DirectX 9 recommended..
--- 32 Mb 3D card with hardware T&L required
--- Supported 3D cards:
--- A joystick (we recommend
using a flight control system consisting of a joystick, throttle, and
optionally rudder pedals. Several manufacturers make models of their flight
control systems for the PC.)
--- A 14.4K or faster connection to the Internet
-----------------------------------------------------------------
ONLINE QUICK START GUIDE AND FREQUENTLY ASKED QUESTIONS (FAQ):
-----------------------------------------------------------------
-The online Quick Start Guide is on the Totalsims web site here
and you can find the FAQ here.
-----------------------------------------------------------------
HOW TO REACH CUSTOMER SERVICE:
-----------------------------------------------------------------
|
iENT TotalSims Series Web site: |
|
|
iEntertainment Network Corporate Web site: |
|
|
Tech Support email: |
|
|
Billing & Account Information: |
Please visit our website
for the latest in news, support, updates, FAQs and the Quick Start Guide.
If you have questions or need additional assistance with WarBirds feel free to
email us at wbtech@ient.com anytime.
Please report bugs on our message
board in the Armored Assault forums.
-----------------------------------------------------------------
KEYBOARD COMMANDS QUICKLIST:
A comprehensive list can be found here
in the QuickStart guide
-----------------------------------------------------------------
General Keys
F - Fires Primary Guns
B - Fires Secondary Guns
E - Toggle Engine
; - Shift gear up
Shift-; - Shift gear down
V - Zoom In (FOV smaller)
Z - Zoom Out (FOV larger)
[ - Ext view zoom in
] - Ext view zoom out
/ - Toggle Radio Bar
\ - In a tank, Press the "\" key to cycle through the different
positions while in the driver's seat (position 1)
Esc - Toggle Console
Tab - Toggles min/max radio buffer
Space Bar - Engages wheel brakes while pressed
G – Parking Brake
1 - Commander Station
2 - Main Gunner Station
3 - Gunner 2 Station
Alt Function keys
Alt-M - Toggle mouse control
Alt-S - Screenshot (shot0000.tga) PC Only, Mac info below
Alt-V - Activates chasecam
Crtl Function Keys
Ctrl-C - Toggle Cockpit
Ctrl-E - Toggle External View
Ctrl-G - Toggles Gunner Maintenance screen (online only)
Ctrl-H - Toggles HUD
Ctrl-Q - Exit plane
Ctrl-S - Toggle Slew Mode (offline only)
Shift Function Keys
Shift-[ - Zooms out on map scale
Shift-] - Zooms in on map scale
Shift-O - Toggles scroll-around in 3d cockpit
Shift-P - Toggles View styles in 3d cockpits
Shift-8 - Toggles "view badguy" mode where player views other planes
from outside
Shift-9 - Selects next badguy to view
Function Keys
F1 - Toggles overlay map
F2 - Toggles Icons
F11 - Snap to Instruments view
F12 - Center Joystick
Miscellaneous
-Arrow keys move you around while in external view
-The keys that mimic and control your hat switch (default are numpad 4, 5, 6,
and 2) allow for fine tuned aiming of the ground vehicle turrets
MAC ONLY
Cmd-R - Toggles use of software cursor
Cmd-Shift-3 -Screenshot
-----------------------------------------------------------------
DOT COMMANDS QUICKLIST:
A comprehensive list can be found here
in the QuickStart guide.
