------------------------------------------------------------------------------- *RADIX: INTO THE VOID* BY: Neural Storm Entertainment & Union Logic Software Publishing, INC. "Official" pre-release FAQ, v2.1 Written by: Greg MacMartin March 1995 ------------------------------------------------------------------------------- ================================================================= ================================================================= I. Introduction 1. Preliminary Info. [1-1] A note from the author, Greg MacMartin [1-2] About the RADIX Faq version 2.1 [1-3] Game creation progress II. General Game Information 2. What is RADIX: INTO THE VOID? [2-1] So, what is it? [2-2] What is "shareware"? [2-3] What will the episodes be? 3. What will make RADIX different than any other "3D Shooter"? [3-1] 2 major gameplay features. [3-2] Sloping walls, ceilings and floors. [3-3] Fast, furious gameplay. [3-4] Compelling plot and mission design. 4. What features does the RADIX engine have? [4-1] Non-orthogonal walls. [4-2] Texture mapped walls, ceilings and floors. [4-3] Multiple lighting variations (diminishing/fog effects) [4-4] Looking up and down. [4-5] Multiple heights. [4-6] Parallaxing Background. [4-7] Analog Movement. [4-8] Complex event system. [4-9] Auto Detail (with 5 settings). [4-10] Full Stereo digital music system 5. What kind of gameplay features will RADIX have? [5-1] What kind of enemies will be in RADIX? [5-1-1] Extra-dimensional aliens. [5-1-2] Alien fighter craft. [5-1-3] Miscellaneous alien defence systems. [5-2] What kind of weapons will RADIX have? [5-3] Any other neat things? [5-4] How does this game compare to DESCENT? [5-5] Will RADIX have Network/Modem support? 6. Who is creating RADIX: INTO THE VOID? [6-1] Neural Storm Entertainment. [6-2] Union Logic Software Publishing Inc. [6-3] The artists... 7. What will be needed to run RADIX? [7-1] REQUIRED Hardware [7-2] What sound cards will be supported? [7-2-1] Will the PC speaker be supported? [7-3] What game controllers will be supported? [7-4] Will RADIX be found on other gaming platforms? III. Ordering Info / Release Dates 8. When will I be able to get RADIX? [8-1] Current Release Date. [8-2] Will there be pre-release demos for RADIX? 9. How and Where will I be able to get RADIX? [9-1] Shareware release. [9-2] Mail-order release. [9-3] How do I contact Union Logic? [9-4] OK, so where will I get the thing? IV. Conclusion. 10. Revision History. [10-1] Version 1.0 [10-2] Version 2.0 [10-3] Version 2.1 ================================================================= I. ================================================================= ----------------------------------------------------------------- 1. Preliminary Info. ----------------------------------------------------------------- [1-1] A note from the author, Greg MacMartin This FAQ is intended to inform the general gaming public about a shareware game still being developed entitled "RADIX: INTO THE VOID". It is labeled "Official" because almost all of this information has been derived from the game's creators at Neural Storm Entertainment. I am writing it because I feel that this game deserves it. Because the creators of this game have decided (for various reasons) not to get associated with the two "giants" in shareware, Apogee and Epic Megagames, I strongly feel that other means must be used to bring this game to public attention. It will be assumed that further revisions of this FAQ will be written when it is necessary. As noted above, any problems, inquiries or unanswered questions about RADIX or this FAQ can be forwarded to my Internet Email address- (gmacmart@chat.carleton.ca) [1-2] About the RADIX faq version 2.1 Radix is, at the present time, still under development. That being understood, this preliminary Radix FAQ cannot be completely accurate. However, many of the features that were still in question when version 1 of this FAQ was written have been confirmed and will definitely be part of the final game. Just about the only stuff that may change now are some of the weapons and enemies in the game. See chapter 6-3 for further details. One can assume that all features and gameplay aspects presented here will be implemented into the final game unless otherwise stated in a later version of this FAQ. This version is very similar to the 2.0 version, except for an updated release date and a few other minor alterations. [1-3] Game creation progress Well, due to reasons explained in 6-3, the game has been delayed (sigh, groan). The Neural Storm team is still hard at work on gameplay aspects, but should be done very soon. They are at the present time cleaning up the AI routines, menus, and they adding in a few neat sprites to make the game that much more fun to play. ================================================================= II. ================================================================= ----------------------------------------------------------------- 