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<!--IMPORTANT: please note that 'Do not change this!' notice does not apply to translators -->
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<!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd" [
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<!ENTITY kajongg "<application
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<!ENTITY kappname "&kajongg;">
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<!ENTITY kappversion "4.13.0"
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><!--Application version. Use this variable everywhere it is needed.-->
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<!ENTITY package "kdegames"
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> <!-- do not change this! -->
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<!ENTITY % Dutch "INCLUDE"
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> <!-- change language only here -->
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<!ENTITY % addindex "IGNORE"
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> <!-- do not change this! -->
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<!ENTITY mahjongg "mahjongg">
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<!ENTITY originalcall "originalcall">
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<!ENTITY violatesoriginalcall "violatesoriginalcall">
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<!ENTITY dangerousgame "dangerousgame">
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<!ENTITY nochoice "nochoice">
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<!-- TODO: describe the window with the list of tables -->
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<book id="kajongg" lang="&language;"
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> <!-- do not change this! -->
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>Het handboek van &kajongg;</title
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> <!-- This is the title of this docbook. -->
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<!-- List of immidiate authors begins here. -->
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<!--INPORTANT! - All other contributors: [to be determined] -->
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>wolfgang@rohdewald.de</email
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&ged.vertaald;&Freek.de.Kruijf;
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>&FDLNotice;</legalnotice>
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><!-- Date of (re)writing, or update.-->
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>&kappversion; (&kde; 4.13)</releaseinfo
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><!-- Application version number. Use the variable definitions within header to change this value.-->
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<!--Short description of this document. Do not change unless necessary!-->
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>Deze documentatie beschrijft het spel van &kajongg; versie &kappversion;</para>
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<!--List of relevant keywords-->
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> <!-- do not change this! -->
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> <!-- do not change this! -->
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> <!-- do not change this! -->
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><!--Application name goes here-->
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<!-- Game genre. Use as many as necessary. Available game types are: Arcade, Board, Card, Dice, Toys, Logic, Strategy.-->
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>spel met stenen</keyword>
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<!--Number of possible players. It can be: One, Two,..., Multiplayer-->
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>vier spelers</keyword>
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<!--All other relevant keywords-->
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<!--Content begins here: -->
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<chapter id="introduction"
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> <!-- do not change this! -->
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><!-- Game genre. Use as many as necessary. Available game types are: Arcade, Board, Card, Dice, Toys, Logic, Strategy.-->
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>Aantal mogelijke spelers:</title
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><!--Number of possible players. It can be: One, Two,..., Multiplayer-->
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>&kajongg; is een bordspel gemaakt volgens het beroemde oosterse spel Mah Jong (in Chinees <foreignphrase lang="zh"
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>). Het wordt gespeeld door vier spelers. Wereldwijd zijn er verschillende spelregels in gebruik. Op dit moment ondersteunt &kajongg; de klassieke Chinese spelregels zoals deze gespeeld worden in Duitsland, mogelijk kunnen andere spelregels volgen. Het is mogelijk om deze aan te passen of nieuwe spelregels toe te voegen. Doe dat en stuur deze naar de auteur van het programma voor integratie! </para>
131
>&kajongg; kan op twee verschillende manieren worden gebruikt: de score bijhouden van een handmatig spel waar u speelt zoals u gewend bent zonder de hulp van een computer en gebruikt u &kajongg; voor het berekenen van de scores en voor bijhouden van de boeken. Of u kunt &kajongg; gebruiken om tegen elke combinatie van andere menselijke spelers of computerspelers te spelen. </para>
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<chapter id="screen_layout"
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>De indeling van het scherm</title>
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>Een schermafdruk van &kajongg;</screeninfo>
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<imagedata fileref="gamescreen.png" format="PNG"/>
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>Schermafdruk</phrase
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>Een korte uitleg van de onderdelen van het speelveld. </para>
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>De werkbalk bevindt zich onder de menubalk en bevat knoppen voor de meest vaak gebruikte acties. De inhoud van de werkbalk kan worden beweerkt. U kunt deze ook onzichtbaar maken, waardoor er meer ruimte is voor het bord. </para
162
>Afhankelijk van de afmetingen van uw scherm wilt u de werkbalk onzichtbaar maken of het naar de linkerkant van het venster verplaatsen. Dat kan door met de muis rechts te klikken op de werkbalk. </para
