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PC & Mediji 1996 October
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PCM_9610.iso
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abrams
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readme.txt
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1996-06-20
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iM1A2 ABRAMS
America's Main Battle Tank
Designed for Windows 95
Copyright (c) 1996 by Interactive Magic, Inc.
All Rights Reserved.
This product is being developed by Charybdis Enterprises, Inc.
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*** Version 0.51 Release ***
June 20, 1996
This is a pre-Alpha demonstration version of the iM1A2 Abrams simulator
product.
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Installation
Select Start/Run... and select 'setup.exe'. Follow the instructions
given in the setup program.
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Running the Game
To run the game, simply double-click on the Abrams icon in the Abrams
folder.
After the introduction screens, select 'QuickStart' to begin the
simulation. The player begins in the Tank Commander's position.
Note: The demonstration requires 16MBytes of RAM and a Pentium-class
processor. The final version of the product will run in 8MBytes
of RAM on a high-speed 486 with reduced detail levels and/or
320x240 resolution displays.
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Missions
The demonstration version of the product contains a single mission and
terrain set to reduce the space requirements. The final version will have
over 75 terrain sets.
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Screen Capture
The Print Screen key in Windows will cut a bitmap from the current window
image to the clip-board, which can then be pasted into a paint program.
Unfortuanetly, different paint programs will each have a different result
in image quality and coloring. It is also unclear that this feature will
work correctly with Microsoft's DirectDraw.
Therefore, a custom screen 'snap-shot' routine has been implemented.
To use this feature, press Ctrl-K and a SNAPXXXX.BMP file will be created
in the Abrams directory from the currently displayed screen. The BMP
files will be numbered in seqence from 0000 to 9999 automatically (if
a BMP file already exists, then that number will be skipped and the
next available number will be used).
Note: This will not capture images from the opening animation since
Microsoft's AVI system is active. The clip-board may be
successful at capturing animation frames.
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Release Notes
The AIs are still under development and are therefore disabled in this
demonstration version.
The damage model is always in 'Arcade' mode and does not yet take into
account armor location, ammunition type, or special armor effects.
Barrel stabalization and superelavative firing is not yet implemented.
Lazing a target computes the correct distance, but has no effect on the
firing of the main gun.
The support unit interface is still under development.
Reverse gear is not yet implemented for the vehicles.
Battlefield smoke generators and grenades are not yet implemented.
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Improvements
o Campaign, Dossier, Multiplayer, and Single Mission modes will be
fully implemented.
o Squad-level AI will move formations togther and coordinate attacks based
on actual combat doctrines.
o Weapon systems for the various vehicle types will be fully implemented
for use by the squad-level AI.
o The cockpit artwork is being retouched to provide a more 'grimy' feel
as well as a few minor improvements to the layout. The MFD displays
will be expanded.
o Animated textures for tracks, wheels, etc.
o Visual effects for smoke, explosions, hazing, water, etc. will be
added.
o Realistic damage model and terrain type effects on top vehicle speed.
o Optimizations for memory use and performance, including levels of
detail for the 3D models, a reimplemented terrain system, and 320x240
resolution support is planned for the final version.
o A variety of digitized speech samples for each of the tank positions
as well as the commanders of other supporting formations will be
integrated.
o Controls for realism and detail settings will be added to the
configuration along with enemy and friendly troop quality settings.
END OF DOCUMENT