2. What is Radix: Into the Void? ----------------------------------------------------------------- [2-1] So, what is it? Radix: Into The Void is a 3-D perspective action game. The player is the pilot of an experimental fighter, the Radix-class Inter-Dimensional Starfighter, in the year 2148. The player's view is directly BEHIND the plane, so the player has more control of the positioning of the fighter than if one's view was INSIDE the plane. The player has complete control of the plane's movements, including speed, and lateral / horizontal movement. The ship is heavily armed and has the capability to incorporate new technologies into it's systems if they are found. Many aliens, alien craft, missiles and mines await the Radix fighter at every turn. Not only does one playing this furious game have to deal with these nasties, but one also has to keep the fighter from flying into walls, getting sucked down by gravity wells, getting crushed by moving walls... You get the picture. Why would one want to put themselves through something like that? Well... In the 22nd century, after centuries of global strife and tyranny, the people of the Earth united into a sovereign world government. The United Earth Space Alliance (UESA) launched a dynamic plan to expand the reaches of the human race beyond that of our solar system. This effort resulted the launching of the first of two colony ships, in the year 2147. These massive vessels were destined to colonize an asteroid on the outskirts of our solar system, designated Theta-2. After 5 months, the first ship safely arrived and initiated the colony. Soon after, the second of the two ships departed from earth with 10,000 colonists to place the Theta-2 base into full operation. Once the colony was fully established, mankind was to finally have the opportunity to leave the confines of the Solar system. It happened on October 24th, 2148. While the second ship approached the colony, something unnatural occurred. A dark shape began to form of out nothingness, blacking out the starscape and eating away at a small portion of our reality. The commander of the colony vessel "Salvation", Captain Thomason, barely managed to communicate to Earth that there were dozens of alien ships emerging from this void when the largest of these ships tore the Salvation apart with an immensely powerful particle beam. The gigantic alien craft then somehow dragged both portions of the Salvation into a huge hangar bay, sealing the fates of the 10,000 human beings aboard... According to the information collected from the destruct beacon (the "black box") that reached the Titan colony orbiting Saturn, there were 45 alien vessels. The one that destroyed the Salvation, the largest one, started on a slow (8-9 month) flight to Earth. The remaining 44 ships attacked the tiny Theta 2 base (with only 300 personnel) and set up what looked to be a base of their own. Almost immediately after the incident, UESA went on alert status and began assembling a fleet to counteract this alien force. Our fleet reached the huge enemy craft well before it had even entered the inner solar system. Although the 3 battlecruisers, 10 frigates and 15 destroyers fought well, all were destroyed by the massive vessel. Although the attack was a devastating failure, it confirmed the fact that these aliens were out for blood. It also allowed Earth Command to realize that large ships did not stand a chance against this vessel. One small, fast, deadly ship armed to the teeth just might be able to slip by the defences of the vessel and cause some serious damage. Meanwhile, Earth scientists combined their knowledge and pooled their ideas, and eventually concluded that the black space, dubbed "The Void", is in fact some sort of inter-dimensional portal; a tear in the structure of our universe. Using the current knowledge of multi-dimensional physics and quantum mechanics, they were able to develop a device that would allow a small spacecraft, preferably a fighter of some sort, to enter The Void and successfully leap into a different universe. Three months after the incident at Theta 2, the Radix-class inter-dimensional starfighter was built. Considering the unimaginable costs involved and the time required to build this powerful fighter, only one was able to be built. Loaded onto the "Defiance", a battlecruiser, Operation Vengeance commenced. Although the Radix class had just barely begun the experimental stage of it's development, there was no more time left. The Defiance had to leave, and the Radix, the last desperate hope for humanity, was going with it... [2-2] What is "Shareware"? Shareware is a popular method of distributing software in which the possible buyer gets to "try it out" before buying it. It the case of games, the first episode, usually out of three is the one that is freely distributed for people to try. This game is no exception. RADIX: INTO THE VOID will be a shareware game separated into 3 episodes, the first of