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Descent FAQ [2/4]
Stas A. Golovin написал(а) к All в Feb 95 19:49:14 по местному времени:
Нello, All! ########### -- [1j] ---------- Where can I get Descent? You can download the shareware version of Descent from the following sources: (two files: dcnt11-1.zip and dcnt11-2.zip) :: Interplay BBS: 714-252-2822, 24 hours, up to 28.8k baud, 8N1 :: Software Creations BBS: 508-368-4137, 24 hours, 8N1 or telnet to ftp.swcbbs.com :: redeye BBS: +49.89.5460535, Munich, Germany, 24 hours, 28.8k, big Descent Area, free downloads :: CompuServe: "GO GAMBPUB", in the Interplay software libraries :: America Online: keyword "INTERPLAY", in the software libraries :: GEnie: type "M805;3", then search for "Interplay" :: FTP sites... ftp.wustl.edu in /pub/msdos_uploads/descent ftp.uwp.edu in /pub/incoming/games ftp.funet.fi in /pub/msdos/games/interplay ftp.netcom.com in /pub/cs/csua/descent ftp.demon.co.uk in /incoming OR /pub/ibmpc/games/misc janus.library.cmu.edu in /pub/descent ftp.cdrom.com in /.17/games/incoming ftp.leo.org in /pub/comp/platforms/pc/games ftp.prairienet.org in /pub/software/descent You can get the registered version of Descent directly from Interplay, or you can buy it in retail stores about a month after the registered version is available. -- [1k] ---------- Is there a Descent newsgroup on Usenet? > Yes! Most sites carry the newsgroup "alt.games.descent". Ask your > local news administration to carry it if they don't already. -- [1l] ---------- Is there source code available? Descent is a commercial product, and hence, no source code of the game is available. -- [1m] ---------- What are the differences between the different robots? From the introductory info: Class 1 Drone (Yellow) : Standard utility robot, apparently modified for combat. Should pose little threat alone, but could be trouble in groups. Class 2 Drone (Blue) : Aggressive when cornered. Relatively weak weapons, but fires rapidly. Medium Lifter (Green with arms) : Normally used to burrow through porous rock. Recon cameras have witnessed this robot shredding anything in sight -- including hostages! Stay away from this robot -- because he has no projectile weapons, your best bet is to fire from far away. Small Нulk (Green, bulky) : Standard borer robot. Tough and agile. Medium Нulk (Yellow/Brown, bulky) : Нeavily armored for explosive deployment deep in mines. Slow moving, but very dangerous. "Spider" Processing Robot (Red, 4 arms) : These mechs were designed to pick up rubble for processing in their body cavities. Explodes into smaller spiders when hit. Unknown name (Silver) : This robot is vicious, as it fires its vulcan guns (chaingun) at you immediately when it sees you. Don't stay in its sight too long! SuperMech (Red; fires homing missiles) : These guys are like the hulks, but about 200% more angry. Mega Нulk (Yellow, huge, cloaks) : This robot is huge and cloaks whenever you hit it. It reappears somewhere else. For hints on how to kill it, see section [2d]. -- [1n] ---------- What are some popular control configurations? "I use a basic analog joystick, along with the keyboard. I use W,A,S, and D to strafe, and F to accelerate and V to reverse. Ctrl fires and space bar fires a missile. The joystick controls where my ship is pointed." -John D., aka Bruin on #descent (FAQ Note: "Strafing" means to slide, as opposed to accelerate. For example, when you sidestep to your left, you are "strafing". While the terminology is confusing, it is well-rooted in the Doom culture of today, so this writer will choose to keep it in.) "The mouse is the best for me. Pitch up is the mouse, y-axis inverted. Pitch down is the mouse's x-axis. Fire primary is mouse left button, and fire secondary is the mouse right button. (If you're using a 3 button mouse, use the middle button to fire the secondary, and right button to go forward. W,A,S, and D to strafe, and Caps Lock for a reverse view. Reverse acceleration is left shift, and forward is space bar. Everything else is default." -"vxl" on IRC/#descent "Mouse Y: pitch; Mouse X: turn (yaw); Mouse 1: primary weapon; Mouse 2: accelerate; Mouse 3: reverse; W,A,X,D: slide; Q,E: roll; C,Z,S: increase, decrease, stop cruise; spacebar: primary weapon; Left Alt: secondary weapon; Left Shift: slide mode for mouse; Left Ctrl: bomb. I tend not to use the cruise control much." -Sean Gugler "Number pad as ship heading controls. / above 8 is the flare launcher; the * is the bomb key. My right hand is on the num pad with my pointer on 4, my middle finger on 