----------------------------------------------------------------- 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 ==================================================================