-----------------------------------------------------------------
General Dot commands
.acmrec <filename> - starts recording of ACM demo. Typing .acmrec by
itself will stop recording. .acmplay <filename> - plays specified AMC
demo. Only functions offline. .ailist - Gives list of hosts,drones which can be
attached to with
.barrage <x> - sends barrage of artillery to the point of the last spot
.bgminrenderrange <#> - the minimum range in yards before objects are
rendered
.correct <degree> <distance> - corrects the aim of artillery spots
.cpu - reports the processor/codepath in use by the game
.e - Exits plane when at full stop (or while moving offline)
.ez - enables EZ mode
.field -1 - air start
.field <field number (1-2)> <runway number (0-3)> - moves you to
the specified field
.fields - Shows status of all fields in the arena
.flightstart <x pos> <y pos> <alt> - Starts flight at
designated coordinates
.fly – start flight
.framemode - <0 - 2> - Shows two different framerate counters
.fuel <0-100> - Percentage of fuel to carry on this sortie
.hl <name> - Highlights (bright white) designated non-enemy player
.hls - Highlights (bright white) members of your squad
.ignore <name> - Ignores named player
.invulnerable - makes player's plane invulnerable to weapon hits (offline only)
.listen <name> - Cancels an ignore to the named player
.loadout <n> - Select loadout (0 - ?)
.masterview - Slaves an observer's view to your own (not yet implemented in
WBIII)
.offtime <#> - Allows changing the time in offline mode (1 = 1:00am, 23 =
11:00 pm, etc)
.pitchladder <0, 1> turns on and off the pitch ladder
.privatearena <pass> - sets user up to enter selected private arena
.radiolines <n> - number of radio buffer lines displayed (n=1-64)
.runway <#> - Selects runway -1 defaults offline to air start
.ros - displays a roster for the current arena
.rudderrepeatkey - (0-1) toggles rudder keys repeating/single-stroke .score -
displays an up to date score
.setautologin - (0-1) Toggles auto login
.setsavepass - (0-1) Toggles saving of password
.shadows - (0-3) 0=shadows off, 1=vehicle shadows, 2=ground object shadows,
3=vehicle+ground object shadows (note: You need your stencil buffer turned on
to be able to see shadows)
.shanghai - Steals another player and sets him observer in your cockpit
.slewfeet <n> - Sets the number of feet to slew per frame (for slew
mode-modified by throttle)
.slip - enables/disables the slip indicator above your gunsight
.spot - sends a spotting round of artillery (if using an arty-capable vehicle)
.toggleroads - Toggles display of roads
.trimrepeatkey - (0-1) toggles trim keys repeating/single-stroke
.unlimitedammo - No limit on ammo (works with bombs & rockets, offline
only)
.varlevel <x> - (x=250-50,000) changes # of polys rendered for the
terrain
.wbuffer <0 or 1> - enables w-buffer
AI Dot Commands
.offrps show all - Displays all the available AI-controlled aircraft.
.offrps add <model> - Adds <model> to the user-selected list of
AI-controlled aircraft. Once the user has created this list, the AI-controlled
aircraft are chosen from it.
.offrps show selected - Displays the current user-selected list of
AI-controlled aircraft.
.offrps random - Returns to the normal, randomly selected AI-controlled
aircraft.
.offrps nme <n> - Sets number of enemy aircraft (1-4). Specifying 0
returns to random numbers of friendly and enemy.
.offairattack - Sets offline game to air attack(AI planes)
.offfreeflight - Sets offline game to free flight
.offbomberambush - Sets offline game to bomber mission
.offbombers <n> - Sets the number of AI-controlled bombers, where
<n> is from 1 - 8.
.offbombermodel show - Displays the available AI-controlled bomber models.
.offbombermodel <model> - Specifies the AI-controlled bomber model,
instead of a random selection.
.offbombermodel random - Returns to random selection of AI-controlled bomber
models.
AI OTTO (autogunner) commands
.otto params - Displays the current settings for the otto. If online, does not
show settings which player cannot override.
.otto [param] [value>] - Allows the player to override an otto setting. If
online, only those parameters permitted by the arena otto_overrides setting can
be changed. When playing offline, the parameters set will apply to both the
autogunners in the player's plane and those in the AI-controlled planes.
.otto status - Displays the current status of each autogunner
.otto shutup - Stops otto chatter
.otto talk - Resumes otto chatter
The .otto parameter command applies only to the otto on your client. When you
are online, the host's "otto_overrides" setting determines which
parameters you control, and which are set by the host.
