any player with this skill will be banned from the
game when the coach is banned from the game.
(i.e. Argue the call on a foul and if the coach
is banned, this player will be banned)
infect - a player who is killed by this player will
become infected with Nugle's Rot and be added
to the roster of the opposing team as a Rotter and
placed in the reserves.
no hands - the player cannot carry the ball. Any time the ball
bounces to, or is thrown to, this player the ball will
automatically scatter. Moving onto the ball square with
this player will cause the ball to scatter, but this will
not be a turnover.
iron man - Used for handicap result of the same name. Any player with
this skill can only be stunned. BH, SI, and RIP results
against this player will be converted to a stunned result.
greatest - Used for handicap result I AM THE GREATEST! Only
one player on a team that has this skill is allowed
on the field at setup time.
---------------------------------------
Additional Skills used to give players secret weapons:
chainsaw, pogo stick, ball & chain, poisoned dagger, blunderbuss,
stakes, bomb
***NOTES: 1) The death roller is used by making the position of the player
on the roster "death roller".
2) To get the correct portraits use the following roster positions:
"Chainsaw" for chainsaw (Human, Orc, Dwarf, & Goblin teams only)
"Pogo Stick" for pogo stick (Goblin team only)
"Fanatic" for ball & chain (Goblin team only)
"Bombardier" for bomb (Goblin and Dwarf team only)
3) Look at the four supplied sample rosters named below for examples:
zSecretWeapons#.html
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6. Mixed Race Rosters:
-----------------------------------------------------------------
To create mixed race rosters you must prefix any allied players
with their race. Case doesn't matter.
Format:
<race> position
Example:
To place a dark elf thrower on a human team you would put
"Dark Elf Thrower" in the position column. While a human
thrower only needs "Thrower" in the position column because
the default race matches the team race type on the roster,
which is "human".
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7. Niggling Injuries and Missed Games:
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To tell the program what players should miss the game and what
players have niggling injuries simply place a "m" or "n" in
the "Injury" column of the roster on the affected player's row
before loading the game. The game will make the niggling injury
rolls for each player marked with a "n". For players with
multiple niggling injuries place as many comma seperated "n"s
as there are niggling injuries.
Example: a player with 2 niggling injuries would have
"n,n" in the Injury box.
"n,m" is also a valid entry. Case does not matter. The coaches
will be prompted to use an apothecary (if they has one) on any
player who fails the niggling injury roll. Player's marked with
an "m" or player's who fail their niggling injury roll will be
marked stunned in the reserves box and will not be able to be
used in the game.
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8. Using Special Skills:
-----------------------------------------------------------------
Some skills require the user to choose when they will be used.
These skills include: "Leap", "Hail Mary Pass", "Piling On",
"Pro", "Throw Team-mate", and "Hypnotic Gaze".
With the player selected, left click on the skill listing in
the selected player view. The skill will highlight to show
that it will be used. To unselect, left click on another
skill in the selected player view or hold down the control key
<ctrl> and left click the selected skill again.
NOTE: "Piling On" must be selected before the block is thrown.
This does not mean it will be used, the program will only
use PILING ON is it is necessary to surpass the armor rating.
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9. Using Pro to reroll block die results:
-----------------------------------------------------------------
In most cases you will be asked if you'd like to use a reroll
when the opportunity presents itself. In the case of blocking
you may choose to reroll the block die using pro by left
clicking the "pro" skill listed in the selected player view after
the initial block die roll.
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10. Using Throw Team-Mate:
-----------------------------------------------------------------
With the player selected, left click on the skill listing in
the selected player view. A dialog will display listing players
eligible to be thrown. (i.e. Adjacent players with "Right Stuff")
Select the player you want to throw. The range ruler will not
follow your mouse. Select an empty square within range to throw
the selected player. Pray for a happy landing.
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11. Using Rerolls to reroll block die results:
-----------------------------------------------------------------
In most cases you will be asked if you'd like to use a reroll
when the opportunity presents itself. In the case of blocking
you may choose to reroll the block die by left clicking on your
teams reroll counter after the initial block die roll.
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12. Viewing the Team Roster:
-----------------------------------------------------------------
Right click somewhere on the screen outside of the pitch. Either
player view is a good player to right click. A pop up menu will
open with the choices of "View Left Team" or "View Right Team". Left
click one of these items to open a window displaying the team
selected.
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13. Editing the Team Roster:
-----------------------------------------------------------------
You can create and edit the html team rosters easily using one
of three programs. These programs are not written by me and I take
no responsibilty or credit for them. Use them at your own risk.
In my opinion both are well written and have caused me no
troubles.
Blood Bowl HTML Team Editor
http://www.geocities.com/TimesSquare/Castle/2757/teamedit.htm
The Supernumerate Halfling Scribe for Bloodbowl
http://www.geocities.com/javabbowl/scribe.zip
A more advanced editor that also seems to work well can be found
here:
Blood Bowl Team Creator
http://www.pbembb.com/BBTeamCreator.ZIP
Finally a Java team editor that should run fine for people
using the Mac OS and the Linux OS.
Java based BB Team Editor
http://www.implodingbear.com/bbowl/
"especially built to be compatible with SkiJunkie's JavaBbowl"
--Website quote
Allstar Teameditor
http://www.ajacobs.demon.nl/allstar/bronnen/teameditor.html
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14. Displaying custom pictures when moving the mouse over players:
-----------------------------------------------------------------
To change the pictures displayed for a team you must add this block
of HTML to the bottom of the team roster html file right before the
"</BODY></HTML>" line. Replace the "hThrower.gif" (etc.) with the
name of your custom picture. You MUST copy the picture files you
use into the same directory as the HTML roster file or into the
PICS directory. Take care to use file names that will not
overwrite existing pictures in the PICS directory. You should
be able to use any plain text editor to add this block of text
to the team roster file. I myself use NOTEPAD in windows.
Team Pictures
<TABLE><TR>
<TD><IMG SRC="hThrower.gif"></TD>
<TD><IMG SRC="hLineman.gif"></TD>
<TD><IMG SRC="hBlitzer.gif"></TD>
<TD><IMG SRC="hCatcher.gif"></TD>
<TD><IMG SRC="hThrower.gif"></TD>
<TD><IMG SRC="hLineman.gif"></TD>
<TD><IMG SRC="hBlitzer.gif"></TD>
<TD><IMG SRC="hCatcher.gif"></TD>
<TD><IMG SRC="hThrower.gif"></TD>
<TD><IMG SRC="hLineman.gif"></TD>
<TD><IMG SRC="hBlitzer.gif"></TD>
<TD><IMG SRC="hCatcher.gif"></TD>
<TD><IMG SRC="hThrower.gif"></TD>
<TD><IMG SRC="hLineman.gif"></TD>
<TD><IMG SRC="hBlitzer.gif"></TD>
<TD><IMG SRC="hCatcher.gif"></TD>
</TR></TABLE>
The above will replace all 16 player pictures for the team.
You can choose to replace less if you want. Here is how to
make player 1 on your roster look like a Kroxigor.
Use this to display the Kroxigor picture instead of the
default picture. The lmKroxigor.gif file can be in the same
directory where the HTML team roster is or in the PICS directory.
If it is not in either location his picture will show up blank.
Team Pictures
<TABLE><TR>
<TD><IMG SRC="lmKroxigor.gif"></TD>
</TR></TABLE>
If you don't want to copy the pictures into the directory where the
HTML roster is or into the pics you can do this:
Team Pictures
<TABLE><TR>
<TD><IMG SRC="c:\mypicsDir\lmKroxigor.gif"></TD>
</TR></TABLE>
Type in the whole path to the file (like above) and then you won't
have to copy the file to the HTML roster directory.
You can also skip players by adding a "<TD></TD>" line in for each
player you want to skip. For example:
Team Pictures
<TABLE><TR>
<TD></TD>
<TD></TD>
<TD><IMG SRC="c:\bbowl\pics\lmKroxigor.gif"></TD>
</TR></TABLE>
This would change the picture of the third player on your roster
to the kroxigor picture. The two skipped players would continue
to use the default pictures for their player type.
