The links to all the pages! we should start editing them! Just post whatever page you've edited and sent to me, and I'll go check them and send them off to fo sheezy. These were posted before, but I'll repost them because teh previous one had (wrong) things we needed to change, so this is smaller and easier to read.
new version posted, one broken link that kob knows about. Hey kob, stick to all lower case file names and references, so you don't run into this problem <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
EDIT: And just so people know, the working links are in the menu bar, not the actual links on the page. Those pages aren't done yet (I'm guessing). So, it IS there, just look to the menu bar.
EDIT2: alien_evolutions_cloaking.html is done and uploaded. You can look on my site to see if it's up to specs.
EDIT3: alien_evolutions.html didn't need any updating, it's up too
EDIT4: I have the needed gifs up there too, in the right locations. Tell me if I'm screwing you up here.
alien_chambers_d.html - modified alien_chambers_m.html - major modification alien_chambers_s.html - completely redone (all data was referring to abilities no longer in the game) alien_chambers_o.html - modified
are done
on a note, about ability linking, are we redoing the links? since the abilities have been switched around. for example, in the OC page, i linked to the lerk's spike, but the ability should be "inherent" now, not "primary". i assumed while editing that we were going with changing the links and that spike is now inherent, so the link will link to alien_lerk_inherent.html. i'm sure you know enuf html to change it if i'm wrong kob <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
need new image for the electrify page, image needs to be named "elec.jpg" 64x64 pixels and placed into the same folder as the motion tracking image; i arbritraily named the elec, <i>front_upgrades_electrify.html</i>
front_upgrades.html - small mod front_upgrades_armor.html - small mod + grammar fix front_upgrades_motiontracking.html - small mod front_upgrades_weapon.html - small mod front_upgrades_electrify.html - NEW
The quickstart guides need much more work. In the marine quickstart guide there is very little information on the commander and his role. You should explain that the commander is the only person who can drop weapons, ammo/medpacks and structures, and try to keep the text as simple and as informative as possible.
I found N00by's original version much more helpfull and informative before you edited it Kobayashi. I think the "How to" parts <b>need</b> to be in the quickstart guide, and not in a seperate section.
Here is something I wrote up just now as an example:
FRONTIERSMANS QUICKSTART MANUAL
If you choose to jump into the marine portal, you will spawn into the Team's base. This is the starting area or ‘<i>spawn</i>’. Upon spawning you will have standard marine weapons. Your equipment at this early stage is:- A Light machine gun (LMG) , a pistol and a knife.
Remember that the marines need teamwork of a very high standard to win. There is safety in numbers so make sure you stay with the team. Aliens will pick off marines who have wandered off alone very easily. .
If you are new make a point of telling the team. Most people don’t have a problem with a new player, and will usually show them the basics, however they have a problem with new players who don’t listen.
An important part of being a marine is to listen to the commander. The commander is the only person who can drop weapons, ammo/medpacks and structures for his team, and give out orders for you to follow. (see "commander" for more information)
If you have autohelp enabled, small boxes will appear in-game and usually explain the function of something you are looking at. Though some of the information may be inaccurate, the more important points are still valid. You can turn off the autohelp from the menu, or by typing <i>cl_autohelp 0</i> in the console.
There are 3 basic functions that are neccessary to learn how to perform.
How to use the GUI (graphic user interface): the default way to access the GUI is by right-clicking. A small menu will pop up. These are pretty self explanatory.
To build: You will almost always need to build structures at some point in the game. The commander at some point will drop a structure onto the floor with a distinct sound that you will become familiar with very quickly. You will need to build it for him. You can do this by moving close to the structure that was dropped, and pressing and holding your use key (default is ‘E’). The building process takes a short while, The structure has a progress bar around the base. It is coloured yellow to start and moves around in small rectangles as building progresses, it changes to green as it gets close to completion. Remember that you must continue to build as the structure is not operational until finished.
While you are building, it is advisable to do so from the back of the structure, this way you can keep an eye to the front for attack. Do not be afraid to stop building and shoot any intruders that may attack. You can carry on building afterwards. building speed increases if many people are helping to build a single structure, but be aware that sometimes it is better to defend the person building a structure, than help. Especially if there are enemies nearby.
Getting ammo: You can get additional ammo from the armory by pressing and holding the use key while facing it, or asking the commander to drop some ammo packs for you. Dont forget that you can also use the GUI to call for ammo and medpacks.
Navigating: If you get lost, or want to see where your team are, press and hold the ‘C’ key. This will bring up a map with you (and your squad) highlighted in green. The map will also show you the location of marine structures. Enemies and enemy structures appear as red on this map if a team-mate has seen them.
Now that you know how to do the basic marine functions, go and play! Experience is the best teacher.
For the love of god; remove the quickstart guides. Not matter what you do to them they will always look terrible and out of place, not to mention that there is no "fast" method to learn, and the quickstart guides barely scratch the surface...
The manual should be like a real military mission, except in our updated version there will be a info tree so that you can look at everything and click to find the specifics.
