                    ===============
                        NS_HULK
                    ===============
                      ReadMe V1.3
-------------------------------------------------------
Version : beta 3
Filename: ns_hulk_b3
Author	: Rendy.[CZech]
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Duration of work    : 12 months
Date of Compilation : 31.10.2004
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Changelog:

-Preview 1 [21.7.2004]
-Beta 1 [15.10.2004]
-Beta 2 [23.10.2004]
 -marinespawn fixed
 -vents fixed
 -added and fixed sounds/MP3
 -fixed null textures
 -lighting fixies
 -elevator button
 -fixed stuck points
 -other small fixies
 -lowered gamma ramp from 1.5 to 1.3
 -added info_locations
-Beta 3 [31.10.2004]
 -gamma back to 1.5
 -new weld point
 -solved crashing ?
-------------------------------------------------------
Story:

UCC Cerebus, one of the few TSA ships equipped with a
hyperspace engine unit. Before her disappearance from 
the Sol sytem two years ago, her ongoing mission was to
establish contact with new lifeforms in distant regions 
of the Universe. Until just a few hours ago all contact 
with the ship had been lost. At 23.6.2244 8:06 PM,
UCC Cerebus waspicked up on radar in close proximity to 
Space Station Nothing. All communication attempts from
the residentTSA garrison at SSN have failed.

Space Station Nothing's executive TSA officer has decided
to send out small Frontiersmen unit to investigate the 
situation. You now find yourself in the company of these men,
sitting in a dropship bound for the UCC Cerebus. Peering out
through a visual in the dropship a gargantuan asteroid can be 
seen, embedded in the hull of the seemingly lifeless ship. 
You glance up at the scanner readout as initial data from the 
ship flashes up on the screen:

-REACTOR STATUS: NOMINAL-
-ESCAPE POD STATUS: TOTAL DESPATCH-
-HYPERDRIVE STATUS: INACTIVE; POWER AT MAXIMUM-
-OXYGEN CONTENT: NORMAL-
-ATMOSPHERE: BREATHABLE-
-NO LIFE FORMS DETECTED ON BOARD-

As you look around all you see are blank faces, masks painted
from an indelible monotone palette and cut from the archetypal
mould that is a Frontiersman's basic training. Their purpose is
to give the impression that this is just another routine operation,
but you know that behind each facade is the same cocktail of emotions
that's being shaken up inside you. The anticipation, the excitement,
the fear.

Docking clamps awkwardly shunt into position around you jolting 
this tin can claustrophobia in which you've found yourself imprisoned.
But it won't last long, you tell yourself as your eagerness to break
the tedium rises up inside you like a bloodlust. You can almost taste 
the challenge that lies ahead, that which you have dreamt for for so 
long. As you take your first steps out onto the deck of the 
UCC Cerebus -adrenaline coursing through your veins- you know what 
it is to be a Frontiersman.


Background story written by Stephen "Kobayashi" Etheridge, based on
an original concept by Rudolf "Rendy" Klenovsky.

-------------------------------------------------------
Locations

-Dropship
-Docking bay
-Crew sector
-Cargohold 
-Cargo bay
-Escape pods
-Asteroid Nucleus
-Reactor
-Hyper Engine
-Armory
-------------------------------------------------------
Required files:

ns_hulk.wad
maps\ns_hulk_b2.bsp
maps\ns_hulk.txt
maps\ns_hulk.res
models\ns_hulk\hulk_dropship.mdl
sound\ns_hulk\alarm1.waw
sound\ns_hulk\button4.waw
sound\ns_hulk\door_02.waw
sound\ns_hulk\hearth.waw
sprites\ns_hulk\hulk_join_a.spr
sprites\ns_hulk\hulk_join_m.spr
sprites\ns_hulk\hulk_observe.spr
sprites\ns_hulk\hulk_random.spr
sprites\ns_hulk\xsmoke1.spr
sprites\minimaps\ns_hulk_b2.spr
-------------------------------------------------------
Worldmodels credits:

-myself :)
--------------------------------------------------------
Textures credits:

-theDuke
-Jinx
-ChromeAngel
--------------------------------------------------------
Sounds credits:

-sounds were gathered from free sources on the net
--------------------------------------------------------
Style:

-Classic
-Medium size
-Claustrophobic
--------------------------------------------------------
Known bugs:

-Beta 1 was crashing on some computers, I hope Beta 2
 won't
--------------------------------------------------------
Hardware, Software:

-Athlon XP 2500+
 512RAM, GeForce4400 128MB
 WinXP SP1
-Valve Hammer Editor 3.5(beta)
-ZHLT 1.7 p15
----------------------------------------------------------
Compile info:

CSG: -hullfile C:\nshulls.txt -texdata 5120 -cliptype precise
BSP:
VIS: -full
RAD: -extra -sparse -chart -dscale 4 -gamma 1 -bounce 0

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models            124/400         7936/25600    (31.0%)
planes          14240/32768     284800/655360   (43.5%)
vertexes        36496/65535     437952/786420   (55.7%)
nodes           16382/32767     393168/786408   (50.0%)
texinfos        15986/32767     639440/1310680  (48.8%)
faces           27626/65535     552520/1310700  (42.2%)
clipnodes       32305/32767     258440/262136   (97.0%)
leaves           8169/8192      228732/229376   (99.7%)
marksurfaces    35840/65535      71680/131070   (54.7%)
surfedges      125765/512000    503060/2048000  (24.6%)
edges           65534/256000    262136/1024000  (25.6%)
texdata          [variable]      10872/4194304  ( 0.3%)
lightdata        [variable]    3077583/6291456  (48.9%)
visdata          [variable]     339549/2097152  (16.2%)
entdata          [variable]      60621/524288   (11.6%)
247 textures referenced

Compile time: 39min 59s 

Entity count:240
----------------------------------------------------------
Wads in use:

halflife.wad
ns.wad
ns2.wad
ns_hulk.wad
ns_bast.wad
ns_nancy.wad
ns_tanith.wad
----------------------------------------------------------
Thanks to:

Samejima, Reese, Seraphy, TOmekki, CaptainPanaka, Thursday, Drunken Monkey,
Lt.Gravity, Anomus, Mendasp, Hyperion2010, NightDragon, Olmy (EdgeCrusher),
NerdIII, Diablus, mr.Headcrab, KFDM, Tim, MeanMrMustard, Moconnor, Tequila,
Erias, Esuna, JezPuh, Dark Plague, Ha.ze, Belgarion, Kobayashi, Kouji-san 
and others...

Thank you for support, feedback and constructive critics. Especially I 
want thank to Seraphy and Tomekki, because they helped me with the
layout of the map very much. And big thanks i send  to Reese, because his 
ultra constructive critique helped me to improve this map in the early beginning
of development.

31.10.2004 17:19 (GTM +1) 
Chomutov, Czech Republic

(c)Rudolf Klenovsky