which will be distributed freely. As usual, many features will only be found in the second and third episodes, which must be purchased. [2-3] What will the episodes be? Episode One: Vengeance The Radix class starfighter's first mission: Save Earth from destruction by destroying the massive earthbound enemy ship. Once you penetrate the ship's shielding system, there is no turning back! Will you be able to stay alive long enough to make your way to the main engine core and destroy it? Episode Two: Theta 2. After an amazingly successful campaign against the enemy's lead ship, the Earth forces move to the offensive. After plotting out a strategy, it is decided that the Radix class fighter will fly offensive missions against the Enemy's gruesome Theta 2 base, with the aim to destroy it so that the Earth colony once residing there can be rebuilt! Episode Three: The Void. The mastermind of the Enemy's conquest has escaped into the void, and you must follow it in. This is the ultimate test for the Radix fighter. What awaits you on the other side? Will you be able to seal the Void closed and still get out of it alive? ----------------------------------------------------------------- 3. What will make RADIX different than any other "3D Shooter"? ----------------------------------------------------------------- [3-1] 2 major gameplay features. Unlike almost every other "shooter" out there, RADIX has two fundamental gameplay portions to it: Combat and shooting at bad guys, and flying and maneuvering in 3-D. RAPTOR basically has one; flying around in 2-D blowing up bad guys. DOOM basically has one; walking around in 3-D shooting bad guys. JAZZ JACKRABBIT has one; Walk and jump around in 2-D shooting at bad guys. Don't get me wrong, I think these games are great fun to play, but they are all single-minded in their approaches. In RADIX, both gameplay features are equally as important as the other. Both can get you killed, and both require the same amount of attention. Both features, if used individually are almost games in themselves. IMHO, this is what truly makes Radix very different from other games. [3-2] Sloping walls, ceilings and floors. Almost all of the 3-D games out there at this point are games with straight floors with no sloping at all. Take the shareware blockbuster Doom; a game highly acclaimed for it's feeling of immersion and fluid action...Imagine Doom if it was the same speed but it had sloping surfaces. No longer would stairs be necessary to change heights; there could be a hill. All sorts of unique effects can be produced using sloping surfaces, including a greater feeling of immersion. Radix has such slopes, and they are used throughout the game on ceilings, walls and floors. These slopes have been revamped considerably since the last version of this FAQ. They are now very large and steep. The feeling of immersion and realism is greater than ever. These have to be seen to be believed. Hopefully new screen shots will be released soon. [3-3] Fast, furious gameplay. Some games strive to use the newest technology and techniques to create a virtual world. Although these techniques may be neat, you need a Pentium-90 to play them so they are not agonizingly slow. The creators of Radix have picked and chosen the techniques that will make the game as real an experience as possible, and yet not slow the engine down. As a matter of a fact, Radix designers have made the engine to run as FAST as the technology allows it to. [3-4] Compelling plot and mission design. Many "arcade shooters" have one, main purpose behind playing the game: Test your physical reflexes and shoot bad guys down while watching pretty graphics. That's it. That's the whole reason to spend 30 or 40 bucks of your money. These games lack any resemblance of a true story or plot behind the gore, and instead make up lame plot scraps that give some vague significance to the killing. Of course, no one actually reads that part anyway. Well, for those of you who like those elements of shooters, don't worry. Radix has more than plenty of reflex testing and bad guy blasting action to wet your appetite. For those of you who are truly bored of nothing plots and seemingly random mission design, Radix is also the game for you. Missions are designed with the story in mind, and things you shoot at you shoot at for a PURPOSE. The story is designed to make you want to kill aliens and put all of your efforts into doing so. Now, I'm not saying that RADIX is a WING COMMANDER wannabe, but it does have more of a plot than DOOM or DESCENT. ----------------------------------------------------------------- 4. What features does the RADIX engine have? ----------------------------------------------------------------- [4-1] Non-orthogonal walls. This feature is fast becoming the standard among 3-D games, although there are still some that aren't implementing it. Basically, this means that the walls can be at any angle to one-another. For instance, in WOLFENSTEIN 