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==============================
HEAVY GEAR II DEMO
==============================
README.TXT (11/1/98)
==================================
Minimum System Requirements
==================================
*** 32MB RAM IS REQUIRED FOR SINGLE PLAYER GAMING ***
*** 64MB RAM IS REQUIRED FOR MULTIPLAYER GAMING ***
Pentium 166 CPU or higher
Video accelerator card that supports Z-buffering
DirectX 6.0 **** REQUIRED OR GAME WILL NOT FUNCTION ****
=============================================
Accelerator Cards Verified for Functionality
=============================================
The following cards have all been tested and verified to work with this
demo. Other cards may function, but might have visual oddities or errors.
Most of those issues will be resolved before the full game code releases.
See the "Troubleshooting" section for details of issues you may experience
with cards not listed below.
Riva 128/TNT: STB Velocity 128, Velocity 128 ZX, Diamond Viper 330, Canopus
Total 3D 128, Creative Labs TNT
Voodoo 1: Diamond Monster 3D, Orchid Righteous,
Voodoo Rush: Hercules Stingray, Intergraph Intense 3D, Jazz Adrenaline
Voodoo 2: Diamond Monster II
Voodoo Banshee: Creative Labs
Matrox G200 cards
=============================================
Like to Give Us Feedback on the Demo?
=============================================
Please direct all e-mail to "HG2Feedback@activision.com". Thanks, in
advance, for your comments.
==================================
TABLE OF CONTENTS
==================================
I. Game Synopsis
II. Game Controls
III. HUD Damage Codes
IV. Targeting and Radar
V. Space Combat
VI. Single-Player Walkthrough
VII. Squadmate AI
VIII. Multiplayer Games
IX. Troubleshooting
X. Heavy Gear 2 Credits
==================================
I. Game Synopsis
==================================
The 01st Strike Recon Black Talons squad is being formed of the world's best
Gear pilots to conduct covert operations and insurrectionist missions deep
behind enemy lines on a hostile planet. The recent atrocities committed on
Terra Nova indicate that Earth is returning to try and claim its lost colony
once again. Your squad's mission is to slow them down, disrupt their plans,
and otherwise buy time for your planet of Terra Nova to prepare for the
coming war with its old nemesis, Earth.
To do this, you'll engage hostiles in the vacuum of outer space, the polar
ice caps of a thin atmosphere world, sprawling mining complexes, dense urban
jungles and asteroid belts. Your Gears are some of the best ever produced,
but you'll be cut off behind enemy lines, with no means of resupply and no
reinforcements. You must fend for yourself, achieve your objectives, forage
for ammunition, and live by your wits in order to survive this assignment.
==================================
II. Game Controls
==================================
The demo comes with five sets of game control definitions. When the official
game comes out, you will be able to fully customize your keysets, input
devices (joysticks, rudders, etc), but for now, you'll only be able to load
one of these two sets.
The current sets are described below. The demo defaults to the "Mouse and
Keyboard" set. In order to change which set you are using, hit ESCAPE at any
time between starting the game and launching into a mission. This brings up
an ESCAPE OPTIONS MENU. Choose CONTROL CONFIGS and then LOAD. You can then
select between the two definition files. Accept the choice you make and then
begin playing.
Only three configurations are detailed below. Others are available to load.
To examine them, go to the CONTROL CONFIGS section, load the appropriate
control set and examine the options by switching between the category groups.
Of course, you'll need to calibrate and set up any joystick you choose on
your own in Windows' Control Panel Game Controllers.
**********************************
QUITTING THE GAME
**********************************
Regardless of your input device settings, hitting F4 will always quit the
sim and return you to the shell. (ALT-F4 will quit the application entirely
and return you to the desktop.)
**********************************
KILLING YOURSELF
**********************************
Sometimes life is just too hard and you need to end it all. <g> Here's how
you do it:
a) Hit "`" to bring up the console display window.
b) Type "KILL" and hit enter
c) That's it. You're dead. Enjoy the afterlife.
**********************************
MOUSE AND KEYBOARD CONFIGURATION
**********************************
This is the default configuration for Heavy Gear II.
MOVEMENT
"Steer Right" "NUMPAD 6"
"Steer Left" "NUMPAD 4"
"Forward" "NUMPAD 8"
"Backward" "NUMPAD 2"
"Side Step Left" "NUMPAD 7"
"Side Step Right" "NUMPAD 9"
"Increase Throttle" "NUMPAD +"
"Decrease Throttle" "NUMPAD -"
"Roll Left" "NUMPAD 1"
"Roll Right" "NUMPAD 3"
"Crouch" "PGDN"
"Stand Up" "PGUP"
"Wheels" "BACKSPACE"
"Jump Jets" "NUMPAD ENTER"
TARGETING_HUD
"Weapon Fire" "MOUSE BUTTON 0"
"Weapon Cycle" "MOUSE BUTTON 1"
"Target ReticleX" "MOUSE X-AXIS"
"Target ReticleY" "MOUSE Y-AXIS"
"Change Weapon" "RIGHT SHIFT"
"Throw Grenade" "G"
"Target Cycle" "T"
"Previous Target" "R"
"Nearest Enemy" "E"
"Target Friendly" "F"
"Drop Marker" "Q"
"Radar Zoom" "Z"
"Active Radar Config" "A"
"HUD Display ON-OFF" "X"
"HUD Color" "CAPSLOCK"
SQUAD_NETWORK
"Tactical Map" "TAB"
"General Chat" "F1"
"Stats Display Toggle" "F2"
MISCELLANEOUS
"External Tracking" "C"
"Camera Left" "RIGHT ALT + LEFT ARROW"
"Camera Right" "RIGHT ALT + RIGHT ARROW"
"Camera Up" "RIGHT ALT + UP ARROW"
"Camera Down" "RIGHT ALT + DOWN ARROW"
"Zoom In" "HOME"
"Zoom Out" "END"
"Console Display Toggle" "`"
**********************************
ACTION CONFIGURATION
**********************************
This configuraton is designed to be more familiar to folks that play games
like Quake II.