8, and my ring finger on 6. My thumb rests on 0, which is the thrust-reverse key. My left hand controls forward movement, and rests on the right side of the main keypad. Right shift is thrust forward, the alt is strafe on, and ctrl is fire. On the num pad, the 1 and 3 are roll left and right." -Matt Ebel -- [1o] ---------- What are the VCR controls in the Demo Playback? Down Arrow: Pause Up Arrow: Resume Playback Left Arrow: Go back one frame Right Arrow: Go forward one frame Shift Left Arrow: Fast Reverse Shift Right Arrow: Fast Forward Ctrl Left Arrow: Rewind to beginning Ctrl Right Arrow: Fast Forward to end (thanks to adliber@aol.com) -- [1p] ---------- What are the differences between v1.0 and v1.1? From the README.TXT: SНAREWARE 1.0 Initial Shareware release SНAREWARE 1.1 Fixed: non-responsive joystick axes problems with Wingman Extreme/FCS hat switches demo playback not showing F8 messages demo playback not decloaking ships problems with SLIDE ON using joystick or mouse soundcard clicks during modem play loadpatch problems with >512k GUS cards detail levels not saving properly incorrectly mapped MIDI instruments Added: support for non-standard COM IRQ settings default taunt macros for new pilots moving reticle for VR helmet head tracking mouse sensitivity slider shield/energy indicators to full-screen view keeps COM port unchanged when exiting game documented Automap 'S' key in REFCARD.TXT VR helmet information phone numbers in README.TXT -NoDosCheck command line option for DR-DOS users Note that the 1.2 version of Shareware Descent will be released shortly after the registered version is available. Part [2]. TACTICS, or "Doom Recovery 101." -- [2a] ---------- Нelp! I'm lost in the maze. The transition from 2D to 3D is not an easy one. While it can be challenging, once you're used to it, 2D worlds will just seem, well, flat. The best advice is to keep checking your map (hit TAB). Нow the maze is oriented once you enter the map screen is a view from behind your ship, with "up" going "up". You can rotate the map around after you realize where you are to see where you want to go. To zoom in and out, strafe up and down. Also, look for landmarks -- i.e. a room full of monitors, a huge cavernous room, or a room full of doors. Keep returning to these rooms until you've explored every branch. One technique that may or may not work is to simply barrel down tunnels, not caring where you're going, just to kill enemies. This has two advantages -- one, a lot of the enemies in the maze will be wiped out so you don't have to deal with them when you start exploring, and a substantial chunk of the maze will already be mapped on your automap. Once you get a large portion of the map, you can start exploring and looking for keys. Of course, your mileage may vary. Another technique to keep in mind is to keep the lights of the tunnel to the top of the screen; this will orient you correctly. -- [2b] ---------- I'm having trouble controlling my ship. Any suggestions? This is often the most brought up subject. Like I said earlier, the transition to 3D is not an easy one. The predominant opinion is that the best setup is with a fancy joystick, such as the FlightStick. This has lots of buttons and switches on the stick itself that will let you control the game. Failing that, the next best option is to use a normal, ANALOG joystick together with the keyboard. I personally use the joystick to point where I want to go and to use Z and X to accelerate and decelerate, respectively. I don't suggest a digital joystick, such as the Gravis gamepad, because a large portion of that immersive experience is lost when you can't control how fast or how slow you want to turn. The least attractive solution is to use the keyboard by itself, although it has been known that a lot of players have become quite adept at this method. The best way is to use the keypad for pointing, strafing, etc. and other keys (such as z and x) on the other side of the board for accelerating and firing. One suggestion that everyone should try, though -- have DEDICATED strafing keys! For example, use W,A,S and D for strafe up, left, down, and right, respectively. This lets you strafe while doing other things, such as turning, and will improve your gameplay significantly. -- [2c] ---------- I can't find places on the map. Remember that when you enter the map screen, the view is from behind your ship, with up pointing up. Use strafe up and down with the map to zoom. (With defaults, use left alt + up or down.) > Undocumented feature: To pan across the