Duke_Nukem-Manhattan_Project.COVER-oCN

[.RLS.LiNE...] 0627/02 ! [xx/01] * 2.88Mb = 2.88Mb ( * 1024 = 2949.12Kb )

[.CRACKER....] oCEANiNE.team.......................... ... .. . .  .   .

[.PACKAGER...] oCEANiNE.team.......................... ... .. . .  .   .

[.PROTECTiON.] oCEANiNE.team.......................... ... .. . .  .   .

[.O.SYSTEM...] 98/98SE/ME/2k/XP....................... ... .. . .  .   .

[.RLS.NOTES..]

W Duke Nukem: Manhattan Project cofamy sie nieco w czasie,

do momentu gdy pewne tajemnicze osoby postanowily odkryc nowe zrodlo

radioaktywnej energii, gdy Duke zajety byl walka z obcymi najezdzcami.

Zrodlo to charakteryzowalo sie jednak jednym bardzo niebezpiecznym

efektem ubocznym: w jego obecnosci ludzie mutowali zamieniajac sie

w krwiozercze bestie. Gdy w koncu ten nieudany eksperyment doprowadzil

do zamkniecia calego podziemnego segmentu metra, rzad zdecydowal

sie wezwac Duke Nukem. Gracz musi rzecz jasna pomoc w walce

z niebezpiecznymi mutantami oraz odnalezc i zniszczyc zrodlo

promieniowania w podziemiach Nowego Yorku.

Do przejecia przygotowano osiem olbrzymich map rozgrywajacych sie

w nowojorskim Big Apple. Po drodze znajdujemy nowe rodzaje broni

oraz power-upy bardzo przydatne w walce z wieloma przeciwnikami.

Niespodzianka jest dostepnosc nowego rodzaju broni organicznej,

siejacej prawdziwe spustoszenie w szeregach potworow.

Calosc wykonana jest w trojwymiarowej grafice z widokiem

w perspektywie trzeciej osoby.

http://www.gry-online.pl/s016.asp?id=1562

!!!iNCLUDED EDiTOR!!!

Note to FAi:

Feel free to unzip all the .zipfs files and uharc all the 13.000 files

just to save few disks on the rip. Everyone will be already playing the

game by the time you do that.

OCN is a new group made of close friends and individuals

We are here to bring you quality stuff only! At this point of time

we are looking for skilled crackers, and software suppliers.

If you think it applys to you, we find you!

c:\ocn\logon.exe

New rules point added!

Rips created by iSO groups are to be nuked.

iSO group must give for 0-Day groups time for do a RiP.

If nobody do Rip of iSO GAME in 14 days, iSO group can do it!

In 1998, three people decided the future of how the scene should shape

itself and released a 10-point information document stating how a game

release should be conducted. In the past year, many of these rules have

been broken by its founding members and other groups have purposely

broken the agreement. In lieu of recent events, the deciding figures

of three groups, Class, Myth & Divine, have converged and agreed upon

a new set of rules based on the original Faction rules and Myth's

recent proposal and have been updated, modified and agreed upon by a

consensus to a new standard to better suit the scene in this millenium.

These groups have been active participants in shaping the scene in the last

6 months, and were given active participation in voicing their point of

view. These new rules will allow for a more fair and competitive scene

while ensuring a quality-minded environment for the scene. These deciding

figures have bestowed themselves to be called the N.S.A., Network Software

Association. These rules have been ratified and approved among the three

groups and will be recognized and followed immediately on this date,

March 26th, 2000.

1.  The disk  limit  is as of  now  65 x 2,915,000 bytes. This equates  to a

total  of 189,495,000 bytes of compressed data. Groups may not go over

the total size to prevent any future cheating. Acceptable compression

formats at this  time are ACE or RAR or any future compression that

supports multiple volumes and long file names, followed by the

traditional PKZIPing.

The limit for standard game add-ons is 35 x 2,915,000 bytes for any add-

on that includes Music, Speech, Commentary or Play By Play for the

original release. Any add-on that does not fit this criteria will be

restricted to 25 x 2,915,000 bytes. Only the group that won a game

release is allowed to release the add-ons for the game.