*** SPECIAL NOTE ***
If you use the Team Editor Program to update your
rosters after each game you will need to manually re-add the
"Team Pictures" text using a text editor after each update.
"The Halfling Scribe" program will not remove the "Team
Pictures" so you shouldn't have to do anything special after
updating using that program.
********************
*** Another Special Note ***
If you specify the roster to load as a full URL then the
custom pictures will be downloaded along with the roster.
Example: You use "http://myweb.com/myteam.html" as team 1
on the initial setup dialog. "myteam.html" has the following
pictures block:
Team Pictures
<TABLE><TR>
<TD><IMG SRC="pics/mypic1.gif"></TD>
<TD><IMG SRC="mypic2.gif"></TD>
<TD><IMG SRC="http://anotherweb.com/mypic3.gif"></TD>
</TR></TABLE>
With this block the game will download "myteam.html". Then
download "mypic1.gif" from "http://myweb.com/pics/mypic1.gif",
"mypic2.gif" from "http://myweb.com/mypic2.gif", and
"mypic3.gif" from "http://anotherweb.com/mypic3.gif".
All downloads are placed in a folder "myteam" under the
"teams" folder.
As a general rule, if the team pictures are
visible in a browser when viewing the roster they will be
downloaded properly by the Bbowl game.
****************************
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15. IGMEOY
-----------------------------------------------------------------
How the IGMEOY option works. For networked games, you will see
an eye icon next to the weather icon when the ref is currently
watching either team. The watched team is denoted by small circle
the color of the watched team (red for red, blue for blue). The
circle is at the bottom right corner of the eye icon. The team
that matches the color of the asterisks will be sent off on
a 4+ on a foul. Teams not being watched are sent off on a 6+.
NOTE: When using the IGMEOY options fouling assists from BB2k1
are used. (i.e. Works the same as blocks). When IGMEOY is
off, there are no defensive assists. Additionally when IGMEOY
is off, offensive assists are restricted to players that are
not in an enemy tackle zone.
----------------------------------------------------------------
16. Loading and Saving Player Setups
-----------------------------------------------------------------
Right click somewhere on the screen outside of the pitch. Either
player view is a good player to right click. A pop up menu will
open with the choices of "Load Setup" and "Save Setup". Left
click one of these items to open a window displaying the setup
dialog. Alternatively you can press <alt><S> or <alt><L>
respectively. This can only be used during your team setup.
SAVING SETUPS:
To save a setup arrange your players in the desired positions.
Now BEFORE you hit <ctrl><enter> to end your setup, open the
"Save Setup" dialog. Type a name for this setup in the text
field below the list box. Existing setups will be displayed in
the list box. Hit the save button to close the dialog and save
your setup. You can also double click an existing setup in the
list box to overwrite that setup with the new setup.
LOADING SETUPS:
To load a setup open the "Load Setup" dialog. The list box will
display all existing setups. If there are none displayed you
must create some first. See saving setups above. Click the
name of the setup you wish to load and click the load button.
You can also double click an existing setup in the
list box load that setup.
----------------------------------------------------------------
17. Displaying Player Roster Numbers on the Field Player Icons
-----------------------------------------------------------------
To help in locating players on the field you can temporarily
display team numbers by pressing and holding the "N" key. The
team numbers will go away when the "N" key is released.
<alt><N> with permanently display the team numbers. The team
numbers will remain visible until you press and release the "N"
key WITHOUT pressing <alt>.
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18. Loading Rosters From A Website
-----------------------------------------------------------------
You can now specify a URL (http://mywebsite.com/myteam.html) as
well as a local file path (c:\bbowl\myteam.html) for the team
roster to use. Specifying a URL will download the roster to
you computer in a new directory under the main game directory.
The new directory will be the name of the file. For
"http://mywebsite.com/myteam.html" a new directory "myteam"
will be created and will contain the "myteam.html" file.
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19. Auto Reconnect Feature
-----------------------------------------------------------------
There is nothing specific you need to do to use this feature.
If the connection is broken then the game will automatically
try to reconnect. The server will attempt to open a socket
to listen for the client once every 10 seconds. The client
will try to re-connect to the server every second or so.
For Example: Your ISP boots you every 2 hours. If this happens
do not close the game on either computer. The computer that
lost the internet connection should reconnect to the internet
and the game should automatically reconnect. This will only
work if the server computers IP address does not change. So
I suggest the computer with the flakier connection always
be the client.
NOTE: If either computer closes the program this feature will
NOT work. In this case, both computers will have to
restart the program and load the last saved game.
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20. Loading Saved Games
-----------------------------------------------------------------
The game automatically saves your game at the start of each
teams turn to a data file. The file is placed in a "saves" folder
under the main game folder. The data file will be a 10
character name based on the team names that were playing.
Example: Reikland Reavers playing the Champions of Death.
Save file = "ReikvsCham.dat".
Use the "Load:" field of the initial game window to load a
saved game. For network games, the server selects the dat
file to load in the "Load:" field. The client does not need
to worry about the "Load:" field and will just connect as
normal to the server.
*** NEW in 6.6d+ ***
There are now two save game type. The above .dat file saves
will remain the same. There is a new save stored in a
.inc file (uses the same name new extension).
Example: Reikland Reavers playing the Champions of Death.
Save file = "ReikvsCham.inc".
The new .inc save games are saved each time a new player is
selected and there have been dice rolls.
Example: You select your first player of the turn. The game
does not save because no dice have been rolled yet. You
block a player, get a pushback result, then this player's
turn ends. When you select your next player to move, the
game will save to the .inc file because dice have been rolled
since the last save.
By default the load dialog shows the regular .dat files. To
see the .inc files in the load dialog chance the file type
drop down near the bottom to "INC Files". Loading a game
from a .inc file is done exactly the same as a .dat file.
NOTE: IT IS VERY IMPORTANT THAT IF SOMETHING GOES WRONG DURING
A PLAYERS MOVE THAT CAUSES YOU TO WANT TO RELOAD THE GAME,
DON'T SELECT ANOTHER PLAYER BEFORE YOU CLOSE THE GAME AND
RELOAD BECAUSE THIS WILL PROBABLY CAUSE ANOTHER SAVE AND
OVERWRITE THE INC FILE.
-----------------------------------------------------------------
21. Fan Factor Rolls / Semi-Final Games / Final Games
-----------------------------------------------------------------
Fan Factor Rolls take place at the end of the game. Your teams
fan factor can increase, decrease, or stay the same as the
result of this roll. The fan factor roll is affected by the
type of game being played. (Regular season, semi-final, or
final game). Use the "Semi-Final" and "Final" check boxes on
the options screen to specify the type of game you are playing.
Leave them both unchecked to denote a regular season game.
----------------------------------------------------------------
22. Spectators
-----------------------------------------------------------------
Spectator mode is now in the game. The server will control if
spectators are allowed and the server will accept the spectator
connections. If you want spectators to be allowed enable the
"Spectators" option in the option dialog. There is a default
limit of 5 spectator connections and spectators are only able
to chat with one another.
When the server starts the spectator port used will be
the regular port + 5. (Example: I you use the default port of
8080 the spectator port will be 8085). This is the port that
spectators will use to connect. If you do not want to use the
default spectator port then you can specify it next to the
regular port. Simply enter a ":" and the spectator port right
after the regular port. (Example: If you want the regular port
to be 8080 and you want the spectator port to be 9090. You
would type "8080:9090" in the port field.) Spectators will
not be able to connect until the server and client have
made a successful connection.
You will notice a new "Spectator" selection on the main setup
dialog. This selection is used to connect to a server running
a game and spectate. You will notice the port defaults to
"8085" when you select "Spectator". This is the default
spectator port if the server uses 8080 as its regular port.
If you know the server is using a different spectator port,
enter that instead.