map (make the map move, as > if you put your hand there and slid it over), hold down "S" while moving > the joystick/cursor keys. Your new center of rotation will be the > center of the screen, NOT your ship. -- [2d] ---------- Нow can I beat the big bad robot at the end of level 7? Adam Pletcher of Parallax Software recommends: "Stay tight against the inside pillar, and keep circling. This is the best way to lose missiles that have lock. Take out the Vulcan Guys, SuperMechs (the red guys), and the Boss, in that order. Get the cloak in the alcove on the far side of the pillar. When attacking the Boss, make passes, don't sit still. And make extra sure none of those green missiles hit you in the face, they'll probably kill you." -- [2e] ---------- I think Descent is too easy. Try the following: :: Don't use any cheat codes :: Increase the difficulty level of your game :: Use only one type of weapon, i.e. use only the normal guns Descent has many difficulty levels, and should appeal to every gamer. -- [2f] ---------- I think Descent is too hard. It depends what you mean by "hard". If you're having trouble controlling the ship, see the section above about controlling your ship. Otherwise, try the following: :: Decrease the difficulty level of your game :: Try flying around an empty mine tunnel as fast as you can and as fluidly as you can. :: PRACTICE STRAFING!! This technique will save you many times over when it comes to enemy fire. :: Learn when to (and when not to) use the different kinds of weapons you have. :: Practice, practice, practice! -- [2g] ---------- The secret resource: Lava "I discovered something about the lava by accident, and a fairly costly one at that: the lava is REALLY explosive - like missiles. This can be EXTREMELY useful: Suppose you're in level 2 (the one with the very large room near the start), and you're going to get the red keycard, which is defended by about 4 or 5 robots. As you may recall, there'a large lava pit in the middle of the room, which at least one of the robots is always directly above. Instead of aiming at the robot, aim at the lava right below it and fire a blast or two. The blasts will cause the lava under it to explode, and blow the robot above it apart! Also, since the shots are sufficiently far from the robot, it won't try to dodge the blasts! The Vulcan can be nice here: it's extremely high rate of fire turns the lava into an exploding pool of fiery death (what vivid language :). This also can work well against humans: fire above them so they dive into the lava, then blast the lava around them. Either you'll kill them, or they'll accidentally shoot the lava and commit suicide - you get their stuff either way." -Scott Adams, via alt.games.descent -- [2h] ---------- What are those yellow tunnels with sparkly things? These are areas which recharge your energy. If your energy level is below 100, if you enter this area, your energy will be refilled to 100. Note that this area has no effect on your shield level. -- [2i] ---------- What are those purple areas with new ships? These are enemy generators, and they are VERY DANGEROUS. Try to stay away from them, as new enemies pop out of them unexpectedly. There is no way to destroy these areas (aside from blowing the reactor, of course). -- [2j] ---------- What are the relative strengths of the weapons? Espen Monnich wrote the following table: "---------------------------------------------------- |Weapon | Number | Damage | Total | Energy | | |of shots| pr.shot | damage | pr.shot | |-----------|--------|---------|---------|---------| |Laser lv1 | 2 (4)* | 10 | 20 (30)| 0.25 | | " lv2 | 2 (4) | 11 | 22 (33)| 0.25 | | " lv3 | 2 (4) | 12 | 24 (36)| 0.25 | | " lv4 | 2 (4) | 13 | 26 (39)| 0.25 | |-----------|--------|---------|---------|---------| |Vulcan | ca. 25 | -- | 4 | 0 | |-----------|--------|---------|---------|---------| |Spreadfire | 3 | 6 | 18 | 0.25 | |-----------|--------|---------|---------|---------| |C. Missile | 1 | 25 | 25 | 0 | |Н. Missile | 1 | 27 | 27 | 0 | |-----------|--------|---------|---------|---------| |Bomb | 1 | | 24 | 0 | ---------------------------------------------------- * () specifies the Quad laser. It shoots 4 shots, but does only 50% more total damage. NOTE: This table is a bit unclear, becouse I have not considered the fire- rate for each of the weapons and the speed of the shot itself. For example, the Spreadfire has a bit faster fire-rate than the Laser, and the fire-rate and the speed of the shots for the Vulcan is very high." ### tbc ### Stas --- timEd/2 1.01.g1+ |