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- README.TXT
-
- **** CyClones Notes: ****
-
- This file contains any pertinent information about the game that was
- not able to make it into the regular documentation.
-
- Version: 1.00
-
- CD ERRORS
- ---------
- If the game has trouble with the CD:
- Some CD-ROM drives on some specific machines may have trouble reading
- from the CD on the first try. The game may show symptoms such as being
- unable to play the music off of the CD during the game introduction, or
- displaying a error such as "Cannot read from Drive D" (or your CD drive
- letter) during the video sequences. If the game appears to be having such
- trouble, try simply getting a directory of your CD at the DOS prompt (by
- typing "DIR D:" (or E: or whatever your CD drive happens to be) before
- running the game. This can clear up any problems your computer may have.
-
-
- ITEMS
- -----
- Activated Items:
- Items that can be activated in your inventory (that is, "turned on"
- for a continuing effect and later "turned off" to conserve power) did
- not make it into the final game. The only types of items available
- are instantaneous use items (such as bio-kits and mech-kits) which are used
- as soon as they are clicked on in your inventory, and readied items.
-
- Readied Items:
- Items that can be readied in your inventory (that is, readied then
- used on a target in the world, such as a door) work slightly differently
- than described in the manual. When an item is readied (right clicked
- in the inventory), the frame around it turns red. At that point, right
- clicking in the world will use that item upon whatever is click on in the
- world. IN ORDER TO CLOSE THE INVENTORY OR USE ANOTHER ITEM, YOU MUST
- RIGHT-CLICK AGAIN ON THAT ITEM TO UNREADY IT.
-
-
- CONTROLS
- --------
- Key remapping:
- Several of the keys described on page 15 of the manual are designated as
- "Changable" (remappable, using the Configure section of the options screen),
- when in fact they are not. The following keys are permanently placed on
- the keyboard, and no other function can remap to that key:
- I = Inventory: Brings up items, if any exist, that Havoc possesses.
- C = Weapons Cache: Brings up weapons that Havoc possesses.
- O = Options Screen: Accesses all off-line game functions.
- Also works well as a gameplay pause.
- M = Automapper: Shows everything that Havoc has seen, in 3D.
- P = Detonate Demolition Packs: If any demo packs have been used,
- a "DP" button appears on the right of the screen. The
- 'P' key duplicates clicking on that icon, blowing them up.
- J = Toggle Jump-jet: If Havoc has the jump jet with any charges
- remaining, a "JJ" button stays on the left of the screen.
- The 'J' key duplicates clicking on that icon, which toggles
- the jumpjet on and off.
-
- Alternate key remapping:
- We at Raven Software feel that the default key configuration is the
- best all-around setup for easy movement, centered around the keypad.
- KP 1 = Slide Left (Keypad) ENTER = Select (Right-click)
- KP 2 OR 5 = Back up (Keypad) 0 = Fire
- KP 3 = Slide Right Page Up and (Keypad) * = Look up
- KP 4 = Rotate Left Page Down and (Keypad) / = Look down
- KP 6 = Rotate Right
- KP 7 = Forward and Left
- KP 8 = Straight Forward
- KP 9 = Forward and Right
-
- However, some people find it awkward to use the right side of the
- keyboard when the mouse is directly to the right of it as well. So, here
- are a few remapping suggestions that we have found to our liking:
- Left side of the keyboard for movement:
- A = Turn Left
- D = Turn Right
- S = Back up
- W = Move Forward
- Q = Slide Left
- E = Slide Right
- In this setup, Z and X, 1, 2, 3, and TAB all make excellent
- keys for other game functions. The "Forward and Left" and
- "Forward and Right" keys can be duplicated by holding down
- both the forward and the left or right keys.
-
- Cursor Keys for movement:
- For people who prefer using the standard inverse-T arrows
- on their keyboard because of its use in other games,
- a player can easily remap their movement keys here, moving
- the cursor movement to A/D/W/S if it is needed. < and >
- can be used for sliding keys in this configuration.
-
- Experiment!
- We have found that in many instances, a slight variation
- on a certain setup is more to the liking of a certain person.
- We encourage you to try out a few setups if you feel
- uncomfortable, and we promise you will be blasting CyClones
- like a pro in no time!
-
- Having more than one key setup:
- The key setups are stored in the file KEYMAP.BIN on your
- hard drive. If there is more than one person using the
- game on your machine, each person can have their own key
- setup if they back up the file under another name, such
- as KEYMAP.TIM after they exit the program, then copy their
- own special setup before running the game.
-
-
- JOYSTICK SUPPORT
- ----------------
- One feature that was completed after the creation of the manual was
- the joystick support in the game. The game will support any standard
- two-button PC joystick, analog (any joystick that can be pushed "part-way"
- to "all the way" in a particular direction) as well as digital (like the
- Gravis Gamepad, which only can be pushed in the eight directions, with
- no finer control).
-
- Joystick Setup (Calibration):
- When the game is started up, the joystick is not hooked up to the control
- of the character, as it needs to be calibrated before it can be used. The
- JOYSTICK SETUP button is in the Options Screen, inside the SETTINGS menu.
- Just click on the button, which lies right next to the AUDIO SETUP button,
- and you will be put into yet another page of the Options Screen.
- There you will be asked to calibrate your joystick. It begins by asking
- you to center your joystick and press button 1. This usually is the "top"
- button or the trigger on the joystick. It will then ask you to define the
- four corners of the joystick, in a configuration like the letter 'Z'.
- Finally, it asks you to re-center the joystick and press the button again.