170
>Het bord is het grootste gedeelte van het venster. U ziet de vier muren met een lengte van 18 stenen (het exacte aantal hangt af van de regels zoals het gebruik van bonusstenen of niet). De namen van de spelers staan op de muur, samen met de huidige waarde van de hand (voor zover bekend) en hun winden-stenen. De wind van de ronde heeft een gekleurde achtergrond, Oost in de bovenstaande schermafdruk. </para
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>When <link linkend="play"
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>, the interior of the walls holds the tiles discarded by the players. They are randomly placed. The last discarded tile has a blue focus frame. </para
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>When <link linkend="scoreGame"
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>scoring manual games</link
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>, the interior of the walls has a selection of all available tiles, the central selector. You can assign them to the players using the mouse or the keyboard. </para>
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>Every player has a screen range for her tiles. The upper row contains exposed tiles, the lower row concealed tiles. When <link linkend="scoreGame"
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>scoring manual games</link
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>, concealed tiles are shown with a shadow over the entire tile. Bonus tiles go to the right end. </para
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>De dialoog presenteert keuzes die de speler heeft. Vaak heeft het een timeout met een voortgangsbalk die de overblijvende tijd aangeeft. </para
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>De statusbalk bevindt zich onderaan het scherm en bevat de huidige totalen van de spelers. </para
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<chapter id="scoreGame"
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>Scores van een handmatig spel</title
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> <!-- do not change this! -->
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>In this mode, &kajongg; is only used to do the scoring. You play as usual with real people on a real table and at the end of a game you can tell &kajongg; the tiles a player has in her hand and everything else &kajongg; needs to know for calculating the scores - which is what the program will do. Alternatively you can calculate the hand scores manually and enter them. &kajongg; will then make the payments amongst the players and write the results into a data base. It is possible to suspend a game, start another game with other players and resume old games. All rules will be saved together with the games, so different games can be played with different rules. </para>
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>Selecteer uit het menu <guimenu
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>Scores van een handmatig spel</guimenuitem
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> of druk op <keycombo action="simul"
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>Now you can either select an existing unfinished game or start a new game. If you start a new game, you will be asked for the players and the ruleset. &kajongg; will propose the same values used for the previous game. If there was no previous game, it will propose the first four defined players. Please note that you cannot change the ruleset or any of its rules after this selection. You can do that beforehand in <link linkend="ruleset-options"
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>the ruleset editor</link
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>U krijgt nu een nieuw venster met de titel "Voer de handmatige resultaten in". Lees <link linkend="enterhand-tiles"
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>Laat &kajongg; de score berekenen</link
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> voor een gedetailleerde beschrijving. </para
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>Na het opslaan van handmatige resultaten, doorgaan met de volgende hand. </para
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<sect1 id="enterhand"
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>Handmatige resultaten invoeren</title>
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<sect2 id="enterhand-scores">
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>Een schermafdruk van &kajongg;</screeninfo>
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<imagedata fileref="enterhand.png" format="PNG"/>
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>Schermafdruk</phrase
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>This is the window for entering hand results. It automatically shows itself when &kajongg; thinks you might need it. You can always show or hide it by pressing <keycombo action="simul"
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> or by selecting the corresponding menu entry. </para>
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>Zoals altijd heeft de wind van de ronde een gekleurde achtergrond. </para>
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>Here you can manually enter scores for all players. Alternatively you can exactly define which tiles a player had in her hand. If you choose to do that, the corresponding field for the manual score value will be grayed out. &kajongg; will automatically compute the score. </para>
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>After having entered all relevant data for a hand, press the button <guibutton
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>Save Hand</guibutton
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>. The hand values will be entered in the data base, and they are also shown in the score table. You might be prompted to change the seating positions of the players but you can choose not to change seats. The proposed changes are currently not customizable - if a ruleset needs something different, we will change that. </para>
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>If the player might have won, the check box in the column "Winner" will be enabled - click this for the winner. </para>
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>The status bar will now show the updated balances for the players, and you can continue with the next hand. </para>
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<sect3 id="enterhand-manually">
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>Score handmatig invoeren</title>
