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- CYLINDRIX DEMO README.TXT
- -------------------------------------------------------------------------
-
- INTRODUCTION
- -------------------------------------------------------------------------
- Cylindrix is a combat strategy game that takes place in a true 3-D
- world. You fight to stay alive as you maneuver your ship along the
- surface and in the air. You need to charge your shields, tag pylons,
- and protect your radar base all while trying to direct your wingmen.
- To make combat increasingly more difficult and challenging each arena,
- or Cylindrix, has many variables such as light quality, physics, arena
- set up, and the competence of your opponents. One of the most unique
- features of Cylindrix is the 3-D AI, an advanced artificial intelligence
- that not only reacts to circumstances, but maneuvers in three
- dimensional space and takes directions from you, the team leader.
-
- This demo can be played as a Custom Game, in a Practice Arena, or as
- a Null Modem Game. The final product will have a large Tournament
- Game and a full IPX Network Game.
-
- FIRST THINGS FIRST
- -------------------------------------------------------------------------
- Be sure and read the TROUBLE.TXT file on the program disk. It contains
- the most current up-to-date and detailed information. Be aware that
- the programmers wrote that file!
-
- Minimum System Requirements for this demo:
- - 486/66 DX (SX chips will NOT work; math coprocessor is mandatory)
- - 8 MEG of RAM
- - 5 MEG hard drive space
- - 100% Sound Blaster compatible sound card.
-
- TECHNICAL ASSISTANCE
- -------------------------------------------------------------------------
- If you experience difficulties the following will get you the best and
- quickest results:
- 1. Go to our web page at http://www.goldtree.com. Here you will find
- a list of bugs and problems. Any patches, fixes, or files 'o' fun
- will also be here.
- 2. E-mail us at Goldtree@communique.net with your problem and we
- will reply promptly.
-
- KEEP IN TOUCH
- -------------------------------------------------------------------------
- Check out our really cool Web site! http://www.goldtree.com
- Email us! Goldtree@communique.net
- Snail Mail : (or communication for the technically challenged)
- Goldtree Enterprises
- 3525 Hessmer Ave. Suite 204
- Metairie LA 70002
-
- STARTING THE DEMO AND MENU OPTIONS
- -------------------------------------------------------------------------
- Custom Game
- In Custom Game, you can select from all of the races for your wingmen,
- select from all of the ships, and select various arenas for fighting
- freeform. The AI of the races all vary, some harder to beat
- than others.
-
- Training
- You may want to start on the bunny slopes before you face the full
- rigors of the Cylindrix.
-
- Null-Modem Game
- A null modem is a cable between two computer's serial ports.
-
-
- MENU OPTIONS
- -------------------------------------------------------------------------
- Sound - Adjust CD ROM, voices, and sound FX levels.
- Detail Options - Adjust the detail levels of the world
- Keyboard - Configure your keys to liking.
- Joystick - Select, calibrate, and configure your joystick.
- View Statistics of a Player - Select Pilot and view his
- battle statistics.
-
-
- LEARNING TO KICK ASS
- -------------------------------------------------------------------------
- THE PLAYING FIELD
-
- THE CYLINDRIX. This is the playing field in which the game takes place.
- Your vehicle can either skim along its surface or detach from the
- surface and fly freely within the Cylindrix. Each end of the Cylindrix
- is capped with a force shield preventing you from escaping combat.
-
- All of the cylinders are the same size, but the various lighting
- conditions will make some feel smaller or larger than others. Each
- square on the surface of the cylinder is 40' x 40'.
-
- A cylinder's measurements are:
- Height: 382 feet high, or approximately 27 stories high
- Length: 1200 feet, or 87 stories long
-
- Square foot area: 1,440,000
- Total cubic feet: 137,000,000
-
- Pylon: Average height, 7 stories
- Radar Base: 45 feet high
-
- PYLONS. Towers of energy called pylons jut from the surface of the
- Cylindrix. When your vehicle collides with a pylon, the pylon becomes
- charged to the polarity of your team, turning it whatever color your
- vehicles are. As a result, your teams weapons will do more damage.