To display current settings: ".otto params"
To set accuracy level: ".otto accuracy [level]" OR ".otto ac
[level]"
Where [level] is from 1 - 10. Example ".otto ac 10" sets accuracy to
highest level.
To set the range: ".otto range D[range]" OR ".otto rg
D[range]"
Where [range] is from 1-12 ... don't forget to put in the "D".
Example: ".otto rg D10" sets range at which otto will commence firing
to D10.
To set the target refresh time: ".otto retarget_time [time]" OR
".otto rt [time]"
Where [time] is from 0-10 seconds.
Example: ".otto rt 3.5" has otto look for new targets every 3.5
seconds.
To set the base burst period: ".otto burston_base [period]" OR
".otto b+ [period]"
Where [period] is from 0.5 - 4.0 seconds.
Example: ".otto b+ 2.2" has otto burst for at most 2.2 seconds before
pausing.
To set the "max" burst period: ".otto burston_max [period]"
OR ".otto b++ [period]"
Where [period] is from 0.5 - 4.0 seconds.
Example: ".otto b++ 3.0" has otto burst for at most an additional 3.0
seconds when it is hitting the target.
To set the pause in between bursts: ".otto burstoff_base [period]" OR
".otto b- [period]"
Where [period] is from 0.5 - 4.0 seconds.
Example: ".otto b- 1.0" has otto pause for at most 1 second in
between bursts.
-----------------------------------------------------------------
VEHICLE SKINS EXPLAINED
-----------------------------------------------------------------
Typing ".planeskin" by itself will disable custom skins.
Typing ".planeskin " (where path is the name of the directory to load
custom skins from UNDER THE PLANE'S skin path) activates it.
The files must have the names "fuse.tga", "wing.tga", and
"extra.tga" (extra.tga is a spare for anything you have on the third
texture... dive brakes, etc).
*Examples:
c:\wbiii\skins\bf109e\offline\yellow
c:\wbiii\skins\bf109e\offline\hotseat
Switching between them you would use ".planeskin yellow" or
".planeskin hotseat". Doing a ".planeskin" alone would
return to using the normal artwork.
Note: ALL aircraft will look for the current planeskin directory in their path
so setting ".planeskin yellow" would mean P-51B's would look in
skins\p51b\offline\yellow for .TGAs as well. Nothing bad happens if they aren't
there... it just falls back on the default artwork.
Plane display list(these will be the directory names for
the current planes in the game):
JU87G
A36
MKIV
MKIVD
MKV
M16
M3
M5
TRUCK (opel)
-----------------------------------------------------------------
CAPTURING FIELDS AND TOWNS EXPLAINED
-----------------------------------------------------------------
Towns and villages act as launch points for vehicles, and provide artillery
support. Fields act as launch points for aircraft and vehicles. All objects
within a town or field can be destroyed including trees and fences. The
buildings do tie into strategy (more to follow in upcoming releases.)
Before capturing a town or field, you must destroy its defenses. These defenses are the anti-air and
anti-tank guns surrounding the town or field. Once you have destroyed all of a town or fields defenses,
you can capture it by taking the city hall or church building or the airfield
tower. To take a field or town,
you must deploy troops from an M5 using the ‘B’ key. By dropping the paratroops close to the appropriate building,
chances of them capturing the building are much better.
-----------------------------------------------------------------
TANK PERISCOPE VIEW EXPLAINED
-----------------------------------------------------------------
When you first jump into the Sherman Tank you are in the driver seat of the
tank. To view outside the tank you must activate the periscope. The periscope
can be activated by pressing the \ key. The \ key moves you to the 'periscope
view' in the driver position of the tank. The periscope can be swiveled. You
can map the key under misc "jump to next view" found in the input
mapper.
-----------------------------------------------------------------
THE W-BUFFER EXPLAINED
-----------------------------------------------------------------
To better support the Kyro II chip and other 3D accelerators which only provide
a 16 bit Z-Buffer, there is now an option to select a W-Buffer representation
of depth with a new dot command. This trades off accuracy in depth testing near
the camera by spreading the depth information out over the entire view
distance; errors in sorting land vs. water at a distance will be improved, but
there may be additional anomalies.