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>A good player will probably prefer to compute her score himself. In that case you can directly enter it. This is only possible when no tiles are selected for this player. </para>
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>If you enter a manual score, it must already contain everything except penalties, you will have no optional rules to choose from. There is one exception: "Dangerous Game". This does not influence any scores, it is no offense either. It only means the payment between players is different: The offender pays all for all to the winner. The other two players do not exchange payments. This is currently not customizable. </para>
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<sect3 id="enterhand-tiles">
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>Laat &kajongg; de score bereken</title>
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>If you explicitly tell &kajongg; what tiles a player holds, entering scores will be grayed out for that player in this window. While associating tiles with a player you will see how her score will grow - but as soon as you add the 14th tile the score goes to zero. That might surprise you but unless you declare this as the winner hand, it is recognized as a long hand which always has zero points. This behaviour is defined by the Classical Chinese ruleset, it might be different if you change the rules or use a different ruleset. </para>
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>You can associate tiles and melds with a player using either the mouse or the keyboard or both. With the mouse simply move tiles by dragging/dropping them to the player region. When dropping the tile, you will be asked what you want to move: Single, Pair, Pung, Kong, Claimed Kong or Chow. The upper row is for exposed tiles, the lower row for concealed tiles. The bonus tiles will appear to the far right. You can also move tiles and melds between rows, between players and back to the central selector. </para>
299
>If you prefer using the keyboard, you can use 	 to move between the central selector and the player regions. The keys <keycap
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> move a tile to the players East, South, West and North. The keys <keycap
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> move it back to the central selector. <keycap
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> moves to the concealed row, <keycap
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> moves to the exposed row. You can move the cursor between tiles or melds using the arrow keys, the currently selected tile or meld has a blue frame. Since the key arrows are far away from letters on the keyboard, you can also use the letters <keycap
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> for moving the cursor. <keycap
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> move right. This is how the unix editor "vi" does it. The &kde; browser konqueror and even this help program also support those keys in the same way. Those keys may differ if you use a language other than English but it is currently not possible to configure them. </para>
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>The options "Last Tile" and "Last Meld" are needed by some rules like "last tile completes pair". They can only be used for the winner hand. </para>
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>In the right part of the window you can manually apply some rules. What rules appear in this list depends on the current ruleset and on the tiles. In the example of the above screen shot, the losing players might have an option "dangerous game" - again depending on the ruleset and on their tiles. It is the aim of the developers to keep this list of manually selectable rules as short as possible. Optimally &kajongg; should always be able to automatically determine whether a rule applies, but sometimes &kajongg; does not have enough information or knowledge to decide. </para>
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<sect2 id="enterhand-penalties">
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>Een schermafdruk van &kajongg;</screeninfo>
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<imagedata fileref="penalty.png" format="PNG"/>
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>Schermafdruk</phrase
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>In the <link linkend="enterhand"
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>window for entering hand results</link
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>Penalties</guibutton
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> button will bring up this window where you can enter penalties. This can be done at any point in time independent of the normal scoring mechanism.</para>
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> selection shows all offenses that might be applicable to the hands the players hold. Choose among them.</para>
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>Now you can adapt the <guilabel
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>Total Penalty</guilabel
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>. This is the total sum that is moved from payers to payees. It will be evenly split between them.</para>
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>Depending on the type of offense, the number of payers and payees varies. The right number of players is displayed. If you select a player, &kajongg; ensures that this player only occurs once by adapting the other players. </para>
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>At any time, you can enable or disable the Demo Mode. In Demo Mode, the computer will play for you. If no game is currently played, a new game will be started with the last used ruleset. </para>
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<sect1 id="robotplay">
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>Tegen de computer spelen</title>
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>First you will get a login dialog. Enter the game server you want to connect to and your user name. If you choose the special entry "Local Game", you only need to enter your name (or accept the proposed name) and the wanted ruleset. This will immediately start a local game where you play against 3 robot players. However if suspended games exist, they will be displayed in a list. You can then select the game you want to continue with or start a new game. </para>
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<sect1 id="humanplay">
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>Met vrienden spelen</title>
