IDKFA Version 2.1 by Aleksander Trojanowski POLAND

		System requirements:
		
		500KB EMS, 1MB XMS, 470KB Convetional Memory
		Pentium 160 MHZ
		VGA Video Adapter
		
		Recommended:
		
		2,5MB EMS (2MB for Sound), 1MB XMS, 470KB Conventional Memery
		Pentium 233 MHZ 
		VGA Video Adapter
		Music card copatible with Sound Blaster

		KeyLogy:
		
		[ARROWS]	  -	direct your hero
		[ARROWS + RSHIFT] -     run mode
		[<]	          -     strafe left
		[>]	          -	strafe right
		[CTRL or ?]       -     fire your weapon
		[1]		  -     select pistol
		[2]	          -     select riffle (if you have it)
		[3]	          -	select machine gun (if you have it)						
		[H]	          -     hide weapon
		[R]		  -	rotate 180 degrees
		[ENTER or SPACE]  -	open door
		[PAGEUP] 	  -	look up
		[PAGEDOWN]	  -	look down
		[HOME]		  -     center view
                [INSERT]          -     activate the teleport to the next 
                                        level after collecting all the keys 
                [F1] - [F4]       -     save the state in the relative slot
		[F5] - [F8]       -     load game from th relative slot
                [F10]             -     take screen shot 		
		
		[W]		  -	wire - frame mode ON/OFF  \
		[TAB]		  -	map ON/OFF                  Not available
		[F]               -     FPS counting ON/OFF	  / in the final 
								    version

                In - Game Tips:
                
		1) To open door you ought to stand exactly opposite to it with
	           your eyes directed forward on, otherwise it'll not operate.
		   Don't be confussed.
                2) In the very beginning of the game only a pistol
                   is available. If you want other, you must find them.
                3) On every level you must find free keys - the blue, red and
                   yellow one to advance in the game. After collecting all the
                   keys just press [INSERT], at any time you want, to play the
                   next level.
                4) If the barrel explodes and you're standing too close,
                   you will lose 20 pts of health. Beware.
                5) If you cannot find the weapon you can still collect the
                   cells - it won't be in vain.
                6) Your health cannot be greater than 100 pts at any moment of
                   the game. Similar limitations concern the cells - 100 for
                   the pistol, 50 for the riffle and 250 for the machine gun.
                8) Items decribing:
                        bigger health-pack      - health + 25
                        smaller health-pack     - health + 15
                        pistol cells            - ammo for pistol + 10
                        riffle cells            - ammo for riffle + 10
                        machine gun cells       - ammo for machine gun + 20
                        backpack                - health + 10               
                                                - ammo for pistol + 7
                                                - ammo for riffle + 7
                                                - ammo for machine gun + 15
                        blue, red, yellow key   - enables you to advance the
                                                  next level
		9) The closer to the enemy you're standing the more damage
                   you can do to him. Take it into consideration, otherwise
		   you will run out of cells very quickly. 

                Remarks:

		1) The map is only due to temporary working. It'll not be	
		   in a finall version any longer.
		2) Now it needs about 2,5Mb of free EMS (with sound)
		   and 1MB of XMS to run. Check your config.sys for 
		   EMM386 and HIMEM drivers installed.
	        3) It can be run just from EXLORATOR in a windows environment.
		   If it keeps crushing down, switch to MS - DOS mode. Do not
		   run the game in bare MS - DOS (it crushes down on some PS's).	
		4) The game was written in QB45 with combined DirectQB and DASH
		   libraries. It's possible run the game in the interpreter
		   environment. The source code and all possible components are
	           placed in DATA\SOURCE directory.		
		5) The engine won't go faster than 30FPS even on PVI 10000MHZ -
		   this is an upper limit which does not depent of the
                   CPU speed.
		6) If it happens that a door clusters you and you're not able
                   to move, just turn round 180 degrees and press [ENTER] to
		   re-open it.	 
		7) If the program cruches after running START.EXE, run
		   IDKFA.EXE to start the game at once. You can also run
                   NOMENU.BAT to launch the game. 
		8) If your sound card is not perfectly compatible with Sound
		   Blaster try to run the game in the silence mode. Just type
		   IDKFA.EXE NOSFX or run NOSFX.BAT or even NOMEN&SF.BAT to
                   skip the menu as well. 
		9) You cannot load the state from the menu (like in DOOM). After
		   starting the game from the beginning press [F5] ... [F8]
		   to load you state from the relative slot.	
	       10) You can save the screen shot by pressing [F10] during the 
		   game. It'll be saved in the BMP mode in a DATA\SCREENS
		   directory. The file name always consists of eight letters
		   and is generated randomly.
                 
                
		Known bugs:

		1) Sometimes the triangles that should not be visible appear
	           on the screen. I have not idea why it's so and I'll not
                   tend to correct it - it's not a serious bug in fact. 
		2) Sometimes you can face a division by zero error. It's not
	           a fault of the engine - it's known bug of a DQBttri and
                   DQBgtri in a DirectQB itself. 
		   It happens very rarely supposing you don't use LooKUp and
		   LookDown when gonig by thin elements (such as gallows
		   in level two).
		3) It's something wrong with SAVE and LOAD. It happens that 
		   after killing the enemy and saving state after that and 
		   going two the other sector of the level and loading the
		   previously saved state, the enemy will appear alive.	
		   This is also occurs very rarely and happens only uder	
		   some peculiar circumstances.
		   I'wll promise to correct this bug as soon as I get to know
		   with the cause of it.
                   				
		    

		Disclaimer:

			I do not take any responsibility for any damage that 
		comes from using this programm to you, your computer, or 
		anything relating to your existence. I've checked and rechecked 
		this stuff to make shure it is free of seriuos bugs, but there 
		is always a possibility that some may exist. If you find any 
		bugs in the program, please e-mail a detailed description of 
		what happened, when it happened, and what error message 
		(if any) was displayed on the screen to 
					trojan@mnc.pl,
		and I will promptly correct them.
			If you decide to use this engine in your games, 
		remember to mention that you used AlexSoft 3Dengine by 
		Aleksander Trojanowski in your credits. Also, give my
		e-mail address in the credits when you finish the program.
		Please send me a copy so I can see how my engine has been
		put to use.
		
		
		In the nearest future:

                1) More sprites, textues, levels.
		2) Well documented level - editor.
				
		
		Whats new:
		
		The most significant differences from version 1.6 are as follows:
		1) Now it uses XMS to store data. You can run the game from the		
		   interpreter environment with not "out of string space" message.
	        2) Sound routines are now working properly (no sound crushing).
		3) The game will not crush if you haven't set BLASTER
		   environment variable in AUTOEXEC.BAT. 	
		4) The memory reguirements have been halved.
		5) If you die, the game will not return to system (like it was
		   previously) but automatically load the most recent state.
		   If you haven't saved any states, the game will load the state
		   from the first slot.
		6) Now you can turn FPS counting ON and OFF (see keylogy).	
		7) The game is running two times faster then previously.
		8) If you don't have any Sound Card or your Sound Card cannot
		   be configured by the sound engine (for some reasons) or
		   you don't have 4MB RAM, you can run the game with
		   NOSFX parameter to solve the problem.
		9) I have notinced one bug in the first level. There was a place
	           where you could go through the wall. It's fixed now.
	       10) The EXE is 20KB smaller than the previous one due to the 
		   overall optimalization I did.		  
	       11) The doors open two times faster.
	       12) I made some changes in the enemy and weapon statistics - 
		   the game is much easier now.		

		AlexSoft June 2001