3-D all the walls are at 90 degrees to one another, so that every locale was rectangular in shape. RADIX, DOOM and others no longer have this problem. Areas can be created that look much more real than before and increase the feeling of realism and immersion in the gaming world. [4-2] Texture-mapped walls, ceilings, and floors. This feature allows all surfaces to have full VGA 256 colored graphics on them. This is another standard feature that is common with most 3-D games. There are still, however, some games that use it very sparingly or not at all. [4-3] Multiple lighting variations (diminishing/fog effects) RADIX has 120 different shades of lighting built into it's engine. This allows for a more realistic depiction of light in the game. The lighting also has a diminishing effect similar to that of DOOM, but there is also a cool fog effect that sort of reminds me of the one used in THE ELDER SCROLLS: ARENA (an RPG). [4-4] Looking up and down. This feature allows the player to see up and down. It is, of course, a required feature for a game like Radix because the player is right behind the plane, and the player's view must stay behind the plane if it moves up or down. Nevertheless, it is a cool thing to watch. [4-5] Multiple heights. Radix allows the player to fly at different altitudes, depending on the level that is being flown. Some missions have staggering height differences, in which there are deep chasms and crevices that one can fly into. Others have sloped tunnels and shafts that require some heavy climbing or diving to navigate. Whatever the case, height differences are certainly one of the key features of Radix. [4-6] Parallaxing Background. This feature means that the background graphics move up with the player's view to look more realistic. Also, there are actually two different bit-maps used for the front and for the back view to simulate how a true world would look like. This prevents a "wraparound" effect that can make background graphics look cheap. [4-7] Analog Movement. Analog movement is a kind of movement that automatically adjusts for the speed of the CPU, which means that the player will move at the same RATE on a 386-33 as on a 486-50. Obviously, the FRAME rate would be (significantly) slower, but the rate that one MOVES is not effected. [4-8] Complex events and event system. Radix employs a very complex event system that allows for the activation of many events at once. Events could be things such as lighting effects, moving surfaces, teleportation, super speed boosters, gravity wells, scrolling bitmapped surfaces, among others. For example, triggers could deactivate one event and activate two others simultaneously. This feature really shines even on the alpha version of the game. [4-9] Auto Detail (with five settings). Radix has an auto detail option. This allows the player playing on a slow computer to fly around in complex areas and keep a steady frame rate. The game also has 5 (count 'em) FIVE detail settings (High, Medium, Low, Super Low, and G.A.N.C). [4-10] Full Stereo digital music/sound system Radix: Into The Void uses an 8 channel digital music and sound effect system that produces crystal clear music and sound. All sounds, including the music, use digitally sampled instruments and sound effects instead of the more limited FM synthesis emulation. Most other shareware and commercial games use the FM synthesis except for recent games like JAZZ JACKRABBIT, ONE MUST FALL, etc. ----------------------------------------------------------------- 5. What kind of gameplay features will RADIX have? ----------------------------------------------------------------- [5-1] What kind of enemies will be in RADIX? Due to the art problem, Neural Storm has not finalized the specific types of enemies that will be in the game. However, the following section will detail the aliens that will probably be found in RADIX: INTO THE VOID. [5-1-1] Aliens: All of the aliens in the game have some similar features, as they are all of the same species. They are really sick looking, with slime and gore covering them. They have many different limbs that appear to have no specific function. Very weird stuff. There are many varieties of them, each bred for specific purposes in their extra-dimensional society. In this dimension, however, all use their unique abilities to ATTACK YOU. There are two main breed of aliens: There is the flying variety, which make for very formidable foes, and the less powerful walking variety. Aliens in RADIX: INTO THE VOID will have unique abilities, such as plasma breath, and fireball throwing. [5-1-2] Alien fighter crafts: There are two types of alien spacecraft : Fighters flown by alien pilots and computer controlled drones. In the final game, there will be about an equal amount of each of these. Obviously, the manned (aliened?) fighters will have a significantly higher AI than the computer drones. These ships will be the most common enemy target in the game, and the player