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>If you want to play against other real people, you need a game server to which all players, including yourself, need to connect. Do that by selecting any other host or by manually entering a new host name and by specifying your password for that host. The last used password will be proposed. </para
379
>The easiest way is to use the game server at <ulink url="http://www.kde.org/applications/games/kajongg/"
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>. &kajongg; will show this one in the list of possible game servers. Please note that for now <ulink url="http://www.kde.org/applications/games/kajongg/"
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> only offers a game server but no web page or any other services. </para
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>If you do not have an account on the game server with the name you entered, you will be asked if you want to open an account. If you say yes, you will get a new dialog where you can enter the wanted password twice. Your account will be created automatically. </para
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>After a successful login onto the game server, you will get a list of tables with available seats on that game server. Join a table or allocate a new table. If you allocate a new table, wait until more seats are taken by other players. You can start the game on a table you allocated at any time, the seats not taken will be filled by robot players. </para
389
>The table list also shows the name of the ruleset played on that table. The ruleset and its name are sent to the game server by the player initiating the table. If you have an identical ruleset, the table shows your name for the ruleset - this might be helpful if the table initiator speaks another language and named the ruleset differently. Also, if the name of your local ruleset is displayed, it is displayed in black. If however you have no identical ruleset, the name appears in red, and you can use the button <guibutton
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> to compare it with your own rulesets. </para
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>If you do not use <ulink url="http://www.kde.org/applications/games/kajongg/"
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> or any other existing game server, you can start your own &kajongg; game server in two different ways: <itemizedlist
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>connect to the server "localhost". This is your own computer. If you do this and no game server is running, it will be started automatically. And when you stop playing, the server will be stopped too. </para
402
>manually start a server on any computer you want. All you need to do is go to a command line and start the program <literal
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>kajonggserver</literal
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>kajonggserver --help</literal
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> will show you all available options like changing the default port. This server will run until you kill it. </para
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>In both cases you need to tell the other players how they can reach your game server. They need the &URL; or simply an IP address and the port your server is listening on. This might be something like <literal
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>mypc.dyndns.org:8409</literal
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> is the port. Of course you need to configure your firewall such that the remote player can reach that port. The communication will be encrypted. </para
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>The server computes its default port from its version number. If &kajongg; has version 4.9.5, port 8409 will be used: 8000 plus first version digit * 100 plus middle version digit. If the player enters no port for the wanted game server, the client computes the port in the same way. So if a computer runs several game servers with different program versions, you should normally reach the correct game server automatically. Anyway the game server and the client will make sure that their versions are compatible and warn you otherwise. </para
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>If you encounter possible bugs, you might want to use the option <literal
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>--debug=traffic</literal
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>. This will show you, on the console where the game server has been started, what messages are flowing between the game server and the clients. </para>
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<sect2 id="playing-caveats">
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>If you want to make sure nobody can cheat none of the human players should have access to the computer the game server is running on. Of course you can never avoid that two players help each other because you cannot know what they really are doing. Two players might even be one and the same person. </para
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<sect1 id="gamerules"
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>Worldwide, many different game variants exist. Currently, &kajongg; supports two variants of Classical Chinese, one as played in Germany and one as played in Great Britain. </para
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>This description does not go into details and as such matches both variants.</para
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>However most of the basic rules are the same in most variants.</para>
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>Since the program &kajongg; knows how to play, this description only contains things that might not be obvious.</para>
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>If you want to learn Mah Jong in more detail, please consult the <link linkend="bibliography"
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<sect2 id="gamerules-aim">
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>Het doel van het spel</title>
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>Each player tries to collect tiles such that she has a winning hand. On achieving this, she calls "Mah Jong". In a winning hand, the tiles are normally grouped into five melds: Four melds with three or four tiles each and a fifth meld consisting of two equal tiles. A normal meld has three or four identical tiles (called Pung and Kong respectively) or three successive tiles like Bamboo 3, Bamboo 4, Bamboo 5 (called Chow).</para>
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>Het verloop van het spel</title>