- Capturing pylons is of extreme importance.
-
- RADAR BASES. Each team has a radar base somewhere on the surface of
- the Cylindrix. The radar bases will fire relentlessly at any enemy
- vehicles in range. The radar bases control the homing of energy
- missiles, and update each vehicle's radar display. If your radar base
- is destroyed you lose both of these.
-
- ENERGY SQUARE. Each Cylindrix has on its surface an energy square.
- If you move your vehicle over the square its shields will be recharged.
-
- HEADS UP DISPLAYS
- Each of the eight ships has a uniquely designed Heads Up Display, but
- they all display the same information.
-
- ON SCREEN RADAR DISPLAY. This is an actual 3D display of the cylinder
- and always moves in relation to your view of the cylinder. Your ship
- is represented by the white square that is at the bottom of the
- cylinder when you are on the ground and when you are in the air the
- white dot will move in relation to the cylinder. The blue squares
- represent the blue team, the red squares represent the red team.
- Any time your radar locks onto a ship, the square representing that
- ship will have a yellow box around it. If your radar base is
- destroyed, your radar disappears.
-
- CROSS HAIRS AND RADAR LOCKING. These cross hairs allow for the aiming
- of lasers by eye or missiles when your radar is inoperable. When you
- lock radar on an opponent, a diamond shape will appear between the
- radar lock box, and your ship. When the cross hairs, the radar lock
- box, and the diamond are all lined up, then you are facing the enemy
- directly.
-
- SHIELD STRENGTH DISPLAY. The shield strength level is indicated by
- the bar on the screen with the 'S' on it. Every time your force shield
- is hit with a laser or a missile it is weakened. If your vehicle is
- shot after your energy shield has been depleted, it will be destroyed.
- There is a brightly colored square on the cylinder's surface, called
- the Energy Square. If you move your vehicle on top of it while on the
- surface, your shield's strength will recharge.
-
- MISSILE DISPLAY. The number of missiles you hold is displayed here.
- Missiles regenerate automatically.
-
- ** Using special weapons often depletes missile energy. See Reference
- on how each ship handles its missile depletion.
-
- WEAPON DAMAGE DISPLAY. The relative amount of damage you are able to
- do, the number energized pylons you have tagged on the Cylindrix
- surface (see "The Playing Field" above) is indicated on the bar on the
- screen with the "D" next to it.
-
- WINGMAN 1 And WINGMAN 2 - COMMAND DISPLAY.
- Every time you give a command to your wingman, it is displayed here.
-
- WINGMAN 1 And WINGMAN 2 - SHIELD STRENGTH DISPLAY.
- The shield strength of your two wingman is displayed here.
-
-
- KEY CONTROLS: MOVEMENT, WEAPONS, AND WINGMAN COMMANDS
- -------------------------------------------------------------------------
- NOTE: Cylindrix allows the reassigning of keys, but the default
- settings are as follows.
-
- AERIAL AND SURFACE CONTROL
- "s" Take Off and Land
- "v" Change viewpoint, in or out of ship.
- "Esc" Pauses game and brings up an options menu.
-
- SURFACE ONLY CONTROLS
- Up arrow Move forward
- Down arrow Move backwards
- Right arrow Rotate right
- Left arrow Rotate left
- "Alt" Sidestep Right or Left using arrow key (Strafe).
-
- AERIAL ONLY CONTROLS
- "a" Throttle Faster
- "z" Throttle Slower
- Up arrow Nose down
- Down arrow Nose up
- Right arrow Rotate right (Clockwise).
- Left arrow Rotate left (Counterclockwise).
- "Alt" + arrow key Step Up, Down, Right, or Left (Strafe).