As this is a brand new and complicated feature there will probably
be problems. I've tried to minimize them as much as possible but
there may still be certain game events that cause spectators to get
dropped. (Hopefully this does not affect the playing
computers :-) ). There is also a chance that some things may
not sync up right away on the spectator. If players are moved
(or other things change) while the spectator is downloading
the initial game state then those players (or other things) may
be out of sync until they are moved again by the players.
The best way to minimize this is to have the players stop playing
and make sure there are no message boxes open when a spectator
connects. As this is not practical in many cases, another
alternative is for the spectator to just close his game if things
are out of sync and reconnect and hope for better sync up.
I hope to fix this in the future but haven't had the time
lately and wanted to get this and other features out.
One last note, if the server and client lose their connection
to each other all spectators will be booted as the server
and client try to reconnect. Spectators should be allowed to
reconnect once the server and client have reconnected.
** UPDATED FOR 5.2+ **
You can give yourself a chat name as a spectator.
You will need to edit the "options.nfo" file in a text editor
such as notepad. Add this line at the bottom of the file:
spectatorname=<your name>
Example:
spectatorname=Bob
That's it. You should only have to do this once, unless you
delete or replace this "options.nfo" file.
** UPDATED FOR 5.5+ **
If you wish to change the default
number of spectators add the following tag to your
options.nfo file:
numspectators=<number>
Example:
numspectators=10 <-- this line will allow 10 spectators
NOTE: I have done no testing to see how many spectators a server
can have without causing problems. So test for yourself.
** UPDATED FOR 6.9c+ **
spectatorname above will be used for in game chat now as well as
specatator chat.
You can change the color of the spectator chat text.
You will need to edit the "options.nfo" file in a text editor
such as notepad. Add this line at the bottom of the file:
spectatorcolor=<color number>
** UPDATED FOR 7.9+ **
<color number> can now be an octal or hexadecimal number.
----------------------------------------------------------------
23. Custom Player Icon Colors
-----------------------------------------------------------------
The player icons are no longer using gif images. Now
they are drawn using java primitives and fonts. This means that
you can now customize the colors of the on pitch player icons.
There are new right click menu items to allow you to
choose your own colors. The right click menu has sub menus
for "Left Team" and "Right Team". Under these sub menus are
options for "View Left/Right Team", "Icon Text Color", "Icon Back Color",
and "Icon Text Highlight". The three icon options will open
a color selection dialog for you to change the selected color.
The colors selection will be saved in the "options.nfo".
----------------------------------------------------------------
24. POSITIONS.INI (Custom Player Icon Letters)
-----------------------------------------------------------------
With the POSITIONS.INI file you can now customize the letters
that appear on the player icons. The default POSITIONS.INI file
has all the standard teams layed out with the standard letters.
You can edit the POSITION.INI file to customize what letters
appear for each position on each race's roster. The format for
each team is as follows:
[Team race as it appears on HTML roster]
<position 1 as it appears on roster>=<letters to appear>
<position 2 as it appears on roster>=<letters to appear>
...
Each team will have a block like above. Here is a sample from
the default POSITIONS.INI:
[HUMAN]
THROWER=T
CATCHER=C
BLITZER=B
LINEMAN=L
Case only matters in the <letters to appear> sections.
You can even add custom teams like so:
[BARBIE]
KEN=K
DOCTOR BARBIE=Db
BEACH BARBIE=Bb
However the game will be unable to find portrait pictures for
this new team, but that can be overcome by specifying custom
portraits in the team HTML roster.
(See "Displaying custom pictures when moving the mouse over
players")
NOTE: I've only played with 1 and 2 letter positions. More than
2 letter positions may or may not work well.
----------------------------------------------------------------
25. Changing Fonts on the Player Icons
-----------------------------------------------------------------
You can now change the fonts on the player icons if you want.
Some systems may experience performance problems depending
on the font you choose. Also not all fonts will center well
within the player icon circle. Because of this I did not make
changing the fonts a feature of the game. Instead you will
have to edit the "options.nfo" file in a text editor such as
notepad and add the following entries.
lfont=<font name>
lfontstyle=<font style>
rfont=<font name>
rfontstyle=<font style>
<font name> can be any font on your system. For windows users
look in the control panel in the fonts control. This will
list fonts on your system. Enter the full font name in place
of <font name> (case should not matter).
<font style> is how you specify PLAIN, BOLD, ITALICs, etc.
use "0" for PLAIN, "1" for BOLD, "2" for ITALIC, and
"3" for BOLD ITALIC.
Example Tags for "options.nfo":
lfont=Serif
lfontstyle=1
rfont=SansSerif
rfontstyle=3
This example has the left team using a font named Serif that is
BOLD.
The example has the right team using a font called
SansSerif (this is the default font) that is BOLD ITALIC.
Both fonts in this example are built into Java and should not
cause any performance difference from the default. I have found
that some true type fonts can cause performance degradation.
----------------------------------------------------------------
26. Using the Bbowl Proxy Server to Connect Games
-----------------------------------------------------------------
Christer Kaivo-oja (http://fumbbl.com) has written a
proxy server that can be used to connect and spectate games. The
main use is to allow people behind firewall to connect through a
machine accessible to both computers. The proxy is run on the
this accessible machine and both the server and client connect to
the proxy on this machine.
The proxy server is availble as a seperate download from this game.
There should be a download link on this game's site (and mirrors)
and on the Proxy site (http://jbbproxy.fumbbl.com).
Once you have the proxy running on a machine here is how you connect
to the proxy. You will notice on the main setup page of the Java
Bbowl game that there is a new "Proxy:" check box and attached text
field. When the "Proxy" check box is unchecked the game works as
normal. When the box is checked the proxy text field is enabled.
This text field is where you enter the name of the game you want
to create on the proxy (if you are the server) or the name of the
game you want to connect to (if you are the client or spectator).
When the "Proxy" check box is checked, you should enter the
"HOST" of the machine the proxy is running on and "PORT" the
proxy is running on. Once the game connects everything else works
the same way it has always worked. You can load games through the
proxy as well as spectate games though the proxy. The client and
spectator just need to know the "host" and "port" of the proxy and
the "name" of the game the server created on the proxy.
----------------------------------------------------------------
27. "Verbose Dice Sync" Option
-----------------------------------------------------------------
A new feature for network games is verifying dice rolls across
the network. This prevents one computer from faking rolls as
they will cause the dice rolls to get out of sync. By default
all dice verification is logged in the messages.log file. The only
time you will see verification messages in the text area is when
the die rolls do not verify properly. You will then see
"***Warning..." messages that start like that. If you want
to see verification messages all the time, enable the
Verbose Dice Sync" option. This will display verification
messages for all die rolls. Either way all die roll
verifications are logged in the messages.log file.
----------------------------------------------------------------
28. Auto Roster Update
-----------------------------------------------------------------
An updated roster will be written to the results file at the end
of the game. The file will follow this naming convention:
"<team name>.html". So "Reikland Reavers" will have a file
called "Reikland Reavers.html" in the results folder. You can
edit these rosters with the team editor but you will lose any
"team picture block". After editing the roster you will have
to re-add the "team picture" block by hand. Right now the
export does not update everything. Below is a list of what
it will update for you.
1- adds new spp actions and updates spp total for each player.
2- adds winnings to the treasury.
3- adds new injuries to the list.
4- Minus injuries (such as -ma) should be auto deducted from
player stats (maximum of -2).
4- Should auto remove any miss game (m) injuries from the
current game.
5- Should add a new skill called "SKILL ROLL" to players that
should receive a new skill roll. (Will add multiple
"SKILL ROLL" skills if applicable).
NOTE: You will have to roll for and update skills on your own.
6- Should auto update fan factor
7- Should copy over exising "player pictures" and "match record"
sections of the old roster.
NOTE: The match record is NOT updated, you will have to do this
on your own.
8- NOTE: Does NOT recalculate team rating.
You will have to do this on your own.
As this is a new feature you should verify that all the above
was done correctly. Please let me know if something is not
updating properly.