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>Initially, the player with the East wind (as indicated on the wall) has one more tile than the other players. East begins by discarding an unwanted tile. </para>
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>Whenever a tile has been discarded, other players can claim it by saying what they can complete with that tile (Chow, Pung, Kong, Mah Jong). Only the next player can claim a Chow - the other claims are possible for all players. A meld completed by a claim will be exposed - made visible to all players. </para
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>If nobody claims the discarded tile, the next player, South (and then West and North) gets a tile from the wall and discards an unwanted tile.</para>
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>There are several rules about when a Pung can be extended to a Kong (by claiming the forth tile or by getting it from the wall) - these rules are not explained here. But &kajongg; of course knows them and makes sure they are respected. If a Kong is declared, the player automatically gets a replacement tile from the wall - otherwise it would not be possible to build the five melds as mentioned above. </para>
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>Jaar, ronde en hand</title
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>When a player claims Mah Jong or we end up in a draw, a hand is completed. Now, except for draws, the winds rotate among the players. This is repeated until every player once had every wind. This entire unit is called a round. An entire game, also called year, consists of four such rounds: East wind round, South wind round, West wind round, North wind round. The wind of a round is also called prevailing wind, it can result in higher scores.</para>
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>So a full game (a year) consists of at least 16 hands. Since the winds do not rotate for draws or when the East player says Mah Jong, a higher number of hands is normally needed for a full game. </para
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>A game can contain eight bonus tiles (unless the rules exclude them). They are exposed separately on the right side of the player region as they are never used for building melds. They do however generate bonus points.</para>
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>Als een speler een bonussteen ontvangt, zal deze automatisch ook een vervangende steen van de muur ontvangen.</para
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>Aan het eind van een hand wordt de score voor elke speler berekend. Eerst worden de basispunten geteld zoals 2 punten voor een eenvoudige open pung of 20 punten voor het winnen. Vervolgens wordt een andere set regels toegepast - deze regels kunnen de punten verdubbelen zoals een verdubbeling voor een melding van draken. Wanneer de score voor elke hand bekend is, worden de verschillen tussen de spelers afgerekend - terwijl de winnaar zijn volledige score van alle andere spelers krijgt betaald. Oost krijgt en betaalt altijd twee keer zijn score.</para>
488
>Of course &kajongg; knows about all applicable rules but a good player knows what combinations get what score so she can optimize. While learning it is recommended to activate the window <guimenuitem
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>Explain Scores</guimenuitem
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>The exact scoring rules often vary - in &kajongg; you are free to change them with the <link linkend="ruleset-options"
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>the ruleset editor</link
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>The ruleset editor also shows you all available rules and their meaning. Place the mouse over them and for the more exotic rules help text will appear.</para>
499
<sect1 id="playing-play">
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>Hoe met &kajongg; te spelen</title>
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>You will be prompted for what you want to do. This is a little dialog which appears either on the right or at the bottom depending on the size of the window. If you make it broader than high, the dialog appears on the right. Sometimes the dialog will have a timeout - when it is over, the first possible answer is automatically selected for you. This timeout is configurable in the Ruleset Editor, under <guilabel
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>Claim Timeout</guilabel
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>. All players should have the same timeout, that is why this is part of the ruleset. </para
509
>If you need to select a tile from your hand, you can move between tiles using the right and left arrow keys or the letters h and l on your keyboard. Of course you can use the mouse too. </para
511
>You can discard a tile by using the keyboard the same way as for all actions. Alternatively, you can use the mouse and move the tile from your hand into the discard area (the interior of the walls). The placement of the tile in the discard area will still be done by the computer - because the placement should be the same for players. </para
513
>Often, the dialogs will offer choices which are not really applicable like calling Pung when you do not have the needed tiles. This is intended - just like in a real game. But you can configure impossible choices away: Disable <guilabel
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>Show only possible actions</guilabel
517
> page of the settings dialog. </para
519
>Discarded tiles are placed randomly between the walls. Some game variants define where the tiles should be placed, this is not yet configurable however. When it becomes configurable, it will be part of the ruleset. </para>
523
<chapter id="interface"
525
>Overzicht van het interface</title
526
> <!-- do not change this! -->
527
<!-- This section has to do with menubar. Describe every single entry in order. Use <variablelist
529
>. Split the chapter into sections using <sect1(2,3)
530
> for better viewing.-->
537
<varlistentry id="game-menu-scoreGame">
541
><keycombo action="simul"
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>Score van handmatig spel</guimenuitem
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>Hou de score bij van een handmatig gespeeld spel.</action
558
>You can load an old game or start a new game. By default only pending (i.e. unfinished) games are shown in the selection list. You can optionally show all games including finished games. Here you can also delete games.</para
561
<varlistentry id="game-menu-play">
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><keycombo action="simul"