MOVEMENT
"Steer Right" "RIGHT ARROW"
"Steer Left" "LEFT ARROW"
"Forward" "DOWN ARROW"
"Backward" "UP ARROW"
"Side Step Left" "DELETE"
"Side Step Right" "PGDN"
"Increase Throttle" "NUMPAD +"
"Decrease Throttle" "NUMPAD -"
"Roll Left" "INSERT"
"Roll Right" "PGUP"
"Crouch" "RIGHT CTRL"
"Stand Up" "RIGHT SHIFT"
"Wheels" "BACKSPACE"
"Jump Jets" "NUMPAD 0"
TARGETING_HUD
"Weapon Fire" "MOUSE BUTTON 0"
"Weapon Cycle" "MOUSE BUTTON 1"
"Target ReticleX" "MOUSE X-AXIS"
"Target ReticleY" "MOUSE Y-AXIS"
"Change Weapon" "NUMPAD 0"
"Throw Grenade" "G"
"Target Cycle" "T"
"Previous Target" "R"
"Nearest Enemy" "E"
"Target Friendly" "F"
"Drop Marker" "Q"
"Radar Zoom" "Z"
"Active Radar Config" "A"
"HUD Display ON-OFF" "X"
"HUD Color" "CAPSLOCK"
"Imaging System" "L"
SQUAD_NETWORK
"Tactical Map" "TAB"
"General Chat" "F1"
"Stats Display Toggle" "F2"
MISCELLANEOUS
"External Tracking" "C"
"Camera Left" "RIGHT ALT + NUMPAD 4"
"Camera Right" "RIGHT ALT + NUMPAD 6"
"Camera Up" "RIGHT ALT + NUMPAD 8"
"Camera Down" "RIGHT ALT + NUMPAD 2"
"Zoom In" "HOME"
"Zoom Out" "END"
"Console Display Toggle" "`"
************************************
JOYSTICK AND KEYBOARD CONFIGURATION
************************************
**** NOTICE ****
This joystick config is set up for a standard FOUR-BUTTON, TWO-AXIS joystick
only. If you experience any problems with this config, you should change
your config to four-button, two-axis joystick settings in the GAME
CONTROLLERS control panel for best results.
MOVEMENT
"Steer Right" "RIGHT ARROW"
"Steer Left" "LEFT ARROW"
"Forward" "DOWN ARROW"
"Backward" "UP ARROW"
"Side Step Left" "NUMPAD 7"
"Side Step Right" "NUMPAD 9"
"Increase Throttle" "NUMPAD +"
"Decrease Throttle" "NUMPAD -"
"Roll Left" "NUMPAD 1"
"Roll Right" "NUMPAD 3"
"Crouch" "PGDN"
"Stand Up" "PGUP"
"Wheels" "BACKSPACE"
"Jump Jets" "NUMPAD ENTER"
TARGETING_HUD
"Weapon Fire" "JOYSTICK BUTTON 1"
"Weapon Cycle" "JOYSTICK BUTTON 2"
"Target ReticleX" "JOYSTICK X-AXIS"
"Target ReticleY" "JOYSTICK Y-AXIS"
"Change Weapon" "RIGHT SHIFT"
"Throw Grenade" "JOYSTICK BUTTON 3"
"Target Cycle" "T"
"Previous Target" "R"
"Nearest Enemy" "JOYSTICK BUTTON 4"
"Target Friendly" "F"
"Drop Marker" "Q"
"Radar Zoom" "Z"
"Active Radar Config" "A"
"HUD Display ON-OFF" "X"
"HUD Color" "CAPSLOCK"
SQUAD_NETWORK
"Tactical Map" "TAB"
"General Chat" "F1"
"Stats Display Toggle" "F2"
MISCELLANEOUS
"External Tracking" "C"
"Camera Left" "RIGHT ALT + NUMPAD 4"
"Camera Right" "RIGHT ALT + NUMPAD 6"
"Camera Up" "RIGHT ALT + NUMPAD 8"
"Camera Down" "RIGHT ALT + NUMPAD 2"
"Zoom In" "HOME"
"Zoom Out" "END"
"Console Display Toggle" "`"
************************************
ADVANCED CONFIGURATION
************************************
MOVEMENT
"Steer Right" "NUMPAD 6"
"Steer Left" "NUMPAD 4"
"Forward" "NUMPAD 2"
"Backward" "NUMPAD 8"
"Side Step Left" "NUMPAD 7"
"Side Step Right" "NUMPAD 9"
"Increase Throttle" "NUMPAD +"
"Decrease Throttle" "NUMPAD -"
"Roll Left" "NUMPAD 1"
"Roll Right" "NUMPAD 3"
"Crouch" "NUMPAD 5"
"Stand Up" "NUMPAD /"
"Wheels" "NUMPAD 0"
"Jump Jets" "NUMPAD ENTER"
TARGETING_HUD
"Weapon Fire" "MOUSE BUTTON 0"
"Weapon Cycle" "MOUSE BUTTON 1"
"Target ReticleX" "MOUSE X-AXIS"
"Target ReticleY" "MOUSE Y-AXIS"
"Change Weapon" "ENTER"
"Throw Grenade" "G"
"Target Cycle" "T"
"Previous Target" "R"
"Nearest Enemy" "E"
"Target Friendly" "F"
"Drop Marker" "Q"
