1Black Shades
2By David Rosen
3
4Please do not give a vote unless you are running in OS 9, Black Shades can run under OS X but only under emulation which does not work nearly as well.
5
6Controls:
7WASD = walk
8shift = run
9mouse = look
10control = crouch/zoom
11click = fire (while aiming) or smash (while running) or pick up gun (while crouching over a body and not aiming) or disarm (while not aiming)
12q = aim or un-aim (important for picking up guns)
13r = reload
14e = psychic aim
15z = toggle soul release
16space = dive (while running forwards)
17
18keys for debug mode:
19
20tab = 3rdperson toggle
21f = Force Push� :)
22shift-x = switch weapons
23
24Thats it
25
26Instructions:
27Try to keep your VIP (the guy in white) alive as long as possible. The assassins will all try to shoot or stab him to death. You must do all you can to prevent this. Your reputation has preceded you, so the VIP has absolute confidence in your abilities and will completely ignore all the assassins. When an assassin is aiming at your VIP with a gun, you will psychicly see a line of sight extending from him to your VIP. This line will narrow and redden until it disappears and the assassin fires. Depending on the situation it may be best just to shoot the assassin(s), or to dive and tackle the VIP to the ground to avoid the bullet. Unfortunately your psychic powers do not show the line of sight of knife-wielding assassins.
28
29If you are feeling overwhelmed you can use psychic aiming to temporarily speed up your thought processes and aim your shots better. If there are no visible enemies you may want to release your soul and look for nearby enemies. When your soul is released your VIP pulsates between blue and red, civilians between black and red, and assassins are solid red.
30
31If you die or your VIP is killed.. the level restarts. If you are are interested in the theory behind this: you are a psychic bodyguard, so you can see small distances into the future. The failure only occured in a possible future which you are now going to try and avoid.
32
33The scoring system consists of:
34150 points for a successful disarm
35300 points for destroying a zombie (by blowing its head off)
36100+50x points for completing a mission where x is the mission number (i.e. 450 points for completing mission 3)
3775 points for incapacitating an assassin
38     +50 if he had a knife
39-300 points for hurting a civilian
40-200 points for allowing the VIP to die
41The penalty for failing to protect the VIP is halved if you kill the assassin.
42
43You can edit levels by setting "Custom levels" to 1 in the config and editing the customlevels.txt file in the data folder.
44
45Weapons:
46Bare Hands: Smack people with them. Or if you want to be nice, walk or stand (don't run) near somebody with a gun and take it away.
47
48Knife: Like bare hands, but deadly and with longer range. Look out for knife-wielding assassins, they are the most dangerous.
49
50Handgun: One shot with this should be enough to incapacitate any human target, but they may remain conscious for a second (this can be bad if they are about to stab your VIP, aim for the head)
51
52Magnum:  Not as much ammo as the vanilla handgun, but one shot is an instantenous kill
53
54Assault Rifle: This weapon has quite a kick and is bigger and more unwieldy than the handguns, but it has a large magazine and can fire quickly if necessary
55
56Sniper Rifle: A bit more powerful than the magnum, with a scope. Very difficult to aim unless you are zoomed in (zoom by holding the control key)
57
58Shotgun: Aim and shoot. Very powerful but somewhat inaccurate.
59
60Grenade: Hold down the mouse button to take out the pin, release the button to throw it. Crouch to change your mind and put
61the pin back in. You can knock people out if you hit them in the head, or  of course you can just blow them to pieces.
62
63Troubleshooting:
64The only known bugs are:
65�It doesn't work too well under classic emulation
66�Occasional collision detection issues
67�Turning virtual memory off can cause speed issues
68
69History:
7011-6 to 11-9 main menu, score, etc.
7110-9 to 11-6 better ai, gibbing, added zombies, weather, knife, shotgun, misc. stuff
7210-8 shooting delay/ effect
7310-6 added rich vip guy
7410-5 bug fixes, gibbing, slomo psychicness
7510-4 bug fixes, blood toggle, environments, falling damage
7610-1 worked on menu, pathfinding
779-27 added black shades, bug fixes, added some IDG sounds, better collision, config.txt
789-22 bug fixes
799-21 mouse smoothing, better aiming, different blood
809-20 fixed street clipping, grenades working, more blood
819-19 fixed grenade faces, fixed some assassin AI, fixed penetration bugs
829-18 started assassin AI, some more assassin AI, some work on grenades
839-17 faster aiming/crouching, VBL sync, slightly improved control sensitivity stuff
849-16 glock added, penetrating sniper rounds, better scope, different zooming
859-15 suicide, improved bashing, npcs can carry guns, reloading, headshot sound, camera positioned better, handgun
869-14 rifle bashing, aim modifications, redder headshots, speed
879-13 everything in one folder, stationary 3rd person cam toggle, visible bullets, some sound stuff
889-12 crouching, duck to snipe, pain animations
899-11 more fluid aiming, different costumes, assault rifle, health system, impact reaction, kill counter
909-10 sniper rifle scope, bullets, sounds
919-9 bug fix
929-8 sniper rifle added (fires blanks, can't zoom), ragdoll system improved, ragdoll sounds
939-7 smooth transition to pointing arms, walking, better running, skeletal 'ragdoll' system + collisions
949-6 fixed sound bug
959-5 Added distance people sprites (very far view distance, faster also) Added limit to # of people per block, more even spacing, added pointing arms (pistol aiming without the pistol)
969-4 Added random civilian placement system (populated entire city instead of a block)
979-3 Too Busy
989-2 Too Busy
999-1 Too Busy
1008-31 Started basic civilian AI
1018-30 Fog fixed on ground and sky, better skeletal animation, pre-calced rotations for joints
1028-29 Real Life� intervened, no time
1038-28 Air control added, some collision fixed, occluding people, sky plane, ground does not occlude
1048-27 looking up/down changes animation, editors updated to CW 8, animation editor tweaks, optimised a bit
1058-26 look at previous soul position when going back into body, sound fx added, movement speed tweaks, can't see body while soul is released
1068-25 black sunglasses idea(prevent visions) "dark shades" or "black shades" name
107psychic vision effect added
108better collision added
1098-24 working under CW 8
1108-23 collision detection on street (with sidewalk+buildings)
1118-22 collision detection models + firstperson view
1128-21 psychic bodyguard idea
1138-20 basic city engine, skeletal animation from glfighters2 pre-alpha, player+building models, jogger group
114
115Main menu music is included with permission from musician John Graham, Copyright 2002.
116Due to legal difficulties all other music is composed by me at the last minute based on some nice loops made by Carlos Camacho, hence the 'programmer music'.
117Also many thanks to my other friends and beta testers, and to artist David Drew for modelling the assault rifle, sniper rifle, handgun, shotgun and grenade.