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>Spelen met anderen (mensen en computers)</action
583
<varlistentry id="game-menu-abort">
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><keycombo action="simul"
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>Spel afbreken</guimenuitem
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>Abort the current game. If it was a manual game with scoring only, you can resume it later. If you played using &kajongg;, the game is not yet resumable.</action
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><keycombo action="simul"
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>&kajongg; verlaten</guimenuitem
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<varlistentry id="view-scoring">
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><keycombo action="simul"
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>Bewerker van score tonen</guimenuitem
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>Scoring Dialog</action
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>: Show or hide the scoring dialog. This dialog is explained <link linkend="enterhand"
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<varlistentry id="view-scoretable">
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><keycombo action="simul"
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>Scoretabel</guimenuitem
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>Score Table</screeninfo
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> <imagedata fileref="scoretable.png" format="PNG"/> </imageobject
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> Show the score table. Round/Hand are the current round (East, South, West, North) followed by a count of the hands played in that round. The winner has a green background for her values. The Payments show how much the player paid to or received from all other players with this hand. The Balance shows the current balance for all players. The Chart shows the development of the balance values. The hints give you more details: They show all rules that have been applied to this hand. Just move the mouse over the value you are interested in.</para
685
>The lower part shows the used ruleset. Between the score table and the used ruleset you can find a splitter letting you change the relative sizes of both parts. </para
688
<varlistentry id="view-explain-scores">
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><keycombo action="simul"
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>Scores verklaren</guimenuitem
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>Scores uitleggen</action
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>Scoretabel</screeninfo>
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<imagedata fileref="explain.png" format="PNG"/>
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>Legt uit hoe de score van de huidige hand is berekend. </para
725
<varlistentry id="view-chat">
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><keycombo action="simul"
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>Chatsvenster</screeninfo>
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<imagedata fileref="chat.png" format="PNG"/>
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>Chatvenster</phrase>
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>Laat u chatten met de andere spelers. </para
767
>Instellingen</guimenu
769
>Spelers</guimenuitem
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>Spelers toevoegen, wijzigen en verwijderen.</action
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>The passwords in this table are those used by default when logging onto a game server. Changing the password you initially chose for a game server is not yet really helpful because there is no way yet for you to also change your password on the game server. You would have to ask the administrator of the game server to do that for you directly in the data base.</para
785
>Instellingen</guimenu
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>Spelregelsets</guimenuitem
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>Spelregelsets aanpassen</action
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>Gebruik de bewerker voor spelregelsets om spelregelsets aan te passen. Voor details zie <link linkend="ruleset-options"
805
><keycombo action="simul"
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>Instellingen</guimenu
813
>Zichthoek wijzigen</guimenuitem
819
>Wijzigt de blikrichting van de stenen tegen de klok in.</action
827
><keycombo action="simul"
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>Instellingen</guimenu
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>Modus Demo</guimenuitem
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>Enables or disables the Demo Mode. See <link linkend="play"
843
> for details.</action
851
><keycombo action="simul"
857
>Instellingen</guimenu
859
>Modus Volledig scherm</guimenuitem
865
>Schakelt tussen volledig scherm en normale modus.</action
872
>Additionally &kajongg; has the common &kde; <guimenu
876
> menu items, for more information read the sections about the <ulink url="help:/fundamentals/ui.html#menus-settings"
877
>Settings Menu</ulink
878
> and <ulink url="help:/fundamentals/ui.html#menus-help"
880
> of the &kde; Fundamentals. </para>
885
<chapter id="configuration"
887
>Spelconfiguratie</title
888
> <!-- do not change this! -->
889
<!--This section describes configuration &GUI;. If your game is configured using menubar exclusively, please remove this section.-->
892
>Dialoog voor instellen</screeninfo>
895
<imagedata fileref="config_play.png" format="PNG"/>
899
>Dialoog voor instellen</phrase>
905
>The menu entry <menuchoice
909
>Configure &kajongg;...</guimenuitem
911
> opens the <guilabel
912
>Configure - &kajongg;</guilabel
915
>If you press the <guibutton
917
> button here, all of your configuration changes will be reverted, including everything you did with the ruleset editor.</para>
919
>You can also select the different tabs with the keyboard: <keycombo action="simul"
923
> selects the first tab <guilabel
925
> options, <keycombo action="simul"
929
> selects the second tab, and so on. </para>
931
<sect1 id="play-options"
933
>Opties voor spelen</title>
938
>Schaduw van stenen tonen</guilabel>
942
>This shows tiles with borders and shadows. Also there is some space between tile rows, and the wall tiles are shown such that you can see that the wall is two or three tiles high. So if you disable this option, you have a simpler display with slightly larger tiles. This may be helpful for small screens. </para
948
>Blinde stenen naar meldingen herschikken</guilabel>
952
