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WarZone 2100
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1998-10-21
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WARZONE 2100: PLAYABLE DEMO
(c) 1998 Pumpkin Studios
Eidos Interactive
19 October 1998
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CONTENTS
Warzone 2100
Multiplayer Options
Pumpkin Studios Website
Contact Us
On-Line Tutorial
Mouse Controls
Mouse Look
Hints & Tips
Command Console
Track Camera
Keyboard Controls
DX6
RENDERING MODES
KNOWN ISSUES
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WARZONE 2100 DEMO
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This demo is a snapshot in time of Warzone 2100. Warzone 2100 is
currently under development and is being refined and improved
daily. New features are being added, along with hundreds of new
units. Instead of waiting until we finish the game, this demo gives
you an opportunity to play Warzone 2100 using some of the early enemy
units and structures from Campaign 1 - Western Sector.
When the demo begins you have already established a base and are
ready to begin exploring the surrounding terrain. At the end of your
first mission, your transport arrives and lets you select an away
team to scout out the next mission map. While on the away team
map you can continue to manufacture new units, research artifacts,
and design new vehicles. You can also call in reinforcements from
your base by selecting the transport icon.
At the end of this map, the demo ends. In the final Warzone 2100
game the action continues on through more maps spanning another
2 campaigns, and 36 missions. Your base will carry on for many
missions, and will be subject to attack from superior enemies. This
system of ongoing missions and expanding mission maps is unique
to Warzone 2100 and makes for a very exciting gaming experience.
This demo pits you against Scavenger forces in the western desert.
It lets you try out a few of the weapon systems in Warzone 2100
and lets you experiment with various design combinations. The full
version of Warzone 2100 includes many different weapon types
and structures, and takes place in urban and mountainous terrain, as
well as desert terrain. As the game progresses, you encounter
more powerful enemies who are equipped with medium and heavy tanks.
later in the game cyborgs, howitzers, strike aircraft, hovercraft
and laser weapons appear. New challenges arise regularly as the
game's narrative unfolds.
Once you've experienced all three of Warzone 2100's campaigns,
there's no going back to other action strategy games.
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MULTIPLAYER OPTIONS
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This current demo is single player only. A multiplayer demo will be
available soon.
--------------------------------------------------------------------------------
PUMPKIN WEBSITE
--------------------------------------------------------------------------------
For more information on Warzone 2100 visit our website at
http://www.pumpkin.co.uk
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CONTACT US
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If you'd like to contact us you can mail us at
demo@pumpkin.co.uk
We're interested in your comments about this demo and whether
you experienced any difficulties installing or playing it.
We'd also like to know about any bugs you find! Send any bugs
with a description of your systemÆs hardware and directX/Glide
versions (if necessary).
You should also state which version of the demo you have. This
will be displayed on screen during play when the 'V' key is pressed.
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ON-LINE TUTORIAL
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The on-line tutorial leads you through the process of building your
first base. At present there is no digitized speech to accompany the
design sequence. This will be added later, along with two other
tutorials dealing with map navigation and combat.
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MOUSE CONTROLS
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Mouse controls are intuitive and use both left and right mouse
button clicks. We recommend that you play the on-line tutorial
before playing the demo to learn how the interface works.
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MOUSE LOOK
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By holding down the right mouse button and dragging the view you
can rotate and tilt the game world.
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HINTS & TIPS
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Warzone 2100 uses a 3-part component sequence to design vehicles. The
demo has 1 body, 3 propulsions, 4 weapons, and 3 other
systems available. Each component type has different characteristics:
Light Body Viper lightly armored, low weight scout body
Wheels High speed, low protection
Halftracks Medium speed, average protection
Tracks Slow speed, high protection
Machinegun Good against infantry and lightly armored targets
Less effective against heavily armored targets
Flamer Excellent against bunkers and emplacments
Vulnerable to enemy fire - use for hit and run attacks
Light Mortar Indirect fire weapon - best assigned to a sensor
Most effective against soft targets and infantry
Least effective against bunkers
Vulnerable to enemy fire
Light Cannon Most effective against heavily armored targets
Sensor Detects enemies from a long distance
Repair Turret Automatically repairs damaged units
Constructor Builds and repairs structures
Indirect Fire Weapons
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Indirect fire weapons lob shells over friendly troops,
structures, and even over hills. However, they must be able
to see what they are firing at. When attached to a sensor, indirect
fire weapons can shoot at targets that the sensor can see.
