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Shattered Steel Patch 1.12 README.TXT FILE
=============================================
Last Updated : 1-15-97 by Reginald J. Arnedo
Version : 1.12 Patch
=============================================
HISTORY
=======
General Fixes to Shattered Steel in version 1.12
-Fixed External View problem in DOS
-Using Simuleyes Glasses with no background works properly
-Real time chat in multiplayer game
-SSTEEL.INI works again
Changes to Shattered Steel in version 1.11
NEW CONTROLS
Help screen added to view controls.
- Type help at console to view currently configured controls.
- Change controls during game play.
To change controls during game play enter 'command x' where x is the
control you want to remap. To get a listing type in help. The numbers
are listed before each function. Once you have entered the 'command x'
command enter the function to map. For example, to change primary fire
to the '5' key type 'command 0' at the console then hit the 5 key. This
also works for mouse, joystick etc.
There are new controls that keys may be mapped to.
- Pickup primary and secondary weapons have been added so you do not
accidentally pick up a weapon while firing.
- Toggle secondaries have been added so you can link certain combinations.
Support for combinations of controllers have been added:
- Thrustmaster Mk2, Rudder Pedals and WCS Throttle
- Flight Stick Pro, Rudder Pedals and Throttle
MULTI-PLAYER FIXES
TEAM ANARCHY:
- if more than 2 teams were playing, the last team wouldn't show up in the game. Fixed.
voting screen: selecting team 16 disabled, the functional maximum is 15 (i.e., you
can be team 0..15)
GENERAL ANARCHY:
- some problems with kill screen fixed (e.g. exiting would sometimes skip it)
- some bugs related to problems with joining anarchy games fixed.
- sometimes when another player would respawn the 'appearance door'
would pop up in the wrong location on other machines (making you think
your opponent was near you, when they weren't). Fixed.
- total kills used to be total kills vs. current *playing* players, so if
'Bob' left the game and you had killed him 5 times you would lose 5
total kills. This has been changed.
- regeneration: to control small 18 pack population (which was
effectively unlimited) small 18 packs disappear if you drop them with <= 75%
the number of players (e.g. 3 rockets in a 4 player game)
- When you die it waits till you hit your fire button before respawning.
- no regeneration: dead computer players dimmed out in kill screen
- no regeneration: game informs you when all enemies are dead
- Computer bots pop up immediately in single player anarchy voting
screen. Before there was a 1-2s delay before they appeared
- arming screen: the load/save buttons are enabled so you
can load/save bot configurations. Make sure you have the right chassis
selected and the right weapons.
- added longest kills streak/killed streak to the score screens to
make anarchy games more interesting
TEAM COOP:
- team scores fixed
- World 5: mission complete when all opposing team members are killed
COOP:
- transport pods were in slightly different positions on
each machine, making them difficult to kill with non-explosives. Fixed.
- when you join a coop game you receive both the 'arrow'
information (for which mission led to which mission) and what bots
are available in the intelligence screen
- when you save a game it tells the others (via chat).
Works like loading game
GENERAL FIXES:
- made a bit more KALI friendly
- New command line parameters related to multiplayer games
- voting screen: right-clicking on a player will increment the team #
(for convenience in those 4-player single anarchy games). It warps
around to 0 if you click enough times
- doubled the time-out period for slow networks or machines. NOTE: this
means if a machine in the game crashes, it will take twice as long to
realize this and to kick it out. You can control this setting via
either the command line or the SSTEEL.INI using: -time-out 15
(where 15 is the time-out period. Note the minimum value is 10).
For Kali games you can increase this amount as needed; remember when
you do increase the time-out period players that have left by turning off
their machine or dropping their connection remain until the time-out period
has elapsed.
