

                                 DARKEST HOUR

The year is 2196 - the dawn of mankind's 3rd age.  In the mid 21st century, the
governments of the world lost interest in space exploration and withdrew their
support for the world's space programs.  Seeing a great opportunity, the
Corporations started their own space programs.  Soon, space stations and
habitats sprung up all over the solar system, and the Corps moved their
operations off Earth, and out of the juristiction of Earth's governments.  This
eventually lead to the Great Corporate Wars.  

It started out as espionage, corporate assassinations, and employee abductions to
full out combat.  After the near destruction of Earth's moon, the employees decided
they had enough, orchastrated a revolt and formed their own factions - the Wizard's
Conclave of Scientists, Organized Union of Miners, Roden Slipsteel's Shipping
Guild, Settlers Terraforming Collective, and the Mercenary Police Core just to
name a few.  With little or no overlapping interests, these organizations were
able to cooperate, and a new age of peace was created.  The free flow of
resources and ideas soon lead to great strides in technology and mankind
flourished.  And with the recent discovery of the fold drive, the stars were in
our grasp.

But Mankind's arrogance became his undoing.  With his immediate environment
tamed for so long, he forgot the dangers that lie in uncharted territories,
for it was the first fold that attracted the Swarm.  They came out of nowhere
and before we could react, Earth's orbit was saturated by their ships.  Then
the bombardment began.  Day and night, the Earth was pounded by mile long
asteroids, till all mankind ever achieved was pulverized into ash and dust.

For some reason, the Swarm ignored our fledgling colonies.  That gave us hope,
for now we strike back to regain mother Earth.  In our Darkest Hour the
fight begins...

The minimum platform configuration to play Darkest Hour is:

   - OpenGL 1.2 or better 3D hardware accelerator

   - 300 MHZ Pentium

   - Windows95/98/ME/2K, Linux, SGI Irix

From all of us from White Gryphon, enjoy :)

===============================================================================

1.0 Main Menu
=============

In the main menu, there are 5 enabled options:

Resume Game  - starts the game
Sound Volume - adjust the sound level for music and sound f/x
Controls     - configure the keyboard, mouse, and joystick
Credits      - find out what demented minds this oozed from
Exit         - exit to the OS

2.0 Controls
============

The control panel allows the user to 1) set his main input device, 2) assign
hot-keys to the joystick and mouse buttons, and 3) reconfigure the keyboard.

2.1 Input device
================

Mouse:  If the mouse is set as the main controller, pitch is controlled by
forward/backward motions, and yaw is controlled by left/right motions.  Buttons
may be redefined by 1) clicking on the current command widget assigned to the
button, then clicking on the command widget next to the desired command.

Joystick:  If the joystick is set as the main controller, pitch is controlled
by forward/backward motions, yaw by left/right motions.  If the joystick
supports a 3rd axis - clockwise/counterclockwise motions define roll.  If the
joystick supports a throttle, it may be used to control the speed of your ship
when the throttle toggle key is activated.  Trigger/hat buttons may be
redefined by 1) clicking on the current command widget assigned to the button,
then clicking on the command widget next to the desired command.

Keyboard:  Keys may be reconfigured to the following commands by selecting the
current command widget next to the command, then hitting the new hotkey.

NOTE: due to an oversite, "platform" keyboard mapping is set manually in
"graph/demos/game/setup.ini"  Unix systems use "-keyboard_decoder config/keybrdx.dec".  Windows systems use "-keyboard_decoder config/keybrdw.dec".  Make sure the correct file in uncommented out.


2.2 Control File Options
========================

Save: Save the current I/O configuration and exit.

Default: Load the original I/O configuration.

Cancel: Exit w/o saving.

Note:  Assigning a key to a function wipes out any previous assignment.
       Also, <ESCAPE>, <1>..<9> are reserved keys.