will encounter most of them throughout all three episodes. Having to shoot them before you pass them or before they shoot you might be quite the chore to begin with, but it will quickly become second nature... [5-1-3] Miscellaneous alien defence systems: There are numerous other nasties that will attempt to prevent the Radix from completing it's mission. There are various types of mines and a minelayer which flies ahead of the player and drop mines in its wake. Other things include laser cannons, plasma cannons, and scanner stations. [5-2] What kind of weapons will RADIX have? At the present there are seven different weapons that will go into the game. Three of these will only be usable if the player has the registered version. The weapons are listed below. Some of the weapons will have multiple power levels. As in DESCENT, the player simply has to find a weapon a second time (or a third time) to increase the power level of that weapon. There are also two types of weapons in this game; weapons that require ammunition and weapons that take energy to fire. The ammo weapons will generally be the most powerful (with the exception of the Gravity Wave device). --> Laser cannon * 2 levels (3 in REGISTERED) This will be the basic weapon system equipped with the Radix class fighter. The different weapon levels will increase the damage of the lasers and will also increase the rate of fire. --> Explosive Cannon * 2 levels (3 in REGISTERED) This will be a rapid fire weapon that will cause more damage than lasers, but will be a little more difficult to aim with. --> Nuclear Missiles These are dumb fire missiles that will require skill to use very successfully. However, the explosion caused by these things is very large and powerful. --> Plasma Cannon * 2 levels (3 in REGISTERED) This weapon will be a a powerful wide-spread energy weapon that will pack a serious punch at level 3. --> Atomic Projectile Bombs (REGISTERED ONLY) This weapon will fire two bombs that will impact with the ground ahead of your ship, and will also fire a smart bomb that will automatically home in on enemies and try to him them. --> Phase Torpedo (REGISTERED ONLY) This weapon will shoot out torpedoes that that are fired very close together, and then they split apart and lock onto enemies. They remind me of the torpedoes that the Enterprise D fires in Star Trek. --> Gravity Wave Device (REGISTERED ONLY) This is a mega powerful weapon that sends out a potent wave of destruction. Anything that hits the wave gets blasted away at a random direction, thereby clearing a path in front of you of those pesky aliens. [5-3] Any other neat things? There are many neat power-ups and technologies that the player can collect throughout the game. These usually aid the player in doing certain things easier, such as lighting up darkened areas, exposing holographic images, and destroying all visible enemies :). There is one really neat system, called the "Automated Laser Defence System", or ALDS. It is a small capsule that hovers just below the Radix ship. Whenever enemies get near, this thing automatically fires out lasers at them. [5-4] How does this game compare to DESCENT? It is difficult to make a good comparison with DESCENT because they are so different. I realize that many elements in this FAQ seem to make RADIX seem very similar to DESCENT, but there are many fundamental differences between RADIX and DESCENT. The most major one is the fact that RADIX is much more fast and furious. You have no time to stop and ponder what to do next. RADIX has a much wider variety of enemies and environmental sprites than DESCENT, giving the player a little more to see and do. Also, RADIX has an added danger that the player has to keep track of; in RADIX if your plane flies into a wall, it will explode. In DESCENT, the player can ram into walls all he/she wants to and not worry. However, RADIX is not a true 3D game like DESCENT, and the designers have made no contrary claims saying otherwise. To be honest, if RADIX was true 3D, it would lose one of the aspects that makes it so fun; speed. [5-5] Will RADIX have Network/Modem support? The programmers have found it difficult to have network/modem support included in a game of this type. HOWEVER they also realize that the demand for this is very high in the game market so they are working hard to try to include it on a post-release version of RADIX. Already they are talking of cooperative modes and dogfighting modes; and believe me, a multi-player mode in a game of this type would truly be like no other. ----------------------------------------------------------------- 6. Who is creating RADIX: INTO THE VOID? ----------------------------------------------------------------- [6-1] Neural Storm Entertainment. Neural Storm Entertainment is a brand new company formed in Ottawa, Canada in late 1993. It is one dedicated to producing the games of the highest caliber, and will stop at nothing to do so. These guys are almost