***NOTE: If you are using the freebooter rules for
star players I have added a feature that will let
you tell the game to remove star players from
the updated roster. This way you can add star
players to a roster as a freebooter and they
will not appear on the updated roster. To do this,
open the "options.nfo" file in a text editor and
make sure this line is in there:
skipstarsexport=true
With this line, all players with the "STAR" skill
will not appear on the updated roster.
----------------------------------------------------------------
29. "Use Nick Kelsh's Icons" Option
-----------------------------------------------------------------
Select this option to use the new on field player icons created
by Nicholas Kelsh. You can see all his excellent icons at
http://nkelsch.planet3k.com/. For now not all players have
icons. If a player does not have and icon and this option is
selected then the game will default to using the circle with
the letter for this player. Also, since there is only once
set of icons for team right now, only one team will use the icons
if the match contains two teams of the same race. For example:
Two Orc teams are playing each other. Team 1 will use the
Kelsh icons, and team 2 will use the default circles and letters.
There are two versions of each icon available. On is a still image,
one is an animated image. A selected player will be animated,
all other non selected players are not animated.
----------------------------------------------------------------
30. ICONS.INI (Custom Player Icons)
-----------------------------------------------------------------
With the ICONS.INI file you can now customize the images used
as the player icons. The default ICONS.INI file uses Nick
Kelsh's icons.
You can edit the ICONS.INI file to customize what images
appear for each position on each race's roster. The format for
each team is as follows:
[Team race as it appears on HTML roster]
<position 1 as it appears on roster>=<gif image>
<position 2 as it appears on roster>=<gif image>
...
NOTE: THE GIF IMAGE HAS NO PATH. ALL GIF USED FOR ICONS
MUST BE IN THE "<game folder>\PICS\ICONS" DIRECTORY.
Each team will have a block like above. Here is a sample from
the default ICONS.INI:
[ORC]
THROWER=othrower1.gif
BLITZER=oblitzer1.gif
BLITZER=oblitzer2.gif
BLITZER=oblitzer3.gif
BLACK ORC=blackorc1.gif
BLACK ORC=blackorc2.gif
BLACK ORC BLOCKER=blackorc1.gif
BLACK ORC BLOCKER=blackorc2.gif
LINEMAN=olineman1.gif
LINEMAN=olineman2.gif
LINEMAN=olineman3.gif
LINEORC=olineman1.gif
LINEORC=olineman2.gif
LINEORC=olineman3.gif
Case does not matter. You'll notice that each position
can have multiple icons specified. This is so you
can have different looking player for the same position.
The game will rotate between the list of available icons.
Example: The 1st black orc on a roster will use
blackorc1.gif. The 2nd will use blackorc2.gif. The 3rd
will use blackorc1.gif. And so on in a loop.
Each icon specified is used for the now selected state.
The selected state is derived by adding an "an" to the
filename. Example: othrower1.gif, will use the file
othrower1an.gif as the selected state.
So each icons specified in the icons.ini file must have
a matching "<file>an.gif".
Each icon specified is also the red teams icon. Matching
blue team icons are derived by adding a "b" to the filename.
Example: othrower1.gif, will use the file
othrower1an.gif as the selected state. These are the red
team icons. The blue team icons would be:
othrower1b.gif = blue unselected
othrower1ban.gif = blue selected
So each icons specified in the icons.ini file must have
a matching "<file>an.gif", a matching "<file>b.gif", and
a matching "<file>ban.gif". So in the above example,
these 4 files should exist of the thrower:
othrower1.gif = red unselected
othrower1an.gif = red selected
othrower1b.gif = blue unselected
othrower1ban.gif = blue selected
You can even add custom teams like so:
[BARBIE]
KEN=ken1.gif
DOCTOR BARBIE=barbiedoc1.gif
BEACH BARBIE=barbiebeach1.gif
However the game will be unable to find portrait pictures for
this new team, but that can be overcome by specifying custom
portraits in the team HTML roster.
(See "Displaying custom pictures when moving the mouse over
players")
----------------------------------------------------------------
31. Post Game Message Window Dice Rolling
-----------------------------------------------------------------
After a network game is over you can roll dice in messages
window so you have a witness to skill rolls, aging rolls, and
any other rolls you want to do. To enter a dice rolling command
start the line with a "/" to say you are wanting to roll dice.
Next put the number of dice you want to roll (defaults to 1
if left off). Next enter a "d". Next enter the number of
sides you want the dice to have (defaults to 6 if left off).
Examples:
"/d" rolls 1 six sided die.
"/4d" rolls 4 six sided dice.
"/d16" rolls 1 sixteen sided die.
"/2d100" rolls 2 one hundred sided dice.
----------------------------------------------------------------
32. Getting roster download to work through an Internet Proxy
-----------------------------------------------------------------
The program can now be configured so that downloading rosters
from a website through an internet proxy will work. You will
need to edit the "options.nfo" file in a text editor such as
notepad. Add these four lines at the bottom of the file:
webproxyhost=<web proxy user host>
webproxyport=<web proxy port>
webproxyuser=<web proxy user name>
webproxypassword=<web proxy user password>
If your web proxy does not require authentication, you may leave
off the last two lines.
That's it. You should only have to do this once, unless you
delete or replace this "options.nfo" file.
----------------------------------------------------------------
33. PORTRAITS.INI (Setting up default player portraits)
-----------------------------------------------------------------
With the PORTRAITS.INI file you can now customize the default images
used as the player portraits in the player views.
You can edit the PORTRAITS.INI file to customize what images
appear for each position on each race's roster. The format for
each team is as follows:
[Team race as it appears on HTML roster]
<position 1 as it appears on roster>=<gif image>
<position 2 as it appears on roster>=<gif image>
...
NOTE: THE GIF IMAGE HAS NO PATH. ALL GIF USED FOR PORTRAITS
MUST BE IN THE "<game folder>\PICS" DIRECTORY.
Each team will have a block like above. Here is a sample from
the default PORTRAITS.INI:
[ORC]
THROWER=oThrower.gif
BLITZER=oBlitzer.gif
BLACK ORC=oBlack.gif
BLACK ORC BLOCKER=oBlack.gif
LINEMAN=oLineman.gif
Case does not matter. Each position
can have multiple icons specified. This is so you
can have different looking player for the same position.
The game will rotate between the list of available icons.
Example: The 1st black orc on a roster will use
the first image listed in the INI file. The 2nd will use
the second image listed in the INI file. The 3rd
will the third. And so on in a loop.
This part works the same as the ICONS.INI file.
You can even add custom teams like so:
[BARBIE]
KEN=ken.gif
DOCTOR BARBIE=barbiedoc.gif
BEACH BARBIE=barbiebeach.gif
----------------------------------------------------------------
34. Show Weather on Pitch Option
-----------------------------------------------------------------
This option will enable the use of different pitch images for
each type of weather. The following list shows what image file
will be used for each weather type:
Perfect Weather --> field_good.jpg
Sunny --> field_sunny.jpg
Sweltering Heat --> field_heat.jpg
Pouring Rain --> field_rain.jpg
Blizzard --> field_blizzard.jpg
NOTE: These images must be in the "pics" folder.
NOTE: If you turn off this option then the regular old field
image will be used. (i.e. "field2.jpg")
NOTE: I have also included a new regular field in case anyone
wants to use it instead of the old regular field. The new
field is in the file "field.jpg" file. To use it, rename it
to "field2.jpg" and turn off the "Show Weather on Pitch" option.
----------------------------------------------------------------
35. Apothecary Display
-----------------------------------------------------------------
A new apothecary icon has been added. For networked games, you
will see the apothecary icon (a figure with a red cross on their
chest) next to the weather icon when YOUR team has an apothecary
available.
For stand-a-lone games the apothecary icon
will appear when either team has an apothecary available. An
apothecary available for the red team is denoted by a red
dot in the upper left corner of the apothecary icon.
An apothecary available for the blue team is denoted by a
blue dot in the upper right corner of the apothecary
icon.