MISC OTHER FIXES
AI
- Computer players no longer attack weapons they are trying to pick up
- human turrets lack of accuracy fixed
CONTROLS
- using keyboard control as an alternate to the joystick (when joystick
is the selected controller for that axis) now works properly
- problems with secondary weapon pickup fixed
- added 'DROP x' console command ("cheat code")
RUNNERS (PLAYER BOTS)
- death animation would play twice if leg was blown up. Fixed.
- were invulnerable in certain locations. fixed.
- Shields would light up when turret or computer players 'looked' at you.
- secondary weapons converge on center of the reticle (using the nearest
bot to the center if there is one)
GENERAL NEW FEATURES
- Transport Pod now shows up in intel screen
- support for more CD drivers added, polling is temporarily disabled
on some drives (especially useful for some Mitsumi drives)
- options screen:
mission voice (On/Off) now affects the briefing speech
cockpit voice (On/Off) now affects all voice cues in mission
- Support for playing world 6 (custom world created with the map editor)
via the voting screen (multiplayer and the 'Single Player Game' button).
World 6 is for coop and single player, to make your own anarchy missions
edit world 4.
- Added two new cheat codes (one is to get an enemy to become your ally)
- weapons picked up in mission are not kept unless the mission was
completed (i.e. it cannot be replayed). This was to prevent abuse.
- many fixes related to stereo vision adapters (SimulEyes).
GENERAL FIXES IN VERSION 1.03
- On game startup, several informational messages were added - including
messages detailing which (command-line parameters/SSTEEL.INI) parameters
were in use.
- Copy protection now works properly with the '-nocd' option
- CD read errors (for minimum install) under DOS have been repaired
- you cannot map the enter key to any function. It is reserved for chat mode.
- the intelligence screen would not show the Spectre, this has been resolved.
NETWORK PLAY FIXES IN VERSION 1.03
- Weapon packets were redesigned, to lessen the chance of duplicate weapons
appearing in anarchy
- Improved network synchronization
- Computer-controlled players (added in the voting screen) will now never
attack a teammate (this happened in some cases)
- Joining non-team anarchy game bugs have been fixed
INTRODUCTION
============
The Year is 2132. Deep space exploration and colonization have
become reality. The human race is growing at an incredible rate; man's
sphere of influence has been expanding unchallenged for 150 years. Man's
universe has split into 2 distinct societies, the highly structured and
lawful core worlds and the lawless frontier worlds. The Core Worlds
represent the best that humanity has to offer; a peaceful application of
technology used for the betterment of mankind.
The Frontier Worlds hold the seamy underbelly that the Core Worlds
want to forget; a greedy race for the elements the Core Worlds need for
expansion. Huge mining and manufacturing corporations compete in the
pillage of the outer worlds purely for the generation of profit. To maintain
basic "order" on the outer worlds and to "compete" with rival companies each
corporation maintains a private force for "problem solving".
It was in 2102 when these private forces reached the level of companies and
fleets that the Core Navy stepped in at Tarnok IV. The Raw Materials division
of Ford Toyota Co. wanted Tarnok IV for the vast minerals that could be
stripped from the planet, while Universal Pharmaceuticals saw the planet for
its industrial and crop potential. The legal ownership of the planet had
been in dispute for more than twenty years so the Sato Group decided to take
the planet by force and dedicated 75% of their forces to do so. Universal
Pharmaceuticals also sent in their own force. As the first shots began to be
fired, the 142nd Battle Fleet, commanded by Rear Admiral Davies, came out of
HyperSpace. The Core Navies ships came out with their plasma cannons hot,
and torpedoes locked. Without warning the ships opened fire. When the first
barrage was over, they had destroyed over three quarters of the ships from
both companies. Admiral Davies then demanded a cease fire from all parties.
His orders had been given days before when it was decided that such a
precedent as mass fleet battles by corporations to decide planetary ownership
could not be set. The repercussions of this were that the percentage of
total employees of a corporation dedicated to security could not exceed 1%.