too dedicated. One might even call them paranoid perfectionists. In the end, though, this dedication will be evident in the final game. RADIX: INTO THE VOID will be their FIRST game, believe it or not. [6-2] Union Logic Software Publishing, INC. Union Logic is also a brand new company that hopes to put a significant dent into the shareware industry. Their dreams of overthrowing the two "giants" in shareware may be closer than anybody might think. [6-3] The artists... It seems the creators of RADIX: INTO THE VOID, Neural Storm, have discovered something shocking about the gaming industry. It is very difficult to find good, reliable and competent artists in this industry. They have discovered this fact the hard way, unfortunately. It seems that unless a game developing company has in staff artists, finding other companies to do the art becomes a living nightmare. Let me briefly explain. For over four months Neural Storm Entertainment, through Union Logic Software Publishing were attempting to get art from a company called Lord Generic Productions (LGP). A contract had not been signed, because Neural Storm was not yet satisfied with the art that LGP had shown them. In all that time, LGP gave Neural Storm art that could have all been done in 1 day by 1 person, IMHO. The quality was very poor. Check out the early screen shots in the old UL demo yourself. They were "fired". Next, a local art company began to "bid" for the contract. That lasted for a month or so. They didnt seem willing to work for the contract. The quality was very poor. Finally, a couple of the in-staff programmers and designers who can draw have begun doing art for the game. Union Logic has also hired Cygnus Multimedia to do some art. Hopefully, Neural Storm will be able to get enough QUALITY art to have the game out on time. ----------------------------------------------------------------- 7. What will be needed to run RADIX? ----------------------------------------------------------------- [7-1] REQUIRED hardware. RADIX: INTO THE VOID has been developed to be played well on a 486-33 with 4 megs ram, standard VGA. It really flies on a 486 DX2-66 local bus, and if you have a Pentium, you MUST get this game. Also, Neural Storm is currently working to make the game quite playable on a high-end 386 (ie. 386DX-33, 386DX-40). Now, the game will run on a 386SX-16, but I wouldn't want it to. A CD-ROM drive might be useful, because it looks like there may be an enhanced CD-ROM version of RADIX. - Minimum requirements: 386DX-33 4 Megabytes RAM Standard VGA [7-2] What sound cards will be supported? Currently, RADIX has native support for the "big three": 1) The Sound Blaster family (SB/SBPRO/SB16 and compatibles) 2) Pro Audio Spectrum 16 3) Gravis Ultra Sound NOTE: There is no support for the original Adlib sound card, as RADIX uses pure digital music and sound effects which are not possible to reproduce on the FM synthesis based Adlib card. [7-2-1] Will the PC speaker be supported? Nope. No explanation. No apologies from the designers. Just Nope. (Direct quote from Dan Dufeu of Neural Storm Entertainment) [7-3] What game controllers will be supported? There is support for the keyboard, joystick and Gravis Game Pad at this time, and possible additions are the mouse and cyberman. If they get any feedback regarding this, it may help sway their final decision... [7-4] Will RADIX be found on other gaming platforms? RADIX is currently written under DOS for 386 and above PC's and compatibles. There are no immediate plans to port RADIX to any other platforms besides DOS. Future ports MAY include different operating systems like OS/2, Linux, Win95 and others, depending on the demand for them. ================================================================= III ================================================================= ----------------------------------------------------------------- 8. When will I be able to get RADIX? ----------------------------------------------------------------- [8-1] Current Release Date. The current release date for both the shareware and registered version is June 1st. The media release is scheduled for April 17th. [8-2] Will there be pre-release demos for RADIX? There will probably be another demo released with screen shots with the actual fighter and wall bitmaps inbetween the above dates. ---------------------------------------------------------------- 9. How and Where will I be able to get RADIX? ---------------------------------------------------------------- [9-1] Shareware release. The first Episode, "Vengeance" will be put onto FTP sites and major BBSs so it can be downloaded. It will be able to be freely distributed, so you'll probably be able to get it from your friends. It may also be distributed to retail stores, where you could buy a copy for a little more than the price of the disks. [9-2] Mail-order release. There will be a toll free '800' number that you will be able to call to order Episodes 2 and 3 ("Theta 