----------------------------------------------------------------
36. Mouse Cursors
-----------------------------------------------------------------
I've added mouse curor images to show what actions are available
on the field. Below is a list o the cursors and when they
will be displayed.
Ball cursor
-when placing the ball at kick off
-when giving a player the ball because of a touchback
-when passing the ball (including dump off)
-when handing off the ball and mousing over valid
hand off square
Pow Cursor
-when mousing over a valid block or blitz square
Skull Cursor
-when mousing over a valid foul square
White Footstep Cursor
-when mousing over a valid move or leap square and it will
NOT be a dodge or a GFI
Yellow Footstep Cursor
-when mousing over a valid move square and it
WILL be a GFI
Red Footstep Cursor
-when mousing over a valid move square and it
WILL be a dodge
Red and Yellow Footstep Cursor
-when mousing over a valid move square and it
WILL be a GFI AND a dodge
----------------------------------------------------------------
37. Get the Ref Display
-----------------------------------------------------------------
A new get the ref icon has been added. The get the ref icon
will appear when either team has killed the ref from a kickoff
result. If the red team got the ref there will be a red
dot in the upper left corner of the get the ref icon.
If the blue team got the ref there will be a blue
dot in the upper right corner of the get the ref icon. If both
teams got the ref then there will be both a red and blue dot
visible. The get the ref icon appears next to the apothecary,
IGMEOY, and weather icons. The icon is a ref on his side with
with yellow stars floating above him.
----------------------------------------------------------------
38. POSITION.INI Tags to Change Colors and Fonts on Circle Icons
-----------------------------------------------------------------
Refer to section 23, 24, and 25 for background info.
You can now use special tags under each race in the
POSITIONS.INI file for text color, text highlight color, background
color, font, and font style. You can specify (for each race) a
set of colors to be used when they are on the left of the field
and a set of colors to be used when they are on the right side
of the field.
Here is an example of the tags under the HUMAN race:
[HUMAN]
lbackcolor=-16724992
lhlcolor=-16777216
lforecolor=-4144960
lfont=Arial
lfontstyle=0
rbackcolor=-4144960
rhlcolor=-16724992
rforecolor=-16777216
rfont=Comic
rfontstyle=0
THROWER=T
CATCHER=C
BLITZER=B
LINEMAN=L
These control the left side:
lbackcolor, lhlcolor, lforecolor, lfont, lfontstyle
These control the left side:
rbackcolor, rhlcolor, rforecolor, rfont, rfontstyle
Now how do you figure out what number to use for what color?
First, go through the normal process of changing the icon
colors through the right click menu. After you have a set
of colors you want to use, close the game and open the
"options.nfo" file in the main game menu. In this file you
will find the same tags as above with the numbers of the
colors you just picked. Copy these number into the
"positions.ini" file under the team where you want to use
those numbers.
** UPDATED FOR 7.9+ **
<color number> can now be an octal or hexadecimal number.
-----------------------------------------------------------------
39. POSITION.INI Tags to set a background GIF for the Circle Icons
-----------------------------------------------------------------
You can now use special tags under each race in the
POSITIONS.INI file for using a background GIF. You can specify
(for each race) a background GIF to be used when they are on the
left of the field and a background GIF to be used when they are
on the right side of the field.
Here is an example of the tags under the HUMAN race:
[HUMAN]
lcirclegif=glare.gif
rcirclegif=glare2.gif
THROWER=T
CATCHER=C
BLITZER=B
LINEMAN=L
If these tags are used then the supplied GIF will replace the
background color of the circle icons.
----------------------------------------------------------------
40. "No AV Roll on GFI" Option
-----------------------------------------------------------------
Turning this option on will cause the game to NOT make an
armor roll on a failed GFI. The player will fall prone and
it will still be a turn over.
----------------------------------------------------------------
41. "Piling On Always Falls" Option
-----------------------------------------------------------------
Turning this option on will cause a player using PILING ON to
always end up prone, even if the PILING ON bonus was not
necessary.
----------------------------------------------------------------
42. "No Fumble from Range" Option
-----------------------------------------------------------------
Turning this option on will cause the program to ignore pass
range modifies when determining if the pass was fumbled or
just inaccurate.
----------------------------------------------------------------
43. Toggle Between GIF and Circle Field Player Icons (During a Game)
-----------------------------------------------------------------
To help in locating players on the field you can temporarily
flip between displaying GIF icons and Circle icons by pressing
and holding the "I" key. The field icons will revert to they
original display when the "I" key is released.
<alt><I> with permanently flip the icon display. The team
icons will remain flipped until you press and release the "I"
key WITHOUT pressing <alt>.
NOTE: This should work the same as displaying the player numbers
on the field (See section 17).
----------------------------------------------------------------
44. Option.nfo Number of Recent Selections to Save Tag
-----------------------------------------------------------------
You can now add a tag to the options.nfo file to specify how
many items to save in the drop down lists for hosts and teams.
The default is still 5. The tag to use looks like this:
numrecent=8
This would save 8 in each drop down.
----------------------------------------------------------------
45. "Small Field" Option
-----------------------------------------------------------------
Just on a whim to see how easy it would be, I created a JBB
field that is about one third the size of the regular one. You
can use the "Small Field" option to change between this new
smaller field and the larger field. To change the field size
requires you to change the option, close the program, and
reload the program. Here are the easiest steps to follow to
change the field size.
1) Open the program
2) Open the options dialog
3) Change the "Small Field" options
4) Close the options dialog
5) Click "Start Game" to start a stand-a-lone game
NOTE: THIS IS NECESSARY TO GET THE SELECTED OPTION SAVED.
6) Skip through the coin toss and close the program
7) Restart the program and you should now see the new field size
NOTE: When is small field mode the game uses the player icons in the
iconssmall directory instead of the icons directory.
IMPORTANT: Currently I provide no weather field images for the small field.
There is only the basic "field_small.jpg". So if you
use the small field option make sure you turn off
the "show weather on pitch" option. Or maybe someone
will make some small weather pitches. If someone
does they must be named like so:
field_smallgood.jpg
field_smallblizzard.jpg
field_smallrain.jpg
field_smallsunny.jpg
field_smallheat.jpg
----------------------------------------------------------------
46. SPP Display in Player View
-----------------------------------------------------------------
The SPP display in the player view has been updated (6.0+).
The header for the player skill list will now contain two
numbers. The first number is the SPP value the player started
the game with. The second number is the SPP value earned by
the player during this game.
Example: The header might look like this-
" Skills 24 / 3 spp"
This player started the game with 24 SPP and has earned
3 SPP so far during the game.
----------------------------------------------------------------
47. Changing Pitch Images to Use
-----------------------------------------------------------------
New to version 6.0+ the field images have now been move to
their own directory "fields" under the "pics" directory.
The "fields" directory is meant to hold any number of
fields sets. By field sets I mean a set of weather pitches.
Included in the 6.0 download are 4 sets: "dots", "lines",
"no_dots_or_lines", and "plain". Currently only "lines"
and "plain" have a small field for use with the small
field option.
Right click somewhere on the screen outside of the pitch. Either
player view is a good player to right click. A pop up menu will
open with the choices of "Change Fields". Select this option.
Selecting Field Set:
To load a setup open the "Select Fields" dialog. The list box will
display all existing field directories. If there are none displayed
you must create some first. Click the name of the field directory
containing the field set you wish to use and click "Set".
You can also double click the name. The field displayed should
change to the appropriate field from the selected field set.
Once you close the game this field set choice will be saved
as the default, and next time you open the game this field set
will load automatically.
To add your own custom field set, make a new directory under
the "/pics/fields/" directory. Name this directory with
the name you want to appear in the selection dialog. Place
the fields you have created into this new directory. Remember
the fields must use the same file names that the other fields
set use. Now once you load the game, you should be able to
use the right click menu to load your field set.
----------------------------------------------------------------
48. Secret Weapons
-----------------------------------------------------------------
See section
"5. List of Skills And Their Expected Spellings (Case does not Matter)"
for more information.