To attach indirect fire weapons to a sensor select the indirect fire
weapons, then select the sensor. A sensor lock box appears to show
that you are successful.
Sensor Turrets
----------------------------------------------------------------------
All attached indirect fire weapons fire at any target
that you select as the sensor's target. The indirect fire weapons
continue to fire until the target is destroyed, a new target is
selected, or the sensor is destroyed.
Sensor Tower: The tower automatically detects enemies in range
and then orders any attached weapons to open fire at them.
Power Generation
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Oil is extracted from oil pools by derricks, then converted into
power by a power generator. The more oil pools attached the quicker
power becomes available. The amount of power available appears at the
bottom of the screen.
Power is used to build structures, manufacture units, and conduct
research. Power is drawn as soon as unit or research topic is assigned.
This is shown as a green bar. When enough power has been drawn the
activity starts. This is shown as a yellow progress bar.
Factory Delivery Points
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These can be moved as follows:
Left click it to select and move it
Left click on the Delivery Point Icon on the factory build menu.
Fast Find Mechanisms
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Factories, Research Facilities and Trucks all appear in the fast find bar
at the bottom of the screen. Left clicking any of the bottom icons moves
the 3D view to the obejct's position in the world. Left clicking again
returns the view to its original position.
Right clicking on a factory icon takes you to the location of the
factory's delivery point.
Right clicking a factory's delivery point in the 3D view takes you to
the location of the factory.
COMMAND CONSOLE
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Right click on any unit to open the Command Console - see
Keyboard controls for details of how it works.
TRACK CAMERA
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By hitting the spacebar you lock the camera to selected unit(s). As
the units move, the camera moves with them. Hit the spacebar
again to cancel the track camera.
ASSIGNING GROUPS
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Drag select a number of vehicles. Now try assigning groups using the Ctrl
key with a number. Press the number once to select the group, twice to
jump to it.
Track one of the groups using spacebar, then switch to another group by
hitting its group number twice. Watch as the camera pans between them!
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KEYBOARD CONTROLS
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Command Console
Insert Open Command Console
S Short Range
L Long Range
D Default Range
< Retreat at Medium Damage
> Retreat at Heavy Damage
/ Never Retreat
F Fire-at-Will
E Engage - Return Fire
C Cease Fire
G Guard Position
P Pursue
Q Patrol
H Go Home - Command Center/LZ
R Go for Repair
CTRL+R Recycle
Group Assignment
(# = numeric key)
Ctrl + # Assigns selected group
# Selects assigned group
## Centers on selected group
Unit Selection Keys
CTRL+S Select all units on screen
CTRL+Z Selects all units of this selected
type
CTRL+V Selects all VTOLs
CTRL+H Selects all Hovers
CTRL+W Selects all Wheels
CTRL+T Selects all Tracks
CTRL+F Selects all Half-Tracks
CTRL+A Selects all combat units
Terrain Marker
B Center view on Command Center
Set Waypoints
Hold Shift & click in world Sets waypoints
Display Controls
ESC In-Game Menu
F1 Manufacture
F2 Research
F3 Build
F4 Design
F5 Intelligence
F6 Commanders
F7 Radar On/Off
F8 Message Console On/Off
F9 Unit Health Bars On/Off
F10 Dump 3DFX Screenshot to Data
Directory
F11 Replay Last Speech Message
F12 Pause/Unpause
Map Controls
Cursor Keys Scroll view
Numeric Keypad
2 Tilts view down
4 Rotates left
5 Restores default pitch
6 Rotates right
8 Tilts view up
+ Zooms view
- Unzooms view
Other Keys
Esc Quit game
Backspace Restores screen view to North
Tab Toggles Menu Displays
Track Mode
Spacebar Engages Track Mode
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DX6
----------------------------------------------------------------------
Warzone 2100 requires DirectX 6 to run.