2" and "The Void"). The price is currently tagged at $35.00 U.S. [9-3] How do I contact Union Logic? Mailing Address: P.O. Box 31039 100 Bayshore Drive Nepean, Ontario K2B 8S8 Canada Telephone Numbers: (800) 583-4838 (Orders) (613) 828-1173 (Questions and technical support) (613) 599-7245 (Fax) Electronic Mail: Internet: unlogic@globalx.net [9-4] OK, so where will I get the thing? (1) Software Creations BBS To download any Union Logic game, call one of the following numbers: (508) 365-2359 1200/2400 V.42/MNP Lines (508) 368-7036 2400-14.4k HST (508) 368-7139 2400-16.8k V.32/V.42bis (508) 368-0457 2400-21k HST/V.42bis/V.32 (508) 365-9352 2400-28.8k V.32/V.42bis All Union Logic games can be found in Section 185. (2) Internet FTP Union Logic's titles and demos can be accessed via anonymous FTP at their FTP site. The site is "ftp.unlogic.com", and the directory is "/pub/unionlogic". ================================================================= IV. ================================================================= Please keep in mind that this FAQ is preliminary and most of the information is subject to change. However, as stated before, much work has gone into this to ensure that it is as accurate as possible. Please don't hesitate to send any comments, suggestions and questions you might have regarding this FAQ or RADIX itself. One of the things I hope to achieve with this FAQ is to make people aware of a new company that has arisen that is producing commercial quality games and selling them using the shareware marketing method. I have seen all three games that Union Logic is about to release, as beta versions, and it is in my opinion that they will soon become a major shareware publisher. ----------------------------------------------------------------- 10. Revision History ----------------------------------------------------------------- [10-1] Version 1.0 (October 1994) This version was a VERY preliminary FAQ that was written with a large amount of (official) speculation. It dealt mainly with the technical aspects of the game's engine and very little on gaming aspects. Limited slopes, multiple heights, tilting, among most of the other technical attributes of RADIX were talked about. [10-2] Version 2.0 (February 1995) This version addressed more gaming aspects of RADIX, and clarified some stuff. It is version 2.0 and not 1.1 because it was done so much later than the original FAQ was. Auto detail, enhanced slopes, and explanations about the delaying of RADIX were also talked about. [10-3] Version 2.1 (March 1995) This version is identical to 2.0 save for tiny changes to : Intro statements, weapons, the comparison to DESCENT and the release date. ================================================================= ================================================================= This article is Copyright 1995 by Greg MacMartin. All rights reserved. The following rights have been granted to the public: I. To make copies of this work in original form, so long as (a) they are complete and exact; (b) the copies include the copyright notice and these paragraphs in their entirety; (c) the copies give obvious credit to the author, Greg MacMartin; (d) the copies are in electronic form. II. To distribute this work, or copies made under the provisions above, so long as (a) you do not charge a fee for copying or for distribution; (c) you ensure that the distributed form includes the copyright notice, this paragraph and credit to the author; (d) the distributed form is not in an electronic magazine or within computer software (prior explicit permission may be obtained from Greg MacMartin); (e) the distributed form is the NEWEST version of the article; (f) the distributed form is electronic. You may not distribute this work by any non-electronic media, including but not limited to books, newsletters, magazines, manuals, catalogs, and audio. These rights are temporary and revocable upon written, oral, or other notice by Greg MacMartin. This copyright notice shall be governed by the laws of the Canadian Federal Government. If you would like additional rights beyond those granted above, write to the author at "gmacmart@chat.carleton.ca" on the Internet. ================================================================= ================================================================= Radix: Into the void, Union Logic, Vinyl Goddess From Mars, and Tactical Factor are trademarks of Union Logic. Wolfenstein 3-D is a trademark of Apogee. Doom is a trademark of id software. The Elder Scrolls: Arena are trademarks of Bethesda Softworks. Jazz Jackrabbit and One Must Fall: 2097 are trademarks of Epic Megagames. All others not mentioned here are also given credit to their respective owners. ***************************************************************** *********** Greg MacMartin ************ *********** Email address: gmacmart@chat.carleton.ca ************ *****************************************************************