2.3 Commands
============

The following are a list of commands, default keys, and their descriptions:

MOUSE
-----
Yaw Left        <LEFT>      - Turn left
Yaw Right       <RIGHT>     - Turn right
Pitch Down      <UP>        - Pitch down
Pitch Up        <DOWN>      - Pitch up
Accelerate      <LEFTBTN>   - Accelerate the ship forward
Fire Primary    <MIDDLEBTN> - Fire the currently selected gun
Decelerate      <RIGHTBTN>  - Decelerate the ship backward

JOYSTICK
--------
Yaw Left        <LEFT>         - Turn left
Yaw Right       <RIGHT>        - Turn right
Pitch Down      <UP>           - Pitch down
Pitch Up        <DOWN>         - Pitch up
Roll Left       <COUNTERCLOCK> - Rotate in a counterclockwise motion
Roll Right      <CLOCK>        - Rotate in a clockwise motion
Look Up         <HATDOWN>      - Cause the pilot to look up
Look Down       <HATUP>        - Cause the pilot to look down
Look Left       <HATLEFT>      - Cause the pilot to look to the left
Look Right      <HATRIGHT>     - Cause the pilot to look to the right
Fire Primary    <BUTTON1>      - Fire the currently selected gun
Fire Missile    <BUTTON2>      - Fire the currently selected missile

KEYBOARD
--------

Exit            <ESC>     - Permanently assigned to the <ESCAPE> key and will
                             abort the current mission
Pause           <P>       - Freeze the game until it is toggled again
Accelerate      <A>       - Accelerate the ship forward
Decelerate      <Z>       - Decelerate the ship backward
Yaw Left        <CRSRLFT> - Turn left
Yaw Right       <CRSRRGT> - Turn right
Pitch Down      <CRSRUP>  - Pitch down
Pitch Up        <CRSRDWN> - Pitch up
Roll Left       <V>       - Rotate in a counterclockwise motion
Roll Right      <B>       - Rotate in a clockwise motion
Fire Primary    <SPACE>   - Fire the currently selected gun
Fire Missile    <RETURN>  - Fire the currently selected missile
Take Picture    <NUMPAD+> - Take an in-game snapshot
Record Movie    <NUMPAD-> - Record every frame until toggled again
Look Up         <N/A>     - Cause the pilot to look up
Look Down       <N/A>     - Cause the pilot to look down
Look Left       <N/A>     - Cause the pilot to look to the left
Look Right      <N/A>     - Cause the pilot to look to the right
Lock View       <L>       - Freeze the pilot's head into position till toggled
                            again
Stop            <\>       - Kill all velocity
View Front      <F1>      - Forward display from the cockpit
View Backward   <F2>      - Rear display from the cockpit
View Chase      <F3>      - Trailing display behind the ship
Inertia Toggle  <I>       - Causes the ship to use idle thruster/engine thrust
                            to align the ship's velocity to the ship's
                            orientation - defaulted "on"
Throttle Toggle <`>       - Enables the "throttle" on the joystick
                            - defaulted "off"
Next Subtarget  <S>       - Focus the targeting computer on the next
                            compartment of a large target
Next Target     <T>       - Focus the targeting computer on the next target
Next Enemy      <R>       - Focus the targeting computer on the next enemy
Nearest Enemy   <Y>       - Focus the targeting computer on the nearest enemy
Center Target   <B>       - Focus the targeting computer on the object at the
                            center of the display
Select Primary  <W>       - Switch currently selected gun
Select Missile  <M>       - Switch currently selected missile
All Primaries   <F>       - Lock all guns to simultaniously fire
Cycle Primaries <G>       - Automaticly select the next gun after firing
Afterburner     <TAB>     - Kick engines into overdrive as long as its pressed
Match Speed     <Q>       - Computer matches the speed of the target until
                            Accelerate/Decelerate/Afterburner is toggled
Cycle Status    <D>       - Cycles the lower left display
Jump            <J>       - Activate Fold Drive - valid only when the Fold
                            Drive is online
Init Radio      <C>       - Initiate communications w/ other ships



3.0 HUD
=======

The following is a description of the HUD.

3.1 UPPER RIGHT DISPLAY: SHIP STATUS
====================================

This display shows current velocity settings:

   - Speed: velocity in units per second

   - Speed Setting: current engine thrust setting.  Green for forward
     thrust, red for reverse thrust

   - Overdrive: monitors engine stress from using afterburners

   - Shields: status bar shows shield status.  At full shields, it is at
     maximum size and green.  As shields go down the bar shrinks and turns to
     red.

   - Hull plating (armour): status bar shows hull/armour status.  At full
     integrety, it is at maximum size and green.  As the layers of the ship are
     shot off, the bar shrinks and turns to red.