<!--QuoteBegin--Forlorn+Oct 1 2003, 11:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 1 2003, 11:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For the love of god; remove the quickstart guides. Not matter what you do to them they will always look terrible and out of place, not to mention that there is no "fast" method to learn, and the quickstart guides barely scratch the surface...
The manual should be like a real military mission, except in our updated version there will be a info tree so that you can look at everything and click to find the specifics. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I second that Forlorn. Cant you just edit the values and edit a few sentances to get the manual up to date? I'd like to see some Quickstart guides, but at the moment they look very out of place, and lack in quality compared to the rest of the manual.
i believe kob understands those thoughts, and is fixing up the old manual. however, i think he also believes that a quickstart could be helpful, in the way of the important-points-of-the-manual-are-crammed-onto-one-page-with-the-fluff-removed. and the point of the quickstart is to get the marine playing, not commanding. would you want a commander would worked off of a quickstart guide? there isn't exactly a quickstart to becoming a commander, since there are so many aspects. if you view my earlier post, you'll see i've already done a commander's page. i know its fat with tables, but the raw text alone DOES cover 1.5 pages. and its like a drop of water in the ocean. i wrote that page to cover only the basic of the basics, just enough to get someone who's played ns alot as a marine to command fairly well without getting stuck on where-the-cluck-is-the-IP-button.
which reminds me, could someone edit the kharaa quickstart? its about 2 pages of content not including the unofficial stuff in it. much too long, but i couldn't figure out what was REALLY needed and what wasn't
The quickstarts could be helpful but I have to agree that they lack too much information and will only help just enough to get the guy shooting the right people.
If you want to get creative why not add more "personal incounters" notes from soliders who have been in battle and given there experiences as a tool to help new rookies get use to what they are about to go up against.
Everyone loves the "Stories of the Frontlines" why not add some in the manual.
I'll remove the quickstart, no time ATM. If you want stories, I think they should be kept in the forums, little blurbs/paragraphs about specific things may be good... like what's already there, jsutsome of it needs updating.
okie... as the manual states, <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->upgrades affect all marines, providing permanent improvements their weapons, armor, and sensors.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
now electrify doesn't actually provide a permanent improvment to the marines, it doens't make them a walking tesla coil, therefore, I shall save that page until we find a better place to put it.
Comments
alien_abilities.html
alien_abilitiesandattacks.html
alien_chambers_d.html
alien_chambers_m.html
alien_chambers_o.html
alien_chambers_s.html
alien_changingspecies.html
alien_evolutions_adrenaline.html
alien_evolutions_advhivesight.html
alien_evolutions_carapace.html
alien_evolutions_celerity.html
alien_evolutions_cloaking.html
alien_evolutions_regeneration.html
alien_evolutions_s.html
alien_evolutions_scentoffear.html
alien_fade.html
alien_fade_hive.html
alien_fade_observation.html
alien_fade_primary.html
alien_gorge.html
alien_gorge_hive.html
alien_gorge_inherent.html
alien_gorge_name.html
alien_gorge_observation.html
alien_gorge_primary.html
alien_lerk.html
alien_lerk_hive.html
alien_lerk_inherent.html
alien_lerk_name.html
alien_lerk_observation.html
alien_lerk_primary.html
alien_onos.html
alien_onos_hive.html
alien_onos_inherent.html
alien_onos_primary.html
alien_resourceuse.html
alien_skulk.html
alien_skulk_primary.html
alien_spawning.html
front_building.html
front_comduties.html
front_comhud.html
front_comhud_menu.html
front_comhud_minimap.html
front_comhud_view.html
front_equipment.html
front_friendlyfire.html
front_phasetech.html
front_resources.html
front_sterkman.html
front_upgrades.html
front_upgrades_armor.html
front_upgrades_motiontracking.html
front_upgrades_weapon.html
structures.html
structures_advarmory.html
structures_advtfact.html
structures_armory.html
structures_armslab.html
structures_cc.html
structures_infportal.html
structures_observatory.html
structures_phasegate.html
structures_protolab.html
structures_restower.html
structures_tfact.html
structures_turrets.html
techtree.html
weapons_grenadelauncher.html
weapons_ha.html
weapons_hmg.html
weapons_jetpack.html
weapons_knife.html
weapons_lmg.html
weapons_main.html
weapons_mines.html
weapons_pistol.html
weapons_shotgun.html
weapons_siege.html
weapons_turrets.html
weapons_welders.html
Add electricity upgrade page.
alien_abilitiesandattacks.html
alien_abilities.html
I also fixed the color of the links and updated the links.
EDIT: And just so people know, the working links are in the menu bar, not the actual links on the page. Those pages aren't done yet (I'm guessing). So, it IS there, just look to the menu bar.
EDIT2: alien_evolutions_cloaking.html is done and uploaded. You can look on my site to see if it's up to specs.