>This groups melds in the hand. Sometimes the grouping might not be like you want it, so you might prefer to have no grouping at all, just like in a real world game. </para
958
>Alleen nog mogelijke acties tonen</guilabel>
962
>When playing, show only possible actions like "No claim" or "Pung". </para
968
>Propose what to do</guilabel>
972
>Whenever you have a choice of actions like claiming a tile or not or like choosing which tile to discard, &kajongg; can help you by making a proposal. </para
978
>Geluid gebruiken indien beschikbaar</guilabel>
982
>This lets you hear discards and claims. If other players recorded sound files with their own voice, you can hear them. </para
988
>Laat anderen mijn stem horen</guilabel>
992
>If you recorded sound files with your voice this option will let the other players hear your discards and claims with your voice. </para
998
>Animatiesnelheid</guilabel>
1002
>Define how fast the tiles should move around. If you move the slider to the rightmost position, tile movement is not animated: the tiles will simply change place. </para
1011
>Playing gives you a much nicer experience if you hear players claim tiles and announce discards. It also makes playing easier because you can concentrate on your own tiles, you do not have to watch what others discard. </para>
1013
>&kajongg; comes with voices for different players. It automatically assigns voices to players. For every language there should be four voices, preferably two male and two female. &kajongg; tries to use voices in the same language &kajongg; runs in. If it finds no voices in that language, &kajongg; will fallback to other languages, using the same fallback languages you defined for &kajongg; (see <menuchoice
1017
>Switch Application Language</guimenuitem
1019
>). If no voice files exist yet for your language, you are invited to record and contribute them to &kajongg;. </para>
1023
>This is how you can generate voices yourself. There is a separate folder for every voice. There are two groups of voices with different places in the file system: <itemizedlist
1026
>Predefined voices for every language. They live in a folder like <filename class="directory"
1027
>/usr/share/kde4/apps/kajongg/voices/LANG</filename
1028
> where LANG is the code for your language. The voice directories directly under <filename class="directory"
1029
>.../kajongg/voices/</filename
1030
> are the US-english versions. Predefined voices are randomly assigned to players. Those voices have names like <literal
1031
>"male1 male2 female1 female2"</literal
1032
> but those names do not matter, the user will never see them. Also, it makes no sense to define more than four predefined voices per language. </para
1036
>User voices can be defined for a specific user. If &kajongg; makes use of such a voice, it can automatically be transferred to other players over the internet. Those voices live in a folder like <filename class="directory"
1037
>~/.kde/share/apps/kajongg/voices/</filename
1038
>. So if your login name is joe, this might be <filename class="directory"
1039
>/home/joe/.kde/share/apps/kajongg/voices/joe/</filename
1040
>. The folder <filename class="directory"
1042
> might not yet exist - if so, create it. </para
1049
>Now that you know where to place your new voice, generate a new folder for it. </para
1053
>In that subfolder, you can place the sound files. They have to be encoded with the <ulink url="http://xiph.org/vorbis/"
1055
> audio compressor, the file names need to have the extension <filename class="extension"
1057
>. A single file has a name like <filename
1059
> - this is Stone 3. You should define such files for all tiles and for all claims and announcements. But if a sound file is missing, nothing bad happens - you just will not hear that sound. Fallback to other voices or languages only works for entire voices, not for single sound files. </para
1063
>After having defined all sound files for a predefined voice, please make sure that the &kajongg; process has write permission in the new voice folder. Start &kajongg; and test the voice. After everything is OK, you can revoke write permission (and you should do so for predefined voices). &kajongg; will automatically generate a file named <filename
1065
> containing a checksum over all sound files. Whenever you change, add or delete a sound file for a voice, &kajongg; will try to rewrite that file. </para
1069
>Please make the length of the sound short but speak clearly - this game can be played very fast when you get used to it. It is easier if you first write down a list with everything that should be spoken. Do not read it as a sequence of items, try to pronounce each item as if it were the only one and as you would when playing. Leave room between the items. Reading this needs a little practicing.</para>
1071
>This is just one possibility to create the sound files: </para
1076
>Record a sound file with the program <command
1078
>, save it in the <literal
1080
> format. In this single sound file, speak all of the sounds. </para
1084
>Edit that file with the sound editor <command
1086
>. In that editor, use the mouse to mark a range of the sound waves. The editor will play that part. Repeat until you have the correct part selected. This may be easier if you <menuchoice
1090
>Zoom In</guimenuitem
1092
>. Use the menu command <menuchoice
1096
>Export Selection</guimenuitem
1098
> and save in the ogg format. Under <guilabel
1100
>, choose low quality - this is sufficient and even wanted because this reduces the time to transfer the sounds to the other players. </para
1105
>The following are the names of the files that you should generate. Always append <filename
1111
>Sound file names</title>
1116
>&s1; .. &s9;</entry
1118
>Stone 1 to Stone 9</entry>
1122
>&b1; .. &b9;</entry>
1124
>Bamboo 1 to Bamboo 9</entry>
1128
>&c1; .. &c9;</entry>
1130
>Character 1 to Character 9</entry>
1134
>&we; &ws; &ww; &wn;</entry>
1136
>The winds East, South, West, North</entry>
1140
>&db; &dr; &dg;</entry>
1142
>The dragons blue/white, red, green</entry>
1146
>&chow; &pung; &kong; &mahjongg;</entry>
1148
>The major claims</entry>
1152
>&originalcall; &violatesoriginalcall;</entry>
1154
>Original Call and its violation</entry>
1158
>&dangerousgame;</entry>
1160
>A player lets off a cannon (dangerous game)</entry>
1166
>A player declares he has no choice but to play dangerous game</entry>
1174
<sect1 id="tiles-options"
1176
>Opties voor stenen</title>
1179
>Tileset selector</screeninfo>
1182
<imagedata fileref="config_tiles.png" format="PNG"/>
1186
>Tileset selector</phrase
1193
> selector to select graphics for the tiles. </para>
1196
<sect1 id="background-options"
1198
>Opties voor de achtergrond</title>
1201
>Achtergrond kiezen</screeninfo>