Death Roller: Used by making the position of the player on the roster
"death roller".
Chainsaw: Give the player the skill "chainsaw". To start the chainsaw,
select the player and then select the "chainsaw" skill. Once the
chainsaw is started all blocks will use the chainsaw.
To get a special portrait for Human, Orc, Dwarf, and Goblin
teams, use "Chainsaw" as the player position on the roster.
The on field chainsaw icon will automatically appear once the
chainsaw is started.
Ball & Chain: Give the player the skill "ball & chain". For Goblin teams,
use "Fanatic" as the player position on the roster to
get the special portrait and player icon.
Pogo Stick: Give the player the skill "pogo stick". The leap ability works
same way the leap skill works, except you click the "pogo stick"
skill instead of the "leap" skill. For Goblin teams,
use "Pogo Stick" as the player position on the roster to
get the special portrait and player icon.
Blunderbuss: Give the player the skill "blunderbuss". There are currently
no special portraits or icons for these players.
NOTE: Using it does not use the teams pass action BUT it is
treated as a pass. Thus failure to catch the ball is
a turnover.
Poisoned Dagger: Give the player the skill "poisoned dagger". Using the
poisoned dagger is like the "piling on" skill. If you
want to use the dagger, select it before you throw a
block and it will be used. There are currently
no special portraits or icons for these players.
Bomb: Give the player the skill "bomb". For Goblin and Dwarf teams,
use "Bombardier" as the player position on the roster to get the
special portrait. To throw a bomb, select the player and then
select the "bomb" skill. If your player successfully lights the
fuse then you will now have the range ruler displayed to position
your throw.
WARNING: Once you click the bomb skill you must throw a bomb. It
cannot be cancelled.
Stakes: Give the player the skill "stakes". This will automatically
add +1 to the opponents armor roll on a block where you knock
them over. Against UNDEAD, KHEMRI, and NECRO teams it adds
+3 to the armor roll.
***NOTE***
Look at the four supplied sample rosters named below for examples:
zSecretWeapons.html
zSecretWeapons2.html
zSecretWeapons3.html
zSecretWeapons4.html
These sample rosters assume the use of the provided ini files.
----------------------------------------------------------------
49. Command Line Launch Parameters
-----------------------------------------------------------------
There are now serveral command line launch parameters that
can be used to launch the program and pass in all the necessary
setup input on the command line. This will cause the program
to skip the setup dialog and immediately try to establish a
connection based on the command line parameters.
These are the command line parameters:
-t<gametype> -h<host> -p<port> [-r<roster>] [-g"<proxygame name>"]
-Game type can be "server", "client", or "spec".
-Roster is only required for server and cliient types.
It can be a local drive path or an http url.
-Proxy game name is used only when playing thru a jbbproxy.
This needs to have quotes around it in case there are spaces in it.
This is not necessary for direct connect games.
-Host is not necessary for direct connect aas a server.
There is one last parameter that is really only to test your
command line. It you put the parameter "-noauto" then the
program will open the setup dialog, fill in your command line
info, then wait for you to click the start button. This way you
can see if your command line info is being placed in the right
fields.
Examples:
Direct Connect Server
-tserver -p8080 -rhttp://myteam.html
Direct Connect Client
-tclient -h192.168.1.1 -p8080 -rhttp://myteeam2.html
Direct Connect Spectator
-tspec -h192.168.1.1 -p8080
Proxy Server
-tserver -hfumbbl.com -p8081 -rhttp://myteaam.html -g"my game"
Proxy Client
-tclient -hfumbbl.com -p8081 -rhttp://myteaam2.html -g"my game"
Proxy Spectator
-tspec -hfumbbl.com -p8081 -g"my game"
----------------------------------------------------------------
50. "Notify Turn Limit" Option
-----------------------------------------------------------------
This option enables a turn limit warning. With this option
enabled you will hear the ref whistle and see a message in
the message window to inform you your turn time limit has
expired. This is merely a reminded and is not enforced by
the game.
By default the turn time limit is 4 minutes. You can
customize this in the options.ini file with this tag:
"turnlimit=<number of minutes>"
Example:
turnlimit=7
This would give you 7 minute turn warnings.
----------------------------------------------------------------
51. "Enforce Turn Limit" Option
-----------------------------------------------------------------
This option enables a turn limit enforcement. With this option
enabled you will be unable to select new players once your
turn time limit has expired. So technically you will be
able to finish the action with a selected player after
your time limit has expired, but you will be unable
to select other players that have not moved that turn
yet. The only thing that you will be able to to
in end your turn.
The turn clock should pause whenever your opponent is
asked a question (use apoth, etc) or when they get to
make some other type of action (passblock, sidestep, etc.)
during your turn.
By default the turn time limit is 4 minutes. You can
customize this in the options.ini file with this tag:
"turnlimit=<number of minutes>"
Example:
turnlimit=7
This would give you 7 minute turn warnings.
In addition to the turn limit time you are given by default
15 extended minutes per game per coach. I call this the extended
game time limit. This is time that can be used during any turn
and starts to count down once your normal turn limit time is
reached. This time should be used for non game emergencies
such as answering the phone, doorbell, wife, child, boss,
etc.
As stated above, the default is 15 extended minutes. You can
customize this in the options.ini file with this tag:
"turnextension=<number of minutes>"
Example:
turnextension=10
This would give you 10 extended game time minutes.
----------------------------------------------------------------
52. Wizards
-----------------------------------------------------------------
Wizard are now in the game. In most cases, when you put a
"yes" or a "1" on the "Team Wizard" field of a roster then
that team will have access to a normal team wizard. This
wizard can cast one spell per game. It can only be cast at the
beginning of your turn, before you have moved any players.
To cast your spell, click on the wizard icon (in the same bar
where the weather icon is located). This will open a dialog
asking for you to choose which spell to cast.
The spell options are "Fireball", "Lightning Bolt", and
"Zap" (Zap is not currently implemented). Choose the spell
you want, then position the spell template. For fireball
position the template so that the center square is on
the field. For lightning bolt move the mouse alone the
top or bottom row of pitch squares to position the template.
You may hit ESC to cancel the spell. Once you position the
template where you want, click the button and the spell is
cast.
Special Wizards:
Undead teams get a Necromancer by default. They do not need
to add anything to the roster. The Necromancer can raise
any human sized opponent killed during the game. This allows
the undead team to add a free zombie if there is room on the
roster.
Halfling Teams get a Halfling Chef. Placing a "yes" or "1"
on a roster with the race of "Halfling" will add a Halfling
Chef to the team. All other races can type "chef" in the
team wizard field to add a halfling chef to the team. The
halfling chef can give bonus rerolls to the halfing team
and remove rerolls from opponent teams.
*************************************************
***New With "LRB Halfling Chef" Option Checked***
*************************************************
Halfling Teams automatically get a Halfling Chef. All you
need to do is have the race as halfling and the team will
get a chef. The chef by default gets one roll with a
chance to steal one reroll. For each game the team can
purchase additional rolls. Place the number of additional
rolls purchased in the "Team Wizard" field of the roster.
Example: If the halfling team buys two extra chef rolls
place a "2" in the "Team Wizard" field. This
will give the team a total of 3 (1 free + 2 bought)
rolls, each with a chance to steal a reroll.
Dwarf teams get a Dwarf Alchemist. Placing a "yes" or "1"
on a roster with the race of "Dwarf" will add a Dwarf
Alchemist to the team. All other races can type "alch" in the
team wizard field to add a dwarf alchemist to the team. Dwarf
Alchemists can add to the amount of gold received by the team
at the end of the game.
**********************************************
***New With "LRB Rune Smith" Option Checked***
**********************************************
Dwarf teams get a Dwarf Rune Smith. Placing a "yes" or "1"
on a roster with the race of "Dwarf" will add a Dwarf
Alchemist to the team. All other races can type "rune" in the
team wizard field to add a dwarf rune smith to the team. Dwarf
Rune Smiths will give you the ability to give a random rune
to any player on your team. You will be prompted to give the
rune to a player after the first time you set you players
on the field.