"Radar Zoom" "Z"
"Active Radar Config" "A"
"HUD Display ON-OFF" "X"
"HUD Color" "CAPSLOCK"
SQUAD_NETWORK
"Tactical Map" "TAB"
"General Chat" "F1"
"Stats Display Toggle" "F2"
MISCELLANEOUS
"External Tracking" "C"
"Camera Left" "LEFT ARROW"
"Camera Right" "RIGHT ARROW"
"Camera Up" "UP ARROW"
"Camera Down" "DOWN ARROW"
"Zoom In" "HOME"
"Zoom Out" "END"
"Console Display Toggle" "`"
************************************
PALEX CONFIGURATION
************************************
This is the configuration Jack Mamais uses.
MOVEMENT
"Steer Right" "F"
"Steer Left" "S"
"Forward" "D"
"Backward" "E"
"Side Step Left" "W"
"Side Step Right" "R"
"Increase Throttle" "NUMPAD +"
"Decrease Throttle" "NUMPAD -"
"Roll Left" "NUMPAD 1"
"Roll Right" "NUMPAD 3"
"Crouch" "NUMPAD ."
"Stand Up" "NUMPAD /"
"Wheels" "Q"
"Jump Jets" "NUMPAD ENTER"
TARGETING_HUD
"Weapon Fire" "MOUSE BUTTON 0"
"Weapon Cycle" "MOUSE BUTTON 1"
"Target ReticleX" "MOUSE X-AXIS"
"Target ReticleY" "MOUSE Y-AXIS"
"Change Weapon" "BACKSPACE"
"Throw Grenade" "G"
"Target Cycle" "T"
"Previous Target" NOT IMPLEMENTED
"Nearest Enemy" NOT IMPLEMENTED
"Target Friendly" NOT IMPLEMENTED
"Drop Marker" "B"
"Radar Zoom" "Z"
"Active Radar Config" "A"
"HUD Display ON-OFF" "X"
"HUD Color" "CAPSLOCK"
"Imaging System" "L"
SQUAD_NETWORK
"Tactical Map" "TAB"
"General Chat" "F1"
MISCELLANEOUS
"External Tracking" "C"
"Camera Left" "RIGHT ALT + LEFT ARROW"
"Camera Right" "RIGHT ALT + RIGHT ARROW"
"Camera Up" "RIGHT ALT + UP ARROW"
"Camera Down" "RIGHT ALT + DOWN ARROW"
"Zoom In" "HOME"
"Zoom Out" "END"
"Console Display Toggle" "`"
**********************************
GREY HAWK CONFIGURATION
**********************************
This is the configuration that Dave Georgeson uses.
MOVEMENT
"Steer Right" "NUMPAD 6"
"Steer Left" "NUMPAD 4"
"Forward" "NUMPAD 2"
"Backward" "NUMPAD 8"
"Side Step Left" "NUMPAD 7"
"Side Step Right" "NUMPAD 9"
"Increase Throttle" "NUMPAD +"
"Decrease Throttle" "NUMPAD -"
"Roll Left" "NUMPAD 1"
"Roll Right" "NUMPAD 3"
"Crouch" "PGDN"
"Stand Up" "PGUP"
"Wheels" "BACKSPACE"
"Jump Jets" "NUMPAD ENTER"
TARGETING_HUD
"Weapon Fire" "MOUSE BUTTON 0"
"Weapon Cycle" "MOUSE BUTTON 1"
"Target ReticleX" "MOUSE X-AXIS"
"Target ReticleY" "MOUSE Y-AXIS"
"Change Weapon" "RIGHT SHIFT"
"Throw Grenade" "NUMLOCK"
"Target Cycle" "NUMPAD /"
"Previous Target" "R"
"Nearest Enemy" "INSERT"
"Target Friendly" "F"
"Drop Marker" "NUMPAD *"
"Radar Zoom" "Z"
"Active Radar Config" "DELETE"
"HUD Display ON-OFF" "X"
"HUD Color" "CAPSLOCK"
SQUAD_NETWORK
"Tactical Map" "\"
"General Chat" "F1"
"Stats Display Toggle" "F2"
MISCELLANEOUS
"External Tracking" "C"
"Camera Left" "RIGHT ALT + LEFT ARROW"
"Camera Right" "RIGHT ALT + RIGHT ARROW"
"Camera Up" "RIGHT ALT + UP ARROW"
"Camera Down" "RIGHT ALT + DOWN ARROW"
"Zoom In" "HOME"
"Zoom Out" "END"
"Console Display Toggle" "`"
==================================
III. HUD Damage Codes
==================================
When your Gear is damaged (and it will be, trust us <G>), then your HUD
will display damage codes in red letters. These codes are described below:
FC Fire Control systems have been destroyed
LRet The leading reticle has been destroyed
Mag Magnetic sensors have been destroyed
Man Your ability to move has been affected
Motn Motion sensors have been destroyed
Mov Your Gear has lost some of the ability to walk. SMS no
longer function.