-
- WEAPONS CONTROLS
- "Ctrl" Fire laser
- Space Fire energy missile
- "x" Engage Special Weapon
-
- COMMANDS TO WINGMEN KEYS
- W 1 W 2
- F1 F7 Get Pylons
- F2 F8 Attack
- F3 F9 Attack Enemy Radar Base
- F4 F10 Defend Home Radar Base
- F5 F11 Group - Surround and Defend
- F6 F12 Orders Canceled
-
-
- GENERAL WEAPONS, LASERS AND MISSILES
- -------------------------------------------------------------------------
- Each vehicle has three weapons: lasers, missiles, and a special weapon.
- The reference section below defines special weapons for each ship. On
- the surface your lasers and missiles take on the same magnetic
- properties that your ship does and skims along the surface of the
- cylinder. In the air they move in a straight line since they have no
- attraction to the surface. Your missiles are radar controlled, and
- once they lock onto an enemy they follow the enemy until they explode.
-
-
- REFERENCE: SHIPS, RATINGS, AND SPECIAL WEAPONS
- -------------------------------------------------------------------------
-
- DRAGON FLY
- Special Weapon: Cloaking
- The dragonfly is a satisfactory ground and air vehicle with low shields
- and low firepower. Its main asset is its ability to cloak, becoming
- invisible to both radar and the naked eye. Unfortunately, it becomes
- visible if it fires when cloaked. It uses its missile energy to cloak,
- and is only able to stay cloaked as long as this energy lasts. Missile
- energy is unable to recharge while cloaked, so it is necessary to
- periodically uncloak to recharge missile energy.
-
- LOCUST
- Special Weapon: Hologram Projections
- The locust is a fair ground and slightly below average air vehicle with
- medium shields and medium firepower. It has the ability to use missile
- energy to spawn decoys of itself to fool enemy radar and opponents.
- These three decoys mirror the ships own movements, making it very
- difficult to tell the difference between the decoy, and the real ship.
-
- WASP
- Special Weapon: Ramming
- The Wasp is a below average air and ground vehicle with very powerful
- shields and good firepower. The Wasp is constantly charged with
- explosive energy that will damage any vehicle that collides with it,
- including other team members.
-
- BEETLE
- Special Weapon: Control Scrambler Missile
- The Beetle is a below average ground vehicle and good air vehicle with
- medium shields and low firepower. It has special energy missiles that
- scramble the computer systems of any vehicle it hits, causing that
- vehicle to be virtually uncontrollable by the pilot.
-
-
- CREDITS AND SPECIAL THANKS
- -------------------------------------------------------------------------
- Production, marketing, co-development
- Luke Ahearn (Cool Hand). GOLDTREE Enterprises
- Goldtree@communique.net
-
- Programmer: 3-d engine, hyper-logic, math, physics
- Tony Thibault (gfx_god). Hotwarez LLC
-
- Hacker: graphics primitives, hardware (yuck) interrupts (yuck),
- artificial intelligence
- John R. McCawley III (Cap'n Hardgeus). Hotwarez LLC
-
- Art direction, web page, bald guy jokes
- Mike Whalen (BL!TZ). Blitz Design
-
- Chris Bankston Character Artist
- Richard Mouton CAD Engineer
- Ann Carruthers, Ed.D Documentation Editor
-
- VOICES
- Ava Beaudoin Gerald Comeaux
- John Conner Ken Cummins
- Jessica Daigle Cherie Ducote
- Major Flowers Jeena LaBella
- Jenny LaBella Matt Lagrange
- and a cast of extras
-
- SOUND FX BY GOON
-
- Thanks to:
- DJ Delorie Writer, DJGPP gnu C for the PC.
- Charles Sandmann, Eli Zaretsky DJGPP guys
- Joel H. Hunter Soundblaster Library
- Dan Stocker AI help
-
- Special Thanks to:
- Skor Bars, pizza, Caffeine, Prozac, and that special GIF file.
-
- This game was written using DJGPP V2 which is a DOS port of the
- gnu C compiler. DJGPP is available at oak.oakland.edu (or any
- Simtel mirror) in vendors/ DJGPP.
- DJGPP Newsgroup: comp.os.msdos.djgpp.
- Please read the DJGPP faq before posting questions.
-