Furthermore the corporations were only allowed to hire mercenaries if they
did not employ their own security force, and even then they were restricted
in the number that could be hired. Because of these restrictions it became
necessary for the corporation to hire or employ heavily armored individuals.
They needed to be able to send in one man where they had previously dedicated
a thousand. Therefore each of these individuals needed to be a one man army.
With enough fire power that they would not need to depend upon reinforcements,
or help in any way.
The Planet Runner was developed specifically for this purpose.
The Planet Runner could navigate over most terrain while carrying the fire
power of a light armored division, and the defense strength of a small battle
ship. A modified corvette class starship provided the living quarters for
the one or two man crew, and a highly functional and adaptable computer that
could also strip down and rebuild any Planet Runner operating out of the
corvette. The back half of the corvette was dedicated to storing parts, and
repairing and building Planet Runners. While these one man armies could
pacify small towns and uprisings single handily, the Core Worlds do not see
them as a threat and allow their existence.
You play the role of a freelance mercenary on a limited protection
contract with a large mining corporation. You operate a Planet Runner used
for deep recon missions and planetary pacification. You patrol a section near
the edge of known space which is frequently plagued by pirates and subject to
frequent raids. At the start of the game a mining camp on Lanios 3 (a planet
under your jurisdiction) has stopped following the usual communication
protocols. You are called in to investigate.
The corporation is quite certain that an extensive pirate raid is
occurring on the surface of Lanios 3, there were numerous disturbances
reported just prior to the loss of contact. As per standard defense protocol
you have been given free reign to react to any threat.
INSTALL INFORMATION
===================
1) Copy the patch into your Shattered Steel directory
2) You will need to unzip the patch file using pkunzip with the -d switch
Example: pkunzip -d patch112.zip
3) To run Shattered Steel, you should either double click on Ssteel.exe, or
just enter SSTEEL and hit return from the DOS prompt in the directory where
you have installed Shattered Steel.
SYSTEM REQUIREMENTS
===================
General Requirements:
33 Megs of Hard Drive Space
8 Megs of RAM (Win95 users see below)
From Win95:
To run Shattered Steel under Win95 in a DOS BOX (Double Clicking on it from
your Desktop) you will need at least a 486 DX2 66MHz machine with 16MEGS of
RAM. However, it is suggested that you quit out of all your other
applications before playing. If you only have 8 Megs of RAM you will
need to restart your machine in DOS Mode. This can be done by going to the
START Menu and choosing exit. Then choose the selection that allows you to
re-boot in DOS Mode.
From DOS:
You will need a 486 DX2 66MHz machine with 8 Megs of RAM.
Known Problems:
If you have 8 Megs of RAM and are having problems, free up as much memory as
possible by running a minimal config and autoexec which only loads a mouse
driver and no memory manager. Also, turn down all the details to LOW within
the game. If the problems are still persisting, try turning off the voices
within the game.
If you have problems running on a Cirrus Logic machine, try using a univesa
driver.
If you have a 16bit sound card you must use DMA channel 0, 1, or 3.
If you have a 16bit Creative Labs sound card set to 260 or 280, auto detect
may detect it as a Roland RAP-10. You must use manual setup.
If you are having problems running this game with the graphics card in your
computer, try the following steps:
1. If you have a VESA VBE driver that came with your graphics card,
install the driver and try to run the game. Consult the documentation that
came with your graphics card for installation instructions.
2. If you can not find a VESA VBE driver for your graphics card, call your
graphics card or system manufacturer or dial up their BBS, CompuServe forum or
Internet site. You will most likely be able to download a driver or have them
send you one by mail.
3. If you do not have a VESA VBE driver for your graphics card or your VESA
VBE driver does not work with the game, then try the Universal VESA VBE driver,
UniVBE, that was included with this game. To install UniVBE in DOS, run
INSTALL located in the SciTech directory. To install UniVBE in windows, run
SETUP located in the SciTech directory. Please note that although we have
included UniVBE for your convenience, this is a shareware product produced by
another company. If it works for this game and solves compatibility problems
for you, then you may want to continue using it for this and other games. To
register your copy of UniVBE, follow the instructions on screen during the
installation process.