   - Ship integrety: status bar shows equipment status.  At full integrety, it
     is at maximum size and green.  As equipment is damaged/destroyed the bar
     shrinks and turns to red.

3.2 LOWER RIGHT DISPLAY: WEAPON STATUS
======================================

   - Primary weapon: shows currently selected primary weapon.  Underneath is a
     bar that represents the energy/ammo of the weapon.  As shots are fired the
     bar shrinks and changes from blue to red.

   - Secondary weapon: shows currently selected secondary weapon.  Underneath
     is a bar that represents the energy/ammo of the weapon.  As shots are
     fired the bar shrinks and changes from blue to red.

3.3 LOWER MIDDLE DISPLAY: THREAT ZONE
=====================================

The lower middle display shows the current sensor screen.  The inner circle
represents what is visible on screen, while objects directly behind the player
appears on the outer circle.  Objects are colored by alliances and is as
follows:

   - blue = allies
   - green = neutral/unidentified
   - red = hostile
   - yellow = currently selected target

3.4 LOWER LEFT DISPLAY: COMPUTER READOUT
========================================

The lower left display is the computer readout.  With the "Cycle Status"
command, the pilot may toggle between his systems integrety report, current
task list, or sensor readout on the target.  With the "Init Radio" command, the
player can issue orders to fellow wingmen.

3.4.1 Systems Integrety Report
==============================

This display cycles through the players functioning onboard systems, displaying
their current operating capacity.

3.4.2 Current Task List
=======================

This display brings up the players current list of tasks needed to complete the
mission successfully, as well as any battlefield orders issued to the player.

3.4.3 Sensor Readout
====================

This display brings up additional information on the player's current target
including name, shield strength, and hull integrety.  The display is color
coded red/green/blue as to the threat level of the target.

3.4.4 Communications Display
============================

When the "Init Radio" command is issued, the player is presented w/ a list of
wingmen along with the option to issue an order to all wingmen.  Next follows
a list of possible orders.  In each case, the player makes his choice by
entering the corresponding number next to each choice.

3.5 TARGET READOUT
==================

If the pilot has selected a target, several icons and readouts appear:

   - A red/green/blue box surrounds the target - indicating threat level

   - A smaller green box is placed in the target's path, indicating an
     predicted intercept for the currently selected gun

   - A yellow box surrounds identified subtargets w/in a strategic target

   - If a homing missile is selected, a red target lock icon appears and lock
     is achieved when the icon locks onto the target

   - The upper green number displays the targets perceived velocity

   - A lower number displays distance to the target and is colored based on
     threat level

      
4.0 The DARKEST HOUR TEAM
=========================

Alex Harper has a BS in Mathematics, BS in Computer Science, and a MS in
Computer Graphics.  His experience varies from distributed simulation,
visualization, and voice recognition work for the military, contributions
to several LPmuds in the early 90's, work on the 10th Planet Project, and
tools developer for Redguard, Hot Rod, and Battlespire.

Jeremy Rays has a BA in Art and is a master illustrator, animator, texture
designer, and 3D modeler.  He has worked on several games including the
10th Planet Project, Redguard, Hot Rod, and Battlespire.

5.0 TROUBLESHOOTING
===================

Q.  The screen size or colors seem to be off?

A.  Darkest Hour uses the current screen settings on your video card.  To
    change them, bring up your display dialog and change the screen
    dimensions/color settings to your liking (suggest 1024x768 true color)

Q.  The sound seems muffled or soft/loud, and manipulating the Sound Menu
    doesnt fix it.

A.  The Sound Menu works in conjunction w/ your current settings on your sound
    card.  Try altering the volume settings from your toolbar.

Q.  The game crashed on me and now runs as slow as molasses - whats wrong?

A.  To make a long explanation short, just reboot - sorry.

Q.  How do I uninstall?

A.  Goto your control panel, and click "Add/Remove Programs" and take it from
    there.

Q.  The game seems to be too dark - even if I maximize brightness and/or
    contrast.

A.  Glare on your monitor screen can cause the game to seem to be blurred or
    dark.  You might need to reduce or eliminate the lights around you.

Q.  When I start the game, the initial screen is slow and unresponsive
    - whats wrong?

A.  You may not have the correct OpenGL drivers - installing the latest
    drivers from your video card manufacture may solve this.