----------------------------------------------------------------
53. Adding Visual Markers to the Pitch
-----------------------------------------------------------------
You can add up to 5 visual markers to the pitch. Hold down the
shift key and click on a square to add a marker. To remove the
marker, Hold down the shift key and click on the marked square.
I limit the amount of markers to 5 because I don't think they
should be used to map out all movements (as this will really
slow down the game play). They are really just there to mark a
few special location to prevent recounting of movement,
such as marking where you want to move a player for a pass, or
marking locations for movement to form a cage.
----------------------------------------------------------------
54. "Draw Team Logos" Option
-----------------------------------------------------------------
New to version 7.0+ is the ability to display team logos on
the field. Each race can be specified a different logo using
entries in the "positions.ini" file.
You can now use special tags under each race in the
POSITIONS.INI file for displaying team logos for that race.
The new tags are:
logo=<gif file>
logodarkness=<decimal number between 0 and 1>
The "logo" tag specified what image to use. This image
MUST be located in the "/pics/teamlogos" directory.
The game includes default logos in this directory for most
races already.
The optional "logodarkness" tag specifies how transparent the
image should appear on the field. You can leave this tag out
to use the default value of 0.25. The closes the number is
to 0 the more transparent the image will appear. The closer
the number is to 1 the more opague (non-transparent) the image
will appear.
Here is an example of the tags under the HUMAN race:
[HUMAN]
logo=human.gif
THROWER=T
CATCHER=C
BLITZER=B
LINEMAN=L
The above is how to display a generic logo based on the team's
race. You can override this generic logo by specifying a
specific logo for your team in the team's HTML roster.
(See section "14. Displaying custom pictures when moving the mouse
over players" for full details on the player pictures section.)
The players pictures section of the HTML roster is used to
specify custom portraits for your 16 team members. Now this section
is also used for specifying a custom team logo. Simply add a
17th image line to this section.
Example of the 17th line:
<TD><IMG SRC="myteamlogo.gif"></TD>
The 17 image line will be used for the custom team logo when the HTML
roster is loaded into jbb. If you don't have custom player portraits
but you still want to use a custom team logo you would create the
team pictures section with 16 blanks image lines and use the 17th
line to specify the logo.
Example:
Team Pictures
<TABLE><TR>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD></TD>
<TD><IMG SRC="myteamlogo.gif"></TD>
</TR></TABLE>
The program looks for the file is the same manner specified
in section 14.
This new logo file will be downloaded and used from a website
just like the rest of the images in this section.
(See the "*** Another Special Note ***" portion of section 14
for details.")
----------------------------------------------------------------
55. Handicap Table
-----------------------------------------------------------------
Starting in 7.1+ a partial LRB handicap table is available.
At the time I am writing this there are 20 results available.
In the options dialog there is now a drop down list to
select how to handle handicaps. The options are:
"Extra MVPs" - This is the 3rd Edition rules of getting extra MVPs
"LRB Handicap" - Use internal LRB handicap table (this is the default).
"Custom Handicap.ini" - Uses an external custom handicap table in an INI file.
"No Handicaps" - Turns off all Handicaps.
The LRB Handicap table is only partially implemented. To see the
20 available handicaps open the "handicap.ini" file.
You can edit the handicap.ini file to customize the handicap table.
The handicap.ini file is only used when the server option is set
to "Custom Handicap.ini". When the server is set to
"LRB Handicap" jbb uses an internal handicap table and ignores the
handicap.ini file. So for example, you could have several entries
in the handicap.ini file be EXTRA TRAINING. This would increase
your chances of getting an extra reroll and even make it possible
to gain multiple rerolls. You can also remove results you don't like
simple by changing the text to "REROLL". This will cause jbb to
reroll the handicap result if this item is rolled.
----------------------------------------------------------------
56. Star Players Support for INI Files
-----------------------------------------------------------------
Starting in 7.6+ star players are included in jbb. When a
player's position is marked as "star player" (any case) jbb
will use the player's name as the key it searches for in
the INI files. The INI files included with jbb have been
updated to include all the official star players in the
[BIG GUYS] section. Putting them in this section assures that
the star players will show up on a roster no matter what the
race on the roster is. There are icons and portraits already
included for the official star players.
There are two sample team rosters that have all the official
star players on them. Take a look at these rosters for
examples on how to add the star players to a roster.
The sample roster are:
zStarPlayers.html
zStarPlayers2.html
----------------------------------------------------------------
57. Force Options in Roster
-----------------------------------------------------------------
You can override certain user options by placing an option
line in the rosters HTML. The options will be taken from the
Team 1 roster of the player acting as the server.
Example:
<!-- JAVABBOWL OPTIONS: -FINAL -SEMI +LRB -->
This options are listed after the colon (":") and are seperated
by a space. The line forces the game to NOT be a FINAL match,
NOT be a SEMI-Final match, and to use all the latest LRB options
in JBB.
Below is the list of options you currently available:
-FINAL turn off the match as a final match
-SEMI tturn off the match as a semi-final
-OT &nbssp; turn off overtime
+FINAL turn on the match as a final match
+SEMI turn on the match as a semi-final match
+OT turn on overtime
+LRB2002 turn on only LRB2002 options
+LRB2003 turn on only LRB2003 options
+LRB turn on only the latest LRB options JBB supports
(All three LRB option current turn off the "Enforce Turn Limit" option
-LRB &nbbsp; turn off ALL LRB options (basically use 3rd edition)
***NOTE: all the below take effect after the above
***Thus "+LRB +HC2003" with use all LRB 2004 rules except it will
***use the LRB 2003 handicap table.
+EXPOFAB turn on experimental OFAB per LRB2003
-HC &nbssp; turn off handicap table
+HC2003 turn on the handicap table from LRB 2003 and before
+HC2004 turn on the handicap table from LRB 2004
+NW turn on negative winnings
-LRB2003HG turn off LRB2004 hypnotic gaze (left in for FUMBBL divx)
+RO11 turn on the Nuffle Rule of 11
-RO11 tturn off the Nuffle Rule of 11
-TL &nbssp; turn off the "Enforce Turn Limit" option
+TL turn on the "Enforce Turn Limit" option with a limit of 4 minutes
+TL1 turn on the "Enforce Turn Limit" option with a limit of 1 minutes
+TL2 turn on the "Enforce Turn Limit" option with a limit of 2 minutes
+TL3 turn on the "Enforce Turn Limit" option with a limit of 3 minutes
+TL4 turn on the "Enforce Turn Limit" option with a limit of 4 minutes
+TL5 turn on the "Enforce Turn Limit" option with a limit of 5 minutes
+TL6 turn on the "Enforce Turn Limit" option with a limit of 6 minutes
+TL7 turn on the "Enforce Turn Limit" option with a limit of 7 minutes
+TL8 turn on the "Enforce Turn Limit" option with a limit of 8 minutes
+TL9 turn on the "Enforce Turn Limit" option with a limit of 9 minutes
+TX# set the extended time limit to # minutes where # is replaced with
a whole number
----------------------------------------------------------------
58. Spectator Emote Sounds
-----------------------------------------------------------------
Spectators can now use emote sounds to let the coaches
(and other spectators) of the match they are spectating know
what they feel. Spectators can send one emote sound every sixty
seconds. You send an emote by typing a special string into the
chat window.
Below is the list of available emotes:
/cheer
/boo
/hurt
NOTE: For coaches and spectators that find the emote sounds
annoying, you can mute them with the "Mute Emote" menu item.
----------------------------------------------------------------
59. Changing Sounds to Use
-----------------------------------------------------------------
You can now change the sounds you want to use (if you have
user created sound packs available). The original sounds
are found in under the sound directory in the "original"
directory. These will be used by default. Each additional
sound pack you install should be put in its own directory
under the sound directory. On the right click menu,
in the sounds sub menu is a "change sounds" option.