Rdr Radar no longer functions
SEN Sensors no longer function
Snpr Sniper Systems have been destroyed
SPD Speedometer has been destroyed
TGT Target designator is destroyed and will not function
TOR Torso is damaged and will not respond to commands
WpnDsp Weapons indicator has been destroyed
==================================
IV. Targeting and Radar
==================================
To target the nearest available enemy, hit "E" on your keyboard. This
displays a "lock-on" square around your chosen target. Once you have
successfully locked onto an enemy, you can then fire any guided weapons
(like LGMs) and they will home in on that position.
GUIDED MISSILE NOTE: Some weapons (like LGMs) are guided. Guided weapons
WILL NOT FIRE unless you have a lock on a target. (You have been warned.)
ROCKET NOTE: Rockets fire in "swarm" mode so as to confuse targeted enemies
with their random, twisting flight paths. In order to ensure that the
"swarming" rockets impact on their target, you must lay your targeting
reticle directly on your chosen impact point when firing. This allows the
targeting laser to calculate distance to target and program the rocket's
on-board programming with the correct targeting info to home in on that spot.
You can also cycle through all available targets by repeatedly hitting "T"
on your keyboard.
Your radar is equipped with sophisticated systems which allow your Gear to
distinguish between friends or enemies. When an object or vehicle is picked
up by the radar it will appear as a blue icon. After your NeuralNet (NNet)
determines whether or not it is hostile it will color code the contact. If
the contact appears red it is considered to be hostile, green designates a
friendly.
Your Gear radar has two basic modes of operation. In the active
configuration, your radar sends an electronic pulse which is used to scan
the surrounding environment and report any signals within your operating
range. This scan is usually very dangerous to use because it makes your Gear
very easy to detect on the battlefield. Passive radar, on the other hand,
only acts as a receiver of signals. You can detect limited engagements
without drawing attention to yourself. As a Strike Recon Gear pilot, it
will be very important for you to operate with as much stealth as possible.
For this reason, it is advised that you learn how to operate on passive mode
in all but the most dire of circumstances.
==================================
V. Space Combat
==================================
The most challenging of all hostile enviornments you will face is the void
of space.
Your Gear has been outfitted with a specially designed cockpit to allow
extended operation in the vacuum. Ceramic alloys were used to coat the
outer skin of your Gear preventing damage from micrometeorites and hazardous
radiation. Air processors will maintain a correct breathing mixture so you
can survive in the airless void. And, thrusters have been installed to
enable the Pilot to operate the Gear in three dimensions.
The basic thruster can provide forward and reverse thrust. (Numpad "+" and
Numpad "-" for accelerate and decelerate respectively.) Maneuvering
thrusters mounted all over the Gear provide full pitch, yaw and roll.
Up arrow and right arrow to pitch forward and back. Left arrow and right
arrow to pivot left and right. Numpad "1" and Numpad "3" to roll left and
right, respectively.) Be careful! You can build up a head of steam out there
in space. You'll need to use the Numpad "-" key to decelerate or you'll find
yourself "ping-ponging" off surfaces instead of landing on them (or hurtling
off into the inky depths...)
The feet of your Gear are specially treated with advanced polymer adhesives
which allow your vehicle to maintain traction on any object. To detach
yourself from an object (like the hull of a spaceship), simply command
your Gear to jump (Numpad "Enter"), or walk off a sharp-edged object to
all into space, and your thruster controls will automatically activate.
To reattach to a hull, just orient your feet toward the hull and touch
down on the hull surface. (If your feet aren't oriented toward the hull,
you'll simply bounce off when you hit.)
==================================
VI. Single-Player Walkthrough
==================================
******* WARNING! WARNING! WARNING! ********
******* SPOILER ALERT! ********
If you don't want to spoil the surprises of the single-player mission, then
DO NOT read this. However, if you want some tips on how to sneak through the
enemy defenses and complete the mission the way that General Auschenbach
wants you to complete it, then read on, m'friend.
1) You can't sneak around the radar tower by going left. The infantry will
see you. Peel off right instead and hug the mountains all the way around to
the pass. This works (almost) every time.
2) Keep an eye on your squadmates. Maulliaux in particular likes to take
off and attack targets of opportunity. If they start to wander, then bring
them to heel quickly with a REGROUP or MOVE command off the Tactical Map.