To enable this mode, type ".wbuffer 1" in the radio buffer. A message
will be written to the radio buffer indicating whether or not the mode is
supported by your hardware. ".wbuffer 0" will disable W-Buffer if you
wish to switch back. Please note this isn't a persistent state and needs to be
set again if you restart the program.
-----------------------------------------------------------------
VIDEO SETTINGS AND OPTIONS EXPLAINED
-----------------------------------------------------------------
***VID CARD SETTINGS***
-----------------------------------------------------------------
POOR FRAME RATE (fps):
-----------------------------------------------------------------
Some system configurations might produce only 15fps that should be exceeding
60fps. Reduced frame rates can occur for many different reasons here are the
most common:
Just as a sanity check, we're running debug builds on a P2-400 with a G400 at 30 fps. GeForce cards and release builds do even better. Please ensure your system meets or exceeds the system requirements as listed above.
Updated drivers for video cards can be obtained from each
manufacturer's website.
Also, grab the latest version of Microsoft's Direct X (Current version is 9).
You can find the latest DX version here.
-----------------------------------------------------------------
OTHER PROGRAMS RUNNING IN THE BACKGROUND
can also cause performance or interface problems.
-----------------------------------------------------------------
Turn off animated cursors, transition effects in display properties (Win2k and
XP), and any other large programs currently running, any special anti-virus or
system maintenance utilities (such as system restore and system maintenance
under Windows ME), any crash protection software, any ICQ or EMail programs or
web browsers running in the background prior to starting the game. You can use
the End It All program to turn most. This program is freely available on the
internet.
If using Microsoft Plus! software, choose the Windows Standard Desktop Theme
prior to starting the game (you can switch back to your preferred theme after
exiting the game). If using Microsoft Intellipoint software, turn off the
Pointer Wrap feature for your mouse prior to starting the game.
MACINTOSH users should make sure virtual memory is turned ON and that at least
the recommended amount of memory is allocated to the game. Turn off any
extraneous extensions and verify you have the latest draw sprockets and video
card drivers.
-----------------------------------------------------------------
STUTTERING:
-----------------------------------------------------------------
There are two ways you can see a stutter:
Number two above needs some additional explanation. Double
buffering means there are only 2 screen surfaces to render into and display on
the monitor. For aesthetic reasons, you do not want to render into the surface
being scanned out by the card to the monitor so you wait for the screen update
to complete after swapping buffers before you erase the contents and draw on
it. This means the "real" frame rate is tied to the refresh rate of
the monitor. But it gets worse; if you take JUST longer than the refresh rate
to create a new surface, you MISS an update and have to wait for the next one.
This causes the apparent frame rate to drop in half. This would be fine, but
we're far more sensitive to changes in rate of motion than detecting constant
motion so this looks very "wrong" and is noticeable. This is why even
a constant 20 fps "feels" better than constantly oscillating between
30 and 60.
Here is an example: 60 Hz refresh rate. This means the ONLY possible frame
update rates are: 60/1=60, 60/2=30, 60/3=20, 60/4=15, 60/5=12, 60/6=10,
60/7=8.5 Let's say you're getting 60 fps and occasionally it takes a little
longer to render a frame and you drop to 59.4 fps. This means the apparent rate
toggling between 60 and 30. This looks bad. The solution is to detect it and
increase the amount of work done to make sure you always meet at least 30 but
never let it achieve >=60 fps. The other way around this is to use triple
buffering. This relaxes the restriction a little since there are now 3 buffers
so as long as you don't get too far behind you can go ahead and start rendering
since you now have one surface for the screen update, one with the scene about
to be displayed, and a spare surface to start rendering into now without
disturbing the screen update. The down side with triple buffering is it uses
more VRAM so there is less available for textures which can be a more severe
performance drop than continuing with double-buffering instead. Another
alternative is to try a different refresh rate, but remember, higher refresh
rates mean less bandwidth is available during rendering so it may be SLOWER.