- From this information, the program determines where the four corners
- of your joystick are and how to read them. If for any reason that
- information is bad, if, for example, you did not go to the corners in the
- correct order, the program will tell you the configuration was bad, and
- return to the SETTINGS page. The joystick will be disabled until you
- run the configuration program again.
- This setup must be run every time the program is started up for use with
- a joystick, because many joysticks tend to lose their calibration over time.
- If, during play, you feel that your joystick is getting uncalibrated, or "off
- center", return to the Options Screen and run JOYSTICK SETUP again. Run the
- calibration as many times as you need to in order to get the "feel" of the
- joystick to your liking.
-
- Joystick Movement:
- The joystick movement is quite simple. Pushing the joystick left or
- right will turn Havoc left or right. Pushing it forward or back will move
- Havoc forward or backwards. The sole difference between the movement using
- the mouse reticle and the joystick is that pushing the joystick backwards and
- to the left or right does NOT slide Havoc to the left or right. It moves
- backward while rotating him in the corresponding direction.
- Pressing Button 1 on the joystick (frequently the trigger or the top
- button on most models) will fire Havoc's current weapon.
- Pressing Button 2 will act in the same way that right-clicking will with
- the mouse: that is, open doors, pick up objects, and click icons. Also,
- holding Button 2 and moving the joystick will slide the cursor around the
- screen. When the button is released, the cursor will remain in its new
- position.
-
-
- SOUND CARD SETUP
- ----------------
- SSETUP, Autodetect, and Manual Setup:
- The program SSETUP on your hard drive will set up CyClones to the proper
- configuration for your sound card. The easiest way to use it is to, when
- asked if you want the program to auto-detect your sound card, to answer "Yes".
- Usually, the program will find the right hardware settings to make your card
- sing!
- Unfortunately, on some cards, most notably the Soundblaster 16, our
- autodetect program may have trouble. The program may hang when autodetect is
- selected, or improper settings may be given. DON'T PANIC if this happens!
- All is not lost!
- If necessary, use the manual card setup (say "No" to autodetect). The
- first part involves selecting a card type. If you don't see your card
- listed, usually a setting of Soundblaster (number 0) is the best bet.
- After selecting your card, the technical specifications are needed. The
- numbers it needs are an IRQ (interrupt), a DMA channel, and a port address.
- If you are uncertain of what values you need, try running the setup
- program included with your sound card. If you keep a sharp eye out when
- running it, this will tell you the three values you need to know. Another
- place to look is to simply type "SET" at the DOS command prompt. In the list
- of names and values, you may see a line like this:
- BLASTER=A220 I7 D1
- which tells me that my Soundblaster needs an address of 220, and IRQ of 7 and
- a DMA of 1. These, incidentally, are the most common sound card settings that
- exist, and could match your own.
-
- NOTE ON 16-bit cards:
- The autosetup part of the program has a tendency to detect an improper DMA
- channel (the high-bit channel instead of the low 8-bit channel). For example,
- a Soundblaster 16 will often register as having a DMA of 6, rather than a
- proper channel, such as 1. The result is that the sound with be scrambled or
- buzzing. Use the manual setup in this case.
-
- Improper Sound Setups:
- If the sound card is improperly set up, the program may do strange and
- nasty things. At best, there will be no sound, the sound could be scrambled
- or sound terrible, or the game could even crash at the moment the first sound
- is played.
- If such a thing occurs, try running the game with No Sound set up. If
- your game works correctly without sound, you can assume that there is some
- problem with your sound setup or the card's compatibility with this game.
- If you cannot rectify the problem on your own, contact your sound card's
- manufacturer.
-
-
- CHANGING THE PATHS FOR THE GAME FILES
- -------------------------------------
- The file CYCLONE.CFG on the hard drive tells the program the location
- of all the different files of the game. Normally, the program SSETUP rewrites
- this file every time it is run, storing a standard path configuration based
- off of the CD drive letter you specify. However, if for any reason you need
- to change the paths, the file is set up as follows:
- D --The first line is the CD drive letter. D is standard.
-
- .\ --This indicates where the regular game files are located.
- The default is the current directory.
- D:\game\ --This indicates where the reference game files are located,
- such as the maps and video. The default is the GAME
- directory on the CD.
- .\sound\ --This shows where the game sounds are located. It defaults
- to the sound subdirectory under the regular game
- playing dir.
- D:\game\sound\ --The last line is where the sound for the video is
- located. It usually is in the sound subdirectory on
- the CD.
-
- So, if you somehow have 100MB of disk space handy (we sure don't) and wish
- to play CyClones at its absolute optimum performance, all the data can be
- copied manually from the CD to any directory on your hard drive. All that
- needs to be done after that is to change lines 3 and 5 to the proper path on
- your hard disk so that the game can find the proper files. You'll still need
- the CD to get the game's soundtrack, but otherwise everything will work fine
- from your hard drive.
-
-
- TUTORIAL
- --------
- There was only the briefest mention of the tutorial in the manual, so we
- will rehash it here:
- In the Options Screen, if the TUTORIAL button is selected, the game will
- go into an automatic demonstration of the basic controls of CyClones. The
- mouse will be under control of the computer, and will move and click by itself
- during its demonstration. In fact, all input by the user will be locked out.
- There is only one exception: The ESC key will cancel the tutorial and return
- to the Options Screen.
- NOTE: As the game will warn when the button is pressed, the player's
- current game will be lost when the Tutorial is started. If you care about
- your position in the game, make sure you SAVE your position before watching
- the tutorial. The game you save may be your own.
-
- --November 6, 1994
- --Pat Lipo
-
- CyClones by Raven Software.
- Published by Strategic Simulations, Inc.
-
- Copyright 1994 Strategic Simulations, Inc.
- All rights reserved.
-
-