-----------------------------------------------------------------
Kreed(tm) v1.0
Read Me File
June 20, 2003
-----------------------------------------------------------------
Thank you for purchasing The Kreed. This readme file contains
the last minute changes not included in manual, as well
as more detailed technical information.
.minimal requirements
-----------------------------------------------------------------
800 MHz CPU
128 Mb RAM
3D-card with 32 Mb memory on board and HW-T&L (Hardware
Transform & Lightning) support - GeForce2 or better.
1.4 Gb of free disk space (additional space required for
Windows paging file).
Windows XP/2000/98/ME with DirectX 8.1 installed
Sound card.
Mouse
Keyboard
.computer recommended for playing the game
-----------------------------------------------------------------
1+ GHz CPU ( Athlon XP or P4 )
512 Mb RAM
3D-card with 64/128 Mb memory on board and HW-T&L
(Hardware Transform & Lightning) support, 24-bit z-buffer
and hardware implementation of pixel and vertex shaders
( GeForce 3 / ATI R8500 or better )
1.4 Gb of free disk space (additional space required for
Windows paging file).
Windows XP/2000 with DirectX 8.1 installed
DirectX 7-compliant sound card.
Mouse
Keyboard
.troubleshooting
-----------------------------------------------------------------
Using nVidia Detonator drivers, starting from 41.09, you can
notice visual artefacts, appearing when you shoot.
To workaround this, open Display properties -> Additional
-> GeForce4 (or whatever card you use) -> "Performance and
Quality settings" and set the slider to the leftmost position
(Application).
If you experience hops and clicks when listening
to soundtracks in game, make sure that you are not running
in the background any other programs that use your sound card
(e.g. Winamp). On some systems, that could prevent game sound
engine from working properly.
Loading of a certain map could take up to a minute, depending
on your computer.
.controls
-----------------------------------------------------------------
Default keys :
W Forward
S Backward
A Left
D Right
SPACE Jump
MOUSE1 Primary attack
MOUSE2 Secondary attack
R Reload
E Use
Q Zoom (used by energo sniper rifle)
J Journal
"Use" key opens locked doors, activates monitors and other
triggers, and displays messages from interactive monitors.
You can redefine the keys at any time from the options or
reset them to defaults, if required.
.weapons
-----------------------------------------------------------------
1. Battle knife 'Warstrip'
A very convenient and, most importantly, silent weapon
of close combat. Ever since ancient times, a
knife has been an irreplaceable weapon in all the wars
of the world.
The knife has two attack modes: General mode: swift blow,
multiple minor injuries in very little time. Merely irritates
the enemy. Alternative mode: a very heavy penetrating blow.
Causes few yet fatal injuries.
2. Pump shotgun - semiautomatic 'Martell'.
A cheap and widespread type of firearm. 8-charge magazine.
Well-known for its reliability and simplicity.
Classic weapon of self-defense, often called a 'real man's
weapon'. Personal defense weapon also applicable in special
military joined action.
3. 'Harigast' carbine.
Very compact and extremely popular among military and
colonial legal forces. Offers multiple advantages: high
shooting accuracy, simplicity and practical convenience,
optical sight.
Two shooting modes: General mode allows for both single shots
and series of up to 8 shots. Alternative mode has an optional
sniper system.
4. Three-barreled shotgun 'Angerbreaker'.
'Angerbreaker' is based on the same principle as pump weapon.
All the components have been upgraded and the gun also uses
uranium-enriched cartridges. A very powerful armor-pentrating
weapon. Used by elite infantry soldiers of the Legion and the
Confederation. Releasesan ultra-powerful armor-pierceng
chargefrom all barrels at once.
5. Six-barreled machine-gun 'Kerber'.
This type of weapon is normally utilized against armored
vehicles or used to destroy ship torpedoes. It's miniature
copy has been widely used by the Legion and the
Confederations subdivisions. High-velocity fire. Effective
against well-armored enemies.
6. 'Inferno' Flamethrower
A simple and effective weapon. Shoots out a self-igniting
charge of chemical mixture that is almost impossible to stop.
An irreplaceable tool for the destruction of multiple grouped
enemies.
7. Portable missile complex 'Archangel'.
The best example of remote combat weapon used against heavily
armored enemies. Developed specially for assault squads.
The most common type of charge used with Archangel is a small
missile of modified neotrotyl and napalm mix.
In alternative mode a missile can be detonated at any moment
after it's been launched.
8. Energetic assault rifle 'Dolphin'.
This assault rifle is based primarily on Tiglaary technology
borrowed from war trophies.
General mode provides high accuracy and ability to cause
great damage from any distance.
Alternative mode allows for automatic fire with small plasma
energy charges that cause a lot of damage to the enemy.
9. Energy concentrator 'VARD'
The energy charges used with 'VARD' have extraordinary
properties. Once fired, a blob of plasma energy exits the
barrel like a ball of electricity. Once it hits the target
it destroys everything in a radius around it as well. The
energy concentrator is also very helpful when you need
to destroy an enemy behind a wall, although the energy
consumption will be rather high in such a case.
10. 'GRENDEL' devastator
A heavy remote combat weapon that causes vast damage. The
devastator uses unique heavy plasma ball-charges. When they
hit a target they produce a tremendous explosion. The axial
part of the devastator is a combat computer with an aiming
system that adjusts to the enemy's biological structure.
GRENDEL also has an integral aiming system that is able
to home in on a moving target for a long period of time.
11. 'High Explosion Grenade'
A shrapnel grenade is invaluable when destroying any
grouped enemy or their equipment and machinery.
An advanced type of a shrapnel grenade has two methods
of usage.
The primary method is to throw it, with a powerful explosion
following in only a few seconds.
The alternative way allows holding the grenade with the
detonation fuse activated for the time needed to lock in on
the target.
12. 'High-tech Grenade'
The case of any energetic grenade is made of very solid
alloys that will hold the destructive energy charge inside.
The explosion inflicts an unbelievable amount of damage
on the enemy. The only effective defense is energy-absorbing
armor or a force shield.
The principle of its operation is the same as that of
a shrapnel grenade.
13. 'REGENERATION AMPOULES'
Biologically active medication that regenerates dead tissues.
Regeneration degree depends on the injury. In case of maximum
injury one ampoule can regenerate up to 35% of the original
cell structure. The less a body needs regeneration, the lower
the medication's efficiency.
14. 'ENERGY BATTERY'
Used to restore force shield of energy armor. One battery
restores 10% of a force shield. Maximum charge - 200 units.
.web resources
-----------------------------------------------------------------
http://www.kreed3d.com
The main game site
http://www.burut.ru
Developers' site
http://www.russobit-m.ru
Publisher's site
==================================================================
(c) 2003 Burut Creative Team. (c) 2003 Russobit-M Company
==================================================================