Please visit www.microsoft.com/directx to get the latest version.
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RENDERING MODES
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Warzone 2100 presently has three different rendering kernels;
software, Glide and Direct3D. These can be selected from the Start Menu.
We do not recommend you use the software only version at this time, as
it is not yet complete.
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KNOWN ISSUES
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There are a number of known issues still to be resolved:-
i) The routing (path finding) code is yet to be finalised and as such,
it's possible that units will on occasion get stuck against each other
and the terrain.
ii) The transporter shadow does not work well on some video cards
(flickers).
iii) There are still some polygon sorting issues to be fixed in the
display of the components that go together to make up the
buildings and units. Some are polygon bias problems and some
(especially in software) are because some of the components have
yet to be put through the BSP tool.
iv) Line of sight. Some of the weapons will fire through the edges
of the terrain - cliffs, drop-offs etc....
v) Tracking camera. The automatic camera tracking can sometimes
become confused when shifting from tracking large numbers of
units to small numbers of units. It is intended that most aspects of
the camera tracking will be fully customisable (thereby minimising
these effects) by the player for the full release of WarZone 2100.
vi) Key mappings. The key bindings in the full release version of
Warzone 2100 will be redefinable. There will also be an option to
customise the RMB 'mouselook' function. These mappings will
then be saved out in a .config file.
vii) The full release will contain the option to manually drive any
individual unit around the world (as in the PlayStation version)
using the PC cursor keys. Other units in the same group will then
follow.
viii) Texture distortion. In some of the higher resolutions (see
below), the textures on in-game objects can be distorted at the edge
of the screen. This will be corrected for the final version.
ix) Video card compatibility.
Full-release Warzone 2100 will work on all video cards compatible
with the Glide or Direct3D (Direct X6) APIs.
a) Presently there are some problems with some Voodoo cards
(Rush and Banshee), as well as the Voodoo 2 when used in
SLI setup (2*Voodoo 2).
b) Cards with low amounts of texture memory(<=4Mb) may see a
degradation in the quality of the textures, and experience
some missing textures.
c) PowerVR cards are not currently supported.
d) DX5 drivers under DX6 may give strange results such as warped text.
Try obtaining the latest DX6 driver from your manufacturer.
Warzone 2100 will hopefully ship with the latest drivers for your card.
e) D3D Cards with Manual Texel-Alignment Options should be set to Upper-Left.
f) D3D Cards with Manual Mip-Mapping settings should be set to off or 0 levels.
x) Gamma correction. It is possible to adjust the gamma correction
level within the game through the game options, accessible by
pressing ESC. This is still not implemented across all video cards
and environment variable setups.
xi) Factory delivery points. The mechanism by which this works and the
validation procedure that checks whether user-selected locations are
viable is yet to be fully implemented. It is therefore up to the user
to decide on what makes a chosen location 'sensible'.
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HIGHER RESOLUTIONS
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This option has not yet been fully implemented, but it is possible to
play Warzone 2100 as it stands in higher resolutions than 640*480.
At the moment, the preferred resolution is specified as a command
line parameter. This will ultimately be an in-game menu choice.
Only the width (x) parameter needs to be typed in. For instance to
select 800*600, run the Warzone .exe with a '-800' parameter.
Presently, there are some limitations to this. (And all resolutions
are governed and restricted by available memory).
Glide
Voodoo 1 owners may only use 640*480 (default).
Voodoo 2 may use default and '-800' option to get 800*600.
Software
800*600 '-800'
960*720 '-960'
1024*768 '-1024'
1152*864 '-1152'
1280*1024 '-1280'
Direct 3D
Only 640*480 presently, although many higher resolutions will be
available in the full release.
In all of the higher resolution modes, across all rendering modes,
the front end interface and video playback will (for this version)
be centered on the screen, as opposed to being stretched.
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END OF README.TXT
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