PRODUCT REGISTRATION
=====================
If you plan on mailing in your registration card, please mail it to our new
address instead of the one listed in our Electronic Registration program.
Interplay Productions
16815 Von Karman
Irvine, CA 92606
PLAY INSTRUCTIONS
=================
The Planet Runner controls much like the player does in many first person
perspective games. The Arrow Keys allow the player to move forward and backward,
and turn left and right. A few default configurations are already set up to
show the extent of play controls.
1) The Options Menu is placed to the left within the primary interface screen just below
the Graphics and Realism selection.
2) Go to Options and pick your controller type.
This should configure the program to show off most of what it can do.
You could go to the Arming Bay and change the weapons on your Planet Runner
at this point, but it is not necessary to play the game. If you do enter it
then you will need to click on the EXIT sign to go back to the main menu.
Now go to the Holoprojector Screen off of the Campaign Screen. Pressing the Mission
Briefing part of the control panel will give you a quick run down on the
mission that you are scheduled to go on. The other option on the control
panel of the Holoprojector Screen is Intelligence which will allow you to look at
the enemy and friendly units that will be in the mission that you are going
on. To actually Launch the mission you can either click on the Left Side of
the screen on the Holoprojector Screen, or on the Left Side of the Campaign Screen.
Once you have entered the mission you will use the arrow keys to move the
Planet Runner around and the Mouse to fire weapons and move the turret.
That is if you used the mouse and keyboard default setting as your controller type.
If you look at the radar screen, the "V" represents your field of vision.
This will change if you move the mouse around, however your Planet Runner will
continue to move in the same direction. The direction that your Planet Runner
will move is represented by the vertical line on the radar screen.
Press the left mouse button and your lasers will fire. You will also see your laser
counter go down on the left side of your Weapon MFD (Multi-Function Display). This
is how much laser energy you currently have stored.
If you have chosen a joystick as your controller type then you can move the
Planet Runner around by pressing forward and turning right or left. The
trigger under you index finger will fire your lasers, and the secondary button
on the joystick will fire the missiles.
The Missiles are highlighted in the upper left and right (if available)of the
Weapon MFD, you can test them by pressing the right mouse button. One missile will
fire off for every press of the button.
You can press f4, to show the map. The cursor keys will spin the map right
and left, and zoom in and out. The Green Dots are friendly units, while the
red dots represent enemy ones. Press f1 to return to your cockpit view.
Those are the basics, you should be able to get through a number of missions
using the above controls.
NOTES:
------
SELECT CONSOLE COMMANDS: (push enter while in the mission, like sending chat)
EJECT eject, destroying your runner
PLAYCD x play CD song x
DROP x drop secondary #x (range 1-4)
HELP shows control configuration screen
COMMAND x remaps control button x (x in Command screen)
SELECT FIXED KEYBOARD COMMANDS:
ENTER enter chat/console mode
SELECT COMMAND-LINE PARAMETERS: either use these on the command line
or put them in the SSTEEL.INI file.
-window windowed movies rather than full screen
-nocd Turn off CD audio
-nopoll Turn off CD polling
-socket x use socket 'x' for IPX games (range 0-99)
-handle blah set your handle to 'blah'
-netgame jump immediately to IPX game
-time-out x set opponent time-out to 'x' (default is 20, min 10)
NEW CONTROLS
These are new controls that keys may be mapped to. Pickup primary and
secondary weapons have been added so you do not accidentally pick up a
weapon while firing. Toggle secondaries have been added so you can
link certain combinations.