-----------------------------------------------------------------
FLICKERING WATER AND COASTLINE:
-----------------------------------------------------------------
This is a Z-Buffer artifact. At a distance from the camera you lose precision
in the depth determination so polygons "fight" over the same pixel,
very slight changes in the camera position and orientation cause the choice to
switch from frame to frame. We're still looking for a good way to eliminate it,
but for now stay away from 16-bit Z-Buffers to minimize it.
Note: Older NVidia hardware ALWAYS uses a 16-bit Z-Buffer if the video mode is
not also 32-bit. Running in a window with the desktop less than 32-bit will
also select a 16-bit zbuffer. The GeForce 2 MX and later supposedly have this
fixed, but we haven't tested it; and prefer the 32-bit frame buffer for nicer
graphics (the frame rate hit is barely noticeable.)
-----------------------------------------------------------------
OVERRIDING PROCESSOR DETECTION TO ELIMINATE EXCEPTION CRASHES:
-----------------------------------------------------------------
Armored Assault auto-detects the processor and uses specialized code paths for
each processor. If you encounter crashes due to exceptions (usually in a
function like V3D_Matrix_Mult_Pentium3 for example), it may be due to an
incorrect identification of either the processor or operating system support.
You may override the processor detection and force use of a different code
path.
Here is the procedure:
You can confirm the change was taken by typing ".cpu" into the radio
buffer. It will report which processor/codepath is currently in use.
If you do experience problems, please file a bug report on the UBB with
information on your machine type, processor type, and whether or not overriding
the CPU detection to an earlier processor revision corrected it.
The Default is "Intel Pentium" (a generic code path while we work on
fixing an issue with some AMD and P3 processors. Set this to your preferred
system AT YOUR OWN RISK.
Users with a Pentium4 processor may need to set the cpu.cfg file to 0 to avoid
crashes in certain situations.
-----------------------------------------------------------------
LOSS OF FRAME RATE WHILE FLYING OVER TOWNS:
-----------------------------------------------------------------
Some 32 meg 3D cards might take up to a thirty percent frame per second hit
when flying low and at an angle on the towns. This generally does not happen
with 64 meg (or greater) 3D cards.
-----------------------------------------------------------------
CURSOR KEYS DON'T CHANGE VIEWS
-----------------------------------------------------------------
Please check your "Accessibility Options" settings in the Control
Panel. Under the Mouse tab there is a checkbox for MouseKeys. If this is
checked on, all cursor actions are intercepted and used to control the mouse
cursor. Please make sure this is OFF.
-----------------------------------------------------------------
LOSS OF USB JOYSTICK FUNCTIONALITY
-----------------------------------------------------------------
USB Game controllers each need their own bus to function properly. If you are
connecting multiple USB devices off of a USB hub, you may sometimes have one or
more of these devices cease functioning during the game. The only known
solution to this right now is to purchase and install a two or four port
expansion PCI card.
-----------------------------------------------------------------
THE INPUT MAPPER EXPLAINED
-----------------------------------------------------------------
------------------------------------------------------------------
Rules of Conduct and Policies Current as of 07/02/01
Version - 1.2
------------------------------------------------------------------
The following represents the policies under which players will participate in
Armored Assault. These polices are in addition to any rules of conduct
published by your service provider. The service provider's rules of conduct
will be enforced at all times. Please read these policies and adhere to them.
Violation of the rules can result in the permanent lockout from the iENT
service.
Bug Abuse & Cheating
Bug abuse disrupts the game and lessens the enjoyment of the game for everyone.
Any effort to employ game bugs, circumvent restrictions on game play, or alter,
directly or programmatically, the operation of the Armored Assault program or
data sent or received by the Armored Assault program is not allowed; violators
will be subject to the penalties described below. All bugs should be reported
so that we can fix them. If you observe someone else abusing a serious bug,
please report it to Command Center by sending email to wbtech@ient.com or call (919) 678-8834.