Without some care (or luck) your squadmates will end up tipping off the
enemy to your location.
3) The buildings are the key to whether you are detected or not. If you can
QUICKLY (emphasis on the quickly part) destroy the radar building at the
start of the mission, then you don't have to sneak around it. Instead, you
can stomp all over those smarmy infantry, make them go splat, and no one
will be the wiser. However, if you take too long, and they get a signal off
(from the intact radar building), then the jig is up and the warning goes
out to the Striders.
4) The Pass is the next big hurdle. There are turrets at the other end of
the gap that will peg you hard if you just try to storm through. They will
also sound the alarm. However, if you destroy the generator building (to the
right of the turrets as you come through the pass), then the turrets will be
deactivated. If you destroy the tower (behind the generator building), then
no warning will go out either. WARNING! You must destroy these buildings
from long range or the warning will go out too quickly for you to stop.
This one is very tricky to pull off. (SIDE NOTE: Since you have to come back
this way...and you usually are under serious pressure when you return...you
should probably kill those turrets before you leave the area. They can't
turn around and are particularly vulnerable from the rear.)
5) Gears, infantry and trucks don't report your presence immediately, so
you can usually fight them without fear of activating the Striders...once
the radar buildings are destroyed.
6) Be warned! The central isle is a deathtrap! The laser turrets will
attack you from one side, the Gears stationed there will attack you from
the other...and those Striders are going to show up eventually if you start
a firefight there. If you're trying to sneak into the Striders, stay away!
(But come back later...this area is fun.)
7) When you come through the gap, follow the gravel path to the right, past
the factories. This bends around until you get to a bridge over the river
(the bridge that is NOT protected by turrets). Crossing this bridge and the
hills beyond it will bring you to a ring of buildings where the Saggitarius
striders will be IF you managed to sneak all the way here. IF you did sneak
successfully here, they will be deactivated and easy prey for your guns. If
you DID NOT sneak successfully here, you'll know it soon. Striders make
mean foes. <grin>
8) Once you kill all four Striders, you ain't out of the woods yet. You've
got to get back through the gap and back to your starting point. Why? That's
where the Fury dropship is waiting for you. And, oh by the way, did I
mention that you really pissed off the raiders by destroying their Striders?
They're going to be gunning for you all the way back. Since you killed the
Pass turrets on the way in (you DID read that "side note" above didn't you?)
you shouldn't stop to fight if you can avoid it, but rather, zigzag your way
back to the dropship as quickly as you can. (Be careful of leaving Gears to
your rear though...their weapons are powerful and many of your chassis have
the flaw of "Weak Rear Armor".)
9) Some specific tactics ---
Hunter: On the bounce, soldier. You've got jumpjets. Use them. It's
hard to hit a bouncing target.
Cheetah: You've got the sniper scope and a very fast chassis. Try hit
and run tactics. Pick off the radar towers from long range if you can.
Conserve your ammo for the Striders if at all possible and let your
squadmates do most of the killing.
Jaguar and Black Mamba: You're versatile, general mayhem producers.
Use your squadmates to supplement your ammo loadout and try to avoid too
many head-to-head confrontations. Conserve your rockets for the big guys
(Striders) and for quick kills on Gears.
Cobra: You're massive and heavily armed. Keep your pace slow and
destroy all comers. Protect your wingmates keep them alive to add their
firepower to your own. Mow down the Striders. But don't get too cocky...
a well-placed missile can get even you...
==================================
VII. Squadmate AI
==================================
*** Using Squadmates in the Demo***
1) They will follow you in formation and can transmit enemy positions
to you automatically via your HUD.
2) They can be given orders to change formations and to go to specified
NAV points of your choosing.
3) They can perform simple tasks such as defending and scouting areas.
The main differences between the two is that a scouting mission will engage
active radar with the purpose of uncovering enemy units. Defense is a
passive sensor guard mode designed for stealth.
4) When engagement occurs in any setting your squadmates will attempt to
destroy all hostiles. Working their way down from the most threatening
enemy unit to the least threatening. Trucks, buildings, and non-offensive
units are ignored.
5) Individual squad mates can be given separate orders or the squad can be
ordered as a whole.
*** Advances Planned for the Full Release Version ***
Here are some of the ways that the squadmate controls will be changed
for the full release:
1) You will have better control of combat situations through a Combat
Prefs button on the tactical map. You will be able to control engagement
decision making options such as targeting, tactics, and engagement methods
(ie: assault, seek cover, hold ground, retreat, etc.)
2) They will follow user-designed paths as well as going to checkpoints
3) There will four squad mates instead of two. They will be broken into two
fire teams which you can control individually.
4) They will chatter and give you aural feedback of developing situations.
5) User will have control over squad, fireteam, and individual unit sensor
settings for customized recon and stealth.
6) More intelligent weapons usage.
*** Workarounds for Demo Limitations ***
As you will notice when you play the game, the squadmate artificial
intelligence is still under construction. Although they can be very handy
in a fight and are quite aggressive, they will still occasionally do things
like get caught on buildings or refuse to obey commands. This is something
we are very aware of and will fix before the full release of the game comes
out.