Change Visual quick change resolution (320x200/640x480)
Capture Screen screenshot (SCREENxx.PCX)
Pickup Primary Picks up a primary weapon (instead of fire)
Pickup Secondary Picks up a secondary weapon (instead of fire)
Toggle Sec 1 Turns first secondary on or off
Toggle Sec 2 Turns second secondary on or off
Toggle Sec 3 Turns third secondary on or off
Toggle Sec 4 Turns fourth secondary on or off
GENERAL PRODUCT LICENSE
=======================
This copy of Shattered Steel (the "Software") is intended solely for your
personal noncommercial home entertainment use. You may not decompile, reverse
engineer, or disassemble the Software, except as permitted by law. Interplay
Productions and BioWare retain all right, title and interest in the Software
including all intellectual property rights embodied therein and derivatives
thereof. The Software, including, without limitation, all code, data structures,
characters, images, sounds, text, screens, game play, derivative works and all
other elements of the Software may not be copied, resold, rented, leased,
distributed (electronically or otherwise), used on pay-per-play, coin-op or
other for-charge basis, or for any commercial purpose. Any permissions granted
herein are provided on a temporary basis and can be withdrawn by Interplay
Productions at any time. All rights not expressly granted are reserved.
Modem and Network Play
If the Software contains modem or network play, you may play the Software via
modem transmission with another person or persons directly without
transmission through a third party service or indirectly through a third party
service only if such service is an authorized licensee of Interplay. For the
purposes of this license, a "third party service" refers to any third party
service which provides a connection between two or more users of the Software,
manages, organizes, or facilitates game play, translates protocols, or
otherwise provides a service which commercially exploits the Software, but
does not include a third party service which merely provides a telephonic
connection (and nothing more) for modem or network play. Authorized licensee
services are listed on the Interplay Productions World Wide Web Site located
at http://www.interplay.com. This limited right to transmit the Software
expressly excludes any transmission of the Software or any data streams
thereof on a commercial basis, including, without limitation, transmitting the
Software by way of a commercial service (excepting those specific commercial
services licensed by Interplay) which translates the protocols or manages or
organizes game play sessions. If you would like information about obtaining a
pay-for-play or commercial license to the Software, please call Interplay
Productions at (714) 553-6655.
Acceptance of License Terms
By purchasing and retaining this Software, you assent to the terms and
restrictions of this limited license. If you do not accept the terms of this
limited license, you must return the Software together with all packaging,
manuals and other material contained therein to the store where you purchased
the Software for a full refund.
INTERPLAY SUPPORT INFORMATION (United States)
=============================================
Hours: Normal Business Hours M-F
Telephone: (714)553.6678
Fax: (714)252.2820 Att: Customer Service
Internet E-mail: support@interplay.com
Web Site: http://www.interplay.com
BBS: Telnet: 199.182.211.86 or bbs.interplay.com
Modem Phone #: (714)252.2822
American On-line: Keyword INTERPLAY or E-mail IPTECH
Compuserve: GO GAMBPUB or E-mail 76702,1342
GEnie: Type M805;1
Prodigy: E-mail PLAY99B
FTP Site: ftp.interplay.com
INTERPLAY SUPPORT INFORMATION (United Kingdom)
==============================================
Write to: Customer Support
Interplay Productions, Ltd.
Harleyford Manor
Harleyford
Henley Road
Marlow
Buckinghamshire
SL7 2DX
ENGLAND
Telephone: +44 (0) 1628 423723
Fax: +44 (0) 1628 487752
SHATTERED STEEL MISSION EDITOR COPYRIGHT (C) 1996 BIOWARE SOFTWARE CORPORATION
COPYRIGHT (C) 1996 INTERPLAY PRODUCTIONS ALL RIGHTS RESEVERED
ALL TRADEMARKS ARE PROPERTY OF INTERPLAY PRODUCTIONS
ALL RIGHTS RESERVED
INTERPLAY PRODUCTIONS IS THE EXCLUSIVE LICENSEE AND DISTRIBUTOR.