Abusive Behavior
Armored Assault is a social game, and much of the fun and excitement comes from
interaction among players. To a certain extent, it is up to the players to
decide what behavior is reasonable and what is unreasonable within the game
community. However, bad language, harassment, personal threats, and other truly
offensive behavior are not allowed. Offenders will be subject to the penalties
described below. To report a player who is demonstrating abusive behavior
contact the Command Center at wbtech@ient.com
or call (919) 678-8834.
Spurious use of complaining is a violation of Armored Assault terms of service, and offenders will be subject to the penalties described below. This means calling the Command Center every day, or sums such amount of times within a period, to complain about every little thing.
Pilot Handles
Obscene handles will not be tolerated. Players with obscene character names
will be subject to the penalties described below.
In addition, iEntertainment Network strongly discourages players from deliberately impersonating another player. At the discretion of the observing staff member, players impersonating another player are subject to the penalties below.
Miscellaneous
Players discovered to be playing on an account registered to a fraudulent or
incorrect name, mailing or email addresses, or billing method will be
immediately locked out. iEntertainment Network reserves the right to make
special-case adjustments to its policies and its actions concerning violation
of these policies.
------------------------------------------------------------------
Penalties
Anyone found to be in violation of the rules of conduct described in this
document, at the sole determination of iEntertainment Network, including any
and all WarBirds and Dawn of Aces staff, will be subject to the following:
1. First violation:
A. The penalty for altering "hacking" the WarBird and Dawn of Aces
software and/or tampering with the data exchanged by the WarBird and Dawn of
Aces software will be immediate and permanent banishment with a single appeal
by the player to the iEntertainment Network Rules of Conduct committee. The
permanent banishment is subject to a single appeal, with no chance of
reinstatement until the appeal is dealt with. iEntertainment Network reserves
all rights to reinstate or deny reinstatement of an account. There isn't enough
room in a high-fidelity online simulation for any hacking behavior! Altering
the WarBird and Dawn of Aces client software is a clear violation of copyright
laws and legal action may result.
B. Other faults (bug abuse, abusive behavior, pilot handles) the player will
receive a warning, via email or in snailmail, describing his/her alleged breach
of policy (written format in the first offense and banishment in the second
case).
2. Second violation:
In the faults of bug abuse, abusive behavior, pilot handles. The player will be
locked out of WarBirds ranging from 48 hours to permanently depending on the
nature and severity of the violation.
If the player has more than one account, all accounts, on all services, will be
simultaneously subject to the above actions.
In certain circumstances, such as extremely abusive behavior, modifying the
software, and so forth, a player will be locked out without warning or notice
of any kind at the discretion of the acting staff member. However, WarBirds and
Dawn of Aces Command Center will follow up with an email explaining why this
step was taken. iEntertainment Network will maintain a permanent record of
warnings given so that a player cannot claim that they were not warned.
------------------------------------------------------------------
Appeals
If you want to appeal your case to the iEntertainment Network Rules of Conduct
committee you must submit in writing why you feel your account should be
reinstated. You can only appeal your case once in a lifetime and the
iEntertainment Network Rules of Conduct committee decision is final. The
iEntertainment Network Rules of Conduct committee is comprised of WarBirds and
Dawn of Aces Community Managers, Trainers and iEntertainment Network's
Community Events Managers.
------------------------------------------------------------------
Software License Agreement
------------------------------------------------------------------
1. iEntertainment Network, Inc. ("iENT") grants to you a
nonexclusive, non-sublicensable, license to use and copy the Armored Assault
front end software (the "Software") subject to the following terms.
2. Title, ownership rights, and intellectual property rights in and to the
Software shall remain in iENT and its successors or assigns. You agree to abide
by the copyright law and all other applicable laws of the United States
including, but not limited to, export control laws. You acknowledge that the
Software in source code form remains a confidential trade secret of iENT and
therefore you agree not to modify the Software or attempt to decipher,
decompile, disassemble or reverse engineer the Software, except to the extent
applicable laws specifically prohibit such restriction.