2.  To prevent sloppy rips, a re-release of a game is allowed to make groups

release proper and respectable releases. The following provisions

include:

a) it can be ripped in >=10 disks less than the previous release by us-

ing only lossless compression methods. Lossy compression will not be

permitted to compromise the release to fit under this condition.

b) it can be ripped in >=15 disks less of the size of the previous

release by using mp3-compression while not downgrading any wavs

or mp3's sound quality using lossy compression.

That means all the essential gamedata must be still included in the re-

release. No essential data is allowed to be removed to be considered a

valid re-release. A re-release from a competing group may not use tools,

original crack or any other files from the previous release that were

modified for the original game rip.

The re-release of a rip can be done by any group and must be done in

at most 48 hours after the release of the original rip, as possibly

every game is rippable in a smaller size if enough time is spent.

3.  Every release  under  this  limit MUST be  a functionally  and  playable

complete  game with no essential data missing to complete the game.

This  means  that  included  will  be  every  component necessary for

the successful completion of the game e.g.:

- all game executables that are needed,

- every level (single AND multiplayer),

- every track (including practice),

- all actor graphics & models etc,

- sound effects

- registry settings to play on the Internet (e.g. Zone/DirectPlay)

4.  Any lossless compression method to reduce the size of selected game data

is ALLOWED (e.g. uharc).

5.  Lossy compression is ALLOWED for  sound, videos and non-texture graphics

(e.g. jpeging of menu screens) but lossless compression is encouraged

before using lossy compression.  Lossy compression of textures is expli-

citly FORBIDDEN to  prevent the  many  problems inherent to that.

6.  Sound effects WILL and MUST be included. To reduce the size of rips when

possible, standard waveformat files (PCM) should be mp3-compressed

if possible in a reasonable state of time and is over the size of 20

disks. If the soundfiles exist inside a bigfile its highly regarded

when time is invested to extract those files to compress them.  Groups

are not to required to index bigfiles though. Downgrade of sound quality

to sound files to allow the game to fit the limit will not be permitted.

It is allowed to rip music, commentary/speech and ambience files as long

as the game remains playable.  Speech files  MUST be  included if  there

exist no on-screen subtitles. It is okay to remove commentary from a

release if size does not permit it.

It is highly regarded when all sounds, speech and music are included in

a rip and not intentionally put out as addons.

7.  It is allowed to remove gamedata that exists in multiple resolutions or

formats as long as the  game remains playable on a typical system  which

is defined by a PII-300 with a D3D-card and soundcard.

- high-resolution textures for highend systems.

- low-resolution textures for low-end systems if there is no

possible options to include the high-resolutions in the release.

If size permits, it is expected that high resolution be released

as an add-on.

- high-screen resolution graphics data standard of 800x600 (or 640x480

if other than 800x600 is not applicable)

- at least one hardware-dependent data must be included, and must be

in Direct3D mode or any other hardware data modes that are accepta-

ble (e.g. Glide textures). A release of software mode only with all

hardware-dependent data and textures removed will not be allowed in

future releases.

8.  Movies (intros, cutscenes) should be removed if they aren't game-related.

Movies must be  ripped in a  way so that the  gameplay experience is  not

compromised, e.g. framing of movies is highly regarded.  It should always

be avoided  to  create  situations in  which  user-input is  necessary on

black screens because the video normally shown has been blacked out.

9.  Other allowed add-ons for games include:

- cutscenes/movies

- commentary/speech

- music

- manual/documentation

- editor

Intro and Outro add-ons are EXPLICITLY FORBIDDEN.  Not more than 2

add-ons should be released for a game release.

10. Children's games (aka  Kiddie  games) and  Edutainment  software  do not

qualify  under these rules  guidelines for acceptable  releases.  Kiddie

games are usually defined via the game target audience of  '5-12 years'

as stated by the game's producer.  Common  sense should  be based on

common sense  by  all groups to identify what really is a kiddie game.

Platform games are not to be considered kiddie games.