This will open a dialog that lets you select which
directory under the sounds directory the program will load
the sound files from.
NOTE: Each sound pack directory must contain a version
of all sounds. If you have a sound pack that only changes
the block sound, you still need a copy of all the other
sounds in that directory, otherwise you will only hear
the block sound when you choose that sound pack.
** UPDATED FOR 8.5+ **
The game now supports multiple sounds per type and the game
will rotate between the sounds each time that sound type is
played. For example, if you want more than one block sound
to be used just create more block .wav files and put them
in the appropriate sound directory with the appropriate name.
Say you have three block wav files, you would name them like
this:
block.wav
block1.wav
block2.wav
The game will then cycle through these three sounds when
playing the block sound. You can have up to 10 sounds per
type. Thus you can add "block1.wav" through "block9.wav"
for blocks (or any sound type you wish).
NOTE: All sounds must be stored in memory, so the more
sounds you add the more memory will be required. I've
done no testing to see what kind of performance degradation
happens when lots of sound files, or large sound files, are
used.
----------------------------------------------------------------
60. Field Injury Decals
-----------------------------------------------------------------
New for 8.4+ is the ability to add injury decals. These are small
graphics that are left behind in squares where players are
injured. Included are four sample death decals. Decal images
must reside in [bbowl dir]/pics/decals. Decal images are
assigned to injury types via the "decals.ini" file. This
is the default file contents:
KO1=none.png
BH1=none.png
SI1=none.png
RIP1=bloodspot1.png
RIP2=bloodspot2.png
RIP3=bloodspot3.png
RIP4=bloodspot4.png
You'll notice KO, BH, and SI do not have default images included
with jbb. Feel free to create your own. Maybe a helmet on the
ground for KO. Maybe a limb for SI. Maybe a RIP tombstone for
RIP. Use your imagination and artistic talents that I don't
possess. These images can be .gif, .jpg, or .png. PNG has the
best ability for multiple alpha levels that can produce a better
looking decal.
Also notice that there
are four RIP decals. This means that jbb will cycle through these
four icons for death results.
These field decals are not saved with the save game. So if you
reload a game (or change field sets) the decals will disappear
and the field will once again be clear. Spectators will only
see decals that happen while they are spectating. Decals
that appear before the spectator connects will not be
retroactivly displayed. Custom decals are not transmitted
to opponents or spectators. If you want your opponent
to have your custom decals, send the files to him before
the game connects.
If you do not want decals to appear just rename your "decals"
directory to something else and they will cease to function.
Note: a decal will only appear when a player is removed from
the field. When saved by an apothecary, it is assumed the
apothecary also cleans up the mess.
----------------------------------------------------------------
61. Icons.ini [PLAYERS] Section
-----------------------------------------------------------------
New for 8.6+ you can add a [PLAYERS] section to the icons.ini
file. This section is for assigning specific icons to
players based on their names. As each player is loaded from
the roster the program first checks the [PLAYERS] section of
icons.ini to see if there is a specific icons assigned to
this player. If yes, then the specified icon is used.
----------------------------------------------------------------
62. "Large Field" Option
-----------------------------------------------------------------
I created a JBB field that is about one third larger than
the size of the regular one. You can use the "Large Field" option
to change between this new larger field and the normal field.
To change the field size requires you to change the option,
start the game to kickoff, close the program, and
reload the program. Here are the easiest steps to follow to
change the field size.
1) Open the program
2) Open the options dialog
3) Change the "Large Field" options
4) Close the options dialog
5) Click "Start Game" to start a stand-a-lone game
NOTE: THIS IS NECESSARY TO GET THE SELECTED OPTION SAVED.
6) Skip through the coin toss and close the program
7) Restart the program and you should now see the new field size
NOTE: When in large field mode the game uses the player icons in the
iconslarge directory instead of the icons directory.
IMPORTANT: Currently I provide no weather field images for the large field.
There is only the basic "field_large.jpg". So if you
use the large field option make sure you turn off
the "show weather on pitch" option. Or maybe someone
will make some large weather pitches. If someone
does they must be named like so:
field_largegood.jpg
field_largeblizzard.jpg
field_largerain.jpg
field_largesunny.jpg
field_largeheat.jpg
-----------------------------------------------------------------
63. Roster Numbers on Portraits
-----------------------------------------------------------------
You can now customize what roster number (if any) are drawn on
the player portraits.
Add this line to you "options.nfo" file:
portraitnum=#
Where # is one of these values:
0 = don't draw any numbers
1 = draw only the white number in the top right corner
2 = draw only the black number in the top left corner
3 = draw both (1) and (2) above [DEFAULT]
----------------------------------------------------------------
64. "Use Floating Chat" Option
-----------------------------------------------------------------
This option will make jbb open a separate floating chat window
that you can position and size where you want it. All chat text
will be displayed in this window instead of the normal window.
All game messages will continue to be displayed inside the
normal window.
With this option on or off you will continue to use the same
chat text field to enter your chat messages.
I you close this window and want it back you can enter
"/chatwin" in the chat text field to reopen this floating
chat window.
By default this option is enabled. If you prefer the old
method of chat text being displayed in the normal window
disable this option in the options.
----------------------------------------------------------------
## Special Thanks Section
-----------------------------------------------------------------
Special thanks to Christer Kaivo-oja for spending the time writing
a PROXY server for connecting and spectating Java Bbowl games.
(Mainly used when playing game from two computer that are behind
restrictive firewalls.)
Special thanks to Christer Kaivo-oja for spending the time (time
I didn't have) getting the fonts to draw within the circles properly.
Special thanks to Christer Kaivo-oja and David W. Vestal for the
formula calculations for the luck display.
Special thanks to Mattias Fredsberg for getting the short cut keys
to work under the 1.4 version of the JRE.
Special thanks to Markie for creating and maintaining a professsional
install program for Java Bbowl. His installs can be found at
http://www.markiesoft.com/Markie/Markiesoft/BloodBowl/Bloodbowlgame.htm
Special thanks to BadMrMojo for creating and maintaining a Mac OS X
and Free BSD install and build. His install can be found at
http://www.witwat.net/luke/javabbowl/
Special thanks to Dragoonkin for creating a web installer.
It can be found at:
http://jbbinstall.thewbbf.com
Special thanks to Nicholas Kelsch for letting me use his excellent
player icons. http://nkelsch.planet3k.com/
Special thanks to Fabien Lanselle for the addition of several
new player icons. These include the new ogre (#6), the new
minotaur (#2), the new bull centaur (#2), and the peasant
images currently being used as vampire thralls. These
peasant images are actually part of an excellent brettonian
I didn't have time to include.
Special thanks to Cataphract (Jordan Raskopoulos) for contributing
the snotling pump wagon icon.
Special thanks to Remi D. for contributing the newer
chaos warrior, wood elves, and ghoul icons. Other icons
by him can be found at http://bloodbowl.skijunkie.free.fr.
Special thanks to BloodbasherMasher for making the star player
icons and gathering their portraits.
Special thanks to Pat for creating an almost complete set
of icons for the large field.
Special thanks to Barnlato for several large field star
player icons.
Special thanks to Barnlato for new weather images and status
images.
----------------------------------------------------------------
Games Workshop, the Games Workshop logo, Blood Bowl, the Blood Bowl
logo, the Blood Bowl Spike device, and all associated marks, names,
races, race insignia, characters, vehicles, locations, units,
illustrations and images from the Blood Bowl are either ®, TM and/or
© Games Workshop Ltd 2000-2007, variably registered in the UK and
other countries around the world. Used without permission. No
challenge to their status intended. All Rights Reserved to their
respective owners.
You must own a legitimate copy of Blood Bowl (the board game
produced by Games Workshop Ltd) to legally use this program.
In no event shall we be liable for any special, incidental,
indirect, or consequential damages whatsoever arising out of
the use of or inability to use the Java Bbowl Server/Client.
-----------------------------------------------------------------
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