However, for the demo, there are a few workarounds you can utilize to
heighten their usefulness to you right now:
1) Your squadmates are very aggressive. If they see an enemy on their scope,
they feel compelled to go kill it. If you are trying to sneak around in the
game, then try to keep your squadmates clear of any potential enemies by
using the MOVE command on the tactical map to direct their movements.
2) Probably the easiest way to keep your squadmates with you is to decimate
the ranks of the enemy. If you play aggressively and kill everything that
moves, then they'll follow you loyally. <grin>
3) If a squadmate gets stuck on a tree or building, then use the MOVE
command to tell them to move directly away from that obstruction. Once
they're clear, then use other MOVE commands to get them around the object
before telling them to REGROUP.
4) Keep in mind that all this time spent on the tactical map is quite
dangerous. If you're attacked while giving orders, you may be dead before
you know what hit you.
==================================
VIII. Multiplayer Games
==================================
*** YOU MUST CONNECT TO THE INTERNET BEFORE STARTING THE GAME ***
INTERNET PLAY (T1, T3, or Cable Modem) --- Up to 10 players
INTERNET PLAY (28.8 kps modem) --- Up to 4 players
INTERNET PLAY (over 28.8) --- Up to 7 players
LAN PLAY --- Up to 10 players
Currently, if you exceed the above limitations or try to join a game where
you are exceeding the number of player allowance, you will receive either
a "Unable to Join Session" message or you may timeout and return to the
Lobby or you may experience interrupted connections.
For the demo, most of the game types have been temporarily disabled. The
only game available is Deathmatch. Which, obviously enough, is a
free-for-all, everyone-against-everyone game.
Two terrain types are available to play. The SWAMP terrain is a boggy,
tree-filled, gloomy affair filled with stilt-legged shacks, and stagnant
water. The SPACE mission is set in an asteroid field between two Type 2
Gateships and is a zero-g, free-floating, magnetic-booted fracas.
Games can be played in one of two connection types:
1) Internet --- This is a connection over the internet to the ActiveLink
servers (a modem, T1, cable modem, or other connection is required to access
the internet). A minimum connection of 28.8 kbps is required to play
Heavy Gear 2 over the net.
2) LAN (UDP) --- This is the TCP/IP mode intended for use on local area
networks. Most Win95/98 users should select this option when playing on a
LAN.
After making a connection (and selecting a server if playing on the
Internet), you will enter a Lobby where other players have gathered. You
can chat with them, review their player info, and check out the games in
progress or ready to be launched. You can also CREATE (host) games here.
Joining a game is as easy as clicking on the game name and then hitting the
JOIN button. If the game is private, you will be prompted to enter a
password to join the game, but otherwise you'll join right in.
Creating a game allows you to set up various game options. NOTE: Only
Deathmatch is available in the demo. (Strategic (team), historical (coop),
capture the flag, duelist, and steal the beacon games will be available in
the full release of the game.)
Once you have created/joined a game, you will enter the LAUNCH screen.
There, you will see other players who are ready to launch (or have already
launched) into the game.
**************************************************************
YOU CAN CHOOSE WHICH CHASSIS YOU ARE USING BY SELECTING
YOUR PLAYER NAME AND HITTING THE "SELECT GEAR" BUTTON. (Use the
pull-down menu there to select the chassis you desire.)
**************************************************************
After choosing your chassis, you can then hit LAUNCH to enter the game.
SCORING NOTE: You can only be certain of receiving credit for kills caused
by direct hits of weapons. Kills caused by collateral damage may not be
credited correctly (in the demo) as the sim makes a best guess about who
got the kill.
==================================
IX. Troubleshooting
==================================
Q: My buddy set up a multiplayer game a while ago and people are still
playing in it, but I can't see it when I join the Lobby. What's going on?
A: If the Host (your buddy) set up the game, played a while and then quit,
then even though other people are still playing, you won't be able to see
the game anymore. In other words, if the Host quits, no one else can join
the game...even though anyone else in the game can continue playing.
------------------------------
Q: When playing a multiplayer game, I sometimes see other players locked
into a frozen position and they can't be killed. Sometimes they are even
constantly firing at nothing. After a while, they seem to disappear. What
is this?
A: We call them "ghosts". They are caused when a player disconnects abruptly
(loss of connection, power failure, or system crash). Our software tries to
reconnect with them for 40 seconds, and during that time, they stay frozen
in place (or doing the last thing they were doing...like firing). They time
out after the 40 seconds though and should disappear. Just try to ignore
them. <g>
------------------------------
Q: When playing the space multiplayer mission, I can't seem to change my
main weapon when floating in space.
A: This is a temporary issue that we'll fix for the full release. You CAN
change your main weapon if you are in contact with a surface (spaceship,
asteroid, etc.), just not while floating. NOTE: This in no way affects
cycling between hardpoints, so you'll be able to use all your rockets,
missiles, etc., as well as grenades, if available, even while floating.
------------------------------
Q: When playing a multiplayer game, I sometimes get credit for a kill that
I did not make. Why?
A: This issue deals with collateral damage. The sim makes the best guess as
to which player made the kill.
------------------------------
Q: When I press the forward button (on any control set), I move backwards,
and when I press the backwards button I move forward.
A: There is a bug in the DEF files where those two buttons are switched
around.
