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PC World Komputer 2003 February
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Pcwk022003a.iso
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15 gier freeware
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Defense Commander
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DCSetup.exe
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readme.txt
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2000-05-27
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DEFENSE COMMANDER README - January 24, 2000
INTRODUCTION
Defense Commander is a mini-game / technology demo. There are two versions,
one for PC and one for Dreamcast. The Dreamcast version is not included.
HARDWARE REQUIREMENTS:
Defense Commander has fairly heavy system requirements. A 350MHz machine with
a 16 meg 3D video card is a rough minimum for running Defense Commander in
high detail mode. Voodoo 1 and 2 video cards are not supported. Various
configuration options are available during startup to allow you to better tune
the game to your system. The game has been successfully tested on Voodoo 3,
G400 and TNT systems.
SOFTWARE REQUIREMENTS:
DirectX 7 run-time installed.
THE GAME
You, the player, control a gun turret in the center of a small city. You must
defend your turret and the city against waves of attacking craft. The game
proceeds in stages. Each stage is more difficult than the previous and there
are infinitely many stages. If you can get past stage 10, you are doing well.
Attacking craft are of the following types:
Power Up Drone: These small red ships fly in formations of 5 or more. They do
not attack. If you destroy all ships in a formation a power
up will appear. There are five different formations, each of
which give a different power up. To receive the power up you
must shoot it.
Gunship Fighter: Red ships which attack your turret with guns.
Rocket Fighter: Yellow ships which attack your turret with rockets. They do
more damage than the red gunship fighters but are slower.
Bomber: Large blue ships which drop bombs on the city. Once all
buildings in the city are destroyed they will drop bombs on
your turret. Be warned, a single bomb will destroy your
turret.
You have the following weapons at your disposal:
Guns: Your primary form of defense. You have unlimited amunition.
Some power ups will give the guns enhanced capabilities
for short periods.
Missiles: Missiles lock onto a target and will seek towards that
target until it is destroyed. You have unlimted missiles.
You must wait for the missile lock to engage before a
missile can be fired. Missiles do more damage than a single
gun shot.
Smart Bomb: Smart bombs instantly destroy all enemy objects including
craft, weapons fire and power ups. Smart bombs are limited
so are best used sparingly.
The following power ups are available during the game:
Damage Repair: Repairs up to 50% of the damage to the turret.
Smart Bomb: Gives you another smart bomb.
Rapid Fire: Doubles the rate of fire of guns.
Explosive Tip: The guns do a lot more damage to the enemy ships. This
power up will override rapid fire.
Seeker: The gun fire will seek towards the craft they are fired at.
You must fire in the general direction of the craft you
wish to hit. This power up will override rapid fire and
explosive tip.
During game play, the following information is displayed to assist you:
Damage Indicators: The bottom right of the screen has two damage indicator
bars, one for the city and one for the turret. When a
damage level is becoming critical the bar will turn red.
Smart Bombs: The number of available smart bombs is displayed in the
bottom left of the screen.
Radar: A radar is located at the left of the screen. Larger objects
appear larger on the radar.
Gun Power Up: The currently active power up (if any) will be indicated on
the right of the screen by a small icon. A bar indicates the
amount of the power up remaining.
CONTROLS
Mouse: Moving the mouse controls direction. Left mouse button fires
guns, right mouse button fires missiles and center mouse
button (if any) triggers smart bomb.
Keyboard: F1: Toggle help screen.
F2: Toggle observer mode.
F3: Pause/unpause time.
F4: Toggles frame rate display.
F5: Toggles "show triangles" (PC only).
F6: Toggle god mode. Neither the turret nor the
city can be damaged in god mode.
F7/F8: Start/stop demo record. A file NEW.DEM will be
created on the Defense Commander folder. To use
it, replace the existing DC.DEM with it.
F9: Run the benchmark.
F10: Exit game (to Windows).
F11: Takes a screen shot (PC only). Screen shots are
saved in the Defense Commander folder.
Ctrl: Fire guns.
Alt: Fire missile.
Space: Trigger smart bomb.
Enter/Return: Start the game.
Esc: End the game being played or quits
Arrow keys: Move while in observer mode.
W/A/S/D: Also move while in observer mode.
NETWORKING:
The networking implementation is quite simple and limited. Its purpose is to
demonstrate the ability of PC and Dreamcast to network together. Only direct
serial cable connections are supported. The server machine can play the game
as normal. The client machine can only act as an observer to what is
happening on the server machine. On the PC, server or client can be selected
on startup. Dreamcast is fixed to operate as a server and retail Dreamcast
machines require a special adaptor to use a serial cable (not readily
available).
BENCHMARK:
A benchmark feature is included with Defense Commander. To use, start the game
and press the F9 key. The demo sequence will play back as fast as the system
can manage and at the end an average frame rate will be displayed.
PC benchmarking notes: A major issue when benchmarking is vsync. This allows
for a flicker free display but can cause benchmark numbers to be much lower
than they otherwise should be. Two systems which are actually similar in
performance can give very different benchmark results. To minimize this effect
always run benchmarks with triple buffering enabled and try to ensure all
test platforms are using the same refresh rate. A better solution is to
disable vsync but is only viable when all video cards under test support it.
Defense Commander uses Direct3D's T&L pipeline and while we haven't tested it,
video cards with hardware T&L should perform well. It is recommended that
benchmarks are run in both low resolution modes (to test triangle performance)
as well as high resolution modes (to test fill rate).