1204
<imagedata fileref="config_background.png" format="PNG"/>
1208
>Achtergrond kiezen</phrase
1214
>Background</guilabel
1215
> selector to select a background graphic for the game. </para
1217
>Some backgrounds like the Chinese Landscape need some time to load. If you feel that the program should start faster or that resizing the main window takes too long, you might try some other background. </para>
1220
<sect1 id="ruleset-options"
1222
>Ruleset Editor</title>
1225
>Ruleset Editor</screeninfo>
1228
<imagedata fileref="ruleseteditor.png" format="PNG"/>
1232
>Ruleset Editor</phrase
1237
>Use the Ruleset Editor to customize rulesets. Predefined rulesets are shown in an italic font, customized rulesets have a normal font. Predefined rulesets cannot be changed by the user in any way, however an update of &kajongg; might. Customized rulesets will never be affected by an update. </para
1239
>When starting a new game, you will be able to select a ruleset for that game. All rulesets defined in the ruleset editor can be used. The ruleset is saved together with the game, so you can always change rulesets here - your changes will only affect future games. </para>
1242
>Rule, Points, x2, Limits</title
1244
>Simply double click on whatever you want to change. If all values are cleared, this rule will have no influence on the game. Rules cannot be deleted.</para>
1248
>Copy and Remove</title
1250
>You can copy and remove entire rulesets. </para
1252
>Again this can even be done if existing games use this ruleset since every game has its own ruleset copy. You can view rulesets for old games: <link linkend="game-menu-scoreGame"
1254
> the old game and <link linkend="view-explain-scores"
1255
>show its score table</link
1264
>Ruleset Comparator</screeninfo>
1267
<imagedata fileref="differ.png" format="PNG"/>
1271
>Ruleset Comparator</phrase
1275
You can select this command when an entire ruleset is selected. It lets you compare the selected ruleset against any other ruleset. </para
1279
<sect1 id="default-keybindings">
1281
>Standaard sneltoetsen</title>
1284
>The menu entry <menuchoice
1288
>Configure ...</guimenuitem
1290
> allows you to change the default keyboard bindings.</para>
1293
>De standaard sneltoetsen zijn als volgt: </para>
1305
>Hierdoor wordt dit handboek geopend. </para>
1311
><keycombo action="simul"
1318
>Score van handmatig spel. </para>
1324
><keycombo action="simul"
1331
>Play a game with friends or computer players. </para>
1337
><keycombo action="simul"
1344
>Het huidige spel afbreken. </para>
1350
><keycombo action="simul"
1357
>Beëindig het programma </para>
1363
><keycombo action="simul"
1370
>Show the score table. </para>
1376
><keycombo action="simul"
1383
>Een chatvenster tonen. </para>
1389
><keycombo action="simul"
1396
>Change the viewing angle. </para>
1402
><keycombo action="simul"
1409
>Enables or disables the Demo Mode. </para>
1415
><keycombo action="simul"
1422
>Wat is dit? Hulp </para>
1428
><keycombo action="simul"
1429
>&Ctrl;&Shift;<keycap
1435
>Volledig scherm modus </para>
1445
<appendix id="problems"
1447
>Known problems</title>
1451
>It is not yet possible for the player herself to open an account on the game server.</para
1455
>In playing mode, penalties are not yet possible.</para
1459
>The computer players are still rather stupid.</para
1464
<appendix id="future"
1466
>Possible future features</title>
1470
>Add more rulesets. This should optionally be done by people using those rulesets regularly.</para
1477
>Veel voorkomende vragen</title
1478
> <!-- do not change this! -->
1479
<!--This chapter is for frequently asked questions. Please use <qandaset
1483
<!--Following is a standard list of FAQ questions.-->
1487
>Ik wil het uiterlijk van dit spel wijzigen. Kan dat? </para
1491
>Ja. Om het uiterlijk van &kajongg; te wijzigen gebruikt u de menubalk om het <link linkend="configuration"
1492
>configuratieprogramma</link
1499
>Can I use the keyboard to assign tiles to players?</para
1503
>Yes. See <link linkend="enterhand-tiles"
1504
>Have &kajongg; compute the score</link
1508
<!--Please add more Q&As if needed-->
1513
<appendix id="credits"
1515
>Dankbetuigingen en licentie</title
1516
> <!-- do not change this! -->
1517
<!--This chapter is for credits and licenses.-->
1519
>&kajongg; voor &kde; </para>
1522
>Programma Copyright © 2009, 2010, 2011, 2012 <personname
1524
>Wolfgang</firstname
1529
>wolfgang@rohdewald.de</email
1532
>Documentatie copyright © 2009, 2010, 2011, 2012 <personname
1534
>Wolfgang</firstname
1539
>wolfgang@rohdewald.de</email
1542
<!-- !!!do not change ANYTHING after this line!!!! -->
1543
&meld.fouten;&vertaling.freek;
1549
<appendix id="bibliography">
1551
>Bibliografie</title>
1555
>Das Chinesische Mah-Jongg-Spiel by Uwe Martens 2005, Books on Demand GmbH, Norderstedt. Dit boek is een uitstekende Duitse referentie die alles bevat wat u wilt weten over de spelregels die in Duitsland worden gebruikt en vele andere aspecten van het spel.</para
1559
>The Complete Book of Mah-Jongg door A. D. Millington, 1977 (met verschillende paperback edities tot 2003), Weidenfeld & Nicolson, London. Dit is de beste referentie voor Klassiek Chinees Mah Jong zoals het gespeeld wordt in de Westerse wereld. Het kan u waardevolle aanwijzingen geven over spelstrategieën.</para
1563
>Mah-Jong by Gwyn Headley and Yvonne Seeley, 3rd edition, 2008, A & C Black Publishers Ltd., London. This book is a very easy to use reference, concentrating on the rules as used in Great Britain, defined by the BMJA (The British Mah Jong Association).</para
1567
><ulink url="http://en.wikipedia.org/wiki/Mahjong"
1573
><ulink url="http://de.wikipedia.org/wiki/Mahjongg"
1580
<appendix id="installation">
1582
>Installatie</title>
1584
>Use the .deb package from <ulink url="http://www.kde-apps.org/content/show.php/kajongg?content=103206"
1586
>. If it does not work for you, you can download kajongg-x-y.tar.gz from the same address and then do: <programlisting
1587
>tar xfz kajongg-x-y.tar.gz
1593
>In both cases you will manually have to make sure that some other required packages are installed. The debian package does not yet contain these requirements. &kajongg; needs: (corresponding debian packages in parentheses) </para>
1597
>the KDE4 games library (libkdegames5)</para
1601
>Python 2.6 or higher (python)</para
1605
>QT4.4 or higher (libqt4-core, libqt4-gui, libqt4-svg, libqt4-sql, libqt4-sql-sqlite)</para
1609
>De python bindings voor QT4 (python-qt4, python-qt4-sql)</para
1613
>de python bindings voor KDE4 (python-kde4)</para
1617
>de bibliotheek python twisted (python-twisted-core)</para
1621
>sqlite3 (libsqlite3-0)</para
1627
&documentation.index;
1632
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