------------------------------
Q: Using the camera controls in external view does not work.
A: You must press the RIGHT ALT button in conjunction with the camera
button. (Example: RIGHT ALT + RIGHT ARROW to move the camera to the right.)
------------------------------
Q: The game looks bad (white trees, polygon outlines on objects, fire
particles that have no color, etc.). What do I do?
A: Go to your card manufacturer's web site and download the very latest
drivers for your card. Install them and try again. This will fix most
problems you might have with the game.
------------------------------
Q: I have reference drivers for my Voodoo II card installed, but the game
is crashing. What do I do?
A: Many folks use reference drivers for their Voodoo II cards. If this
is the case, you may have the DirectX 5.0 reference drivers installed
currently. Go to the 3Dfx web site and download the newer DirectX 6.0
drivers and install those. It may resolve your problem.
------------------------------
Q: What if the game crashes and I can't return to the desktop?
A: This shouldn't happen to you. But if it does, then reboot the machine
and perform a scan disk if necessary.
------------------------------
Q: I'm using a Rendition 2100 or 2200 chipset and the HUD appears grey and
explosions have no color. Why?
A: This is a driver issue that we're investigating with the Rendition folks
right now. There is no fix currently.
------------------------------
Q: I'm using a Permedia chipset and the HUD appears greay and explosions
have no color. Why?
A: This is a driver issue that we're investigating with the Permedia folks
right now. There is no fix currently.
------------------------------
Q: I'm using a Canopus card and their latest drivers, but the game crashes
every time I try to run it. How do I fix this?
A: The Canopus folks are working on new drivers now (slated for early
November release) that might fix this problem. However, right now they
recommend that you download the release drivers from 3Dfx for your card
and use those instead. In the computers that we tried this workaround
solution, this fixed the problem and we were able to run the game with
Canopus cards.
------------------------------
Q: I'm using a Rendition 1000 chipset and I can see objects through other
objects. It makes it hard to tell what's going on. How do I fix it?
A: You can't. Your card does not support Z-Buffering (one of the minimum
requirements for our game) and thus, the sorting of polygons is not being
done properly. You should not play Heavy Gear 2 with a card that does not
support Z-Buffering.
------------------------------
Q: I'm using a Helios V2 card and am using Voodoo reference drivers. When
I launch the game the screen was blue, showing gridlines, with large symbols
on the horizon similiar to that of a type set ball used with typewriters.
What's going on?
A: We are working with the Helios folks to resolve this issue. They intend
to put new drivers out soon. Keep checking their website and see if new
drivers are available. If so, download them and give them a try.
------------------------------
Q: The water looks completely non-transparent (opaque) and I'm using a
3Dfx card. What's the deal?
A: You are probably using the new code release candidate reference
drivers from 3Dfx. The VooDoo2 Software Kit v.3.01 (Release Candidate 1)
currently has an issue that causes our water to look completely opaque
and shiny. Company drivers (at this point in time: 10_30_98) do not have
this problem. 3Dfx has been notified of this issue and we're working on it
with them.
------------------------------
Q: I have two CD drives and every time I try to launch the game, it
crashes? Can I fix this?
A: Yes. Take the CDs out of the drives and you won't have a problem.
This is currently an issue we need to fix where the game is trying to
play Redbook Audio from your CD drive and is getting confused about
which one to use. Removing the CDs prevents the problem from occurring.
------------------------------
Q: When I try to e-reg from the CD, I can't get "Direct Line" to correctly
transmit my information. What can I do?
A: Direct line registration will not work if you manually register from the
CD. Choose e-reg from your game folder instead.
------------------------------
Q: When I load the "4BTN_2AXIS_JOYSTICK" config set in the shell, it displays
options for Joystick Button 0 even though I don't HAVE a Joystick Button 0.
My lowest numbered button is Joystick Button 1. What gives?
A: There's a current issue with displaying the correct button number. DirectInput
labels a four-button joystick as Joystick Buttons 0-3. The windows calibration
routine shows them as Joystick Buttons 1-4. We need to change our shell so it
shows Buttons 1-4, but haven't done that yet...so it's currently displaying the
DirectInput values of 0-3. So...for now...just subtract one and you're fine.
And, yes, this will be fixed for the full release. (Isn't releasing a demo
before code releasing the game fun?)
------------------------------
Q: I have the STB Blackmagic board and am using the latest drivers, but the game
doesn't seem to run on my card. What's going on?
A: There is an issue with those drivers. We're working with STB now to try and
determine a fix, but in the meantime, you should be able to play just fine if
you use the 3.01 3Dfx reference drivers available on the 3Dfx web page.
------------------------------
Q: When my modem gets disconnected while playing, the game minimizes to the Window's
Start Bar. But when I enlarge it again, the colors are all corrupted and I can't play.
What can I do?
A: This only happens with a few graphics cards (currently only the ATI Rage Pro, but
we assume there are others). However, we don't have a solution for the demo. All you
can do right now is quit the game and restart. A more graceful solution will be
in the final game.
------------------------------
Q: When I use standard Windows commands to minimize the game (ALT-TAB) or quit the
the application (ALT-F4), the game corrupts, or my hard drive thrashes a lot with the
memory cleanup. Am I doing something wrong?