11. Levelpacks, game add-ons etc. for rips are only allowed if they are offi-

cially released/authorized by the  same company/developer/publisher that

put out the original game. If possible by its size, the add-on should be

made as a standalone and not needing the original game release. The

original missions may be removed to allow the game add-on to become

standalone if not size can not permit the original game. It should be

explained in the NFO if and why a game add-on isn't made to be standalone.

12. In regard  to games  distributed  in the  United States  that are  LATER

distributed in Europe  or vice versa under  the same or different name /

publisher.  These games  if released  AFTER another group's  release are

counted  as DUPES  unless  it can  be  proven that  there  is  a clearly

noticeable  PLAYABLE  difference in the  latter release  (more than just

tiny differences in graphics or sound). Differences in filedates and

Game Titles between Euro and US releases are NOT a good enough reason to

re-release the game.

13. A brief  outline  of what  has been  stripped from the  game  should  be

clearly stated in  the  game-release .NFO, as  well as information as to

whether or not Add-Ons can be expected.

14. Fully cracked Update Patches and Trainers are highly  regarded, though

they are not  the responsibility  of any group (including  that of which

released the original game).  If 2 trainers from the same  or  different

groups are released  for 1 game, this  does NOT qualify as a dupe unless

the latter trainer provides no new features over the prior trainer. Beta

update patches will not considered a valid release among any game group.

No group shall release a cracked patch for a game if a generic patch

exists for a particular game in the scene. If a generic crack exists, a

new patch-release must specify that the generic crack does not work

anymore.

15. If two or more rips of the same game get released, the first working rip

wins.  Sites should not nuke any  release until the winning rip has been

proven to work correctly and follows the above ruleset.

16. No group shall do a rip using another's groups work, be it an iso crack

or tools written by another competing group. Any third party tools shall

be acceptable. A crack from an ISO or past release (even in other

languages) shall not be used unless permission is given from the

cracker/creator of the original release group.

17. Rips created by iSO groups are to be nuked. iSO group must give

for 0-Day groups time for do a RiP. If nobody do Rip of iSO GAME in

14 days, iSO group can do it!

All appointed HQ (Headquarters) should abide by these rules to the

fullest extent permutable. Any group that competes in the gaming rip

scene will and must abide by the above rules to allow fair competition

among all competitors.

Signed,

Leaders, Council Members and Seniors of Class, Myth & Divine

and also by oCEANiNE

0) exxxxx... [.sxxxx@rxx.nxx.px.........]

POSiTiON: ....fnd:crk:spl:rip:asc:ans:code:sysop:council

1) Mxxxxx... [.Mxxxx@gxx.px.............]

POSiTiON: ...........................sysop:ircop:council

2) kxxxx.... [.kxxxxx@ixxxxxxx.px.......]

POSiTiON: .............................spl:tst:rip:ircop

3) kxxxx.... [.kxxxxx@ixxxxxxx.px.......]

POSiTiON  .............................spl:tst:rip:ircop

4) Kxxxx.... [.kxxxxx@ixxxxxxx.px.......]

POSiTiON: .............................spl:tst:rip:ircop

5) Gxxxxxxxx [.gxxxxx@wx.px.............]

POSiTiON: .................................spl:tst:ircop

6) Kxxxxx... [.kxxxxxx@wx.px............]

POSiTiON: .................................spl:tst:ircop

7) Rxxxx.... [.rxxxx@rxx.nxx.px.........]

POSiTiON: .................................spl:tst:ircop

8) jxxxxxxx. [.jxxxxxxx@gxx.px..........]

POSiTiON: .................................spl:tst:ircop

9) Mxxxxx... [.mxxxxx@txxx.nxx.px.......]

POSiTiON: .................................spl:tst:ircop

xxxxxxxx [.xxxxxxxxx@xxxxxxxxx.xxx...]

we wait for u!

[.E-MAiL...] .mail@ocn.org.........

[.WWW......] .http://www.ocn.org...

you can't find us!

we find you!

...just wait!

/team oCEANiNE

a l0t 0f 10x 4 Ecl2k ppl    ▓▀ ▐▓▌ als0 4 FAi, UnderPl, EPS