EDIT3: alien_evolutions.html didn't need any updating, it's up too
EDIT4: I have the needed gifs up there too, in the right locations. Tell me if I'm screwing you up here.
alien_chambers_d.html - modified
alien_chambers_m.html - major modification
alien_chambers_s.html - completely redone (all data was referring to abilities no longer in the game)
alien_chambers_o.html - modified
are done
on a note, about ability linking, are we redoing the links? since the abilities have been switched around. for example, in the OC page, i linked to the lerk's spike, but the ability should be "inherent" now, not "primary". i assumed while editing that we were going with changing the links and that spike is now inherent, so the link will link to alien_lerk_inherent.html. i'm sure you know enuf html to change it if i'm wrong kob <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
the files are all in the self-extractor
front_upgrades.html - small mod
front_upgrades_armor.html - small mod + grammar fix
front_upgrades_motiontracking.html - small mod
front_upgrades_weapon.html - small mod
front_upgrades_electrify.html - NEW
are done
again, all in the self-extractor
You should explain that the commander is the only person who can drop weapons, ammo/medpacks and structures, and try to keep the text as simple and as informative as possible.
I found N00by's original version much more helpfull and informative before you edited it Kobayashi. I think the "How to" parts <b>need</b> to be in the quickstart guide, and not in a seperate section.
Here is something I wrote up just now as an example:
FRONTIERSMANS QUICKSTART MANUAL
If you choose to jump into the marine portal, you will spawn into the Team's base. This is the starting area or ‘<i>spawn</i>’. Upon spawning you will have standard marine weapons. Your equipment at this early stage is:- A Light machine gun (LMG) , a pistol and a knife.
Remember that the marines need teamwork of a very high standard to win. There is safety in numbers so make sure you stay with the team. Aliens will pick off marines who have wandered off alone very easily. .
If you are new make a point of telling the team. Most people don’t have a problem with a new player, and will usually show them the basics, however they have a problem with new players who don’t listen.
An important part of being a marine is to listen to the commander. The commander is the only person who can drop weapons, ammo/medpacks and structures for his team, and give out orders for you to follow. (see "commander" for more information)
If you have autohelp enabled, small boxes will appear in-game and usually explain the function of something you are looking at. Though some of the information may be inaccurate, the more important points are still valid. You can turn off the autohelp from the menu, or by typing <i>cl_autohelp 0</i> in the console.
There are 3 basic functions that are neccessary to learn how to perform.
How to use the GUI (graphic user interface): the default way to access the GUI is by right-clicking. A small menu will pop up. These are pretty self explanatory.
To build: You will almost always need to build structures at some point in the game. The commander at some point will drop a structure onto the floor with a distinct sound that you will become familiar with very quickly. You will need to build it for him. You can do this by moving close to the structure that was dropped, and pressing and holding your use key (default is ‘E’). The building process takes a short while, The structure has a progress bar around the base. It is coloured yellow to start and moves around in small rectangles as building progresses, it changes to green as it gets close to completion. Remember that you must continue to build as the structure is not operational until finished.
While you are building, it is advisable to do so from the back of the structure, this way you can keep an eye to the front for attack. Do not be afraid to stop building and shoot any intruders that may attack. You can carry on building afterwards. building speed increases if many people are helping to build a single structure, but be aware that sometimes it is better to defend the person building a structure, than help. Especially if there are enemies nearby.
Getting ammo: You can get additional ammo from the armory by pressing and holding the use key while facing it, or asking the commander to drop some ammo packs for you. Dont forget that you can also use the GUI to call for ammo and medpacks.
Navigating: If you get lost, or want to see where your team are, press and hold the ‘C’ key. This will bring up a map with you (and your squad) highlighted in green. The map will also show you the location of marine structures. Enemies and enemy structures appear as red on this map if a team-mate has seen them.
Now that you know how to do the basic marine functions, go and play! Experience is the best teacher.
The manual should be like a real military mission, except in our updated version there will be a info tree so that you can look at everything and click to find the specifics.
The manual should be like a real military mission, except in our updated version there will be a info tree so that you can look at everything and click to find the specifics. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I second that Forlorn. Cant you just edit the values and edit a few sentances to get the manual up to date?
I'd like to see some Quickstart guides, but at the moment they look very out of place, and lack in quality compared to the rest of the manual.
which reminds me, could someone edit the kharaa quickstart? its about 2 pages of content not including the unofficial stuff in it. much too long, but i couldn't figure out what was REALLY needed and what wasn't
NO to quickstarts. They look terrible and I guarentee they will create more questions than answer them.
Anyhow, for some added use to the manual on the commander's part:
<a href='http://www.nonoobs.com/compendium/CommGuide/' target='_blank'>My clan's commander guide</a>
I dunno if we can rip off all of the text, but I'll see of what I can do.
If you want to get creative why not add more "personal incounters" notes from soliders who have been in battle and given there experiences as a tool to help new rookies get use to what they are about to go up against.
Everyone loves the "Stories of the Frontlines" why not add some in the manual.
Not stories but discriptions of the kharaa and there attacks taken from field notes.
Like in "Six Days In Sanjii".
now electrify doesn't actually provide a permanent improvment to the marines, it doens't make them a walking tesla coil, therefore, I shall save that page until we find a better place to put it.
and i sent off the front_upgrades to fa sheezy.