A: No. It's just that those standard commands are NOT supported in our game. In fact,
they will be disallowed in the final version of the game and you won't be able to use
them. Please don't use them now...you may experience problems if you do.
==================================
X. Heavy Gear 2 Credits
==================================
Director
Jack Mamais
Producer
Dave Georgeson
Lead Programmer
Jean-Marc Morel
Lead Designer
Dave White
Art Director
Danny Matson
-----------------
TECHNOLOGY
-----------------
AI Programmer
Clancy Imislund
Network Programmer
Jeff Grabner
Shell/Tool Programmer
Smith Surasmith
Special Effects Programming
Johnathan Kranc
Physics/Special Effects Programming
Brent Oster
Network Shell Programming
Christian Grunca
Installer Programmer
Jeff Matsushita
-----------------
PRODUCTION
-----------------
Associate Producer
Christian Astillero
-----------------
DESIGN
-----------------
Game Designers
Dave Nash
Doug Pearson
Robert Berger
Story by
Dave White
Jack Mamais
Ted Peterson
Dream Pod 9
Written by
Robert Berger
Ted Peterson
-----------------
ART
-----------------
Animation
Paul Waggoner
Danny Matson
3D Models
Junki Saita
2D Art
John Rheume
Robert DePalma
Juan-Carlos Rodriguez
Shell Design
Dave Georgeson
Shell Design Consultant
Larry Paolicelli
Cinematics by
Digital Freaks
-----------------
AUDIO
-----------------
Sound Design
Jack Mamais
Christian Astillero
Audio Engineer
Michael Schwartz
Audio Editing
Brian Bright
Music Composed and Conducted by
Albert Olsen
Sound Produced by
EFX
EFX Sound Design
Mike Kamper
Sound Consultant
Harry Cohen
EAR Technology Credits
--------------------
ACTION/SIM DIVISION
--------------------
VP, Production
Frank Evers
Production Manager
Ryan Moos
Associate Producer
Tyler Scott
Lead Production Tester
Rick Omori
Production Tester
Frank Stankowski
Chris Scaglione
-----------------
LOCALIZATION
-----------------
Associate Producer
Brian C. Diggs
Linguistic Assistant
Axel Wippich
UK Office:
Localization Manager
Ed Bainbridge
Miami Office:
Product Manager
Salvador Fernandez
LA Office:
International Publishing Coordinator
Heather Maxwell
German Localisation:
Natascha Conrad
Effective Media
M & S Music
-----------------
DREAM POD 9
-----------------
World Background (Caprice)
Lucien Soulban
Artwork (color drawings)
Ghislain Barbe, with Normand Bilodeau and Charles-Emmanuel Ouellette
Artwork (logos and technical drawings)
Ghislain Barbe, Normand Bilodeau, Jeff Fortier, Charles-Emmanuel
Ouellette, Pierre Ouellette.
Writing
Philippe R Boulle
Marc-Alexandre VΘzina
-----------------
CAST
-----------------
Primary:
Allison Biszantz Vesping
Perry Zombolas Maillaux
Amanda Winn Lee Pinter
Ralph Votrian Aschenbach
Christian Gossett Kage
Deborah Sale Pulciano
Jonathon Blake Wallis
Christina Rumbley Temple
Keith de Brunner Sobec
Simon Prescott Petrus
Secondary:
Tom Wyner Robie Bray
Amanda Winn Lee O'Neil
Ralph Votrian Nulf
Jason Lee Fury Pilot
Tom Wyner Liberati Guy
Jason Lee Liberati Engineer
Christian Gossett Tech Boy
Amanda Winn Lee Female Computer
Keith de Brunner TN Gate Station Commander
Internal:
Sarah Cigliano Instructor 3
Brian Diggs Trainer 1
Tim Harrison Trainer 2
Jonathon Eubanks Security
Jim Hudson South Guy
Daniel Hagerty North Guy
Jack Mamais Tower
Robert Berger Pilot
John Harris Marauder
-----------------
SPECIAL THANKS
-----------------
Marshall Robin, Eveline M. Cureteau, Amy King, Charlie Hill, Alan
Gershenfeld, Pierre Oulette, Jens Anderson, Matt Candler, Mason Demming,
Adam Goldberg, Rick Baumgauter, Chichi, Goku, Rei Ayanami, James Cameron,
Stanley Kubrick.
-----------------
TESTING
-----------------
VP of QA/CS
Jim Summers
QA Manager
Dave Arnspiger
Senior Lead
Eric Zala
Leads
John Sherwood
Matt Powers
Testers
Samantha Lee
Tim Harrison
Ron Weibel
Chad Siedhoff
Jeff Poffenbarger
Tom Bernard
Peter Muravez
Kenneth Chia
Michael Harris
Ilya Tchak
Glenn Ige
Compatibility
John Fritts
Jennifer O'Neal
Visioneer Coordinators
Jonathan Moses
Emily Moher
--------------------
MORE SPECIAL THANKS
--------------------
Special thanks go out to the Visioneers who downloaded this almost every
night so that they could help us ensure that it was the best it could be.
Your dedication is appreciated.