3. iENT MAKES NO REPRESENTATIONS ABOUT THE SUITABILITY OF THIS SOFTWARE OR
ABOUT ANY CONTENT OR INFORMATION MADE ACCESSIBLE BY THE SOFTWARE, FOR ANY
PURPOSE. THE SOFTWARE IS PROVIDED 'AS IS' WITHOUT EXPRESS OR IMPLIED
WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE OR NONINFRINGEMENT. THIS SOFTWARE IS PROVIDED GRATUITOUSLY
AND, ACCORDINGLY, iENT SHALL NOT BE LIABLE UNDER ANY THEORY OR ANY DAMAGES
SUFFERED BY YOU OR ANY USER OF THE SOFTWARE.
4. You may distribute as many copies of the Software as you wish; provided that
you distribute only exact copies of the Software with all of the files
(including this license agreement). You are prohibited from charging or
requesting donations for the Software or media upon which the software may be
copied. You are prohibited from charging or requesting donations for the act of
downloading the Software (on-line transfer of the Software via a pay service is
acceptable if no specific charge, other than a charge for time required for
downloading, is directly attributable to the transfer). You are prohibited from
distributing the Software via CD-ROM or any storage medium with a capacity
exceeding 5 megabytes.
5. This License is personal to you and you agree not to assign your rights
herein. This License shall be governed by and construed in accordance with the
laws of the State of NC and, as to matters affecting copyrights, trademarks and
patents, by U.S. federal law. You agree that venue for any and all disputes
related to this license agreement shall lie in NC.
6. You may not download or otherwise export or reexport the Software or any
underlying information or technology except in full compliance with all United
States and other applicable laws and regulations. In particular, but without
limitation, none of the Software or underlying information or technology may be
downloaded or otherwise exported or reexported (I) into (or to a national or
resident of) Cuba, Haiti, Iraq, Libya, North Korea, Iran, or Syria or (ii) to
anyone on the US Treasury Department's list of Specially Designated Nationals or
the US Commerce Department's Table of Deny Orders. By installing the Software,
you are agreeing to the foregoing and you are representing and warranting that
you are not located in, under control of, or a national or resident of any such
country or on any such list.
7. iENT EXPRESSLY DISCLAIMS ANY WARRANTY FOR THE SOFTWARE. THE SOFTWARE AND ANY
RELATED DOCUMENTATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY
KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
WARRANTIES OR MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR
NONINFRINGEMENT. THE ENTIRE RISK ARISING OUT OF USE OR PERFORMANCE OF THE
SOFTWARE REMAINS WITH YOU. IN NO EVENT SHALL iENT BE LIABLE FOR ANY DAMAGES
WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFIT,
BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY
LOSS) ARISING OUT OF THE USE OR INABILITY TO USE THIS iENT PRODUCT, EVEN IF
iENT HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. BECAUSE SOME
STATES/JURISDICTIONS DO NOT ALLOW THE EXCLUSION OR LIMITATION OF LIABILITY FOR
CONSEQUENTIAL OR INCIDENTAL DAMAGES, THE ABOVE LIMITATION MAY NOT APPLY TO YOU.
8. By installing, using, or distributing the Software, you expressly consent to
the terms of this agreement. Should you have any questions concerning this
license agreement, or if you desire to contact iENT for any reason, please
contact:
iEntertainment Network
124-126 Quade Rd
Cary, NC
27513
(919) 678-8301.
-----------------------------------------------------------------
'Windows 95' 'Windows 98' 'Windows 2000' ' Windows ME' 'Windows XP'and
'Explorer' are registered trademarks of Microsoft Corporation. 'Pentium' is a
registered trademark of Intel Corporation. All other trademarks within are
property of their respective owners.
-----------------------------------------------------------------
END OF DOCUMENT